There are many buttons in my game but some functions require pressing 2 buttons at once. Now when I try to press 2 buttons at once it only detects one. What could I do to detect both?
To enable multi-touch in the new Cocos2d 3.0
In your - (id)init. This now Enables multi-touch to the whole scene.
first add
self.multipleTouchEnabled = YES;
Right under the
self.userInteractionEnabled = YES;
To finish it off add
jButton.exclusiveTouch = NO;
jButton.claimsUserInteraction = NO;
to your buttons. Im sorry i cannot explain how this works (i hope somebody can explain) but it works!
Related
I am working on a Qt application which resembles hex editor for Mac.
(picture from Google)
It has a very large portion of data to scroll vertically(upward and downward) because it shows all large files data in hex format.
In my application, I'd like to add two finger smooth scrolling in both direction: up and down like that in Macbook Air two finger scrolling.
It work properly with mouse wheel but not with trackpad two finger move scrolling.
If someone has a solution, please help me out. Thanks in advance.
The scroller allows for gestures like click and drag to do kinetic scrolling.
http://qt-project.org/doc/qt-5/qscroller.html#details
Note on this page:
QScroller::TouchGesture 0
The gesture recognizer will only trigger on touch events. Specifically it will react on single touch points when using a touch screen and dual touch points when using a touchpad.
So then the example they give would turn into this for you:
QWidget *w = ...;
QScroller::grabGesture(w, QScroller::TouchGesture);
There is more on doing new things with touch screens and touch pads by handling the QTouchEvent:
http://qt-project.org/doc/qt-5/qtouchevent.html#details
Hope that helps.
I am working in Cocos2d and xcode to create a side scrolling game.
I have an issue with my coding for adding a background to the levelscene.
I tried to implement a parallax background to no avail so have opted to just have a background the player will scroll across.
But at the moment the background follows the player across the screen, which frankly looks rubbish.
The code I have is
(void)setupParallax {
NSString *backgroundName = [self.tilemap propertyNamed:#"BackgroundImage"];
CCSprite *background = [CCSprite spriteWithFile:[AssetHelper getDeviceSpecificFileNameFor:[NSString stringWithFormat:#"background-noon.png]]];
background.anchorPoint = ccp(0,0);
background.position = CGPointMake(0, 0);
[self addChild:background z:0];
}
I know it must be something with either the position or anchorPoint but these values only change with reference to the screen they are loaded on.
Have you looked at this tutorial on doing parallax scrolling in cocos2d-x?
You an do parallax scrolling by hand...but it will probably easier, at least if you are just starting out, to do it using the CCParallaxNode and let the framework do the heavy lifting for you.
I am struggling with my first semi basic game for iPhone. The game operates well but I want a button to display saying restart and then when clicked it restarts the scene. This button should only appear when my sprite (called sprite) falls below the bottom of the iphone screen. I am using both cocos 2d and box 2d if that makes a difference.
Thank you for the help in advanced, it is greatly appreciated!
Quick answer for having the button appear once the sprite falls below a certain point: When you create the button, set its state to not visible. resetButton.isVisible = NO; Then write an if statement about your sprite's position and enable the button once that happens.
if (sprite.position.y >= 0)
{
resetButton.isVisible = YES;
}
This should get you started on that aspect. I'm not at my Mac right now, but if memory serves, a non-visible button is not enabled, so clicking on its location won't matter. If that's incorrect, just add in resetButton.isEnabled = NO; and YES appropriately.
As for resetting the scene, this can get a little tricky depending on what exactly you want to accomplish. You need to essentially replace the scene with itself, but this can cause undesirable flashes. A quick google search found a bunch of forum posts on this. If you can elaborate on what you've already tried and where you're getting caught up, I can try and get more specific.
I want to set the contentsize of scrollayer.
I have a scrollayer, it's CCLayer type and moving is set by ccTouchMove. I have one schedule for smoothing. BUT.
Problem is that scrolling layer is big like the whole display. I want to set the contentsize of scrollayer. Content in this layer will be scroll and showing ONLY in this layer. Not taking up the whole display. Something like this
Scrolling just in gray CCLayer (scrollayer) ....NOT WHOLE SCREEN.
Can you help me?
P.S.: Setting CCLayerColor and initWithColor:Width:Height: is not working. It just makes some stupid color box and it's moving too.
ok, honestly i would put the window frame at a higher z than the scrolling object ... if you dont you may have to crop and change sprite on the fly for the window content, nasty (at least that is the one way i could do this, without further research).
so :
// initialize this logic somewhere useful
CCNode scrollableContent;
CCSprite windowFrame;
BOOL isScrollPossible;
[self addChild:scrollableContent z:0];
[self addChild:windowFrame z:1];
// and in the touch delegate methods
-(void) ccTouchBegan:{
check if the touch happened in the window, if yes, scrolling is possible
}
-(void) ccTouchMoved:{
if (isScrollPossible) {
compute displacement
compute nextPosition for scrollableContent node;
if ( nextPosition in window ) {
// make scrollableContent follow touch
scrollableContent.position=nextPosition;
} else {
// stop any further scrolling until the next 'touch began'
isScrollPossible=NO;
}
} else {
// scroll not possible, do nothing
}
}
This is the basic idea. You may need clamping logic to prevent the creeping of scrollableContent beyond the edges of the window.
Edited for typos.
After trying desperately with masking and GL_SCISSOR, I settled on cutting a hole in the foreground and only moving the background object when onTouchMoved updated.
To see it in action, have a look at the Stats page of Angry Gran.
I was thinking of using Cocas2D to do some interesting animation stuff and wanted to have that drawn on top of a live preview View from the camera. Is this even possible?
It's quite easy, actually. It is a simple matter of turning the option on in your GamePlayLayer:
GamePlayLayer* gamePlayLayer = [GamePlayLayer node];
controller = [[CCNodeController controller] retain];
controller.isOverlayingDeviceCamera = YES;
[controller runSceneOnNode: gamePlayLayer];
Source: Cocos2d and UIViewControllers