i currently use a joypad that can move a player when touches began and moved. the problem is: If i touch on the Joypad and keep touching it without moving my finger or release it, how can I make the player keep moving? Here's some code:
- (void)updateVelocity:(CGPoint)point {
// Calculate distance and angle from the center.
CGRect frame = _player.image.frame;
float dx = point.x - padCenter.x;
float dy = point.y - padCenter.y;
frame.origin.x += dx/10;
frame.origin.y += dy/10;
if (!(frame.origin.x < 0 || frame.origin.y < 0 || frame.origin.x > SCREEN_SIZE_X - frame.size.width || frame.origin.y > SCREEN_SIZE_Y - frame.size.height)) //if the players won't exit the screen then move it
_player.image.frame = frame;
}
This is to move the player.
And this when the touch began/moved
-(void)touchesBegan :(CGPoint )point{ //same as moved
if (isPointInCircle(point, padCenter , JOYSTICK_RADIUS)){
isPressed = YES;
[self updateVelocity:point];
}
}
here's the viewcontroller's touchesBegan method:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ //same as Moved
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView: [touch view]];
[joypad touchesBegan:point];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[joypad touchesEnded];
}
Like I said, if I touch in the Joypad's area without moving the finger the player moves only once. Any ideas to keep it moving until I release the finger?
Here is a full blown tutorial for the D-pad controls you are looking for. Here is the .zip file for SneakyInput which has analog and D-Pad code, for cocos2d. These do most of the work for you!
:) HTH