Zoom-able/ resizable grid with Objective-C - objective-c

Hi i'm thinking about making midi step sequencer and I need to make a note grid/matrix that resizes/ adapts when you zoom. I've been searching for different ways of doing this but cant figure out a way that works well.
I thought about drawing cell objects made with (NSRect) but I couldn't figure out how to get the right interaction when resizing.
This is my first "biggish" OBJ-c project so please don't kill me, im still battling with the frameworks and the syntax is so foreign to me.

You could use Core Animation layers to create your grid.
Take a look at Apple's Geek Game Board sample code project:
http://developer.apple.com/library/mac/#samplecode/GeekGameBoard/Introduction/Intro.html
The code shows a way to display different kinds of card/board games using CALayer.
The Checkers game looks to be the closest to the grid you want to create.

Related

rhombus framed buttons objective c?

basically I am trying to edit not only the appearance of the button(thats the easy part) but the frame that detects the touch to be a rhombus rather then a square
html example:http://irwinproject.com
I've tried CGAfflineTransform however it doesn't allow me to make non rectangular objects. is there a way to skew
Im just wondering if this is possible because, if not could someone point me in a direction the only viable answer I've found is resorting to something along the lines of a spriteKit;
I found this however this implementation leaves dead spots on buttons where they overlap
custom UIButton with skewed area in iPhone
is there a way to message people on here there was a gentleman who said he figured out how to transform but never posted his solution.
In order to modify the touch area of an oddly shaped button you could use a solution similar to OBShapedButton. I have used this particular project in the past myself for adjacent hexagon buttons and it worked perfectly. That said, you may have to modify it a bit to work with drawn shapes instead of images.

Would using cocos2d be easier for a drag and match game?

I am pretty new to making games, but I am pretty familiar with programing iOS. I am creating a shape matching game, so there would be an array of different shapes and the user would drag the shape to the correct corresponding shape if they get it right it would stay and if they get it wrong it would shoot back. Now my question is would that be easier using cocso2d or any game engine or would it be just as easy not using one, just using a touch event?
Since the game you are describing is not graphically intense - I would recommend using UIKit. Couple of reasons why I would use UIKit over cocos2d:
Interface builder / Storyboards are awesome. You can lay out your
screens and game elements on screen. (I know tools exist to do this
using cocos like CocosBuilder, but IMO they just don't compare to
working directly in XCode)
UIKit animations couldn't be easier and you can do some pretty powerful things with minimal code.
You have direct access elements such as UITableView, UICollectionView, UIScrollView, etc. There are cocos nodes that mimic these, but they don't match up in terms of response and behavior.
For more graphically intense games I would still use cocos2d hands down. Some scenarios when you would use it:
You have a large number of sprites with a large number of animations (opengl is fast)
You want to use opengl based effects like particles, lighting, etc.
You need a physics engine
You want to work off a prebuilt game engine (there are tons such as levelsvg, kobold2d, line starter kit, etc)
Hope this helps you.

How to drag and drop a Sprite in Sencha Touch Charts 2 Beta

I'm trying to understand the new beta release of Sencha Touch Charts 2. I'm not sure whether event handling is fully supported yet, but I need to drag Sprites around and generally get them to react to touch.
Has anyone tackled this yet? Any code snippets that would help?
Ext.util.Draggable does not feel like the right way to do it.
Update:
I now understand how the chart code handles the various chart interactions, and that interactions works in the new beta too. I've also noticed that the old Charts 1 code has little or no support for Sprite events either, and so the final example in the Draw Guide fails there too.
Maybe we are just meant to dip in to the chart code, learn, and then code our own stuff for non-chart Sprite events.
In charts 1, there's a draggable config item on Sprites. No idea how it's meant to work though. Looks like it may be a stubbed out feature.
Mike

How should I design displaying a dynamic map? (Coordinates + Lines)

So I want to have a view (NSView, NSOpenGLView, something CG related?) which basically displays a map. Such as:
http://dump.tanaris4.com/map.png
Obviously that looks horrible, but I did it using an NSView, and it draws SO slow. Clearly not designed for this.
I just need to allow users to click on the individual (x,y) coordinates to make changes, and zoom into a certain area (to see it better).
Should I go the OpenGL route? And if so - any suggestions as to how to get started? (I was able to follow the guide to draw a triangle, so that's good).
I did find this post on zooming in an NSView: How to implement zoom/scale in a Cocoa AppKit-application
My concern is if I'm drawing over 6000 coordinates and the lines connecting them, this isn't efficient at all.
I don't think using OpenGL would be of any good here. The problem does not seem to be the actual painting, but rather the rendering strategy. You would need a scene graph of some kind to dynamically handle level of detail and culling.
Qt has all this packaged in a nice class class QGraphicsScene (see http://doc.qt.nokia.com/latest/qgraphicsscene.html for reference, and http://doc.qt.nokia.com/main-snapshot/demos-chip.html for an example).
Some basic concepts you should consider using:
http://en.wikipedia.org/wiki/Scene_graph
http://en.wikipedia.org/wiki/Quadtree
http://en.wikipedia.org/wiki/Level_of_detail
Try using core graphics for this, really there is so much that could be done. Watch the video Practical Drawing for iOS Developers from WWDC 2011 and it should give an over view of what can be done with CG.
I believe even CoreGraphics will suffice for what you want to achieve, and that should work under a UIView if you draw the rectangle of your view completely under the DrawRect method of your UIView (you must overload this method). Please see the UIView Class Reference. I have a mobile application that logs points on the UIMapKit, kind of like Nike+, and it certainly works well for massive amounts of points/line segments. There is no reason why this simple approach cannot work for you as well.

How can I make an iPhone reel like in FlickFishing?

I'm new in iPhone development, and I want to make a custom Reel/Spinner like the Reel in many iPhone fishing games, and I want capture the touch events, such as if the reel is moved to the right/left.
Where should I start?
Thank You!
I would look at using OpenGL ES.
On the other hand, you can often get very good results with just old fashion "flipbook" animation created by simply displaying slightly different images in sequence.
If you're just starting out, I would suggest you go over the MoveMe application tutorial. It will teach you many of the fundamentals of detecting touch events and responding using animations. If you need another sample, you can also have a look at the Touches sample.
Once you feel comfortable with detecting touch events, I would look into Core Animation. The Cookbook has a lot of examples on how to do many different tasks. The Animation Programming Guide also has some valuable information as to how to do various types of animations.
If you have any specific questions while figuring things out, post them here, and welcome to Stack Overflow!