Hey I am trying to move some sprites at the same time, they are all the same type of sprite.So I just used a for loop to add the sprite in the game but when I try to move all of the sprites only one moves.
I am trying to simulate running , when the user taps on the Stone the stone will move down and another stone will appear at the top there will be 4 stones so when one goes down another will come on the top and they rest of the stones will move down. I am haveing trouble moveing the stone that comes on the top of the screen that stone doesn't move like the other stones .
Here is some of the Code:
self.Stone = [Stone spriteNodeWithColor:[SKColor blackColor] size:CGSizeMake(80, 142)];
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
self.node =[self nodeAtPoint:location];
if ([self.node.name isEqualToString:#"stone"]) {
SKAction *hey = [SKAction moveToY:self.Stone.position.y - 142 duration:1];
[self runAction:hey];
}
They are basically going to be 4 stones on the screen and each time you tap the stones move down.
The name of the sprite has no real bearing on identification in regards to movement. You can either make one sprite the parent and attach all other sprites as children. Doing this will make all children move when you move the parent or you can dump all the sprites into an array and move each one separately in a loop.
Updated to include parent/child example
Below is an example of parent/child. When you tap the screen, the parent sprite is move +10 on x and y. The child will move along with the parent.
Keep in mind that the child position is in relation to the parent and not the view.
#import "MyScene.h"
#implementation MyScene
{
SKSpriteNode *mainSprite;
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
self.physicsWorld.contactDelegate = self;
mainSprite = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(50, 50)];
mainSprite.position = CGPointMake(100, 100);
[self addChild:mainSprite];
SKSpriteNode *child1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(20, 20)];
child1.position = CGPointMake(40, 40);
[mainSprite addChild:child1];
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
mainSprite.position = CGPointMake(mainSprite.position.x+10, mainSprite.position.y+10);
}
-(void)update:(CFTimeInterval)currentTime
{
//
}
#end
Related
I an interested in trying to create a few games, namely in the new sprite kit. However, for the game that I have in mind I would rather use a directional pad vs a joy stick. Since I shall be moving over from Cocos, my old program no longer works (so neither will that dpad). Sadly, I have not come accross any tutorial that may help with implementing one in the new sprite kit (only joy sticks). I was wondering and hoping if anyone came across a simple dpad class from github or something or a helpful link that they would like to share. Thanks
Here's one way:
//Joystick node
- (SKSpriteNode *)controlPadNode
{
SKSpriteNode *controlPadNode = [SKSpriteNode spriteNodeWithImageNamed:#"game-controller-front"];
controlPadNode.position = CGPointMake(controlPadX,controlPadY);
controlPadNode.name = #"controlPadNode";
controlPadNode.zPosition = 1.0;
return controlPadNode;
}
//handle touch events
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//if control pad touched
if ([node.name isEqualToString:#"controlPadNode"]) {
touchX = location.x;
touchY = location.y;
controlButtonDown = true;
}
}
//when touch moves
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//if control pad touched
if ([node.name isEqualToString:#"controlPadNode"]) {
touchX = location.x;
touchY = location.y;
controlButtonDown = true;
}
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//if control pad touched
if ([node.name isEqualToString:#"controlPadNode"]) {
controlButtonDown = false;
}
}
//update method
-(void)update:(NSTimeInterval)currentTime {
if (controlButtonDown) {
//the control pad
SKNode *controlNode = [self childNodeWithName:#"controlPadNode"];
//the node you want to move
SKNode *node = [self childNodeWithName:#"spaceShipNode"];
//compute the angle between parameters pad and the horizontal
float angle = atan2f (touchY - controlPadY, touchX - controlPadX) ;
//move the control pad for the player to have a sense of movement
SKAction *moveControlPad = [SKAction moveTo:CGPointMake(touchX, touchY) duration:0.00001];
double distance = sqrt(pow((touchX - controlPadX), 2.0) + pow((touchY - controlPadY), 2.0));
//make sure the control pad only moves 40 pixels
if( distance < 40 ){
[controlNode runAction:moveControlPad];
}
//move the ship
SKAction *moveShip = [SKAction moveByX: 6*cosf(angle) y:6*sinf(angle) duration:0.005];
[node runAction: moveShip];
}
}
EDIT:
Also can use this to move the control pad back when touch ends:
if (!controlButtonDown) {
SKNode *controlNode = [self childNodeWithName:#"controlPadNode"];
SKAction *moveControlPad = [SKAction moveTo:CGPointMake(controlPadX, controlPadY) duration:0.00001];
[controlNode runAction:moveControlPad];
}
I've built a small UIKit based game engine before the introduction of SpriteKit. My engine loads cocos2d compatible maps from Tiled, sprites from TexturePacker, and it comes with a joystick that I ported from cocos2d to UIKit. (Mine is based on sneaky-joystick.)
You can grab the whole library on GitHub and pull out the parts you need. It's fairly modular.
I am trying to develop a game using openGL where i have used GLTextureLoader class to load images and these sprites are moving from left to right with some calculated velocity , i need to detect touch on these images.
Since your purpose is very simple, all you have to do is draw whatever object you have twice, the visible one and another one with just color on an invisible buffer. then you check for the location where the user pressed in the invisible buffer, see what color it is and there you have your object.
http://www.lighthouse3d.com/opengl/picking/index.php3?color1
That is the basic theory.
OpenGL is a rendering API. It only draws stuff.
Techniques like lighthouse3d do work, but glReadPixels is slow.
You should check this on the CPU; that is, for each drawn sprite, test if the touch position is inside.
I found out how to do it ,as per my requirement , As i said i am not the expert in openGL but managed to do it some way around.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[touches allObjects] objectAtIndex:0];
CGPoint touchLocation = [touch locationInView:self.view];
touchLocation = touchLocation = CGPointMake(touchLocation.x, 320 - touchLocation.y);
//self.player.moveVelocity = GLKVector2Make(50, 50);
//NSLog(#"Location in view %#", NSStringFromCGPoint(touchLocation));
//NSLog(#"bounding box is %#",NSStringFromCGRect([self.player boundingBox]));
GameSprite *temp;
for (GameSprite *tempSprite in self.children) {
if (CGRectContainsPoint([tempSprite boundingBox], touchLocation)) {
NSLog(#"touched the player");
temp =tempSprite;
}
}
[self.children removeObject:temp];
}
- (CGRect)boundingBox {
CGRect rect = CGRectMake(self.position.x, self.position.y, self.contentSize.width, self.contentSize.height);
return rect;
}
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;
}
}
}
We are adding drag and drop functionality to what is to become a sports field with positions for players.
The positions are mapped out using Interface Builder with each being a separate UIImageView.
We want to be able to drag player images from bench positions from the side of the screen onto positions on the field.
How best can we detect when the selected player which is being moved around collides with an existing gamePosition imageView?
We are looking for a way to detect if there is a view or ImageView under the current location.
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
tile1.center = location;
if gamePositionExistsAtCurrentLocation(location) { //want something like this
[tile1 setBackgroundColor:[UIColor blueColor]];
} else {
[tile1 setBackgroundColor:[UIColor yellowColor]];
}
}
check if the frame of the item you are moving intersects with the frame from on of your subviews
for (UIView *anotherView in self.subviews) {
if (movingView == anotherView)
continue;
if (CGRectIntersectsRect(movingView.frame, anotherView.frame)) {
// Do something
}
}
If I were you, I would add all game relevant items to an NSArray and for-loop through this. So you don't detect collisions with subviews that have nothing to do with your game like labels and so on.
Also might want to consider view.center with CGRectContainsPoint()
I am developing a 2d game for iPhone by using cocos2d.
I use many small sprite (image) in my game. I want to touch two similar types of sprite(image) and then both sprite(image) will be hidden.
How can I detect touch in a specific sprite(image) ?
A better way to do this is to actually use the bounding box on the sprite itself (which is a CGRect). In this sample code, I put all my sprites in a NSMutableArray and I simple check if the sprite touch is in the bounding box. Make sure you turn on touch detection in the init. If you notice I also accept/reject touches on the layer by returning YES(if I use the touch) or NO(if I don't)
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint location = [self convertTouchToNodeSpace: touch];
for (CCSprite *station in _objectList)
{
if (CGRectContainsPoint(station.boundingBox, location))
{
DLog(#"Found sprite");
return YES;
}
}
return NO;
}
Following Jonas's instructions, and adding onto it a bit more ...
- (void)ccTouchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch* touch = [touches anyObject];
CGPoint location = [[[Director sharedDirector] convertCoordinate: touch.location];
CGRect particularSpriteRect = CGMakeRect(particularSprite.position.x, particularSprite.position.y, particularSprite.contentSize.width, particularSprite.contentSize.height);
if(CGRectContainsPoint(particularSpriteRect, location)) {
// particularSprite touched
return kEventHandled;
}
}
You may need to adjust the x/y a little to account for the 'centered positioning' in Cocos
In your layer that contains your sprite, you need to say:
self.isTouchEnabled = YES;
then you can use the same events that you would use in a UIView, but they're named a little differently:
- (void)ccTouchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch* touch = [touches anyObject];
//in your touchesEnded event, you would want to see if you touched
//down and then up inside the same place, and do your logic there.
}
#david, your code has some typos for cocos 0.7.3 and 2.2.1, specifically CGRectMake instead of CGMakeRect and [touch location] is now [touch locationInView:touch.view].
here's what I did:
- (BOOL)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch * touch = [touches anyObject];
CGPoint location = [[Director sharedDirector] convertCoordinate: [touch locationInView:touch.view]];
CGRect myRect = CGRectMake(sprite.position.x, sprite.position.y, sprite.contentSize.width, sprite.contentSize.height);
if(CGRectContainsPoint(myRect, location)) {
// particularSprite touched
return kEventHandled;
}
}
#Genericrich: CGRectContainsPoint works in CocosLand because of the call 2 lines above:
[[Director sharedDirector] convertCoordinate:]
The Cocos2D objects will be using the OpenGL coordinate system, where 0,0 is the lower left, and UIKit coordinates (like where the touch happened) have 0,0 is upper left. convertCoordinate: is making the flip from UIKit to OpenGL for you.
Here's how it worked for me...
Where spriteSize is obviously the sprite's size... :P
- (BOOL)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch * touch = [touches anyObject];
CGPoint location = [[Director sharedDirector] convertCoordinate: [touch locationInView:touch.view]];
CGRect myRect = CGRectMake(sprite.position.x-spriteSize/2, sprite.position.y-spriteSize/2, spriteSize, spriteSize);
if(CGRectContainsPoint(myRect, location)) {
// particularSprite touched
return kEventHandled;
}
}
this is a good tutorial explaining the basic touch system
http://ganbarugames.com/2010/12/detecting-touch-events-in-cocos2d-iphone/
first, write
self.isTouchEnabled = YES;
then, you need to implement the functions ccTouchesEnded, ccTouchesBegan, etc
from what I understood, you want to be able to 'match' two sprites that can be on different coordinates on the screen.
a method for doing this.. : (im sure theres many other methods)
consider having 2 global variables.
so everytime a touch touches a sprite, you use the CGRectContainsPoint function that is mentioned several times to find which sprite has been touched. then, you can save the 'tag' of that sprite in one of the global variables.
You do the same for the second touch, and then you compare the 2 global variables.
you should be able to figure out the rest but comment if you have problems.