IMustCode
IMustCode

Reputation: 109

objects added to array but count is zero

Below is a method for handling creation of balls depending on colour and some other properties. The createBall method returns a CCPhysicsSprite. numberOfBallsToCreate returns one of each colour but five for black.

-(void)ballCreation:(b2World*)world inLayer:(CCLayer*)layer   {

CGSize s = [[CCDirector sharedDirector] winSize];
ballType = blackBall;

for (int i = 0; i < [self numberOfBallsToCreate]; i++) {


switch (ballType) {
    case greenBall: 
        [self createBall:world inLayer:layer atPosition:[self ballPosition] ballImage:@"greenBall.png"];

        break;

    case redBall: 
        [self createBall:world inLayer:layer atPosition:[self ballPosition] ballImage:@"redBall.png"];

        break;

    case blueBall:  
        [self createBall:world inLayer:layer atPosition:[self ballPosition] ballImage:@"blueBall.png"];

        break;

    case blackBall:   
        [blackBallArray addObject:[self createBall:world inLayer:layer atPosition:[self ballBirdPositions] ballImage:@"blackBall.png"] ];

      break;

    default:
        break;
}
}

}

Also below is a method that I update every 1/60 of a second, applying force on each ball. All the ball updates are working well except the blackBall.

-(void)updateBalls   {

switch ([self getBallType]) {
    case greenBall:
        [self applyGreenForce];
        break;

    case redBall:
        [self applyRedForce];
        break;

    case blueBall:
        [self applyBlueForce];
        break;

    case blackBall:    {
        //[self applyBlackForce];
        createdBlackBallArray = [self getBlackBallArray];
        CCLOG(@"the createdBlackBallArray count is %d", createdBlackBallArray.count); // always prints zero
        if (createdBlackBallArray != NULL) {
            //CCLOG(@"code reached here");
            for (int i = 0; i < createdBlackBallArray.count; i++) {
                CCPhysicsSprite* blackBallPhysicsSprite = [createdBlackBallArray objectAtIndex:i];
                //if (blackBallPhysicsSprite.b2Body != NULL) {
                b2Vec2 ballForce = b2Vec2(1.0, 0.5);
                blackBallPhysicsSprite.b2Body->ApplyForce(ballForce, blackBallPhysicsSprite.b2Body->GetWorldCenter() );

            }

            }
        }

        break;

    default:
        break;
}

The CCLOG above always gives zero for the array count so the force will not be applied. I am not sure what I am doing wrong. The getBlackBallArray details are below:

-(NSMutableArray*)getblackBallArray   {

return blackBallArray;
}

How can I solve this?

UPDATED

Here is the initWithBall method where the arrays are initialized.

-(id)initWithBall:(b2World*)world inLayer:(CCLayer*)layer {

[self ballCreation:world inLayer:layer];

blackBallArray = [[NSMutableArray alloc] init];
createdBlackBallArray = [[NSMutableArray alloc] init];
return self;
}

Part of the Ball.h class is below:

#import "GameObjects.h"

typedef NS_ENUM(NSUInteger, ballTypes) {
blueBall = 0, 
blackBall = 1, 
redBall = 2,  
greenBall = 3,  


};

@interface Ball : CCNode    {

b2Body* ballBody;
b2World* ballWorld;
CCLayer* ballLayer;
ballTypes ballType;
NSString* ballImageName;
NSMutableArray* blackBallArray;
NSMutableArray* createdBlackBallArray;

}

-(void)updateBalls;
@end

Upvotes: 0

Views: 143

Answers (1)

oopology
oopology

Reputation: 1072

You have made a small mistake in your code. You have initialized blackBallArray after calling ballCreation method.

It should be like this:

-(id)initWithBall:(b2World*)world inLayer:(CCLayer*)layer {
if ((self = [super init]) != nil)
{

//Initialize array first
  blackBallArray = [[NSMutableArray alloc] init];
  createdBlackBallArray = [[NSMutableArray alloc] init];

  [self ballCreation:world inLayer:layer];
}
  return self;
}

A word of caution. When putting up a post always make sure only most important code is added. You really put up a lot of code which made it a bit confusing to go through. Happy coding.

Upvotes: 4

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