Limiting JASidePanel Center panel slide - iphone

Hi I am using JASidePanels to create the left menu style but I want to do some particular changes.
The first is that I want the menu to have only 115 px wide. And for that I have found:
self.leftFixedWidth = 115;
Ok but, I can still slide the center panel to the right and see whats "hidden". Is there a way to fix its maximum position at 115 px? Just like the facebook menu?

go to JASidePanelController.m
find - (CGFloat)_correctMovement:(CGFloat)movement; method, replace it with this:
- (CGFloat)_correctMovement:(CGFloat)movement {
CGFloat position = _centerPanelRestingFrame.origin.x + movement;
if (self.state == JASidePanelCenterVisible) {
if (self.state != JASidePanelLeftVisible) {
if (position >= self.leftVisibleWidth) {
return self.leftVisibleWidth;
}
}
else if ((position > 0.0f && !self.leftPanel) || (position < 0.0f && !self.rightPanel)) {
return 0.0f;
}
} else if (self.state == JASidePanelRightVisible && !self.allowRightOverpan) {
if ((position + _centerPanelRestingFrame.size.width) < (self.rightPanelContainer.frame.size.width - self.rightVisibleWidth)) {
return 0.0f;
} else if (position > self.rightPanelContainer.frame.origin.x) {
return self.rightPanelContainer.frame.origin.x - _centerPanelRestingFrame.origin.x;
}
} else if (self.state == JASidePanelLeftVisible && !self.allowLeftOverpan) {
if (position > self.leftVisibleWidth) {
return 0.0f;
} else if (position < self.leftPanelContainer.frame.origin.x) {
return self.leftPanelContainer.frame.origin.x - _centerPanelRestingFrame.origin.x;
}
}
return movement;
}

Related

How to make GetTouch(1) not depending on GetTouch(0) and touchCount

I'm making an app which asks to keep touch 2 things at same time, but sometimes only one.
So my problem is: GetTouch(1) depends on GetTouch(0) and touchCount.
If I release 1 time the getTouch(0) : getTouch(1) will not be called anymore.
I don't know if I'm clear so here is my code:
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
}
if (touch.phase == TouchPhase.Ended)
{
}
if (Input.touchCount == 2)
{
Touch touch_ = Input.GetTouch(1);
if (touch_.phase == TouchPhase.Began)
{
}
if (touch_.phase == TouchPhase.Ended)
{
}
}
}
How can I do to still keep the Touch(1) even without Touch(0) Pressed please ? Just keep doing my stuff during "touch_.phase == TouchPhase.Began".
Thank you in advance.
you will only be able to access Input.GetTouch(1) when the touchCount is 2 or greater. You are probably looking for some sort of state variable
bool firstPress = false;
bool secondPress = false;
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
firstPress = true;
}
if (touch.phase == TouchPhase.Ended)
{
firstPress = false;
}
if (Input.touchCount == 2)
{
Touch touch_ = Input.GetTouch(1);
if (touch_.phase == TouchPhase.Began)
{
secondPress = true;
}
if (touch_.phase == TouchPhase.Ended)
{
secondPress = false;
}
}
}
if (firstPress == true && secondPress == false)
{
...
}
if (firstPress == true && secondPress == true)
{
...
}
While the GetTouch has no guarantee that the same index returns the same touch in the next frame what you can use use the Touch.fingerIndex which is unique for each touch.
So instead of using GetTouch you can access the touches via Input.touches and then try to filter out the one for your stored fingerId e.g. like
foreach (Touch touch in Input.touches)
{
if (touch.fingerIndex == storedFingerIndex)
{
// Do something
}
}

touchCount difficulty on Android

This could be because I've been testing on a UnityRemote, however I'm trying to restart my main scene by touching with more than one finger on an android. endCondition is a variable I set as active when the player has been destroyed. Here is what my code looks like. All I want to do is restart the scene with multi-touch. Neither of the prints logged to the console so I doubt the multiple touches are being recognized. Here is my code that is inside of Update()
if (endCondition && (Input.touchCount > 1))
{
for (int i = 0; i < Input.touchCount; i++)
{
Touch t = Input.GetTouch(i);
if (t.phase == TouchPhase.Began)
{
print("Made it here");
}
if (t.phase == TouchPhase.Ended)
{
print("Made it here");
SceneManager.LoadScene("Main");
}
}
}
This should fix it:
if (endCondition)
{
int fingersAmount = Input.touchCount;
//1 FINGER
if (fingersAmount == 1)
{
Touch t = Input.GetTouch(fingersAmount - 1);
if (t.phase == TouchPhase.Began)
{
Debug.Log("ONE FINGER");
}
if (t.phase == TouchPhase.Ended)
{
Debug.Log("ONE FINGER END");
//SceneManager.LoadScene("Main");
}
}
//2 FINGERS
else if (fingersAmount == 2)
{
Touch t = Input.GetTouch(fingersAmount - 1);
if (t.phase == TouchPhase.Began)
{
Debug.Log("TWO FINGERS");
}
if (t.phase == TouchPhase.Ended)
{
Debug.Log("TWO FINGERS END");
//SceneManager.LoadScene("Main");
}
}
//3 FINGERS
else if (fingersAmount == 3)
{
Touch t = Input.GetTouch(fingersAmount - 1);
if (t.phase == TouchPhase.Began)
{
Debug.Log("THREE FINGERS");
}
if (t.phase == TouchPhase.Ended)
{
Debug.Log("THREE FINGERS END");
//SceneManager.LoadScene("Main");
}
}
}

Need help on rotating image view with animation on orientation change (4 side rotation) in android

i have a image view and i need to rotate(with IOS like animation) the image view on orientation change in android(portrait,landscape,reverse portrait and reverse landscape).
please advice
void rotateAndSet(int angle) {
if (currentAngle != angle || currentImage != currentBaseImage) { // This
// is
// to
// remove
// unnecessary
// drawing
currentAngle = angle;
currentImage = currentBaseImage;
myImg = decodeBase64(currentBaseImage);
matrix = new Matrix();
matrix.postRotate(angle);
Bitmap rotated = Bitmap.createBitmap(myImg, 0, 0, myImg.getWidth(),
myImg.getHeight(), matrix, true);
RelativeLayout.LayoutParams param = new RelativeLayout.LayoutParams(
LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
param.addRule(RelativeLayout.ALIGN_PARENT_TOP);
/*RotateAnimation animation = new RotateAnimation(0, 90,Animation.RELATIVE_TO_SELF,0.5f,Animation.RELATIVE_TO_SELF,0.5f);
animation.setInterpolator(new LinearInterpolator());
animation.setFillAfter(true);
animation.setDuration(800);
ivFullScreen.startAnimation(animation); */
ivFullScreen.setLayoutParams(param);
ivFullScreen.setImageBitmap(rotated);
}
}
i got it
public void onSensorChanged(SensorEvent event) {
synchronized (this) {
if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
RotateAnimation animation = null;
if (event.values[0] < 4 && event.values[0] > -4) {
if (event.values[1] > 0 && orientation != ExifInterface.ORIENTATION_ROTATE_90) {
// UP
orientation = ExifInterface.ORIENTATION_ROTATE_90;
Log.i("testme","up");
animation = getRotateAnimation(0);
degrees = 0;
} else if (event.values[1] < 0 && orientation != ExifInterface.ORIENTATION_ROTATE_270) {
// UP SIDE DOWN
Log.i("testme","up side down");
orientation = ExifInterface.ORIENTATION_ROTATE_270;
animation = getRotateAnimation(180);
degrees = 180;
}
} else if (event.values[1] < 4 && event.values[1] > -4) {
if (event.values[0] > 0 && orientation != ExifInterface.ORIENTATION_NORMAL) {
// LEFT
Log.i("testme","left");
orientation = ExifInterface.ORIENTATION_NORMAL;
animation = getRotateAnimation(-270);
degrees =-270;
} else if (event.values[0] < 0 && orientation != ExifInterface.ORIENTATION_ROTATE_180) {
// RIGHT
Log.i("testme","right");
orientation = ExifInterface.ORIENTATION_ROTATE_180;
animation = getRotateAnimation(270);
degrees = 270;
}
}
if (animation != null) {
ivFullScreen.startAnimation(animation);
}
}
}
}

Drag and drop in unity 2d

I am trying to implement drag and drop functionality for my game in unity 2d. I have multiple copies of same object in my screen and they differ only by collider name. I attached the same script to them. Here is a piece of my code
function Start () {
playerTouches = [-1, -1];
}
function resetPlayer(touchNumber: int) {
for(var i = 0; i < playerTouches.length; ++i) {
if(touchNumber == playerTouches[i]) {
playerTouches[i] = -1;
}
}
}
function getCollider(vec: Vector2) {
var ray : Ray = Camera.main.ScreenPointToRay(vec);
var hit : RaycastHit2D = Physics2D.Raycast(ray.origin, ray.direction);
if (hit) {
if (hit.collider != null) {
Debug.Log(hit.collider.name);
return hit.collider.name;
} else {
Debug.Log("is null");
return "null";
}
} else {
Debug.Log("empty");
return "";
}
return "";
}
function processTouch(touch: Touch, touchNumber: int) {
if(touch.phase == TouchPhase.Began) {
var colliderName: String = getCollider(touch.position);
if(colliderName == "Object01" && playerTouches[0] == -1) {
playerTouches[0] = touchNumber;
} else if(colliderName == "Object02" && playerTouches[1] == -1) {
playerTouches[1] = touchNumber;
}
} else if(touch.phase == TouchPhase.Moved) {
// get object and change coords
} else if(touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) {
resetPlayer(touchNumber);
}
}
function Update() {
if(Input.touchCount > 0) {
//Debug.Log("count = " + Input.touchCount);
for(var i = 0; i < Input.touchCount; i++)
{
processTouch(Input.GetTouch(i), i);
//Debug.Log("touch : " + i + " " + Input.GetTouch(i).position);
}
}
}
For now I'm detecting on which object user touch. I need to be able to get that object and change it's position.
I also found this code snippet which allows to move rigidbody
var touchDeltaPosition: Vector2 = touch.deltaPosition;
var touchPosition: Vector2;
touchPosition.Set(touchDeltaPosition.x, touchDeltaPosition.y);
rigidbody2D.transform.position = Vector2.Lerp(transform.position, touchPosition, Time.deltaTime * spd);
but it moves all objects regardless of what object I select.
Well, you can do like this. If you have 12 copies of same object and want to move the object which selected by user. So when user Touches the object Change that GameObject tag or Name to another tag. Afterward you can use the some Conditional Statement to work with your code.
Example :
if(Input.GetMouseButtonDown(0)) {
Debug.Log("Mouse is down");
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo = new RaycastHit();
//bool hit = Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition), out hitInfo);
if(Physics.Raycast(ray, out hitInfo, 30)) {
Debug.Log("Hit " + hitInfo.transform.gameObject.name);
if(hitInfo.transform.gameObject.tag == "Deselected") {
//Debug.Log ("It's working! Attaching MoveCube Script to game :" + hitInfo.transform.gameObject.tag);
findObject = GameObject.FindGameObjectsWithTag("Deselected");
foreach(GameObject go in findObject) {
//go.gameObject.renderer.material.color = Color.white;
go.GetComponent<MoveCube>().enabled = false;
if(hitInfo.transform.gameObject.name.Equals(go.gameObject.name)) {
//hitInfo.transform.renderer.material.color = Color.white;
hitInfo.transform.gameObject.GetComponent<MoveCube>().enabled = true;
changeTAG = true;
} else {
hitInfo.transform.gameObject.tag = "Deselected"
}
}
playerObject = GameObject.FindGameObjectsWithTag("Player");
foreach(GameObject game in playerObject) {
count++;
if(count == 1) {
hitInfo.transform.gameObject.tag = "Player";
}
if(count >= 1) {
game.gameObject.tag = "Deselected";
game.gameObject.GetComponent<MoveCube>().enabled = false;
//game.gameObject.renderer.material.color = Color.white;
}
}
if(changeTAG) {
hitInfo.transform.gameObject.tag = "Player";
/*if (hitInfo.transform.gameObject.GetComponent<Rigidbody> ()) {
Debug.Log ("RigidBody is already added Can't add another RigidBody");
hitInfo.transform.rigidbody.WakeUp ();
} else {
hitInfo.transform.gameObject.AddComponent<Rigidbody> ().useGravity = false;
// hitInfo.transform.gameObject.GetComponent<Rigidbody> ().WakeUp ();
}*/
changeTAG = false;
} else if(!changeTAG) {
hitInfo.transform.gameObject.tag = "Deselected";
}
} else {
Debug.Log("Not Working");
}
} else {
Debug.Log("No hit");
}
Debug.Log("Mouse is down");
}
The above code is for Change the tag for selected and deselected cube. After that you can easily identify the Selected gameObject and can move it where ever you want.
You can use this code in the Update function.

Minmax Algorithm for tic-tac-toe game in Objective-C

I am writing a minmax algorithm as the artificial intelligence for a tic-tac-toe game, I followed the similar instruction here, but the algorithm seems not intelligent enough, even though I tried to search deeper in the tree, can anyone help to analyze where goes wrong? thank you very much in advance!
- (int) miniMax:(int)depth : (UIImage*) player {
NSMutableArray *steps = [self generateMoves];
if (depth == 0 || [steps count] == 0) {
return [self evaluate];
}
int bestScore = player == myImg ? -1000000 : 1000000;
int currentScore = 0;
for (UIImageView *step in steps) {
step.image = player;
if (player == myImg) {
UIImage *opp = player == xImg ? oImg : xImg;
currentScore = [self miniMax:depth - 1 :opp];
if (currentScore > bestScore) {
bestScore = currentScore;
nextStep = step;
}
} else {
UIImage *opp = player == xImg ? oImg : xImg;
currentScore = [self miniMax:depth - 1 :opp];
if (currentScore < bestScore) {
bestScore = currentScore;
nextStep = step;
}
}
step.image = NULL;
}
return bestScore;
}
- (int) evaluate {
int score = 0;
score += [self evaluateLine:img0 :img1 :img2];
score += [self evaluateLine:img3 :img4 :img5];
score += [self evaluateLine:img6 :img7 :img8];
score += [self evaluateLine:img0 :img3 :img6];
score += [self evaluateLine:img1 :img4 :img7];
score += [self evaluateLine:img2 :img5 :img8];
score += [self evaluateLine:img2 :img4 :img6];
score += [self evaluateLine:img0 :img4 :img8];
return score;
}
- (int) evaluateLine:(UIImageView*)img1 :(UIImageView*)img2 :(UIImageView*)img3 {
int score = 0;
// first cell
if ([img1 image] == myImg) {
score = 1;
} else if ([img1 image] == oppImg){
score = -1;
}
// second cell
if ([img2 image] == myImg) {
if (score == 1) {
score = 10;
} else if (score == -1) {
return 0;
} else {
score = -1;
}
} else if ([img2 image] == oppImg){
if (score == -1) {
score = -10;
} else if (score == 1) {
return 0;
} else {
score = -1;
}
}
// third cell
if ([img3 image] == myImg) {
if (score > 0) {
score *= 10;
} else if (score < 0) {
return 0;
} else {
score = -1;
}
} else if ([img3 image] == oppImg){
if (score < 0) {
score *= 10;
} else if (score > 1) {
return 0;
} else {
score = -1;
}
}
return score;
}
What I use here is: if there exits the same image as the human player holds, the score plus 1. If there
are two or three player's image in a line or row or diagonal, the total score is 10 and 100 separately. If there exist both 'X' and 'O' in a same row, column or diagonal, the score is 0. Computer holds the negative score for these mentioned above.
Minimax assumes that the evaluation function is from the perspective of the first player. What you want is a function that always have a higher value if the first player is better.
It seems that your heuristic function adapts its value based on the current player (I am not an objective-C programmer). Change that function so that it does not know what myImg or oppImg is -- use xImg and oImg directly. Might just work.