This is GameActor.h in view mode; [Download] [Up]
/* Generated by Interface Builder */ // Abstract Class from which sprites may be derived. // This basically provides basic variables to hold location and // the necessary methods to access the location instance variables. // For basic funtionality, -move: and -renderAt::move: need to be overridden // -move: should set up px and py to tell the object which way to move // and renderAt::move: should be able to draw a representation of the // GameActor. Note that actual movement happens when -moveOneFrame is // called; -renderAt::move: will call -moveOneFrame if move:YES is chosen. #import <appkit/appkit.h> @interface GameActor:Object { id gameView; // the parent gameView int myX, myY; // where we're at int lastx, lasty; // where we were last drawn int px, py; // which way we're going (x-y velocities) int padding1; int scale; // big or original size characters? int padding2, padding3; } - init; // initialize the new instance vars - (int)xpos; // return our x-coord - (int)ypos; // return our y-coord - move:sender; // Move the actor one animation frame - lastAt:(float *)xx :(float *)yy; // to find out where actor was last drawn - at:(float *)xx :(float *)yy; // where is the actor now? - moveOneFrame; // makes the animation advance one step. Call -move: // first to set up params. - renderAt:(int)posx :(int)posy move:(BOOL)moveOk; // draw pac // you should lock focus on view that gets the Pac first. - (int)scale; - setScale:(int)newScale; @end
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