I have an array of names of sksprite nodes. i need to make a new array and put the name from the last array but the sprite node that is closest to (tilt - name of another node) will be first in the array And so on.
if I didn't explain my self clear enough tell me. please if anyone know how to do it. write here.
thanks
As I said previously, your question lacked some specifics in exactly how this is to be implemented. I have made my code somewhat generic to be adaptable to pretty much any scenario you might have in mind.
I used the touch location coordinates as a starting point to calculating distances to the 4 nodes on screen. Click anywhere on the screen and a list will print with the 4 node names in order of distance.
There's probably a better way of sorting this but I decided on the quick and dirty way.
#import "GameScene.h"
#implementation GameScene {
SKSpriteNode *node0;
SKSpriteNode *node1;
SKSpriteNode *node2;
SKSpriteNode *node3;
NSMutableArray *nodeArray;
}
-(void)didMoveToView:(SKView *)view {
self.backgroundColor = [SKColor blackColor];
nodeArray = [[NSMutableArray alloc] init];
node0 = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(10, 10)];
node0.name = #"red";
node0.position = CGPointMake(300, 300);
[self addChild:node0];
[nodeArray addObject:node0];
node1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(10, 10)];
node1.name = #"blue";
node1.position = CGPointMake(450, 500);
[self addChild:node1];
[nodeArray addObject:node1];
node2 = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:CGSizeMake(10, 10)];
node2.name = #"yellow";
node2.position = CGPointMake(100, 400);
[self addChild:node2];
[nodeArray addObject:node2];
node3 = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:CGSizeMake(10, 10)];
node3.name = #"green";
node3.position = CGPointMake(200, 200);
[self addChild:node3];
[nodeArray addObject:node3];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint touchLocation = [touch locationInNode:self];
NSMutableArray *myArray = [[NSMutableArray alloc] init];
NSMutableDictionary *myDict = [[NSMutableDictionary alloc] init];
for(SKSpriteNode *object in nodeArray) {
float xDistance = fabsf(touchLocation.x - object.position.x);
float yDistance = fabsf(touchLocation.y - object.position.y);
NSString *totalDistance = [NSString stringWithFormat:#"%f",(xDistance+yDistance)];
[myDict setValue:totalDistance forKey:object.name];
}
float lowestValue = 999999.0;
NSMutableString *lowestName = [[NSMutableString alloc] init];
for (int i=0; i<[nodeArray count]; i++) {
for (NSString *key in myDict) {
if([[myDict objectForKey:key] floatValue] < lowestValue) {
lowestValue = [[myDict objectForKey:key] floatValue];
[lowestName setString:key];
}
}
[myArray addObject:[NSString stringWithString:lowestName]];
[myDict removeObjectForKey:lowestName];
lowestValue = 999999.0;
}
NSLog(#"values: %#",myArray);
}
}
Related
I have two SKSpriteNode first Hero
+(id)hero
{
NSMutableArray *walkFrames = [NSMutableArray array];
SKTextureAtlas *heroAnimatedAtlas = [SKTextureAtlas atlasNamed:#"HeroImages"];
int numImages = (int)heroAnimatedAtlas.textureNames.count;
for (int i=1; i <= numImages; i++) {
NSString *textureName = [NSString stringWithFormat:#"hero%d", i];
SKTexture *temp = [heroAnimatedAtlas textureNamed:textureName];
[walkFrames addObject:temp];
}
Hero *hero = [Hero spriteNodeWithTexture:walkFrames[0]];
hero.heroWalkingFrames = walkFrames;
hero.name =#"Hero";
hero.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:hero.size];
hero.physicsBody.categoryBitMask = heroCategory;
hero.physicsBody.categoryBitMask = obstacleCategory | groundCategory | homeCategory | ~goodiesCategory;
return hero;
}
and second is Coin
SKSpriteNode *coin = [SKSpriteNode spriteNodeWithImageNamed:#"coin"];
coin.size = CGSizeMake(10,10);
coin.position = CGPointMake(100,100);
coin.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:coin.size];
coin.physicsBody.contactTestBitMask = coinCategory;
coin.physicsBody.dynamic=NO;
coin.name = #"coin";
[self.world addChild:coin];
And I am able to get collision detection by
if([contact.bodyA.node.name isEqual: #"coin"] || [contact.bodyB.node.name isEqual: #"coin"])
{
//[self LevelComplete];
SKNode* coinNode ;
if ([contact.bodyA.node.name isEqual: #"coin"]) {
coinNode=contact.bodyA.node;
}
else{
coinNode=contact.bodyB.node;
}
[coinNode removeFromParent];
NSLog(#"Coin touched");
}
Now my problem is every time hero jump and touch the coin it will go down to ground instead to continue jump and reach the height that it should, I know I am missing something here but don't know what it is, So anyone can please show me the right direction to correct this effect .
Create an extra "nilCategory" and set the collisionBitMask of your coin..
coin.physicsBody.collisionBitMask = nilCategory;
I am confused as to why adding a shape node inside of didMoveToView give me no results, however when I call a function and perform the drawing there it renders fine.
Here is my code
-this example does not work
-(void)didMoveToView:(SKView *)view {
SKShapeNode *shape = [[SKShapeNode alloc] init];
CGMutablePathRef myPath = CGPathCreateMutable();
CGPathMoveToPoint(myPath, NULL, self.sizeOfHorizontalSquares, self.sizeOfVerticalSquares);
CGRect bound = CGRectMake(50, 50, self.sizeOfHorizontalSquares,self.sizeOfVerticalSquares);
CGPathAddRect(myPath, NULL, bound);
shape.path = myPath;
[shape setFillColor:[UIColor colorWithRed:1 green:.6 blue:.3 alpha:1.0]];
[shape setStrokeColor:[UIColor colorWithRed:.1 green:.3 blue:.8 alpha:0.2]];
[shape setGlowWidth:1.0];
[self addChild:shape];
}
-Here is the code that works with an array
-(void)didMoveToView:(UIView *)view
{
self.sizeOfVerticalSquares = 20;
self.sizeOfHorizontalSquares = 20;
[self configureSquire];
[self renderSquiares];
}
-(void)configureSquiare
{
for(int i = 0; i < 6; i++)
{
for(int j = 0; j < 5; j++)
{
SKShapeNode *shape = [[SKShapeNode alloc] init];
CGMutablePathRef myPath = CGPathCreateMutable();
//CGPathMoveToPoint(myPath, NULL, i*self.sizeOfHorizontalSquares, j*self.sizeOfVerticalSquares);
CGRect bound = CGRectMake(self.sizeOfHorizontalSquares, self.sizeOfVerticalSquares, self.sizeOfHorizontalSquares,self.sizeOfVerticalSquares);
CGPathAddRect(myPath, NULL, bound);
shape.path = myPath;
[self.squares addObject:shape];
}
}
}
-(void)renderSquiares
{
for(int i = 0; i < self.squares.count; i++)
{
[[self.squares objectAtIndex:i] setFillColor:(__bridge CGColorRef)[UIColor colorWithRed:1 green:.6 blue:.3 alpha:1.0]];
[[self.squares objectAtIndex:i] setStrokeColor:(__bridge CGColorRef)[UIColor colorWithRed:.1 green:.3 blue:.8 alpha:0.2]];
[[self.squares objectAtIndex:i] setGlowWidth:1];
[self addChild:[self.squares objectAtIndex:i]];
}
}
I'm using this class called SHLineGraphView and it's working good, but I have a problem that they didn't implemented a methods for removing a plot. Now I have to do it, but I can't quite figure the right way to do.
This is how they drawing the plot:
- (void)addPlot:(SHPlot *)newPlot;
{
if(nil == newPlot) {
return;
}
if(_plots == nil){
_plots = [NSMutableArray array];
}
[_plots addObject:newPlot];
}
- (void)drawPlot:(SHPlot *)plot {
NSDictionary *theme = plot.plotThemeAttributes;
//
CAShapeLayer *backgroundLayer = [CAShapeLayer layer];
backgroundLayer.frame = self.bounds;
backgroundLayer.fillColor = ((UIColor *)theme[kPlotFillColorKey]).CGColor;
backgroundLayer.backgroundColor = [UIColor clearColor].CGColor;
[backgroundLayer setStrokeColor:[UIColor clearColor].CGColor];
[backgroundLayer setLineWidth:((NSNumber *)theme[kPlotStrokeWidthKey]).intValue];
CGMutablePathRef backgroundPath = CGPathCreateMutable();
//
CAShapeLayer *circleLayer = [CAShapeLayer layer];
circleLayer.frame = self.bounds;
circleLayer.fillColor = ((UIColor *)theme[kPlotPointFillColorKey]).CGColor;
circleLayer.backgroundColor = [UIColor clearColor].CGColor;
[circleLayer setStrokeColor:((UIColor *)theme[kPlotPointFillColorKey]).CGColor];
[circleLayer setLineWidth:((NSNumber *)theme[kPlotStrokeWidthKey]).intValue];
CGMutablePathRef circlePath = CGPathCreateMutable();
//
CAShapeLayer *graphLayer = [CAShapeLayer layer];
graphLayer.frame = self.bounds;
graphLayer.fillColor = [UIColor clearColor].CGColor;
graphLayer.backgroundColor = [UIColor clearColor].CGColor;
[graphLayer setStrokeColor:((UIColor *)theme[kPlotStrokeColorKey]).CGColor];
[graphLayer setLineWidth:((NSNumber *)theme[kPlotStrokeWidthKey]).intValue];
CGMutablePathRef graphPath = CGPathCreateMutable();
double yRange = [_yAxisRange doubleValue]; // this value will be in dollars
double yIntervalValue = yRange / INTERVAL_COUNT;
//logic to fill the graph path, ciricle path, background path.
[plot.plottingValues enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop) {
NSDictionary *dic = (NSDictionary *)obj;
__block NSNumber *_key = nil;
__block NSNumber *_value = nil;
[dic enumerateKeysAndObjectsUsingBlock:^(id key, id obj, BOOL *stop) {
_key = (NSNumber *)key;
_value = (NSNumber *)obj;
}];
int xIndex = [self getIndexForValue:_key forPlot:plot];
//x value
double height = self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE;
double y = height - ((height / ([_yAxisRange doubleValue] + yIntervalValue)) * [_value doubleValue]);
(plot.xPoints[xIndex]).x = ceil((plot.xPoints[xIndex]).x);
(plot.xPoints[xIndex]).y = ceil(y);
}];
//move to initial point for path and background.
CGPathMoveToPoint(graphPath, NULL, _leftMarginToLeave, plot.xPoints[0].y);
CGPathMoveToPoint(backgroundPath, NULL, _leftMarginToLeave, plot.xPoints[0].y);
int count = _xAxisValues.count;
for(int i=0; i< count; i++){
CGPoint point = plot.xPoints[i];
CGPathAddLineToPoint(graphPath, NULL, point.x, point.y);
CGPathAddLineToPoint(backgroundPath, NULL, point.x, point.y);
CGPathAddEllipseInRect(circlePath, NULL, CGRectMake(point.x - 2.5, point.y - 2.5, 5, 5));
}
//move to initial point for path and background.
CGPathAddLineToPoint(graphPath, NULL, _leftMarginToLeave + PLOT_WIDTH, plot.xPoints[count -1].y);
CGPathAddLineToPoint(backgroundPath, NULL, _leftMarginToLeave + PLOT_WIDTH, plot.xPoints[count - 1].y);
//additional points for background.
CGPathAddLineToPoint(backgroundPath, NULL, _leftMarginToLeave + PLOT_WIDTH, self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE);
CGPathAddLineToPoint(backgroundPath, NULL, _leftMarginToLeave, self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE);
CGPathCloseSubpath(backgroundPath);
backgroundLayer.path = backgroundPath;
graphLayer.path = graphPath;
circleLayer.path = circlePath;
//animation
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animation.duration = 1;
animation.fromValue = #(0.0);
animation.toValue = #(1.0);
[graphLayer addAnimation:animation forKey:#"strokeEnd"];
backgroundLayer.zPosition = 0;
graphLayer.zPosition = 1;
circleLayer.zPosition = 2;
[self.layer addSublayer:graphLayer];
[self.layer addSublayer:circleLayer];
[self.layer addSublayer:backgroundLayer];
NSUInteger count2 = _xAxisValues.count;
for(int i=0; i< count2; i++){
CGPoint point = plot.xPoints[i];
UIButton *btn = [UIButton buttonWithType:UIButtonTypeCustom];
btn.backgroundColor = [UIColor clearColor];
btn.tag = i;
btn.frame = CGRectMake(point.x - 20, point.y - 20, 40, 40);
[btn addTarget:self action:#selector(clicked:) forControlEvents:UIControlEventTouchUpInside];
objc_setAssociatedObject(btn, kAssociatedPlotObject, plot, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
[self addSubview:btn];
}
}
And this is what I've been added, but just can't figure out how to actually remove the plot:
- (void)removePlot:(SHPlot *)plot
{
if (nil == plot) {
return;
}
if (_plots == nil) {
return;
}
[_plots removeObject:plot];
[self removePlotFromView:plot];
}
This is what you need to add in your SHLineGraphView.m file.
This method will remove all the plots added on your graphview.
- (void)removeAllPlots {
for (UIView *view in self.subviews) {
view.layer.sublayers = nil;
[view removeFromSuperview];
}
self.layer.sublayers = nil;
}
For removing a specific plot, first you need to give unique tag to your graphLayer, circleLayer and backgroundLayer.
You can do that by adding following code in your drawPlot: method.
[graphLayer setValue:[NSNumber numberWithInteger:[_plots indexOfObject:plot]] forKey:#"PLTag"];
[circleLayer.frame setValue:[NSNumber numberWithInteger:[_plots indexOfObject:plot]] forKey:#"PLTag"];
[backgroundLayer setValue:[NSNumber numberWithInteger:[_plots indexOfObject:plot]] forKey:#"PLTag"];
Then, add this method to remove specific plot:
- (void)removePlot:(SHPlot *)plot
{
if (plot == nil)
return;
else if (_plots == nil)
return;
for (CALayer *layer in self.layer.sublayers) {
if ([[layer valueForKey:#"PLTag"] isEqualToNumber:[NSNumber numberWithInteger:[_plots indexOfObject:plot]]]) {
[layer removeFromSuperlayer];
}
}
}
Hope it helps you.
So, by #Tejvansh Singh Chhabra's answer I managed to find a solution:
First of all, I've added these 2 new methods to SHGraphLineView.h:
/**
* this methods will remove a plot from the graph.
*
* #param plot the Plot that you want to remove from the Graph.
*/
- (void)removePlot:(SHPlot *)plot;
/**
* this methods will draw a new plot on the graph.
*
* #param plot the Plot that you want to draw on the Graph.
*/
- (void)drawNewPlot:(SHPlot*)plot;
And implement them on the main file:
- (void)removePlot:(SHPlot *)plot
{
if (plot == nil) {
return;
}
else if (_plots == nil) {
return;
}
for (CALayer *layer in [self.layer.sublayers copy])
{
if ([layer valueForKey:#"PLTag"] != nil)
{
NSString *tag = [layer valueForKey:#"PLTag"];
NSString *plotIndex = [NSString stringWithFormat:#"%ld", (long)plot.plotIndex];
if ([tag isEqualToString:plotIndex])
{
[layer removeFromSuperlayer];
}
}
}
[_plots removeObject:plot];
}
- (void)drawNewPlot:(SHPlot*)plot
{
if (nil == plot) {
return;
}
if (_plots == nil) {
_plots = [NSMutableArray array];
}
[_plots addObject:plot];
[self xPointWithoutDrawingForPlot:plot];
[self drawPlot:plot];
}
Now there is another method that create the x point for the plot, but without the labels and all the other this that are drawing with it when you first build the graph:
- (void)xPointWithoutDrawingForPlot:(SHPlot*)plot
{
int xIntervalCount = _xAxisValues.count;
double xIntervalInPx = PLOT_WIDTH / _xAxisValues.count;
//initialize actual x points values where the circle will be
plot.xPoints = calloc(sizeof(CGPoint), xIntervalCount);
for(int i=0; i < xIntervalCount; i++)
{
CGPoint currentLabelPoint = CGPointMake((xIntervalInPx * i) + _leftMarginToLeave, self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE);
CGRect xLabelFrame = CGRectMake(currentLabelPoint.x , currentLabelPoint.y, xIntervalInPx, BOTTOM_MARGIN_TO_LEAVE);
plot.xPoints[i] = CGPointMake((int) xLabelFrame.origin.x + (xLabelFrame.size.width /2) , (int) 0);
}
}
Another important thing is to add a valueForKey to the CAShapeLayer objects of the plot at first draw, we need to add to this method:
- (void)drawPlot:(SHPlot *)plot;
These 3 lines:
[graphLayer setValue:[NSString stringWithFormat:#"%ld", (long)plot.plotIndex] forKey:#"PLTag"];
[circleLayer setValue:[NSString stringWithFormat:#"%ld", (long)plot.plotIndex] forKey:#"PLTag"];
[backgroundLayer setValue:[NSString stringWithFormat:#"%ld", (long)plot.plotIndex] forKey:#"PLTag"];
One last thing, to SHPlot class we need to add an NSInteger that will indicate the index of this specific plot, and you need to set it when you first build the plot
SHPlot.h
/**
* index for plot for identification
*/
#property (assign, nonatomic) NSInteger plotIndex;
Enjoy! :)
In this game I have asteroids flying down from to top of screen, and a ship you can move freely, but I have added some collision detection and it does not seem to work in the update method when I call [self scheduleupdate];
// Import the interfaces
#import "HelloWorldLayer.h"
// Needed to obtain the Navigation Controller
#import "AppDelegate.h"
#pragma mark - HelloWorldLayer
// HelloWorldLayer implementation
#implementation HelloWorldLayer
// Helper class method that creates a Scene with the HelloWorldLayer as the only child.
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
-(id) init
{
if( (self=[super init]) ) {
self.isTouchEnabled = YES;
moveLeft = NO;
moveRight = NO;
speed = 3;
fireSpeed = 8;
fireArray = [[NSMutableArray alloc] init];
CGSize winSize = [[CCDirector sharedDirector] winSize];
CCSprite *bg = [[CCSprite alloc] initWithFile:#"space_bg.jpg"];
[bg setPosition:ccp(160, 240)];
CGSize imageSize = bg.contentSize;
bg.scaleX = winSize.width / imageSize.width;
bg.scaleY = winSize.height / imageSize.height;
bg.position = ccp(winSize.width/2, winSize.height/2);
[self addChild:bg];
ship = [[CCSprite alloc] initWithFile:#"ship.png"];
[ship setPosition:ccp(100, 100)];
[self addChild:ship];
[self schedule:#selector(fireLoop:)];
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1
target:self
selector:#selector(fireCreate)
userInfo:nil
repeats:YES];
asteroidArray = [[NSMutableArray alloc] init];
for(int i = 0; i < 100; ++i) {
CCSprite *asteroid = [[CCSprite alloc] initWithFile:#"asteroid1.png"];
[asteroidArray addObject:asteroid];
}
[self asteroidCreate];
[self scheduleUpdate];
}
return self;
}
CCSpriteBatchNode *spriteSheet;
NSMutableArray *asteroidAnimFrames;
- (float)randomValueBetween:(float)low andValue:(float)high {
return (((float) arc4random() / 0xFFFFFFFFu) * (high - low)) + low;
}
-(void)updtate:(ccTime)dt{
CGPoint shipPosition = [ship position];
for(int i = 0; i < asteroidArray.count; i++){
CCSprite *asteroid = [asteroidArray objectAtIndex:i];
if (CGRectIntersectsRect(ship.boundingBox, asteroid.boundingBox)) {
NSLog(#"hit");
}
}
}
- (void)countDownToCreateNextAsteroid {
int minTime = 1;
int maxTime = 10;
int randomTime = (arc4random() % (3));
id countdownDelay = [CCDelayTime actionWithDuration:randomTime];
id creationMethod = [CCCallFunc actionWithTarget:self selector:#selector(asteroidCreate)];
id countdownToCreateSeq = [CCSequence actions:countdownDelay, creationMethod, nil];
[self stopAllActions];
[self runAction:countdownToCreateSeq];
}
-(void)asteroidCreate {
CGSize winSize = [[CCDirector sharedDirector] winSize];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"asteroids.plist"];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"asteroids.png"];
asteroidAnimFrames = [NSMutableArray array];
for(int i=1; i <= 8; i++) {
[asteroidAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"asteroid%d.png", i]]];
}
CCAnimation *moveAsteroidAnim = [CCAnimation animationWithFrames:asteroidAnimFrames delay:0.1f];
CCSprite *asteroid = [CCSprite spriteWithSpriteFrameName:#"asteroid1.png"];
int x = arc4random() % 320;
int y = arc4random() % 480;
asteroid.position = ccp(x, 480);
CCAction *asteroidAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:moveAsteroidAnim restoreOriginalFrame:NO]];
[asteroidArray addObject:asteroid];
int q = arc4random() % 320;
int r = arc4random() % 10;
CCAction *moveAction = [CCMoveTo actionWithDuration:r position:ccp(q, -50)];
id asteroidRemove = [CCCallBlock actionWithBlock:^
{
[asteroid removeFromParentAndCleanup:YES];
[asteroidArray removeObject:asteroid];
}];
id asteroidSeq = [CCSequence actions:moveAction, asteroidRemove, nil];
[asteroid runAction:asteroidSeq];
[asteroid runAction:asteroidAction];
[spriteSheet addChild:asteroid];
[self addChild:spriteSheet];
[self countDownToCreateNextAsteroid];
}
-(void)fireLoop:(ccTime)fl {
if(fireArray.count > 0){
for(int i = 0; i < fireArray.count; i++){
CCSprite *tmpFire = [fireArray objectAtIndex:i];
if(tmpFire.position.y < 500){
[tmpFire setPosition:ccp([tmpFire position].x, [tmpFire position].y + fireSpeed)];
}else{
[fireArray removeObjectAtIndex:i];
}
}
} else {
}
}
-(void)fireCreate{
int shootPositionX = [ship position].x;
int shootPositionY = ([ship position].y) + 35;
CCSprite *fire;
fire = [[CCSprite alloc] initWithFile:#"fire.png"];
[fire setPosition:ccp(shootPositionX, shootPositionY)];
[fireArray addObject:fire];
[self addChild:fire];
[fire release];
}
-(void)gameLoop:(ccTime)dt {
int shipPositionX = 41/2;
if([ship position].x > shipPositionX){
[ship setPosition:ccp([ship position].x - speed, [ship position].y)];
}
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
for(UITouch *t in touches){
CGPoint point = [self convertTouchToNodeSpace:t];
//if(point.x <= 160){
// moveRight = NO;
// moveLeft = YES;
//}else{
// moveRight =YES;
// moveLeft = NO;
//}
if(allowedToMove)
[ship setPosition:ccp(point.x, point.y + 76)];
}
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
for(UITouch *t in touches){
CGPoint point = [self convertTouchToNodeSpace:t];
int shipX = [ship position].x;
int shipY = [ship position].y;
if (CGRectContainsPoint(CGRectMake (shipX - 20.5, shipY - 96, 50, 50), point))
{
allowedToMove = true;
}
}
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
for(UITouch *t in touches){
CGPoint point = [self convertTouchToNodeSpace:t];
allowedToMove = false;
}
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
// don't forget to call "super dealloc"
[super dealloc];
}
#pragma mark GameKit delegate
-(void) achievementViewControllerDidFinish:(GKAchievementViewController *)viewController
{
AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
[[app navController] dismissModalViewControllerAnimated:YES];
}
-(void) leaderboardViewControllerDidFinish:(GKLeaderboardViewController *)viewController
{
AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
[[app navController] dismissModalViewControllerAnimated:YES];
}
#end
I'm new to cocos2d so excuse my ignorance, but I would like to know how to detect when a sprite has been touched and call a method when it has been touched.
I've defined and added my sprite like this:
CCSprite *infoButton = [CCSprite spriteWithFile: #"info.png"];
[infoButton setPosition:CGPointMake(450, 290)];
[menuBG addChild:infoButton];
I've followed various resources but they have been very vague, most of which the sprite was set in its own class.
Thanks in advance.
In regular Cocos2D:
-(void) ccTouchesBegan:(NSSet*)touches withEvent:(id)event
{
CCDirector* director = [CCDirector sharedDirector];
UITouch* touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:director.openGLView];
CGPoint locationGL = [director convertToGL:touchLocation];
CGPoint locationInNodeSpace = [infoButton convertToNodeSpace:locationGL];
CGRect bbox = CGRectMake(0, 0,
infoButton.contentSize.width,
infoButton.contentSize.height);
if (CGRectContainsPoint(bbox, locationInNodeSpace))
{
// code for when user touched infoButton sprite goes here ...
}
}
To demonstrate how much Kobold2D simplifies this over Cocos2D's approach:
-(void) update:(ccTime)delta
{
KKInput* input = [KKInput sharedInput];
if ([input isAnyTouchOnNode:infoButton touchPhase:KKTouchPhaseBegan])
{
// code for when user touched infoButton sprite goes here ...
}
}
Why dont you use CCMenuItemImage?
CCMenuItemImage* info = [CCMenuItemImage itemFromNormalImage:#"info.png" selectedImage:#"info.png" target:self selector:#selector(pressed:)];
CCMenu* menu = [CCMenu menuWithItems:info, nil];
menu.position = ccp(450,290);
[menuBG addChild:menu];
and another function whenever the user pressed the button..
-(void)pressed:(id)sender
{
// whatever you would like to do here...
}
The solution depends on your code architecture. For menu items use xuanweng variant. Alternatively you may check intersection of touch point with sprite bounds in ccTouchBegan method of parent layer. You need to transform touch point to layer space (in common case this transform is identity) and check CGRectContainsPoint ([sprite boundingBox], touchPos)
I made this custom event listener a while ago
This is the CCNode+events.h file(the header file)
//
// CCNode+events.h
// Save the world´s
//
// Created by Sebastian Winbladh on 2013-10-14.
// Copyright (c) 2013 Sebastian Winbladh. All rights reserved.
//
#import "cocos2d.h"
#import <objc/runtime.h>
//We are using CCLayer so we can capture events that occurs on top of it
#interface EventLayer : CCLayer
#property (nonatomic,assign) NSMutableArray *nodes;
#property (nonatomic,assign) void (^callback)(NSArray*nodeArray,NSSet*touches,NSString *event);
+(id)sharedEventLayer:(CCNode *)on callback:(void(^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode;
#end
#interface CCNode (props)
#property (nonatimic,assign) id rotationCX;
#property (nonatomic,assign) id rotationCY;
#property (nonatomic,assign) id scaleCX;
#property (nonatomic,assign) id scaleCY;
#end
//Sprite category
//Used to capture sprite cords and eval events
#interface CCNode (events)
-(void)addEventWithEvent:(NSString *)event callback:(void(^)(CCNode*node))back useDispatcher:(BOOL)disp;
#end
This is the CCNode+events.m file(Main file)
//
// Created by Sebastian Winbladh on 2013-10-14.
// Copyright (c) 2013 Sebastian Winbladh. All rights reserved.
//
#import "CCNode+events.h"
#implementation EventLayer
#synthesize callback,nodes;
//Shared instance
+(id)sharedEventLayer:(CCNode *)on callback:(void (^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode{
static dispatch_once_t onceToken;
static EventLayer *eventLayer;
dispatch_once(&onceToken, ^{
eventLayer = [[[EventLayer alloc]init]autorelease];
eventLayer.callback = block;
[[eventLayer getParent:on] addChild:eventLayer];
});
[eventLayer.nodes addObject:addNode];
return eventLayer;
}
//Find top level parent child
-(id)getParent:(CCNode*)on{
id ret=on;
BOOL done=false;
while(done == false){
ret = [ret parent];
if(![[ret parent] children]){
done = true;
}
}return ret;
}
-(void)callbackWithEvent:(NSString*)event nsSet:(NSSet *)set{
for(NSArray *lNodeArray in nodes){
self.callback(lNodeArray,set,event);
}
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:#"touchBegan" nsSet:touches];
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:#"touchEnded" nsSet:touches];
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:#"touchDrag" nsSet:touches];
}
//Initilize
-(id)init{
if(self = [super init]){
[self setTouchEnabled:YES];
nodes = [[NSMutableArray alloc]init];
}
return self;
}
-(void)dealloc{
//Dealloc nodes
[nodes release];
nodes = nil;
[super dealloc];
}
#end
#implementation CCNode (props)
#dynamic rotationCX,rotationCY,scaleCX,scaleCY;
-(void)setRotationCX:(id)rotationCX{
objc_setAssociatedObject(self, #selector(rotationCX), rotationCX, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)rotationCX{return objc_getAssociatedObject(self, #selector(rotationCX));}
-(void)setRotationCY:(id)rotationCY{
objc_setAssociatedObject(self, #selector(rotationCY), rotationCY, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)rotationCY{return objc_getAssociatedObject(self, #selector(rotationCY));}
//Scales
-(void)setScaleCX:(id)scaleCX{
objc_setAssociatedObject(self, #selector(scaleCX), scaleCX, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)scaleCX{return objc_getAssociatedObject(self, #selector(scaleCX));}
-(void)setScaleCY:(id)scaleCY{
objc_setAssociatedObject(self, #selector(scaleCY), scaleCY, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)scaleCY{return objc_getAssociatedObject(self, #selector(scaleCY));}
#end
#implementation CCNode (events)
-(void)createEventLayerWithEvent:(void(^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode{
[EventLayer sharedEventLayer:self callback:block node:addNode];
}
//Get top level child parent
-(id)getParent:(CCNode*)on{
id ret=on;
BOOL done=false;
while(done == false){
ret = [ret parent];
if(![[ret parent] children]){
done = true;
}
}return ret;
}
//This function creates a custom bounding box.
//It takes all childrens in the loop and calculate widths, hights, anchorPoints, positions, scales and rotations
//to get the exact bounding box of the node.
-(void)toggleRotationOnItems:(NSMutableArray *)items func:(NSString*)type{
for(NSArray *item in items){
CCNode *innerItems=[item objectAtIndex:0];
if([type isEqualToString:#"zero"]){
innerItems.rotationX=0;
innerItems.rotationY=0;
}
if([type isEqualToString:#"reset"]){
innerItems.rotationX=((NSNumber*)innerItems.rotationCX).floatValue;
innerItems.rotationY=((NSNumber*)innerItems.rotationCY ).floatValue;
}
}
}
-(CGPoint)getScalesOnChild:(CCNode *)item mother:(CCNode *)items{
CCNode *i=item;
BOOL didFinish=false;
CGPoint scales;
scales.x = item.scaleX;
scales.y = item.scaleY;
while(didFinish == false){
if([i isEqual:items])didFinish=true;
i = [i parent];
scales.x *= i.scaleX;
scales.y *= i.scaleY;
}
return scales;
}
-(BOOL)isVisible:(CCNode*)node mother:(CCNode*)m{
CCNode *i=node;
BOOL didFinish=false;
while(didFinish == false){
if(i.visible == false){
return false;
continue;
}
if([i isEqual:m])didFinish=true;
i = [i parent];
}
return true;
}
-(NSMutableArray*)createBoundingBox:(CCNode *)node{
node.rotationCX = [NSNumber numberWithFloat:node.rotationY ];
node.rotationCY = [NSNumber numberWithFloat:node.rotationY ];
node.scaleCX = [NSNumber numberWithFloat:node.scaleX ];
node.scaleCY = [NSNumber numberWithFloat:node.scaleY];
NSMutableArray *l=[[[NSMutableArray alloc]initWithObjects:node, nil]autorelease];
int c=1;
NSMutableArray *ret=[[[NSMutableArray alloc]init]autorelease];
if(node.visible == true)ret=[[[NSMutableArray alloc]initWithObject:[NSArray arrayWithObjects:node,nil]]autorelease];
//This first loop will loop until the count var is stable//
for(int r=0;r<c;r++){
//This loop will loop thru the child element list//
for(int z=0;z<[[l objectAtIndex:r] children].count;z++){
//Push the element to the return array.
CCNode *nodeItem = ((CCNode*)[[[l objectAtIndex:r] children] objectAtIndex:z]);
nodeItem.rotationCX = [NSNumber numberWithFloat:nodeItem.rotationX ];
nodeItem.rotationCY = [NSNumber numberWithFloat:nodeItem.rotationY ];
nodeItem.scaleCX = [NSNumber numberWithFloat:nodeItem.scaleX ];
nodeItem.scaleCY = [NSNumber numberWithFloat:nodeItem.scaleY];
if([self isVisible:nodeItem mother:node])[ret addObject:[NSArray arrayWithObjects:nodeItem, nil]];
if([[[[[l objectAtIndex:r] children] objectAtIndex:z] children] objectAtIndex:0]){
[l addObject:[[[l objectAtIndex:r] children] objectAtIndex:z]];
c++;
}//IF
}//FOR
}//FOR
NSMutableArray *statickPoints = [[[NSMutableArray alloc]init]autorelease];
NSMutableArray *dynamicPoints = [[[NSMutableArray alloc]init]autorelease];
//Set the rotation to 0 so we can calculate the values better
[self toggleRotationOnItems:ret func:#"zero"];
for(NSArray *items in ret){
//Create variables to hold the node point and the item it self
CGPoint nodePoint;
CCNode *innerItems=[items objectAtIndex:0];
//Check wich node world we will use
nodePoint = [[innerItems parent] convertToWorldSpace:innerItems.position];
CGPoint scales=[self getScalesOnChild:innerItems mother:node];
float widthOffsetP1 = innerItems.contentSize.width*innerItems.anchorPoint.x*scales.x;
float heightOffsetP1 = innerItems.contentSize.height*innerItems.anchorPoint.y*scales.y;
float widthOffsetP1Flip = innerItems.contentSize.width*(1-innerItems.anchorPoint.x)*scales.x;
float heightOffsetP1Flip = innerItems.contentSize.height*(1-innerItems.anchorPoint.y)*scales.y;
//statick positions
CGPoint point1 = CGPointMake(nodePoint.x-widthOffsetP1,nodePoint.y+heightOffsetP1Flip);
CGPoint point2 = CGPointMake(nodePoint.x-widthOffsetP1+innerItems.contentSize.width*scales.x,
nodePoint.y-heightOffsetP1+innerItems.contentSize.height*scales.y);
CGPoint point3 = CGPointMake(nodePoint.x-widthOffsetP1+innerItems.contentSize.width*scales.x,
nodePoint.y-heightOffsetP1);
CGPoint point4 = CGPointMake(nodePoint.x-widthOffsetP1,nodePoint.y-heightOffsetP1);
//Append to array
[statickPoints addObject:[NSArray arrayWithObjects:innerItems,
[NSValue valueWithCGPoint:point1],
[NSValue valueWithCGPoint:point2],
[NSValue valueWithCGPoint:point3],
[NSValue valueWithCGPoint:point4],nil]];
}
//Callculate mother and child rotations
for(NSArray *items in statickPoints){
NSValue *point1 = [items objectAtIndex:1];
NSValue *point2 = [items objectAtIndex:2];
NSValue *point3 = [items objectAtIndex:3];
NSValue *point4 = [items objectAtIndex:4];
int matrix_length=3;
CGPoint points[matrix_length];
points[0] = [point1 CGPointValue];
points[1] = [point2 CGPointValue];
points[2] = [point3 CGPointValue];
points[3] = [point4 CGPointValue];
// Seting the statick positions to the rotations
for(int i=0;i<=matrix_length;i++){
CGPoint nodePoint;
CCNode *item = [items objectAtIndex:0];
BOOL didFinish = false;
while(didFinish == false){
nodePoint = [[item parent] convertToWorldSpace:item.position];
float widthOffsetP1 = (points[i].x - (nodePoint.x));
float heightOffsetP1 = (points[i].y - (nodePoint.y));
float radians1=sqrt(fabs(powf(widthOffsetP1, 2))+fabs(powf(heightOffsetP1,2)));
float newRotation1 =CC_RADIANS_TO_DEGREES(atan2(widthOffsetP1,heightOffsetP1)) + ((NSNumber*)item.rotationCX).floatValue ;
float p1RotApplyed=(radians1) * sinf(CC_DEGREES_TO_RADIANS(newRotation1));
float p2RotApplyed=(radians1) * cosf(CC_DEGREES_TO_RADIANS(newRotation1));
points[i].x-=-p1RotApplyed+(widthOffsetP1);
points[i].y-=-p2RotApplyed+(heightOffsetP1);
if([item isEqual:node]){
didFinish=true;
}
item = [item parent];
}
}
[dynamicPoints addObject:[NSArray arrayWithObjects:[NSValue valueWithCGPoint:points[0]],
[NSValue valueWithCGPoint:points[1]],
[NSValue valueWithCGPoint:points[2]],
[NSValue valueWithCGPoint:points[3]],
nil]];
/* CCLabelTTF *la=[CCLabelTTF labelWithString:#"O" fontName:#"Arial" fontSize:6];
la.anchorPoint=ccp(0.5,0.5);
la.position=points[3];
[[self getParent:node ]addChild:la];
CCLabelTTF *la1=[CCLabelTTF labelWithString:#"O" fontName:#"Arial" fontSize:6];
la1.anchorPoint=ccp(0.5,0.5);
la1.position=points[2];
[[self getParent:node ]addChild:la1];
CCLabelTTF *la2=[CCLabelTTF labelWithString:#"O" fontName:#"Arial" fontSize:6];
la2.anchorPoint=ccp(0.5,0.5);
la2.position=points[1];
[[self getParent:node ]addChild:la2];
CCLabelTTF *la3=[CCLabelTTF labelWithString:#"O" fontName:#"Arial" fontSize:6];
la3.anchorPoint=ccp(0.5,0.5);
la3.position=points[0];
[[self getParent:node ]addChild:la3];*/
}
//Reset rotations
[self toggleRotationOnItems:ret func:#"reset"];
return dynamicPoints;
}
-(BOOL)boxContainsPoint:(CGPoint)p box:(NSMutableArray*)a test:(CCNode*)t{
BOOL returns=false;
NSMutableArray *ret=[[[NSMutableArray alloc]init]autorelease];
for(NSArray *items in a){
NSValue *point1 = [items objectAtIndex:0];
NSValue *point2 = [items objectAtIndex:1];
NSValue *point3 = [items objectAtIndex:2];
NSValue *point4 = [items objectAtIndex:3];
int matrix_length=4;
CGPoint points[matrix_length*2+1];
points[8] = points[4] = points[0] = [point1 CGPointValue];
points[5] = points[1] = [point2 CGPointValue];
points[6] = points[2] = [point3 CGPointValue];
points[7] = points[3] = [point4 CGPointValue];
NSMutableArray *hits=[[[NSMutableArray alloc]init]autorelease];
int p1=0;
float max=0;
for(int i=0;i<=matrix_length;i++){if(points[i].y>=max)p1=i;max=points[i].y;}
for(int i=0;i<matrix_length;i+=2){
CGPoint graphOrigo = ccp(points[p1+i+1].x,points[p1+i].y);
double x = (graphOrigo.x-p.x);
double k = (graphOrigo.y-points[p1+i+1].y)/(graphOrigo.x-points[p1+i].x);
double m = (graphOrigo.y-points[p1+i+1].y);
double y = (-k*x+m);
if((graphOrigo.y-p.y)>(y) && i <=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else if((graphOrigo.y-p.y)<(y) && i >=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else{
[hits addObject:[NSNumber numberWithBool:NO]];
}
graphOrigo = ccp(points[p1+i+1].x,points[p1+i+2].y);
y = (graphOrigo.y-p.y);
k = (graphOrigo.x-points[p1+i+2].x)/(graphOrigo.y-points[p1+i+1].y);
m = (graphOrigo.x-points[p1+i+2].x);
x = (-k*y+m);
if((graphOrigo.x-p.x)>(x) && i <=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else if((graphOrigo.x-p.x)<(x) && i >=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else{
[hits addObject:[NSNumber numberWithBool:NO]];
}
}
BOOL hit=YES;
for(NSNumber *bools in hits){
if(bools.boolValue == NO){
hit=NO;
}
}
[ret addObject:[NSNumber numberWithBool:hit]];
}
for(NSNumber *b in ret){
if(b.boolValue == YES){
returns=true;
}
}
return returns;
}
-(BOOL)validateToush:(NSSet *)touches nodePoint:(CCNode *)node{
UITouch *touch = [touches anyObject];
id parent = [self getParent:self];
//Touch to global node space
CGPoint touchPoint = [parent convertTouchToNodeSpace:touch];
NSMutableArray *nodeBox = [self createBoundingBox:(CCNode *)node];
//Validating of hit point
if([self boxContainsPoint:touchPoint box:nodeBox test:node])return true;
return false;
}
-(void)addEventWithEvent:(NSString *)event callback:(void (^)(CCNode*node))back useDispatcher:(BOOL)disp{
//Add a cc layer so we can capture toushes
[self createEventLayerWithEvent:^(NSArray*nodeArray,NSSet*touches,NSString *event) {
//Calback block
NSArray *lNodeArray=nodeArray;
CCNode *lNode = [lNodeArray objectAtIndex:0];
void(^nodeBack)(CCNode*node) =[nodeArray objectAtIndex:2];
BOOL disp =((NSNumber *)[nodeArray objectAtIndex:3]).boolValue;
if([[lNodeArray objectAtIndex:1] isEqualToString:#"touchBegan"]){
//Return to callback block
if([event isEqualToString:#"touchBegan"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:#"touchBegan"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}else if([[lNodeArray objectAtIndex:1] isEqualToString:#"touchEnded"]){
//Return to callback block
if([event isEqualToString:#"touchEnded"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:#"touchEnded"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}else if([[lNodeArray objectAtIndex:1]isEqualToString:#"touchDrag"]){
//Return to callback block
if([event isEqualToString:#"touchDrag"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:#"touchDrag"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}
} node:[NSArray arrayWithObjects:self,event,Block_copy(back),[NSNumber numberWithBool:disp], nil]];
}
#end
To use this event listener is very simple
Include the CCSprite+events.h file in your project.
Create a CCNode/CCSprite(yourNode) that you like to add an eventlistener on.
Then your create the event by coding this
[yourNode addEventWithEvent:#"touchBegan" callback:^(CCNode *node) {
NSLog(#"Touch began on node");
} useDispatcher:YES];
The addEventWithEvent parameter takes three types
touchBegan = fired when your finger touches the node
touchEnded = fired when your finger releases the node
touchDrag == fired when moving you finger on the node
The callback takes a callback block that will be fired on the event above.
The useDispatcher takes a BOOL value(YES or NO).
If it get´s set to YES the event will fire on the CCNode.
If it get´s set to NO the event will fire on the screen