Why can't I drag images? - ios

I am working off of http://www.raywenderlich.com/33806/how-to-make-a-letterword-game-with-uikit-part-2 , and it says in reference to the view to add the following to the implementation:
int _xOffset, _yOffset;
For the initializer:
self.userInteractionEnabled = YES;
It also gives three methods to implement to handle dragging:
#pragma mark - dragging the tile
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint pt = [[touches anyObject] locationInView:self.superview];
_xOffset = pt.x - self.center.x;
_yOffset = pt.y - self.center.y;
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint pt = [[touches anyObject] locationInView:self.superview];
self.center = CGPointMake(pt.x - _xOffset, pt.y - _yOffset);
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[self touchesMoved:touches withEvent:event];
}
Nothing seems to happen, though, when I touch one of the images and try to drag it around. It seems to never move.
There is more work than this to do; I want to do something specific based on where a dragged image is dropped. But right now I'm working on the smoke test, and I cannot see any change in the UI behavior from before when I added this code.
Thanks for any help,

Related

Xcode UIView rotation: How to set the new position coordinates to 0,0 without moving the image after it rotation?

I'm new to Xcode and I'm developing a small tool. Basically it has a circle image that rotates in a view. That image has two dots to be placed in the circle radials. When the image is in the initial position we can drag the dots with touch and them moves following the finger tip... But when we rotate the image and after it we drag the dots them moves erratically on screen!... If the rotation is 180deg the dots move on opposite direction of the drag movement!...
Any help I appreciate.
Many thanks in advance.
Rotation.m
#implementation Rotation
#synthesize rotation = rotation_;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([[event touchesForGestureRecognizer:self] count] > 1) {
[self setState:UIGestureRecognizerStateFailed];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([self state] == UIGestureRecognizerStatePossible) {
[self setState:UIGestureRecognizerStateBegan];
} else {
[self setState:UIGestureRecognizerStateChanged];
}
UITouch *touch = [touches anyObject];
UIView *view = [self view];
CGPoint center = CGPointMake(CGRectGetMidX([view bounds]), CGRectGetMidY([view bounds]));
CGPoint currentTouchPoint = [touch locationInView:view];
CGPoint previousTouchPoint = [touch previousLocationInView:view];
CGFloat angleInRadians = atan2f(currentTouchPoint.y - center.y, currentTouchPoint.x - center.x) - atan2f(previousTouchPoint.y - center.y, previousTouchPoint.x - center.x);
[self setRotation:angleInRadians];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([self state] == UIGestureRecognizerStateChanged) {
[self setState:UIGestureRecognizerStateEnded];
} else {
[self setState:UIGestureRecognizerStateFailed];
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[self setState:UIGestureRecognizerStateFailed];
}
#end
Make sure that you set the anchor point of the layer to
circleView.layer.anchorPoint = CGPointMake(.5, .5);

Cocos2d (IOS) - How do I constantly get the location of the user's touch?

How do I constantly get the location of the user's touch? I'm working on controllers for a game, and as it stands I must lift and individually place my finger on the new control in order to make it work. It seems that the touchLocation variable only updates upon each tap, and I want it to update constantly, so that even if I slide my finger around it will know the location and update it accordingly. Here is the relevant code. Thank you!
-(void)update:(CCTime)delta{
if([playerDirection isEqual:#"left"]){
_player.position = ccp(_player.position.x - 2, _player.position.y);
}
if([playerDirection isEqual:#"right"]){
_player.position = ccp(_player.position.x + 2, _player.position.y);
}
if([direction isEqual:#"up"]){
_enemy.position = ccp(_enemy.position.x, _enemy.position.y + 2);
}
if([direction isEqual:#"down"]){
_enemy.position = ccp(_enemy.position.x, _enemy.position.y - 2);
}
if(_enemy.position.y >= self.contentSize.height){
direction = #"down";
}
if(_enemy.position.y <= 2){
direction = #"up";
}
if(isTouching){
_player.position = ccp(_player.position.x + 2, _player.position.y);
}
}
// -----------------------------------------------------------------------
#pragma mark - Touch Handler
// -----------------------------------------------------------------------
-(void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [touch locationInView:[touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
if(touchLocation.x > 400){
playerDirection = #"right";
}
if(touchLocation.x < 200){
playerDirection = #"left";
}
CGPoint touchLoc = [touch locationInNode:self];
//isTouching = true;
// Log touch location
CCLOG(#"Move sprite to # %#",NSStringFromCGPoint(touchLoc));
// Move our sprite to touch location
//CCActionMoveTo *actionMove = [CCActionMoveTo actionWithDuration:1.0f position:touchLoc];
//[_sprite runAction:actionMove];
}
- (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
playerDirection = #"none";
}
i see you've got a touchesBegan and touchesEnded... but you're missing touchesMoved.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
for(UITouch *touch in touches) {
//do whatever you want
}
}
Hope that helps, good luck!
To get Touch you have to enable touch in -(id) init() method.
you can enable touch by
self.IsTouchEnable = YES
and after this you can get touch in following touch handling methods
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)ccTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
hope This will help you

Is it possible to find all the subviews that exist at a point on iphone?

I would like to be able to retrieve info on a tap, about all the different subviews that are placed in that tap spot. For example, if there was a background, and in front of it was a game character, I would like to be able to tap on that character, and it will retrieve the info saying that both the character and the background are in that tap spot.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//retrieve info about what other subviews lie behind at this point
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch=[touches anyObject];
CGPoint p=[touch locationInView:self.view];
NSLog(#"Coordiantes of Tap Point:(%f,%f)", p.x, p.y);
NSArray *anArrayOfSubviews = [self.view subviews];
NSMutableArray *requiredSubviewArray = [NSMutableArray array];
for (UIView *aSubView in anArrayOfSubviews){
if(CGRectContainsPoint(aSubView.frame, p)) {
//aSubView is there at point 'p'
[requiredSubviewArray addObject:aSubView];
}
}
// requiredSubviewArray contains all the Subviews at the Tap Point.
}
try this.it maybe helpful to you..
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//retrieve info about what other subviews lie behind at this point
NSLog(#"subviews--%#",[self.view subviews]); //it prints all subviews as Array
NSLog(#"superview--%#",[self.view superview]); //it prints superview of your view
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject]; // here you get all subviews on ur touchpoint
if ([touch view] == imageView) {
CGPoint location = [touch locationInView: self.view];
imageView.center = location;
}
}
/// To check both views are in one spot, use this
// CGRectContainsRect() and CGRectIntersectsRect().
You can try this one..
You can get all subviews if you use [self.view subviews]. You can compare those views frames with touch location.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint touchLocation = [touch locationInView:self.view];
startX = touchLocation.x;
startY = touchLocation.y;
for (UIView *view in [self.view subviews]){
//Here you can compare each view frame with touch location
}
}

cocos2d for iphone touch detection on a sprite

I am using ccTouchesBegan and ccTouchesEnded methods to register touches. Everything was ok until I placed some buttons(ccmenuitems) on my node. now when i place my finger down on a button and then move it to any other place of screen ccTouchesEnded method does not calls. What am I doing wrong? How can I detect touches on a button?
some code:
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint location = [self convertTouchToNodeSpace: [touches anyObject]];
// here i check if touch is in the right place
if ([self ptInRect:location :CGRectMake(0, center.y - 160, winSize.width, 40)]) {
dragBeginLocation = location;
}
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint location = [self convertTouchToNodeSpace: [touches anyObject]];
if (ABS(location.x - dragBeginLocation.x) < 8) {
NSLog(#"TAP");
} else {
NSLog(#"SWIPE");
}
}
So, when I begin touch on a sprite and release on background I get nothing in console.
Buttons are in CCMenu, which is higher than background.

Move a UIView with my finger

I'm trying to move a UIView (let's call it viewA), which is located on top of another UIView (let's call it viewB). viewB has the size of the iPad screen, and view A is much much smaller.
I manage to move things, but the whole screen moves (viewA + viewB), not only viewA.
Here is my code for viewA class:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self->view];
if (CGRectContainsPoint(self.window.frame, touchLocation)) {
dragging = YES;
oldY = touchLocation.y;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self->view];
if (dragging) {
CGRect frame = self.window.frame;
frame.origin.y = self.window.frame.origin.y + touchLocation.y - oldY;
self.window.frame = frame;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
dragging = NO;
}
What I do not understand, is that, I implemented these methods in the viewA class. "Self" should concern this viewA, right? So why does the whole page move when my finger move on the screen?
You are moving the entire window, which contains all the views, you should only move the view you want, viewA in your case.

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