Camera following the touched body - cocos2d-iphone

I need to have the Cocos2d camera follow a sprite (attached to a Box2D body) that the user is touching on the screen. As the user is dragging the player around, I need it to be able to go to other parts of the world. This has to be through touch, and not automatic scrolling.
I tried several approaches based on tutorials but nothing seem to address this issue. For example the solution offered here Move CCCamera with the ccTouchesMoved method? (cocos2d,iphone) by #Michael Fredrickson has the entire layer move, but when it moves, the sprites / bodies on the screen have unmatched coordinations and when I test to see if they're touched, the if(fixture->TestPoint(locationWorld)) fails.
I also looked at the tutorials here http://www.learn-cocos2d.com/2012/12/ways-scrolling-cocos2d-explained/ but this also isn't what I'm looking for.
Any help would be greatly appreciated.
EDIT:
I'm accepting Liolik's answer below because it put me on the right track. The last piece of the puzzle, though, is to make the value received from the getPoint method an instance variable, and deduce it from locationWorld which I'm doing the TestPoint against. Like this:
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
b2Vec2 locationWorld = b2Vec2(location.x/PTM_RATIO, location.y/PTM_RATIO);
b2Vec2 diff = b2Vec2(difference.x, difference.y);
for (b2Body* b = _world->GetBodyList(); b; b = b->GetNext()) {
b2Fixture* f = b->GetFixtureList();
while(f != NULL) {
if(f->TestPoint(locationWorld-diff)) {
b2MouseJointDef def;
def.bodyA = _groundBody;
def.bodyB = b;
def.target = locationWorld-diff;
def.maxForce = 9999999.0f * b->GetMass();
_mouseJoint = (b2MouseJoint*)_world->CreateJoint(&def);
b->SetAwake(true);
}
f = f->GetNext();
}
}

in update function :
CGPoint direction = [self getPoint:myBody->GetPosition()];
[self setPosition:direction];
- (CGPoint)getPoint:(b2Vec2)vec
{
CGSize screen = [[CCDirector sharedDirector] winSize];
float x = vec.x * PTM_RATIO;
float y = vec.y * PTM_RATIO;
x = MAX(x, screen.width/2);
y = MAX(y, screen.height/2);
float _x = area.width - (screen.width/2);
float _y = area.height - (screen.height/2);
x = MIN(x, _x);
y = MIN(y, _y);
CGPoint goodPoint = ccp(x,y);
CGPoint centerOfScreen = ccp(screen.width/2, screen.height/2);
CGPoint difference = ccpSub(centerOfScreen, goodPoint);
return difference;
}

So if i understand correctly, when the sprite is inside of the middle of the screen, the background is stationary and the sprite follows your finger, but when you scroll toward the edge, the camera starts to pan?
I had something roughly similar in my game Star Digger where there's a ship in the middle of the screen on its own layer that has to fly around the world, and had the same problem when the ship fired bullets into the main world layer.
heres what I did:
float thresholdMinX = winSize*1/3;
float thresholdMaxX = winSize*2/3;
if(touch.x > thresholdMaxX) //scrolling right
{
self.x += touch.x - thresholdMaxX;
}
else if(touchX < thresholdMinX)
{
self.x += thresholdMinX - touchX;
}
else
{
sprite.position = touch;
}
CGPoint spritePointInWorld = ccp(sprite.x - self.x, sprite.y - self.y);
then every time you calculate collisions, you need to recompute the sprites "actual" position in the world, which is its screen position minus the worlds offset, instead of the sprites screen position.

Related

cocos2d flappy bird demo

I am working with the flappy bird demo trying different things just to get to "know each other".
Going through the demo, I've managed to change the direction of the game to vertical scroll moving upwards.
Having reversed the CGFloat to negative values makes my obstacles move upward but once they are out of bounds they do not re-spawn.
If I change the values for a downward scroll they re-spawn as per the update method.
Can someone explain to me what I'm doing wrong with the x to y conversion? Why is the bottom recognized and the top of my screen not?
Thanks in advance
#import "MainScene.h"
static const CGFloat scrollSpeed = -280.f; //upwards
static const CGFloat firstObstaclePosition = -568.f;
static const CGFloat distanceBetweenObstacles = 80;
#implementation MainScene {
CCSprite *_hero;
CCPhysicsNode *_physicsNode;
NSMutableArray *_obstacles;
}
- (void)spawnNewObstacle {
CCNode *previousObstacle = [_obstacles lastObject];
CGFloat previousObstacleYPosition = previousObstacle.position.y;
if (!previousObstacle) {
// this is the first obstacle
previousObstacleYPosition = firstObstaclePosition;
}
CCNode *obstacle = [CCBReader load:#"Obstacle"];
obstacle.position = ccp(0, previousObstacleYPosition + distanceBetweenObstacles);
[_physicsNode addChild:obstacle];
[_obstacles addObject:obstacle];
}
- (void)update:(CCTime)delta {
_hero.position = ccp(_hero.position.x, _hero.position.y + delta * scrollSpeed);//move on Y axis
_physicsNode.position = ccp(_physicsNode.position.x, _physicsNode.position.y - (scrollSpeed *delta));//scroll in Y axis
//spawn more
NSMutableArray *offScreenObstacles = nil;
for (CCNode *obstacle in _obstacles) {
CGPoint obstacleWorldPosition = [_physicsNode convertToWorldSpace:obstacle.position];
CGPoint obstacleScreenPosition = [self convertToNodeSpace:obstacleWorldPosition];
if (obstacleScreenPosition.y < -obstacle.contentSize.height) {
if (!offScreenObstacles) {
offScreenObstacles = [NSMutableArray array];
}
[offScreenObstacles addObject:obstacle];
}
}
for (CCNode *obstacleToRemove in offScreenObstacles) {
[obstacleToRemove removeFromParent];
[_obstacles removeObject:obstacleToRemove];
// for each removed obstacle, add a new one
[self spawnNewObstacle];
}
}
- (void)didLoadFromCCB {
self.userInteractionEnabled = TRUE;
_obstacles = [NSMutableArray array];
[self spawnNewObstacle];
[self spawnNewObstacle];
[self spawnNewObstacle];
}
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
}
#end
I've attached the _physicsNode screenshot from SB.
It looks like your obstacles will be spawning fine if they are a short, constant height, and the distance between them value is large enough. It may be better to incorporate the height of the obstacles to get a more meaningful value of the distance variable. Just a thought.
The line -
obstacle.position = ccp(0, previousObstacleYPosition + distanceBetweenObstacles);
Could be -
obstacle.position = ccp(0, previousObstacleYPosition + distanceBetweenObstacles + previousObstacle.contentSize.height);
As for the problem of the vertical scrolling working downwards and not upwards I believe it is due to this line:
if (obstacleScreenPosition.y < -obstacle.contentSize.height) {
Since this line is responsible for determining when an obstacle is off the screen it has an effect on the spawning of the next obstacle. It makes sense why this line works for downwards scrolling but needs to be changed for upwards scrolling.
Try:
if (obstacleScreenPosition.y > (_physicsNode.contentSize.height + obstacle.contentSize.height)) {
You may or may not need the size of the obstacle depending on where it is anchored.
I hope this works, Good luck.

physicsBody applyForce does nothing

I'm doing this video tutorial:
http://www.spritebuilder.com/getting-started/
Everything works fine but the birds im shooting have no speed. They just fall down.
Hope you guys have a solution! Thanks in advance!
Here is my lauchBird function:
-(void)launchBird:(id)sender
{
//calc rotation
float rotationRadians = CC_DEGREES_TO_RADIANS(_launcher.rotation);
//vector for rotation
CGPoint directionVector = ccp(sinf(rotationRadians), cosf(rotationRadians));
CGPoint ballOffset = ccpMult(directionVector, 50);
//ball (bird)
CCNode* ball = [CCBReader load:#"Bird"];
ball.position = ccpAdd(_launcher.position, ballOffset);
//add ball to physicsNode
[_physicsNode addChild:ball];
//make impulse and apply force
CGPoint force = ccpMult(directionVector, 50000);
[ball.physicsBody applyForce:force];
}
As suggested by Allen S, you need to add a physicsBody to the ball. You can do this by
int padding = 5;
CGFloat radius = 0.5*(ball.contentSize.width - padding);
//create a physics body
CCPhysicsBody* body = [CCPhysicsBody bodyWithCircleOfRadius:radius andCenter:ball.anchorPointInPoints];
body.density = 1.0;
body.friction = 0.5f;
ball.physicsBody = body; //assign the created body to the node's physicsBody property.
Play around with the physicsBody's properties(density,friction,mass,elasticity...) to get the desired effect.

Moving a box2d object along the x axis while gravity pulls on the y axis

I have a box2d object that is being moved down the screen via gravity
int32 velocityIterations = 6;
int32 positionIterations = 2;
self.world->Step(dt, velocityIterations, positionIterations);
self.world->ClearForces();
for(b2Body *b = self.world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
id object = (id)b->GetUserData();
if([object isKindOfClass:[FallingObject class]])
{
CCSprite *sprite = (CCSprite *)b->GetUserData();
sprite.position = CGPointMake(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
sprite.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
When the user moves their finger across the screen either left or right i want to move the box2d object left or right while the object is still moving down the screen.
Can anyone suggest the best way to do this. I have tried applying linear velocity but it just seems to shoot of screen.
Any suggestions
Thanks
There some ways to do this, and you need to try the best for your case.
You can apply forces, impulse, or change the body velocity manually just for X parameter:
// x axis force
b2Vec2 xAxisForce = b2Vec2(10, 0);
// Try one of these
b->ApplyForce(xAxisForce, b->GetWorldCenter());
b->ApplyForceToCenter(xAxisForce);
b->ApplyLinearImpulse(xAxisForce, b->GetWorldCenter());
// Or change the body velocity manually
b->SetLinearVelocity(b2Vec2(10, b->GetLinearVelocity().y));

side scrollling boundaries in cocos2d with levelhelper

I am making a side scrolling game with levelhelper and sneakyinput.
i have couple questions.
i have sneakyinput on a different layer and i am facing a problem on scrolling with the parallax at levelhelper.
i cant manage to apply boundaries and move the layer properly.
how i will fix the scrolling? to be inside the boundaries and the character centered?
i have those 2 methods inside the update method
-(void) update:(ccTime)deltaTime{
[self applyJoystick:_leftJoystick forTimeDelta:deltaTime];
[self setViewpointCenter:hero.position];}
-(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float)delta{
CGRect worldRect = [loader gameWorldSize];
CGPoint scaledVelocity=ccpMult(aJoystick.velocity, 90.0f);
CGPoint newPosition =ccp(hero.position.x+scaledVelocity.x*delta, hero.position.y +scaledVelocity.y *delta);
float posX = MIN(worldRect.origin.x + worldRect.size.width - hero.centerToSides, MAX(hero.centerToSides, newPosition.x));
float posY = MIN(worldRect.origin.y + worldRect.size.height - hero.centerToBottom, MAX(hero.centerToBottom, newPosition.y));
[hero setPosition:cpp(posX,posY)];}
-(void)setViewpointCenter:(CGPoint) position {
CGSize winSize = [[CCDirector sharedDirector] winSize];
CGRect worldRect = [loader gameWorldSize];
CGPoint centerOfView = ccp(winSize.width/2, winSize.height/2);
int x = MAX(position.x, worldRect.origin.x + winSize.width / 2);
int y = MAX(position.y, worldRect.origin.y + winSize.height / 2);
x = MIN(x, (worldRect.origin.x + worldRect.size.width) - winSize.width / 2);
y = MIN(y, (worldRect.origin.y + worldRect.size.height) - winSize.height/2);
CGPoint actualPosition = ccp(x, y);
CGPoint viewPoint = ccpSub(centerOfView, actualPosition);
self.position = viewPoint;}
also i try to flip the character (LHSprite) i use
if (newPosition.x< hero.position.x)
hero.flipX=YES;
else
hero.flipX = YES;
but isnt working but i tried to use also
hero.scaleX=-1
to flip it instead of flipX,flips but goes to the other side of the screen fliped.
solved partially.
it seemed that
myParallax = [loader parallaxNodeWithUniqueName:#"Parallax_1"];
was messing it up so i disable it,
i change the first method to
-(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float)delta{
CGRect worldRect = [loader gameWorldSize];
CGSize winSize = [[CCDirector sharedDirector] winSize];
CGPoint scaledVelocity=ccpMult(aJoystick.velocity, 200.0f);
CGPoint newPosition =ccp(hero.position.x+scaledVelocity.x*delta, hero.position.y +scaledVelocity.y *delta);
float posX = MIN(worldRect.size.width - hero.centerToSides, MAX(hero.centerToSides, newPosition.x));
float posY = MIN(winSize.height -winSize.height/2+ hero.centerToBottom, MAX(hero.centerToBottom, newPosition.y));
if (scaledVelocity.x >= 0)
hero.scaleX = 1.0;
else
hero.scaleX = -1.0;
[hero setPosition:ccp(posX, posY)];
}
it seems when the scrolling isnt correct and goes to white area out of the world and everything is correct you need to find an equation about parallax ratio and levelsize and velocity.

Box2D object speed

I have a little issue with my game. In my main game scene I create a Player object from a class, like this:
player = [Player spriteWithFile:#"Icon-Small#2x.png"];
player.position = ccp(100.0f, 180.0f);
[player createBox2dObject:world];
Below is the main chunk of my small Player class that creates the body and the fixture so I can use it in a box2d world.
b2BodyDef playerBodyDef;
playerBodyDef.type = b2_dynamicBody;
playerBodyDef.position.Set(self.position.x/PTM_RATIO, self.position.y/PTM_RATIO);
playerBodyDef.userData = self;
playerBodyDef.fixedRotation = true;
playerBodyDef.linearDamping = 4.0;
body = world->CreateBody(&playerBodyDef);
b2CircleShape circleShape;
circleShape.m_radius = 0.7;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circleShape;
fixtureDef.density = 1.0f;
fixtureDef.friction = 1.0f;
fixtureDef.restitution = 1.0f;
body->CreateFixture(&fixtureDef);
The result of this code is a Box2d object with Icon-Small#2x.png over it. When I move a joystick, a Box2D impulse is applied and the player moves. Simple enough, right?
In non-retina displays, this works fine. However, when I switch to Retina in the simulator, Icon-Small#2x.png is created a little higher and farther to the right, not over the Box2D circle. Then, gravity is applied and they both fall down to the platform. Icon-Small#2x.png falls twice as fast. When I move the joystick, the Box2D circle moves, but Icon-Small#2x.png moves twice as fast and the camera follows it, soon leaving the circle off the screen. I doubt this issue has really anything to do with the code I have here, I feel like its a scaling issue hidden somewhere in my game. Does anyone have suggestions?
Edit:
I move the sprite with:
[player moveRight];
This is moveRight in the player class:
-(void) moveRight {
b2Vec2 impulse = b2Vec2(2.0f, 0.0f);
body->ApplyLinearImpulse(impulse, body->GetWorldCenter());
}
Shouldn't be any issue here, right?
Edit (again):
Here's my update: method-
- (void) update:(ccTime)dt {
int32 velocityIterations = 8;
int32 positionIterations = 1;
world->Step(dt, velocityIterations, positionIterations);
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *myActor = (CCSprite*)b->GetUserData();
myActor.position = CGPointMake( b->GetPosition().x *PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
b2Vec2 pos = [player body]->GetPosition();
CGPoint newPos = ccp(-1 * pos.x * PTM_RATIO + 50, self.position.y * PTM_RATIO);
[self setPosition:newPos];
}
I have a feeling that the issue is somewhere in here. I've tried changing PTM_RATIO around, but it doesn't affect the speed. Any ideas?
Edit: see comment below, almost have this figured out
You problem probably stems from the fact you are using a #2x image... Read, http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:how_to_develop_retinadisplay_games_in_cocos2d
There it states:
WARNING: It is NOT recommend to use the ”#2x” suffix. Apple treats those images in a special way which might cause bugs in your cocos2d application.
So to solve your problem read through the information on using png files with the -hd suffix.
For the comment:
Do you have some code that looks something like...
world->Step(dt, 10, 10);
for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *sprite = (CCSprite *)b->GetUserData();
sprite.position = ccp(b->GetPosition().x * PTM_RATIO,b->GetPosition().y * PTM_RATIO);
}
}
See how the code loops through all the box2d bodies in the word and sets the position of the sprite that is associated with the box2d body?