Calculate rotation velocity and naturally rotate view iOS - ios

I have a circle-shaped view and have it rotate via the following code overriding touchesBegan(touches:, withEvent:) and touchesMoved(touches:, withEvent:).
var deltaAngle = CGFloat(0)
var startTransform: CGAffineTransform?
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
{
let touchPoint = touches.first!.locationInView(view)
let dx = touchPoint.x - view.center.x
let dy = touchPoint.y - view.center.y
deltaAngle = atan2(dy, dx)
startTransform = arrowPickerView.transform
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?)
{
let touchPoint = touches.first!.locationInView(view)
let dx = touchPoint.x - view.center.x
let dy = touchPoint.y - view.center.y
let angle = atan2(dy, dx)
let angleDifference = deltaAngle - angle
let transform = CGAffineTransformRotate(startTransform!, -angleDifference)
arrowPickerView.transform = transform
}
I want to override touchesEnded(touches:, withEvent:) to calculate the velocity and have the view naturally rotate a little (similar to continuous scrolling). I currently save the original transform and calculate the delta angle. How can I implement this? Thanks in advance!

In my example below, the CGAffineTransformRotate depends on:
direction (if the user moves from left to right, up or down etc)
rotation (a factor dependent on the time between touchesBegan and touchesEnded)
PI
This creates an CGAffineTransformRotate and this rotates with duration 1 (s), to create a feel of kinetic scrolling the UIViewAnimationOptions.CurveEaseOut property is used
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touchPointEnd = touches.first!.locationInView(view)
self.dateTouchesEnded = NSDate()
let delay : NSTimeInterval = NSTimeInterval(0)
let timeDelta : Double = self.dateTouchesEnded!.timeIntervalSince1970 - self.dateTouchesStarted!.timeIntervalSince1970
let horizontalDistance : Double = Double(touchPointEnd.x - self.touchPointStart!.x)
let verticalDistance : Double = Double(touchPointEnd.y - self.touchPointStart!.y)
var direction : Double = 1
if (fabs(horizontalDistance) > fabs(verticalDistance)) {
if horizontalDistance > 0 {
direction = -1
}
} else {
if verticalDistance < 0 {
direction = -1
}
}
let rotation : Double = (0.1 / timeDelta < 0.99) ? 0.1 / timeDelta : 0.99
let duration : NSTimeInterval = NSTimeInterval(1)
UIView.animateWithDuration(duration, delay: delay, options: UIViewAnimationOptions.CurveEaseOut, animations: {
let transform = CGAffineTransformRotate(self.imageView.transform, CGFloat(direction) * CGFloat(rotation) * CGFloat(M_PI))
self.imageView.transform = transform
}, completion: nil)
}
I added the variables to keep track of the start and end time of touches and added the CGPoint location of the touchesBegan function
var dateTouchesStarted : NSDate?
var dateTouchesEnded : NSDate?
var touchPointStart : CGPoint?
In touchesBegan i added:
self.touchPointStart = touchPoint
To set the variable as explained above.

Related

Why my sprite keeps flipping right when I move it left?

I have a sprite that scales to 1 or -1 when moving right or left, if I move fast the finger it works fine, if I drag it slowly it doesn't stay in the left position and keeps flipping left and right. How can I solve it? This is how I handle the character movement:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in: self){
player.run(SKAction.move(to: CGPoint(x: playerPosition.x + location.x - startTouch.x, y: self.frame.height/2.5), duration: 0.1))
}
let touchLoc = touch!.location(in: self)
let prevTouchLoc = touch!.previousLocation(in: self)
let deltaX = touchLoc.x - prevTouchLoc.x
player.position.x += deltaX
player.xScale = deltaX < 0 ? 1 : -1
}
//set x flip based on delta
if deltaX < 0 {
player.xScale = -1
} else if deltaX > 0 {
player.xScale = 1
}
Don’t change xScale if deltaX is 0

moving imageView from current location to tap location at a constant speed

I have a an imageView that I want to move prom current location to tapped location at a constant speed, regardless of distance.
tried the following which doesn't really work and I don't really know how to keep animation duration dynamic according to distance that imageView needs to traverse.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self.view)
print(position.x)
print(position.y)
CATransaction.begin()
CATransaction.setCompletionBlock { () -> Void in
self.imageView.layer.position = (self.imageView.layer.presentation()?.position)!
}
var animation = CABasicAnimation(keyPath: "position")
animation.duration = 2
var currentPosition : CGPoint = imageView.layer.presentation()!.position
animation.fromValue = NSValue(currentPosition)
animation.toValue = NSValue(CGPoint: position.x, (position.y))
animation.isRemovedOnCompletion = false
animation.fillMode = kCAFillModeForwards
imageView.layer.add(animation, forKey: "transform")
CATransaction.commit()
}
}
Try with this
calculating the distance
func distance(_ a: CGPoint, _ b: CGPoint) -> CGFloat {
let xDist = a.x - b.x
let yDist = a.y - b.y
return CGFloat(sqrt((xDist * xDist) + (yDist * yDist)))
}
and then using a arbitrary velocity, and calculating the time
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self.view)
print(position.x)
print(position.y)
let distance = Double(self.distance(self.imageView.center, position))
let velocity = 100.0 //pixels by seconds
let time = distance / velocity
UIView.animate(withDuration: time, animations: {
self.imageView.center = position
})
}
}
You can add UITapGestureRecognizer of imageView parent view and create tap gesture action
#IBAction func tapGesture(_ sender: UITapGestureRecognizer) {
print("tap working")
if sender.state == UIGestureRecognizerState.recognized
{
let location = sender.location(in: sender.view)
print(location)
UIView.animate(withDuration: 0.5, animations: {
self.imageView.center = location
})
}
}

SpriteKit: calculate angle of joystick and change sprite based on that

I am making a RPG Birds-eye style game with SpriteKit. I made a joystick because a D-Pad does not give the player enough control over his character.
I cannot wrap my brain around how I would calculate the neccessary data needed to change the Sprite of my character based on the angle of the joystick thumb Node.
Here is my code I am using
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if isTracking == false && base.contains(location) {
isTracking = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location: CGPoint = touch.location(in: self)
if isTracking == true {
let v = CGVector(dx: location.x - base.position.x, dy: location.y - DPad.position.y)
let angle = atan2(v.dy, v.dx)
let deg = angle * CGFloat(180 / Double.pi)
let Length:CGFloat = base.frame.size.height / 2
let xDist: CGFloat = sin(angle - 1.57079633) * Length
let yDist: CGFloat = cos(angle - 1.57079633) * Length
print(xDist,yDist)
xJoystickDelta = location.x * base.position.x / CGFloat(Double.pi)
yJoystickDelta = location.y * base.position.y / CGFloat(Double.pi)
if base.contains(location) {
thumbNode.position = location
} else {
thumbNode.position = CGPoint(x: base.position.x - xDist, y: base.position.y + yDist)
}
}
}
}
Update method
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if xJoystickDelta > 0 && yJoystickDelta < 0 {
print("forward")
}
}
The way I have set up right now tests the positive or negative state of the Joystick position in a cross method based on where the thumb Node is inside of the four marked sections below
I dont want it to do that
How can I set it up so that it changes the sprite based on where the thumb node is actually pointing inside my joysticks base like so.
I have been struggling with this for 3 days now so any help would be appreciated.
That looks far too complicated. Just compare the x and y components
of the difference vector v. Something like this:
if v.dx > abs(v.dy) {
// right
} else if v.dx < -abs(v.dy) {
// left
} else if v.dy < 0 {
// up
} else if v.dy > 0 {
// down
}

Node rotation doesn't follow a finger

I'm trying to rotate an arrow to follow a finger movement but it performs weirdly. It is definitely not following it. I'm trying to do it in touchesMoved. I tried to do this:
var fingerLocation = CGPoint()
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
fingerLocation = touch.locationInNode(self)
let currentOrient = arrow.position
let angle = atan2(currentOrient.y - fingerLocation.y, currentOrient.x - fingerLocation.y)
let rotateAction = SKAction.rotateToAngle(angle + CGFloat(M_PI*0.5), duration: 0.0)
arrow.runAction(rotateAction)
}
}
And also tried this:
var fingerLocation = CGPoint()
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
fingerLocation = touch.locationInNode(self)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
var radians = atan2(fingerLocation.x, fingerLocation.y)
arrow.zRotation = -radians
}
I also tried SKConstraint.orientToPoint but had no luck in it either. What am I doing wrong? Every answer to similar question is suggestion atan2, but it doesn't seem to work for me.
If you want to rotate the sprite towards to touch location, it should be simple as :
let touchLocation = touch.locationInNode(self)
var dx = hero.position.x - positionInScene.x;
var dy = hero.position.y - positionInScene.y ;
var angle = atan2(dy,dx) + CGFloat(M_PI_2)
hero.zRotation = angle
It worked when I tried, so it can give you an basic idea where to start. Or I misunderstood what you are trying to achieve...
EDIT:
Currently what you will get if you try to convert angle to degrees is angle in range from -90 to 270 degrees. Its described here why. If you want to work with angle in range of 0 to 360, you can change to code above to:
var dx = missile.position.x - positionInScene.x ;
var dy = missile.position.y - positionInScene.y;
var angleInRadians = atan2(dy,dx) + CGFloat(M_PI_2)
if(angleInRadians < 0){
angleInRadians = angleInRadians + 2 * CGFloat(M_PI)
}
missile.zRotation = angleInRadians
var degrees = angleInRadians < 0 ? angleInRadians * 57.29577951 + 360 : angleInRadians * 57.29577951
Here is the result with debugging data:

SpriteKit friction not seeming to working properly

On a project in Xcode 7 I have a few SKSpriteNodes that move back and forth on the screen and another one, called user, that is meant to jump from sprite to sprite, progressively up the screen. However, when user lands on one of the moving sprites the moving sprite just slides right out from under it and user falls back down. I thought that this meant that I needed to increase the friction property on the nodes so that user would "stick" to the nodes, but this just makes it bounce on the other nodes. My problem is that the nodes moving back and forth seem to "slippery," and user just doesn't stay on them.
Here's my code:
My class for user:
class UserNode: SKSpriteNode
{
class func newNode(position position: CGPoint) -> UserNode
{
let position = position
let sprite = UserNode(imageNamed: "userImage")
sprite.position = position
sprite.size = CGSize(width: sprite.size.width * 2, height: sprite.size.height * 2)
sprite.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "userImage"), size: sprite.size)
sprite.physicsBody?.affectedByGravity = true
sprite.physicsBody?.dynamic = true
sprite.physicsBody?.allowsRotation = false
sprite.physicsBody?.friction = 0.2
return sprite
}
}
and for moving user (the methods in my gamescene)
let scale: CGFloat = 2.0
let damping: CGFloat = 0.98
var point = CGPoint?()
func moveNodeToPoint(sprite: SKSpriteNode, point: CGPoint)
{
let dx = (point.x - sprite.position.x) * scale
let dy = (point.y - sprite.position.y) * scale
sprite.physicsBody?.velocity = CGVectorMake(dx, dy)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
{
/* Called when a touch begins */
for _: AnyObject in touches
{
if !welcomeNode.hidden
{
let fadeAway = SKAction.fadeOutWithDuration(0.3)
welcomeNode.runAction(fadeAway)
directionsNode.runAction(fadeAway)
touchStartNode.runAction(fadeAway)
welcomeNode.hidden = true
directionsNode.hidden = true
touchStartNode.hidden = true
}
//////////
point = CGPointMake(self.frame.midX, user.position.y + 300)
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?)
{
point = nil
}
override func update(currentTime: CFTimeInterval)
{
/* Called before each frame is rendered */
if (point != nil)
{
moveNodeToPoint(user, point: point!)
}
else
{
let dx = user.physicsBody!.velocity.dx * damping
let dy = user.physicsBody!.velocity.dy * damping
user.physicsBody?.velocity = CGVectorMake(dx, dy)
}
}
and for moving the platforms:
let screenSize = UIScreen.mainScreen().bounds
let width = screenSize.size.width * 2
let firstAction = SKAction.moveBy(CGVector(dx: width, dy: 0), duration: 2)
let secondAction = SKAction.moveBy(CGVector(dx: -width, dy: 0), duration: 2)
let actions = [firstAction, secondAction]
let barAction = SKAction.sequence(actions)
let mainBarAction = SKAction.repeatActionForever(barAction)
platform.runAction(mainBarAction)

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