Im programming a game using sprite kit and i have written the accelerometer code and it works. But the problem is it doesn't stop when hitting the edge of the screen, can anyone help me out with this?
Here is the code for the player:
-(void)addShip
{
//initalizing spaceship node
ship = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
[ship setScale:0.5];
ship.zRotation = - M_PI / 2;
//Adding SpriteKit physicsBody for collision detection
ship.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ship.frame.size];
ship.physicsBody.mass = 0.02;
ship.physicsBody.categoryBitMask = shipCategory;
ship.physicsBody.dynamic = YES;
ship.physicsBody.affectedByGravity = NO;
ship.physicsBody.contactTestBitMask = DonutCategory | PizzaCategory | ChocolateCategory | SoftCategory | AppleCategory | GrapeCategory | OrangeCategory | BananaCategory;
ship.physicsBody.collisionBitMask = 0;
ship.physicsBody.usesPreciseCollisionDetection = YES;
ship.name = #"ship";
ship.position = CGPointMake(260,30);
[self addChild:ship];
motionManager = [[CMMotionManager alloc] init];
if ([motionManager isAccelerometerAvailable] == YES) {
[motionManager startAccelerometerUpdatesToQueue:[[NSOperationQueue alloc] init]
withHandler:^(CMAccelerometerData *data, NSError *error)
{
float destX, destY;
float currentX = ship.position.x;
float currentY = ship.position.y;
BOOL shouldMove = NO;
if(data.acceleration.x < -0.25) { // tilting the device to the right
destX = currentX + (data.acceleration.x * kPlayerSpeed);
destY = currentY;
shouldMove = YES;
} else if (data.acceleration.x > 0.25) { // tilting the device to the left
destX = currentX + (data.acceleration.x * kPlayerSpeed);
destY = currentY;
shouldMove = YES;
}
if(shouldMove) {
SKAction *action = [SKAction moveTo:CGPointMake(destX, destY) duration:1];
[ship runAction:action];
}
}];
}
}
You can add edges to your screen so the physics will stop the ship when it hits the edge (do it in init method):
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
//Add this to change some behaviour when ship will collide with the screen
//self.physicsBody.friction = 0.0f;
The other way is check in update method when ship is touching edge of the screen and change the ship position.
//Extended
I believe moveTo:duration: method mess up your phasic, to fix it just mate sure your destX and destX to go more that screen size width (height) - ship size width (height) and less that origin x and origin y.
You shouldn't use moveTo:duration: method, instead you should apply force to your ship.
Try this code, it's a little bit different that yours but this is much better way to move your ship (ignore the code above):
//Your ship setting
_ship.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_ship.frame.size];
_ship.physicsBody.mass = 0.02;
_ship.physicsBody.categoryBitMask = shipCategory;
_ship.physicsBody.dynamic = YES;
_ship.physicsBody.affectedByGravity = NO;
// Edge around the screen
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
//Apply movement (instead of moveTo:duration:)
//Get the accelerometer value
CMAccelerometerData* accelData = _motionManager.accelerometerData;
if (fabs(accelData.acceleration.x) > 0.2) {
// 35 is the value you can play with to make your ship movement feel more natural
[_ship.physicsBody applyForce:CGVectorMake(0.0, 35.0 * data.acceleration.x)];
}
Related
I have a CCLayer which holds all my game objects and i have implemented scaling and scrolling. To make sure that you can't scroll out of bounds i am calculating a rect that represents the screen and use it to check if the rect is within bounds. The problem is that my calculations are wrong. The layer is scaled by a scaleFactor like so:
world->setScale(scaleFactor);
and then i calculate the scroll rect:
float scrollWidth = winSize.width * ( 1 / scaleFactor); // winSize is the size of the screen (1280x
float scrollHeight = winSize.height * ( 1 / scaleFactor);
if(scrollRect.l < 0) scrollRect.l = 0;
if(scrollRect.l + scrollWidth > levelWidth) scrollRect.l -= (scrollRect.l + scrollWidth - levelWidth);
scrollRect.r = scrollRect.l + scrollWidth;
world->setPosition(-scrollRect.l, -scrollRect.b);
(the scale factor value is between 1.0 and 0.5)
This sort of works but only when the layer is zoomed out to the max or zoomed in to the minimum but when scaleFactor isn't MAX/MIN it is wrong (there is some left space).
What am i doing wrong? I've also tried changing the anchor points (they are currently set to 0,0) but without any success.
You can do this whatever your scale factor...
here _tileMap is your world
//Code for getting difference b/w two position
CCTouch *fingerOne = (CCTouch*)touchArray->objectAtIndex(0);
CCPoint newTouchLocation = fingerOne->getLocationInView();
newTouchLocation = CCDirector::sharedDirector()->convertToGL(newTouchLocation);
newTouchLocation=_tileMap->convertToNodeSpace(newTouchLocation);
CCPoint oldTouchLocation = fingerOne->getPreviousLocationInView();
oldTouchLocation = CCDirector::sharedDirector()->convertToGL(oldTouchLocation);
oldTouchLocation = _tileMap->convertToNodeSpace(oldTouchLocation);
//get the difference in the finger touches when the player was dragging
CCPoint difference = ccpSub(newTouchLocation, oldTouchLocation);
CCPoint ASD=ccpAdd(_tileMap->getPosition(), ccpMult(difference, _tileMap->getScale()));
CCPoint bottomLeft =ASD;
// Bounding Box....
if (bottomLeft.x >0) {
bottomLeft.x = 0;
}
if (bottomLeft.y>0) {
bottomLeft.y = 0;
}
if (bottomLeft.x < -(mapWidth*_tileMap->getScale() - _screenSize.width)) {
bottomLeft.x = -(mapWidth*_tileMap->getScale()- _screenSize.width);
}
if (bottomLeft.y <-(mapHieght*_tileMap->getScale() - _screenSize.height)) {
bottomLeft.y = - (mapHieght*_tileMap->getScale() - _screenSize.height);
}
_tileMap->setPosition(bottomLeft);
I hope this may help you..
My game world space is a rectangle of 4 screen sizes (2 rows x 2 columns )
I am moving the camera based on the movement of a ball. The ball position is set according to the physics engine.
I notice that, sometimes the ball changes direction slightly as the camera is moving to follow the ball.
Initially I thought it was sort of an illusion based on the movement of the camera, but when I draw a path, the line is of crooked at times.
I used some of the code behind the CCFollow implementation code (not CCFollow itself, but the code behind it), for following the ball
(I had issues with CCfollow)
Below is my Tick() function:
————————————————–
- (void)tick:(ccTime) dt {
bool ballMov = false;
CGPoint pos;
CCSprite *ballData;
dt = 1.0 / 60.0f;
world->Step(dt,8, 3 );
for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *tempData = (CCSprite *)b->GetUserData();
if (tempData == ball){
ballData = tempData;
ballMov = true;
ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
}
}
}
//
// Move the layer so we can keep looking at the travelling ball
// Code is similar to CCFollow code with some adjustments
pos = ballPosition;
if(ballMov){
#define CLAMP(x,y,z) MIN(MAX(x,y),z)
pos = ccp(CLAMP(pos.x,leftBoundary,rightBoundary), CLAMP(pos.y,bottomBoundary,topBoundary));
#undef CLAMP
pos = ccpSub(pos, halfScreenSize );
pos.x = - pos.x ;
pos.y = - pos.y ;
//calculate delta move towards the new position
if(gunShot){
CGPoint moveVect;
CGPoint oldPos = [self position];
double dist = ccpDistance(pos, oldPos);
if (dist > 1){
moveVect = ccpMult(ccpSub(pos,oldPos),0.4); //0.05 is the smooth constant.
oldPos = ccpAdd(oldPos, moveVect);
pos = oldPos;
}
}
}
//move towards the ball
[self setPosition:(pos)];
lastPosition = pos;
ballPosition = CGPointMake([ball body]->GetPosition().x * PTM_RATIO, [ball body]->GetPosition().y * PTM_RATIO );
//if ball is out of gameworld space then reset
if (!CGRectContainsPoint ( outerBoundaryRect, ballPosition)){
ball.visible = false ;
[self recreateBody]; //Ball is out of Gameworld, recreate it at the default position
}
}
I want cocos2d to use the nodes' position as a normalized factor when coordinates are less than 1, and otherwise when coordinates are greater than 1, I want cocos2d to treat coordinates as it would normaly do
For instace position (1,1) would locate the node at the top-right corner of the screen, while (.5,.5) would locate the node on the center of the screen.
I was thinking on rewriting the code just where cocos2d pass on the coordinates to the vertex buffer like the following pseudo code
if (Position.x <= 1)
BufferPosition.x = Screen.Width * Position.x;
else
BufferPosition.x = Position.x;
if (Position.y <= 1)
BufferPosition.y = Screen.Height * Position.y;
else
BufferPosition.y = Position.y;
So my question is where would you put this code so that cocos2d works that way with no problem, or what approach would you take istead if it's different from the shown above
Update
I changed every single call/assignment of positionInPixels_ in the entire cocos2d library for positionInPixels
This means that each time, the corresponding getter and setter is caled instead of the CCNode's positionInPixels_ member variable.
Then I changed setPosition, and setPositionInPixels in CCNode.m like this
setPosition
-(void) setPosition: (CGPoint)newPosition
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
position_ = newPosition;
if (position_.x <= 1.0) {
positionInPixels_.x = position_.x * winSize.width;
}
else
{
if( CC_CONTENT_SCALE_FACTOR() == 1 )
positionInPixels_.x = position_.x;
else
positionInPixels_.x = newPosition.x * CC_CONTENT_SCALE_FACTOR();
}
if (position_.y <= 1.0) {
positionInPixels_.y = position_.y * winSize.height;
}
else
{
if( CC_CONTENT_SCALE_FACTOR() == 1 )
positionInPixels_.y = position_.y;
else
positionInPixels_.y = newPosition.y * CC_CONTENT_SCALE_FACTOR();
}
isTransformDirty_ = isInverseDirty_ = YES;
#if CC_NODE_TRANSFORM_USING_AFFINE_MATRIX
isTransformGLDirty_ = YES;
#endif
}
setPositionInPixels
-(void) setPositionInPixels:(CGPoint)newPosition
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
positionInPixels_ = newPosition;
if (position_.x <= 1.0) {
position_.x = positionInPixels_.x / winSize.width;
}
else
{
if( CC_CONTENT_SCALE_FACTOR() == 1 )
position_.x = positionInPixels_.x;
else
position_.x = newPosition.x * 1/CC_CONTENT_SCALE_FACTOR() / winSize.width;
}
if (position_.y <= 1.0) {
position_.y = positionInPixels_.y / winSize.height;
}
else
{
if( CC_CONTENT_SCALE_FACTOR() == 1 )
position_.y = positionInPixels_.y;
else
position_.y = newPosition.y * 1/CC_CONTENT_SCALE_FACTOR() / winSize.height;
}
isTransformDirty_ = isInverseDirty_ = YES;
#if CC_NODE_TRANSFORM_USING_AFFINE_MATRIX
isTransformGLDirty_ = YES;
#endif
}
This is working so far, even when using normalized coordinates with CCActionInterval
So you really think that this variant is the right one? To change the whole framework instead of just adding one method to the CCNode's extension? I think you will see a lot of problem with positioning very soon.
Also it is not good, that (1.f, 1.f) is always have coordinates (screenWidth, screenHeight). You will have a lot of troubles with small nodes. IMHO if you need such positioning, it is much more appropriate to connect this "factor" coordinates to the node's parent size.
Just do restore cocos2d framework and add your own extension to your project. For example,
#interface CCNode(FactorPositioning)
- (void) setPositionFactor:(CGFloat) factor;
#end
#implementation CCNode(FactorPositioning)
- (void) setPositionFactor:(CGFloat) factor
{
assert(self.parent != nil);
// do your calculations relatieve to the parent's content size
}
#end
I am using the ccTouchBegan and ccTouchEnded, and for some reason there is a block of code that runs perfectly on iPhone simulator and doesn't run at all on iPhone 4. This is what my methods look like:
-(BOOL)ccTouchBegan:(UITouch*)touch withEvent:(UIEvent *)event {
firstTouch = [self convertTouchToNodeSpace:touch];
if (!self.currentFootball.footballHasEmbarked) {
//arrow.position = ccp(fPos.x, fPos.y);
float newAnc = (120 + (self.currentFootball.contentSize.width * .5f) + (arrow.contentSize.width * .5f)) / arrow.contentSize.width;
arrow.anchorPoint = ccp(-newAnc, .5);//self.currentFootball.position;
arrow.position = self.currentFootball.position;//ccp(fPos.x-120, fPos.y);
arrow.rotation = 180;
arrow.visible = YES;
arrow.scale = 0.5f;
//powerLevel.position = fPos;
powerLevel.position = self.currentFootball.position;
powerLevel.rotation = 180;
powerLevel.percentage = 0;
powerLevel.visible = YES;
outLine.position = self.currentFootball.position;
outLine.rotation = 180;
outLine.visible = YES;
CCProgressFromTo *powerBarGoUp = [CCProgressFromTo actionWithDuration:1.0f from:0.0f to:100.0f];
CCProgressFromTo *powerBarGoDown = [CCProgressFromTo actionWithDuration:1.0f from:100.0f to:0.0f];
id action = [CCRepeatForever actionWithAction:[CCSequence actions:powerBarGoUp, powerBarGoDown, nil]];
[powerLevel runAction:action];
return YES;
}
else {
return NO;
}
}
-(void) ccTouchEnded:(UITouch*)touch withEvent:(UIEvent *)event {
const float max = 100;
CGPoint endTouch = [self convertTouchToNodeSpace:touch];
if (endTouch.x > firstTouch.x) {
endTouch = ccp(firstTouch.x, endTouch.y);
//CCLOG(#"I ran");
}
arrow.visible = NO;
powerLevel.visible = NO;
outLine.visible = NO;
self.currentFootball.footballHasEmbarked = YES;
self.currentFootball.spiraling = YES;
if (self.currentFootball) {
[smgr addBody:self.currentFootball.body];
}
if (CGPointEqualToPoint(endTouch, firstTouch)) {
CCLOG(#" I have run");
float anchorPointDist = ccpLength(endTouch);
float distFactor = distFromFb + anchorPointDist;
projectionAnchorPoint = ccp(firstTouch.x + distFactor,firstTouch.y);
}
CGPoint diff = ccpSub(endTouch, projectionAnchorPoint);
float len = powerLevel.percentage;
CGPoint norm = ccpNormalize(diff);
if (len > max){
len = max;
}
[self.currentFootball applyImpulse:ccpMult(norm, (len * 300))];
pos = self.currentFootball.position.y;
[self schedule:#selector(newFootball)];
}
This is the block of code that will not run on my iPhone.
if (CGPointEqualToPoint(endTouch, firstTouch)) {
CCLOG(#" I have run");
float anchorPointDist = ccpLength(endTouch);
float distFactor = distFromFb + anchorPointDist;
projectionAnchorPoint = ccp(firstTouch.x + distFactor,firstTouch.y);
}
Am I not doing something right?
Print out the values for endTouch and firstTouch. They may vary by a very small amount on device, as it's harder to keep your finger in the same location as opposed to a mouse pointer. If that's the case, you may want to accept end touches within a range of the first touch.
Perhaps there is some slight difference in the points you are comparing, making the result of that comparison always false. Try using this method instead of CGPointEqualToPoint.
BOOL ccpFuzzyEqual(CGPoint a, CGPoint b, float variance);
I don't know how the best way is to explain what I am trying to do, but I will give it a shot.
So I have a football on the screen and when I touch the screen I can drag my finger across the screen which by using a CCProgressTimer gives me a representation of the power of the throw. In other words it is like having a volume bar on the screen and when I touch the screen and drag away from the volume bar it starts to increase and dragging towards the volume bar decreases it. So my question is I am recording my touch when I touch the screen and that touch is what all the calculations are based off of, but I want to some how be able to no matter where I am on the screen be able to decrease or increase. The way it works right now is, I can't start to decrease the power of the throw until I reach that recorded touch. Is it possible to have it work, where when the power is at %100 no matter where I am on the screen if I drag back towards the football to have it decrease before I reach that original touch on the screen. Here is my code.
footballPath = [CCProgressTimer progressWithFile:#"footballPath.png"];
footballPath.visible = NO;
footballPath.percentage = 0;
footballPath.type = kCCProgressTimerTypeHorizontalBarLR;
footballPath.anchorPoint = ccp(0, 0.5);
[self addChild:footballPath];
-(BOOL)ccTouchBegan:(UITouch*)touch withEvent:(UIEvent *)event {
cachedTouchPt = [self convertTouchToNodeSpace:touch];
if (!self.currentFootball.footballHasEmbarked) {
footballPath.percentage = 0;
[self updateArrowWithTouch:touch];
arrow.visible = YES;
footballPath.visible = YES;
return YES;
}
else {
return NO;
}
}
-(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
[self updateArrowWithTouch:touch];
}
-(void) ccTouchEnded:(UITouch*)touch withEvent:(UIEvent *)event {
const float max = 100;
CGPoint touchPt = [self convertTouchToNodeSpace:touch];
if (touchPt.x > self.currentFootball.position.x) {
touchPt = ccp(self.currentFootball.position.x, touchPt.y);
}
arrow.visible = NO;
footballPath.visible = NO;
self.currentFootball.footballHasEmbarked = YES;
self.currentFootball.spiraling = YES;
if (self.currentFootball) {
[smgr morphShapeToActive:self.currentFootball.shape mass:25];
}
diff = ccpSub(touchPt, self.currentFootball.position);
if (diff.x == 0 && diff.y == 0) {
diff = ccp(1, 1);
}
float len = footballPath.percentage;
CGPoint norm = ccpNormalize(diff);
if (len > max){
len = max;
}
[self.currentFootball applyImpulse:ccpMult(norm, (len * 245))];
pos = self.currentFootball.position.y;
[self schedule:#selector(newFootball)];
}
- (void) updateArrowWithTouch: (UITouch*) touch {
const float distFromFb = 100;
CGPoint touchPt = [self convertTouchToNodeSpace:touch];
if (touchPt.x > self.currentFootball.position.x) {
touchPt = ccp(self.currentFootball.position.x, touchPt.y);
}
CGPoint fpt = self.currentFootball.position;
CGPoint vect = ccpSub(touchPt, fpt);
float dist = ccpLength(vect);
CGPoint vect2 = ccpSub(touchPt, cachedTouchPt);
float dist2 = ccpLength(vect2);
float degrees = -CC_RADIANS_TO_DEGREES(ccpToAngle(vect));
float factor = dist2;
CGPoint normalVect = ccpMult(vect, 1/dist);
factor = distFromFb;
CGPoint newPoint = ccpAdd(fpt, ccpMult(normalVect, factor));
if (newPoint.x < self.currentFootball.position.x+1) {
arrow.rotation = degrees;
arrow.position = newPoint;
self.currentFootball.rotation = -CC_RADIANS_TO_DEGREES (ccpToAngle(ccpSub(touchPt, self.currentFootball.position)));
footballPath.rotation = self.currentFootball.rotation;
footballPath.position = fpt;
}
float percentage = dist - ccpLength(ccpSub(cachedTouchPt, self.currentFootball.position));
if (percentage < 0.0f){
percentage = 0.0f;
}
// CCLOG(#"cachedDist = %f", cachedDist);
CCLOG(#"percentage = %f", percentage);
diff = vect2;
footballPath.percentage = percentage;
}
The cachedTouchPt = [self convertTouchToNodeSpace:touch]; is the original point that I am talking about. So when I touch the screen it makes a new point and stores it in cachedTouchPt, and so I can't decrease the the power/CCProgressTimer until I reach the X and Y of the cachedTouchPt. If I didn't make sense of what I was trying to say. I need to be able to decrease the power/CCProgressTimer without needing to be at the original point. Is there a way reset the point so that no matter where I am on the screen I can drag towards the football and have it decrease, same with the increasing.
I'll answer your question by showing you the math but you need to convert it to codes yourself.
First, you need to decide (you probably did) how long (in points) does a touch need to move to increase the power of the throw from 0 to 1. Let's refer to this value as D.
Then, let's refer to the coordinate where the touch began as Tx and Ty.
Then, when the touch moved to new coordinate Ux and Uy, you the distance the touch has moved from (Tx, Ty) using formula:
E = sqrt( pow( Ux - Tx, 2 ) + pow( Uy - Ty, 2 ) )
And you calculate the power using formula:
P = E / D
Up to this point I think your code is already doing all these calculations. But what's coming next is how you would handle if player still moves the touch exceeding the distance D from the touch began point, that is to say that E > D.
First, put an IF block:
if (E > D) { ... }
So, now you want to modify Tx and Ty values (i.e. the touch began point) so that the distance from the current touch position to that coordinate is D. Here's the magic formula:
angle = atan2( Uy - Ty, Ux - Tx )
Ty = Uy - D * sin( angle )
Tx = Ux - D * cos( angle )
At this point you might want to modify the power value to 1:
P = 1
E = D
And that's it! The formula will move the touch began point towards the current touch position to maintain the condition of E <= D. Naturally the case where the player moves the touch towards the touch began point is taken care of.
Good luck!