I'm new to cocos2D , I have a image with 640 X 1136 pixel and I set it as background sprite statically. Now I want to move this sprite, continuously like moving background in upward direction. Set the code below in init method. Here my code :
background = [CCSprite spriteWithFile:#"bgImagevertical.png"];
background.scaleX = 1;
background.scaleY = 1;
NSLog(#"size X :: %f && Y :: %f",size.width,size.height);
background.position = ccp(size.width/2,size.height/2);
[self addChild:background];
Lot of Parallax scrolling tutorials are available on internet. Try searching with the right term. Here is the one for you: http://www.learn-cocos2d.com/2012/12/ways-scrolling-cocos2d-explained/
Related
I want to visible portion of sprite while on touching screen.
when i touch on the spriteModelHair touch location should be visibel and rest of the part of the sprite should be not visible.]
spriteModelHair = [CCSprite spriteWithFile:#"hair001.png" rect:CGRectMake(0, 0, 450, 612)];
spriteModelHair.position = ccp(winSize.width/2, winSize.height/2+25);
spriteModelHair.visibel = No;
[self addChild:spriteModelHair z:2];
Get the RGBA data of each pixel and each pixel's position on the screen. If the location of your touch is the same as one of the pixel's locations (or in a predefined area around the touch) change that pixel's alpha to 0 or something.
I'm making a game in UIView. I'm trying to simulate the way the iOS Maps app works, when the compass auto-map-orientation is enabled.
I have a UIView, and I'm trying to change the map's X & Y co-ordinates, its angle, and its center point (origin).
But I'm having some trouble getting my head around how to do it.
Here's what I'm trying to use:
(this code is inside a game loop)
//move map
CGRect oldFrame = mapView.frame;
oldFrame.origin.y += 1;
mapView.frame = oldFrame;
//rotate map
mapView.transform = CGAffineTransformMakeRotation(mapAngle);
So, does anyone have any suggestions?
Thanks.
I've been looking around for a while, and I have not been able to find an answer to this for some reason. It seems simple enough, but maybe I just can't find the right function in the library.
I have a scene with a layer that contains a bunch of CCNodes with each one CCSprite in them.
During the application, I move around the position of the main layer, so that I "pan" around a camera in a way. (i.e. I translate the entire layer so that the viewport changes).
Now I want to determine the absolute position of a CCNode in screen coordinates. The position property return the position relative to the parent node, but I really would like this transformed to its actual position on screen.
Also, as an added bonus, it would be awesome if I could express this position as coordinate system where 0,0 maps to the upper left of the screen, and 1,1 maps to the lower right of the screen. (So I stay compatible with all devices)
Edit: Note that the solution should work for any hierarchy of CCNodes preferably.
Every CCNode, and descendants thereof, has a method named convertToWorldSpace:(CGPoint)p
This returns the coordinates relative to your scene.
When you have this coordinate, flip your Y-axis, as you want 0,0 to be in the top left.
CCNode * myNode = [[CCNode alloc] init];
myNode.position = CGPointMake(150.0f, 100.0f);
CCSprite * mySprite = [[CCSprite alloc] init]; // CCSprite is a descendant of CCNode
[myNode addChild: mySprite];
mySprite.position = CGPointMake(-50.0f, 50.0f);
// we now have a node with a sprite in in. On this sprite (well, maybe
// it you should attack the node to a scene) you can call convertToWorldSpace:
CGPoint worldCoord = [mySprite convertToWorldSpace: mySprite.position];
// to convert it to Y0 = top we should take the Y of the screen, and subtract the worldCoord Y
worldCoord = CGPointMake(worldCoord.x, ((CGSize)[[CCDirector sharedDirector] displaySizeInPixels]).height - worldCoord.y);
// This is dry coded so may contain an error here or there.
// Let me know if this doesn't work.
[mySprite release];
[myNode release];
Me again. I have a simple question. I have an UIImageView like the one shown below.
alt text http://img683.imageshack.us/img683/1999/volumen.png
That UIimageView is supposed to be the knob to control the volume of my iphone project. My question is, how to know the positions of bar on the UIImageView when it is rotated? Because the volume needs to be 0.5 when the little bar on the cercle is vertical.
I got a piece of code which is (in the touchMoved method):
float dx = locationT.x - imgVVolume.center.x;
float dy = locationT.y - imgVVolume.center.y;
CGFloat angleDif = 0.0f;
movedRotationAngle = atan2(dy,dx);
if (beganRotationAngle == 0.0) {
beganRotationAngle = movedRotationAngle;
initialTransform = imgVVolume.transform;
}
else {
angleDif = beganRotationAngle - movedRotationAngle;
CGAffineTransform newTrans = CGAffineTransformRotate(initialTransform, -angleDif);
imgVVolume.transform = newTrans;
}
Help please.
It depends on what input mechanism you want to use to control the rotation.
If the knob is to rotate based on a single finger touch dragging from side to side then you can create a UIPanGestureRecognizer and attach it to the knob UIImageView. The translationInView: method returns a CGPoint which is the amount of X and Y movement from the touch-down point. You can feed that into a formula like the one you post to get an angle of rotation. You'll want to keep track of delta from last position and also check for stop limits (like 0..360) to prevent over-rotation.
OTOH, if you're going to use two finger rotation then you'll want to use a UIRotationGestureRecognizer and look for the rotation value. Just feed that into a CGAffineTransformRotate and set it to the UIImageView transform. That takes care of all of the above for you. Again, you'll want to check for stop limits.
On iPhone, how to implement rotating image around the center point using finger touch ?
Just like wheel, if you put finger on the iPhone screen , then move suddenly, then the image becoming rotating around center point just like the wheel, after a while, it becomes more and more slow , finally stop.
Who can help to give some pieces of codes (Object-C) or some suggest ?
I was working with a "spin the bottle"-app yesterday. On the window I have a ImageView with an bottle that's suppose to response to touches and rotate the way the user swipes his finger. I struggled to get my ImageView to rotate during the touch-events (TouchesBegan, Touchesoved, TouchesEnd). I used this code in TouchesMoved to find out the angle in witch to rotate the image.
public override void TouchesMoved (NSSet touches, UIEvent evt)
{
PointF pt = (touches.AnyObject as UITouch).LocationInView(this);
float x = pt.X - this.Center.X;
float y = pt.Y - this.Center.Y;
double ang = Math.Atan2(x,y);
// yada yada, rotate image using this.Transform
}
THIS IS IMPORTANT! When the ImageView rotates, even the x & y-coordinates changes. So touching the same area all the time would give me different values in the pt and prePt-points. After some thinking, googeling and reading I came up with an simple solution to the problem. The "SuperView"-property of the ImageView.
PointF pt = (touches.AnyObject as UITouch).LocationInView(this.SuperView);
Having that small change in place made it alot easier, no i can use the UITouch-metohs LocationInView and PreviousLocationInView and get the right x & y coordinates. Her is parts of my code.
float deltaAngle;
public override void TouchesMoved (NSSet touches, UIEvent evt)
{
PointF pt = (touches.AnyObject as UITouch).LocationInView(this.Superview);
float x = pt.X - this.Center.X;
float y = pt.Y - this.Center.Y;
float ang = float.Parse(Math.Atan2(dx,dy).ToString());
//do the rotation
if (deltaAngle == 0.0) {
deltaAngle = ang;
}
else
{
float angleDif = deltaAngle - ang;
this.Transform = CGAffineTransform.MakeRotation(angleDif);
}
}
Hope that helped someone from spending hours on how to figure out how to freaking rotate a bottle! :)
I would use the affine transformations - yuou can assign a transformation to any layer or UI element using the transform property.
You can create a rotation transform using CGAffineTransform CGAffineTransformMakeRotation( CGFloat angle) which will return a transformation that rotates an element. The default rotation should be around the centerpoint.
Be aware, the rotation is limited to 360 degrees, so if you want to rotate something more than that (say through 720 degrees) - you have to break the rotation into several sequences.
You may find this SO article useful as well.
The transform property of a view or layer can be used to rotate the image displayed within. As far as the spinning part goes, you just track the location and movement of touches in your view with touchesBegan, touchesMoved, and touchesEnded.
Use the distance and time between the touches updates to calculate a speed, and use that to set a rotational velocity. Once you start the image spinning, update the position periodically (with an NSTimer, maybe), and reduce the rotational velocity by some constant.