Here's my GameViewController.m file:
- (void)viewDidLoad {
[super viewLoad];
.
.
.
_board = [[TwinstonesBoardModel alloc] init];
[_board setToInitialStateMain];
TwinstonesStoneView* twinstonesBoard = [[TwinstonesStoneView alloc]
initWithMainFrame:CGRectMake(12, 160, 301.5, 302.5)
andBoard:_board];
[self.view addSubview:twinstonesBoard];
TwinstonesStonesView *stoneOne = [[TwinstonesStoneView alloc] init];
TwinstonesStonesView *one = (TwinstonesStoneView*)stoneOne.stoneUnoView;
TwinstonesStonesView *stoneTwo = [[TwinstonesStoneView alloc] init];
TwinstonesStonesView *two = (TwinstonesStoneView*)stoneTwo.stoneDueView;
UISwipeGestureRecognizer* swipeLeft = [[UISwipeGestureRecognizer alloc]
initWithTarget:self
action:#selector(swipeLeft:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.numberOfTouchesRequired = 1;
[one addGestureRecognizer:swipeLeft];
[two addGestureRecognizer:swipeLeft];
Here's the relevant code in my TwinstonesStoneView.m file:
#implementation TwinstonesStoneView
{
NSMutableArray* _array;
NSMutableArray* _emptyArray;
CGRect _frame;
NSUInteger _column;
NSUInteger _row;
TwinstonesBoardModel* _board;
int _i;
}
- (id)initWithMainFrame:(CGRect)frame andBoard:
(TwinstonesBoardModel*)board
{
if (Self = [super initWithFrame:frame])
{
float rowHeight = 49.0;
float columnWidth = 49.0;
float barrierHorizontalRowHeight = 12.5;
float barrierVerticalColumnWidth = 12.5;
for (int row = 0; row < 5; row++)
{
for (int col = 0; col < 5; col++)
{
TwinstonesStonesView* square = [[TwinstonesStoneView alloc]
initWithEmptyFrame:CGRectFrame(//spacial equations, not important)
column:col
row:row
board:board];
BoardCellState state = [board cellStateAtColumn:col andRow:row];
if (state == BoardCellStateStoneOne) {
// _stoneUnoView is a public property
// 'stoneOneCreation' creates a UIImageView of the stone
_stoneUnoView = [UIImageView stoneOneCreation];
[self addSubview:square];
[square addSubview:_stoneUnoView];
[_array insertObject:_stoneUnoView atIndex:0];
} else if (state == BoardCellStateStoneTwo) {
// same idea as above
_stoneDueView = [UIImageView stoneTwoCreation];
[self addSubview:square];
[square addSubview:_stoneDueView];
[_array insertObject:_stoneDueView atIndex:1];
} else {
// based on the 'init' method I write below, I assumed this
// would return an empty square cell
[self addSubview:square];
[_emptyArray insertObject:square atIndex:_i];
_i++;
}
}
}
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (UIView*)stoneUnoView {
return _stoneUnoView;
}
- (UIView*)stoneDueView {
return _stoneDueView;
}
- (id)initWithEmptyFrame:(CGRect)frame
column:(NSUInteger)column
row:(NSUInteger)row
board:(TwinstonesBoardModel*)board
{
self = [super initWithFrame:frame];
return self;
}
- (void)swipeLeft:(UIGestureRecognizer*)recognizer
{
NSLog(#"Swipe Left");
UIView* view = recognizer.view;
[self move:CGPointMake(-1, 0) withView:view];
}
- (void)move:(CGPoint)direction withView:view {
// whatever code I decide to put for stone movement
}
#end
I apologize for the (probably) unnecessary length, I've just trying to figure this out for a couple days and have had no luck. Here's the bullet points of what I'm trying to do:
setInititalStateMain sets the placements of two stones in a 5x5 grid
In GameViewController.m, I'm trying to capture the 'stoneUnoView' and 'stoneDueView' properties (set in the TwinstonesStoneView.m file), give them swipe gestures, and interact with them using the methods provided in TwinstonesStoneView.m.
Am I generating too many views? The catch is that everything works in terms of what I'm able to see on my IPhone when I run the program. The stones show up on my screen, but when I try to interact with them, not even the 'NSLog' message shows up in the console.
The 'stoneOneCreation' method (and ...two) are UIImageView's, but, as you can see, I store them in a UIView pointer.
I also used '[one setUserInteractionEnabled:YES]' (and ...two) but that didn't help either.
If I add the gesture recognizer to self.view, everything works (the displays of the stones, gameboard, and other graphics appears, and when I interact with ANY part of the screen, I output the directions to the console......just not stone-specific interaction).
Thank you so very much for putting up with all of this, this will really help if someone knows what's wrong. PS: all file #import's are correct, so that isn't a problem.
I am using XCode 7, Objective-C language, and developing for iOS
Anthony
You should add different instances of the swipe gesture recogniser to different instances of UIView.
UISwipeGestureRecognizer* swipeLeft1 = [[UISwipeGestureRecognizer alloc]
initWithTarget:self
action:#selector(swipeLeft:)];
swipeLeft1.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft1.numberOfTouchesRequired = 1;
[one addGestureRecognizer:swipeLeft1];
UISwipeGestureRecognizer* swipeLeft2 = [[UISwipeGestureRecognizer alloc]
initWithTarget:self
action:#selector(swipeLeft:)];
swipeLeft2.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft2.numberOfTouchesRequired = 1;
[two addGestureRecognizer:swipeLeft2];
I assume it is because the gestire recogniser has readonly view property.
Hi may be user interaction is disabled for that views , gestures working only for the views which have the userInteractionEnable = YES.
Related
My scenario is that there will be many sub views in the main view and tapping on each sub view should generate different result.
My approach is for each sub view to implement its own tap recognizer, instead of for the main view to have one single tap recognizer and calculate the which sub view's area the user has tapped in. Is this a correct and viable approach?
I have tried this approach but it doesn't seem to work. The tap method never gets called. I read lots of articles on stackoverflow but they didn't seem to help.
For example, although the sub view is not an image view I still manually set its userInteractionEnabled property to YES, as some posts suggested. But that didn't help.
Below is the main code of the sub view:
- (void) handleOneTap:(UITapGestureRecognizer*)paramSender{
// *** Never gets called
NSUInteger touchCounter = 0; for (touchCounter = 0;
touchCounter < paramSender.numberOfTouchesRequired;
touchCounter++){
CGPoint touchPoint = [paramSender locationOfTouch:touchCounter
inView:paramSender.view];
NSLog(#"Touch #%lu: %#",
(unsigned long)touchCounter+1, NSStringFromCGPoint(touchPoint));
}
}
- (void)viewDidLoad {
[super viewDidLoad];
_container = [[UIView alloc] initWithFrame:CGRectMake(20, 50, 280, 300)];
[self.view addSubview:_container];
_container.backgroundColor = [UIColor redColor];
_container.opaque = YES;
// setup tap recognizer
self.tapGestureRecognizer = [[UITapGestureRecognizer alloc]
initWithTarget:self
action:#selector(handleOneTap:)];
self.tapGestureRecognizer.numberOfTouchesRequired = 1;
self.tapGestureRecognizer.numberOfTapsRequired = 1;
self.view.userInteractionEnabled = YES;
self.container.userInteractionEnabled = YES;
[self.view addGestureRecognizer:self.tapGestureRecognizer];
}
Any help will be appreciated.
If you want to add UIGestureRecognizer to your subview, you should do it like that:
_container = [[UIView alloc] initWithFrame:CGRectMake(20, 50, 280, 300)];
[self.view addSubview:_container];
_container.backgroundColor = [UIColor redColor];
_container.opaque = YES;
_container.userInteractionEnabled = YES;
self.tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleOneTap:)];
self.tapGestureRecognizer.numberOfTouchesRequired = 1;
self.tapGestureRecognizer.numberOfTapsRequired = 1;
self.view.userInteractionEnabled = YES;
[_container addGestureRecognizer:self.tapGestureRecognizer];
It looks like that problem is not in UITapGestureRecognizer, but in case how you add Subview from ViewController.
Right way to add subviewcontoller is:
SSubViewController *pvc = [SSubViewController controllerWithSubViewID:0];
[self.view addSubview:pvc.view];
[self addChildViewController:pvc];
Do it in your ViewController and it should solve your problem
Here's my GameViewController.m file:
- (void)viewDidLoad {
[super viewLoad];
.
.
.
_board = [[TwinstonesBoardModel alloc] init];
[_board setToInitialStateMain];
TwinstonesStoneView* twinstonesBoard = [[TwinstonesStoneView alloc]
initWithMainFrame:CGRectMake(12, 160, 301.5, 302.5)
andBoard:_board];
[self.view addSubview:twinstonesBoard];
TwinstonesStonesView *stoneOne = [[TwinstonesStoneView alloc] init];
TwinstonesStonesView *one = (TwinstonesStoneView*)stoneOne.stoneUnoView;
TwinstonesStonesView *stoneTwo = [[TwinstonesStoneView alloc] init];
TwinstonesStonesView *two = (TwinstonesStoneView*)stoneTwo.stoneDueView;
UISwipeGestureRecognizer* swipeLeft = [[UISwipeGestureRecognizer alloc]
initWithTarget:self
action:#selector(swipeLeft:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.numberOfTouchesRequired = 1;
[one addGestureRecognizer:swipeLeft];
[two addGestureRecognizer:swipeLeft];
Here's the relevant code in my TwinstonesStoneView.m file:
#implementation TwinstonesStoneView
{
NSMutableArray* _array;
NSMutableArray* _emptyArray;
CGRect _frame;
NSUInteger _column;
NSUInteger _row;
TwinstonesBoardModel* _board;
int _i;
}
- (id)initWithMainFrame:(CGRect)frame andBoard:
(TwinstonesBoardModel*)board
{
if (Self = [super initWithFrame:frame])
{
float rowHeight = 49.0;
float columnWidth = 49.0;
float barrierHorizontalRowHeight = 12.5;
float barrierVerticalColumnWidth = 12.5;
for (int row = 0; row < 5; row++)
{
for (int col = 0; col < 5; col++)
{
TwinstonesStonesView* square = [[TwinstonesStoneView alloc]
initWithEmptyFrame:CGRectFrame(//spacial equations, not important)
column:col
row:row
board:board];
BoardCellState state = [board cellStateAtColumn:col andRow:row];
if (state == BoardCellStateStoneOne) {
// _stoneUnoView is a public property
// 'stoneOneCreation' creates a UIImageView of the stone
_stoneUnoView = [UIImageView stoneOneCreation];
[self addSubview:square];
[square addSubview:_stoneUnoView];
[_array insertObject:_stoneUnoView atIndex:0];
} else if (state == BoardCellStateStoneTwo) {
// same idea as above
_stoneDueView = [UIImageView stoneTwoCreation];
[self addSubview:square];
[square addSubview:_stoneDueView];
[_array insertObject:_stoneDueView atIndex:1];
} else {
// based on the 'init' method I write below, I assumed this
// would return an empty square cell
[self addSubview:square];
[_emptyArray insertObject:square atIndex:_i];
_i++;
}
}
}
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (UIView*)stoneUnoView {
return _stoneUnoView;
}
- (UIView*)stoneDueView {
return _stoneDueView;
}
- (id)initWithEmptyFrame:(CGRect)frame
column:(NSUInteger)column
row:(NSUInteger)row
board:(TwinstonesBoardModel*)board
{
self = [super initWithFrame:frame];
return self;
}
- (void)swipeLeft:(UIGestureRecognizer*)recognizer
{
NSLog(#"Swipe Left");
UIView* view = recognizer.view;
[self move:CGPointMake(-1, 0) withView:view];
}
- (void)move:(CGPoint)direction withView:view {
// whatever code I decide to put for stone movement
}
#end
I apologize for the (probably) unnecessary length, I've just trying to figure this out for a couple days and have had no luck. Here's the bullet points of what I'm trying to do:
1. setInititalStateMain sets the placements of two stones in a 5x5 grid
2. In GameViewController.m, I'm trying to capture the 'stoneUnoView' and
'stoneDueView' properties (set in the TwinstonesStoneView.m file), give them swipe gestures, and interact with them using the methods provided in TwinstonesStoneView.m.
3. Am I generating too many views? The catch is that everything works in terms of what I'm able to see on my IPhone when I run the program. The stones show up on my screen, but when I try to interact with them, not even the 'NSLog' message shows up in the console.
4. The 'stoneOneCreation' method (and ...two) are UIImageView's, but, as you can see, I store them in a UIView pointer.
5. I also used '[one setUserInteractionEnabled:YES]' (and ...two) but that didn't help either.
6. If I add the gesture recognizer to self.view, everything works (the displays of the stones, gameboard, and other graphics appears, and when I interact with ANY part of the screen, I output the directions to the console......just not stone-specific interaction).
Thank you so very much for putting up with all of this, this will really help if someone knows what's wrong. PS: all file #import's are correct, so that isn't a problem.
I am using XCode 7, Objective-C language, and developing for iOS
Anthony
One thing that catches my eye is I don't think you can add the same gesture recognizer to multiple views. I suspect, at best, only the last view is actually receiving it.
try this but i am not sure try this, just create 2 swipe gestures
in GameViewController.m
- (void)viewDidLoad {
[super viewLoad];
//.... other code
//comment below line
// UISwipeGestureRecognizer* swipeLeft = [[UISwipeGestureRecognizer alloc]
//initWithTarget:self //setting self is the problem is the problem
//action:#selector(swipeLeft:)];
UISwipeGestureRecognizer* swipeLeft = [[UISwipeGestureRecognizer alloc]
initWithTarget:stoneOne //set target will be one
action:#selector(swipeLeft:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.numberOfTouchesRequired = 1;
[one addGestureRecognizer:swipeLeft];
UISwipeGestureRecognizer* swipeLeft_2 = [[UISwipeGestureRecognizer alloc]
initWithTarget:stoneTwo //this will be two
action:#selector(swipeLeft:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.numberOfTouchesRequired = 1;
[two addGestureRecognizer:swipeLeft_2]; //set the gesture
}
u are setting the gesture to self which means the actions are sent to GameViewController.m but we want actions to be in TwinstonesStoneView.m so change the target to view to TwinstonesStoneView. And also if it is image views u are adding gestures, then enable user interaction for each image views setUserInteractionEnabled:
just try it
I want to add PanGestureRecognizer to UIView of UIViewController. I'm dividing view on nine equal parts and create an UIViews by them. Also I added PanGestureRocgnizer on every part. When I call it in another class where I need it it works fine but when I touch on the screen in some part to start handle method for PangestureRecognizer I get the Error: [UIView handlePanGestureRocognizer:]: unrecognized selector sent to instance 0x17de2ee0. This is my code:
#import "CustomGestureRecognizer.h"
#implementation CustomGestureRecognizer
#synthesize arrayOfPatternsForComparison;
#synthesize arrayOfSubviews;
#synthesize arrayOfPanGestureRecognizers;
- (void)initialize:(UIView *)view {
arrayOfPatternsForComparison = [[NSMutableArray alloc] init];
arrayOfSubviews = [[NSMutableArray alloc] init];
arrayOfPanGestureRecognizers = [[NSMutableArray alloc] init];
[self createPatternsForComparison];
[self splitScreenInParts:view];
[self setPanGestrueRecognizersOnEveryPartOfTheScreen];
}
- (void)createPatternsForComparison {
}
- (void)splitScreenInParts:(UIView *)view {
CGSize onePart = CGSizeMake(view.frame.size.width/3, view.frame.size.height/3);
CGFloat x_positionOfPart = 0;
CGFloat y_positionOfPart = 0;
for (NSUInteger j=0; j<3; j++) {
for (NSUInteger i=0; i<3; i++) {
UIView *_view = [[UIView alloc] initWithFrame:CGRectMake(x_positionOfPart, y_positionOfPart, onePart.width, onePart.height)];
[[_view layer] setBorderWidth:1.0];
[[_view layer] setBorderColor:[UIColor redColor].CGColor];
x_positionOfPart += onePart.width;
[arrayOfSubviews addObject:_view];
[view addSubview:_view];
}
y_positionOfPart += onePart.height;
x_positionOfPart = 0;
}
}
- (void)setPanGestrueRecognizersOnEveryPartOfTheScreen {
for (UIView *view in arrayOfSubviews) {
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:view action:#selector(handlePanGestureRocognizer:)];
[[panGestureRecognizer view] setTag:[arrayOfSubviews indexOfObject:view]];
[view addGestureRecognizer:panGestureRecognizer];
}
}
- (void)handlePanGestureRocognizer:(UIPanGestureRecognizer *)sender {
NSLog(#"%d", [[sender view] tag]);
}
#end
and in another class of UIViewController I called it like this:
- (void)viewWillAppear:(BOOL)animated {
CustomGestureRecognizer *cgr = [[CustomGestureRecognizer alloc] init];
[cgr initialize:[self view]];
}
How to fix this? Thanks for your answers.
Because cgr is released when you call it.
You have to create a var CustomGestureRecognizer *cgr in .h and then:
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
cgr = [[CustomGestureRecognizer alloc] init];
[cgr initialize:[self view]];
}
And then change this line
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:view action:#selector(handlePanGestureRocognizer:)];
to
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanGestureRocognizer:)];
The problem is with this line.
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:view action:#selector(handlePanGestureRocognizer:)];
Here you are passing the target as "view" which is here a subview. The target should be a viewController object like "self" or any other viewController object.
And also here you are just creating 9 views (I think in NSObject subclass) and adding to an array, but those are not added to any view as sub views. For this you can return that array to your viewController, and there add pan gesture to those views with self as target. Then it'll work.
I solved it by adding var *CustomGestureRecognizer cgr in .h of another class like anhtu said and change
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:view action:#selector(handlePanGestureRocognizer:)];
target to self like Dev said.
Code:
Header file:
#interface game : UIViewController
{
UIImageView *anh[8][8];
}
-(void)SwipeToMove:(id)sender;
#end
Implementation file:
- (void)viewDidLoad
{
[super viewDidLoad];
UISwipeGestureRecognizer *move = [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(SwipeToMove:)];
[move setDirection:(UISwipeGestureRecognizerDirectionUp)];
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
anh[i][j]=[[UIImageView alloc] initWithFrame:CGRectMake(0+40*i,200 + 40*j,40,40)];
anh[i][j].userInteractionEnabled = YES;
[self.view addSubview:anh[i][j]];
anh[i][j].image = [UIImage imageNamed:#"Earth.png"];
[anh[i][j] addGestureRecognizer:move];
}
}
}
-(void)SwipeToMove:(id)sender{
NSLog(#"ok");
}
The UIImageView works as expected, but UISwipeGestureRecognizer is not working. Then, I tried this:
- (void)viewDidLoad
{
[super viewDidLoad];
UIImageView *image1 = [[UIImageView alloc]initWithFrame:CGRectMake(100,50,40,40)];
label1.image = [UIImage imageNamed:#"Ceres.png"];
[self.view addSubview:image1];
image1.userInteractionEnabled = YES;
image1.image = [UIImage imageNamed:#"Earth.png"];
UISwipeGestureRecognizer *move = [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(SwipeToMove:)];
[move setDirection:(UISwipeGestureRecognizerDirectionUp)];
[image1 addGestureRecognizer:move];
-(void)SwipeToMove:(id)sender{
NSLog(#"OK");
}
It's working, but I need an array of UIImageViews to make my app. Please help me.
Your code is only creating one gesture recognizer, but you try to add it many image views. You need to create the gesture recognizer inside the loop so you create a new one for each image view.
(void)viewDidLoad
{
[super viewDidLoad];
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
UISwipeGestureRecognizer *move = [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(SwipeToMove:)];
[move setDirection:(UISwipeGestureRecognizerDirectionUp)];
anh[i][j]=[[UIImageView alloc] initWithFrame:CGRectMake(0+40*i,200 + 40*j,40,40)];
anh[i][j].userInteractionEnabled = YES;
[self.view addSubview:anh[i][j]];
anh[i][j].image = [UIImage imageNamed:#"Earth.png"];
[anh[i][j] addGestureRecognizer:move];
}
}
}
You are adding the same gesture recognizer all the time to the different images, so it will take just the last one for my understanding, because you have just created one. Create an aux recognizer like an aux var inside the loop and give a tag to every UIImageView so you can access to the tag and distinguish every swipe in every image, when it has happened in your app. It should work. But basically :
for (....){
// create aux gesture recognizer and assign it to the UIImageView
}
Hope it helps.
I am trying to add a tap gesture from a subclassed UIImageView and then control the tap from the View Controller. I am not getting any compiling errors but "addSubview" is not displaying any image. How can make the UIImageView to be displayed?
If I try to control the tap and pan gestures from the subclassed UIImageVIew I have no problems but I would like to control these functions from the View Controller
Relevant code looks like this.
UIImageView subclass
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self)
{
//self.userInteractionEnabled = YES;
previewController = [[PreviewController alloc]init];
[previewController self];
[self addSubview:character];
// Tap Initialization code
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:(PreviewController *)self.previewController action:#selector(addCharacter:)];
[self addGestureRecognizer:tap];
self.userInteractionEnabled = YES;
}
return self;
}
View Controller
- (void)addCharacter:(UITapGestureRecognizer *)t
{
NSLog(#"add character");
imageNSArray = [NSMutableArray array];
uiImg = [UIImage imageNamed:#"homer.png"];
CGPoint loc = [t locationInView:self.view];
character = [[UIImageView alloc] initWithImage:uiImg];
character.center = loc;
[imageNSArray addObject:character];
//Locate the imageNSArray on frameImageView area only.
[self.view addSubview:character];
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panCharacter:)];
[self.character addGestureRecognizer:pan];
character.userInteractionEnabled = YES;
}
put a view behind your subclassed imageView. Apply the gestureRecognition to the new View.
You can control your tap gesture from new view. Let me know if i am not clear, or if more info needed.
I think what you want is.. .you want to show a image when user taps on screen.
Do following steps:
1. drag & drop a tap gesture recognizer on default view of your view controller.
2. connect (ctrl +) gestureRecognizer with ViewController.m
Take a look at this code. (Just modified your code)
- (IBAction)onTap:(UITapGestureRecognizer *)sender {
NSLog(#"add character");
UIImage * uiImg = [UIImage imageNamed:#"sel.png"];
CGPoint loc = [sender locationInView:self.view];
UIImageView * character = [[UIImageView alloc] initWithImage:uiImg];
character.center = loc;
[self.view addSubview:character];
}
Let me know if this is not what you want…
Edit
better go for this code… No need to do above steps.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(onTap:)];
[self.view addGestureRecognizer:tap];
self.view.userInteractionEnabled = YES;
}
- (void)onTap:(UITapGestureRecognizer *)sender
{
NSLog(#"add character");
UIImage * uiImg = [UIImage imageNamed:#"sel.png"];
CGPoint loc = [sender locationInView:self.view];
UIImageView * character = [[UIImageView alloc] initWithImage:uiImg];
character.center = loc;
[self.view addSubview:character];
}