I want to prevent sprites from being detected within a particular area in Cocos2D. In my game, sprites are spawning from the bottom which gets detected on touch. I have added a newArea (an area) where sprites spawn from beneath the newArea (as z orientation is 1 for newArea). Now in this particular area I don't want touch to be detected (as I have to add additional features here). How can I do so? Following is the code i am using.
CCSprite *background = [CCSprite spriteWithFile:@"bgmain.png"];
background.position = ccp(winSize.width/2, winSize.height/1.7);
[self addChild:background];
CCSprite *newArea = [CCSprite spriteWithFile:@"newImage.png"];
newArea.position = ccp(winSize.width/2, winSize.height/17);
[self addChild:newArea z:1];
//For touch detection
- (void)selectSpriteForTouch:(CGPoint)touchLocation
{
for (CCSprite *sprite in targets)
{
if (CGRectContainsPoint([sprite boundingBox], touchLocation))
{
switch (sprite.tag) {
case 1:
[[SimpleAudioEngine sharedEngine] playEffect:@"button1.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 2:
[[SimpleAudioEngine sharedEngine] playEffect:@"button2.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 3:
[[SimpleAudioEngine sharedEngine] playEffect:@"button3.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 4:
[[SimpleAudioEngine sharedEngine] playEffect:@"button4.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 5:
[[SimpleAudioEngine sharedEngine] playEffect:@"button5.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 6:
[[SimpleAudioEngine sharedEngine] playEffect:@"button6.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 7:
[[SimpleAudioEngine sharedEngine] playEffect:@"button7.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 8:
[[SimpleAudioEngine sharedEngine] playEffect:@"button8.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 9:
[[SimpleAudioEngine sharedEngine] playEffect:@"button9.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
case 10:
[[SimpleAudioEngine sharedEngine] playEffect:@"button10.wav"];
[[SimpleAudioEngine sharedEngine] setEffectsVolume:4.0f];
break;
default:
break;
}
NSLog(@"target.tag %d",sprite.tag);
[targets removeObject:sprite];
[self balloonBlastAnimation:sprite];
[sprite.parent removeChild:sprite cleanup:YES];
break;
}
}
}
-(void) removeSprite:(CCSprite*) s
{
s.visible = FALSE;
[self removeChild:s cleanup:YES];
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for( UITouch *touch in touches )
{
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
[self selectSpriteForTouch:location];
NSLog(@"touch was detected");
}
}
CGRect bbox = CGRectMake(0, 0,
newArea.contentSize_.width, newArea.contentSize_.height);
CGPoint locationInNodeSpace = [self convertToNodeSpace:touchLocation];
BOOL touchOnNewArea = CGRectContainsPoint(bbox, locationInNodeSpace);
I think you can carry on from here on your own. ;)