UPDATE: I have solved the problem, and figured out a more simplified way to do this then the answer provided. My solution was to make the velocity of the SPACESHIP equal the distance it was from my finger touch. For faster movement, you can multiply this velocity by a constant. In this case, I used 16. I also got rid of setting lastTouch to nil in the touchesEnd event. That way, the ship will still stop even when I release my finger.
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if let touch = lastTouch {
myShip.physicsBody.velocity = CGVector(dx: (lastTouch!.x - myShip.position.x) * 16, dy: 0)
}
}
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I have a SPACESHIP node with movement restricted to the X-Axis. When the user PRESSES and HOLDS somewhere on the screen, I want the SPACESHIP to be able to move to the finger's x-coordinate, and not stop moving toward the finger until the finger is RELEASED. If the SPACESHIP is close to the users finger and the users finger is still pressed down, I want it to gradually slow down and stop. I also want this smooth motion to be applied when the SPACESHIP changes direction, starts, and stops.
I am trying to figure out the best way to do this.
So far, I have created the node and it moves correctly, but there is a problem: If I press on the screen and hold down, the ship will eventually cross over my finger and keep moving. This is because the logic to change direction of the ship is only triggered if I move my finger. So essentially, moving my finger over the ship to change the ships' direction works, but if the ship crosses over my still finger, it does't change direction
I need the SPACESHIP node to recognize when it has crossed over my still finger, and either change its direction or stop based on how close it is to my finger.
Here is the relevant code:
Part 1: When the user presses down, find out where the touch is coming from and move myShip (SPACESHIP) accordingly using velocity
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
let touch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
if (touchLocation.x < myShip.position.x) {
myShip.xVelocity = -200
} else {
myShip.xVelocity = 200
}
}
Part 2 When the user moves their finger, trigger an event that checks to see if the finger has now moved to the other side of the ship. If so, change direction of the ship.
override func touchesMoved(touches: NSSet!, withEvent event: UIEvent!) {
let touch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
//distanceToShip value will eventually be used to figure out when to stop the ship
let xDist: CGFloat = (touchLocation.x - myShip.position.x)
let yDist: CGFloat = (touchLocation.y - myShip.position.y)
let distanceToShip: CGFloat = sqrt((xDist * xDist) + (yDist * yDist))
if (myShip.position.x < touchLocation.x) && (shipLeft == false) {
shipLeft = true
myShip.xVelocity = 200
}
if (myShip.position.x > touchLocation.x) && (shipLeft == true) {
shipLeft = false
myShip.xVelocity = -200
}
}
Part 3 When the user releases their finger from the screen, I want the ship to stop moving.
override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) {
myShip.xVelocity = 0
}
Part 4 Update event that changes the Ship's position
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let rate: CGFloat = 0.5; //Controls rate of motion. 1.0 instantaneous, 0.0 none.
let relativeVelocity: CGVector = CGVector(dx:myShip.xVelocity - myShip.physicsBody.velocity.dx, dy:0);
myShip.physicsBody.velocity = CGVector(dx:myShip.physicsBody.velocity.dx + relativeVelocity.dx*rate, dy:0);
Thanks for reading, and looking forward to a response!