iPhone count number of shakes - iphone

We want to count number of shakes done by user.
We tried motionBegan, motionEnded but its of no use.
Because they are fired only when user start a shake or ends a shake but i want to count shakes continuously.
May be something like this, when user moves iPhone to left one side and right one side, I count it as one shake.
Any help would be appreciated.
Thanks

You could use the UIAccelerometer to achieve what you want.
You use motionBegin to detect a start :
- (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event {
UIAccelerometer* acc = [UIAccelorometer sharedAccelerometer];
acc.delegate = self;
acc.updateInterval = /* whatever you feel like OK */ 0.1;
}
- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event {
UIAccelerometer* acc = [UIAccelorometer sharedAccelerometer];
acc.delegate = nil;
}
and in the delegate method :
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
//
// You detect a full shake
//
}
Before implementing this, you should know that UIAccelerometer has been deprecated in iOS5. This means you will have to use what Apple recommands to use instead. I'm not updated yet on the topic.
Here is the documentation about it : link.

Related

iphone cocos2d v2.0.0-rc0 - can't disable touch

I've been trying to resolve a problem for a long time, unfortunately i couldn't find a solution. I hope you can help me...
I'm trying to develop a turn based game. Player 1 is the user, player 2 is the iphone. I want to receive touches when it's the player1's turn.
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
if (self.playerNo==1) { //control player1
CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
[self selectSpriteForTouch:touchLocation];
return YES;
}
//if it's not player1's turn, return NO
return NO;
}
When it's iphones turn, I want to disable touches during 5 seconds. I tried all the ways below, but no success.
-(void)iphonesTurn
{
[NSThread sleepForTimeInterval:5];
//
//game logic...
//
}
During 5 seconds I touch screen several times. I realised that all the touches looks like stored and the app reacts to all of my touches when it's the player1's turn.
How can I completely disable touches?
Thanks for your help.
I don't know where is located your snippet of code but if it runs into the main thread you must NEVER block (pause) it!
Try to do something like that (it works with the final version of cocos2d 2.0):
- (void)iphonesTurn
{
[[[CCDirector sharedDirector] touchDispatcher] setDispatchEvents:NO];
[self scheduleOnce:#selector(enableTouch) delay:5.0f];
}
- (void)enableTouch
{
[[[CCDirector sharedDirector] touchDispatcher] setDispatchEvents:YES];
}

iOS Loses Touches?

I can't find anything to explain lost UITouch events. If you smash your full hand on the screen enough times, the number of touchesBegan will be different than the number of touchesEnded! I think the only way to actually know about these orphaned touches will be to reference them myself and keep track of how long they haven't moved.
Sample code:
int touchesStarted = 0;
int touchesFinished = 0;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
touchesStarted += touches.count;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
touchesFinished += touches.count;
NSLog(#"%d / %d", touchesStarted, touchesFinished);
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[self touchesEnded:touches withEvent:event];
}
Don't forget about touchesCancelled: UIResponder reference
Editing in response to the poster's update:
Each touch object provides what phase it is in:
typedef enum {
UITouchPhaseBegan,
UITouchPhaseMoved,
UITouchPhaseStationary,
UITouchPhaseEnded,
UITouchPhaseCancelled,
} UITouchPhase;
I believe that if a touch starts and ends in the same touch event set, -touchesBegan:withEvent: will be called but will contain touches which have ended or cancelled.
You should change your counting code, then, to look like this:
int touchesStarted = 0;
int touchesFinished = 0;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self customTouchHandler:touches];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[self customTouchHandler:touches];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[self customTouchHandler:touches];
}
- (void)customTouchHandler:(NSSet *)touches
{
for(UITouch* touch in touches){
if(touch.phase == UITouchPhaseBegan)
touchesStarted++;
if(touch.phase == UITouchPhaseEnded || touch.phase == UITouchPhaseCancelled)
touchesFinished++;
}
NSLog(#"%d / %d", touchesStarted, touchesFinished);
}
Every single touch event will go through both phases of started and finished/cancelled, and so your counts should match up as soon as your fingers are off the screen.
One thing to remember... You may receive some touches that have multiple taps. Don't forget to take tapCount into account.
However, if you still have the problem, you can consider all touches from the event, though it presents some other management issues...
HACK ALERT
I have coded the following HACK to work around this. Sometimes the touchesEnded does not get called, BUT, the touches show up as part of all the touches in the event.
Note, that you can now process the same "canceled" or "ended" touch multiple times. If that is a problem, you have to keep your own state of "pending" touches, and remove them when done.
Yeah, it all is pretty bad, but I don't know how to overcome this issue without a similar hack. The basic solution is to look at all the touches in each event, and process them based on their phase, calling the appropriate ended/canceled when they are seen.
- (void) touchesEndedOrCancelled:(NSSet *)touches
{
__block NSMutableSet *ended = nil;
__block NSMutableSet *canceled = nil;
[touches enumerateObjectsUsingBlock:^(UITouch *touch, BOOL *stop) {
if (touch.phase == UITouchPhaseEnded) {
if (!ended) ended = [NSSet setWithObject:touch];
else [ended addObject:touch];
} else if (touch.phase == UITouchPhaseCancelled) {
if (!canceled) canceled = [NSSet setWithObject:touch];
else [canceled addObject:touch];
}
}];
if (ended) [self touchesEnded:ended withEvent:nil];
if (canceled) [self touchesCancelled:canceled withEvent:nil];
}
Then, call it at the end of touchesBegan and touchesMoved...
[self touchesEndedOrCancelled:event.allTouches];
For this to work, touchesEnded/Canceled needs to not choke on a nil event. Also, the "other" needs to be handled. In touchesEnded...
[self touchesCancelled:[event.allTouches objectsPassingTest:^BOOL(UITouch *touch, BOOL *stop) {
return touch.phase == UITouchPhaseCancelled;
}] withEvent:nil];
and in touchesCanceled...
[self touchesEnded:[event.allTouches objectsPassingTest:^BOOL(UITouch *touch, BOOL *stop) {
return touch.phase == UITouchPhaseEnded;
}] withEvent:nil];
You may need to provide more detail but....
If you run your finger off the edge of the screen this event will show touch started and touch moved but no end as it didn't actually end (lift finger). This could be your problem, that the event didn't happen. Plus there is a limit to the amount of touches in multi touch if you press say 10 times its then up to the system to determine what events are really and what are false, it seems like you are using the hardware incorrectly.

(cocos2d sneaky input) when setting joystick position with touchLocation, sprite won't move

i want to let user choose where the joystick should be. i.e., when user touch at one location, the joystick will appear there and ready to use and will remove when finger released.
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if ([self getChildByTag:kTagJoyStick] == nil) {
[self addJoystickWithPosition:[Helper locationFromTouches:touches]];
}
}
-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if ([self getChildByTag:kTagJoyStick] != nil) {
[self removeChildByTag:kTagJoyStick cleanup:YES];
}
}
-(void) ccTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self ccTouchesEnded:touches withEvent:event];
}
(do nothing in ccTouchesMoved method)
the update methods for joystick is:
-(void) sneakyUpdate {
if ([self getChildByTag:kTagJoyStick] != nil) {
if (joystick.velocity.x < 0) {
[self controlLeft];
}
else if (joystick.velocity.x > 0) {
[self controlRight];
}
else {
[self controlStop];
}
}
else {
[self controlStop];
}
}
but the result is, the joystick will appear and auto remove. but my sprite won't move. ( i set the break point, the sneakyUpdate method did get called. but the joystick.velocity is always 0. (and the thumbSprite didn't follow our finger.
please help me.
update:
and it turns out that i have to use 2 fingers (one for touch once and let the joystick show up, move my finger away, and then use another finger to control the joystick)
I'm not 100% sure, but I think you should use ccTouchBegan instead ccTouchesBegan, because sneakyJoystick classes use ccTouchBegan/Moved/Ended/Cancelled. Also, there are for a single touch, that is what you want.
I hope it works!
It looks like the problem is in your joystick class. Every joystick implementation I've seen uses the ccTouchesBegan method to activate the joystick, then in the ccTouchesMoved method, it makes sure its activated before using it. The problem I am seeing is that you create and add the joystick AFTER the touches began method, meaning your joystick never 'activates'. One way of bypassing this is to do all of the joystick's ccTouchesBegan functions in the method that creates the joystick, and 'activate' it from there by passing a reference to the touch that will be using it.

How to include a hyperlink in a label in Cocoa Touch?

I'm trying to find a simple way to include a hyperlink within the text of a label in my iOS app. The goal is to have the user tap the URL and the app will open a Safari browser with that URL.
I've read about including a button with the URL as the label, but that's not going to work for my application.
Is there a simple way to do this?
Thanks so much
You can achieve this by using NSArrtibutedStrings — but I would recommend to use some wrapper around this C-functions. I like OHAttributedLabel.
The demo included shows exactly, how hyperlinks can be handled.
Instead of calling Safari you could start a UIWebView. You have more control about the actions the user can do at that web page.
You need to enable user interactions for your label and then override the - (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event method to handle the touch.
To enable user interactions set the following property on your UILabel:
urlLabel.userInteractionEnabled = YES;
An example of touchedEnded:WihEvent: in your UIViewController:
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch * touch;
CGPoint currPt;
if ((touches = [event touchesForView:urlLabel]))
{
touch = [touches anyObject];
currPt = [touch locationInView:self.view];
if ( (currPt.x >= urlLabel.frame.origin.x) &&
(currPt.y >= urlLabel.frame.origin.y) &&
(currPt.x <= (urlLabel.frame.origin.x + urlLabel.frame.size.width)) &&
(currPt.y <= (urlLabel.frame.origin.y + urlLabel.frame.size.height)) )
{
[[UIApplication sharedApplication] openURL:[NSURL URLWithString:urlLabel.text]];
return;
};
};
return;
}

Cocos2d shake/accelerometer issue

So I a little backstory. I wanted to implement a particle effect and sound effect that both last about 3 sec or so when the user shakes their iDevice. But first issue arrived when the build in UIEvent for shakes refused to work. So I took the advice of a few Cocos veterans to just use some script to get "violent" accelerometer inputs as shakes. Worked great until now.
The problem is that if you keep shaking it just stacks the particle and sounds over and over. Now this wouldn't be that big of a deal except it happens even if you are careful to try and not do so. So what I am hoping to do is disable the accelerometer when the particle effect/sound effect start and then reenable it as soon as they finish. Now I don't know if I should do this by schedule, NStimer, or some other function. I am open to ALL suggestions. here is my current "shake" code.
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
const float violence = 1;
static BOOL beenhere;
BOOL shake = FALSE;
if (beenhere) return;
beenhere = TRUE;
if (acceleration.x > violence * 1.5 || acceleration.x < (-1.5* violence))
shake = TRUE;
if (acceleration.y > violence * 2 || acceleration.y < (-2 * violence))
shake = TRUE;
if (acceleration.z > violence * 3 || acceleration.z < (-3 * violence))
shake = TRUE;
if (shake) {
id particleSystem = [CCParticleSystemQuad particleWithFile:#"particle.plist"];
[self addChild: particleSystem];
// Super simple Audio playback for sound effects!
[[SimpleAudioEngine sharedEngine] playEffect:#"Sound.mp3"];
shake = FALSE;
}
beenhere = FALSE;
}
UIAcceleration has a timestamp property. I would modify your code to save the current timestamp on a succesful shake in a static variable (perhaps static NSTimeInterval timestampOfLastShake?). Then modify if (shake) to if (shake && acceleration.timestamp - 3.0f >= timestampOfLastShake)
resulting code:
static NSTimeInterval timestampOfLastShake = 0.0f;
if (shake && acceleration.timestamp - 3.0f >= timestampOfLastShake ) {
timestampOfLastShake = acceleration.timestamp;
id particleSystem = [CCParticleSystemQuad particleWithFile:#"particle.plist"];
[self addChild: particleSystem];
// Super simple Audio playback for sound effects!
[[SimpleAudioEngine sharedEngine] playEffect:#"Sound.mp3"];
shake = FALSE;
}
You realize that you are doing single axis acceleration checks and you are not ensuring the acceleration is repeated (i.e. shake). In other words, if you drop your phone, your code will think it's someone shaking the device back-and-fourth few times (which is what a shake is) and fire many times a second. So, either apply multi-axis checks against time or simply use the shake UIEvent. All you will need to do is in your UIView (or UIWindow better yet), implement - (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event making sure the view becomes first responder. This will take care of all acceleration filtering, etc. and app won't be bombarded by all the acceleration noise (you can drop your phone on the table and it won't mistake that for a shake).
Go here for doc: http://developer.apple.com/library/ios/#documentation/EventHandling/Conceptual/EventHandlingiPhoneOS/MotionEvents/MotionEvents.html
Or:
- (BOOL)canBecomeFirstResponder {
return YES;
}
// Now call [self becomeFirstResponder]; somewhere, say in viewDidAppear of the controller.
- (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event
{
}
- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event
{
if (event.subtype == UIEventSubtypeMotionShake) {
// You've got a shake, do something
}
}
- (void)motionCancelled:(UIEventSubtype)motion withEvent:(UIEvent *)event
{
}