How to remove a target with delay time - cocos2d-iphone

I try to delete a target with delay time, code likes this
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [self convertTouchToNodeSpace: touch];
targetsToRemove = [[NSMutableArray array] init];
for (CCSprite *target in _targets) {// here _targets is NSMutableArray
if (CGRectContainsPoint(target.boundingBox, location)) {
[targetsToRemove addObject:target];
}
}
for (CCSprite *target in targetsToRemove) {
if (target.tag == 1) {
[target setTexture:[[CCTextureCache sharedTextureCache] addImage:#"1.png"]];
[_targets removeObject:target];
[self removeChild:target cleanup:YES];
}
else {
CCLOG(#"remove target immediately");
}
}
}
If the target.tag = 1, I want to delay 0.5 to show its images, and then remove it, I try to use scheduleOnce, but it crashs, so how can I do?

I'm not sure how to write this in Objective-C (I'm only familiar with Cocos2D-XNA which is C#), but see if this works:
Make a CCSequence, first action in the sequence is CCDelayTime with 0.5 as argument, and the second action in the sequence is CCRemoveSelf. Then just run this sequence on the target sprite.
Hope this is helpful to you. You may want to try https://gamedev.stackexchange.com/ for more help.

Try this way:
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
...
for (CCSprite *target in targetsToRemove) {
if (target.tag == 1) {
[target setTexture:[[CCTextureCache sharedTextureCache] addImage:#"1.png"]];
CCDelayTime *delay =[CCDelayTime actionWithDuration:3.0f];
CCCallFunc *removeTarget = [CCCallFunc actionWithTarget:self selector:#selector(removeSprites:data:)data:target];
[target runAction:[CCSequence actionWithActions:delay, removeTarget, nil]];
}
}
-(void)removeSprites:(id)sender data:(CCSPrite *)sprtToDelete
{
if(!_targets)
[_targets removeObject:sprtToDelete];
[sprtToDelete removeFromParentAndCleanUp:YES];
}
Here you are running two actions on each to be deleted sprite. So on first action you wait for 3 seconds and in second action you call a method with parameter as this sprite. And in that method you clean up your sprite.
Hope this will help. LEt me know if not.

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

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.

How do I detect multi-touch in cocos2d?

Edited Post
Ok I tried what rptwsthi said in another project just to test it......
-(id) init
{
if( (self=[super init])) {
self.isTouchEnabled = YES;
}
return self;
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
NSArray *touchArray=[touches allObjects];
if ([touchArray count] == 2) {
NSLog(#"touch 2");
}
else if([touchArray count]==1) {
NSLog(#"touch 1");
}
}
But only the "touch 1" NSLog pops ups when I press the screen with two fingers. Do I need to put what LearnCocos2D said in there somewhere too.
Old Post
I have a test app I'm making and in it I have 3 buttons in the hud, 2 are for moving left and right and the other is for shooting. This is what I currently have.....
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint loc = [touch locationInView:[touch view]];
loc = [[CCDirector sharedDirector] convertToGL:loc];
//Move Left
CGRect left = CGRectMake(leftButton.position.x-50/2, leftButton.position.y-50/2, 50, 50);
if (CGRectContainsPoint(left, loc)) {
[self schedule:#selector(moveLeft)];
}
//Move Right
CGRect right = CGRectMake(rightButton.position.x-50/2, rightButton.position.y-50/2, 50, 50);
if (CGRectContainsPoint(right, loc)) {
[self schedule:#selector(moveRight)];
}
//Shoot
CGRect shoot = CGRectMake(shootButton.position.x-50/2, shootButton.position.y-50/2, 50, 50);
if (CGRectContainsPoint(shoot, loc)) {
bullet = [CCSprite spriteWithFile:#"bullet.png"];
bullet.position = ccp(plane.position.x, plane.position.y+20);
[self addChild:bullet];
}
}
-(void) ccTouchesEnded:(UITouch *)touch withEvent:(UIEvent *)event {
[self unschedule:#selector(moveLeft)];
[self unschedule:#selector(moveRight)];
}
But I can only press one button at a time. I want to be able to hold the right or left button and also shoot with the shoot button. Can anyone fix my code or show me a basic example of multi-touch?
Also I'm new to iOS development and any help will be much appreciated. Thanks.
Have you enabled multiple touches on the cocos2d view?
[[CCDirector sharedDirector].openGLView setMultipleTouchEnabled:YES];
You Just use allObject instead of anyObject, and check it like:
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
NSArray *touchArray=[touches allObjects];
if ([touchArray count] == 2)
//DO ONE THING
else if([touchArray count]==1)
//DO ANOTHER THING
}

COCOS2D. dragging CCSprite on the screen with ccTouchMoved makes the movement jerky

I have an issue with my ccTouchMoved method. I have 3 ccSprites what I want to be able to move around on the screen using my finger. The thing is that the movement is jerky and it sometimes even looses "the grip" of the ccSprites when dragging the image, if I move the mouse pointer to fast.
what am I missing?
the three touchmethods that I use have the following tasks:
ccTouchBegan : scale up the ccSprite that is being touched
ccTouchMoved : move the ccSprite that is touched across the screen
ccTouchEnded: scale down the ccSprite to it's original size and stop the movement (is there a better way of scaling down the ccSprite to it's original size?)
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{
CCLOG(#"ccTouchBeganRuby");
CGPoint location = [self convertTouchToNodeSpace: touch];
if(CGRectContainsPoint([animatingRuby1 boundingBox], location)){
CCLOG(#"ccTouchEndedRubyScaleUp1");
id ScaleAction1 = [CCScaleBy actionWithDuration:1 scale:1.2f ];
[animatingRuby1 runAction:ScaleAction1];
}
if(CGRectContainsPoint([animatingRuby2 boundingBox], location)){
CCLOG(#"ccTouchEndedRubyScaleUp2");
id ScaleAction2 = [CCScaleBy actionWithDuration:1 scale:1.2f ];
[animatingRuby2 runAction:ScaleAction2];
}
if(CGRectContainsPoint([animatingRuby3 boundingBox], location)){
CCLOG(#"ccTouchEndedRubyScaleUp3");
id ScaleAction3 = [CCScaleBy actionWithDuration:1 scale:1.2f ];
[animatingRuby3 runAction:ScaleAction3];
}
return YES;
}
- (void)ccTouchMoved:(UITouch *)touches withEvent:(UIEvent *) event{
CCLOG(#"ccTouchMovedRuby");
if (CGRectContainsPoint([animatingRuby1 boundingBox], location)) {
CCLOG (#"moveRubies1");
if((CGRectContainsPoint([animatingRuby2 boundingBox], location))|| (CGRectContainsPoint([animatingRuby1 boundingBox], location))) {
return;
}
animatingRuby1.position = location;
}
if (CGRectContainsPoint([animatingRuby2 boundingBox], location)) {
CCLOG (#"moveRubies2");
if((CGRectContainsPoint([animatingRuby1 boundingBox], location))|| (CGRectContainsPoint([animatingRuby3 boundingBox], location))) {
return;
}
animatingRuby2.position = location;
}
if (CGRectContainsPoint([animatingRuby3 boundingBox], location)) {
CCLOG (#"moveRubies3");
if((CGRectContainsPoint([animatingRuby1 boundingBox], location))|| (CGRectContainsPoint([animatingRuby2 boundingBox], location))) {
return;
}
animatingRuby3.position = location;
}
[self collidableWithEachOther:location];
}
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *) event{
CGSize screenSize = [[CCDirector sharedDirector] winSize];
CCLOG(#"ccTouchEndedRuby");
CGPoint location = [self convertTouchToNodeSpace: touch];
if(CGRectContainsPoint([animatingRuby1 boundingBox], location)){
CCLOG(#"ccTouchEndedRubyScaleDown1");
[animatingRuby1 setScaleX:screenSize.width/14850.0f];
[animatingRuby1 setScaleY:screenSize.height/9552.0f];
}
if(CGRectContainsPoint([animatingRuby2 boundingBox], location)){
CCLOG(#"ccTouchEndedRubyScaleDown2");
[animatingRuby2 setScaleX:screenSize.width/14850.0f];
[animatingRuby2 setScaleY:screenSize.height/9552.0f];
}
if(CGRectContainsPoint([animatingRuby3 boundingBox], location)){
CCLOG(#"ccTouchEndedRubyScaleDown3");
[animatingRuby3 setScaleX:screenSize.width/14850.0f];
[animatingRuby3 setScaleY:screenSize.height/9552.0f];
}
}
Take the vector from the sprite to the touch location and set it as the direction for the sprite, while limiting its speed. This way changes won't be as quick and drastic and the movement will look smoother. Don't require that the touch location always be over the sprite, just keep track of whether a drag operation is taking place, and which sprite is being dragged.

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 :)