cocos2d 3.0 sliding menu grid - ios

I am migrating all my games to cocos2d 3.0. I used SlidingMenuGrid.m with slight modification.
SlidingMenuGrid.h:
//
// SlidingMenuGrid
//
// Created by Brandon Reynolds on 1/9/11.
#import "cocos2d.h"
#interface SlidingMenuGrid : CCLayer
{
tCCMenuState state; // State of our menu grid. (Eg. waiting, tracking touch, cancelled, etc)
CCMenuItem *selectedItem; // Menu item that was selected/active.
CGPoint padding; // Padding in between menu items.
CGPoint menuOrigin; // Origin position of the entire menu grid.
CGPoint touchOrigin; // Where the touch action began.
CGPoint touchStop; // Where the touch action stopped.
int iPageCount; // Number of pages in this grid.
int iCurrentPage; // Current page of menu items being viewed.
bool bMoving; // Is the grid currently moving?
bool bSwipeOnlyOnMenu; // Causes swiping functionality to only work when siping on top of the menu items instead of entire screen.
bool bVerticalPaging; // Disabled by default. Allows for pages to be scrolled vertically instead of horizontal.
float fMoveDelta; // Distance from origin of touch and current frame.
float fMoveDeadZone; // Amount they need to slide the grid in order to move to a new page.
float fAnimSpeed; // 0.0-1.0 value determining how slow/fast to animate the paging.
CGPoint pageIndicatorPosition;
}
//use this 5:
-(int) getTotalPage;
-(int) getCurrentPage;
-(void) moveToPage: (int) page animated: (BOOL) animated;
+(id) packWithArray: (NSMutableArray*) items posY: (int) posY indicatorPosY: (int) indiPosY;
+(id) levelWithArray: (NSMutableArray*) items cols: (int) cols rows: (int) rows leftEdge: (int) leftEdge upperEdge: (int) upperEdge lowerEdge: (int) lowerEdge indicatorPosY: (int) indiPosY;
+(id) menuWithArray:(NSMutableArray*)items cols:(int)cols rows:(int)rows position:(CGPoint)pos padding:(CGPoint)pad pageIndicatorPosition:(CGPoint)pip;
-(id) initWithArray:(NSMutableArray*)items cols:(int)cols rows:(int)rows position:(CGPoint)pos padding:(CGPoint)pad verticalPaging:(bool)vertical pageIndicatorPosition:(CGPoint)pip;
-(void) buildGrid:(int)cols rows:(int)rows;
-(void) buildGridVertical:(int)cols rows:(int)rows;
-(CCMenuItem*) GetItemWithinTouch:(UITouch*)touch;
- (CGPoint) GetPositionOfCurrentPageWithOffset:(float)offset;
- (CGPoint) GetPositionOfCurrentPage;
- (bool) IsSwipingOnMenuOnlyEnabled;
- (void) SetSwipingOnMenuOnly:(bool)bValue;
- (float) GetSwipeDeadZone;
- (void) SetSwipeDeadZone:(float)fValue;
- (bool) IsVerticallyPaged;
- (void) SetVerticalPaging:(bool)bValue;
#property (nonatomic, readwrite) CGPoint padding;
#property (nonatomic, readwrite) CGPoint menuOrigin;
#property (nonatomic, readwrite) CGPoint touchOrigin;
#property (nonatomic, readwrite) CGPoint touchStop;
#property (nonatomic, readwrite) int iPageCount;
#property (nonatomic, readwrite) int iCurrentPage;
#property (nonatomic, readwrite) bool bMoving;
#property (nonatomic, readwrite) bool bSwipeOnlyOnMenu;
#property (nonatomic, readwrite) bool bVerticalPaging;
#property (nonatomic, readwrite) float fMoveDelta;
#property (nonatomic, readwrite) float fMoveDeadZone;
#property (nonatomic, readwrite) float fAnimSpeed;
#end
SlidingMenuGrid.m
#import "SlidingMenuGrid.h"
#import "Constants.h"
#implementation SlidingMenuGrid
#synthesize padding;
#synthesize menuOrigin;
#synthesize touchOrigin;
#synthesize touchStop;
#synthesize bMoving;
#synthesize bSwipeOnlyOnMenu;
#synthesize fMoveDelta;
#synthesize fMoveDeadZone;
#synthesize iPageCount;
#synthesize iCurrentPage;
#synthesize bVerticalPaging;
#synthesize fAnimSpeed;
-(int) getTotalPage {
return iPageCount;
}
-(int) getCurrentPage {
return iCurrentPage;
}
+(id) packWithArray: (NSMutableArray*) items posY: (int) posY indicatorPosY: (int) indiPosY {
CGSize size = [CCDirector sharedDirector].winSize;
BOOL vertical = NO;
//pos, padding, pageindicatorpos
CGPoint pos = ccp(size.width / 2, posY);
CGPoint posIndicator = ccp(size.width / 2, indiPosY);
//padding no matter
return [SlidingMenuGrid menuWithArray:items cols:1 rows:1 position:pos padding:ccp(0, 0) verticalPaging:vertical pageIndicatorPosition:posIndicator];
}
+(id) levelWithArray: (NSMutableArray*) items cols: (int) cols rows: (int) rows leftEdge: (int) leftEdge upperEdge: (int) upperEdge lowerEdge: (int) lowerEdge indicatorPosY: (int) indiPosY {
CGSize screen = [CCDirector sharedDirector].winSize;
BOOL vertical = NO;
CGSize itemSize = [[items objectAtIndex:0] boundingBox].size;
//pos, padding, pageindipos
CGPoint posIndicator = ccp(screen.width / 2, indiPosY);
int posx = leftEdge + itemSize.width / 2;
int posy = screen.height - (upperEdge + itemSize.height / 2);
int padx = (screen.width - itemSize.width - 2 * leftEdge) / (cols - 1);
int pady = (screen.height - upperEdge - lowerEdge - itemSize.height) / (rows - 1);
return [SlidingMenuGrid menuWithArray:items cols:cols rows:rows position:ccp(posx, posy) padding:ccp(padx, pady) verticalPaging:vertical pageIndicatorPosition:posIndicator];
}
+(id) menuWithArray:(NSMutableArray*)items cols:(int)cols rows:(int)rows position:(CGPoint)pos padding:(CGPoint)pad pageIndicatorPosition:(CGPoint)pip
{
return [[[self alloc] initWithArray:items cols:cols rows:rows position:pos padding:pad verticalPaging:false pageIndicatorPosition:pip] autorelease];
}
+(id) menuWithArray:(NSMutableArray*)items cols:(int)cols rows:(int)rows position:(CGPoint)pos padding:(CGPoint)pad verticalPaging:(bool)vertical pageIndicatorPosition: (CGPoint) pip
{
return [[[self alloc] initWithArray:items cols:cols rows:rows position:pos padding:pad verticalPaging:vertical pageIndicatorPosition:pip] autorelease];
}
-(id) initWithArray:(NSMutableArray*)items cols:(int)cols rows:(int)rows position:(CGPoint)pos padding:(CGPoint)pad verticalPaging:(bool)vertical pageIndicatorPosition:(CGPoint)pip
{
if ((self = [super init]))
{
self.isTouchEnabled = YES;
int z = 1;
for (id item in items)
{
[self addChild:item z:z tag:z];
++z;
}
padding = pad;
iCurrentPage = 0;
bMoving = false;
bSwipeOnlyOnMenu = false;
menuOrigin = pos;
fMoveDeadZone = 10;
bVerticalPaging = vertical;
fAnimSpeed = 0.6f;
(bVerticalPaging) ? [self buildGridVertical:cols rows:rows] : [self buildGrid:cols rows:rows];
self.position = menuOrigin;
pageIndicatorPosition = pip;
}
return self;
}
-(void) dealloc
{
[super dealloc];
}
-(void) buildGrid:(int)cols rows:(int)rows
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
int col = 0, row = 0;
for (CCMenuItem* item in self.children)
{
// Calculate the position of our menu item.
item.position = CGPointMake(self.position.x + col * padding.x + (iPageCount * winSize.width), self.position.y - row * padding.y);
// Increment our positions for the next item(s).
++col;
if (col == cols)
{
col = 0;
++row;
if( row == rows )
{
iPageCount++;
col = 0;
row = 0;
}
}
}
if([self children].count > rows * cols * iPageCount) iPageCount++;
}
-(void) buildGridVertical:(int)cols rows:(int)rows
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
int col = 0, row = 0;
for (CCMenuItem* item in self.children)
{
// Calculate the position of our menu item.
item.position = CGPointMake(self.position.x + col * padding.x , self.position.y - row * padding.y + (iPageCount * winSize.height));
// Increment our positions for the next item(s).
++col;
if (col == cols)
{
col = 0;
++row;
if( row == rows )
{
iPageCount++;
col = 0;
row = 0;
}
}
}
if([self children].count > rows * cols * iPageCount) iPageCount++;
}
-(void) addChild:(CCMenuItem*)child z:(int)z tag:(int)aTag
{
return [super addChild:child z:z tag:aTag];
}
-(CCMenuItem*) GetItemWithinTouch:(UITouch*)touch
{
// Get the location of touch.
CGPoint touchLocation = [[CCDirector sharedDirector] convertToGL: [touch locationInView: [touch view]]];
// Parse our menu items and see if our touch exists within one.
for (CCMenuItem* item in [self children])
{
//only deal with the item
if ([item isKindOfClass:[CCMenuItem class]]) {
CGPoint local = [item convertToNodeSpace:touchLocation];
CGRect r = [item rect];
r.origin = CGPointZero;
// If the touch was within this item. Return the item.
if (CGRectContainsPoint(r, local))
{
return item;
}
}
}
// Didn't touch an item.
return nil;
}
-(void) registerWithTouchDispatcher
{
[[CCDirector sharedDirector].touchDispatcher addTargetedDelegate:self priority:kCCMenuHandlerPriority swallowsTouches:NO];
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
// Convert and store the location the touch began at.
touchOrigin = [[CCDirector sharedDirector] convertToGL:[touch locationInView:[touch view]]];
// If we weren't in "waiting" state bail out.
if (state != kCCMenuStateWaiting)
{
return NO;
}
// Activate the menu item if we are touching one.
selectedItem = [self GetItemWithinTouch:touch];
[selectedItem selected];
// Only track touch if we are either in our menu system or dont care if they are outside of the menu grid.
if (!bSwipeOnlyOnMenu || (bSwipeOnlyOnMenu && selectedItem) )
{
state = kCCMenuStateTrackingTouch;
return YES;
}
return NO;
}
// Touch has ended. Process sliding of menu or press of menu item.
-(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
// User has been sliding the menu.
if( bMoving )
{
bMoving = false;
// Do we have multiple pages?
if( iPageCount > 1 && (fMoveDeadZone < abs(fMoveDelta)))
{
// Are we going forward or backward?
bool bForward = (fMoveDelta < 0) ? true : false;
// Do we have a page available?
if(bForward && (iPageCount>iCurrentPage+1))
{
// Increment currently active page.
iCurrentPage++;
}
else if(!bForward && (iCurrentPage > 0))
{
// Decrement currently active page.
iCurrentPage--;
}
}
// Start sliding towards the current page.
[self moveToCurrentPage];
}
// User wasn't sliding menu and simply tapped the screen. Activate the menu item.
else
{
[selectedItem unselected];
[selectedItem activate];
}
// Back to waiting state.
state = kCCMenuStateWaiting;
}
-(void) moveToPage: (int) page animated:(BOOL)animated {
float interval = 0;
if (animated) {
interval = 0.3f * abs(iCurrentPage - page);
}
iCurrentPage = page;
// Perform the action
CGPoint position = [self GetPositionOfCurrentPage];
CCMoveTo* action = [CCMoveTo actionWithDuration:interval position:position];
[self runAction:action];
}
// Run the action necessary to slide the menu grid to the current page.
- (void) moveToCurrentPage
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
// Perform the action
CGPoint position = [self GetPositionOfCurrentPage];
CCMoveTo* action = [CCMoveTo actionWithDuration:fAnimSpeed * 0.3f position:position];
[self runAction:action];
}
-(void) ccTouchCancelled:(UITouch *)touch withEvent:(UIEvent *)event
{
[selectedItem unselected];
state = kCCMenuStateWaiting;
}
-(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
// Calculate the current touch point during the move.
touchStop = [[CCDirector sharedDirector] convertToGL:[touch locationInView:[touch view]]];
// Distance between the origin of the touch and current touch point.
fMoveDelta = (bVerticalPaging) ? (touchStop.y - touchOrigin.y) : (touchStop.x - touchOrigin.x);
// Set our position.
[self setPosition:[self GetPositionOfCurrentPageWithOffset:fMoveDelta]];
bMoving = true;
if (selectedItem) {
[selectedItem unselected];
selectedItem = nil;
}
}
- (CGPoint) GetPositionOfCurrentPage
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
return (bVerticalPaging) ?
CGPointMake(menuOrigin.x,menuOrigin.y-(iCurrentPage*winSize.height))
: CGPointMake((menuOrigin.x-(iCurrentPage*winSize.width)),menuOrigin.y);
}
- (CGPoint) GetPositionOfCurrentPageWithOffset:(float)offset
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
return (bVerticalPaging) ?
CGPointMake(menuOrigin.x,menuOrigin.y-(iCurrentPage*winSize.height)+offset)
: CGPointMake((menuOrigin.x-(iCurrentPage*winSize.width)+offset),menuOrigin.y);
}
// Returns whether or not we should only allow swiping on the actual grid.
- (bool) IsSwipingOnMenuOnlyEnabled
{
return bSwipeOnlyOnMenu;
}
// Sets the ability to swipe only on the menu or utilize entire screen for swiping.
- (void) SetSwipingOnMenuOnly:(bool)bValue
{
bSwipeOnlyOnMenu = bValue;
}
// Returns the swiping dead zone.
- (float) GetSwipeDeadZone
{
return fMoveDeadZone;
}
- (void) SetSwipeDeadZone:(float)fValue
{
fMoveDeadZone = fValue;
}
// Returns wheather or not vertical paging is enabled.
- (bool) IsVerticallyPaged
{
return bVerticalPaging;
}
// Sets the vertical paging flag.
- (void) SetVerticalPaging:(bool)bValue
{
bVerticalPaging = bValue;
[self buildGridVertical];
}
- (void) visit
{
[super visit];//< Will draw after glPopScene.
BOOL showPagesIndicator = YES;
ccColor4B pagesIndicatorNormalColor_ = ccc4(180, 180, 180, 255);
ccColor4B pagesIndicatorSelectedColor_ = ccc4(255, 255, 255, 255);
if (showPagesIndicator)
{
int totalScreens = iPageCount;
// Prepare Points Array
CGFloat n = (CGFloat)totalScreens; //< Total points count in CGFloat.
CGFloat pY = pageIndicatorPosition.y; //< Points y-coord in parent coord sys.
CGFloat d = ph_pad(16.0f, 16.0f * 2); //< Distance between points.
CGPoint points[totalScreens];
for (int i=0; i < totalScreens; ++i)
{
CGFloat pX = pageIndicatorPosition.x + d * ( (CGFloat)i - 0.5f*(n-1.0f) );
points[i] = ccp (pX, pY);
}
// Set GL Values
#if COCOS2D_VERSION >= 0x00020000
// ccGLEnable(CC_GL_BLEND);
ccPointSize( ph_pad(5.0 * CC_CONTENT_SCALE_FACTOR(), 5.0 * CC_CONTENT_SCALE_FACTOR() * 2) );
#define DRAW_4B_FUNC ccDrawColor4B
#else
glEnable(GL_POINT_SMOOTH);
GLboolean blendWasEnabled = glIsEnabled( GL_BLEND );
glEnable(GL_BLEND);
// save the old blending functions
int blend_src = 0;
int blend_dst = 0;
glGetIntegerv( GL_BLEND_SRC, &blend_src );
glGetIntegerv( GL_BLEND_DST, &blend_dst );
glPointSize( ph_pad(5.0 * CC_CONTENT_SCALE_FACTOR(), 5.0 * CC_CONTENT_SCALE_FACTOR() * 2) );
#define DRAW_4B_FUNC glColor4ub
#endif
ccGLBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// Draw Gray Points
DRAW_4B_FUNC(pagesIndicatorNormalColor_.r,
pagesIndicatorNormalColor_.g,
pagesIndicatorNormalColor_.b,
pagesIndicatorNormalColor_.a);
ccDrawPoints( points, totalScreens );
// Draw White Point for Selected Page
DRAW_4B_FUNC(pagesIndicatorSelectedColor_.r,
pagesIndicatorSelectedColor_.g,
pagesIndicatorSelectedColor_.b,
pagesIndicatorSelectedColor_.a);
ccDrawPoint(points[iCurrentPage]);
// Restore GL Values
#if COCOS2D_VERSION >= 0x00020000
ccPointSize(1.0f);
#else
glPointSize(1.0f);
glDisable(GL_POINT_SMOOTH);
if (! blendWasEnabled)
glDisable(GL_BLEND);
// always restore the blending functions too
ccGLBlendFunc( blend_src, blend_dst);
// glBlendFunc( blend_src, blend_dst );
#endif
}
}
#end
The source code is from Brandon Reynolds and I have modified it a bit to better suit my game. I use this 5 methods to easily build menus for packs (single row, multi columns) and levels (multi rows, multi columns)
-(int) getTotalPage;
-(int) getCurrentPage;
-(void) moveToPage: (int) page animated: (BOOL) animated;
+(id) packWithArray: (NSMutableArray*) items posY: (int) posY indicatorPosY: (int) indiPosY;
+(id) levelWithArray: (NSMutableArray*) items cols: (int) cols rows: (int) rows leftEdge: (int) leftEdge upperEdge: (int) upperEdge lowerEdge: (int) lowerEdge indicatorPosY: (int) indiPosY;
But the open gl code is not working anymore for cocos2d 3.0 (e.g. ccGLBlendFunc etc). How can I update this class for cocos2d 3.x? Or any new implementation for similar menu grid?

Now it is better to use CCScrollView.
It supports pagination and you can easily create your level grid by just pre-creating it as a content node.

Related

How to correctly position a rectangle?

I'm completely new to developing apps with XCode and Objective-C. I'm trying to create a simple iOS application that creates a rectangle at the position of your finger when you tap the screen. I'm having an issue where the rectangle (the class is called Ball) isn't correctly positioned. On tap, it is positioned off the left of the screen and slightly above your finger. I'm not sure how to fix this, but I feel like it is a problem with my init function. Can anyone help?
Thanks.
GameScene.m
#import "GameScene.h"
#import "Ball.h"
#implementation GameScene
double SCREEN_WIDTH, SCREEN_HEIGHT;
NSMutableArray *screenObjects;
SKView *mainView;
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mainView = view;
SCREEN_WIDTH = self.view.frame.size.width;
SCREEN_HEIGHT = self.view.frame.size.height;
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[Ball setDefaultView: self];
[Ball setRightBounds: SCREEN_WIDTH];
[Ball setLeftBounds: 0];
[Ball setBottomBounds: SCREEN_HEIGHT];
[Ball setTopBounds: 0];
}
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for (UITouch *touch in touches) {
double x = [touch locationInView: mainView].x;
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Ball *object = [[Ball alloc] init];
[object setPosition: CGPointMake(x, y)];
[screenObjects addObject: object];
NSLog(#"%f %f", x, y);
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- (void) update:(CFTimeInterval)currentTime {
for (int i = 0; i < screenObjects.count; i++) {
[screenObjects[i] applyVelocity];
[screenObjects[i] dealWithWallCollisions];
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#end
Ball.h
#ifndef IndependentStudyPrototype_Ball_h
#define IndependentStudyPrototype_Ball_h
#import "GameScene.h"
#interface Ball : NSObject
#property double width;
#property double height;
#property double x;
#property double y;
#property double velocity;
+ (void) setDefaultView:(GameScene*)view;
+ (void) setTopBounds:(double)bounds;
+ (void) setBottomBounds:(double)bounds;
+ (void) setLeftBounds:(double)bounds;
+ (void) setRightBounds:(double)bounds;
- (void) setPosition:(CGPoint)point;
- (void) updatePosition;
- (void) dealWithWallCollisions;
- (void) applyVelocity;
#end
#endif
Ball.m
#import <Foundation/Foundation.h>
#import "Ball.h"
#import "GameScene.h"
static GameScene *defaultView;
static double leftBound, rightBound, topBound, bottomBound;
#implementation Ball {
SKSpriteNode *rectangle;
double stepX, stepY;
}
+ (void) setDefaultView:(GameScene*)view {
defaultView = view;
}
+ (void) setBottomBounds:(double)bounds {
bottomBound = bounds;
}
+ (void) setTopBounds:(double)bounds {
topBound = bounds;
}
+ (void) setLeftBounds:(double)bounds {
leftBound = bounds;
}
+ (void) setRightBounds:(double)bounds {
rightBound = bounds;
}
- (void) updatePosition {
self->rectangle.position = CGPointMake(self.x, self.y);
}
- (void) setPosition:(CGPoint)point {
self.x = point.x;
self.y = point.y;
[self updatePosition];
}
- (void) applyVelocity {
self.x += self->stepX;
self.y += self->stepY;
[self updatePosition];
}
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if (self.x > leftBound) {
self->stepX = -self.velocity;
} else if (self.x < rightBound) {
self->stepX = self.velocity;
}
if (self.y > bottomBound) {
self->stepY = -self.velocity;
} else if (self.y < topBound) {
self->stepY = self.velocity;
}
}
- (id)init {
self = [super init];
self->rectangle = [[SKSpriteNode alloc] initWithColor: [UIColor blueColor] size: CGSizeMake(50, 50)];
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self->stepX = self.velocity;
self->stepY = self.velocity;
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return self;
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#end
If you are just looking to fine tune the position, you can do something like this:
[object setPosition: CGPointMake(x+20, y-10)];
Inside touchesBegan use locationInNode instead of locationInView to get your touch point.
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- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
for (UITouch *touch in touches) {
CGPoint point = [touch locationInNode:self]; // Changed
Ball *object = [[Ball alloc] init];
[object setPosition: CGPointMake(point.x, point.y)]; // Changed
[screenObjects addObject: object];
}
}

-[_NSCFConstantString texture] error in Cocos2D

I am trying to create sprite animations for a game where when a user clicks on a button, it will spawn 1 unit/enemy, which will move across the screen in a running animation. At the moment, when I run the game, it will play and once I attempt to spawn a unit, the game crashes and gives me a -[__NSCFConstantString texture]: unrecognized selector sent to instance 0x11a15c error.
This is the header file for the Unit itself:
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "mainGameLayer.h"
#class MainGameLayer, Waypoint, Tower;
#interface Unit : CCSprite {
CGPoint myPosition;
int maxHP;
int currentHP;
float walkingSpeed;
Waypoint *destinationWaypoint;
BOOL active;
float centerToBottom;
float centerToSides;
}
#property (nonatomic, assign) MainGameLayer *theGame;
#property (nonatomic, assign) CCSprite *mySprite;
#property (nonatomic, strong) CCAction *walkAction;
+(id) nodeWithTheGame: (MainGameLayer *)_game;
-(id) initWithTheGame: (MainGameLayer *)_game;
-(void) doActivate;
-(void) getRemoved;
#end
Below is the implementation file. The 'self = super initWithSpriteFrame' line is currently throwing a warning saying "Incompatible pointer types sending NSString * to parameter of type 'CCSpriteFrame *'.
Also, the "CCSprite *frame = [[CCSpriterameCache....." line is throwing another warning saying 'Flag 0 results in undefined behaviour with p conversion specifier.
#import "Unit.h"
#import "Tower.h"
#import "Waypoint.h"
#define HEALTH_BAR_WIDTH 20
#define HEALTH_BAR_ORIGIN -10
#implementation Unit
#synthesize mySprite, theGame;
+(id) nodeWithTheGame:(MainGameLayer *)_game
{
return [[self alloc] initWithTheGame:_game];
}
-(id) initWithTheGame:(MainGameLayer *)_game
{
if ((self = [super initWithSpriteFrame:#"hero_walk_00.png"])) {
theGame = _game;
maxHP = 40;
currentHP = maxHP;
active = FALSE;
walkingSpeed = 0.5;
centerToBottom = 39.0;
centerToSides = 29.0;
CCArray *walkFrames = [CCArray arrayWithCapacity: 8];
for (int i = 0; i < 8; i++) {
CCSprite *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"hero_walk_%02.png", i]];
[walkFrames addObject: frame];
}
CCAnimation *walkAnimation = [CCAnimation animationWithSpriteFrames:[walkFrames getNSArray] delay:1.0/12.0];
self.walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnimation]];
Waypoint *waypoint = (Waypoint *)[theGame.waypoints objectAtIndex:([theGame.waypoints count]-1)];
destinationWaypoint = waypoint.nextWaypoint;
CGPoint pos = waypoint.myPosition;
myPosition = pos;
[mySprite setPosition: pos];
[theGame addChild: self];
[self scheduleUpdate];
}
return self;
}
-(void) doActivate
{
active = TRUE;
}
-(void) update:(ccTime)dt
{
if (!active) {
return;
}
if ([theGame circle:myPosition withRadius:1 collisionWithCircle:destinationWaypoint.myPosition collisionCircleRadius:1]) {
if (destinationWaypoint.nextWaypoint) {
destinationWaypoint = destinationWaypoint.nextWaypoint;
} else {
[theGame getHpDamage];
[self getRemoved];
}
}
CGPoint targetPoint = destinationWaypoint.myPosition;
float movementSpeed = walkingSpeed;
CGPoint normalized = ccpNormalize(ccp(targetPoint.x - myPosition.x, targetPoint.y - myPosition.y));
mySprite.rotation = CC_RADIANS_TO_DEGREES(atan2(normalized.y, -normalized.x));
myPosition = ccp(myPosition.x + normalized.x * movementSpeed, myPosition.y + normalized.y * movementSpeed);
[mySprite setPosition: myPosition];
}
-(void) getRemoved
{
[self.parent removeChild:self cleanup:YES];
[theGame.units removeObject: self];
// Notify the game that we killed an enemy so we can check if we can send another wave
[theGame enemyGotKilled];
}
-(void) draw
{
ccDrawSolidRect(ccp(myPosition.x + HEALTH_BAR_ORIGIN, myPosition.y + 16), ccp(myPosition.x + HEALTH_BAR_ORIGIN + HEALTH_BAR_WIDTH, myPosition.y + 14), ccc4f(1.0, 0, 0, 1.0));
ccDrawSolidRect(ccp(myPosition.x + HEALTH_BAR_ORIGIN, myPosition.y + 16), ccp(myPosition.x + HEALTH_BAR_ORIGIN + (float)(currentHP * HEALTH_BAR_WIDTH)/maxHP, myPosition.y + 14), ccc4f(0, 1.0, 0, 1.0));
}
#end
Here is the header file of the main game layer:
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#interface MainGameLayer : CCLayer {
CCSpriteBatchNode *_actors;
}
+ (CCScene *) scene;
- (BOOL) circle:(CGPoint)circlePoint withRadius:(float)radius collisionWithCircle:(CGPoint)circlePointTwo collisionCircleRadius:(float)radiusTwo;
void ccFillPoly (CGPoint *poli, int points, BOOL closePolygon);
- (void) enemyGotKilled;
- (void) getHpDamage;
#property (nonatomic, strong) NSMutableArray *towers;
#property (nonatomic, strong) NSMutableArray *waypoints;
#property (nonatomic, strong) NSMutableArray *units;
#end
And the implementation file:
#import "MainGameLayer.h"
#import "Tower.h"
#import "Waypoint.h"
#import "Unit.h"
#implementation MainGameLayer
#synthesize towers;
#synthesize waypoints;
#synthesize units;
+ (CCScene *) scene
{
CCScene *scene = [CCScene node];
MainGameLayer *layer = [MainGameLayer node];
[scene addChild: layer];
return scene;
}
- (id) init
{
if ((self = [super init])) {
// Initialize
self.isTouchEnabled = TRUE;
CGSize winSize = [CCDirector sharedDirector].winSize;
// Setting the background (Map)
CCSprite *background = [CCSprite spriteWithFile:#"layout.png"];
[self addChild: background];
[background setPosition: ccp(winSize.width/2, winSize.height/2)];
[self addWaypoints];
// In Game Buttons / Menu
CCMenuItem *sampleButton = [CCMenuItemImage itemWithNormalImage:#"sample.jpg" selectedImage:#"sample.jpg" target:self selector:#selector(samplePurchased:)];
CCMenu *PurchaseUI = [CCMenu menuWithItems:sampleButton, nil];
[PurchaseUI setScale:0.5];
[PurchaseUI setPosition:ccp(63, 51)];
[PurchaseUI alignItemsHorizontally];
PurchaseUI.isTouchEnabled = TRUE;
[self addChild: PurchaseUI];
// Set up the sprite sheets (Currently in testing)
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"pd_sprites.plist"];
_actors = [CCSpriteBatchNode batchNodeWithFile:#"pd_sprites.pvr.ccz"];
[_actors.texture setAliasTexParameters];
[self addChild: _actors];
}
return self;
}
-(BOOL) canBuyTower
{
return YES;
}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches) {
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
CCLOG(#"X: %f Y: %f", location.x, location.y);
if ([self canBuyTower]) {
// Spend the gold later
Tower *tower = [Tower nodeWithTheGame:self location: location];
[towers addObject: tower];
}
}
}
-(void) addWaypoints
{
waypoints = [[NSMutableArray alloc] init];
Waypoint * waypoint1 = [Waypoint nodeWithTheGame:self location:ccp(-25,360)];
[waypoints addObject:waypoint1];
Waypoint * waypoint2 = [Waypoint nodeWithTheGame:self location:ccp(73,360)];
[waypoints addObject:waypoint2];
waypoint2.nextWaypoint =waypoint1;
Waypoint * waypoint3 = [Waypoint nodeWithTheGame:self location:ccp(467,360)];
[waypoints addObject:waypoint3];
waypoint3.nextWaypoint =waypoint2;
Waypoint * waypoint4 = [Waypoint nodeWithTheGame:self location:ccp(905,360)];
[waypoints addObject:waypoint4];
waypoint4.nextWaypoint =waypoint3;
Waypoint * waypoint5 = [Waypoint nodeWithTheGame:self location:ccp(1050,360)];
[waypoints addObject:waypoint5];
waypoint5.nextWaypoint =waypoint4;
}
-(BOOL) circle:(CGPoint)circlePoint withRadius:(float)radius collisionWithCircle:(CGPoint)circlePointTwo collisionCircleRadius:(float)radiusTwo
{
float xdif = circlePoint.x - circlePointTwo.x;
float ydif = circlePoint.y - circlePointTwo.y;
float distance = sqrt(xdif*xdif + ydif*ydif);
if (distance <= radius + radiusTwo) {
return TRUE;
}
return FALSE;
}
-(void) samplePurchased: (id)sender
{
Unit *tempUnit = [Unit nodeWithTheGame: self];
[units addObject: tempUnit];
[tempUnit doActivate];
}
#end
I'm basically just working off some of the tutorials on the Ray Wenderlich website; I haven't run into any of these errors before and haven't been able to find much help on Google. Any help here is much appreciated! Thank you in advance!
EDIT: After making the changes I am now getting an invisible sprite move across the screen. The sprite's health bar will appear and move across the screen but not the actual sprite / animation itself. Any reasons for this?
[super initWithSpriteFrame:#"hero_walk_00.png"]
expects a CCSpriteFrame* as parameter, not a NSString*. This is why you get a compiler warning for this line - don't ignore compiler warnings!
The fix is simple, use the correct initializer:
[super initWithSpriteFrameName:#"hero_walk_00.png"]
And this returns a CCSpriteFrame* not a CCSprite*:
CCSprite *frame = [[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:[NSString stringWithFormat:#"hero_walk_%02.png", i]];
Hence the other warning. The fix:
CCSpriteFrame *frame = ...

Splitting a view into 4 triangular areas and detecting touches (iOS and Cocos2d)

Is there an easy way to do the following?
I want to split a view into 4 via two diagonal lines:
So the upper triangle area will correspond to "up".
The other 3 will correspond to "left", "down", "right" respectively.
What would be the easiest or the most efficient way of doing this?
I had considered creating 4 triangle shapes and detecting touches inside them, but maybe this will be unnecessary?
Context: For moving a sprite in a map.
Thanks!
After my comment, I wanted to mock up a simple implementation for myself, so, here's a simple full screen joystick that will determine cardinal-like directions based on
touch position relative to the center of the screen.
(FullScreenJoystick)
I'm still using cocos2d-iphone 1.1 , so.. I'm not sure if there are any mods necessary for v2
FSJoy.h
#import "cocos2d.h"
// Up, Down, Left, Right - directions
typedef enum
{
DIR_NONE = 0,
DIR_UP,
DIR_LEFT,
DIR_DOWN,
DIR_RIGHT
} ULDR;
// UpLeft, UpRight, DownLeft, DownRight - boundaries
typedef enum
{
UL = 135,
UR = 45,
DL = 225,
DR = 315
} ULDR_BOUNDS;
#interface FSJoy : CCLayer
{
CGPoint origin;
float angleCurrent;
BOOL isActive;
}
#property CGPoint origin;
#property float angleCurrent;
#property BOOL isActive;
#end
FSJoy.m
#import "FSJoy.h"
#implementation FSJoy
#synthesize origin, angleCurrent, isActive;
-(id) init
{
if( (self = [super init]) )
{
self.isTouchEnabled = YES;
CGSize screenSize = [[CCDirector sharedDirector] winSize];
angleCurrent = 0.0f;
origin = ccp(screenSize.width / 2.0f, screenSize.height / 2.0f);
isActive = NO;
}
return self;
}
-(void) registerWithTouchDispatcher
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:(INT_MIN - 4) swallowsTouches:YES];
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchCurrent = [touch locationInView:[touch view]];
touchCurrent = [[CCDirector sharedDirector] convertToGL:touchCurrent];
angleCurrent = [self determineAngleFromPoint:origin toPoint:touchCurrent];
[self determineDirectionFromAngle: angleCurrent];
isActive = YES;
return YES; // full screen controller, so always return YES
}
-(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchCurrent = [touch locationInView:[touch view]];
touchCurrent = [[CCDirector sharedDirector] convertToGL:touchCurrent];
angleCurrent = [self determineAngleFromPoint:origin toPoint:touchCurrent];
[self determineDirectionFromAngle: angleCurrent];
}
-(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
isActive = NO;
}
-(void) ccTouchCancelled:(UITouch *)touch withEvent:(UIEvent *)event
{
[self ccTouchEnded:touch withEvent:event];
}
-(float) determineAngleFromPoint:(CGPoint)from toPoint:(CGPoint)to
{
float angle = ccpToAngle(ccpSub(to, from));
if (angle <= 0.0f)
{
angle += M_PI * 2.0f;
}
angle = CC_RADIANS_TO_DEGREES(angle);
// NSLog(#"angle is %f", angle);
return angle;
}
-(ULDR) determineDirectionFromAngle:(float) angle
{
ULDR dir = DIR_NONE;
dir = ((angle >= UR) && (angle <= UL)) ? DIR_UP : dir;
dir = ((angle >= DL) && (angle <= DR)) ? DIR_DOWN : dir;
dir = ((angle > UL) && (angle < DL)) ? DIR_LEFT : dir;
dir = ((angle > DR) || (angle < UR)) ? DIR_RIGHT : dir;
NSLog(#"direction is %d", dir);
return dir;
}
#end
Usage is simply to add the Joystick to the scene/layer:
FSJoyTest.h
#import "cocos2d.h"
#interface FSJoyTest : CCLayer
#end
FSJoyTest.m
#import "FSJoyTest.h"
#import "FSJoy.h"
#implementation FSJoyTest
-(id) init
{
if( (self=[super init]) )
{
[self addChild: [FSJoy node]];
}
return self;
}
#end
Just an idea :
Create an image in the size of the view above (don't add it to any view just store it somewhere). The image file will contain the four triangles like you desire but color each triangle with a different color (no gradients ! :))
When you tap the view take the touch location coordinates (convert it to image coordinates if needed) and test the pixel color in the image in that same location. The color will tell you which triangle was pressed.

How to write a bouncing ball from scratch without cocos2d

It is so easy to write some code to achieve the bouncing ball based on the open source project cocos2d,here is the question.
So without cocos2d, how to implement this with the simplest code.
First you need to create a ball class. This class should have ivars for position, velocity, direction etc.
It should also have some methods for when the ball needs to change direction, like hitTop, hitBottom, hitLeft, hitRight. It should also have a method for updating the position, to move it one step forward.
I also have a BallView so that I can use a image or just a color as the ball.
To make it move you need to have a gameloop in you view controller, there are many methods for doing that but the one I find easiest is CADisplayLink.
Here are some code if you have problems implementing it:
Ball.h
#import <Foundation/Foundation.h>
#import "MovingObjectView.h"
#interface MovingObject : NSObject
#property(nonatomic, retain) MovingObjectView *ball;
#property CGRect bounds;
#property CGPoint position;
#property CGPoint direction;
#property float velocity;
-(id)initWithBounds:(CGRect)b andPosition:(CGPoint)p;
-(BOOL)positionIsInsideRect;
-(void)update;
-(void)hitLeft;
-(void)hitRight;
-(void)hitTop;
-(void)hitBottom;
#end
Ball.m
#import "MovingObject.h"
#implementation MovingObject
-(id)initWithBounds:(CGRect)b andPosition:(CGPoint)p
{
if (self = [super init]) {
self.bounds = b;
self.position = p;
self.direction = CGPointMake(1, 1);
//Change the position to middle if position is outside bounds
if (![self positionIsInsideRect]) {
NSLog(#"Position changed to center");
self.position = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
}
self.ball = [[[MovingObjectView alloc]initWithFrame:CGRectMake(self.position.x, self.position.y, 15, 15)]autorelease];
}
return self;
}
//checks if the balls position is correct
-(BOOL)positionIsInsideRect {
if (self.position.x < self.bounds.origin.x || self.position.x > self.bounds.size.width || self.position.y < self.bounds.origin.y || self.position.y > self.bounds.size.height) {
NSLog(#"Position is outside bounds");
return NO;
}else{
return YES;
}
}
//Call this method to move a ball
-(void)update {
//Checks if the ball is outside bounds
if (self.position.x-(self.ball.frame.size.width/2) <= self.bounds.origin.x) {
[self hitLeft];
}else if (self.position.x+(self.ball.frame.size.width/2) >= self.bounds.size.width){
[self hitRight];
}else if (self.position.y-(self.ball.frame.size.height/2) <= self.bounds.origin.y) {
[self hitTop];
}else if (self.position.y+(self.ball.frame.size.height/2) >= self.bounds.size.height){
[self hitBottom];
}
//Updates the balls position
CGPoint p = self.position;
p.x += self.direction.x*self.velocity;
p.y += self.direction.y*self.velocity;
self.position = p;
self.ball.center = self.position;
}
//Call this when the ball need to bounce
-(void)hitLeft
{
NSLog(#"hitLeft");
CGPoint d = self.direction;
d.x = fabsf(self.direction.x);
self.direction = d;
}
-(void)hitRight
{
NSLog(#"hitRight");
CGPoint d = self.direction;
d.x = -fabsf(self.direction.x);
self.direction = d;
}
-(void)hitTop
{
NSLog(#"hitTop");
CGPoint d = self.direction;
d.y = fabsf(self.direction.y);
self.direction = d;
}
-(void)hitBottom
{
NSLog(#"hitBottom");
CGPoint d = self.direction;
d.y = -fabsf(self.direction.y);
self.direction = d;
}
-(void)dealloc {
[super dealloc];
}
#end
BallView.h
#import <UIKit/UIKit.h>
#interface MovingObjectView : UIView
#property (nonatomic, retain) UIImage *img;
#end
BallView.m
#import "MovingObjectView.h"
#implementation MovingObjectView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
if (self.img == nil) {
CGRect bounds = [self bounds];
[[UIColor blackColor]set];
UIRectFill(bounds);
}else {
CGRect bounds = [self bounds];
[[UIColor whiteColor]set];
UIRectFill(bounds);
[self.img drawInRect:rect];
}
}
#end
Then finally in the viewcontroller you need this:
ViewController
In viewdidload:
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(gameLoop)];
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
Then add this method:
-(void)gameLoop
{
//Updates the balls position
[self.movingBall update];
//Here you could add your collision detection code
}

(iOS) Using UIGestureRecognizer to zoom and pan around a view

I'm trying to perform zooming and panning similar to the UIScrollView by using UIGestures.
My view is drawn from a matrix of ON/OFF cells and needs to be able to support thousands of cells. The drawRect: method takes care of translating the matrix coordinates to screen coordinates. The view has a property for the zoom amount and a CGPoint which holds the offset.
I think if I can figure out the zooming and panning of the following, I should be good. Sorry for the wall of code below, but it represents a complete implementation which mirrors my more complex program.
Right now, the zoom does scale everything, but it needs a way to center itself, just like the UIScrollView zooming does.
The panning just does not work right at all.
ZoomView.h
ZoomView takes care of drawing the matrix of bools.
#import <Foundation/Foundation.h>
#import "ZoomModel.h"
#interface ZoomView : UIView
{
ZoomModel *m;
}
#property (nonatomic) float zoomScale;
#property (nonatomic) CGPoint offset;
- (id)initWithFrame:(CGRect)frame
andModel:(ZoomModel *)model;
- (BOOL)checkCellAt:(float)x
andY:(float)y;
- (CGSize)resize;
#end
ZoomView.m
The drawRect: method does the calculations for determining which matrix element should is in the visible portion of the screen. The visible portion of the screen is determined by the zoomScale and the offset.
#import "ZoomView.h"
#import <QuartzCore/QuartzCore.h>
#implementation ZoomView
#synthesize zoomScale, offset, holdZoom;
- (id)initWithFrame:(CGRect)frame
andModel:(ZoomModel *)model
{
self = [super initWithFrame:frame];
if (self) {
m = model;
zoomScale = 1.0;
offset = CGPointMake(0, 0);
}
return self;
}
- (void)setZoomScale:(float)s
{
zoomScale *= s;
if (zoomScale < 1.0) {
zoomScale = 1.0;
}
}
- (void)setOffset:(CGPoint)o
{
//This function is to make sure we don't pan outside the content range
//it needs some work, I'm having trouble getting the panning to work
float size = m.cellSize * zoomScale;
offset = o;
if ((offset.x - self.frame.size.width/size) <= 0) {
//offset.x = self.frame.size.width;
NSLog(#"X MIN");
}
if ((offset.x + self.frame.size.width/size) >= (m.gridLength*size)) {
// offset.x = (m.gridLength*size) - self.frame.size.width;
NSLog(#"X MAX");
}
if ((offset.y - self.frame.size.height/size) <= 0) {
//offset.y = self.frame.size.height;
NSLog(#"Y MIN");
}
if ((offset.y + self.frame.size.height/size) >= (m.gridLength*size)) {
// offset.y = (m.gridHeight*size) - self.frame.size.height;
NSLog(#"Y MAX");
}
}
- (BOOL)checkCellAt:(float)x
andY:(float)y
{
int X = (int)(x/m.cellSize * zoomScale);
int Y = (int)(y/m.cellSize * zoomScale);
return [m cellAtX:X andY:Y];
}
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor blackColor] setFill];
CGContextFillRect(ctx, rect);
float size = m.cellSize * zoomScale;
[[UIColor whiteColor] setFill];
float a = offset.x;
float b = offset.y;
//the -5 is there to give a little buffer so that half cells can be seen
// -a is taken because the offset is negative
int startX = (int)(-a/size) - 5;
int startY = (int)(-b/size) - 5;
int endX = (int)(startX) + (int)(rect.size.width/size) + 10;
int endY = (int)(startY) + (int)(rect.size.height/size) + 10;
if (startX < 0)
startX = 0;
if (startY < 0)
startY = 0;
if (endX > m.gridLength)
endX = m.gridLength;
if (endY > m.gridHeight)
endY = m.gridHeight;
[[UIColor whiteColor] setFill];
for (float i=startX; i<endX; ++i) {
for (float j=startX; j<endY; ++j) {
if ([m cellAtX:(int)i andY:(int)j]) {
//ii and jj are there to make the drawing start on the top left corner of the view
float ii = i - startX;
float jj = j - startY;
CGRect cell = CGRectMake(size*ii, size*jj, size, size);
CGContextFillRect(ctx, cell);
}
}
}
}
#end
ZoomViewController.h
This view controller contains the gesture recognizers and handlers
#import <Foundation/Foundation.h>
#import "ZoomModel.h"
#import "ZoomView.h"
#interface ZoomViewController : UIViewController <UIGestureRecognizerDelegate>
{
ZoomModel *m;
ZoomView *v;
}
- (void)handleZoom:(UIPinchGestureRecognizer *)recognizer;
- (void)handlePan:(UIPanGestureRecognizer *)recognizer;
#end
ZoomViewController.m
The zoomView is set inside a UIView which has the screen frame as its frame. The zoomView itself is made a little bit larger than the screen as to allow half cells to be drawn.
#import "ZoomViewController.h"
#import <QuartzCore/QuartzCore.h>
#implementation ZoomViewController
- (void)loadView
{
CGRect screenRect = [[UIScreen mainScreen] bounds];
UIView *mainView = [[UIView alloc] initWithFrame:screenRect];
float cellSize = 1;
int ni = (int)(screenRect.size.width/cellSize);
int nj = (int)(screenRect.size.height/cellSize);
CGRect zoomRect = CGRectMake(0, 0, 1.2*screenRect.size.width, 1.2*screenRect.size.height);
m = [[ZoomModel alloc] initWithLength:ni andHeight:nj andCellSize:cellSize];
v = [[ZoomView alloc] initWithFrame:zoomRect andModel:m];
v.center = CGPointMake(v.frame.size.width/2.0, v.frame.size.height/2.0);
UIPinchGestureRecognizer *zRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self
action:#selector(handleZoom:)];
zRecognizer.delegate = self;
[v addGestureRecognizer:zRecognizer];
UIPanGestureRecognizer *pRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self
action:#selector(handlePan:)];
[pRecognizer setMaximumNumberOfTouches:1];
[pRecognizer setMinimumNumberOfTouches:1];
pRecognizer.delegate = self;
[v addGestureRecognizer:pRecognizer];
[mainView addSubview:v];
[self setView:mainView];
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return YES;
}
- (void)handleZoom:(UIPinchGestureRecognizer *)recognizer
{
[v setZoomScale:recognizer.scale];
//need code to zoom around the center instead of the top left corner
recognizer.scale = 1;
[v setNeedsDisplay];
}
- (void)handlePan:(UIPanGestureRecognizer *)recognizer
{
//Adjusts the offset of the view, which is used in its drawRect:
CGPoint translation = [recognizer translationInView:self.view];
CGPoint newOffset = CGPointMake(v.offset.x - translation.x, v.offset.y - translation.y);
[v setOffset:newOffset];
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
[v setNeedsDisplay];
}
#end
ZoomModel.h
This class just populates a matrix of bools with random ON/OFF values, just so we can see something on the screen It simulates my more complex app model in its accessor method.
#import <Foundation/Foundation.h>
#interface ZoomModel : NSObject
{
bool *grid;
}
#property (nonatomic) int gridLength;
#property (nonatomic) int gridHeight;
#property (nonatomic) float cellSize;
- (id)initWithLength:(int)l
andHeight:(int)h
andCellSize:(float)s;
- (BOOL)cellAtX:(int)x
andY:(int)y;
#end
ZoomModel.m
#import "ZoomModel.h"
#implementation ZoomModel
#synthesize gridHeight, gridLength, cellSize;
- (id)initWithLength:(int)l
andHeight:(int)h
andCellSize:(float)s
{
self = [super init];
if (self) {
grid = malloc(l*h*sizeof(bool));
gridHeight = h;
gridLength = l;
cellSize = s;
for (int i=0; i<h*l; i++) {
if (arc4random()%6 >= 4)
grid[i] = true;
else
grid[i] = false;
}
}
return self;
}
- (BOOL)cellAtX:(int)x andY:(int)y
{
return (BOOL)grid[x*gridLength + y];
}
#end

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