i am implementing particle engine and here is my code:
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init] ))
{
self.isTouchEnabled = YES;
emitter = [[CCParticleMeteor alloc] init];
emitter.texture = [[CCTextureCache sharedTextureCache] addImage:#"stars.png"];
emitter.position = ccp( 240, 160 );
[self addChild:emitter];
}
return self;
}
-(BOOL) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self ccTouchesMoved:touches withEvent:event];
return YES;
}
-(BOOL) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
CGPoint point = [[CCDirector sharedDirector] convertToGL:location];
emitter.position = ccp(point.x , point.y);
return YES;
}
And Here is the Screen shot:
Here is i want to need:
1-I want to change the direction of effect( Means flame move upward but i want downward).
2-I want to change the color of flame.
Please help if you can.....
1) A quick look at the particle system documentation gives you either angle or gravity to play with - try setting these to different values i.e.
emitter.angle = <the angle you want>
2) Edit stars.png to be the colour you want?
Related
I've been stuck on this problem for days. What I have is multiple SKSpriteNode's, one for a left arrow, right arrow and up arrow. When I hold down the right arrow I want my character to continue moving right while its being held down, on the other hand if you press the up Arrow then you will only jump once regardless of if you hold it down.
So my problem for example is when i hold the right arrow and then i press the up arrow, touchesEnded is called and it stops my character from moving right even though I still have my finger on the right arrow
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
for (UITouch *touch in touches){
CGPoint location = [touch locationInNode:self];
if (CGRectContainsPoint(rightArrow.frame, location)){
[wizard setTexture:[SKTexture textureWithImageNamed:#"wizardRight"]];
didTouchRightArrow = YES;
isLookingRight = YES;
isLookingLeft = NO;
rightArrow.alpha = 0.5;
NSLog(#"Touching right");
}
if (CGRectContainsPoint(leftArrow.frame, location)){
[wizard setTexture:[SKTexture textureWithImageNamed:#"wizardLeft"]];
isLookingRight = NO;
isLookingLeft = YES;
didTouchLeftArrow = YES;
leftArrow.alpha = 0.5;
NSLog(#"Touching left");
}
if (CGRectContainsPoint(upArrow.frame, location)){
didTouchUpArrow = YES;
upArrow.alpha = 0.5;
NSLog(#"Touching up");
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
if (rightArrow.alpha != 1.0){
rightArrow.alpha = 1.0;
}
if (leftArrow.alpha != 1.0){
leftArrow.alpha = 1.0;
}
if (upArrow.alpha != 1.0){
upArrow.alpha = 1.0;
for (UITouch *touch in touches){
CGPoint location = [touch locationInNode:self];
if (CGRectContainsPoint(rightArrow.frame, location)){
NSLog(#"Touching right");
didTouchRightArrow = YES;
} {
NSLog(#"Not touching right");
didTouchRightArrow = NO;
}
if (CGRectContainsPoint(leftArrow.frame, location)){
NSLog(#"Touching Left");
didTouchLeftArrow = YES;
} else {
NSLog(#"not touching left");
didTouchLeftArrow = NO;
}
didTouchUpArrow = NO;
}
This may not be the right way to approach the problem, but in touchesEnded I am trying to see if the touch is still in the desired Rect.
You need a way to identify the different nodes which are registering a touch. There is more than one way to do this but I have always found using the name property of a node to be the simplest and easiest to work with.
You already have the right idea by using the BOOLs to register the touch states.
I wrote some code to handle what you are trying to accomplish:
#import "GameScene.h"
#implementation GameScene {
SKSpriteNode *node0;
SKSpriteNode *node1;
BOOL node0touch;
BOOL node1touch;
}
-(void)didMoveToView:(SKView *)view {
self.backgroundColor = [SKColor blackColor];
node0 = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(100, 100)];
node0.name = #"node0";
node0.position = CGPointMake(100, 300);
[self addChild:node0];
node1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(100, 100)];
node1.name = #"node1";
node1.position = CGPointMake(400, 300);
[self addChild:node1];
node0touch = false;
node1touch = false;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint touchLocation = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:touchLocation];
if([node.name isEqualToString:#"node0"])
node0touch = true;
if([node.name isEqualToString:#"node1"])
node1touch = true;
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint touchLocation = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:touchLocation];
if([node.name isEqualToString:#"node0"])
node0touch = false;
if([node.name isEqualToString:#"node1"])
node1touch = false;
}
}
-(void)update:(CFTimeInterval)currentTime {
if(node0touch)
NSLog(#"node0 touch");
if(node1touch)
NSLog(#"node1 touch");
}
So far, I have made my CCSprite move to the location of the user's touch on the screen using CCActionMoveTo, however I have only got it to work when the user simply taps.
I would like the CCSprite to move when the user drags their finger, instead of just tapping and moving along with the ability to change direction as the user drags changes direction - I am fairly new to cocos2d and have search for similar questions but have been unable to find any. I have posted my code below:
- (id)init
{
self = [super init];
if (!self) return(nil);
self.userInteractionEnabled = YES;
// Player sprite
_playerSprite = [CCSprite spriteWithImageNamed:#"PlayerSprite.png"];
_playerSprite.scale = 0.5;
_playerSprite.position = ccp(self.contentSize.width/2, 150);
[self addChild:_playerSprite];
return self;
}
-(void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLoc = [touch locationInNode:self];
CCActionMoveTo *actionMove = [CCActionMoveTo actionWithDuration:0.2f position:ccp(touchLoc.x, 150)];
[_playerSprite runAction:actionMove];
}
You will need to implement the touchMoved method and set your sprite position in there. Something like this:
- (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [touch locationInNode:self];
_playerSprite.position = touchLocation;
}
Try this (add a CGPoint property called previousTouchPos):
-(void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLoc = [touch locationInNode:self];
self.previousTouchPos = touchLoc;
CCActionMoveTo *actionMove = [CCActionMoveTo actionWithDuration:1.0f position:touchLoc];
[_playerSprite runAction:actionMove];
}
-(void) touchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLoc = [touch locationInNode:self];
CGPoint delta = ccpSub(touchLoc, self.previousTouchPos);
_playerSprite.position = ccpAdd(_playerSprite.position, delta);
self.previousTouchPos = touchLoc;
}
This sounds like an ideal use case for CCActionFollow:
https://www.makegameswith.us/gamernews/365/make-two-nodes-follow-each-other-in-cocos2d-30
If you use the variation where you provide the target position through a block you can use the latest touch position as target position.
I have 20 sprites in my scene which I've added to a NSMutableArray. My problem is that when I drag one sprite over another, the other also moves. How do I restrict the movement of untouched sprites?
Please help me with code (I am new to Cocos2d).
if( (self=[super init])) {
collection=[[NSMutableArray alloc]init];
CCLayer *base=[CCSprite spriteWithFile:#"Base.png"];
base.position=ccp(512,384);
[self addChild:base];
x=0;
for(int i=1;i<=7;i++)
{
CCSprite *hole=[CCSprite spriteWithFile:#"ball.png"];
hole.position=ccp(140+x,318);
hole.tag=i;
[self addChild:hole];
hole.visible=YES;
[collection addObject:hole];
x=x+75;
}
self.isTouchEnabled=YES;
}
return self;
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"count:%i",[collection count]);
UITouch *touch=[touches anyObject];
CGPoint location=[touch locationInView:[touch view]];
location=[[CCDirector sharedDirector]convertToGL:location];
location=[self convertToNodeSpace:location];
for(CCSprite *s in collection)
{
if(CGRectContainsPoint([s boundingBox], location))
s.position=ccp(location.x,location.y);
return;
}
}
You can do that:
Declare this in interface .h file
CCSprite *mSpriteOnHand;
CGPoint mLastPos;
Inside init assign it to nil.
mSpriteOnHand = nil;
In touchesBegan method check like this
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
for(CCSprite *s in collection)
{
if(CGRectContainsPoint([s boundingBox], location))
{
mLastPos = s.position;
s.position=ccp(location.x,location.y);
mSpriteOnHand = s;
break;
}
}
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch=[touches anyObject];
CGPoint location=[touch locationInView:[touch view]];
location=[[CCDirector sharedDirector]convertToGL:location];
location=[self convertToNodeSpace:location];
if(mSpriteOnHand)
{
mSpriteOnHand.position = location;
}
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if(mSpriteOnHand)
{
mSpriteOnHand.position = mLastPos;
mSpriteOnHand = nil;
}
}
I have two hands on either side of the screen that do not move at all and two thumbs that rotate 360 degrees. I want to limit the thumbs rotation, meaning I only need them to be able to rotate like normal thumbs. I am new to cocos2d so any help will be greatly appreciated. Here is what I have so far
#import "cocos2d.h"
#interface GameScene : CCLayer {
CGFloat lthumbRotation, rthumbRotation;
CCSprite *lthumb, *rthumb;
}
+(CCScene *) scene;
#end
------------------------------------
#import "GameScene.h"
#implementation GameScene
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
GameScene *layer = [GameScene node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if ((self = [super init]))
{
lthumb = [CCSprite spriteWithFile:#"lthumb.png" rect:CGRectMake(0,0, 145, 59)];
lthumb.position = ccp(100, 140);
lthumb.anchorPoint = ccp(0.3, 0.8);
[self addChild:lthumb z:0];
rthumb = [CCSprite spriteWithFile:#"rthumb.png" rect:CGRectMake(0,0, 145, 59)];
rthumb.position = ccp(380, 140);
rthumb.anchorPoint = ccp(0.7, 0.8);
[self addChild:rthumb z:0];
[self scheduleUpdate];
}
return self;
}
-(void)update:(ccTime)delta
{
lthumb.rotation = lthumbRotation;
rthumb.rotation = rthumbRotation;
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
//acquire the previous touch location
CGPoint firstLocation = [touch previousLocationInView:[touch view]];
CGPoint location = [touch locationInView:[touch view]];
//preform all the same basic rig on both the current touch and previous touch
CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location];
CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation];
CGPoint firstVector = ccpSub(firstTouchingPoint, rthumb.position);
CGFloat firstRotateAngle = -ccpToAngle(firstVector);
CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle);
CGPoint vector = ccpSub(touchingPoint, rthumb.position);
CGFloat rotateAngle = -ccpToAngle(vector);
CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle);
//keep adding the difference of the two angles to the dial rotation
lthumbRotation += currentTouch - previousTouch;
rthumbRotation -= currentTouch - previousTouch;
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void) dealloc
{
CCLOG(#"%#: %#", NSStringFromSelector(_cmd), self);
[super dealloc];
}
#end
This lets both of the thumbs move at the same time in upward/downward angles with the anchor point at the bottom of the thumbs(acting like a joint).
I also need the thumbs rotation to reset back to 0 once the touches have ended.
Thanks in advance
In your ccTouchesMoved:withEvent: method, simply check to see if the new rotation is within a given threshold before applying it to your sprites.
Finally, in ccTouchesEnded:withEvent:, you can simply set the rotation values back to 0:
lthumbRotation = 0;
rthumbRotation = 0;
I have a project where a UITextView (for multilines) can be dragged around the screen. So far my solution to this has been an overlay of an invisible UIButton which when dragged its center is the same as the UITextView's center.
However I've seen apps that seem to just allow the UITextView to be dragged and edited on the fly so it seems there might not be an overlay in those but I'm not sure.
Thoughts?
By the way, c in this code is the UIButton and this is how I have moved it thus far:
- (void) draggedOut: (UIControl *) c withEvent: (UIEvent *) ev
{
if(self.interfaceOrientation == UIInterfaceOrientationPortrait)
{
c.center = [[[ev allTouches] anyObject] locationInView:self.view];
AddedText.center = c.center;
}
else if(self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
c.center = [[[ev allTouches] anyObject] locationInView:self.view];
AddedText.center = c.center;
}
else if(self.interfaceOrientation == UIInterfaceOrientationLandscapeLeft)
{
c.center = [[[ev allTouches] anyObject] locationInView:self.view];
AddedText.center = c.center;
}
else if(self.interfaceOrientation == UIInterfaceOrientationLandscapeRight)
{
c.center = [[[ev allTouches] anyObject] locationInView:self.view];
AddedText.center = c.center;
}
}
- (void)panTextView:(UIPanGestureRecognizer *)recognizer {
NSLog(#"panning");
location1 = [recognizer translationInView:draggableTextView];
recognizer.view.center = CGPointMake(recognizer.view.center.x + location1.x,
recognizer.view.center.y + location1.y);
[recognizer setTranslation:CGPointMake(0,0) inView:draggableTextView];
location1 =[recognizer locationInView:draggableTextView];
NSLog(#"tranlation %#",NSStringFromCGPoint(location1));
[_imgpic addSubview:recognizer.view];
appDelegate.txt=draggableTextView.text;
}
call this method after creating textview.
Well have not been able to manipulate the actual uitextview.
First tried making a button overlay that could be moved and could be pressed to start editing, but it wasn't centered properly.
Then tried the above method to move the UITextView itself. But it would only work on touches or drags. (Note this was a modified form of touchesBegan & touchesMoved)
Ended up with a UIScrollView with the UITextView as a subview. Now it can move smoothly just that it can be moved from any place on the screen. Not optimal but is the best result to thus keep everything else intact.
Does the textView need to support scrolling? If so, this could get complicated.
But if not, there are two approaches. 1) subclass the textview and override touchesBegan, touchesMoved, touchesEnded. 2) write a gesture recognizer that processes the same messages and attach it to the textview.
Here's an example of a Gesture recognizer that will do the job:
#interface TouchMoveGestureRecognizer : UIGestureRecognizer
{
CGPoint _ptOffset;
}
#end
#implementation TouchMoveGestureRecognizer
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* t = [touches anyObject];
_ptOffset = [t locationInView: self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* t = [touches anyObject];
CGPoint pt = [t locationInView: self.view.superview];
pt.x -= _ptOffset.x;
pt.y -= _ptOffset.y;
CGRect r = self.view.frame;
r.origin = pt;
self.view.frame = r;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
_ptOffset = CGPointMake(-1, -1);
}
#end
and, how to use it:
- (void)viewDidLoad {
[super viewDidLoad];
_textView.scrollEnabled = NO;
TouchMoveGestureRecognizer* gr = [[[TouchMoveGestureRecognizer alloc] init] autorelease];
[_textView addGestureRecognizer: gr];
}