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...
}
Related
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;
}
}
hey guys i was wondering if there was away to make an object like a UIImageView draggable. I am aware of the UITouch and touches i.e.
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *drag=[[event allTouches] anyObject];
player.center=[drag locationInView:self.view];
}
but in this way it is possible for the user to make the object jump across the screen to where he or she touches the screen but i want the user to have to manually drag the object across the screen.
please explain with code and let me know if i have to be more specific or clear...
You can do this:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *aTouch = [touches anyObject];
CGPoint location = [aTouch locationInView:self.view];
if(CGRectContainsPoint(self.playerView.frame,location)) {
[UIView beginAnimations:#"Dragging A DraggableView" context:nil];
self.playerView.center = location;
[UIView commitAnimations];
}
}
This should give you a smooth animation.
if you want your user to drag&drop, first you have to check if the touch is inside the imageview rect frame. To improve the user experience, you can detect the touch offset from the imageview center; a good place to do this is inside the touchesBegan:withEvent:. After that, you have to change the position of the imageview, like this:
CGPoint touchOffset; //insert this inside your interface private iVars
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *drag=[[event allTouches] anyObject];
CGPoint touchLocation = [drag locationInView:self.view];
touchOffset = CGPointMake(player.center.x-touchLocation.x,player.center.y-touchLocation.y)
if(CGRectContainsPoint(player.frame,touchLocation)
player.center = CGPointMake(touchLocation.x+touchOffset.x,touchLocation.y+touchOffset.y);
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *drag=[[event allTouches] anyObject];
CGPoint touchLocation = [drag locationInView:self.view];
if(CGRectContainsPoint(player.frame,touchLocation)
player.center = CGPointMake(touchLocation.x+touchOffset.x,touchLocation.y+touchOffset.y);
}
P.S. - Next time try to search similar questions...
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch* aTouch = [touches anyObject];
UIView* aView = [aTouch view];
if (aView != self.view) {
[self.view bringSubviewToFront:aView];
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch* aTouch = [touches anyObject];
UIView* aView = [aTouch view];
if (aView != self.view) {
aView.center = [aTouch locationInView:self.view];
}
}
Should be simple.
I'm trying to draw a single, straight line using UITouch and Spritekit. However, when touchesmoved is called, it creates multiple lines instead of just a single line. Code used is below:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
positionInScene1 = [touch locationInNode:self];
pathToDraw = CGPathCreateMutable();
selectorLine = [SKShapeNode node];
selectorLine.strokeColor = [SKColor greenColor];
selectorLine.lineWidth = 5;
[self addChild:selectorLine];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
pathToDraw2 = CGPathCreateMutable();
UITouch* touch = [touches anyObject];
positionInScene2 = [touch locationInNode:self];
CGPathMoveToPoint(pathToDraw2, NULL, positionInScene1.x, positionInScene1.y);
CGPathAddLineToPoint(pathToDraw2, NULL, positionInScene2.x, positionInScene2.y);
CGPathCloseSubpath(pathToDraw);
selectorLine.path = pathToDraw;
}
If I move
CGPathAddLineToPoint(pathToDraw, NULL, positionInScene2.x, positionInScene2.y);
to touchesEnd, it creates a single line but only after the user ends the touch. I want the user to see the line being drawn as they touch.
Thanks,
Doug
Create a new path in your touchesMoved. You are modifying the same path, and just adding more and more lines to it.
In my game only one sprite responds to touches. How can I make a mousejoint move this sprite/body regardless of where I touch on the screen?
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
mySprite.position = location;
}
Make sure in your initmethod that self.isTouchEnabled = YES;
I'm using the touchesMoved method to have an image "follow" someone's finger along the bottom of the screen. So the image will follow the x position of the finger, but it ignores the y position and stays vertically-fixed at the bottom (but not horizontally-fixed). Is there some way I can implement this?
This is my code:
- (void)viewDidLoad
{
[super viewDidLoad];
// create basket image that will be shown on the screen
basketView = [[UIImageView alloc]
initWithImage:[UIImage imageNamed:#"bucket.png"]];
basketView.frame = CGRectMake(130.0, 412.0, 50.0, 50.0);
[self.view addSubview:basketView];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
// get current touch location
UITouch *touch = [[event touchesForView:self.view] anyObject];
CGPoint point = [touch locationInView:self.view];
// update location of the image
basketView.center = point;
}
Maintain the y position, change the x
basketView.center = CGPointMake(point.x, basketView.center.y);
In touchesMoved Do this
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
// get current touch location
UITouch *touch = [[event touchesForView:self.view] anyObject];
CGPoint point = [touch locationInView:self.view];
// update location of the image
basketView.center = CGPointMake(point.x,basketView.center.y);
}
Do as follows...
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
// get current touch location
UITouch *touch = [[event touchesForView:self.view] anyObject];
CGPoint point = [touch locationInView:self.view];
point.y=basketView.center.y; //Fix 'y' of basket
// update location of the image
basketView.center = point;
}