Drag a SKSpriteNode (follow your finger movements) with SKPhysics (collision) - ios

Want to drag a SKSpriteNode (follow your finger movements) with SKPhysics (collision enabled)
2 failed solutions:
1)
a) Solution: Change the position of the SKSpriteNode
b) Problem: The SKSpriteNode will "magically" pass through a wall unexpectedly when user drags the spriteNode quickly through the wall (Physics seems not to work)
c) code:
#property (nonatomic) CGPoint translationBy;
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
[self selectNodeForTouch:positionInScene];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
CGPoint previousPosition = [touch previousLocationInNode:self];
CGPoint translation = CGPointMake(positionInScene.x - previousPosition.x, positionInScene.y - previousPosition.y);
[self panForTranslation:translation];
}
- (void)panForTranslation:(CGPoint)translation {
CGPoint position = [_selectedNode position];
if([[_selectedNode name] isEqualToString:PLAYER_NAME]) {
[_selectedNode setPosition:CGPointMake(position.x + translation.x, position.y + translation.y)];
}
}
2) After searching around here found this advice by #LearnCocos2D "When you use physics, stick to moving the physics body through force, impulse or changing the body velocity directly." So I tried:
a) Solution: Apply impulse on the sprite node.
b) Problem: The sprite node will keep on moving even if I didn't drag the sprite node. (Behaving like a floating boat. Expect it to act like a car once the drag is stopped the sprite node will stop; once drag begins it will follow the finger.)
c) Code:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
[self selectNodeForTouch:positionInScene];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
CGPoint previousPosition = [touch previousLocationInNode:self];
CGPoint translation = CGPointMake(positionInScene.x - previousPosition.x, positionInScene.y - previousPosition.y);
CGVector forceVector = CGVectorMake(translation.x, translation.y);
[self.player.physicsBody applyImpulse:forceVector];
//[self.player.physicsBody setVelocity:CGVectorMake(0, 0)];
}
-->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Updated:
From the comment:
"i) You could determine the distance of the node to the finger location, then set the velocity every update: so that it will exactly be on the finger's position the next frame. ii) If both finger and node position are identical this will cancel out any movement, otherwise the node will stick to your finger while performing all physics collisions and will continue to push objects between itself and the finger in cases where it is obstructed."
a) Question: How to disable flick?
b) Problem: The sprite node will move very far away with a minor (accidental) flick.
c) code:
#property (nonatomic) CGPoint translationBy;
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
CGPoint previousPosition = [touch previousLocationInNode:self];
// 1) You could determine the distance of the node to the finger location,
CGPoint xyTranslation = CGPointMake(positionInScene.x - previousPosition.x, positionInScene.y - previousPosition.y);
if (fabsf(positionInScene.x - previousPosition.x) < kPlayerMovementThreshold) {
xyTranslation.x = 0;
}
if (fabsf(positionInScene.y - previousPosition.y) < kPlayerMovementThreshold) {
xyTranslation.y = 0;
}
self.translationBy = xyTranslation;
}
static const CGFloat kPlayerMovementSpeed = 55.0f;
static const CGFloat kPlayerMovementThreshold = 1.0f;
-(void)update:(CFTimeInterval)currentTime{
// ii) then set the velocity every update: so that it will exactly be on the finger's position the next frame.
CGFloat dx = self.translationBy.x*kPlayerMovementSpeed;
CGFloat dy = self.translationBy.y*kPlayerMovementSpeed;
CGVector velocityVector = CGVectorMake(dx,dy);
[self.player.physicsBody setVelocity:velocityVector];
}

What I do is make an SKNode, let's call it 'a', with a very small physics body attached to it. This new node is connected via an SKPhysicsJointSpring to the node I want to move, let's call that 'b'. The new node a tracks my finger movement, and the spring makes sure the target node b follows that. Because the node b is positioned using physics, the collision detection works as expected.

Related

Rotating a wheel?

I have read here a few examples about that, but couldn't make it work.
I have some UIView called Wheel , in which i want to rotate while touch and drag.
It should work like a real wheel, so if i touch at some point it will NOT rotate to that point, only when i drag my finger, i will get rotation .
I tried this,but i get a full rotation for every little move i do. I would like to ADD the angel to the view, not ROTATE to the new angel ..
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchPoint = [touch locationInView:self];
CGPoint center=wheel.center;
float xLeg = fabs(center.x - touchPoint.x);
float yLeg = fabs(center.y-touchPoint.y);
float angle = atan(xLeg / yLeg);
NSLog(#"%f",angle);
wheel.transform = CGAffineTransformMakeRotation( angleInDegree );
}
This should do the trick. Notice how I store the first touch point in touchesBegan:withEvent:. This allows me to subtract the first touch point from every touch point I get while dragging, and thus gives me the real angle I need to rotate.
EDIT
I've done some adjustments, so that it is now smooth and regular even after several touches.
Demo
WheelViewController.m
#interface WheelViewController () {
CGPoint startPoint;
CGFloat startAngle;
CGFloat endAngle;
}
#end
#implementation WheelViewController
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
startPoint = [touch locationInView:self.view];
startAngle = [self angleForTouchPoint:startPoint] - endAngle;
NSLog(#"\r\nStart angle: %f", startAngle);
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
CGFloat touchAngle = [self angleForTouchPoint:touchPoint];
NSLog(#"Touch angle: %f", touchAngle);
self.wheel.transform = CGAffineTransformMakeRotation(fmodf(touchAngle - startAngle, 2 * M_PI));
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
endAngle = [self angleForTouchPoint:touchPoint] - startAngle;
NSLog(#"End angle: %f", endAngle);
}
- (CGFloat)angleForTouchPoint:(CGPoint)touchPoint {
CGPoint center = self.wheel.center;
float xLeg = touchPoint.x - center.x;
float yLeg = touchPoint.y - center.y;
float angle = fmodf(atan(yLeg/xLeg), (2 * M_PI));
if (xLeg < 0) {
angle += M_PI;
}
return angle;
}

Sprite Kit: How to make a node "jump" and also move it left or right, dependant on node position and length of touch?

This is my first post so go easy haha.
I'm new to 'iOS' 'coding', 'Xcode' and 'spritekit'. I'm looking to make an image node "jump" a distance on the positive y-axis if I touch anywhere on the screen, although if I touch somewhere to the left or right if the image and hold for a certain time, it moves in the respective left or right direction, a distance respective to the length of the touch.
Not sure if that's very clear, but any help would be appreciated! Thanks!
You could move a node like this
In touchesEnded: or touchesBegan: method:
{
node.position.y += 50;
}
In order for sprite to move somewhere you could also use actions, there is a family of actions like moveTo action.
I would suggest picking upa tutorial or a book about sprite kit. Good site with free tutorials is raywenderlich.com
Please Try this code :
a sprite move : left/right according to your touch direction anywhere on screen
// CGPoint initialPos; // in .h file
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchPt = [touch locationInView:touch.view];
initialPos = [[CCDirector sharedDirector] convertToGL:touchPt];
}
-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch=[touches anyObject];
CGPoint currentPos=[myTouch locationInView:[myTouch view]];
currentPos=[[CCDirector sharedDirector] convertToGL:currentPos];
float diffX = currentPos.x - initialPos.x;
float diffY = currentPos.y - initialPos.y;
CGPoint velocity = ccp(diffX, diffY);
initialPos = currentPos;
[Sprite setPosition:ccpAdd([SmileBall position], velocity)];
}
- (void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch=[touches anyObject];
CGPoint currentPos=[myTouch locationInView:[myTouch view]];
currentPos=[[CCDirector sharedDirector] convertToGL:currentPos];
float diffX = currentPos.x - initialPos.x;
float diffY = currentPos.y - initialPos.y;
CGPoint velocity = ccp(diffX, diffY);
initialPos = currentPos;
[Sprite setPosition:ccpAdd([SmileBall position], velocity)];
}
a sprite jump up: according to your touch on screen
-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
CCSprite *RunningChar;
RunningChar=(CCSprite *)[self getChildByTag:10];
UITouch *touch = [touches anyObject];
CGPoint touchPt = [touch locationInView:touch.view];
touchPt = [[CCDirector sharedDirector] convertToGL:touchPt];
float radian = ccpToAngle(ccpSub(touchPt, prevPoint));
float degrees = CC_RADIANS_TO_DEGREES(radian);
if (degrees >= 22.5 && degrees <= 112.5) // for upward direction :). otherwise you can write only code without ant condition
{
CCJumpTo *jump=[CCJumpTo actionWithDuration:0.7 position:CGPointMake(RunningChar.position.x, 87) height:110 jumps:1];
[RunningChar runAction:seq];
}
else
{
}
}
Try this :)

How to detect touches in physicsBody area?

I did create SKSpriteNode using this code and physicsBody is circle. How I could check that user did touch eare in the physicsBody?
self = [super initWithColor:[SKColor clearColor] size:CGSizeMake(200, 200)];
//...
self.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.size.width/2.0f];
self.userInteractionEnabled = YES;
I did found solution for my problem using this code:
CGMutablePathRef pathRef;
// Fill pathRef with points and create phisycs body using pathRef.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self.scene];
if (CGPathContainsPoint(pathRef, nil, touchLocation, NO)) {
// If we are here it means user did touche physic body.
}
}
The easiest solution would be to create a second invisible sprite, with the size you need, and place it directly over the area you want to record touches on.
The other option is to store ALL the coordinates which trigger a valid touch and compare them against the actual touch coordinate in your touch method, like this:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self.scene];
NSLog(#"%#", NSStringFromCGPoint(touchLocation));
// Compare the touchLocation coordinate against your list of acceptable coordinates...
}

move Sprite with touches moved

i am moving a sprite using the touches moved method. currently the sprite jumps to the point on which the screen is touched but I want the sprite only to move when it is touched directly.
my code:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
CGPoint newPosition = CGPointMake(location.x, self.size.height/2);
self.sprite.position = newPosition;
}
}
check if the touch location is inside the sprite, like this:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
if(CGRectContainsPoint(self.sprite.boundingBox,positionInScene)) {
CGPoint newPosition = CGPointMake(positionInScene.x, self.size.height/2);
self.sprite.position = newPosition;
}
}

Scaling custom UIView by CGAffineTransformMakeScale breaks dragging with touchesMoved

I have prepared and checked into GitHub a simple test case for dragging custom UIView:
It works well and dragging is implemented in the Tile.m as:
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self];
CGPoint previous = [touch previousLocationInView:self];
self.frame = CGRectOffset(self.frame,
(location.x - previous.x),
(location.y - previous.y));
}
However the tiles are too large for my actual game (and I will have to adjust their scaling once the game board in UIScrollView is zoomed anyway):
So I scale my custom UIViews down by calling
tile.transform = CGAffineTransformMakeScale(.5, .5);
The size changes, but the tiles are suddenly dragged "twice as quickly" as needed:
Probably the touchesMoved code (s. above) should be adjusted, but I'm not sure what has been broken there by the transform manipulation?
Nevermind, I have found the solution:
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self];
CGPoint previous = [touch previousLocationInView:self];
if (!CGAffineTransformIsIdentity(self.transform)) {
location = CGPointApplyAffineTransform(location, self.transform);
previous = CGPointApplyAffineTransform(previous, self.transform);
}
self.frame = CGRectOffset(self.frame,
(location.x - previous.x),
(location.y - previous.y));
}

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