My main screen is Main.ccbi, it contains 3 CCSprite. Now I want that when user clicks on a CCSprite I should know on which he has clicked?
I want to calculate in CCMotionBegin method that on which CCSprite user has clicked.
First store the sprites you have created in a CCArray say mSpriteArray and then you can do something like the following
bool MyClass :: ccTouchBegan(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
CCPoint currentTouchLocation = pTouch->getLocationInView();
currentTouchLocation = CCDirector::sharedDirector()->convertToGL(currentTouchLocation);
currentTouchLocation = this->convertToNodeSpace(currentTouchLocation);
CCSprite *selectedSprite = getSpriteAtPosition(currentTouchLocation);
return true;
}
CCSprite* MyClass :: getSpriteAtPosition(CCPoint inTouchPosition)
{
CCObject *object;
CCARRAY_FOREACH(mSpriteArray, object)
{
CCSprite *sprite = (CCSprite*)sprite;
if (sprite->boundingBox().containsPoint(inTouchPosition))
{
return sprite;
}
}
return NULL;
}
Hope this helps.
Related
I use bindings to NSObjectController within XIB. When I set new content object of NSObjectController the only textfield value which doesn't change is the one that has first responder. Model changes without an issue.
If I don't use custom getter/setter the textfield that has firstResponder (isBeingEdited) changes without an issue.
What's wrong with my KVC, KVO?
My custom getter/setter is below pic.
PS: I don't want to make window a first responder before I change content object to make it work.
static const CGFloat MMsInOneInch = 25.4;
static const CGFloat inchesInOneMM = 0.0393700787402;
- (void)setPaperWidth:(CGFloat)paperWidth
{
[self willChange];
CGFloat newWidth = paperWidth * [self conversionKoeficientToDefaultUnitType];
if (!_isChangingPaperSize) {
if (self.paperSize == PPPaperSizeA4 && fabs(newWidth - widthSizeOfA4) > 0.001) {
[self setPaperSize:PPPaperSizeCustom];
}
if (self.paperSize == PPPaperSizeUSLetter && fabs(newWidth - widthSizeOfUSLetter) > 0.001 ) {
[self setPaperSize:PPPaperSizeCustom];
}
}
[self willChangeValueForKey:#"paperWidth"];
_paperWidth = newWidth;
[self didChangeValueForKey:#"paperWidth"];
[self didChange];
}
- (CGFloat)conversionKoeficientToDefaultUnitType
{
if ([self defaultUnitType] == [self unitType]) {
return 1;
}
if ([self defaultUnitType] == PPPrintSettingsUnitTypeMM) {
return MMsInOneInch;
}
if ([self defaultUnitType] == PPPrintSettingsUnitTypeInch) {
return inchesInOneMM;
}
return 1;
}
- (CGFloat)paperWidth
{
return _paperWidth / [self conversionKoeficientToDefaultUnitType];
}
I forgot that I use NSNumberFormatter with min/max value which where blocking NSTextField to update.
I am working with a C4 app, and have created a subclass of C4Shape. I am having trouble accessing the canvas from within the subclass but I'm not sure how to check it, or how to get access to it from another object.
This is the code I have so far:
#import "Platform.h"
#implementation Platform {
CGPoint o;
C4Timer *timer;
int speed;
}
-(void) setup {
speed = 10;
[self rect:CGRectMake(0, 0, 100, 100)];
timer = [C4Timer automaticTimerWithInterval:1.0f/30
target:self
method:#"push"
repeats:YES];
o = self.center;
}
+(id) platformWithRange:(CGRect)s {
Platform * bb = [Platform new];
bb.range = s;
return bb;
}
-(void) push {
// check boundaries
o.x-= speed;
if( 0 >= o.x - 50 ) {
o.x = range.size.width;
}
}
#end
Have a look at the second part of this answer: https://stackoverflow.com/a/15885302/1218605
You can create a property on your subclass into which you will set the canvas from the main workspace.
#implemenation C4WorkSpace
-(void)setup {
CustomSubclass *obj = [CustomSubclass new];
obj.canvas = self.canvas;
}
#end
I have a UILabel that I start at "0" and then as my game progresses I call the below code to add "1" to the score each time a button is pressed. This all works fine.
playerOneScore.text = [NSString stringWithFormat:#"%d",[playerOneScore.text intValue]+1];
My problem is that when the game ends and the user presses the "Replay" button. This replay button sets the label back to "0" by calling this.
playerOneScore.text = #"0";
But then when the game progresses my label jumps from "0" to where it had initially left off + 1. What am I doing wrong here? Not making sense.
Any help would be very grateful! Thank you!
More code requested (simplified):
- (void)viewDidLoad
{
playerOneScore.text = #"0";
}
-(IBAction)touchDown {
if (playerOneTurn == YES) {
if (button1.touchInside == YES) {
playerOneScore.text = [NSString stringWithFormat:#"%d",[playerOneScore.text intValue]+1];
}
}
}
-(void) replayGame {
playerOneScore.text = #"0";
}
Not sure what's going on, but I would suggest using a separate NSInteger property to track the score. Then override the property setter to update the label text.
Add the property to your interface or a private category:
#property (nonatomic, assign) NSInteger score;
Then override the setter:
- (void)setScore:(NSInteger)value {
_score = value;
playerOneScore.text = [NSString stringWithFormat:#"%d", value];
}
Then in your action, update the score and label using the new property:
-(IBAction)touchDown {
if (playerOneTurn == YES) {
if (button1.touchInside == YES) {
self.score += 1;
}
}
}
Note that I haven't compiled or tested this code, but it should be close.
EDIT: fixed typo in setter
How do I make a CALayer accessible? Specifically, I want the layer to be able to change its label on the fly, since it can change at any time. The official documentation's sample code does not really allow for this.
The following assumes that you have a superview whose layers are all of class AccessableLayer, but if you have a more complex layout this scheme can be modified to handle that.
In order to make a CALayer accessible, you need a parent view that implements the UIAccessibilityContainer methods. Here is one suggested way to do this.
First, have each layer own its UIAccessibilityElement
#interface AccessableLayer : CALayer
#property (nonatomic) UIAccessibilityElement *accessibilityElement;
#end
now in its implementation, you modify the element whenever it changes:
#implementation AccessableLayer
... self.accessibilityElement.accessibilityLabel = text;
#end
The AccessableLayer never creates the UIAccessibilityElement, because the constructor requires a UIAccessibilityContainer. So have the super view create and assign it:
#pragma mark - accessibility
// The container itself is not accessible, so return NO
- (BOOL)isAccessibilityElement
{
return NO;
}
// The following methods are implementations of UIAccessibilityContainer protocol methods.
- (NSInteger)accessibilityElementCount
{
return [self.layer.sublayers count];
}
- (id)accessibilityElementAtIndex:(NSInteger)index
{
AccessableLayer *panel = [self.layer.sublayers objectAtIndex:index];
UIAccessibilityElement *element = panel.accessibilityElement;
if (element == nil) {
element = [[UIAccessibilityElement alloc] initWithAccessibilityContainer:self];
element.accessibilityFrame = [self convertRect:panel.frame toView:[UIApplication sharedApplication].keyWindow];
element.accessibilityTraits = UIAccessibilityTraitButton;
element.accessibilityHint = #"some hint";
element.accessibilityLabel = #"some text";
panel.accessibilityElement = element;
}
return element;
}
- (NSInteger)indexOfAccessibilityElement:(id)element
{
int numElements = [self accessibilityElementCount];
for (int i = 0; i < numElements; i++) {
if (element == [self accessibilityElementAtIndex:i]) {
return i;
}
}
return NSNotFound;
}
-(void)spriteMoveFinishedid)sender //when sprite is outside of screen,it's deleted;
{
CCSprite *sprite = (CCSprite *)sender;
if (sprite.tag == 1) //it's enemy;
{
escapeNum++;
[self removeChild:sprite cleanup:YES];
if (escapeNum == 10)
{
[self stopGameEx]; //Because the speed of every enemy isn't same to other and there are bullets,it maybe happens that two sprites disappear at the same time, and the program stop at this with error --- program received signal:“EXC_BAD_ACCESS”。
}
//...........
}
}
How to resolve it?
Inside if loop, change sprite tag to mark it as expired sprite, and some where else remove.
enum
{
kTagExpiredSprite = 999 //any number not ur sprite tag(1)
};
.....
-(void)spriteMoveFinishedid)sender //when sprite is outside of screen,it's deleted;
{
CCSprite *sprite = (CCSprite *)sender;
if (sprite.tag == 1) //it's enemy;
{
escapeNum++;
sprite.tag = kTagExpiredSprite;
if (escapeNum == 10)
{
[self stopGameEx]; //Because the speed of every enemy isn't same to other and there are bullets,it maybe happens that two sprites disappear at the same time, and the program stop at this with error --- program received signal:“EXC_BAD_ACCESS”。
}
//...........
}
}