Collision Detection with animateWithDuration - uibutton

I have two UIButtons on the base, that on click of a third UIButton move to specific positions (These positions are generated on application of a complex algorithm). To move them , I am using animateWithDuration:delay:options. When I was making a different application, I was moving UIButtons randomly around the screen using NSTimers so detection of a collision was easy with a simple CGRectIntersectsRect. I have two options: 1. Is it possible to detect their collision with each other if Im moving them using animateWithDuration? 2. If I use NSTimers, I would be able to detect collsion but in that case, how do I move them to a particular position on the screen? Any help would be appreciated!

check out the link detect collision of two moving buttons in iPhone

Related

How to acheive animation effects like(word puzzle game) in iphone application?

i need to achieve an animation effect like (the Effects in "Pic Something","Pic Reveal" and so on) in my app.
What i am saying is i need to implement this tasks
Task1: when the user touches one Letter, then it change its frame(current position) to another frame(target position).
Task2:when the user touch the Letter(in Target position), it comes back to its original position again.
this can be clearly understood if u see the sample Apps.
I didn't find out any samples on internet also.
Thanks in Advance..
Take a look at UIView animation and animation blocks in iOS, that's what you need. With them you can create any animation you like. Here's a nice tutorial.
And about the whole system you described - I would create an NSDictionary of UIView positions and attach those to the corresponding tags of UIViews- this way you will always know from which place every UIView came from.

How to move the sprite with the movement of background?

I am working on a tilemap based game in cocos2d in which the player moves in four directions and I have used four images for the movement of player for example left,right,top and down. My problem is that when my background map change its position or move to other position then my sprite does not change its position. Can anyone tell me how to move a sprite with the movement of background.
Use a CCNode to contain both the background and the sprites for your players. Instead of moving the background, move that node.
There are a couple of ways to handle tilemap based games, and neither of them are very convenient. One way is to leave your character in the center of the screen at all times and move the background underneath it. If your character moves 'right', you simply slide the background to the left, and vice versa. This will give the illusion that the character moves around the map, when in reality it remains centered. Under this paradigm you must remember to convert all detection / collisions into the world's space, and not just the screen space. If you don't convert everything, then your 'range' of collision / detection is limited to the size of the screen.
The second method is to pan the camera over the world. You still keep the character in the middle of the screen, but it actually moves around in the world, and the camera follows. This makes the most intuitive sense to me because it allows you to view the game world as you see the real world. It is also much easier to deal with collisions because the position of the character and the world 'just work' and don't have to be converted. The downside here is that Cocos2D doesn't make it easy to use CCCamera, and the documentation is a little thin in that respect.
In your particular case, it sounds like you have a CCLayer problem. If your character is inside the layer you are moving, it will indeed remain in the same place relative to the map (as you are describing). Instead, float the character in a different layer on top of the map.
You could use a scrolling Parallex and then add the sprite onto the same layer as the background. They will move together.

iOS: Simple Physics for a UIView

I have a UIView that a user drags around via setting its center in the touchesMoved: method. When the user lets go, I want the UIView to fall off the screen according to how fast and what direction they were moving it in.
Do I need to somehow create a vector by comparing the UIView's last center point to it's new center point? And subtract a fixed amount to the vector's y value every so often with a NSTimer?
Yes, you will need to a decent amount of physics in calculating
Speed of swipe
Direction of swipe
You will need to use the touchesMoved method along with a timer to track the amount of time for the swipe and also the co-ordinates for the new location of the object. This should be fairly straight forward. Once you are done finding those you can simply add a UIAnimation for the object to move to its new place.
~ A suggestion:
I would suggest that you have a look at Cocos2D and integrate the library with you app. You will not need to implement touch delegate methods and compute things yourself ~ there are libraries for that :) It has a lot of libraries especially for moving objects (or sprites if you wish to call them that way) and you have animation method like easeInEaseOut, etc.. that can be impacted on the moving object. If you are developing a game of some sort, have a look at chipMunk engine in Cocos2D as well.

How to create a swanky SurfaceSlider

I am new to surface programming and stumbled upon this Image which I understand is a slider control on a tag visualization (in this case a card). This slider is
curved as opposed to conventional straight track
has a bigger thumb which displays the current position (thus eliminating the need of a separate label)
has a glowing feel (I understand this is due to overlapping controls with different blur radius)
Can anyone help with how to make such control.
-V
This is a custom-built control rather than a standard SurfaceSlider. It's not build using TagVisualizer either but that's only because the app that this picture shows was built ~2 years prior to TagVisualizer existing.
Now you should certainly use TagVisualizer to streamline an implementation of this but you'll still have to create a custom slider control - SurfaceSlider will not be a good fit because it assumes that the user is moving their finger linearly.
Within your custom arching slider control, you can use SurfaceThumb (which SurfaceSlider itself uses) to get the big glowing thumb... then just needs to listen to the Delta events on the thumb and move it along the constrained path as appropriate.

Collision detection on sub views contained in 2 separate parent UIViews?

I originally setup some conditions using CGRectIntersectsRect for some collision detection which worked fine. In the greater scale of things I only need part of the view to be detected.
So originally within the ViewController it was comparing 2 UIviews.
Now what I need to do is collision detection of subViews within 2 different UIViews that are contained in a view in which the view controller does the logic.
My script is no longer working as I suspect CGRectIntersectsRect only compares frames within the same view? I'll keep digging to confirm this.
Any ways around this? Is it possible for example to get the x and y pos of the sub view in relation to the main view that's performing the logic?
You'll need to use UIView's convertRect:toView: or convertRect:fromView: (or the point equivalents) to get them in the same coordinate space.