Cocos2d, how to do a certain touch method - iphone

I have this sprite that I want to touch and as soon as I am no longer touching it I want to call a method nslog "not touching". Right now the way I have the code set up it only calls method nslog "not touching" when I tap something else.I want to call method nslog "touching" when an object is getting touch ,but as soon as I touch something else or lift my finger it will call nslog "not touching". Any suggestions?
Thank you for your time.
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSSet *allTouches = [event allTouches];
UITouch* touch = [touches anyObject];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
int arraysize = [brain count];
for (int i = 0; i < arraysize; i++) {
if (CGRectContainsPoint( [[brain objectAtIndex:0] boundingBox], location)) {
NSLog(#"touched");
}else {
NSLog(#"not touched");
}}}

I suggest you to register your touch handler as targeted touch delegate. It will allow you to swallow this touch.
You should process all delegate methods. I mean, touchBegan:withEvent:, touchMoved:withEvent:, touchEnded:withEVent:. So, just store touch when it is began if it's position is inside sprite's rect. Then just in touchMoved:withEvent: and touchEnded:withEvent: process stored touch position to determine if touch had leaved sprite's rect.

You probably want to define ccTouchesEnded.

Related

touchesMoved detection doesn't work properly

in my application I'm using touchesMoved method to detect swipe left/right.
when the user swipe to left and right continuously,image animation updates automatically.
I was able to detect swipe action but sometimes when I start to swipe left and right continuously,screen doesn't detect the touchmoved event.
in the swipe area I have placed one hidden button and few ImageViews for animations.
I want to know why it happens.please help me.
thank you.
code:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
[super touchesMoved:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint newLocation = [touch locationInView:self.view];
CGPoint oldLocation = [touch previousLocationInView:self.view];
if(newLocation.x-oldLocation.x>0){
swipe_direction = 1;
//NSLog(#"left");
}
else{
swipe_direction = 2;
//NSLog(#"right");
}
if(swipe_direction == 1){
//animate images
}
else if(swipe_direction == 2){
//animate images
}
}
touchesMoved Only detects on the empty part of the View. Therefore, it will not detect over the objects you used.
Place a SwipeGestureRecognizer over the view and use it from there.
Have you considered using a SwipeGestureRecognizer instead of the touchesMoved?
Check the Documentation

drag UIView like apps in the home screen iPhone

I have a view control and inside I plan to place some controls like buttons textbox etc... I can drag my view along the x axis like:
1)
2)
with the following code:
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
if( [touch view] == ViewMain)
{
CGPoint location = [touch locationInView:self.view];
displaceX = location.x - ViewMain.center.x;
displaceY = ViewMain.center.y;
startPosX = location.x - displaceX;
}
CurrentTime = [[NSDate date] timeIntervalSince1970];
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [[event allTouches] anyObject];
if( [touch view] == ViewMain)
{
CGPoint location = [touch locationInView:self.view];
location.x =location.x - displaceX;
location.y = displaceY;
ViewMain.center = location;
}
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
double time = [[NSDate date] timeIntervalSince1970]-CurrentTime;
UITouch *touch = [[event allTouches] anyObject];
if( [touch view] == ViewMain)
{
CGPoint location = [touch locationInView:self.view];
location.x =location.x - displaceX;
location.y = displaceY;
ViewMain.center = location;
double speed = (ViewMain.center.x-startPosX)/(time*2);
NSLog(#"speed: %f", speed);
}
}
not that I have to add the global variables:
float displaceX = 0;
float displaceY = 0;
float startPosX = 0;
float startPosY = 0;
double CurrentTime;
the reason why I created those variables is so that when I start dragging the view the view moves from the point where I touch it instead of from the middle.
Anyways if I touch a button or image the view will not drag even though the images have transparency on the background. I want to be able to still be able to drag the view regardless if there is an image on top of the view. I where thinking that maybe I need to place a large transparent view on top of everything but I need to have buttons, images etc. I want to be able to drag a view just like you can with:
note that I was able to drag the view regardless of wither I first touched an app/image or text. How could I do that?
I think your problem is that if you touch a UIButton or a UIImageView with interaction enabled, it doesn't pass the touch along.
For the images, uncheck the User Interaction Enabledproperty in IB.
For the buttons that are causing touchesBegan:withEvent:, etc. to not get called, then look at the following link: Is there a way to pass touches through on the iPhone?.
You may want to consider a different approach to this problem. Rather than trying to manually manage the content scrolling yourself you would probably be better off using a UIScrollView with the pagingEnabled property set to YES. This is the method Apple recommends (and it's probably the method used by Springboard.app in your last screenshot). If you are a member of the iOS developer program check out the WWDC 2010 session on UIScrollView for an example of this. I think they may have also posted sample code on developer.apple.com.

Cocos2d iPhone Game touch screen to make a character move

I have written a few games using cocos2d but they were all controlled by the accelerometer and used only simple touch events. All I need to do is register when the screen is touched, anywhere. I don't need any information about the position or velocity. The character currently moves across the screen and the users should be able to touch to make the character move up the screen. the current code does not work as intended. The character is not effected by the touch, it just continues to move down the screen. Please advise. Below is the code I am trying to use now.
In the game update method:
if (IsTouched == TRUE) {
SealPositionBasedOnTouchInt = SealPositionBasedOnTouchInt - (100*dt);
}
else {
SealPositionBasedOnTouchInt = SealPositionBasedOnTouchInt + (100*dt);
}
SealSwimming.position = ccp(SealPositionBasedOnTouchInt, SealSwimming.position.y);
The touch events:
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for( UITouch *touch in touches )
{
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
IsTouched = TRUE;
}
}
You'll notice I do get the touch location, this is currently not used for anything but was in the sample.
Make sure the layer has touch events enabled isTouchEnabled
Have you overridden:
-(void) registerWithTouchDispatcher {
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
}
in your layer/node that is receiving the touch?
You might also try and call from your code addTargetedDelegate:self without overriding registerWithTouchDispatcher, but I have never tried it.
Sergio has the answer to your problem with touches not registering. I had a similar problem recently. If it doesn't matter where the user touches the screen then swallowsTouches: YES is fine, but if you have a couple layers that need to register touches you might need to set it to NO.
I haven't tested this.
in .h
CCSprite *sprite;
in .m
-(id)init
{
if ((self=[super init))
{
CGSize s = [[CCDirector sharedDirector] winSize];
sprite = [CCSprite spriteWithFile:#"imagename.png"];
sprite.position = ccp(s.width/2, s.height/2);
[self addChild:sprite];
}
return self;
}
- (void) ccTouchesBegan: (NSSet *)touches withEvent: (UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
[sprite setPosition:touchLocation];
//OR YOU CAN RUN AN ANIMATION TO MAKE IT LOOK LIKE IT'S WALKING
//[sprite runAction:[CCMoveTo actionWithDuration:5 position:touchLocation]];
}

Problem with cocos2D for iPhone and touch detection

I just don't get it.
I use cocos2d for development of a small game on the iPhone/Pod. The framework is just great, but I fail at touch detection. I read that you just need to overwrite the proper functions (e.g. "touchesBegan" ) in the implementation of a class which subclasses CocosNode. But it doesn't work. What could I do wrong?
the function:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{NSLog(#"tickle, hihi!");}
did I get it totally wrong?
Layer is the only cocos2d class which gets touches.
The trick is that ALL instances of Layer get passed the touch events, one after the other, so your code has to handle this.
I did it like this:
-(BOOL)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView: [touch view]];
CGPoint cLoc = [[Director sharedDirector] convertCoordinate: location];
float labelX = self.position.x - HALF_WIDTH;
float labelY = self.position.y - HALF_WIDTH;
float labelXWidth = labelX + WIDTH;
float labelYHeight = labelY + WIDTH;
if( labelX < cLoc.x &&
labelY < cLoc.y &&
labelXWidth > cLoc.x &&
labelYHeight > cLoc.y){
NSLog(#"WE ARE TOUCHED AND I AM A %#", self.labelString);
return kEventHandled;
} else {
return kEventIgnored;
}
}
Note that the cocos2d library has a "ccTouchesEnded" implementation, rather than the Apple standard. It allows you to return a BOOL indicating whether or not you handled the event.
Good luck!
Have you added this to your layers init method?
// isTouchEnabled is an property of Layer (the super class).
// When it is YES, then the touches will be enabled
self.isTouchEnabled = YES;
// isAccelerometerEnabled is property of Layer (the super class).
// When it is YES, then the accelerometer will be enabled
self.isAccelerometerEnabled = YES;
In order to detect touches, you need to subclass from UIResponder (which UIView does as well) . I am not familiar with cocos2D, but a quick look at the documentation reveals that CocosNode does not derive from UIResponder.
Upon further investigation, it looks like Cocos folks created a Layer class that derives from CocosNode. And that class implements the touch event handlers. But those are prefixed by cc.
See http://code.google.com/p/cocos2d-iphone/source/browse/trunk/cocos2d/Layer.h
Also see menu.m code and the below blog post article for more info on this:
http://blog.sapusmedia.com/2008/12/cocos2d-propagating-touch-events.html
maw, the CGPoint struct members x,y are floats. use #"%f" to format floats for printf/NSLog.
If you use the 0.9 beta of cocos2D it has a really simple touch detection for CocosNodes. The real beauty of this new detection is that it handles multiple touch tracking really well.
An example of this can be found here
http://code.google.com/p/cocos2d-iphone/source/browse/#svn/trunk/tests/TouchesTest
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//Add a new body/atlas sprite at the touched location
CGPoint tapPosition;
for( UITouch *touch in touches ) {
CGPoint location = [touch locationInView: [touch view]];
tapPosition = [self convertToNodeSpace:[[CCDirector sharedDirector] convertToGL:location]]; // get the tapped position
}
}
think this can help you....
-Make your scene conforms to protocol CCTargetedTouchDelegate
-Add This line to init of your scene:
[[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:NO];
-Implement these functions:
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
-(void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
//here touch is ended
}

How can I detect touch in cocos2d?

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.