How to allow drag UIView (PanGesture..) just in some area - ios

I need drag UIView via PanGestureRecognizer (I know how to do), but I can't figure out, how to make it with limitation. Need some padding from top and also if there is collision with one of four sides (left, right, top (here is the padding) and bottom of device) stop the drag and you can't over - or 1px padding like on the top, whatever. :)
I tried this one: https://github.com/andreamazz/UIView-draggable but if I set the area with limitation via cagingArea, iPad (Air) is lagged. Also the moving is not smooth, I think the native PanGestureRecognizer is the best, need just the limitation area, do you know how I can do that please? :)
I'm writing in Swift. And also found some related topics, like this one -> Use UIPanGestureRecognizer to drag UIView inside limited area but I don't know what insideDraggableArea doing?..
Thank you so much programmers!

Same problem that I faced in my project,
Try this,
1) Init PanGesture
let panRec = UIPanGestureRecognizer()
2) Add PanGesture to your UIView
override func viewDidLoad() {
....
....
panRec.addTarget(self, action: "draggedView:")
yourview.addGestureRecognizer(panRec)
yourview.userInteractionEnabled = true
....
....
}
3) Set your limitation on draggedView function
func draggedView(sender:UIPanGestureRecognizer){
println("panning")
var translation = sender.translationInView(self.view)
println("the translation x:\(translation.x) & y:\(translation.y)")
//sender.view.
var tmp=sender.view?.center.x //x translation
var tmp1=sender.view?.center.y //y translation
//set limitation for x and y origin
if(translation.x <= 100 && translation.y <= 50 )
{
sender.view?.center=CGPointMake(tmp!+translation.x, tmp1!+translation.y)
sender.setTranslation(CGPointZero, inView: self.view)
}
}

Do you have to use UIPanGestureRecognizer ?
add view to a viewcontroller and check user interaction enabled.
i think you should tag view and use touchesMoved method.
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
if let touch = touches.first as? UITouch {
if touch.view.tag == 2 {
if self.yourView.center.y <= CGFloat(230) { //if you want use limitation drag
var touchLocation = touch.locationInView(self.view)
self.yourView.center.y = touchLocation.y
self.yourView.center.x = touchLocation.x
}
}
}
}

This works for me:
guard let view = UIApplication.shared.windows.last else { return }
view.addSubview(customView)

Related

UIPanGesture or TouchesMoved moving Sprites. What is the best method?

I have what is becoming a fairly complex SpriteKit based app, all made programmatically.
I am moving a number of arrays of SpriteNodes around and have two possible methods to achieve this. Using either Touches Moved function or I can use the UIPanGestureRecognizer to do the same thing in pretty much the same way.
But which is the best way to go? I also have lots of other UI gestures going on like Rotate,Pinch and double tap and I'm worried about conflicting code.
Is it bad practice to combine them ? (I don't mean both methods at the same time - I mean having some touches read by Gestures and others with Touches functions)
Do I have more control or precision with Pan over Touches?
I feel, now that I have it mostly working better to only use Gestures if possible
but what is the best practice?
Some of my code. I have up to maybe 40-50 nodes stored in arrays being moved around.
In touches moved:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self)
if numberOfBalls >= 0 {
for i in 0...(numberOfBalls) {
if ballBloqArray[i].contains(location) {
ballBloqArray[i].position = location
}
}
}
if numberOfBoxes >= 0 {
for i in 0...(numberOfBoxes) {
if boxBloqArray[i].contains(location) {
boxBloqArray[i].physicsBody?.pinned = false
boxBloqArray[i].position = location
boxBeingMoved = i
}
}
}
}
}
and using PanGesture:
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(GameScene.tappedOnce(sender:)))
view.addGestureRecognizer(panGesture)
panGesture.minimumNumberOfTouches = 1
panGesture.cancelsTouchesInView = true
#objc func tappedOnce(sender:UIPanGestureRecognizer) {
if sender.state == .began{
}
if sender.state == .changed {
var location = sender.location(in: self.view)
location = self.convertPoint(fromView: location)
print("Single tap")
print(location)
if numberOfBalls >= 0 {
for i in 0...(numberOfBalls) {
if ballBloqArray[i].contains(location) {
ballBloqArray[i].position = location
}
}
}
}
}
There is no best, they both have strengths and weaknesses.
The important thing is to stay consistent. Do not combine the two. Pick one method or the other.
Personally, I would go with the Gestures. It allows you to separate the code, and gives you a very clear definition of what is being performed when a touch is moved.

Make view draggable but not tappable

I have a label in my view controller that I set like this in viewDidLoad:
var label: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
label = UILabel()
view.add(label)
label.frame = CGRect(x: 0, y, 0, width: 20, height: 20)
label.text = "A"
let recognizer = UIPanGestureRecognizer(target: self, action: #selector(didDrag(_:))
label.addGestureRecognizer(recognizer)
label.isUserInteractionEnabled = true
}
I want the label to be draggable, so I implemented didDrag like this:
#objc func didDrag(_ gesture: UIPanGestureRecognizer) {
let center = label.center
let translation = gesture.translation(in: view)
label.center = CGPoint(x: center.x + translation.x, y: center.y + translation.y)
gesture.setTranslation(.zero, in: view)
}
It works perfectly and I can drag my label around.
However, if the label is over a button in my view and I try to tap the button, the button does not get the touch. I have tried:
label.isUserInteractionEnabled = false // then I can't also drag around
recognizer.cancelsTouchesInView = false // nothing changes
label.isMultipleTouchEnabled = false // nothing changes
Any idea how I can let single or double taps be passed/be ignored by the label's pan recognisers, but still be able to drag it?
I can delete this question if it's a duplicate, but I have not found any other that asks exactly the same.
Edit
Following Pass taps through a UIPanGestureRecognizer, the closest question I've found so far, I also tried:
recognizer.delaysTouchesBegan = true
recognizer.maximumNumberOfTouches = 1
recognizer.cancelsTouchesInView = true
But it, unfortunately, did not work.
Update
The view has all sorts of button and textfields, so comparing with each of them is not really possible, mostly because there are also stack views that contain buttons and sometimes they are there and somethings they are not.
After thinking I came up with the solution that might work. The idea is playing around with touch events. Every view has a set of methods like touchesBegan(), touchesMoved() etc. Now what you can do is when touchesBegan is invoked you can check the location of the touch that is happening and if this location contained in the frame of the button, call the function manually.
Here's the pseudocode so you get the concept. Not tested but from my experience something like that should work
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
touches.forEach { touch in
let touchLocation = touch.location(in: myButton) // that may need to be self instead of myButton
if myButton.frame.contains($0.location) {
//invoke button method here
}
}
}

Get tap event for UIButton in UIControl/rotatable view

Edited
See the comment section with Nathan for the latest project. There is only problem remaining: getting the right button.
Edited
I want to have a UIView that the user can rotate. That UIView should contain some UIButtons that can be clicked. I am having a hard time because I am using a UIControl subclass to make the rotating view and in that subclass I have to disable user interactions on the subviews in the UIControl (to make it spin) which may cause the UIButtons not be tappable. How can I make a UIView that the user can spin and contains clickable UIButtons? This is a link to my project which gives you a head start: it contains the UIButtons and a spinnable UIView. I can however not tap the UIButtons.
Old question with more details
I am using this pod: https://github.com/joshdhenry/SpinWheelControl and I want to react to a buttons click. I can add the button, however I can not receive tap events in the button. I am using hitTests but they never get executed. The user should spin the wheel and be able to click a button in one of the pie's.
Get the project here: https://github.com/Jasperav/SpinningWheelWithTappableButtons
See the code below what I added in the pod file:
I added this variable in SpinWheelWedge.swift:
let button = SpinWheelWedgeButton()
I added this class:
class SpinWheelWedgeButton: TornadoButton {
public func configureWedgeButton(index: UInt, width: CGFloat, position: CGPoint, radiansPerWedge: Radians) {
self.frame = CGRect(x: 0, y: 0, width: width, height: 30)
self.layer.anchorPoint = CGPoint(x: 1.1, y: 0.5)
self.layer.position = position
self.transform = CGAffineTransform(rotationAngle: radiansPerWedge * CGFloat(index) + CGFloat.pi + (radiansPerWedge / 2))
self.backgroundColor = .green
self.addTarget(self, action: #selector(pressed(_:)), for: .touchUpInside)
}
#IBAction func pressed(_ sender: TornadoButton){
print("hi")
}
}
This is the class TornadoButton:
class TornadoButton: UIButton{
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let pres = self.layer.presentation()!
let suppt = self.convert(point, to: self.superview!)
let prespt = self.superview!.layer.convert(suppt, to: pres)
if (pres.hitTest(suppt)) != nil{
return self
}
return super.hitTest(prespt, with: event)
}
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
let pres = self.layer.presentation()!
let suppt = self.convert(point, to: self.superview!)
return (pres.hitTest(suppt)) != nil
}
}
I added this to SpinWheelControl.swift, in the loop "for wedgeNumber in"
wedge.button.configureWedgeButton(index: wedgeNumber, width: radius * 2, position: spinWheelCenter, radiansPerWedge: radiansPerWedge)
wedge.addSubview(wedge.button)
This is where I thought I could retrieve the button, in SpinWheelControl.swift:
override open func beginTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
let p = touch.location(in: touch.view)
let v = touch.view?.hitTest(p, with: nil)
print(v)
}
Only 'v' is always the spin wheel itself, never the button. I also do not see the buttons print, and the hittest is never executed. What is wrong with this code and why does the hitTest not executes? I rather have a normal UIBUtton, but I thought I needed hittests for this.
Here is a solution for your specific project:
Step 1
In the drawWheel function in SpinWheelControl.swift, enable user interaction on the spinWheelView. To do this, remove the following line:
self.spinWheelView.isUserInteractionEnabled = false
Step 2
Again in the drawWheel function, make the button a subview of the spinWheelView, not the wedge. Add the button as a subview after the wedge, so it will appear on top of the wedge shape layer.
Old:
wedge.button.configureWedgeButton(index: wedgeNumber, width: radius * 0.45, position: spinWheelCenter, radiansPerWedge: radiansPerWedge)
wedge.addSubview(wedge.button)
spinWheelView.addSubview(wedge)
New:
wedge.button.configureWedgeButton(index: wedgeNumber, width: radius * 0.45, position: spinWheelCenter, radiansPerWedge: radiansPerWedge)
spinWheelView.addSubview(wedge)
spinWheelView.addSubview(wedge.button)
Step 3
Create a new UIView subclass that passes touches through to its subviews.
class PassThroughView: UIView {
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
for subview in subviews {
if !subview.isHidden && subview.alpha > 0 && subview.isUserInteractionEnabled && subview.point(inside: convert(point, to: subview), with: event) {
return true
}
}
return false
}
}
Step 4
At the very beginning of the drawWheel function, declare the spinWheelView to be of type PassThroughView. This will allow the buttons to receive touch events.
spinWheelView = PassThroughView(frame: self.bounds)
With those few changes, you should get the following behavior:
(The message is printed to the console when any button is pressed.)
Limitations
This solution allows the user to spin the wheel as usual, as well as tap any of the buttons. However, this might not be the perfect solution for your needs, as there are some limitations:
The wheel cannot be spun if the users touch down starts within the bounds of any of the buttons.
The buttons can be pressed while the wheel is in motion.
Depending on your needs, you might consider building your own spinner instead of relying on a third-party pod. The difficulty with this pod is that it is using the beginTracking(_ touch: UITouch, with event: UIEvent?) and related functions instead of gesture recognizers. If you used gesture recognizers, it would be easier to make use of all the UIButton functionality.
Alternatively, if you just wanted to recognize a touch down event within the bounds of a wedge, you could pursue your hitTest idea further.
Edit: Determining which button was pressed.
If we know the selectedIndex of the wheel and the starting selectedIndex, we can calculate which button was pressed.
Currently, the starting selectedIndex is 0, and the button tags increase going clockwise. Tapping the selected button (tag = 0), prints 7, which means that the buttons are "rotated" 7 positions in their starting state. If the wheel started in a different position, this value would differ.
Here is a quick function to determine the tag of the button that was tapped using two pieces of information: the wheel's selectedIndex and the subview.tag from the current point(inside point: CGPoint, with event: UIEvent?) implementation of the PassThroughView.
func determineButtonTag(selectedIndex: Int, subviewTag: Int) -> Int {
return subviewTag + (selectedIndex - 7)
}
Again, this is definitely a hack, but it works. If you are planning to continue to add functionality to this spinner control, I would highly recommend creating your own control instead so you can design it from the beginning to fit your needs.
I was able to tinker around with the project and I think I have the solution to your problem.
In your SpinWheelControl class, you are setting the userInteractionEnabled property of the spinWheelViews to false. Note that this is not what you exactly want, because you are still interested in tapping the button which is inside the spinWheelView. However, if you don't turn off user interaction, the wheel won't turn because the child views mess up the touches!
To solve this problem, we can turn off the user interaction for the child views and manually trigger only the events that we are interested in - which is basically touchUpInside for the innermost button.
The easiest way to do that is in the endTracking method of the SpinWheelControl. When the endTracking method gets called, we loop through all the buttons manually and call endTracking for them as well.
Now the problem about which button was pressed remains, because we just sent endTracking to all of them. The solution to that is overriding the endTracking method of the buttons and trigger the .touchUpInside method manually only if the touch hitTest for that particular button was true.
Code:
TornadoButton Class: (the custom hitTest and pointInside are no longer needed since we are no longer interested in doing the usual hit testing; we just directly call endTracking)
class TornadoButton: UIButton{
override func endTracking(_ touch: UITouch?, with event: UIEvent?) {
if let t = touch {
if self.hitTest(t.location(in: self), with: event) != nil {
print("Tornado button with tag \(self.tag) ended tracking")
self.sendActions(for: [.touchUpInside])
}
}
}
}
SpinWheelControl Class: endTracking method:
override open func endTracking(_ touch: UITouch?, with event: UIEvent?) {
for sv in self.spinWheelView.subviews {
if let wedge = sv as? SpinWheelWedge {
wedge.button.endTracking(touch, with: event)
}
}
...
}
Also, to test that the right button is being called, just set the tag of the button equal to the wedgeNumber when you are creating them. With this method, you will not need to use the custom offset like #nathan does, because the right button will respond to the endTracking and you can just get its tag by sender.tag.
The general solution would be to use a UIView and place all your UIButtons where they should be, and use a UIPanGestureRecognizer to rotate your view, calculate speed and direction vector and rotate your view. For rotating your view I suggest using transform because it's animatable and also your subviews will be also rotated. (extra: If you want to set direction of your UIButtons always downward, just rotate them in reverse, it will cause them to always look downward)
Hack
Some people also use UIScrollView instead of UIPanGestureRecognizer. Place described View inside the UIScrollView and use UIScrollView's delegate methods to calculate speed and direction then apply those values to your UIView as described. The reason for this hack is because UIScrollView decelerates speed automatically and provides better experience. (Using this technique you should set contentSize to something very big and relocate contentOffset of UIScrollView to .zero periodically.
But I highly suggest the first approach.
As for my opinion, you can use your own view with few sublayers and all other stuff you need.
In this case u will get full flexibility but you also should write a little bit more code.
If you like this option u can get something like on gif below (you can customize it as u wish - add text, images, animations etc):
Here I show you 2 continuous pan and one tap on purple section - when tap is detected6 bg color changed to green
To detect tap I used touchesBegan as shown below.
To play with code for this you can copy-paste code below in to playground and modify as per your needs
//: A UIKit based Playground for presenting user interface
import UIKit import PlaygroundSupport
class RoundView : UIView {
var sampleArcLayer:CAShapeLayer = CAShapeLayer()
func performRotation( power: Float) {
let maxDuration:Float = 2
let maxRotationCount:Float = 5
let currentDuration = maxDuration * power
let currrentRotationCount = (Double)(maxRotationCount * power)
let fromValue:Double = Double(atan2f(Float(transform.b), Float(transform.a)))
let toValue = Double.pi * currrentRotationCount + fromValue
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = fromValue
rotateAnimation.toValue = toValue
rotateAnimation.duration = CFTimeInterval(currentDuration)
rotateAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
rotateAnimation.isRemovedOnCompletion = true
layer.add(rotateAnimation, forKey: nil)
layer.transform = CATransform3DMakeRotation(CGFloat(toValue), 0, 0, 1)
}
override func layoutSubviews() {
super.layoutSubviews()
drawLayers()
}
private func drawLayers()
{
sampleArcLayer.removeFromSuperlayer()
sampleArcLayer.frame = bounds
sampleArcLayer.fillColor = UIColor.purple.cgColor
let proportion = CGFloat(20)
let centre = CGPoint (x: frame.size.width / 2, y: frame.size.height / 2)
let radius = frame.size.width / 2
let arc = CGFloat.pi * 2 * proportion / 100 // i.e. the proportion of a full circle
let startAngle:CGFloat = 45
let cPath = UIBezierPath()
cPath.move(to: centre)
cPath.addLine(to: CGPoint(x: centre.x + radius * cos(startAngle), y: centre.y + radius * sin(startAngle)))
cPath.addArc(withCenter: centre, radius: radius, startAngle: startAngle, endAngle: arc + startAngle, clockwise: true)
cPath.addLine(to: CGPoint(x: centre.x, y: centre.y))
sampleArcLayer.path = cPath.cgPath
// you can add CATExtLayer and any other stuff you need
layer.addSublayer(sampleArcLayer)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let point = touches.first?.location(in: self) {
if let layerArray = layer.sublayers {
for sublayer in layerArray {
if sublayer.contains(point) {
if sublayer == sampleArcLayer {
if sampleArcLayer.path?.contains(point) == true {
backgroundColor = UIColor.green
}
}
}
}
}
}
}
}
class MyViewController : UIViewController {
private var lastTouchPoint:CGPoint = CGPoint.zero
private var initialTouchPoint:CGPoint = CGPoint.zero
private let testView:RoundView = RoundView(frame:CGRect(x: 40, y: 40, width: 100, height: 100))
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor.white
testView.layer.cornerRadius = testView.frame.height / 2
testView.layer.masksToBounds = true
testView.backgroundColor = UIColor.red
view.addSubview(testView)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(MyViewController.didDetectPan(_:)))
testView.addGestureRecognizer(panGesture)
}
#objc func didDetectPan(_ gesture:UIPanGestureRecognizer) {
let touchPoint = gesture.location(in: testView)
switch gesture.state {
case .began:
initialTouchPoint = touchPoint
break
case .changed:
lastTouchPoint = touchPoint
break
case .ended, .cancelled:
let delta = initialTouchPoint.y - lastTouchPoint.y
let powerPercentage = max(abs(delta) / testView.frame.height, 1)
performActionOnView(scrollPower: Float(powerPercentage))
initialTouchPoint = CGPoint.zero
break
default:
break
}
}
private func performActionOnView(scrollPower:Float) {
testView.performRotation(power: scrollPower)
} } // Present the view controller in the Live View window
PlaygroundPage.current.liveView = MyViewController()

Making UIImageView (Image of an arrow) pointing where I touch on the screen

I have tried too many equations to get the right answer, maybe something wrong with the code or my understanding of the idea. However, here is my code:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let coord = touch.location(in:view)
self.linegu.transform = CGAffineTransform.init(rotationAngle: atan((coord.y - (self.view.center.y + (self.view.center.y)/2.5)) / (coord.x - self.view.center.x)))
}
}
linegu is the UIImageView I'm using and I position it in the middle of the view by using this code:
let Ypos = (self.view.center.y/2.5);
self.linegu.center = self.view.center
self.linegu.center.y = (self.view.center.y + Ypos)
It doesn't matter where the image view is located. And you should throw away your "magic number" 2.5. You are way overthinking this.
Assume arrow is the image view, and that it starts out life horizontal with the arrow pointing to the right. And assume that the background view has a tap gesture recognizer on it. (We use a tap gesture recognizer for simplicity; it looks like you might eventually want to use a pan gesture recognizer. But for now, let's just get this thing working.)
Then here is how the tap gesture's action handler would look:
let c = self.arrow.center
let p = t.location(in: self.arrow.superview)
let angle = atan2(p.y - c.y, p.x - c.x)
self.arrow.transform = CGAffineTransform(rotationAngle:angle)
It's as simple as that.
Why do you use this weird formula?
CGAffineTransform.init(rotationAngle: atan((coord.y - (self.view.center.y + (self.view.center.y)/2.5)) / (coord.x - self.view.center.x)))
And where does this 2.5 divider come from?
What about just using .center or .frame to position the UIImageView?
Like:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: view)
imageView.center = location // may need to apply some offset here, depending on where exactly the arrow points in the arrow image
}
}

Xcode & Swift - Detecting user touch of UIView inside of UIScrollView

I am creating a game, similar to Flappy Bird but the user holds their finger on the screen and dodges the obstacles, rather than tapping to make the bird fly.
I am doing this by having a UIScrollView, in which UIView's are used as obstacles. When the user touches a UIView, the game is over.
How do I detect the users touch of a UIView from within a UIScrollView? I am using Swift with Xcode Beta 4.
EDIT: This is screenshot of the game
As you can see, the user moves their finger between the grey blocks (UIViews) as they scroll up.
By setting userInteractionEnabled to NO for your scroll view, the view controller will start receiving touch events since UIViewController is a subclass of UIResponder. You can override one or more of these methods in your view controller to respond to these touches:
touchesBegan: withEvent:
touchesMoved: withEvent:
touchesEnded: withEvent:
touchesCancelled: withEvent:
I created some example code to demonstrate how you could do this:
class ViewController: UIViewController {
#IBOutlet weak var scrollView: UIScrollView!
// This array keeps track of all obstacle views
var obstacleViews : [UIView] = []
override func viewDidLoad() {
super.viewDidLoad()
// Create an obstacle view and add it to the scroll view for testing purposes
let obstacleView = UIView(frame: CGRectMake(100,100,100,100))
obstacleView.backgroundColor = UIColor.redColor()
scrollView.addSubview(obstacleView)
// Add the obstacle view to the array
obstacleViews += obstacleView
}
override func touchesBegan(touches: NSSet!, withEvent event: UIEvent!) {
testTouches(touches)
}
override func touchesMoved(touches: NSSet!, withEvent event: UIEvent!) {
testTouches(touches)
}
func testTouches(touches: NSSet!) {
// Get the first touch and its location in this view controller's view coordinate system
let touch = touches.allObjects[0] as UITouch
let touchLocation = touch.locationInView(self.view)
for obstacleView in obstacleViews {
// Convert the location of the obstacle view to this view controller's view coordinate system
let obstacleViewFrame = self.view.convertRect(obstacleView.frame, fromView: obstacleView.superview)
// Check if the touch is inside the obstacle view
if CGRectContainsPoint(obstacleViewFrame, touchLocation) {
println("Game over!")
}
}
}
}
You can programmatically add a gesture recognizer as follows
var touch = UITapGestureRecognizer(target:self, action:"action")
scrollView.addGestureRecognizer(touch)
However, this gesture recognizer won't work for you. UITapGestureRecognizer will only return for a tap, not a tap and hold, and UILongPressGestureRecognizer doesn't give information about location, so you want to use a UIPanGestureRecognizer. It continually tells you how far the touch has moved.
var touch = UIPanGestureRecognizer(target:self, action:"handlePan")
scrollView.addGestureRecognizer(touch)
#IBAction func handlePan(recognizer:UIPanGestureRecognizer) {
let translation = recognizer.translationInView(self.view)
recognizer.setTranslation(CGPointZero, inView: self.view)
}
You can use the constant "translation" to move your object, it represents the distance the person has slid their finger. Use that plus the location of your bird to move the bird to a new point. You have to reset the translation to zero after this function is called.
Edit: With the format of your game, this code should be the best method.
So, all together, the code to find the location of your finger should be as follows.
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInView(yourScrollView)
}
}
#IBAction func handlePan(recognizer:UIPanGestureRecognizer) {
let translation = recognizer.translationInView(self.view)
var currentLocation : CGPoint = CGPointMake(location.x+translation.x, location.y+translation.y)
recognizer.setTranslation(CGPointZero, inView: self.view)
}
currentLocation is a CGPoint containing the location of the current touch, wherever the finger is slid to. As I do not know how you are creating the views to be avoided, you will have to use the y coordinate of currentLocation to determine the x boundaries of the views that are to be avoided at that y, and use < or > comparators to determine if the x boundary of the touch is inside either of those views.
Note: you have to declare location so it can be accessed in handlePan
var location : CGPoint = CGPointZero

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