I want to create a hidden part of my game that is triggered by doing a series of touches and swipes on the game over screen. Kind of like the old Nintendo style unlocks but with iPhones & iPads.
I want a pattern like this to unlock the secret level. Swipe down, swipe down, swipe up, swipe down, swipe right, swipe left, two finger long press. Is something like this possible and if so, how would I go about it? Thanks.
You can register several different gesture recognizers, and then, as they are triggered by the user's actions, track the sequence and if/when it matches your "secret" pattern, invoke the view controller for your hidden section.
To track the swipe/touch sequence (assuming the sequence is always the same), just have an instance variable which holds the next expected event. e.g. initially you are expecting a SWIPE-DOWN.
When you get an event, if it is the expected event, then advance to the next one e.g SWIPE-UP. If it is wrong, then reset the expected event to its initial state.
If you get all the events in the right order, then you unlock the hidden view.
Related
I read through a few similar questions here, but most of them are for much older versions of Swift.
This tutorial shows how to create a gesture recognizer and works pretty well: https://www.ioscreator.com/tutorials/swipe-gesture-ios-tutorial-ios11
What I'd like to accomplish is to add functionality that would allow the user to swipe up or down after pressing a button, while still holding the button, and have my app react to the combination of the specific button being pressed and the upward or downward swipe gesture.
Here's the specific design I'm trying to implement. Basically I'd like the user to press the "A" button and then swipe up or down to get the "#" or "b".
Is this possible? The # & b could be image views or buttons (though if they're buttons, I don't want them to be pressable on their own). If this is a crazy design, I welcome suggestions for improvement.
You want to use a UILongPressGestureRecognizer (probably in conjunction with image views). It has the advantage that first it recognizes a finger held down in one spot (the "A") and then it tracks the movement of that finger (panning up to the sharp or down to the flat). Where the finger is held down — i.e., is it in the "A" or not — will determine whether to recognize in the first place. Then if you do recognize, you watch where the finger goes and decide whether it has entered the sharp or the flat.
I ended up using a Pan Gesture Recognizer, and it worked out really well! I am simply using the y coordinate of the pan gesture to determine if the user is moving his/her finger up to the sharp or down to the flat.
Example 1:
When invoking 3D Touch on app icon, you are able to make selections without lifting the finger up.
Example 2
Long pressing on a keyboard key allowing you to drag in to different selections without lifting finger up.
If the app icon is the first view and the pop up is the second view, how can I transfer touch down from first to second view?
Normally, a view loses control of the touches when the fingers leave its area. But if you set isMultipleTouchEnabled to true, it will keep control over touches if the finger leave its area. If you use a button or another UIControl you can assign actions to touchDragExit, touchUpOutside or touchDragOutside etc. to handle events outside of the control.
I'm working on an app with a musical keyboard component.
I need 2 types of "sent events" to trigger the keys of the keyboard (UIButtons).
1) "Touch Down" triggers the buttons they way I need it to
2) The 2nd way I need buttons to be triggered is by sliding onto a button,from another button/key to the side of it as if it is "touched down" upon, when it is slid upon from the left or right.
How do I achieve this?
You can't do this using the built-in control events of the buttons, for the simple reason that you don't get an event in a button at all unless the touch is initially in that button (as I explain here: https://stackoverflow.com/a/40414929/341994).
Still, this doesn't sound very hard to do. The simplest approach is probably to put the touch response (such as a gesture recognizer) into the common superview of all the buttons. The superview can then track the gesture. And it can very easily find out which button the touch is currently inside at any given moment. So it can manage the whole interaction. It can even send messages to the buttons telling them when to highlight and unhighlight. (And if you aren't going to use the button touch handling for anything, you might even want to give up the idea that these are buttons; they could just be views or custom controls that look like buttons.)
When VoiceOver is enabled, I'd like to find out if the user is performing the left/right flick action while a UIButton is selected.
There are few methods help you with when a specific element has received or lost focus:
accessibilityElementDidLoseFocus
accessibilityElementDidBecomeFocused
But nothing within the UIAccessibilityAction to help find if the user attempted a flick left or right.
Is there a way to find out what the user is attempting to do?
No. You should not attempt to override the left and right VoiceOver swipe gestures. if you need to adjust a value with swiping, consider implementing a custom control with the trait UIAccessibilityTraitAdjustable. If you need to support direct gesture interaction, adopt UIAccessibilityTraitAllowsDirectInteraction.
Edit: To answer your question, you might be able to watch focus change, issue a screen change notification, return new children, and focus the first. Please see my comment below about why this may be undesirable.
I am trying to achieve the following in xcode: One a pan gesture has reached a certain point, I want to draw a draggable item, and have the user's finger automatically keep dragging it around to move the new item. Everything works, except for one problem: The finger needs to be picked up and put down again on the new item when it is initially drawn (I assume to trigger touchesbegan).
Does anyone know if there is a way to force start touchesbegan if the finger is already pressed when the newly drawn item is first rendered (so the user doesn't have to pick up and put down his finger)?