I have several uiimages that I can move around on the iphonescreen using multitouches. The thing is that I want to separate them in two "teams" , a "team" of uiimages that I move inside an area of my choice and a "team" that I can move all over the screen.
My question is how to use the touch methods (touchesbegan, touchesended, touchesmoved) for both of the two uiimage "teams" and their cgpoints without the cgpoints from both "teams" crossing each other and giving wrong uiimages wrong positions on the screen. the 1st "team" uses the touchesbegan, touchesmoved and touchesended methods. the 2nd "team" only uses the touchesended method.
Here´s my code. I hope that the 2 "teams" don´t cross with each other in the touchesended method
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
//1st team
for(UITouch *touch in touches){
// Send to the dispatch method, which will make sure the appropriate subview is acted upon
[self getRubyAtPoint:[touch locationInView:self.view]forEvent: nil];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"touchesEnded");
//1st team
// Enumerates through all touch object
for (UITouch *touch in touches) {
// Sends to the dispatch method, which will make sure the appropriate subview is acted upon
[self dispatchTouchEndEvent:[touch view] toPosition:[touch locationInView:self.view]];
}
//2nd team
UITouch *touch = [touches anyObject];
CGPoint currentTouch = [touch locationInView:self.view];
[self getPieceAtPoint:currentTouch];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
//1st team
NSLog(#"touchesMoved");
// Enumerates through all touch objects
for (UITouch *touch in touches) {
// Send to the dispatch method, which will make sure the appropriate subview is acted upon
[self dispatchTouchEvent:[touch view] toPosition:[touch locationInView:self.view]];
}
}
If I understand, you are asking how to keep the methods such as getPieceAtPoint from acting on the wrong team.
I think I'd just add a unique tag range to each team and check that before acting on it.
Something like:
UITouch *touch = [touches anyObject];
if ([touch view].tag>=TEAM_TWO_BASE_TAG)
{
CGPoint currentTouch = [touch locationInView:self.view];
[self getPieceAtPoint:currentTouch];
}
Related
I m new to game devloping in ios. Now I want made a game similar like "Control Air Flight" and "Air Traffic Controller" ,
where a user can draw line using their finger and an object will
follow that path
so ,anyone can guide me which is best for developing like this.Can Cocos2d is best for it? Or any thing else i have to use for this.
Also If anyone knows of a tutorial already out there or any reference link please suggest me.
Thanks in Advance.
To simply let the object follow your finger, implement touches (and just one of its methods):
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint toPoint = [touch locationInView:self.view];
[yourObjectOutlet setCenter:toPoint];
}
Here, your object's center will follow your path, but you can adjust its anchor point by editing "toPoint" accordingly to object's frame.
EDIT
If you want to draw the path, then make the object follow that path, do like this:
//define an NSMutableArray in your header file (do not forget to alloc and init it in viewDidLoad), then:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
//you begin a new path, clear the array
[yourPathArray removeAllObjects];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint toPoint = [touch locationInView:self.view];
//now, save each point in order to make the path
[yourPathArray addObject:[NSValue valueWithCGPoint:toPoint]];
}
Now you want to start the move:
- (IBAction)startMoving{
[self goToPointWithIndex:[NSNumber numberWithInt:0]];
}
- (void)goToPointWithIndex:(NSNumber)indexer{
int toIndex = [indexer intValue];
//extract the value from array
CGPoint toPoint = [(NSValue *)[yourPathArray objectAtIndex:toIndex] CGPointValue];
//you will repeat this method so make sure you do not get out of array's bounds
if(indexer < yourPathArray.count){
[yourObject setCenter:toPoint];
toIndex++;
//repeat the method with a new index
//this method will stop repeating as soon as this "if" gets FALSE
[self performSelector:#selector(goToPointWithIndex:) with object:[NSNumber numberWithInt:toIndex] afterDelay:0.2];
}
}
That's all!
I have 2 CCLayers stacked on top of each other; both are touch enabled. I want the top CCLayer to respond to and consume touches and the bottom layer to not react to the touches that the top layer consumes.
The top layer has a CCTouchBegan method that looks like this:
- (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
NSLog(#"touched!");
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
//DO STUFF WITH TOUCH
return YES;
}
The bottom layer has a CCTouchesEnded method that looks like this:
- (void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
//choose one of the touches to work with
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
//DO STUFF WITH THE TOUCH
}
The result is that the top layer does not consume the touches or even respond to them at all. Only the bottom layer responds to the touches.
in your first layer you use method from CCTargetedTouchDelegate. CCLayer register self as CCStandardTouchDelegate. That's why your second layer responds to the touches.
I have a method which call the another view. i want to call this method after the image is continuously for a definite time.
This type of method found in UIButton = touchDown(),touchup().
Is there any method in touch event to find continuous touch in image view.
Pls help me.
thanks in advance
You can use these events for UIIMAGEVIEW:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
You can use the tap gesture which you can see the answer i wrote in this thread.In this you can set the number of taps which needs to fire the event.Hope this helps you.
assuming you want to count the touch (continous like double tap)
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
int index =[touch view].tag;
if (touch.tapCount == number && index == imageTag) {
}
}
tapCount will be the count of tap in continues time with a very short time interval (double tap). you cannot use it if the count of tap you want to watch has longer delay (say 5 single taps). alternatively, you can remember the touches for your imageview, something like:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [[event allTouches] anyObject];
int index =[touch view].tag;
if(index == imagetag){
if([tempMutableArray count] < definiteTime){
[tempMutableArray addObject:#"any"]
}else{
[tempMutablArray removeAllObjects];
//you can call the method now
}
}
}
I have a view that the users are allowed to finger paint. The code is working perfectly if the area is touched with one finger. For example: I touch it with one finger and move the finger. Then, a line is drawn as I move the first finger. If I touch with a second finger the same view, the line that was being drawn by the first finger stops.
I would like to ignore any touch beyond the first, i.e., to track the first touch but ignore all others to the same view.
I am using touchesBegan/moved/ended.
I have used this to detect the touches
UITouch *touch = [[event allTouches] anyObject];
lastPoint = [touch locationInView:myView];
I have also tried this
lastPoint = [[touches anyObject] locationInView:myView];
but nothing changed.
How do I do that - track the first touch and ignore any subsequent touch to a view?
thanks.
NOTE: the view is NOT adjusted to detect multiple touches.
A given touch will maintain the same memory address as long as it is in contact with the screen. This means you can save the address as an instance variable and ignore any events from other objects. However, do not retain the touch. If you do, a different address will be used and your code won't work.
Example:
Add currentTouch to your interface:
#interface MyView : UIView {
UITouch *currentTouch;
...
}
...
#end
Modify touchesBegan: to ignore the touch if one is already being tracked:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if(currentTouch) return;
currentTouch = [touches anyObject];
...
}
Modify touchesMoved: to use currentTouch instead of getting a touch from the set:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if(!currentTouch) return;
CGPoint currentPoint = [currentTouch locationInView:myView];
...
}
Modify touchesEnded: and touchesCancelled: to clear currentTouch, but only if currentTouch has ended or been cancelled.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(currentTouch && currentTouch.phase == UITouchPhaseEnded) {
...
currentTouch = nil;
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
if(currentTouch && currentTouch.phase == UITouchPhaseCancelled) {
...
currentTouch = nil;
}
}
yourView.multipleTouchEnabled = NO;
From the reference documents on UIView
multipleTouchEnabled
A Boolean value that indicates whether
the receiver handles multitouch
events.
#property(nonatomic, getter=isMultipleTouchEnabled) BOOL
multipleTouchEnabled Discussion
When set to YES, the receiver receives
all touches associated with a
multitouch sequence. When set to NO,
the receiver receives only the first
touch event in a multitouch sequence.
The default value of this property is
NO.
Other views in the same window can
still receive touch events when this
property is NO. If you want this view
to handle multitouch events
exclusively, set the values of both
this property and the exclusiveTouch
property to YES.
Im having a little problem on handling touches in my apps.
I set my touchesBegan like this:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *currentTouch = [[event allTouches] anyObject];
touchPoint = [currentTouch locationInView:self.view];
if (CGRectContainsPoint(image1.frame, touchPoint)) {
image1IsTouched = YES;
}
}
Then i set my touch move like this:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *currentTouch = [[event allTouches] anyObject];
currentPoint = [currentTouch locationInView:currentTouch.view];
if(image1IsTouched == YES) {
image1.center = CGPointMake(currentPoint.x,currentPoint.y);
.....
}
}
Now i tried my app on actual unit and thats where i notice my problem. While im touching the image1 with 1 finger the app is doing ok and its checking for collision everytime i drag my finger. The problem occurs when i touch the screen with another finger while touching/dragging the image. The image im currently touching will jump to the other finger. I've tried [myView setMultipleTouchEnable:NO]; & using NSArray on touches and comparing the [touches count] with the touch but its not working. Can someone show me how to set a uiimageview to act on single touch only. Thanks.
First, you should use UITouch *currentTouch = [touches anyObject]; to get the current touch.
Second, you should check that touches.count == 1 to make sure there's only one finger on the screen, and ignore touch input if there's more than one, unless you wanted to support multitouch.