I am making a very simple drawing application. I got the lines to draw using the ccTouchMoved event. I am putting all the touch moved moved points into an array and then using a for loop to draw a line between all the points. Now, I do not want to join the points when I have lifted my finger and started new line drawing. I got that part working too but now whenever I begin a new drawing the whole screen flicker.
//
// HelloWorldLayer.mm
// DrawPuppets
//
// Created by Mohammad Azam on 12/11/12.
// Copyright __MyCompanyName__ 2012. All rights reserved.
//
// Import the interfaces
#import "DrawPuppetLayer.h"
#import "AppDelegate.h"
#import "PhysicsSprite.h"
enum {
kTagParentNode = 1,
};
#pragma mark - HelloWorldLayer
#interface DrawPuppetLayer()
-(void) initPhysics;
-(void) addNewSpriteAtPosition:(CGPoint)p;
-(void) createMenu;
#end
#implementation DrawPuppetLayer
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
DrawPuppetLayer *layer = [DrawPuppetLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
-(id) init
{
if( (self=[super init])) {
// enable events
self.isTouchEnabled = YES;
self.isAccelerometerEnabled = YES;
index = -1;
canvas = [[NSMutableArray alloc] init];
// init physics
[self initPhysics];
[self scheduleUpdate];
}
return self;
}
-(void) draw
{
if([lineDrawing.points count] > 1)
{
for(int i = 0; i<([canvas count]) ;i++)
{
LineDrawing *drawing = (LineDrawing *) [canvas objectAtIndex:i];
for(int j=0;j<[drawing.points count] - 1;j++)
{
LinePoint *firstPoint = (LinePoint *) drawing.points[j];
LinePoint *secondPoint = (LinePoint *) drawing.points[j + 1];
CGPoint point1 = [[CCDirector sharedDirector] convertToGL:CGPointMake(firstPoint.x, firstPoint.y)];
CGPoint point2 = [[CCDirector sharedDirector] convertToGL:CGPointMake(secondPoint.x, secondPoint.y)];
ccDrawLine(point1, point2);
}
}
}
//
// IMPORTANT:
// This is only for debug purposes
// It is recommend to disable it
//
[super draw];
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
world->DrawDebugData();
kmGLPopMatrix();
}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
lineDrawing = [[LineDrawing alloc] init];
lineDrawing.points = [[NSMutableArray alloc] init];
[canvas addObject:lineDrawing];
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView: [touch view]];
LinePoint *linePoint = [[LinePoint alloc] init];
linePoint.x = point.x;
linePoint.y = point.y;
[lineDrawing.points addObject:linePoint];
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
//Add a new body/atlas sprite at the touched location
for( UITouch *touch in touches ) {
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
}
}
#end
Can anyone spot my mistake?
Try visiting it all down to a texture, there's going to be a time when your points array gets too large to be drawn nicely
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
// get the node space location of our touch
CGPoint location = [self getNodeSpaceTouchLocationFromUIEvent:event];
// draw with our current location and a random colour
[_canvas begin]; // our rendertexture instance
// do your drawing here
[_pen drawPenWithPosition:location andColour:_colour];
// end capturing the current pen state
[_canvas end];
}
Here's a simple example project written for iOSDevUK 2012 it uses GL_POINTS in Cocos2d v1 and is based on the approach we took when developing SketchShare
Related
I have 6 sprites that I want to move around:
-(id) init
{
if( (self=[super init]) )
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
CCSprite * backGround = [CCSprite spriteWithFile:#"background_ipad.png"];
backGround.position = ccp(winSize.width/2, winSize.height/2);
[self addChild:backGround z:0];
cloth1 = [CCSprite spriteWithFile:#"clothe_1.png"];
cloth1.position = ccp(-200, -15);
[self addChild:cloth1 z:1];
cloth2 = [CCSprite spriteWithFile:#"clothe_2.png"];
cloth2.position = ccp(130, 225);
[self addChild:cloth2 z:2];
cloth3 = [CCSprite spriteWithFile:#"clothe_3.png"];
cloth3.position = ccp(365, 225);
[self addChild:cloth3 z:3];
cloth4 = [CCSprite spriteWithFile:#"clothe_4.png"];
cloth4.position = ccp(-110, -15);
[self addChild:cloth4 z:4];
cloth5 = [CCSprite spriteWithFile:#"clothe_5.png"];
cloth5.position = ccp(130, -20);
[self addChild:cloth5 z:5];
cloth6 = [CCSprite spriteWithFile:#"clothe_6.png"];
cloth6.position = ccp(365, -15);
[self addChild:cloth6 z:6];
}
return self;
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
}
and this method to move:
-(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
//Sprite follows the finger movement.
[cloth1 setPosition:location];
}
and the thing is that, I want to add more sprites there to move the sprite. I triend adding more sprites in the //follow the finger movement but then all sprites follow the finger movement. I want to move one single sprite. For example: when touching cloth1, move cloth 1; when touching cloth2, move cloth 2; but not both at the same time.
Can someone tell me how to do this?
#interface YourClass : NSObject
{
NSMutableArray *mSpriteArray;
CCSprite *mSpriteOnHand;
}
//In implementation:
-(id) init
{
.. //your old code
..
[mSpriteArray addObject: cloth1];
[mSpriteArray addObject: cloth2];
[mSpriteArray addObject: cloth3];
[mSpriteArray addObject: cloth4];
[mSpriteArray addObject: cloth5];
[mSpriteArray addObject: cloth6];
}
-(void)onEnter
{
[super onEnter];
self.touchEnabled = YES; // self.isTouchEnabled = YES;
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
mSpriteOnHand = nil;
for(CCSprite *cloth in mSpriteArray)
{
if(CGRectContainsPoint([cloth boundingBox], location))
{
mSpriteOnHand = cloth;
break;
}
}
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
if(mSpriteOnHand)
mSpriteOnHand.position = location;
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
mSpriteOnHand = nil;
}
-(void)onExit
{
[mSpriteArray release];
mSpriteArray = nil;
[super onExit];
}
return statement always terminates function and returns control to the calling function. You wrote:
return self;
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
[[CCTouchDispatcher sharedDispatcher]... line will never get executed.
Is your class a subclass of CCLayer? If you set layer's isTouchEnabled property to YES, it will add this layer as standard (non-targeted) touch delegate.
If you must use targeted touch in your layer, you should return YES in -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event if you are claiming this touch, and NO if you aren't. Updates of a claimed touch are sent only to the delegate which claimed it.
To determine which sprite is touched: make an instance variable to store "selected" sprite, in touchBegan method check which sprite's bounding box contains touch location and store this sprite in instance variable (also, looks like you want to claim a touch only if it's touching a sprite).
[cloth1 setPosition:location];
-- your sprite will "jump" to touch position. Usually it doesn't look nice. I would get touch's locationInView: and previousLocationInView:, convert them to GL, get the difference and change sprite's position by that difference.
I'm trying to pass the touch location from GameplayLayer to HUDLayer to see if user presses control buttons.
HudLayer.mm
-(void) handleTouchAtLocation:(CGPoint) location {
NSLog(#"Touch passed to HUD");
}
Gameplay.mm
enum {
kHudLayer = 2;
};
+(CCScene *) scene {
CCScene *scene = [CCScene node];
HudLayer *hud = [HudLayer node];
[scene addChild:hud z:kHudLayer];
GameplayLayer *layer = [GameplayLayer node];
[scene addChild:layer];
return scene;
}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for( UITouch *touch in touches ) {
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
[self handTouchAtPoint:(location)];
}
}
-(void) handleTouchAtPoint:(CGPoint)location {
NSLog(#"Touch At Point");
HudLayer *h1 = (HudLayer *)[self.parent getChildWithTag:kHudLayer];
[h1 handleTouchAtLocation:location];
}
HudLayer.h is imported in GameplayLayer.h.
I'm getting the "Touch At Point" log but it's not going through to HUD layer for some reason..
The only explanation is that self.parent has no child with the tag kHudLayer. If you set a breakpoint in handleTouchAtPoint you'll notice h1 being nil after the getChildWithTag line did execute.
In this cocos2d app the nslog is not firing when I press the ccsprite. Could someone help me?
-(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{
NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
for (CCSprite *target in _targets) {
CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2),
target.position.y - (target.contentSize.height/2),
27,
40);
CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
if (CGRectContainsPoint(targetRect, touchLocation)) {
NSLog(#"Moo cheese!");
}
}
return YES;
}
First of all be sure that you register the sprite for touches into the onEnter method for example:
- (void)onEnter
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:defaultTouchPriority_ swallowsTouches:YES];
[super onEnter];
}
This will make your sprite touchable and so fire the event to the sprite when a user will press it.
Then refactor your code to make it more readable and test something like that:
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
NSArray *targetsToDelete = [self touchedSpritesAtLocation:touchLocation];
// Put your code here
// ...
return YES;
}
- (NSArray *)touchedSpritesAtLocation:(CGPoint)location
{
NSMutableArray *touchedSprites = [[NSMutableArray alloc] init];
for (CCSprite *target in _targets)
if (CGRectContainsPoint(target.boundingBox, location))
[touchedSprites addObject:target];
return [touchedSprites autorelease];
}
It should return the targets that have been touched.
In layer init method add this
self.isTouchEnabled = true;
Use this code for touch detection
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
CGRect rect = [self getSpriteRect:yourSprite];
if (CGRectContainsPoint(rect, location))
{
NSLog(#"Sprite touched\n");
}
}
To get sprite rect:
-(CGRect)getSpriteRect:(CCNode *)inSprite
{
CGRect sprRect = CGRectMake(
inSprite.position.x - inSprite.contentSize.width*inSprite.anchorPoint.x,
inSprite.position.y - inSprite.contentSize.height*inSprite.anchorPoint.y,
inSprite.contentSize.width,
inSprite.contentSize.height
);
return sprRect;
}
I want to draw line on finger touch in cocos 2d.
-(void) ccTouchesMoved:(NSSet *)inappropriateTouches withEvent:(UIEvent *)event
{
UITouch *touch = [inappropriateTouches anyObject];
CGPoint currentTouchArea = [touch locationInView:[touch view] ];
CGPoint lastTouchArea = [touch previousLocationInView:[touch view]];
currentTouchArea = [[CCDirector sharedDirector] convertToGL:currentTouchArea];
lastTouchArea = [[CCDirector sharedDirector] convertToGL:lastTouchArea];
// throw to console my inappropriate touches
NSLog(#"current x=%2f,y=%2f",currentTouchArea.x, currentTouchArea.y);
NSLog(#"last x=%2f,y=%2f",lastTouchArea.x, lastTouchArea.y);
glColor4f(0.8, 1.0, 0.76, 1.0);
glLineWidth(6.0f);
ccDrawLine(currentTouchArea, lastTouchArea);
}
I use this code but nothing is drawn on the screen. What is wrong in my code?
All OpenGL drawing you want to do in the draw method. Like this:
-(void)draw
{
if(lastTouchArea != 0)
{
glColor4f(0.8, 1.0, 0.76, 1.0);
glLineWidth(6.0f);
ccDrawLine(currentTouchArea, lastTouchArea);
lastTouchArea = 0;
}
}
Try this : to save a line in a NSMutableArray
-(void) ccTouchesMoved:(NSSet *)inappropriateTouches withEvent:(UIEvent *)event
{
UITouch *touchMyMinge = [inappropriateTouches anyObject];
CGPoint currentTouchArea = [touchMyMinge locationInView:[touchMyminge view] ];
CGPoint lastTouchArea = [touchMyMinge previousLocationInView:[touchMyMinge view]];
// flip belly up. no one likes being entered from behind.
currentTouchArea = [[CCDirector sharedDirector] convertToGL:currentTouchArea];
lastTouchArea = [[CCDirector sharedDirector] convertToGL:lastTouchArea];
// throw to console my inappropriate touches
NSLog(#"current x=%2f,y=%2f",currentTouchArea.x, currentTouchArea.y);
NSLog(#"last x=%2f,y=%2f",lastTouchArea.x, lastTouchArea.y);
// add my touches to the naughty touch array
naughtyTouchArray addObject:NSStringFromCGPoint(currentTouchArea)];
naughtyTouchArray addObject:NSStringFromCGPoint(lastTouchArea)];
}
#implementation DrawMyTouch
-(id) init
{
if( (self=[super init]))
{ }
return self;
}
-(void)draw
{
glEnable(GL_LINE_SMOOTH);
for(int i = 0; i < [naughtyTouchArray count]; i+=2)
{
start = CGPointFromString([naughtyTouchArray objectAtIndex:i]);
end = CGPointFromString([naughtyTouchArray objectAtIndex:i+1]);
ccDrawLine(start, end);
}
}
-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
DrawMyTouch *line = [DrawMyTouch node];
[self addChild: line];
}
Hope this help
*Working Code Now*
OK, I thought that this would be easy to get working but it turns out to not work like I expected.
I am trying to get the Touch location from a CCLayer that can be moved or zoomed, not the location on the screen itself? here is how I thought that it would work but it crashes?
Interface
#import "cocos2d.h"
#interface TestTouch : CCLayer {
CCLayerColor *layer;
}
+(CCScene *) scene;
#end
Implementation
#import "TestTouch.h"
#implementation TestTouch
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
TestTouch *layer = [TestTouch node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
- (id)init
{
self = [super init];
if (self) {
CGSize winsize = [[CCDirector sharedDirector]winSize];
CCLayerColor *layer = [CCLayerColor layerWithColor:ccc4(255, 255, 255, 255)];
// layer.scale = 0.7f;
layer.contentSize = CGSizeMake(640, 960);
layer.position = CGPointMake(winsize.width/2, winsize.height/2);
layer.isRelativeAnchorPoint = YES;
[self addChild:layer z:0];
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:layer priority:0 swallowsTouches:YES];
}
return self;
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchStart = [[CCDirector sharedDirector] convertToGL:[touch locationInView:[touch view]]];
touchStart = [layer convertToNodeSpace:touchStart];
NSLog(#"Touch:%f,%f",touchStart.x, touchStart.y);
return YES;
}
#end
If I change this line to include "self":
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
It will obviously work but then I get the location relevant to the screen and not the layer, which is what I need.
You need to convert the location on the screen to the layer's "node space":
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchStart = [[CCDirector sharedDirector] convertToGL:[touch locationInView:[touch view]]];
// convert touch location to layer space
touchStart = [self convertToNodeSpace:touchStart];
NSLog(#"Touch:%f,%f",touchStart.x, touchStart.y);
return YES;
}