Tap duration in cocos2d - cocos2d-iphone

Any ideas how to handle tap duration in cocos2d?
I need to do something after the user holds his or her finger on a certain sprite for about 1-2 secs.
Thanks.

You need to do it the manual way:
Add a BOOL flag ivar and a float ivar in your CCLayer subclass.
On touch began, set the flag to TRUE and reset the float ivar to 0.0
On touch moved, ended or cancelled, set the flag to FALSE.
In the update or tick, increase the float ivar value by the dt amount. Check if that float ivar value to perform your logic if it is larger than your threshold value (1.0 or 2.0 seconds).
If you want to handle multiple touches, you might need a way to attach and differentiate the BOOL flag and float ivar combination to each touch.
I'd suggest creating an intermediate subclass between CCLayer and your implementation subclass so that you can hide the mechanism from the implementation subclass and also to allow easy reuse.

Save yourself a lot of manual work and use the UIGestureRecognizers for things like these. In this particular case you will want to use the UILongPressGestureRecognizer.
Btw, gesture recognizers are built-in, ready to use if you use Kobold2D.

To use a UILongPressGestureRecognizer, you can do something like this:
UILongPressGestureRecognizer* recognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleLongPressFrom:)];
recognizer.minimumPressDuration = 2.0; // seconds
AppDelegate* appDelegate = [[UIApplication sharedApplication] delegate];
[appDelegate.viewController.view addGestureRecognizer:recognizer];
Your long press handler could look like this:
-(void)handleLongPressFrom:(UILongPressGestureRecognizer*)recognizer
{
if(recognizer.state == UIGestureRecognizerStateEnded)
{
CCLOG(#"Long press gesture recognized.");
// Get the location of the touch in Cocos coordinates.
CGPoint touchLocation = [recognizer locationInView:recognizer.view];
CCDirector* director = [CCDirector sharedDirector];
touchLocation = [director convertToGL:touchLocation];
touchLocation = [[director runningScene] convertToNodeSpace:touchLocation];
// Your stuff.
}
}
When you're finished, don't forget to remove it.
AppDelegate* appDelegate = [[UIApplication sharedApplication] delegate];
[appDelegate.viewController.view removeGestureRecognizer:recognizer];

Related

cocos2d v3 chipmunk collision method not firing

ok so i've been messing around with chipmunk a bit, and i can get two sprites to bounce off of each other, but when i try to use the following method, it never fires,
-(BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair tower:(CCNode *)nodeA BG:
(CCNode *)nodeB
{
NSLog(#"HELLO");
return YES;
}
Heres where I create the physics node:
_physics = [CCPhysicsNode node];
_physics.debugDraw = YES;
[self addChild:_physics z:1];
_physics.collisionDelegate = self;
I use this code to create the first sprite:
background = [CCSprite spriteWithImageNamed:gameLevelImage];
[background setPosition:ccp(winSize.width/2,winSize.height/2)];
background.physicsBody.collisionType = #"BG";
background.physicsBody = [CCPhysicsBody bodyWithCircleOfRadius:50 andCenter:self.position];
and this for the other :
tower = [[TowerType alloc] initWithTheGame:self location:ccp(winSize.width/2, winSize.height/2)];
[towers addObject:tower];
[self MenuItemsVisible];
tower.physicsBody = [CCPhysicsBody bodyWithCircleOfRadius:50 andCenter:tower.position];
tower.physicsBody.collisionType = #"tower";
I also have the protocol in the h file.
if anyone knows whats happening help would be greatly appreciated. (:
First of all, are both bodies under the same CCPhysicsNode?
Second, ccPhysicsCollisionBegin is just called when the collision BEGIN, so as both of your bodies are one over the other and they aparenttly will move together due to gravity the collision will never begin, because they started colliding. The cycle for collision evaluation is:
ccPhysicsCollisionBegin: called once both bodies start colliding
ccPhysicsCollisionPreSolve: called every frame update, before physics calculations
ccPhysicsCollisionPostSolve : called every frame, after physics calculations
ccPhysicsCollisionSeparates: called once they separate
Make sure your sprites are allocated properly before you try to set the collisionType. That was the issue for me in my similar case.

How to Detect the CCSprite Touchevent getBoundingbox equals of CCTouches

I am new to COCOS2d. I am using ccsprite with animation as a button. Now i am struggle to detect the CCTouches and CCsprite getbounding box are equals for click event.
From this way you can achieve what you need and write this code in CCtouches___() :
ArrayList<CCSprite> animation= new ArrayList<CCSprite>();
CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
for (CCSprite target : animation){
if(CGRect.containsPoint((target.getBoundingBox()), location)){
//here what you want
}

Box2D & Cocos2d level reset issue

I have a very simple level that has a single static body (and associated sprite) in it. When the user touches the body, I remove the sprite, destroy the body and replace it with a dynamic body with a new sprite, and then I transition to a new scene. My code works perfectly the first time it is executed, but then when this scene is reloaded it crashes when the user touches the body.
I store the filename of the .png file that I use for my sprite in the sprite's userData field. Then when the user presses the button (touches the body) it is a simple matter to retrieve it. The problem is occurring on subsequent reloads of the scene when I try to access the sprite's userData field. Instead of holding the filename it is empty (null). This in turn crashes the program when I try to use the filename.
I cannot understand why it works the first time and not the second. I set a breakpoint and watch the filename getting assigned to the sprite's userData field, but it is only retrievable the first time I create the scene. Here is the ccTouchesBegan method. The crash occurs where I try to assign newSpriteFileName because on the second run through oldSpriteFileName is empty.
I have just about gone crazy with this one, but I am sure it is something obvious. As always thanks for the help!!
(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for( UITouch *touch in touches )
{
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
b2Vec2 locationWorld = b2Vec2(touchLocation.x/PTM_RATIO, touchLocation.y/PTM_RATIO);
NSLog(#"Location x = %f, y = %f", touchLocation.x, touchLocation.y);
b2AABB aabb;
b2Vec2 delta = b2Vec2(1.0/PTM_RATIO, 1.0/PTM_RATIO);
aabb.lowerBound = locationWorld - delta;
aabb.upperBound = locationWorld +delta;
SimpleQueryCallback callback(locationWorld);
m_world->QueryAABB(&callback, aabb);
//If they have not pressed a button yet, and this touch was actually inside
//one of the buttons then we will destroy the static button (and sprite)
//that they touched and replace it with a dynamic button
//(and new darker sprite) that falls, spinning off of the screen.
if(!replaceButtonPushedYet && callback.fixtureFound)
{
//Get a reference to the static body of the button they touched and wake it up
b2Body *body = callback.fixtureFound->GetBody();
body->SetAwake(true);
//Get the position of the body (button) they touched and use it to
//position the new button. This value is in Box2D coordinates,
//so when I position the new button I won't divide by PTM_RATIO.
b2Vec2 touchedButtonPosition = body->GetPosition();
//Get the sprite from the button the user pressed
CCSprite *bodySprite = (CCSprite*)body->GetUserData();
//Then extract the file name of the sprite. I assigned this to
//sprite's userData when I loaded the sprite in the method //"placeTheIndividualButton". Now I am going to extract it and
//then replace "(up)" with "(down)" in that string
//and that becomes the name of the sprite for the new (pressed)
//button I am getting ready to create. It is all about the file
//naming conventions!
NSString *oldSpriteFileName = (NSString*)bodySprite.userData;
NSString *newSpriteFileName = [oldSpriteFileName stringByReplacingOccurrencesOfString:#"up" withString:#"down"];
//First remove the sprite tied to the button the user pressed,
//then destroy the body of the button.
[self removeChild:bodySprite cleanup:YES];
body->GetWorld()->DestroyBody(body);
//Set the bool to true to keep this code from executing again.
//This ensures that once they press a button they can't
//press another one.
replaceButtonPushedYet = true;
//Build the new dynamic button that will fall and spin off the screen
b2BodyDef buttonBodyDef2;
b2PolygonShape buttonShape2;
b2FixtureDef buttonShapeDef2;
b2Vec2 vertices2[4];
//load the sprite for the second button (pressed down) and add it to the layer
level_down = [CCSprite spriteWithFile:newSpriteFileName];
level_down.userData=newSpriteFileName;
[self addChild:level_down];
//Define the polygon that forms the second button (pressed down)
buttonBodyDef2.type = b2_dynamicBody;
//Not dividing touchedButtonPosition.x or .y by PTM_RATIO because
//they are already in Box2D coordinates
buttonBodyDef2.position.Set(touchedButtonPosition.x, touchedButtonPosition.y);
buttonBodyDef2.angularVelocity = 1.5;
buttonBodyDef2.userData = level_down;
buttonBody2 = m_world->CreateBody(&buttonBodyDef2);
//Define the vertices for the replacement button
vertices2[0].Set(-94/PTM_RATIO, -32/PTM_RATIO);
vertices2[1].Set(94/PTM_RATIO, -32/PTM_RATIO);
vertices2[2].Set(94/PTM_RATIO, 32/PTM_RATIO);
vertices2[3].Set(-94/PTM_RATIO, 32/PTM_RATIO);
buttonShape2.Set(vertices2, 4);
//Define the shape for the replacement button
buttonShapeDef2.shape = &buttonShape2;
buttonShapeDef2.density = 50.01f;
buttonShapeDef2.friction = 0.75f;
buttonShapeDef2.restitution = 0.1f;
//The static buttons and the dynamic buttons are both in this groupIndex.
//Since it is a negative number they will never collide. If it was
//positive they would always collide.
buttonShapeDef2.filter.groupIndex = -1;
//Put the second button (pressed down) into the world.
buttonBody2->CreateFixture(&buttonShapeDef2);
//This starts a timer that fires every second to call the makeTransition
//method. The code inside that method will check to see if the button
//has fallen off the screen yet. If it has then it will transition to
//the new selected level.
//The colon after makeTransition sends a ccTime (dt). I don't need it,
//but may in the future so I left it in there.
buttonFalling = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(makeTransition:) userInfo:nil repeats:YES];
}
}
}
Chances are that the NSString is being released when you remove the sprite. Why not just storing the texture name in an instance variable?

cocos2d scene retaining issue

There is a scene in my application which has only two labels and a menu item. When I load this scene using replaceScene method it stays for 3-4 seconds and then gets disappeared or released. I want to keep it until cancel button is pressed. How can I do it? code is:
#implementation MyLayer
+ (id)myScene {
CCScene *aScene = [CCScene node];
MYLayer *myLayer = [MyLayer node];
[aScene addChild:myLayer];
return aScene;
}
- (id) init {
if (self = [super init]) {
//labels and menu here
}
return self;
}
And I am calling it from another scene like this:
[[CCDirector sharedDirector] replaceScene: [MyLayer myScene]];
Maybe the problem is that it's your first scene. Then you should use runWithScene method of CCDirector.
did you try replacing that scene with a "empty" init function to see if it still releases itself? It might be because of the amount of textures you are putting into memory
I did have sort of similar problems before because the images used in the new scene is too big and got auto purged by my app delegate, thus returning me an empty scene sometimes

Is object remain fixed when scrolling background in cocos2d

I have one question when infinite background scrolling is done, is the object remain fixed(like doodle in doodle jump, papy in papi jump) or these object really moves.Is only background move or both (background and object )move.plz someone help me.I am searching for this solution for 4/5 days,but can't get the solution.So plz someone help me. And if object does not move how to create such a illusion of object moving.
If you add the object to the same layer as the scrolling background, then it will scroll as the background scrolls.
If your looking for an effect like the hero in doodle jump, you may want to look at having two or more layers in a scene.
Layer 1: Scrolling Background Layer
Layer 2: Sprite layer
SomeScene.m
CCLayer *backgroundLayer = [[CCLayer alloc] init];
CCLayer *spriteLayer= [[CCLayer alloc] init];
[self addChild:backgroundLayer z:0];
[self addChild:spriteLayer z:1];
//Hero stays in one spot regardless of background scrolling.
CCSprite *squidHero = [[CCSprite alloc] initWithFile:#"squid.png"];
[spriteLayer addChild:squidHero];
If you want objects to scroll with the background add it to the background layer:
//Platform moves with background.
CCSprite *bouncePlatform= [[CCSprite alloc] initWithFile:#"bouncePlatform.png"];
[backgroundLayer addChild:bouncePlatform];
Another alternative is to use a CCFollow action. You would code as if the background is static (which it will be) and the player is moving (which it will be), but add a CCFollow action to the player. This essentially moves the camera so that it tracks your player.
You can also modify the classes so that you can get the CCFollow action to follow with an offset (i.e., so the player is not in the middle of the screen) as well as to have a smoothing effect to it, so that when the player moves, the follow action is not jerky. See the below code:
*NOTE I am using cocos2d-x, the c++ port. The methods are similar in cocos2d, and you should be able to modify these to fit the cocos2d syntax. Or search around -- I found these for cocos2d and then ported to c++.
//defines the action to constantly follow the player (in my case, "runner.p_sprite is the sprite pointing to the player)
FollowWithOffset* followAction = FollowWithOffset::create(runner.p_sprite, CCRectZero);
runAction(followAction);
And separately, I have copied the class definition for CCFollow to create my own class, CCFollowWithAction. This also has a smoothing effect (you can look this up more online) so that when the player moves, the actions are not jerky. I modified "initWithTarget," to take into account an offset, and "step," to add a smoothing action. You can see the modifications in the comments below.
bool FollowWithOffset::initWithTarget(CCNode *pFollowedNode, const CCRect& rect/* = CCRectZero*/)
{
CCAssert(pFollowedNode != NULL, "");
pFollowedNode->retain();
m_pobFollowedNode = pFollowedNode;
if (rect.equals(CCRectZero))
{
m_bBoundarySet = false;
}
else
{
m_bBoundarySet = true;
}
m_bBoundaryFullyCovered = false;
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
m_obFullScreenSize = CCPointMake(winSize.width, winSize.height);
//m_obHalfScreenSize = ccpMult(m_obFullScreenSize, 0.5f);
m_obHalfScreenSize = CCPointMake(m_obFullScreenSize.x/2 + RUNNER_FOLLOW_OFFSET_X,
m_obFullScreenSize.y/2 + RUNNER_FOLLOW_OFFSET_Y);
if (m_bBoundarySet)
{
m_fLeftBoundary = -((rect.origin.x+rect.size.width) - m_obFullScreenSize.x);
m_fRightBoundary = -rect.origin.x ;
m_fTopBoundary = -rect.origin.y;
m_fBottomBoundary = -((rect.origin.y+rect.size.height) - m_obFullScreenSize.y);
if(m_fRightBoundary < m_fLeftBoundary)
{
// screen width is larger than world's boundary width
//set both in the middle of the world
m_fRightBoundary = m_fLeftBoundary = (m_fLeftBoundary + m_fRightBoundary) / 2;
}
if(m_fTopBoundary < m_fBottomBoundary)
{
// screen width is larger than world's boundary width
//set both in the middle of the world
m_fTopBoundary = m_fBottomBoundary = (m_fTopBoundary + m_fBottomBoundary) / 2;
}
if( (m_fTopBoundary == m_fBottomBoundary) && (m_fLeftBoundary == m_fRightBoundary) )
{
m_bBoundaryFullyCovered = true;
}
}
return true;
}
void FollowWithOffset::step(float dt)
{
CC_UNUSED_PARAM(dt);
if(m_bBoundarySet){
// whole map fits inside a single screen, no need to modify the position - unless map boundaries are increased
if(m_bBoundaryFullyCovered)
return;
CCPoint tempPos = ccpSub( m_obHalfScreenSize, m_pobFollowedNode->getPosition());
m_pTarget->setPosition(ccp(clampf(tempPos.x, m_fLeftBoundary, m_fRightBoundary),
clampf(tempPos.y, m_fBottomBoundary, m_fTopBoundary)));
}
else{
//custom written code to add in support for a smooth ccfollow action
CCPoint tempPos = ccpSub( m_obHalfScreenSize, m_pobFollowedNode->getPosition());
CCPoint moveVect = ccpMult(ccpSub(tempPos,m_pTarget->getPosition()),0.25); //0.25 is the smooth constant.
CCPoint newPos = ccpAdd(m_pTarget->getPosition(), moveVect);
m_pTarget->setPosition(newPos);
}
}