I found this ingenious solution in stackoverflow. Unfortunately, this code does not work in my project. I try to divide a round SKSpriteNode in four different touch areas. I would also like to change the color of the area (Only when the area is pressed). Do you know perhaps how to do that?
For an example, or help I am very grateful.
My code:
- (void)setUpDPad {
_dPad = [SKSpriteNode spriteNodeWithImageNamed:#"dpad"];
_dPad.anchorPoint = CGPointMake(0.0, 0.0);
_dPad.position = CGPointMake(0.0-self.frame.size.width/2+5, 0.0-self.frame.size.height/2+50);
_dPad.zPosition = 1;
[self addChild:_dPad];
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
CGFloat angle = [self angleToPoint:location];
int area = [self sectionForAngle:angle];
if ([_dPad containsPoint:location]) {
if (area == 1) {
}
if (area == 2) {
}
if (area == 3) {
}
if (area == 4) {
}
}
}
}
- (float)angleToPoint:(CGPoint)tapPoint {
int x = _dPad.frame.size.width/2;
int y = _dPad.frame.size.height/2;
float dx = tapPoint.x - x;
float dy = tapPoint.y - y;
CGFloat radians = atan2(dy,dx);
CGFloat degrees = radians * 180 / M_PI;
if (degrees < 0) return fabs(degrees);
else return 360 - degrees;
}
- (int)sectionForAngle:(float)angle {
if (angle >= 45 && angle < 135) {
return 1;
}
else if (angle >= 135 && angle < 225) {
return 2;
}
else if (angle >= 225 && angle < 315) {
return 3;
}
else {
return 4;
}
}
Related
So RIGHT NOW my code presents 7 playing cards. If the playing card is pressed it moves removes the card from the playerCard array and adds it to the playedCards array. The problem is, is move the card I target it with a SKNode in the touchesBegan method;
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node isKindOfClass:[CardSpriteNode class]]) {
Okay, no problem, the card moves up. The problem is, All the other cards left in the playerCards now need to move i.e ( tighten up ) as they were originally. Here's my formula for distances between them;
int cardsLaid = i * (cardDisplay.size.width / 3);
So I can now get the cards that are originally displayed and the ones that are touched, to form a nice gap between them.
What I need to do is to move the cards back to a nice gap, after one of the cards between them has been moved
for (int i = 0; i < [playerCards count]; i++) {
int cardsLaid = i * (cardDisplay.size.width / 3);
CGPoint forPoint = CGPointMake((0.5 - (self.frame.size.width / 4)) + cardsLaid, 0.0);
playerCards[i] //Here I need to target each skspritenode.name for each playerCards
[??? runAction:[SKAction moveTo:forPoint duration:0.6]];
}
So I need to target each SKSpritenode.name by the names saved in the playerCards MutableArray. Then once I've targetted a spritenode I need to move it where the ??? is.
Here's my entire touchesBegan method if it helps.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node isKindOfClass:[CardSpriteNode class]]) {
int add = (int)[playerCards count] * (cardDisplay.size.width / 3);
CGPoint origPos = CGPointMake(-self.frame.size.width/2.8 + add, -218);
if ([cardsPlayed containsObject:node.name]) {
//Card is already played, return to original position and remove from array.
CGPoint point = origPos;
[node runAction:[SKAction moveTo:point duration:0.6]];
node.zPosition = zPosCount;
zPosCount += 1;
[cardsPlayed removeObject:node.name];
[playerCards addObject:node.name];
NSLog(#"this ran");
} else {
//Card is not already played, position to add card and add to array.
amountOfCardsLaid = (int)[cardsPlayed count] * (cardDisplay.size.width / 3);
CGPoint point = CGPointMake((0.5 - (self.frame.size.width / 4
)) + amountOfCardsLaid, 0.0);
[node runAction:[SKAction moveTo:point duration:0.6]];
node.zPosition = zPosCount;
zPosCount += 1;
[playerCards removeObject:node.name];
[cardsPlayed addObject:node.name];
for (int i = 0; i < [playerCards count]; i++) {
int cardsLaid = i * (cardDisplay.size.width / 3);
CGPoint forPoint = CGPointMake((0.5 - (self.frame.size.width / 4)) + cardsLaid, 0.0);
playerCards[i]
[??? runAction:[SKAction moveTo:forPoint duration:0.6]];
}
}
//Hide.Unhide buttons
if ([cardsPlayed count] == 0) {
if (addButton.hidden == FALSE) addButton.hidden = true;
if (cancelButton.hidden == FALSE) cancelButton.hidden = true;
} else {
if (addButton.hidden == TRUE) addButton.hidden = false;
if (cancelButton.hidden == TRUE) cancelButton.hidden = false;
}
}
}
The gap I need to close is on the bottom playerCards
SKNode *tempNode = [self childNodeWithName:playerCards[i]];
After a few days. fml
I'm using the code from the Apple demo in a subclass of UICollectionViewFlowLayout:
- (CGPoint)targetContentOffsetForProposedContentOffset:(CGPoint)proposedContentOffset withScrollingVelocity:(CGPoint)velocity
{
CGFloat offsetAdjustment = MAXFLOAT;
CGFloat horizontalCenter = proposedContentOffset.x + self.collectionView.bounds.size.width / 2.;
CGRect targetRect = CGRectMake(proposedContentOffset.x, 0., self.collectionView.bounds.size.width, self.collectionView.bounds.size.height);
UICollectionViewLayoutAttributes *targetAttributes = nil;
NSArray *attributes = [super layoutAttributesForElementsInRect:targetRect];
for (UICollectionViewLayoutAttributes *a in attributes) {
CGFloat itemHorizontalCenter = a.center.x;
if (ABS(itemHorizontalCenter - horizontalCenter) < ABS(offsetAdjustment)) {
offsetAdjustment = itemHorizontalCenter - horizontalCenter;
targetAttributes = a;
}
}
return CGPointMake(proposedContentOffset.x + offsetAdjustment, proposedContentOffset.y);
}
This works in the sense that whenever I swipe / pan and release, an item will snap into place. But the proposed content offset is proportional to the swipe velocity. What I'm trying to do is that, no matter how fast / slow I swipe, the collection view only snaps to the next item immediately before or after the one that's currently centered.
I tried doing this:
- (CGPoint)targetContentOffsetForProposedContentOffset:(CGPoint)proposedContentOffset withScrollingVelocity:(CGPoint)velocity
{
NSInteger currentPage = (int)(self.collectionView.contentOffset.x / self.collectionView.bounds.size.width);
if (proposedContentOffset.x > self.collectionView.contentOffset.x) {
currentPage = (MIN(currentPage + 1, ((int)(self.collectionView.contentSize.width / self.collectionView.bounds.size.width)) - 1));
}
proposedContentOffset.x = self.collectionView.bounds.size.width * currentPage;
CGFloat offsetAdjustment = MAXFLOAT;
CGFloat horizontalCenter = proposedContentOffset.x + self.collectionView.bounds.size.width / 2.;
CGRect targetRect = CGRectMake(proposedContentOffset.x, 0., self.collectionView.bounds.size.width, self.collectionView.bounds.size.height);
UICollectionViewLayoutAttributes *targetAttributes = nil;
NSArray *attributes = [super layoutAttributesForElementsInRect:targetRect];
for (UICollectionViewLayoutAttributes *a in attributes) {
CGFloat itemHorizontalCenter = a.center.x;
if (ABS(itemHorizontalCenter - horizontalCenter) < ABS(offsetAdjustment)) {
offsetAdjustment = itemHorizontalCenter - horizontalCenter;
targetAttributes = a;
}
}
return CGPointMake(proposedContentOffset.x + offsetAdjustment, proposedContentOffset.y);
}
But it's not quite right. Sometimes it'll skip an item and snap to the next one after that (that is, it'll not snap to the item immediately next to the one I start scrolling from, but the one next to the one immediately next).
Any thoughts?
Ok so I figured how to make it work by making everything relative to the current contentOffset:
- (CGPoint)targetContentOffsetForProposedContentOffset:(CGPoint)proposedContentOffset withScrollingVelocity:(CGPoint)velocity
{
if (proposedContentOffset.x > self.collectionView.contentOffset.x) {
proposedContentOffset.x = self.collectionView.contentOffset.x + self.collectionView.bounds.size.width / 2.;
}
else if (proposedContentOffset.x < self.collectionView.contentOffset.x) {
proposedContentOffset.x = self.collectionView.contentOffset.x - self.collectionView.bounds.size.width / 2.;
}
CGFloat offsetAdjustment = MAXFLOAT;
CGFloat horizontalCenter = proposedContentOffset.x + self.collectionView.bounds.size.width / 2.;
CGRect targetRect = CGRectMake(proposedContentOffset.x, 0., self.collectionView.bounds.size.width, self.collectionView.bounds.size.height);
NSArray *attributes = [super layoutAttributesForElementsInRect:targetRect];
for (UICollectionViewLayoutAttributes *a in attributes) {
CGFloat itemHorizontalCenter = a.center.x;
if (ABS(itemHorizontalCenter - horizontalCenter) < ABS(offsetAdjustment)) {
offsetAdjustment = itemHorizontalCenter - horizontalCenter;
}
}
return CGPointMake(proposedContentOffset.x + offsetAdjustment, proposedContentOffset.y);
}
I'm trying to rotate a SKSpriteNode by using UIRrotationGestureRecognizer. I've implemented a code but sometimes, when I rotate the node it jumps to a rotation that isn't the one it should be. Here you have the code:
- (void) handleRotation:(UIRotationGestureRecognizer *) rotationrecognizer{
CGFloat initialrotation = 0.0;
if (rotationrecognizer.state == UIGestureRecognizerStateBegan) {
CGPoint touchLocation = [rotationrecognizer locationInView:rotationrecognizer.view];
touchLocation = [self convertPointFromView:touchLocation];
[self selectNodeForTouch:touchLocation];
initialrotation = selected.zRotation;
}
else if (rotationrecognizer.state == UIGestureRecognizerStateChanged) {
CGFloat angle = initialrotation + rotationrecognizer.rotation;
selected.zRotation = angle;
}
}
You are resetting initial rotation to 0 on every call... you should move this to be an ivar of your view if you need it to stay resident.
The way you have it written now, the line that sets 'angle' is effectively equal to this:
CGFloat angle = 0 + rotationrecognizer.rotation;
Instead, you should do the following (where initialRotation is defined as a private ivar):
- (void) handleRotation:(UIRotationGestureRecognizer *) rotationrecognizer{
if (rotationrecognizer.state == UIGestureRecognizerStateBegan) {
CGPoint touchLocation = [rotationrecognizer locationInView:rotationrecognizer.view];
touchLocation = [self convertPointFromView:touchLocation];
[self selectNodeForTouch:touchLocation];
_initialrotation = selected.zRotation;
}
else if (rotationrecognizer.state == UIGestureRecognizerStateChanged) {
CGFloat angle = _initialrotation + rotationrecognizer.rotation;
selected.zRotation = angle;
}
}
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Using UIPinchGestureRecognizer to scale uiviews in single direction
My code is below:
UIPinchGestureRecognizer *croperViewGessture = [[UIPinchGestureRecognizer alloc]initWithTarget:self action:#selector(croperViewScale:)];
croperViewGessture.delegate=self;
[croperView addGestureRecognizer:croperViewGessture];
-(void)CanvasScale:(id)sender
{
if([(UIPinchGestureRecognizer *)sender state]==UIGestureRecognizerStateBegan)
{
if ([sender numberOfTouches] == 2) {
_pntOrig[0] = [(UIPinchGestureRecognizer *)sender locationOfTouch:0 inView:cropedAngle];
_pntOrig[1] = [(UIPinchGestureRecognizer *)sender locationOfTouch:1 inView:cropedAngle];
} else {
_pntOrig[0] = [(UIPinchGestureRecognizer *)sender locationInView:cropedAngle];
_pntOrig[1] = _pntOrig[0];
}
_lenOrigX = fabs(_pntOrig[1].x - _pntOrig[0].x);
_lenOrigY = fabs(_pntOrig[1].y - _pntOrig[0].y);
_xScale = 1.0;
_yScale = 1.0;
}
if ([(UIPinchGestureRecognizer *)sender state] == UIGestureRecognizerStateChanged) {
if ([sender numberOfTouches] == 2) {
CGPoint pntNew[2];
pntNew[0] = [(UIPinchGestureRecognizer *)sender locationOfTouch:0 inView:cropedAngle];
pntNew[1] = [(UIPinchGestureRecognizer *)sender locationOfTouch:1 inView:cropedAngle];
CGFloat lenX = fabs(pntNew[1].x - pntNew[0].x);
CGFloat lenY = fabs(pntNew[1].y - pntNew[0].y);
CGFloat dX = fabs(lenX - _lenOrigX);
CGFloat dY = fabs(lenY - _lenOrigY);
CGFloat tot = dX + dY;
CGFloat pX = dX / tot;
CGFloat pY = dY / tot;
CGFloat scale = [(UIPinchGestureRecognizer *)sender scale];
CGFloat dscale = scale - 1.0;
_xScale = dscale * pX + 1;
_yScale = dscale * pY + 1;
}
}
CGAffineTransform transform = cropedAngle.transform;
CGAffineTransform newTarnsform = CGAffineTransformScale(transform, _lenOrigX, _lenOrigY);
[cropedAngle setTransform:newTarnsform];
}
But problem is that when I do Zoomin OR Zoomout then view spread on all over the screen and after it disable Please view my code and tell me what is wrong .
Please help me in this issue
i am Thankfull in advance.
I wrote my own custom extension to UIPinchGestureRecognizer to provide an xScale and a yScale, in addition to the normal scale. This is a drop in replacement for UIPinchGestureRecognizer. You now have the option of looking at the normal scale or the new xScale and yScale. Use these values accordingly to scale your view based on how the user does the pinch gesture.
RMPinchGestureRecognizer.h
#import <Foundation/Foundation.h>
#import <UIKit/UIGestureRecognizerSubclass.h>
#interface RMPinchGestureRecognizer : UIPinchGestureRecognizer {
CGPoint _pntOrig[2];
CGFloat _lenOrigX;
CGFloat _lenOrigY;
CGFloat _xScale;
CGFloat _yScale;
}
#property (nonatomic, readonly) CGFloat xScale;
#property (nonatomic, readonly) CGFloat yScale;
#end
RMPinchGestureRecognizer.m
#import "RMPinchGestureRecognizer.h"
#implementation RMPinchGestureRecognizer
#synthesize xScale = _xScale;
#synthesize yScale = _yScale;
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesMoved:touches withEvent:event];
if (self.state == UIGestureRecognizerStateChanged) {
if ([self numberOfTouches] == 2) {
CGPoint pntNew[2];
pntNew[0] = [self locationOfTouch:0 inView:self.view];
pntNew[1] = [self locationOfTouch:1 inView:self.view];
CGFloat lenX = fabs(pntNew[1].x - pntNew[0].x);
CGFloat lenY = fabs(pntNew[1].y - pntNew[0].y);
CGFloat dX = fabs(lenX - _lenOrigX);
CGFloat dY = fabs(lenY - _lenOrigY);
CGFloat tot = dX + dY;
CGFloat pX = dX / tot;
CGFloat pY = dY / tot;
CGFloat scale = [self scale];
CGFloat dscale = scale - 1.0;
_xScale = dscale * pX + 1;
_yScale = dscale * pY + 1;
}
}
}
- (void)setState:(UIGestureRecognizerState)state {
if (state == UIGestureRecognizerStateBegan) {
if ([self numberOfTouches] == 2) {
_pntOrig[0] = [self locationOfTouch:0 inView:self.view];
_pntOrig[1] = [self locationOfTouch:1 inView:self.view];
} else {
_pntOrig[0] = [self locationInView:self.view];
_pntOrig[1] = _pntOrig[0];
}
_lenOrigX = fabs(_pntOrig[1].x - _pntOrig[0].x);
_lenOrigY = fabs(_pntOrig[1].y - _pntOrig[0].y);
_xScale = 1.0;
_yScale = 1.0;
}
[super setState:state];
}
#end
Take a look HERE
Your line CGAffineTransformScale(transform, scaleTemp,scaleTemp); uses the same scaleTemp variable to modify both the x and y values of the transform.
I am trying to make iPhone game, using cocos2d, where you roll a ball down a given path and you cannot touch certain objects.
I did an RPG tutorial which taught me how to make the tile colliders and it works when I move the ball by using isTouchEnabled, but when I apply the same logic to accelerometer it doesn't seem to register.
THis is the touch player movement method, just so you can see how it is suppose to work.
-(void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [touch locationInView:[touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
CGPoint playerPos = ball.position;
CGPoint diff = ccpSub(touchLocation, playerPos);
//move horizontal or vertical?
if(abs(diff.x) > abs(diff.y)){
if(diff.x > 0)
{
playerPos.x += theMap.tileSize.width;
}else{
playerPos.x -= theMap.tileSize.width;
}
}else{
if(diff.y > 0){
playerPos.y += theMap.tileSize.height;
}else{
playerPos.y -= theMap.tileSize.height;
}
}
//make sure the player isnt off the map
if(playerPos.x <= (theMap.mapSize.width * theMap.tileSize.width) &&
playerPos.y <= (theMap.mapSize.height * theMap.tileSize.height) &&
playerPos.x >=0 &&
playerPos.y >=0)
{
[self setPlayerPostion:playerPos];
}
[self setCenterOfScreen:ball.position];
}
Below is how it get the position of the ball and move it using the accelerometer
-(void)updateBall:(ccTime)delta{
//ball.position = ccp(ball.position.x, ball.position.y + tiltVertical);
//ball.position = ccp(ball.position.x + tiltHorizontal, ball.position.y);
CGPoint playerPos = ball.position;
playerPos.x += tiltHorizontal;
playerPos.y += tiltVertical;
ball.position = playerPos;
//make sure the player isnt off the map
if(playerPos.x <= (theMap.mapSize.width * theMap.tileSize.width) &&
playerPos.y <= (theMap.mapSize.height * theMap.tileSize.height) &&
playerPos.x >=0 &&
playerPos.y >=0)
{
ball.position = playerPos;
CCLOG(#"testing for off screen");
[self setPlayerPostion:playerPos];
ball.position = playerPos;
}
ball.position = playerPos;
[self setCenterOfScreen:ball.position];
}
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration{
tiltHorizontal = (acceleration.y* (-20));
tiltVertical = (acceleration.x) * 20;
}
Here are the two methods that are used for getting the tile position and seeing if the properties of tile are Collidable and true (this is set in tiled when I created my map).
-(void)setPlayerPostion:(CGPoint)position{
CGPoint tileCoord = [self tileCoordForPosition:position];
int tileGid = [stLayer tileGIDAt:tileCoord];
if(tileGid)
{
NSDictionary *properties = [theMap propertiesForGID:tileGid];
if(properties){
NSString *collision = [properties valueForKey:#"Collidable"];
if(collision && [collision compare:#"True"] ==NSOrderedSame){
return;
}
}
}
ball.position = position;
}
-(CGPoint)tileCoordForPosition:(CGPoint)position{
int x = position.x/theMap.tileSize.width;
int y = ((theMap.mapSize.height * theMap.tileSize.height)- position.y)/theMap.tileSize.height;
return ccp(x,y);
}
Is there something wrong with my logic? or any suggestion would be appreciated.
Thanks
Make sure you have the line self.isAccelerometerEnabled = YES in your init method.