I am trying to implement game control that will be changes direction of unit movement. So if i do right swipe it turns to the right, if i do down swipe it turns to the down direction etc.
It's cocos2d game, and i'am using CCNode+SFGestureRecognizers
with UISwipeGestureRecognizer
.
At now I have next implementation for it
UISwipeGestureRecognizer *rightSwipeGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleRightSwipe:)];
[self addGestureRecognizer:rightSwipeGestureRecognizer];
rightSwipeGestureRecognizer.direction = UISwipeGestureRecognizerDirectionRight;
rightSwipeGestureRecognizer.delegate = self;
[rightSwipeGestureRecognizer release];
UISwipeGestureRecognizer *upSwipeGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleUpSwipe:)];
[self addGestureRecognizer:upSwipeGestureRecognizer];
upSwipeGestureRecognizer.direction = UISwipeGestureRecognizerDirectionUp;
upSwipeGestureRecognizer.delegate = self;
[upSwipeGestureRecognizer release];
UISwipeGestureRecognizer *leftSwipeGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleLeftSwipe:)];
[self addGestureRecognizer:leftSwipeGestureRecognizer];
leftSwipeGestureRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
leftSwipeGestureRecognizer.delegate = self;
[leftSwipeGestureRecognizer release];
UISwipeGestureRecognizer *downSwipeGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleDownSwipe:)];
[self addGestureRecognizer:downSwipeGestureRecognizer];
downSwipeGestureRecognizer.direction = UISwipeGestureRecognizerDirectionDown;
downSwipeGestureRecognizer.delegate = self;
[downSwipeGestureRecognizer release];
but the problem is that for to recognize the following gesture you need to lift your finger from the screen. if you do not lift a finger after the first swipe, it will recognize only the first swipe.
at now:
How it should be:
What the best way to do that? Thanks!
Ok, there is my solution. I dont think that is really good solution, but in my case it works, because i need getting direction at every time interval.
So, in my CCLayer
subclass:
#define SWIPE_LENGTH 60
#define SWIPE_TANGENT 2
...
@property(nonatomic, assign) CGPoint latestLocation;
...
-(id) init
{
if( (self=[super init]) )
{
self.isTouchEnabled = YES;
}
return self;
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
self.latestLocation = location;
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
CGPoint delataLocation = CGPointMake(location.x - self.latestLocation.x, location.y - self.latestLocation.y);
if ( sqrt(pow((delataLocation.x), 2) + pow((delataLocation.y), 2) ) > SWIPE_LENGTH ) {
if (delataLocation.y > 0 && delataLocation.y > SWIPE_TANGENT * ABS(delataLocation.x))
{
[self handleSwipeWithDirestion:SDirectionTypeUp];
} else if (delataLocation.y < 0 && ABS(delataLocation.y) > SWIPE_TANGENT * ABS(delataLocation.x))
{
[self handleSwipeWithDirestion:SDirectionTypeDown];
} else if (delataLocation.x > 0 && delataLocation.x > SWIPE_TANGENT * ABS(delataLocation.y))
{
[self handleSwipeWithDirestion:SDirectionTypeRight];
} else if (delataLocation.x < 0 && ABS(delataLocation.x) > SWIPE_TANGENT * ABS(delataLocation.y))
{
[self handleSwipeWithDirestion:SDirectionTypeLeft];
}
self.latestLocation = location;
}
}