I have been having trouble with CCLayerPanZoom for weeks now and finally got close but am still having an issue. I have a tile map that is quite large 8000 pixels x 8000 pixels and what I'd like to to is have the ability to zoom in to about 2.0f and zoom out to about 0.4f. The below code works great in that it lets me pan around my entire tile map and NOT pan past the edges - a common problem with CCLayerPanZoom, however the code will not allow zoom in or out. I have commented out minScale and maxScale for now since neither is working. I have tried changing the location of minScale and maxScale and it doesn't work anywhere. Does anyone have any ideas how to get minScale and maxScale to work so zooming will function?
//PanZoomLayer
_panZoomLayer = [[CCLayerPanZoom node] retain];
[self addChild: _panZoomLayer];
_panZoomLayer.delegate = self;
[_panZoomLayer addChild: _tileMap z :1 tag: kBackgroundTag];
_panZoomLayer.mode = kCCLayerPanZoomModeSheet;
_panZoomLayer.rubberEffectRatio = 0.0f;
CCNode *backgroundZ = [_panZoomLayer getChildByTag: kBackgroundTag];
CGRect boundingRect = CGRectMake(0, 0, 0, 0);
boundingRect.size = [backgroundZ boundingBox].size;
[_panZoomLayer setContentSize: boundingRect.size];
_panZoomLayer.anchorPoint = ccp(0.5f, 0.5f);
_panZoomLayer.position = ccp(0.5f * winSize.width, 0.5f * winSize.height);
_panZoomLayer.panBoundsRect = CGRectMake(0, 0, winSize.width, winSize.height);
_panZoomLayer.minScale = 0.4f;
_panZoomLayer.maxScale = 2.0f;
//end PanZoomLayer
Finally figured it out, by adding the below line to the code above the CCPanZoomLayer finally works great. Hopefully this code hopes others out that have struggled with this cocos2d extension
[[[CCDirector sharedDirector] view] setMultipleTouchEnabled:YES];
Related
Let me start by explaining what I am trying to do. I have a full screen animation with about 73 frames and with these images being so large I am not able to use sprite sheets so I am just adding them to an animation as seperate spriteframes. My goal is to have the animation play through and then have it disappear from left to right. The way that I am achieving this look is by updating the width of the (textureRect) of the frames and eventually making the textureRect width 0. So I have set up the CCSprite that I am going to run the animation on.
-(id) init {
if( (self=[super init])) {
self.transSprite = [CCSprite spriteWithFile:#"transition0.pvr.ccz"];
if (CC_CONTENT_SCALE_FACTOR() == 1) {
//iPhone 3Gs
self.transSprite.scaleX = .563;
self.transSprite.scaleY = .665;
self.transSprite.position = ccp(self.transSprite.contentSize.height - 3, -1);
self.transSprite.anchorPoint = ccp(1, 0);
[self addChild:self.transSprite z:5];
}
else if (kiPhone5) {
//iPhone 5
self.transSprite.scale = self.transSprite.scale * 1.335f;
self.transSprite.position = ccp(569, -1);
self.transSprite.anchorPoint = ccp(1, 0);
[self addChild:self.transSprite z:5];
}
else {
//iPhone 4
self.transSprite.scaleX = 1.126;
self.transSprite.scaleY = 1.33;
self.transSprite.position = ccp(481, -1);
self.transSprite.anchorPoint = ccp(1, 0);
[self addChild:self.transSprite z:5];
}
}
return self;
}
So the reason for checking what device is running, is because I did not make 2 versions of the animation frames HD and SD. Instead I just made them a good in between size and then I check to see what device is running and scale the sprite accordingly. So here is my problem I am setting the Sprites anchorPoint to the bottom right hand corner of the screen so that when I change the width of the textureRect it will decrease in size from left to right. Everything seems to be working great with this idea except for when I change the width of the textureRect of each sprite frame.
- (void) rectUpdate3Gs {
for (CCAnimationFrame *frame in transition.frames) {
frame.spriteFrame.rect = CGRectMake(0, 0, 856, 484);
}
}
- (void) retinaRectUpdate {
for (CCAnimationFrame *frame in transition.frames) {
frame.spriteFrame. rect = CGRectMake(0, 0, 428, 242);
}
}
So when I run the animation and start to change the width of the textureRect it decreases from both the left and the right side, it is like the anchorPoint is being ignored. Do the spriteFrames have there own anchorPoint or what is happening.
Here is an illustration of what is happening.This is the CCSprite set up for the full texture and with the anchorPoint in the bottom right corner.
self.transSprite.scaleX = .563;
self.transSprite.scaleY = .665;
self.transSprite.position = ccp(self.transSprite.contentSize.height - 3, -1);
[self addChild:self.transSprite z:5];
[self.transSprite setTextureRect:CGRectMake(0, 0, 856, 484)];
self.transSprite.anchorPoint = ccp(1, 0);
Now this is setting the textureRect of the CCSprite a little smaller.
This is the way that I want it to work, is to subtract the width of the texture from the left to right. But when I change the width of the animation frames to match this subtracted width this is what I get.
I am at a loss as to why this is happening. Do the animation frames not respect the anchor point of the CCSprite they are running on?
Scaling issue aside, there's 2 things you can do. First, and probably easiest, is to simply add a CCLayerColor on top of the animation and scale that down accordingly. This way you don't need to modify every animation frame's rect.
Second option would be to use a clipping node, found here:
Here
I am using the following code to make the camera follow my character as he falls down the screen:
[self runAction:[CCFollow actionWithTarget:charSprite worldBoundary:[levelLoader gameWorldSize]/*CGRectMake(0,0,320,3000)*/]];
What happens is this: the code runs as you would expect, and follows the character as he falls from the top of the screen. However: when he reaches the middle of the screen the camera stops following him.
I have tried both the code above as well as replacing the [levelLoader gameWorldSize] with the commented out CGRectMake(0,0,320,3000) - both yield the same results. As a last resort I tried to use some code I found on www.raywenderlich.com that has worked for me before (see below) (it worked on the x-axis in another game I wrote), but the same problem occurred.
-(void)setViewpointCenter:(CGPoint) position
{
CGSize winSize = [[CCDirector sharedDirector] winSize];
CGRect worldRect = [levelLoader gameWorldSize];
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 centerOfView = ccp(winSize.width/2, winSize.height/2);
CGPoint viewPoint = ccpSub(centerOfView, actualPosition);
self.position = viewPoint;
}
My world is created in Portrait mode using LevelHelper.
Any help would be greatly appreciated!
CCFollow follows the node within the world boundary, minus half the screen width/height. If your sprite starts falling at y = 320 then CCFollow will follow it until y = 160.
You can either position the sprite to your world boundary's top (y = 3000) or make the world boundary negative (y = -3000). Either way, when the sprite reaches the world boundary, scrolling will stop half a screen width/height before the world boundary.
As I am newbie to cocoa2d I am struggling alot to rotate the physics or dynamic body along an arc path.
The way I tried is as follows:
#define COS_ANIMATOR(position, timeCount, speed, waveMagnitude) ((cosf(timeCount * speed) * waveMagnitude) + position)
#define SIN_ANIMATOR(position, timeCount, speed, waveMagnitude) ((sinf(timeCount * speed) * waveMagnitude) + position)
CCSpriteBatchNode *pipe_parent = [CCSpriteBatchNode batchNodeWithFile:#"pipe.png" capacity:100];
CCTexture2D *pipeSpriteTexture_ = [pipe_parent texture];
PhysicsSprite *pipeSprite = [PhysicsSprite spriteWithTexture:pipeSpriteTexture_ rect:CGRectMake(0 ,0 ,55,122)];
//pipe = [CCSprite spriteWithFile:#"pipe.png"
// rect:CGRectMake(0, 0, 55, 122)];
[self addChild:pipeSprite];
// pipe.position = ccp(s.width/2 , 420.0);
b2BodyDef myBodyDef;
myBodyDef.type = b2_staticBody; //this will be a dynamic body
myBodyDef.position.Set(((s.width/2) - 90)/PTM_RATIO, 420.0/PTM_RATIO); //set the starting position
myBodyDef.angle = 0; //set the starting angle
b2Body* staticBody = world->CreateBody(&myBodyDef);
b2PolygonShape boxShape;
boxShape.SetAsBox(1,1);
b2FixtureDef boxFixtureDef;
boxFixtureDef.shape = &boxShape;
boxFixtureDef.density = 1;
boxFixtureDef.userData = pipeSprite;
boxFixtureDef.filter.groupIndex = -1;
staticBody->CreateFixture(&boxFixtureDef);
[pipeSprite setPhysicsBody:staticBody];
-(void) draw
{
//
// IMPORTANT:
// This is only for debug purposes
// It is recommend to disable it
//
[super draw];
const CGPoint newSpritePosition = ccp(COS_ANIMATOR(150, mTimeCounter, 0.05,50), SIN_ANIMATOR(400, mTimeCounter, -0.05, 50));
pipeSprite.position = newSpritePosition;
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
world->DrawDebugData();
kmGLPopMatrix();
}
on following this approach my sprite rotating in circular motion instead of rotating in an arc path.
Please give your ideas or suggestions.
Thanks all
I'm not entirely sure what it is you are looking to accomplish when you talk about rotating in an arc path. I only see you setting a position, not a rotation, so are you just wanting to set a position, or a rotation, or both? Your position code looks like you are trying to achieve a circular (or elliptical) path because you are using the sine and cosine in the x,y position.
If you're looking to move a sprite along a sine curve, I did that today and it took a bit of trial and error. I had some variables for the amplitude and period, and from there I traced out a nice sine curve movement in the sprite's update: method.
CGPoint initialPosition; // set this to the sprite's initial position
float amplitude; // in points
float period; // in points
float y, x = initialPosition.x;
-(void) update:(ccTime)dt
{
x += dt * 100; // speed of movement across the screen. Picked by trial and error.
y = initalPosition.y + amplitude * sinf((x - initialPosition.x)/period);
sprite.position = ccp(x,y);
sprite.rotation = cosf((x - initialPosition.x)/period); // optional if you want to rotate along the path as well
}
Don't know if this is anything you are looking for but it might give you some ideas.
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?
I think I'm just understanding scaling/positioning nodes/layers incorrectly. I'm setting up my node like this (node class is derived from CCNode):
-(id) init
{
if ((self = [super init]))
{
// Create parallax background node.
background = [BackgroundNode node];
[self addChild:background z:0];
// Create foreground node.
foreground = [ForegroundLayer node];
[self addChild:foreground z:0];
self.position.y = 500.0f;
self.scaleX = 1.5f;
self.scaleY = 1.5f;
}
return self;
}
It doesn't seem to matter what I set the self.position.y to - the scaled node is always displayed as though it was positioned in the bottom-left of the screen. I've tried playing around with anchorPoint as well, but it doesn't really seem to change anything.
The reason I'm asking is because I'd like to be able to pan vertically when I'm zoomed in - this doesn't seem to really be the right way to accomplish it, though. Any ideas?
self.position.y = 500.0f;
doesn't work. It should be
self.position = ccp(self.position.x, 500.0f);
Please refer to "Cocoa Objective-c Property C structure assign fails".