cocos2d multi-touch and CCMotionStreak - cocos2d-iphone

I'm trying to use multitouch in my app....but I have to display a streak when the finger move on the screen... but I see only ONE streak, instead of TWO! how can I create and move 2 streaks together??
Here is my code:
-(void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
NSSet *allTouches = [event allTouches];
for (int n=0; n < [allTouches count]; n++)
{
UITouch *touch = [[allTouches allObjects] objectAtIndex:n];
CGPoint touchLoc = [touch locationInNode:self];
streak = [CCMotionStreak streakWithFade:0.3 minSeg:20 width:13 color:[CCColor colorWithUIColor:[UIColor whiteColor]] textureFilename:#"scia.png"];
[streak setPosition:touchLoc];
[self addChild:streak z:30];
}
}
-(void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
NSSet *allTouches = [event allTouches];
for (int n=0; n < [allTouches count]; n++)
{
UITouch *touch = [[allTouches allObjects] objectAtIndex:n];
CGPoint touchLoc = [touch locationInNode:self];
[streak setPosition:touchLoc];
[self detectObjects:touchLoc];
}
}

for multitouch inside CCLayer you can use multitouch by CCStandardTouchDelegate function.
build in cocos2d
if you are looking for Fruit Ninja Blade effect.. use CCBlade instead of CCMotionStreak
https://github.com/hiepnd/CCBlade
/// .h File
CFMutableDictionaryRef map;
// .m File
void releaseStreak(CFAllocatorRef allocator, const void *value)
{
[(CCMotionStreak*)value removeFromParentAndCleanup:YES];
}
CFDictionaryValueCallBacks valueCallbacks = {
0,
NULL,
releaseStreak,
NULL,
NULL
};
-(id) init
{
if( (self=[super init])) {
isTouchEnabled_ = 1;
[[[CCDirector sharedDirector] openGLView] setMultipleTouchEnabled:YES];
map = CFDictionaryCreateMutable(NULL,0,NULL,&valueCallbacks);
}
}
- (void) ccTouchesBegan:(NSSet *) touches withEvent:(UIEvent *) event
{
for (UITouch *touch in touches) {
CCMotionStreak *streak = [CCMotionStreak streakWithFade:0.3 minSeg:20 width:13 color:[CCColor colorWithUIColor:[UIColor whiteColor]] textureFilename:#"scia.png"];
CFDictionaryAddValue(map,touch,streak);
CGPoint pos = [touch locationInView:touch.view];
pos = [[CCDirector sharedDirector] convertToGL:pos];
[streak setPosition: pos];
[self addChild:streak z:30];
}
}
- (void) ccTouchesMoved:(NSSet *) touches withEvent:(UIEvent *) event{
{
for (UITouch *touch in touches) {
CGPoint pos = [touch locationInView:touch.view];
pos = [[CCDirector sharedDirector] convertToGL:pos];
CCMotionStreak *_streak = (CCMotionStreak *)CFDictionaryGetValue(map, touch);
[streak setPosition:pos];
[self detectObjects:pos];
}
}
- (void) ccTouchesEnded:(NSSet *) touches withEvent:(UIEvent *) event{
for (UITouch *touch in touches) {
CCMotionStreak *_streak = (CCMotionStreak *)CFDictionaryGetValue(map, touch);
CFDictionaryRemoveValue(map,touch);
//i already added removeFromParent above no need to add release code.
}
}
let me know if the above code work for you.

Related

can't remove target from the self in cocos2d-iphone

I use following code to create some sprites
-(void)dologic
{
for (int i = 0; i < 3; i ++) {
CCSprite *target = [CCSprite spriteWithFile:#"pig.png"];
int x = arc4random() % 320;
int y = arc4random() % 300;
target.position = ccp(x, y);
[self addChild:target];
[_targets addObject:target];//_targets is nsmutablearray
}
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [self convertTouchToNodeSpace: touch];
for (CCSprite *target in _targets) {
if (CGRectContainsPoint(target.boundingBox, location)) {
[_targets removeAllObjects];
[self removeChild:target cleanup:YES];
[self dologic];
}
}
when touch any sprite, all sprites will be removed from the self first, and then call dologic to create three new sprites again, but my code can only remove the target that i touched, how can i remove all sprites when i touch the screen?
First off, you are modifying the array while iterating it, which is not a good practice.
If you want to remove all targets upon touching any of them, you can try this:
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [self convertTouchToNodeSpace: touch];
BOOL touchedASprite = NO;
for (int i = 0; i < [_targets count] && !touchedASprite; ++i) {
if (CGRectContainsPoint((CCSprite*)[_targets objectAtIndex:i].boundingBox, location)) {
touchedASprite = YES;
}
}
if (touchedASprite) {
for (CCSprite *target in _targets) {
[self removeChild:target cleanup:YES];
}
[_targets removeAllObjects];
[self doLogic];
}
}
When you want to remove objects in a array while browsing all objects of it, you should do like this:
for (int i = (int)_targets.count - 1 ; i >= 0 ; i--) {
CCSprite *target = _targets[i];
if (CGRectContainsPoint(target.boundingBox, location)) {
[_targets removeAllObjects];
[self removeChild:target cleanup:YES];
[self dologic];
}
}
Be careful: [NSArray count] returns a unsigned number, when [NSArray count] returns 0, ([NSArray count]-1) is NOT -1, should cast it to int

Drag a sprite attached to a body

I have a CCSprite that is attached to body in a b2world .
When someone is touch it, i want to move it with the touch location.
With a regular sprite that works fine , but with a sprite that has a body- it does not .
it gets the touch but not move the sprite (the body follow the sprite or the opposite?)
How should i do that ? apply a force relative to the touch is a problem..
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPosition = [touch locationInView: [touch view]];
//detect a touch ont the button
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
CGPoint location=[[CCDirector sharedDirector] convertToGL: currentPosition];
CCSprite *tempSprite = (CCSprite *) b->GetUserData();
if( tempSprite.tag==2 )
{
if(CGRectContainsPoint([tempSprite boundingBox], location))
{
tempSprite.position=location;
NSLog(#"touched");
}
}
}
}
Try changing the position of the body using SetTransform function. I think it's looking something like:
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPosition = [touch locationInView: [touch view]];
//detect a touch ont the button
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
CGPoint location=[[CCDirector sharedDirector] convertToGL: currentPosition];
CCSprite *tempSprite = (CCSprite *) b->GetUserData();
if( tempSprite.tag==2 )
{
if(CGRectContainsPoint([tempSprite boundingBox], location))
{
b->SetTransform( b2Vec2( location.x/PTM_RATIO, location.y/PTM_RATIO ), 0 ); //change position of the body
NSLog(#"touched");
}
}
}
}
Don't forget, if you want to change body position apply force or set linear velocity you must use kinematic or dynamic body type.

MultiTouch control of a sprites movement - cocos2d

I've been dealing with this problem for quite some time.
What I am trying to do is have a CCSprite's right/left movement controlled by touches on either the left side of the screen or the right.
Doing this is no problem if you lift your finger after each touch. But what I want is best described by an example:
The player touches the left side of the screen and the sprite moves to the left. Now the player (while still touching the left side) touches the right side...the sprite should now move right. Now the player has one finger on the left and one on the right side, if he now lifts the touch off the right side the sprite should again move to the left.
This is what I have now:
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
UITouch * touch = [[allTouches allObjects] objectAtIndex:0];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
if (location.x < 240) {
[player walk:kkMoveLeft];
} else if (location.x > 240) {
[player walk:kkMoveRight];
}
//Swipe Detection Part 1
firstTouch = location;
}
-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
UITouch * touch = [[allTouches allObjects] objectAtIndex:0];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
//Swipe Detection Part 2
lastTouch = location;
float swipeLength = ccpDistance(firstTouch, lastTouch);
if (firstTouch.y < lastTouch.y && swipeLength > 60) {
[player jump:kkJumpUp];
} else if (firstTouch.y > lastTouch.y && swipeLength > 60){
[player jump:kkJumpDown];
}
[player endWalk];
}
I'd appreciate it if someone could tell me how to go about this. Thank you .
UPDATE MY SOLUTION:
//1. Enable multitouch in the appDelegate
[glView setMultipleTouchEnabled:YES];
//2. Create an Array to keep track of active touches
touchArray = [[NSMutableArray alloc] init];
//3. Touch Methods
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
if (![touchArray containsObject:touch]) {
[touchArray addObject:touch];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
CCLOG(#"start: %f", location.x);
if (location.x < 240) {
[player walk:kkMoveLeft];
} else if (location.x > 240) {
[player walk:kkMoveRight];
}
}
}
}
-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
[touchArray removeObject:touch];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
CCLOG(#"end: %f", location.x);
}
for (UITouch *touch in touchArray) {
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
CCLOG(#"still: %f", location.x);
if (location.x < 240) {
[player walk:kkMoveLeft];
} else if (location.x > 240) {
[player walk:kkMoveRight];
}
}
if ([touchArray count] == 0) {
[player endWalk];
}
}
If I understand correctly your problem, what you should do is:
in ccTouchesEnded, instead of simply calling endWalk, check to see is any touch is still present (to do so, you could iterate over allTouches);
in the appropriate case (i.e., a touch is still activating the player), call startWalk.
if no touch is present, call endWalk.
The code would be similar to what you have in ccTouchesBegan, only you iterate (I am not sure what allTouches contains at index 0 in touchesEnded).
OLD ANSWER:
You are not saying anything about how you are handling touches right now. In any case, the way to go is defining ccTouches* methods (vs. ccTouch*), where * can be: Began, Moved, Ended.
-(void)tccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
...
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
...
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
...
}
Keep in mind that touchesBegan is fired at each new touch that is detected. So, if you want to know the status of all touches currently active, you have to use allTouches.
Have also a look at this post from iphonesdk which I found insightful as to the semantics of touches in those methods.

serious multitouch problem

I am almost done with my game but I can't get my multi touch working :
I got in my appdelegate
[glView setMultipleTouchEnabled:YES];
(also tried [window setMultiTouchEnabled:YES];)
In my Bomb.h
#interface Bomb : CCLayer (I also tried CCNode with <ccTargetTouchDelegate>)
Bomb.m
-(void)onEnter
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:kCCMenuTouchPriority swallowsTouches:YES];
[super onEnter];
}
-(void)onExit
{
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
[super onExit];
}
(Also tried registerWithTouchDispatcher withouth onEnter and onExit and also tried with [super registerWithTouchDispatcher])
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
if(isPaused || !canBeDragged || LOST)
return NO;
//take the coordinates of the touch and transform them into the OpenGL system.
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
CGRect frame = CGRectMake(self.position.x, self.position.y, self.contentSize.width, self.contentSize.height);
if(!CGRectContainsPoint(frame, location))
return NO;
location.x *= factor;
location.y *= factor;
if(BombShape)
{
offsetX = BombShape->body->p.x – location.x;
offsetY = BombShape->body->p.y – location.y;
BombShape->body->v = cpvzero;
BombShape->collision_type++; //make it ‘Dragged’. For example RedNinja++ is DraggedRedNinja
}
return YES;
}
//****************************************************************************************
- (void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
if(isPaused || !canBeDragged)
return;
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
CGPoint prevLocation = [touch previousLocationInView: [touch view]];
prevLocation = [[CCDirector sharedDirector] convertToGL: prevLocation];
location.x *= factor;
location.y *= factor;
prevLocation.x *= factor;
prevLocation.y *= factor;
if(BombBody)
{
//during the dragging, the bomb must not have velocity. Otherwise, it will “run” beneath your finger.
//so we are constantly calculating the velocity and ,when you end the draging, assign that value to the velocity of the bomb.
velocity = cpv((location.x – prevLocation.x) * 30 , (location.y – prevLocation.y)*30);
CGPoint newPosition = cpv(location.x + offsetX, location.y + offsetY);
//test per X
canMoveOnX = CheckOnX(BombBody->p , newPosition,radius);
canMoveOnY = CheckOnY(BombBody->p , newPosition,radius);
if(canMoveOnX)
BombBody->p.x = newPosition.x;
if(canMoveOnY)
BombBody->p.y = newPosition.y;
}
}
//****************************************************************************************
- (void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
if(!canBeDragged || isPaused)
return;
//set velocity back
BombShape->body->v = velocity;
BombShape->collision_type–;
offsetX = 0;
offsetY = 0;
}
//****************************************************************************************
-(void) ccTouchCancelled:(UITouch *)touch withEvent:(UIEvent *)event
{
}
Somehow I can't seem to detect my second touch :S.
I am loading my Bomb.h in a GameScene that is a CCLayer without touches.
Please help. Thanks.
I had the same problem.
If you have another view, like a view for ad, you should do the same thing to that.
ex.
[yourAnotherView setMultipleTouchEnabled:YES];
If you don't, sorry I cannot answer any more...

Cocos2D: SneakyJoystick + Touch Events, problem

im having some trouble using SneakyJoystick and ccTouchEnded stuff.
What is my goal, use the joystick to walk around and the touches to interact with the surrounding area.
I have two layers,ControlLayer (z:2) and GamePlayLayer (z:1)
Im Using TiledMap for my ground and map.
The Joystick by it self works fine, it is attached to the ControlLayer. I can walk, colide and stuff.
When i add the Touch events to the GamePlayLayer, the touch works, i can click on something on the "ground" and interact with it. BUT my joystick dosent work then, if i run using the touch the joystick just sit there not responsive.
Here is some of my code, if u guys need more, just ask.
Touch methods in the GameplayLayer
-(void) registerWithTouchDispatcher
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self
priority:0 swallowsTouches:YES];
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
-(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
CGPoint tileCoord = [self tileCoordForPosition:touchLocation];
int tileGid = [meta tileGIDAt:tileCoord];
if (tileGid) {
NSDictionary *properties = [tileMap propertiesForGID:tileGid];
if (properties) {
NSString *collectable = [properties valueForKey:#"Collectable"];
if (collectable && [collectable compare:#"True"] == NSOrderedSame) {
[meta removeTileAt:tileCoord];
[foreground removeTileAt:tileCoord];
}
}
}
}
And how my scene is arranged:
#implementation SandBoxScene
-(id)init {
self = [super init];
if (self!=nil) {
//Control Layer
controlLayer = [GameControlLayer node];
[self addChild:controlLayer z:2 tag:2];
//GamePlayLayer
GameplayLayer *gameplayLayer = [GameplayLayer node];
[gameplayLayer connectControlsWithJoystick:[controlLayer leftJoyStick]
andJumpButton:[controlLayer jumpButton]
andAttackButton:[controlLayer attackButton]];
[self addChild:gameplayLayer z:1 tag:1];
}
return self;
}
#end
Thanks for the help!
The problem is that your code does not account for multiple touches. Using -(BOOL) ccTouchBegan:(UITouch *)touch.. or -(void) ccTouchEnded:(UITouch *)touch.. will only take one touch... instead you need to use ccTouchesEnded:.. your method should look something like this:
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
//get your touch from the set of UITouches
UITouch *myTouch = [touches anyObject];
//the rest below is the same from your method
CGPoint touchLocation = [myTouch locationInView: [myTouch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
CGPoint tileCoord = [self tileCoordForPosition:touchLocation];
int tileGid = [meta tileGIDAt:tileCoord];
if (tileGid) {
NSDictionary *properties = [tileMap propertiesForGID:tileGid];
if (properties) {
NSString *collectable = [properties valueForKey:#"Collectable"];
if (collectable && [collectable compare:#"True"] == NSOrderedSame) {
[meta removeTileAt:tileCoord];
[foreground removeTileAt:tileCoord];
}
}
}
}
You also need to add [glView setMultipleTouchEnabled:YES]; to your appDelegate. I am not entirely sure that the method above works. This question deals with implementing multitouch with cocos2d. Hope this helps
Sorry thats was not the solution, i do want to handle just one touch, the problem was in the priority, i was giving priority 0 to my gameplayLayer, and swalloing every time, so i didnt give chance to the controlayer that had priority 1 to get the touch and act upon my joystick.
The solution that i found was changing the priority from 0 to 2 then, the (controlLayer) joystick would act and pass the touch to the priority 2, that was my gameplayLayer
but thanks anyway :)