I've set up a minimalistic project here which simply adds a red square and - after tapping the screen - a light source lighting it. On simulator it runs fine, but on my iPhone 5 the square just becomes invisible as soon as the light source gets added to the node tree.
Can anyone test this on other, real devices and give feedback? Any solutions? It's driving me crazy.
Here's the scene's code:
SKLightNode* lightNode;
#implementation GameScene
-(void)didMoveToView:(SKView *)view {
//Add some node to be lit
SKSpriteNode* node = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(100, 100)];
node.position = CGPointMake(self.size.width/2.0, self.size.height/2.0);
node.lightingBitMask = 1;
[self addChild:node];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
//Add a light node to light the object
if (!lightNode) {
lightNode = [SKLightNode node];
lightNode.categoryBitMask = 1;
[self addChild:lightNode];
}
lightNode.position = [((UITouch*)[touches anyObject]) locationInNode:self];
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
lightNode.position = [((UITouch*)[touches anyObject]) locationInNode:self];
}
#end
There seems to be a bug in iOS8. I've experienced the same problem and sent a bugreport to Apple.
SKLightNode does not seems to work well on an iPhone5. I've tried on iPhone6 (ok), iPhone5s (ok), iPhone5 (not working - black screen), iPod5 (ok), iPad Mini Retina (ok), ipad2 (ok).
Related
I am rather new to using Cocos2d for iPhone and I am having an issue with touch locations. At the moment I am simply trying to touch and move a sprite on the screen, this works fine when the layer is unmoved as well as when I translate the layer (changing self.position in X direction in my case) however, when I scale my layer (example: self.scale = .5) the touch no longer moves the sprite. I have done a lot of forum searching/google searching and I think my issue has to do with my coordinate transforms (node space/world space etc.) But I am not 100% sure. I did notice that when I scale, if I click the location where the sprite would be without the scale, then I could move the sprite. This leads me to believe that my transforms are not taking the scale into account.
Here is the coordinate transform code I am currently using to get touch locations:
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [self convertToNodeSpace:location];
location = [[CCDirector sharedDirector] convertToGL:location];
}
Here is the code that is checking if the location (same location variable as above) is touching a sprite, although I feel much more confident that this code is correct, who knows!
for (CCSprite *sprite in movableSprites) {
if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) {
NSLog(#"Woohoo, you touched a sprite!");
break;
}
}
Let me know if you need anymore information and thanks for reading!
I think you should double the bounding box with the scale
for (CCSprite *sprite in movableSprites) {
if (CGRectContainsPoint(sprite.boundingBox*sprite.scale, touchLocation)) {
//touch sprite action
}
}
About converting the point, if I need an absolut screen point I always use:
convertToWorldSpace:CGPointZero.
I'm not really sure why you need this on your touch location, I would usually do this on sprites when I need to disregard their position in a parent node.
Other then that, If your game is not real multi-touch game you better use ccTouchBegan and not ccTouchesBegan.
Use this function to get sprite rect.
-(CGRect)getSpriteRect:(CCNode *)inSprite
{
CGRect sprRect = CGRectMake(
inSprite.position.x - inSprite.contentSize.width*inSprite.anchorPoint.x,
inSprite.position.y - inSprite.contentSize.height*inSprite.anchorPoint.y,
inSprite.contentSize.width,
inSprite.contentSize.height
);
return sprRect;
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
for (CCSprite *sprite in movableSprites)
{
CGRect rect = [self getSpriteRect:sprite];
if (CGRectContainsPoint(rect, location))
{
NSLog(#"Woohoo, you touched a sprite!");
break;
}
}
}
I'm having a problem with a jumping movement with using CGAffineTransformMakeRotation. It seems to work fine until I get to the top of quadrants 1 and 2. Below is the code I am using and youtube link that shows what happens. Any insight would be really appreciated.
My goal is to rotate a UIWebView with an svg inside. Since I can't easily detect touch on the UIWebView alone, I'm putting a blank UIImageView over it. This allows me to detect the touch and prevent the copy dialog from popping up.
http://www.youtube.com/watch?v=x_OmS0MPdEE&feature=youtu.be
- (void)touchesMoved: (NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
NSArray *allTouches = [touches allObjects];
CGPoint location = [[allTouches objectAtIndex:0] locationInView:self.view];
if(selected == 1) {
CGFloat rads = atan2f(location.y - (grid1.frame.size.height/2),location.x - (grid1.frame.size.width/2));
grid1.transform = grid1Btn.transform = CGAffineTransformMakeRotation(rads);
}
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
NSArray *allTouches = [touches allObjects];
CGPoint location = [[allTouches objectAtIndex:0] locationInView:self.view];
if(CGRectContainsPoint(grid1Btn.frame, location))
{
selected = 1;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
selected = -1;
}
You use some frame.size.* in your computations. Note, that those values (unlike bounds.size.*) are affected by transform. Use grid1.center instead. It is also more logical (you rotate around center).
The next thing you need to fix is that it should not jump to new position when touches start :)
The jerkiness is caused by the inherent inaccuracy of touch event locations.
Touch events that are located sufficiently close to the center of the frame have a high likelihood of straying to the diagonally opposite quadrant of the frame whilst a circle is being traced about the center of the frame.
This will result in a sudden jump of 90 degrees as observed in your video.
One way to avoid the problem is to introduce a dead zone about the center of the frame. Any touch that is located within a given radius of the center of the frame would not trigger the rotation to be recalculated.
Hope this helps.
I am trying to make a simple landscape "split screen" app where two players can play at once (each player gets one half of the screen), but I am having trouble tracking both touches at the same time. This is the code I am trying to use:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint point = [touch locationInView:self.view];
if (point.x < 240) {
[player1 updatePoint:point];
} else {
[player2 updatePoint:point];
}
}
}
But I am obviously doing something wrong. Although this code works fine, it will only track one finger and move the player on the side of the screen the finger is on. What is my code lacking? Is this task more difficult to pull off then I think it is?
Did you set UIView's multipleTouchEnabled to YES?
multipleTouchEnabled should be set to YES for the UIView.
I am developing some games using multi touch for iPhone (cocos). Could anyone teach me how to start, from very scratch beginning. I am not sure where to start or any resources that can help. I really appreciate the helps.
#implementation GameScene
- (id)init
{
if (self = [super init])
{
Sprite *background = [Sprite spriteWithFile:#"unzip.png"];
background.position = CGPointMake(240,160);
[self addChild:background];
Label *aboutContent = [Label labelWithString:#"Welcome to the game" fontName:#"Helvetica" fontSize:30];
aboutContent.position = CGPointMake(240,160);
[self addChild:aboutContent];
}
return self;
}
#end
I have this code. This import the image . The just want the players can touch 2 points A and B in the centre and move them in the opposite sides far from each other. Could anyone give me some examples.?
Monocle Studios has a whitepaper: introduction to cocos2d iphone.
Pretty good place to start from.
Touches can be detected by any Layer by settings isTouchEnabled property to YES.
Any other CocosNode class descendant can implement the protocol TargetedTouchDelegate and StandardTouchDelegate and then register itself with the touch dispatcher:
[[TouchDispatcher sharedDispatcher] addTargetedDelegate:self
priority: 0 swallowsTouches:YES];
You must then implement:
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
in that object.
Hope that helps.
Please can someone help sort a noob out? I've posted this problem on various forums and received no answers, while many searches for other answers have turned up stackOverflow, so I'm hoping this is the place.
I've got a BeachView.h (subclass of UIScrollView, picture of a sandy beach) covered with a random number of Stone.h (subclass of UIImageView, a random PNG of a stone, userInteractionEnabled = YES to accept touches).
If the user touches and moves on the beach, it should scroll.
If the user taps a stone, it should call method "touchedStone".
If the user taps the beach where there is no stone, it should call method "touchedBeach".
Now, I realize this sounds dead simple. Everyone and everything tells me that if there's something on a UIScrollView that accepts touches that it should pass control on to it. So when I touch and drag, it should scroll; but if I tap, and it's on a stone, it should ignore beach taps and accept stone taps, yes?
However, it seems that both views are accepting the tap and calling both touchedStone AND touchedBeach. Furthermore, the beach tap occurs first, so I can't even put in a "if touchedStone then don't run touchedBeach" type flag.
Here's some code.
On BeachView.m
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (self.decelerating) { didScroll = YES; }
else { didScroll = NO; }
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:touch.view];
NSLog(#"touched beach = %#", [touch view]);
lastTouch = touchLocation;
[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
didScroll = YES;
[super touchesMoved:touches withEvent:event];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (didScroll == NO && isPaused == NO) {
[self touchedBeach:YES location:lastTouch];
}
[super touchesEnded:touches withEvent:event];
}
On Stone.m
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[parent stoneWasTouched]; // parent = ivar pointing from stone to beachview
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:touch.view];
NSLog(#"touched stone = %#", [touch view]);
[parent touchedStone:YES location:touchLocation];
}
After a stone tap, My NSLog looks like this:
Touched beach = <BeachView: 0x1276a0>
ran touchedBeach
Touched Stone = <Stone: 0x1480c0>
ran touchedStone
So it's actually running both. What's even stranger is if I take the touchesBegan and touchesEnded out of Stone.m but leave userInteractionEnabled = YES, the beachView registers both touches itself, but returns the Stone as the view it touched (the second time).
Touched beach = <BeachView: 0x1276a0>
ran touchedBeach
Touched beach = <Stone: 0x1480c0>
ran touchedBeach
So PLEASE, I've been trying to sort this for days. How do I make it so a tapped stone calls only touchedStone and a tapped beach calls only touchedBeach? Where am I going wrong?
Is true, iPhone SDK 3.0 and up, don't pass touches to -touchesBegan: and -touchesEnded: **UIScrollview**subclass methods anymore. You can use the touchesShouldBegin and touchesShouldCancelInContentView methods that is not the same.
If you really want to get this touches, have one hack that allow this.
In your subclass of UIScrollView override the hitTest method like this:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
UIView *result = nil;
for (UIView *child in self.subviews)
if ([child pointInside:point withEvent:event])
if ((result = [child hitTest:point withEvent:event]) != nil)
break;
return result;
}
This will pass to you subclass this touches, however you can't cancel the touches to UIScrollView super class.
Prior to iPhone OS 3.0, the UIScrollView's hitTest:withEvent: method always returns self so that it receives the UIEvent directly, only forwarding it to the appropriate subview if and when it determines it's not related to scrolling or zooming.
I couldn't really comment on iPhone OS 3.0 as it's under NDA, but check your "iPhone SDK Release notes for iPhone OS 3.0 beta 5" :)
If you need to target pre-3.0, you could override hitTest:withEvent: in BeachView and set a flag to ignore the next beach touch if the CGPoint is actually in a stone.
But have you tried simply moving your calls to [super touches*:withEvent:] from the end of your overridden methods to the start? This might cause the stone tap to occur first.
I had a similar problem with a simpleView and it is added to a scrollView , and whenever I touched the simpleView , the scrollView used to get the touch and instead of the simpleView , the scrollView moved . To avoid this , I disabled the srcolling of the scrollView when the user touched the simpleView and otherwise the scrolling is enabled .
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
UIView *result = [super hitTest:point withEvent:event] ;
if (result == simpleView)
{
scrollView.scrollEnabled = NO ;
}
else
{
scrollView.scrollEnabled = YES ;
}
return result ;
}
This could be related to a bug in iOS7 please review my issue (bug report submitted)
UIScrollView subclass has changed behavior in iOS7