Two Draggable Objects not working - uiimageview

I'm making a Pong Game based on a tutorial but the tutorial only shows you how to play against the Computer. Now I'm trying to make the two bars draggable for a Player Vs Player Game.
I tried this but this only makes both bars move at the same time.
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *Drag = [[event allTouches] anyObject];
Player1.center = [Drag locationInView:self.view];
if (Player1.center.y > 533) {
Player1.center = CGPointMake(Player1.center.x, 533);
}
if (Player1.center.y < 533) {
Player1.center = CGPointMake(Player1.center.x, 533);
}
if (Player1.center.x < 50) {
Player1.center = CGPointMake(50, Player1.center.y);
}
if (Player1.center.x > 270) {
Player1.center = CGPointMake(270, Player1.center.y);
}
UITouch *Drag2 = [[event allTouches] anyObject];
Player2.center = [Drag2 locationInView:self.view];
if (Player2.center.y > 20) {
Player2.center = CGPointMake(Player2.center.x, 20);
}
if (Player2.center.y < 20) {
Player2.center = CGPointMake(Player2.center.x, 20);
}
if (Player2.center.x < 50) {
Player2.center = CGPointMake(50, Player2.center.y);
}
if (Player2.center.x > 270) {
Player2.center = CGPointMake(270, Player2.center.y);
}
}

Well, anyone could help me but I did it. I will put the code in case of someone have the same problem. First I need to explain you need to add two Views inside the View Controller of the Game and declare them in .h file as:
IBOutlet UIView *zone1;
IBOutlet UIView *zone2;
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *Drag = [[event touchesForView:zone1] anyObject];
UITouch *Drag2 = [[event touchesForView:zone2] anyObject];
if (Drag) {
Player1.center = [Drag locationInView:self.view];
if (Player1.center.y > 533) {
Player1.center = CGPointMake(Player1.center.x, 533);
}
if (Player1.center.y < 533) {
Player1.center = CGPointMake(Player1.center.x, 533);
}
if (Player1.center.x < 50) {
Player1.center = CGPointMake(50, Player1.center.y);
}
if (Player1.center.x > 270) {
Player1.center = CGPointMake(270, Player1.center.y);
}
}
if (Drag2) {
Player2.center = [Drag2 locationInView:Drag2.view];
if (Player2.center.y > 30) {
Player2.center = CGPointMake(Player2.center.x, 30);
}
if (Player2.center.y < 30) {
Player2.center = CGPointMake(Player2.center.x, 30);
}
if (Player2.center.x < 50) {
Player2.center = CGPointMake(50, Player2.center.y);
}
if (Player2.center.x > 270) {
Player2.center = CGPointMake(270, Player2.center.y);
}
}
}
Remeber that the UIViews have to be a half of the View Controller, one half up, the other one half down.

Related

SKSpritenode not responding in TouchesBegan

In my game, when player contact with a flag (using DidBeginContact) I add an SKSpritenode "nextlevel" (which is not responding in TouchesBegan and I don't know why. The NSLog code in TouchesBegan is not working.
This my code:
-(void)nextlevel
{
nextlevel = [SKSpriteNode spriteNodeWithImageNamed:#"nextlevel.png"];
nextlevel.userInteractionEnabled = NO;
nextlevel.name = #"nextlevel";
nextlevel.position = CGPointMake(self.size.width / 2.0, self.size.height / 2.0);
[self addChild:nextlevel];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
if((firstBody.categoryBitMask == playerCategory && secondBody.categoryBitMask == flagCategory) ||
(firstBody.categoryBitMask == flagCategory && secondBody.categoryBitMask == playerCategory))
{
// PLAYER WINS
NSLog(#"player touches flag");
SKAction * wait = [SKAction waitForDuration:1.2];
SKAction *performSelector = [SKAction performSelector:#selector(nextlevel) onTarget:self];
[self runAction:[SKAction sequence:#[wait, performSelector]]];
}
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
// Nextlevel splash screen
if ([node.name isEqualToString:#"nextlevel"]) {
NSLog(#“Next Level was touched!");
}
}
It's possible your SKSpriteNode is obstructed by another Node on top of it.
Try setting the zPosition above all other nodes. Try different values depending on the zPositions of the other nodes in your scene.
nextlevel.zPosition = 10.0f;

how to show UI objects code in xcode?

in one part of my project I need to create some UI objects programmatically, can I just customize my UI Objects like labels,... visually in storyboard then simply copy/paste generated code relevant to that object?
I searched in xcode menu but I couldn't find this but once I saw it in a tutorial in youtube.
Thanks in Advance
Yes you can customize the UI Classes or any other class, Like I have customize UILabel Class as UILabelExtended
UILabelExtended.h
#import <Foundation/Foundation.h>
/* **********************************************************************************************
This class inherit the class UILabel and extend the features of UILabel.
********************************************************************************************** */
#interface UILabelExtended : UILabel {
__unsafe_unretained id customDelegate;
id objectInfo;
SEL selector;
}
#property (nonatomic,assign) SEL selector;;
#property (nonatomic,assign) id customDelegate;
#property (nonatomic,retain) id objectInfo;
#end
#interface UILabel(UILabelCategory)
- (void)setHeightOfLabel;
- (void)setWidthOfLabel;
- (void)setHeightOfLabelWithMaxHeight:(float)maxHeight;
- (void)setWidthOfLabelWithMaxWidth:(float)maxWidth ;
#end
UILabelExtended.m
#import "UILabelExtended.h"
#implementation UILabelExtended
#synthesize selector,customDelegate, objectInfo;
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if(self.selector)
if([self.customDelegate respondsToSelector:self.selector]) {
[self.customDelegate performSelector:self.selector withObject:self];
return;
}
}
- (void)dealloc {
self.customDelegate = nil;
self.selector = NULL;
self.objectInfo = nil;
}
#end
#implementation UILabel(UILabelCategory)
- (void)setHeightOfLabel {
UILabel* label = self;
//get the height of label content
CGFloat height = [label.text sizeWithFont:label.font constrainedToSize:CGSizeMake(label.bounds.size.width, 99999) lineBreakMode:NSLineBreakByWordWrapping].height;
//set the frame according to calculated height
CGRect frame = label.frame;
if([label.text length] > 0) {
frame.size.height = height;
}
else {
frame.size.height = 0;
}
label.frame = frame;
}
- (void)setWidthOfLabel {
UILabel* label = self;
//get the height of label content
CGFloat width = [label.text sizeWithFont:label.font constrainedToSize:CGSizeMake(99999, label.bounds.size.height) lineBreakMode:NSLineBreakByWordWrapping].width;
//set the frame according to calculated height
CGRect frame = label.frame;
if([label.text length] > 0) {
frame.size.width = width+5;
}
else {
frame.size.width = 0;
}
label.frame = frame;
}
- (void)setHeightOfLabelWithMaxHeight:(float)maxHeight {
UILabel* label = self;
//get the height of label content
CGFloat height = [label.text sizeWithFont:label.font constrainedToSize:CGSizeMake(label.bounds.size.width, maxHeight) lineBreakMode:NSLineBreakByWordWrapping].height;
//set the frame according to calculated height
CGRect frame = label.frame;
if([label.text length] > 0) {
if (height > maxHeight) {
frame.size.height = maxHeight;
}
else {
frame.size.height = height;
}
}
else {
frame.size.height = 0;
}
label.frame = frame;
}
- (void)setWidthOfLabelWithMaxWidth:(float)maxWidth {
UILabel* label = self;
//get the height of label content
CGFloat width = [label.text sizeWithFont:label.font constrainedToSize:CGSizeMake(99999, label.bounds.size.height) lineBreakMode:NSLineBreakByWordWrapping].width;
//set the frame according to calculated height
CGRect frame = label.frame;
if([label.text length] > 0) {
if (width > maxWidth) {
frame.size.width = maxWidth;
}
else {
frame.size.width = width;
}
}
else {
frame.size.width = 0;
}
label.frame = frame;
}
#end

GL_STACK_OVERFLOW (0x503) error Cocos2d

So I have it set up so when the characters health is < 100 (for testing purposes) it stop the scene and goes to the game over scene.
if (playerDataManager.playerHealth < 100) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:3 scene: [GameLogic scene]]];
}
However when the players health drops below 100, it goes to the new scene, but the FPS drops dramatically from 60 to 5.
I get a list of OpenGL error 0x0503 in -[EAGLView swapBuffers] then it stays frozen like that for about 40 seconds, then the FPS unfreeze and goes back out to 60 and I get a list of 2012-07-13 10:37:50.234 Tilegame[93513:10a03] cocos2d: removeChildByTag: child not found!
Then I can continue with the app like normal, going back to the main menu, starting a new game, then recreate the error.
#import "HelloWorldLayer.h"
#import "Menu.h"
#import "SimpleAudioEngine.h"
#import "LogCabinMap.h"
#import "LogShedMap.h"
#import "SaveData.h"
#import "pauseM.h"
#import "Player.h"
#import "GameLogic.h"
CCSprite *player;
CGPoint newPos;
int joyDegrees;
// HelloWorldLayer implementation
#implementation HelloWorldLayer
#synthesize tileMap = _tileMap;
#synthesize background = _background;
#synthesize buildings = _buildings;
#synthesize meta = _meta;
#synthesize player = _player;
#synthesize foreground = _foreground;
#synthesize numCollected = _numCollected;
#synthesize hud = _hud;
-(void) animateEnemy:(CCSprite*)enemy {
//speed of the enemy
ccTime actualDuration = .2;
id actionMove;
int distanceFromPlayer = ccpDistance(player.position, enemy.position);
if (distanceFromPlayer < 200) { //Check whether enemy can "see" Ninja before moving towards him.
//rotate to face the player
CGPoint diff = ccpSub(player.position,enemy.position);
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle = -1 * angleDegrees;
if (diff.x < 0) {
cocosAngle += 180;
}
enemy.rotation = cocosAngle;
actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)),10)];
} else {
actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)),0)];
}
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:#selector(enemyMoveFinished:)];
[enemy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
// callback. starts another iteration of enemy movement.
- (void) enemyMoveFinished:(id)sender {
CCSprite *enemy = (CCSprite *)sender;
[self animateEnemy: enemy];
}
-(void)addEnemyAtX:(int)x y:(int)y {
CCSprite *enemy = [CCSprite spriteWithFile:#"enemy1.png"];
enemy.position = ccp(x, y);
[self addChild:enemy];
[self animateEnemy:enemy];
}
-(void)setViewpointCenter:(CGPoint) position {
CGSize winSize = [[CCDirector sharedDirector] winSize];
int x = MAX(position.x, winSize.width / 2);
int y = MAX(position.y, winSize.height / 2);
x = MIN(x, (_tileMap.mapSize.width * _tileMap.tileSize.width)
- winSize.width / 2);
y = MIN(y, (_tileMap.mapSize.height * _tileMap.tileSize.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;
}
-(id) init
{
if( (self=[super init] )) {
[[SimpleAudioEngine sharedEngine] preloadEffect:#"pickup.caf"];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"hit.caf"];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"move.caf"];
//[[SimpleAudioEngine sharedEngine] playBackgroundMusic:#"TileMap.caf"];
self.isTouchEnabled = YES;
self.tileMap = [CCTMXTiledMap tiledMapWithTMXFile:#"TileMap.tmx"];
self.background = [_tileMap layerNamed:#"Background"];
self.foreground = [_tileMap layerNamed:#"Foreground"];
self.buildings = [_tileMap layerNamed:#"Buildings"];
self.meta = [_tileMap layerNamed:#"Meta"];
_meta.visible = NO;
CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:#"Objects"];
NSAssert(objects != nil, #"'Objects' object group not found");
//NSMutableDictionary * padPoints = [objects objectNamed:#"pad"];
NSMutableDictionary * padPoints;
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
for (int i = 0; i < 20; i ++) {
for (padPoints in [objects objects]) {
if ([[SaveDataManager.padArray objectAtIndex: i] intValue] == 1 ){
if ([[padPoints valueForKey:#"pad"] intValue] == i){
int x = [[padPoints valueForKey:#"x"] intValue];
int y = [[padPoints valueForKey:#"y"] intValue];
self.player = [CCSprite spriteWithFile:#"man.png"];
_player.position = ccp(x+16,y+16);
//[self addChild:_player];
}
}
}
}
// iterate through objects, finding all enemy spawn points
// create an enemy for each one
NSMutableDictionary * spawnPoints;
for (spawnPoints in [objects objects]) {
if ([[spawnPoints valueForKey:#"Enemy"] intValue] == 2){
int x = [[spawnPoints valueForKey:#"x"] intValue];
int y = [[spawnPoints valueForKey:#"y"] intValue];
[self addEnemyAtX:x+=16 y:y+=64];
}
}
player = [CCSprite spriteWithFile:#"man.png"];
player.position= _player.position;
[_tileMap addChild:player z: 0];
// [self addChild:player z:10];
[self setViewpointCenter:player.position];
[self addChild:_tileMap z:-1];
[self scheduleUpdate];
}
return self;
}
- (CGPoint)tileCoordForPosition:(CGPoint)position {
int x = position.x / _tileMap.tileSize.width;
int y = ((_tileMap.mapSize.height * _tileMap.tileSize.height) - position.y) / _tileMap.tileSize.height;
return ccp(x, y);
}
-(void)setPlayerPosition:(CGPoint)position {
Player * playerDataManager = [Player playerSaveDataManager];
CGPoint tileCoord = [self tileCoordForPosition:position];
int tileGid = [_meta tileGIDAt:tileCoord];
int x = player.position.x;
int y = player.position.y;
if (tileGid) {
NSDictionary *properties = [_tileMap propertiesForGID:tileGid];
if (properties) {
NSString *collision = [properties valueForKey:#"Collidable"];
if (collision && [collision compare:#"True"] == NSOrderedSame) {
//[[SimpleAudioEngine sharedEngine] playEffect:#"hit.caf"];
if (joyDegrees > 45 && joyDegrees < 135){
player.position = ccp(x,y-1);
}
if (joyDegrees > 135 && joyDegrees < 225){
player.position = ccp(x+1,y);
}
if (joyDegrees > 225 && joyDegrees < 315){
player.position = ccp(x,y+1);
}
if ((joyDegrees > 315 && joyDegrees < 360) || (joyDegrees > -1 && joyDegrees < 45)){
player.position = ccp(x-1,y);
}
return;
}
NSString *collectable = [properties valueForKey:#"Collectable"];
if (collectable && [collectable compare:#"True"] == NSOrderedSame) {
[[SimpleAudioEngine sharedEngine] playEffect:#"pickup.caf"];
[_meta removeTileAt:tileCoord];
[_foreground removeTileAt:tileCoord];
self.numCollected += 1;
[_hud numCollectedChanged:_numCollected];
playerDataManager.playerHealth -= 10;
}
NSString *Gate = [properties valueForKey:#"Gate"];
if (Gate && [Gate compare:#"1"] == NSOrderedSame) {
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
//[SaveDataManager.padArray removeAllObjects];
for (int i = 0; i < 20; i ++) {
[SaveDataManager.padArray replaceObjectAtIndex:i withObject:[NSNumber numberWithInt:0]];
}
[SaveDataManager.padArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithInt:1]];
//[[CCDirector sharedDirector] replaceScene:[LogCabinMap scene]];
[[CCDirector sharedDirector] pushScene:[LogCabinMap scene]];
}
if (Gate && [Gate compare:#"2"] == NSOrderedSame) {
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
//[SaveDataManager.padArray removeAllObjects];
for (int i = 0; i < 20; i ++) {
[SaveDataManager.padArray replaceObjectAtIndex:i withObject:[NSNumber numberWithInt:0]];
}
[SaveDataManager.padArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithInt:1]];
//[[CCDirector sharedDirector] replaceScene:[LogShedMap scene]];
[[CCDirector sharedDirector] pushScene:[LogShedMap scene]];
}
}
}
//[[SimpleAudioEngine sharedEngine] playEffect:#"move.caf"];
player.position = position;
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
-(void) update:(ccTime)deltaTime {
[self setPlayerPosition:newPos];
[self setViewpointCenter:player.position];
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
self.tileMap = nil;
self.background = nil;
self.foreground = nil;
self.buildings = nil;
self.meta =nil;
self.player = nil;
player = nil;
self.hud = nil;
// don't forget to call "super dealloc"
[super dealloc];
}
#end
#implementation HelloWorldHud
#synthesize background;
#synthesize background2;
#synthesize health;
#synthesize baseScaleFactor;
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldHud *layer = [HelloWorldHud node];
// add layer as a child to scene
[scene addChild: layer z:2];
HelloWorldLayer *hud = [HelloWorldLayer node];
[scene addChild: hud z:1];
//layer.hud = hud;
// return the scene
return scene;
}
-(void)initJoystick {
SneakyJoystickSkinnedBase *joystickBase = [[[SneakyJoystickSkinnedBase alloc] init] autorelease];
joystickBase.backgroundSprite = [CCSprite spriteWithFile:#"JoyB.png"];
joystickBase.thumbSprite = [CCSprite spriteWithFile:#"JoyS.png"];
joystickBase.joystick = [[SneakyJoystick alloc] initWithRect: CGRectMake(0, 0, 128, 128)];
joystickBase.position = ccp(55, 55);
[self addChild:joystickBase];
leftJoystick = [[joystickBase.joystick retain] autorelease];
}
-(void) update:(ccTime)deltaTime {
Player *playerDataManager = [Player playerSaveDataManager];
CGPoint scaledVelocity = ccpMult(leftJoystick.velocity, 100);
CGPoint newPosition = ccp(player.position.x + scaledVelocity.x * deltaTime, player.position.y + scaledVelocity.y * deltaTime);
if (leftJoystick.velocity.x == 0 && leftJoystick.velocity.y == 0 ){
if (!playerDataManager.standStill) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = TRUE;
[player runAction:playerDataManager.standAction];
}
}
if (leftJoystick.degrees > 45 && leftJoystick.degrees < 135){
if (!playerDataManager.walkUp) {
[player stopAllActions];
playerDataManager.walkUp = TRUE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkUpAction];
}
}
if (leftJoystick.degrees > 135 && leftJoystick.degrees < 225){
if (!playerDataManager.walkLeft) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = TRUE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkLeftAction];
}
}
if (leftJoystick.degrees > 225 && leftJoystick.degrees < 315){
if (!playerDataManager.walkDown) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = TRUE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkDownAction];
}
}
if (((leftJoystick.degrees > 315 && leftJoystick.degrees < 360) && (leftJoystick.velocity.x != 0 && leftJoystick.velocity.y != 0 )) || ((leftJoystick.degrees > -1 && leftJoystick.degrees < 45) && (leftJoystick.velocity.x != 0 && leftJoystick.velocity.y != 0 ))){
if (!playerDataManager.walkRight) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = TRUE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkRightAction];
}
}
float scaleFactor = playerDataManager.playerHealth/baseScaleFactor;
health.scaleX = playerDataManager.playerHealth/1;
newPos = newPosition;
joyDegrees = leftJoystick.degrees;
if (playerDataManager.playerHealth < 100) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:3 scene: [GameLogic scene]]];
[[CCDirector sharedDirector] replaceScene: [GameLogic scene]];
}
}
-(void) scroll:(ccTime)dt
{
//move 30*dt px vertically
if (background.position.y<background2.position.y){
background.position = ccp(background.contentSize.width/2, background.position.y - 225*dt);
background2.position = ccp(background2.contentSize.width/2, background.position.y+background.contentSize.height);
}else{
background2.position = ccp(background2.contentSize.width/2, background2.position.y- 225*dt);
background.position = ccp(background.contentSize.width/2, background2.position.y+background2.contentSize.height);
}
//reset offscreen position
if (background.position.y <-background.contentSize.height/2)
{
background.position = ccp(background.contentSize.height/2,background2.position.y+background2.contentSize.height);
}else if (background2.position.y < -background2.contentSize.height/2)
{
background2.position = ccp(background2.contentSize.height/2, background.position.y+background.contentSize.height);
}
}
-(id) init
{
if ((self = [super init])) {
CGSize size = [CCDirector sharedDirector].winSize;
background = [CCSprite spriteWithFile:#"rain.png"];
background2 = [CCSprite spriteWithFile:#"rain.png"];
[background.texture setAliasTexParameters];
[background2.texture setAliasTexParameters];
//position background sprites
background.position = ccp(background.contentSize.height/2,background.contentSize.width/2);
background2.position = ccp(size.width,0);
//schedule to move background sprites
//[self schedule:#selector(scroll:)];
//adding them to the main layer
//[self addChild:background z:-1];
//[self addChild:background2 z:-1];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"GUI.plist"];
CCSpriteBatchNode *GUISpriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"GUI.png"];
[self addChild:GUISpriteSheet];
CCSprite * healthBar = [CCSprite spriteWithSpriteFrameName:#"bar.png"];
CCSprite * cap = [CCSprite spriteWithSpriteFrameName:#"cap.png"];
CCSprite * endCap = [CCSprite spriteWithSpriteFrameName:#"endcap.png"];
health = [CCSprite spriteWithSpriteFrameName:#"red.png"];
healthBar.anchorPoint = ccp(0,1);
health.anchorPoint = ccp(0,1);
cap.anchorPoint = ccp(0,1);
endCap.anchorPoint = ccp(0,1);
healthBar.position = ccp(1 , size.height);
healthBar.scaleX = 25;
cap.position = ccp(0 , size.height);
int width = [healthBar boundingBox].size.width;
endCap.position = ccp(width , size.height);
health.position = ccp(1, size.height-2);
baseScaleFactor = width;
health.scaleX = baseScaleFactor;
[self addChild:healthBar];
[self addChild:cap];
[self addChild:endCap];
[self addChild:health];
CGSize winSize = [[CCDirector sharedDirector] winSize];
label = [CCLabelTTF labelWithString:#"0" dimensions:CGSizeMake(50, 20)
alignment:UITextAlignmentRight fontName:#"Verdana-Bold"
fontSize:18.0];
label.color = ccc3(0,0,0);
int margin = 10;
label.position = ccp(winSize.width - (label.contentSize.width/2)
- margin, label.contentSize.height/2 + margin);
[self addChild:label];
CCMenuItemFont * pause = [CCMenuItemFont itemFromString:#"Pause" target:self selector:#selector(pause:)];
CCMenu *menu = [CCMenu menuWithItems: pause, nil];
pause.position = ccp(206,142);
[self addChild:menu];
CCSprite *pix = [CCSprite spriteWithFile:#"pix.png"];
pix.position = ccp(size.width/2, size.height/2);
//pix.scale = 50000;
[self addChild:pix z:1];
//[pix runAction:[CCTintTo actionWithDuration:10 red:255 green:0 blue:0]];
//[pix runAction:[CCScaleTo actionWithDuration:15 scale:500]];
pix.color = ccc3(255, 255, 255);
[self scheduleUpdate];
[self initJoystick];
}
return self;
}
- (void)numCollectedChanged:(int)numCollected {
[label setString:[NSString stringWithFormat:#"%d", numCollected]];
// [label setString:[NSString stringWithFormat:#"%d", score]];
}
- (void) pause: (id) sender
{
[[CCDirector sharedDirector] pushScene:[pauseM scene]];
}
- (void) dealloc
{
self.background = nil;
self.background2 = nil;
self.health = nil;
self.meta =nil;
player = nil;
// don't forget to call "super dealloc"
[super dealloc];
}
#end
Above is the .m scene that is running when the problem occurs and below is the GameLogic.m
#import "GameLogic.h"
#import "Player.h"
#import "Menu.h"
#implementation GameLogic
+(id) scene
{
CCScene *scene = [CCScene node];
GameLogic *layer = [GameLogic node];
[scene addChild: layer];
return scene;
}
+(id) gameLogicSaveDataManager {
static id gameLogicSaveDataManager = nil;
if (gameLogicSaveDataManager == nil) {
gameLogicSaveDataManager = [[self alloc] init];
}
return gameLogicSaveDataManager;
}
-(id) init
{
if( (self=[super init] )) {
CCSprite *bg = [CCSprite spriteWithFile:#"bg.jpg"];
bg.anchorPoint = ccp(0,0);
id fadeIn = [CCFadeIn actionWithDuration:3];
[self addChild:bg];
[bg runAction: fadeIn];
CCLayer *menuLayer = [[[CCLayer alloc] init] autorelease];
[self addChild:menuLayer];
CCMenuItemImage *home = [CCMenuItemImage
itemFromNormalImage:#"bg.jpg"
selectedImage:#"bg.jpg"
target:self
selector:#selector(home:)];
CCMenu *menu = [CCMenu menuWithItems: home, nil];
home.position = ccp(0,0);
[menuLayer addChild: menu];
}
return self;
}
- (void) home: (id) sender
{
[[CCDirector sharedDirector] replaceScene:[Menu scene]];
}
- (void) dealloc
{
[super dealloc];
}
#end
OpenGL error 0x503 means GL_STACK_OVERFLOW, it means you are pushing too many things onto the opengl stack.
I see several instances of pushScene in your code, but no instances of pop anything anywhere. You cannot just keep pushing things indefinitely without popping them, or you will get this error.
We need to what is currently running in your scene, how it has been allocated and how it is released. We also need to know the same information for the new loaded scene GameLogic. Edit your question and add these data.

How to place a tile by tapping on a isometric tiled map which uses CCLayerPanZoom class

I have a tiled map. I use cocos2D. The isometric map has an CCLayerPanZoom. For Zooming and scrolling. Now I want to add a tile at the position where I pressed it. It does not work. It is inserting the tile at the wrong position.
Does it has to do with the scaling of the map(Zooming and Scroling which is posible).?
-(void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event{
touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
CGPoint playerPos = _player.position;
CGPoint diff = ccpSub(touchLocation, playerPos);
if (abs(diff.x) > abs(diff.y)) {
if (diff.x > 0) {
playerPos.x += self.map.tileSize.width;
} else {
playerPos.x -= self.map.tileSize.width;
}
} else {
if (diff.y > 0) {
playerPos.y += self.map.tileSize.height;
} else {
playerPos.y -= self.map.tileSize.height;
}
}
//player.position = playerPos; // Todo: Trymove
if (playerPos.x <= (self.map.mapSize.width * self.map.tileSize.width) &&
playerPos.y <= (self.map.mapSize.height * self.map.tileSize.height) &&
playerPos.y >= 0 &&
playerPos.x >= 0 ) {
[self setPlayerPosition:playerPos];
}
if([TileMapLayer isOnTheMapMoreRestrictive:touchLocation map:self.map mapsize:self.map.mapSize.width] )
[self plantObject:touchLocation];
else
CCLOG(#"Outside possition");
[self setDotPosition: [self tilePosFromLocation:touchLocation tileMap:self.map]];
}
-(void)plantObject:(CGPoint) location{
punkt = [CCSprite spriteWithFile:#"tree.png"];
punkt. position = [self tilePosFromLocation:location tileMap:self.map];
[_map addChild:punkt z:4];
}

ERROR: expected identifier or '(' in xcode ios 5

xcode 4.2 ios 5 single view template
I am very new to this ios format and these new features in xcode
Here is all of my code:
#import "SimpleGame2ViewController.h"
#define kStateRunning 1
#define kStateGameOver 2
#define kLeftDown 1
#define kRightDown 2
#define kTouchesEnded 3
#define kPlatformWidth 55
#define kPlatformHeight 16
#define kMaxBallSpeed 10
#define kJumpPower 9
#define kGravity 0.195
# implementation SimpleGame2ViewController # synthesize ball;
#synthesize platform1;
#synthesize platform2;
#synthesize platform3;
#synthesize platform4;
#synthesize platform5;
#synthesize bg;
#synthesize gameState;
#synthesize ballVelocity, gravity;
#synthesize touchState;
-(void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
#pragma mark - View lifecycle
-(void)viewDidLoad {
[super viewDidLoad];
gameState = kStateRunning;
ballVelocity = CGPointMake(0, 0);
gravity = CGPointMake(0, kGravity);
[NSTimer scheduledTimerWithTimeInterval: 1.0 / 60
target: self
selector: #selector(gameloop)
userInfo: nil
repeats:YES];
// Do any additional setup after loading the view, typically from a nib.
}
-(void)gameloop {
if (gameState == kStateRunning) {
[self gameStatePlayNormal];
} else if (gameState == kStateGameOver) {
ballVelocity.x = 0;
ballVelocity.y = 0;
ball.center = CGPointMake(152 + 16, 326 + 16);
platform1.center =
CGPointMake(129 + (kPlatformWidth / 2),
414 + (kPlatformHeight / 2));
platform2.center =
CGPointMake(34 + (kPlatformWidth / 2),
316 + (kPlatformHeight / 2));
platform3.center =
CGPointMake(192 + (kPlatformWidth / 2),
261 + (kPlatformHeight / 2));
platform4.center =
CGPointMake(146 + (kPlatformWidth / 2),
179 + (kPlatformHeight / 2));
platform5.center =
CGPointMake(8 + (kPlatformWidth / 2),
81 + (kPlatformHeight / 2));
}
}
-(void)gameStatePlayNormal {
ballVelocity.y += gravity.y;
if (touchState == kLeftDown) {
ballVelocity.x -= 0.2;
}
if (touchState == kRightDown) {
ballVelocity.x += 0.2;
}
if (ballVelocity.x > kMaxBallSpeed) {
ballVelocity.x = kMaxBallSpeed;
}
if (ballVelocity.x < -kMaxBallSpeed) {
ballVelocity.x = -kMaxBallSpeed;
}
if (ball.center.x > self.view.bounds.size.width) {
ball.center = CGPointMake(0, ball.center.y);
}
if (ball.center.x < 0) {
ball.center =
CGPointMake(self.view.bounds.size.width, ball.center.y);
}
ball.center =
CGPointMake(ball.center.x + ballVelocity.x,
ball.center.y + ballVelocity.y);
if (ball.center.y > self.view.bounds.size.height) {
gameState = kStateGameOver;
}
}
// Check for a bounce
if (CGRectIntersectsRect(ball.frame, platform1.frame)) {
if (ball.center.y + 8 < platform1.center.y) {
if (ballVelocity.y > 0) {
ballVelocity.y = -kJumpPower;
}
}
}
if (CGRectIntersectsRect(ball.frame, platform2.frame)) {
if (ball.center.y + 8 < platform2.center.y) {
if (ballVelocity.y > 0) {
ballVelocity.y = -kJumpPower;
}
}
}
if (CGRectIntersectsRect(ball.frame, platform3.frame)) {
if (ball.center.y + 8 < platform3.center.y) {
if (ballVelocity.y > 0) {
ballVelocity.y = -kJumpPower;
}
}
}
if (CGRectIntersectsRect(ball.frame, platform4.frame)) {
if (ball.center.y + 8 < platform4.center.y) {
if (ballVelocity.y > 0) {
ballVelocity.y = -kJumpPower;
}
}
}
if (CGRectIntersectsRect(ball.frame, platform5.frame)) {
if (ball.center.y + 8 < platform5.center.y) {
if (ballVelocity.y > 0) {
ballVelocity.y = -kJumpPower;
}
}
}
-(void)touchesBegan:(NSSet *)
touches withEvent:(UIEvent *) event
{
if (gameState == kStateRunning) {
UITouch *touch =[[event allTouches] anyObject];
CGPoint location =[touch locationInView:touch.view];
if (location.x < (self.view.bounds.size.width / 2)) {
touchState = kLeftDown;
ballVelocity.x -= 0.2;
} else {
touchState = kRightDown;
ballVelocity.x += 0.2;
}
}
}
-(void)touchesEnded:(NSSet *)
touches withEvent:(UIEvent *) event
{
touchState = kTouchesEnded;
}
-(void)viewDidUnload {
[self setBall:nil];
[self setPlatform1:nil];
[self setPlatform2:nil];
[self setPlatform3:nil];
[self setPlatform4:nil];
[self setPlatform5:nil];
[self setBg:nil];
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
-(void)viewWillAppear:(BOOL) animated {
[super viewWillAppear:animated];
}
-(void)viewDidAppear:(BOOL) animated {
[super viewDidAppear:animated];
}
-(void)viewWillDisappear:(BOOL) animated {
[super viewWillDisappear:animated];
}
-(void)viewDidDisappear:(BOOL) animated {
[super viewDidDisappear:animated];
}
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation
{
// Return YES for supported orientations
return (interfaceOrientation !=
UIInterfaceOrientationPortraitUpsideDown);
}
#end
I have the error around
if (CGRectIntersectsRect(ball.frame, platform1.frame)) {
if (ball.center.y + 8 < platform1.center.y) {
if (ballVelocity.y > 0) {
ballVelocity.y = -kJumpPower;
}
}
}
I dont know why this is happening
I've run your code through Lindent (a small shell script around the indent(1) program with settings that the Linux kernel developers like; it isn't perfect, but it's a good start).
Once I did this, it was far easier to spot that your series of if (CGRectIntersectsRect(..)) tests aren't actually in any function. They're at the top level of your source.
All statements and expressions must be within a function. (Declarations and global definitions can be at top-level.)
Figure out which function should "own" that series of routines and place them within the function body.

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