SKPhysicsJoints are all fairly wobbly and elastic - objective-c

So, I have an object composed of several physics bodies with 10 or so joints holding it together (pin and fixed). It works well but I am surprised at how wobbly the joints are. I'd imagine "fixed" to be just as fixed as if I merged them into one physics body, but it's substantially wobbly to the point that it is unusable. Also with pins, the points on each physics body seem to have quite some play apart from each other when force is applied to connecting objects. This is the case all the time, and both bodies involved are not restricted in motion in any way.
I would love to have the joints more rigid and less elastic. Has anyone been able to find a solution or reason for this? adding several more joints does not seem to make it any more rigid.

I faced a similar elasticity bug with a rope simulation and could finally come up with a workaround.
Here's my rope interface:
#import <SpriteKit/SpriteKit.h>
#interface ALRope : NSObject
#property(nonatomic, readonly) NSArray *ropeRings;
#property(nonatomic) int ringCount;
#property(nonatomic) CGFloat ringScale;
#property(nonatomic) CGFloat ringsDistance;
#property(nonatomic) CGFloat jointsFrictionTorque;
#property(nonatomic) CGFloat ringsZPosition;
#property(nonatomic) CGPoint startRingPosition;
#property(nonatomic) CGFloat ringFriction;
#property(nonatomic) CGFloat ringRestitution;
#property(nonatomic) CGFloat ringMass;
#property(nonatomic) BOOL shouldEnableJointsAngleLimits;
#property(nonatomic) CGFloat jointsLowerAngleLimit;
#property(nonatomic) CGFloat jointsUpperAngleLimit;
-(instancetype)initWithRingTexture:(SKTexture *)ringTexture;
-(void)buildRopeWithScene:(SKScene *)scene;
-(void)adjustRingPositions;
-(SKSpriteNode *)startRing;
-(SKSpriteNode *)lastRing;
#end
Rope Implementation:
#import "ALRope.h"
#implementation ALRope
{
SKTexture *_ringTexture;
NSMutableArray *_ropeRings;
}
static CGFloat const RINGS_DISTANCE_DEFAULT = 0;
static CGFloat const JOINTS_FRICTION_TORQUE_DEFAULT = 0;
static CGFloat const RING_SCALE_DEFAULT = 1;
static int const RING_COUNT_DEFAULT = 30;
static CGFloat const RINGS_Z_POSITION_DEFAULT = 1;
static BOOL const SHOULD_ENABLE_JOINTS_ANGLE_LIMITS_DEFAULT = NO;
static CGFloat const JOINT_LOWER_ANGLE_LIMIT_DEFAULT = -M_PI / 3;
static CGFloat const JOINT_UPPER_ANGLE_LIMIT_DEFAULT = M_PI / 3;
static CGFloat const RING_FRICTION_DEFAULT = 0;
static CGFloat const RING_RESTITUTION_DEFAULT = 0;
static CGFloat const RING_MASS_DEFAULT = -1;
-(instancetype)initWithRingTexture:(SKTexture *)ringTexture
{
if(self = [super init]) {
_ringTexture = ringTexture;
//apply defaults
_startRingPosition = CGPointMake(0, 0);
_ringsDistance = RINGS_DISTANCE_DEFAULT;
_jointsFrictionTorque = JOINTS_FRICTION_TORQUE_DEFAULT;
_ringScale = RING_SCALE_DEFAULT;
_ringCount = RING_COUNT_DEFAULT;
_ringsZPosition = RINGS_Z_POSITION_DEFAULT;
_shouldEnableJointsAngleLimits = SHOULD_ENABLE_JOINTS_ANGLE_LIMITS_DEFAULT;
_jointsLowerAngleLimit = JOINT_LOWER_ANGLE_LIMIT_DEFAULT;
_jointsUpperAngleLimit = JOINT_UPPER_ANGLE_LIMIT_DEFAULT;
_ringFriction = RING_FRICTION_DEFAULT;
_ringRestitution = RING_RESTITUTION_DEFAULT;
_ringMass = RING_MASS_DEFAULT;
}
return self;
}
-(void)buildRopeWithScene:(SKScene *)scene
{
_ropeRings = [NSMutableArray new];
SKSpriteNode *firstRing = [self addRopeRingWithPosition:_startRingPosition underScene:scene];
SKSpriteNode *lastRing = firstRing;
CGPoint position;
for (int i = 1; i < _ringCount; i++) {
position = CGPointMake(lastRing.position.x, lastRing.position.y - lastRing.size.height - _ringsDistance);
lastRing = [self addRopeRingWithPosition:position underScene:scene];
}
[self addJointsWithScene:scene];
}
-(SKSpriteNode *)addRopeRingWithPosition:(CGPoint)position underScene:(SKScene *)scene
{
SKSpriteNode *ring = [SKSpriteNode spriteNodeWithTexture:_ringTexture];
ring.xScale = ring.yScale = _ringScale;
ring.position = position;
ring.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ring.size.height / 2];
ring.physicsBody.allowsRotation = YES;
ring.physicsBody.friction = _ringFriction;
ring.physicsBody.restitution = _ringRestitution;
if(_ringMass > 0) {
ring.physicsBody.mass = _ringMass;
}
[scene addChild:ring];
[_ropeRings addObject:ring];
return ring;
}
-(void)addJointsWithScene:(SKScene *)scene
{
for (int i = 1; i < _ropeRings.count; i++) {
SKSpriteNode *nodeA = [_ropeRings objectAtIndex:i-1];
SKSpriteNode *nodeB = [_ropeRings objectAtIndex:i];
SKPhysicsJointPin *joint = [SKPhysicsJointPin jointWithBodyA:nodeA.physicsBody
bodyB:nodeB.physicsBody
anchor:CGPointMake(nodeA.position.x,
nodeA.position.y - (nodeA.size.height + _ringsDistance) / 2)];
joint.frictionTorque = _jointsFrictionTorque;
joint.shouldEnableLimits = _shouldEnableJointsAngleLimits;
if(_shouldEnableJointsAngleLimits) {
joint.lowerAngleLimit = _jointsLowerAngleLimit;
joint.upperAngleLimit = _jointsUpperAngleLimit;
}
[scene.physicsWorld addJoint:joint];
}
}
//workaround for elastic effect should be called from didSimulatePhysics
-(void)adjustRingPositions
{
//based on zRotations of all rings and the position of start ring adjust the rest of the rings positions starting from top to bottom
for (int i = 1; i < _ropeRings.count; i++) {
SKSpriteNode *nodeA = [_ropeRings objectAtIndex:i-1];
SKSpriteNode *nodeB = [_ropeRings objectAtIndex:i];
CGFloat thetaA = nodeA.zRotation - M_PI / 2,
thetaB = nodeB.zRotation + M_PI / 2,
jointRadius = (_ringsDistance + nodeA.size.height) / 2,
xJoint = jointRadius * cosf(thetaA) + nodeA.position.x,
yJoint = jointRadius * sinf(thetaA) + nodeA.position.y,
theta = thetaB - M_PI,
xB = jointRadius * cosf(theta) + xJoint,
yB = jointRadius * sinf(theta) + yJoint;
nodeB.position = CGPointMake(xB, yB);
}
}
-(SKSpriteNode *)startRing
{
return _ropeRings[0];
}
-(SKSpriteNode *)lastRing
{
return [_ropeRings lastObject];
}
#end
Scene code to showcase how to use the Rope:
#import "ALRopeDemoScene.h"
#import "ALRope.h"
#implementation ALRopeDemoScene
{
__weak SKSpriteNode *_branch;
CGPoint _touchLastPosition;
BOOL _branchIsMoving;
ALRope *_rope;
}
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.backgroundColor = [SKColor colorWithRed:0.2 green:0.5 blue:0.6 alpha:1.0];
[self buildScene];
}
return self;
}
-(void) buildScene {
SKSpriteNode *branch = [SKSpriteNode spriteNodeWithImageNamed:#"Branch"];
_branch = branch;
branch.position = CGPointMake(CGRectGetMaxX(self.frame) - branch.size.width / 2,
CGRectGetMidY(self.frame) + 200);
branch.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(2, 10)];
branch.physicsBody.dynamic = NO;
[self addChild:branch];
_rope = [[ALRope alloc] initWithRingTexture:[SKTexture textureWithImageNamed:#"rope_ring"]];
//configure rope params if needed
// _rope.ringCount = ...;//default is 30
// _rope.ringScale = ...;//default is 1
// _rope.ringsDistance = ...;//default is 0
// _rope.jointsFrictionTorque = ...;//default is 0
// _rope.ringsZPosition = ...;//default is 1
// _rope.ringFriction = ...;//default is 0
// _rope.ringRestitution = ...;//default is 0
// _rope.ringMass = ...;//ignored unless mass > 0; default -1
// _rope.shouldEnableJointsAngleLimits = ...;//default is NO
// _rope.jointsLowerAngleLimit = ...;//default is -M_PI/3
// _rope.jointsUpperAngleLimit = ...;//default is M_PI/3
_rope.startRingPosition = CGPointMake(branch.position.x - 100, branch.position.y);//default is (0, 0)
[_rope buildRopeWithScene:self];
//attach rope to branch
SKSpriteNode *startRing = [_rope startRing];
CGPoint jointAnchor = CGPointMake(startRing.position.x, startRing.position.y + startRing.size.height / 2);
SKPhysicsJointPin *joint = [SKPhysicsJointPin jointWithBodyA:branch.physicsBody bodyB:startRing.physicsBody anchor:jointAnchor];
[self.physicsWorld addJoint:joint];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
if(CGRectContainsPoint(_branch.frame, location)) {
_branchIsMoving = YES;
_touchLastPosition = location;
}
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
_branchIsMoving = NO;
}
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
if(_branchIsMoving) {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self],
branchCurrentPosition = _branch.position;
CGFloat dx = location.x - _touchLastPosition.x,
dy = location.y - _touchLastPosition.y;
_branch.position = CGPointMake(branchCurrentPosition.x + dx, branchCurrentPosition.y + dy);
_touchLastPosition = location;
}
}
-(void)didSimulatePhysics
{
//workaround for elastic effect
[_rope adjustRingPositions];
}
#end
Notice the [rope adjustRingPositions] call from [scene didSimulatePhysics]. That was the actual workaround for the elastic bug.
Complete demo code is here. I hope this helps!

Related

CAShapeLayer Shadow with UIBezierPath

This question continues from a previous answer.
I have the following CAShapeLayer:
- (CAShapeLayer *)gaugeCircleLayer {
if (_gaugeCircleLayer == nil) {
_gaugeCircleLayer = [CAShapeLayer layer];
_gaugeCircleLayer.lineWidth = self.gaugeWidth;
_gaugeCircleLayer.fillColor = [UIColor clearColor].CGColor;
_gaugeCircleLayer.strokeColor = self.gaugeTintColor.CGColor;
_gaugeCircleLayer.strokeStart = 0.0f;
_gaugeCircleLayer.strokeEnd = self.value;
_gaugeCircleLayer.lineCap = kCALineCapRound;
_gaugeCircleLayer.path = [self insideCirclePath].CGPath;
CAShapeLayer *cap = [CAShapeLayer layer];
cap.shadowColor = [UIColor blackColor].CGColor;
cap.shadowRadius = 8.0;
cap.shadowOpacity = 0.9;
cap.shadowOffset = CGSizeMake(0, 0);
cap.fillColor = [UIColor grayColor].CGColor;
[_gaugeCircleLayer addSublayer:cap];
}
return _gaugeCircleLayer;
}
Then I have the following UIBezierPath:
- (UIBezierPath *)insideCirclePath {
CGPoint arcCenter = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:arcCenter
radius:CGRectGetWidth(self.bounds) / 2.0f
startAngle:(3.0f * M_PI_2)
endAngle:(3.0f * M_PI_2) + (2.0f * M_PI)
clockwise:YES];
return path;
}
This produces something like the following:
What I am trying to produce with the cap sublayer is the drop shadow at the end and I'd also be interested to know how to get a GradientLayer working similar to the image below:
The problem is that the sublayer is not appearing anywhere and I'm not quite sure why. I'm also not 100% sure on whether or not this is the best way to produce the desired effect.
UPDATE:
The following bit of code creates a cap, though I'm not quite sure how to add it to my UIBezierPath properly:
let cap = CAShapeLayer()
cap.shadowColor = UIColor.blackColor().CGColor
cap.shadowRadius = 8.0
cap.shadowOpacity = 0.9
cap.shadowOffset = CGSize(width: 0, height: 0)
cap.path = UIBezierPath(ovalInRect: CGRectMake(0, 40, 20, 20)).CGPath
cap.fillColor = UIColor.grayColor().CGColor
layer.addSublayer(cap)
I don't know if this will be useful to you, since it doesn't use the CHCircleGaugeView. I was working on several projects related to this question, so I mashed them together and made some changes to produce a progress view that has a color gradient background with a tip that overlaps the end at 100%. I haven't gotten to the point where I make the rounded tip disappear at 0%, but I'll get there eventually. Here are a couple of views of it at 2 different progress levels,
The view is created with a polar gradient drawn in drawRect, masked by an annulus. The rounded tip is a separate layer that's a half circle on the end of a line connected to the center of the circle that's revolved around its center with a transform based on the progress level. Here's the code,
#implementation AnnulusProgressView{ // subclass of UIView
int slices;
CGFloat circleRadius;
CAShapeLayer *maskLayer;
CGFloat segmentAngle;
CGFloat startAngle;
CAShapeLayer *tipView;
NSMutableArray *colors;
int sign;
}
-(instancetype)initWithFrame:(CGRect)frame wantsBackgroundRing:(BOOL)wantsBackground backgroundRingColor:(UIColor *)ringColor {
if (self = [super initWithFrame:frame]) {
slices = 360;
_ringThickness = 12;
circleRadius = self.bounds.size.width/2;
_startColor = [UIColor colorWithHue:0.24 saturation:1 brightness:0.8 alpha:1];
_endColor = [UIColor colorWithHue:0.03 saturation:1 brightness:1 alpha:1];
[self setupColorArray];
_backgroundRing = wantsBackground? [self createBackgroundRingWithColor:ringColor] : nil;
self.layer.mask = [self createAnnulusMask];
}
return self;
}
-(void)setStartColor:(UIColor *)startColor {
_startColor = startColor;
[self setupColorArray];
}
-(void)setEndColor:(UIColor *)endColor {
_endColor = endColor;
[self setupColorArray];
}
-(void)setupColorArray {
colors = [NSMutableArray new];
CGFloat startHue, startSaturation, startBrightness, startAlpha, endHue, endSaturation, endBrightness, endAlpha;
[self.startColor getHue:&startHue saturation:&startSaturation brightness:&startBrightness alpha:&startAlpha];
[self.endColor getHue:&endHue saturation:&endSaturation brightness:&endBrightness alpha:&endAlpha];
for(int i=0;i<slices;i++){
CGFloat hue = startHue + (endHue - startHue)*i/slices;
CGFloat brightness = startBrightness + (endBrightness - startBrightness)*i/slices;
CGFloat saturation = startSaturation + (endSaturation - startSaturation)*i/slices;
CGFloat alpha = startAlpha + (endAlpha - startAlpha)*i/slices;
UIColor *color = [UIColor colorWithHue:hue saturation:saturation brightness:brightness alpha:alpha];
[colors addObject:color];
}
self.progress = _progress;
}
-(UIView *)createBackgroundRingWithColor:(UIColor *) color {
UIView *bgRing = [[UIView alloc] initWithFrame:self.frame];
bgRing.backgroundColor = color;
bgRing.layer.mask = [self createAnnulusMask];
[(CAShapeLayer *)bgRing.layer.mask setStrokeEnd:startAngle + 2*M_PI ];
return bgRing;
}
-(void)didMoveToSuperview {
if (self.backgroundRing) [self.superview insertSubview:self.backgroundRing belowSubview:self];
tipView = [self tipView];
[self.superview.layer addSublayer:tipView];
}
-(CAShapeLayer *)tipView {
CAShapeLayer *tip = [CAShapeLayer layer];
tip.frame = self.frame;
tip.fillColor = [UIColor redColor].CGColor;
UIBezierPath *shape = [UIBezierPath bezierPath];
CGPoint center = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
[shape moveToPoint:center];
CGPoint bottomPoint = CGPointMake(center.x, center.y + circleRadius - self.ringThickness*2);
CGFloat tipCenterY = bottomPoint.y + self.ringThickness - 1;
[shape addLineToPoint: bottomPoint];
[shape addLineToPoint:CGPointMake(bottomPoint.x+2, bottomPoint.y)];
double fractionAlongTangent = self.ringThickness;
[shape addCurveToPoint:CGPointMake(center.x, center.y + circleRadius) controlPoint1:CGPointMake(center.x - self.ringThickness*1.5, tipCenterY - fractionAlongTangent) controlPoint2:CGPointMake(center.x - self.ringThickness*1.5, tipCenterY + fractionAlongTangent)];
[shape closePath];
tip.path = shape.CGPath;
tip.shadowColor = [UIColor darkGrayColor].CGColor;
tip.shadowOpacity = 0.8;
tip.shadowOffset = CGSizeMake(-6, 0);
tip.shadowRadius = 2;
return tip;
}
- (void)setProgress:(CGFloat)progress{
sign = (progress >= _progress)? 1 : -1;
[self animateProgressTo:#(progress)];
}
-(void)animateProgressTo:(NSNumber *) newValueNumber{
float newValue = newValueNumber.floatValue;
_progress = (_progress + (sign * 0.1) > 1)? 1 : _progress + (sign * 0.1);
if ((_progress > newValue && sign == 1) || (_progress < newValue && sign == -1)) {
_progress = newValue;
}
maskLayer.strokeEnd = _progress;
tipView.transform = CATransform3DMakeRotation(-(1 - _progress + 0.002) * M_PI*2, 0, 0, 1); //the 0.002 closes a small gap between the tip and the annulus strokeEnd
int i = (int)(_progress*(slices - 1));
tipView.fillColor = ((UIColor *)colors[i]).CGColor;
if (sign == 1) {
if (_progress < newValue) {
[self performSelector:#selector(animateProgressTo:) withObject:#(newValue) afterDelay:0.05];
}
}else{
if (_progress > newValue) {
[self performSelector:#selector(animateProgressTo:) withObject:#(newValue) afterDelay:0.05];
}
}
NSLog(#"%f",_progress);
}
- (CAShapeLayer *)createAnnulusMask {
maskLayer = [CAShapeLayer layer];
maskLayer.frame = self.bounds;
segmentAngle = 2*M_PI/(slices);
startAngle = M_PI_2;
CGFloat endAngle = startAngle + 2*M_PI;
maskLayer.path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds)) radius:circleRadius - self.ringThickness startAngle:startAngle endAngle:endAngle clockwise:YES].CGPath;
maskLayer.fillColor = [UIColor clearColor].CGColor;
maskLayer.strokeColor = [UIColor blackColor].CGColor;
maskLayer.lineWidth = self.ringThickness * 2;
maskLayer.strokeEnd = self.progress;
return maskLayer;
}
-(void)drawRect:(CGRect)rect{
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetAllowsAntialiasing(ctx, NO);
CGPoint center = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
for(int i=0;i<slices;i++){
CGContextSaveGState(ctx);
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:center];
[path addArcWithCenter:center radius:circleRadius startAngle:startAngle endAngle:startAngle+segmentAngle clockwise:YES];
[path addClip];
[colors[i] setFill];
[path fill];
CGContextRestoreGState(ctx);
startAngle += segmentAngle;
}
}
This should resolve the problem.
Only remaining issue is the animation, whereby the cap is not animated.
The trick was to add the cap to the end of the gauge, and update it when the value of the gauge changed. To calculate the location, a little math magic was used. It needs to be under the gauge, so the cap is added in the trackCircleLayer
//
// CHCircleGaugeView.m
//
// Copyright (c) 2014 ChaiOne <http://www.chaione.com/>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#import "CHCircleGaugeView.h"
#import "CHCircleGaugeViewDebugMacros.h"
#import <CoreText/CoreText.h>
#import <QuartzCore/QuartzCore.h>
static CGFloat const CHKeyAnimationDuration = 0.5f;
static CGFloat const CHKeyDefaultValue = 0.0f;
static CGFloat const CHKeyDefaultFontSize = 32.0f;
static CGFloat const CHKeyDefaultTrackWidth = 0.5f;
static CGFloat const CHKeyDefaultGaugeWidth = 2.0f;
static NSString * const CHKeyDefaultNAText = #"n/a";
static NSString * const CHKeyDefaultNoAnswersText = #"%";
#define CHKeyDefaultTrackTintColor [UIColor blackColor]
#define CHKeyDefaultGaugeTintColor [UIColor blackColor]
#define CHKeyDefaultTextColor [UIColor blackColor]
#interface CHCircleGaugeView ()
#property (nonatomic, strong) CAShapeLayer *trackCircleLayer;
#property (nonatomic, strong) CAShapeLayer *gaugeCircleLayer;
// ADDED
#property (nonatomic, strong) CAShapeLayer *capLayer;
// END ADDED
#property (nonatomic, strong) UILabel *valueTextLabel;
#end
#implementation CHCircleGaugeView
#pragma mark - View Initialization
- (instancetype)init {
return [self initWithFrame:CGRectZero];
}
- (instancetype)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self initSetup];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self initSetup];
}
return self;
}
- (void)initSetup {
_state = CHCircleGaugeViewStateNA;
_value = CHKeyDefaultValue;
_trackTintColor = CHKeyDefaultTrackTintColor;
_gaugeTintColor = CHKeyDefaultGaugeTintColor;
_textColor = CHKeyDefaultTextColor;
_font = [UIFont systemFontOfSize:CHKeyDefaultFontSize];
_trackWidth = CHKeyDefaultTrackWidth;
_gaugeWidth = CHKeyDefaultGaugeWidth;
_notApplicableString = CHKeyDefaultNAText;
_noDataString = CHKeyDefaultNoAnswersText;
[self createGauge];
}
- (void)createGauge {
[self.layer addSublayer:self.trackCircleLayer];
[self.layer addSublayer:self.gaugeCircleLayer];
[self addSubview:self.valueTextLabel];
[self setupConstraints];
}
- (void)setupConstraints {
NSDictionary *viewDictionary = #{#"valueText" : self.valueTextLabel};
[self addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"V:|[valueText]|" options:0 metrics:nil views:viewDictionary]];
[self addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"H:|[valueText]|" options:0 metrics:nil views:viewDictionary]];
}
#pragma mark - Property Setters
- (void)setState:(CHCircleGaugeViewState)state {
if (_state != state) {
_state = state;
switch (state) {
case CHCircleGaugeViewStateNA: {
[self updateGaugeWithValue:0 animated:NO];
break;
}
case CHCircleGaugeViewStatePercentSign: {
[self updateGaugeWithValue:0 animated:NO];
break;
}
case CHCircleGaugeViewStateScore: {
[self updateGaugeWithValue:self.value animated:NO];
break;
}
default: {
ALog(#"Missing gauge state.");
break;
}
}
}
}
- (void)setValue:(CGFloat)value {
[self setValue:value animated:NO];
}
- (void)setValue:(CGFloat)value animated:(BOOL)animated {
self.state = CHCircleGaugeViewStateScore;
if (value != _value) {
[self willChangeValueForKey:NSStringFromSelector(#selector(value))];
value = MIN(1.0f, MAX(0.0f, value));
[self updateGaugeWithValue:value animated:animated];
_value = value;
[self didChangeValueForKey:NSStringFromSelector(#selector(value))];
}
}
- (void)setUnitsString:(NSString *)unitsString {
if ([_unitsString isEqualToString:unitsString] == NO) {
_unitsString = [unitsString copy];
self.valueTextLabel.attributedText = [self formattedStringForValue:self.value];
}
}
- (void)updateGaugeWithValue:(CGFloat)value animated:(BOOL)animated {
self.valueTextLabel.attributedText = [self formattedStringForValue:value];
BOOL previousDisableActionsValue = [CATransaction disableActions];
[CATransaction setDisableActions:YES];
self.gaugeCircleLayer.strokeEnd = value;
// ADDED
_capLayer.path = [self capPathForValue:value].CGPath;
// END ADDED
if (animated) {
self.gaugeCircleLayer.strokeEnd = value;
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = CHKeyAnimationDuration;
pathAnimation.fromValue = [NSNumber numberWithFloat:self.value];
pathAnimation.toValue = [NSNumber numberWithFloat:value];
pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[self.gaugeCircleLayer addAnimation:pathAnimation forKey:#"strokeEndAnimation"];
}
[CATransaction setDisableActions:previousDisableActionsValue];
}
- (void)setTrackTintColor:(UIColor *)trackTintColor {
if (_trackTintColor != trackTintColor) {
_trackTintColor = trackTintColor;
self.trackCircleLayer.strokeColor = trackTintColor.CGColor;
}
}
- (void)setGaugeTintColor:(UIColor *)gaugeTintColor {
if (_gaugeTintColor != gaugeTintColor) {
_gaugeTintColor = gaugeTintColor;
self.gaugeCircleLayer.strokeColor = gaugeTintColor.CGColor;
// ADDED
self.capLayer.fillColor = gaugeTintColor.CGColor;
// END ADDED
}
}
- (void)setTrackWidth:(CGFloat)trackWidth {
if (_trackWidth != trackWidth) {
_trackWidth = trackWidth;
self.trackCircleLayer.lineWidth = trackWidth;
[self.layer layoutSublayers];
}
}
- (void)setGaugeWidth:(CGFloat)gaugeWidth {
if (_gaugeWidth != gaugeWidth) {
_gaugeWidth = gaugeWidth;
self.gaugeCircleLayer.lineWidth = gaugeWidth;
[self.layer layoutSublayers];
}
}
- (void)setTextColor:(UIColor *)textColor {
if (_textColor != textColor) {
_textColor = textColor;
self.valueTextLabel.textColor = textColor;
}
}
- (void)setFont:(UIFont *)font {
if (_font != font) {
_font = font;
self.valueTextLabel.font = font;
}
}
- (void)setGaugeStyle:(CHCircleGaugeStyle)gaugeStyle {
if (_gaugeStyle != gaugeStyle) {
_gaugeStyle = gaugeStyle;
[self.layer layoutSublayers];
}
}
#pragma mark - Circle Shapes
- (CAShapeLayer *)trackCircleLayer {
if (_trackCircleLayer == nil) {
_trackCircleLayer = [CAShapeLayer layer];
_trackCircleLayer.lineWidth = self.trackWidth;
_trackCircleLayer.fillColor = [UIColor clearColor].CGColor;
_trackCircleLayer.strokeColor = self.trackTintColor.CGColor;
_trackCircleLayer.path = [self insideCirclePath].CGPath;
// ADDED
_capLayer = [CAShapeLayer layer];
_capLayer.shadowColor = [UIColor blackColor].CGColor;
_capLayer.shadowRadius = 8.0;
_capLayer.shadowOpacity = 0.9;
_capLayer.shadowOffset = CGSizeMake(0, 0);
_capLayer.fillColor = self.gaugeTintColor.CGColor;
_capLayer.path = [self capPathForValue:self.value].CGPath;
[_trackCircleLayer addSublayer:_capLayer];
// END ADDED
}
return _trackCircleLayer;
}
- (CAShapeLayer *)gaugeCircleLayer {
if (_gaugeCircleLayer == nil) {
_gaugeCircleLayer = [CAShapeLayer layer];
_gaugeCircleLayer.lineWidth = self.gaugeWidth;
_gaugeCircleLayer.fillColor = [UIColor clearColor].CGColor;
_gaugeCircleLayer.strokeColor = self.gaugeTintColor.CGColor;
_gaugeCircleLayer.strokeStart = 0.0f;
_gaugeCircleLayer.strokeEnd = self.value;
_gaugeCircleLayer.path = [self circlPathForCurrentGaugeStyle].CGPath;
}
return _gaugeCircleLayer;
}
// ADDED
- (UIBezierPath *)capPathForValue:(float)value {
CGPoint arcCenter = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
CGFloat radius = CGRectGetWidth(self.bounds) / 2.0f;
float angle = value * 360.0;
float x = radius * sin(angle*M_PI/180.0);
float y = radius * cos(angle*M_PI/180.0);
CGPoint capArcCenter = CGPointMake(arcCenter.x + x, arcCenter.y - y);
UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:capArcCenter
radius:self.gaugeWidth*_capLayer.shadowRadius / 2.0f
startAngle:(3.0f * M_PI_2)
endAngle:(3.0f * M_PI_2) + (2.0f * M_PI)
clockwise:YES];
return path;
}
// END ADDED
- (UIBezierPath *)circlPathForCurrentGaugeStyle {
switch (self.gaugeStyle) {
case CHCircleGaugeStyleInside: {
return [self insideCirclePath];
}
case CHCircleGaugeStyleOutside: {
return [self outsideCirclePath];
}
default: {
return nil;
}
}
}
- (UIBezierPath *)insideCirclePath {
CGPoint arcCenter = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:arcCenter
radius:CGRectGetWidth(self.bounds) / 2.0f
startAngle:(3.0f * M_PI_2)
endAngle:(3.0f * M_PI_2) + (2.0f * M_PI)
clockwise:YES];
return path;
}
- (UIBezierPath *)outsideCirclePath {
CGPoint arcCenter = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
CGFloat radius = (CGRectGetWidth(self.bounds) / 2.0f) + (self.trackWidth / 2.0f) + (self.gaugeWidth / 2.0f);
UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:arcCenter
radius:radius
startAngle:(3.0f * M_PI_2)
endAngle:(3.0f * M_PI_2) + (2.0f * M_PI)
clockwise:YES];
return path;
}
#pragma mark - Text Label
- (UILabel *)valueTextLabel {
if (_valueTextLabel == nil) {
_valueTextLabel = [[UILabel alloc] init];
[_valueTextLabel setTranslatesAutoresizingMaskIntoConstraints:NO];
_valueTextLabel.textAlignment = NSTextAlignmentCenter;
_valueTextLabel.attributedText = [self formattedStringForValue:self.value];
}
return _valueTextLabel;
}
- (NSAttributedString *)formattedStringForValue:(CGFloat)value {
NSAttributedString *valueString;
NSDictionary *stringAttributes = #{
NSForegroundColorAttributeName : self.textColor,
NSFontAttributeName : self.font
};
switch (self.state) {
case CHCircleGaugeViewStateNA: {
valueString = [[NSAttributedString alloc] initWithString:self.notApplicableString attributes:stringAttributes];
break;
}
case CHCircleGaugeViewStatePercentSign: {
valueString = [[NSAttributedString alloc] initWithString:self.noDataString attributes:stringAttributes];
break;
}
case CHCircleGaugeViewStateScore: {
NSString *suffix = self.unitsString ? self.unitsString : #"";
valueString = [[NSAttributedString alloc] initWithString:[NSString stringWithFormat:#"%.0f %#", value * 100.0f, suffix]
attributes:stringAttributes];
break;
}
default: {
ALog(#"Missing gauge state.");
break;
}
}
return valueString;
}
#pragma mark - KVO
// Handling KVO notifications for the value property, since
// we're proxying with the setValue:animated: method.
+ (BOOL)automaticallyNotifiesObserversForKey:(NSString *)key {
if ([key isEqualToString:NSStringFromSelector(#selector(value))]) {
return NO;
} else {
return [super automaticallyNotifiesObserversForKey:key];
}
}
#pragma mark - CALayerDelegate
- (void)layoutSublayersOfLayer:(CALayer *)layer {
[super layoutSublayersOfLayer:layer];
if (layer == self.layer) {
self.trackCircleLayer.path = [self insideCirclePath].CGPath;
self.gaugeCircleLayer.path = [self circlPathForCurrentGaugeStyle].CGPath;
}
}
#end

Reproduce the catapult with elastic Angry bird SpriteKit

I want create a slingshot like Angry Bird and my question is how can I create a elastic which follow my sprite (a bird for example) when I load the launched and which hang to my slingshot ?
How can I do that with SpriteKit ?
Thank you for your help.
This kind of logic coding you really need to figure out on your own. I will give you something to work with. This is from my personal prototype:
-(void)fireRocket
{
if (timesRan <= 0) {
timesRan++;
}
else
{
[self enumerateChildNodesWithName:#"rocket" usingBlock: ^(SKNode *node, BOOL *stop) {
SKSpriteNode *rocket = (SKSpriteNode *) node;
[rocket removeFromParent];
[rocket removeAllActions];
}];
}
SKSpriteNode * rocket = [SKSpriteNode spriteNodeWithImageNamed:#"rocket-310663_150"];
rocket.size = CGSizeMake(30, 32);
rocket.name = #"rocket";
rocket.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:16];
rocket.position = CGPointMake(50, 185);
//CGFloat angle = M_PI_4;
CGFloat magnitude = 26;
CGFloat angle = [self angleOfRocketFire];
//CGFloat angle = M_PI_4;
[self addChild:rocket];
[rocket.physicsBody applyImpulse:CGVectorMake(magnitude*cos(angle),
magnitude*sin(angle))];
}
-(CGFloat)angleOfRocketFire
{
__block CGFloat angle;
__block CGPoint handlePosition;
[self enumerateChildNodesWithName:#"handle" usingBlock: ^(SKNode *node, BOOL *stop) {
SKSpriteNode *handle = (SKSpriteNode *) node;
CGFloat xCoord = handle.position.x + (handle.size.width / 2);
CGFloat yCoord = handle.position.y + (handle.size.height / 2);
handlePosition = CGPointMake(xCoord, yCoord);
}];
[self enumerateChildNodesWithName:#"rocketLauncher" usingBlock: ^(SKNode *node, BOOL *stop) {
SKSpriteNode *rocketLauncher = (SKSpriteNode *) node;
CGFloat xCoord = rocketLauncher.position.x + (rocketLauncher.size.width / 2);
CGFloat yCoord = rocketLauncher.position.y + (rocketLauncher.size.height / 2);
CGPoint launcherPosition = CGPointMake(xCoord, yCoord);
CGFloat slope = (handlePosition.y - launcherPosition.y) / (handlePosition.x - launcherPosition.x);
//angle = atan(slope);
angle = atan(slope);
NSLog(#"%f", slope);
}];
return angle;
}

-(void)didBeginContact is not being called. Thoughts?

#import "collisionTestMyScene.h"
const static int nodeBitMask = 0x1 << 0;
const static int node1BitMask = 0x1 << 1;;
#implementation collisionTestMyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.physicsWorld.contactDelegate = self;
w = 0;
}
return self;
}
-(void) didBeginContact:(SKPhysicsContact *)contact {
NSLog(#"Contact Begin");
if (contact.bodyA.categoryBitMask == nodeBitMask) {
NSLog(#"Node is Body A");
}
if (contact.bodyA.categoryBitMask == node1BitMask) {
NSLog(#"Node is Body B");
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
node = [SKSpriteNode spriteNodeWithImageNamed:#"block.jpg"];
node.position = location;
[node setScale:0.07];
node.physicsBody.contactTestBitMask = node1BitMask;
node.physicsBody.categoryBitMask = nodeBitMask;
node.physicsBody.collisionBitMask = nodeBitMask;
//node.physicsBody.collisionBitMask = 0;
node1 = [SKSpriteNode spriteNodeWithImageNamed:#"block2.jpg"];
node1.position = CGPointMake(200, 200);
node1.physicsBody.categoryBitMask = node1BitMask;
node1.physicsBody.contactTestBitMask = nodeBitMask;
node1.physicsBody.collisionBitMask = node1BitMask;
//node1.physicsBody.collisionBitMask = 0;
[node1 setScale:0.07];
[self addChild:node];
[self addChild:node1];
node.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(node.size.width, node.size.height)];
node1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(node1.size.width, node1.size.height)];
SKAction *moveUp = [SKAction moveToX:100 duration:3];
node1.physicsBody.affectedByGravity = NO;
node.physicsBody.affectedByGravity = NO;
[node1 runAction:moveUp];
w = 1;
}
}
It is never NSLogging anything. I have tried changing the bit masks, and more. The CGRectIntersects function would work, however it is not accurate enough. Also, the two nodes are in perfect box shapes. What could I be doing wrong? Thank you in advance!
The problem here are the bit masks. The two nodes are in different category, contact and collision groups (bit masks). Therefore they will not contact nor collide because the bitmasks are compared with AND and only if the result is non-zero will the contact/collision occur.
In short, put them in the same contact bit mask at the least, in order to receive didBeginContact messages.

Only increase height or width using pinch gesture [duplicate]

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.

Objective-C and Box2D multiple sprite touch detection

I have created an array of enemies and when I add an enemy I add the appropriate box2d code, however I have found that none of my enemies can be touched, I am not sure what is causing this but from what I can tell it never returns a fixture.
I have tried setting the user data but then I do not get multiple items.
This is how I add my sprite etc
for (int i = 0; i < EnemyType_MAX; i++)
{
CCArray* enemiesOfType = [enemies objectAtIndex:i];
int numEnemiesOfType = [enemiesOfType capacity];
for (int j = 0; j < numEnemiesOfType; j++)
{
EnemyEntity* enemy = [[EnemyEntity alloc]init:_gameScene enemyType:EnemyTypeBreadman];
[batch addChild:enemy z:0 tag:i];
[enemiesOfType addObject:enemy];
[allEnemies addObject:enemy];
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(self.position.x/PTM_RATIO, self.position.y/PTM_RATIO);
bodyDef.userData = self;
b2Body *body = _gameScene.world->CreateBody(&bodyDef);
b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &circle;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
}
}
I then use my touch handler to try and return what item has been touched
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//NSLog(#"ccTouchesBegan %#", (_mouseJoint!= NULL) ? #"YES" : #"FALSE" );
if (_gameScene.mouseJoint != NULL) return;
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
float move = 0.0f, x1, y1, z1;
[_gameScene.camera centerX:&x1 centerY:&y1 centerZ:&z1];
b2Vec2 locationWorld = b2Vec2((location.x+x1)/PTM_RATIO, (location.y+y1)/PTM_RATIO);
NSLog(#"ccTouchesBegan %#",NSStringFromCGPoint(location));
b2AABB aabb;
aabb.lowerBound.Set(-1.0f+locationWorld.x, -1.0f+locationWorld.y);
aabb.upperBound.Set(1.0f+locationWorld.x, 1.0f+locationWorld.y);
b2Vec2 callPoint;
callPoint.Set (locationWorld.x,locationWorld.y);
QueryCallback callback(callPoint);
_gameScene.world->QueryAABB(&callback, aabb);
b2Body* nbody = NULL;
if (callback.m_fixture)
{
nbody= callback.m_fixture->GetBody();
}
if (nbody)
{
b2BodyDef bodyDef;
b2Body* groundBody = _gameScene.world->CreateBody(&bodyDef);
b2MouseJointDef md;
md.bodyA = groundBody;
md.bodyB = nbody;
md.target = locationWorld;
#ifdef TARGET_FLOAT32_IS_FIXED
md.maxForce = (nbody->GetMass() < 16.0)? (1000.0f * nbody->GetMass()) : f loat32(16000.0);
#else
md.maxForce = 1000.0f * nbody->GetMass();
#endif
_gameScene.mouseJoint = (b2MouseJoint *)_gameScene.world->CreateJoint(&md);
nbody->SetAwake(true);
}
}
In your init method, right after the if statement, is this in your code:
if(self = [super init]){
self.isTouchEnabled = YES;
EDIT------------------
Instead of using ccArray, you should use this:
CCSprite *_anArray[x];
When I deal with sprites I always put them in a sprite array, I declared it in the header. You also have to do the #property(nonatomic, retain) NSMutableArray *arrowArray; in the .h file and in the .m #synthesize arrowArray = _arrowArray;
Then I just added all my sprites into that array. Should work.