I don't know how the best way is to explain what I am trying to do, but I will give it a shot. So I have a football on the screen and when I touch the screen I can drag my finger across the screen which by using a CCProgressTimer gives me a representation of the power of the throw. In other words it is like having a volume bar on the screen and when I touch the screen and drag away from the volume bar it starts to increase and dragging towards the volume bar decreases it. So my question is I am recording my touch when I touch the screen and that touch is what all the calculations are based off of, but I want to some how be able to no matter where I am on the screen be able to decrease or increase. The way it works right now is, I can't start to decrease the power of the throw until I reach that recorded touch. Is it possible to have it work, where when the power is at %100 no matter where I am on the screen if I drag back towards the football to have it decrease before I reach that original touch on the screen. Here is my code.
footballPath = [CCProgressTimer progressWithFile:@"footballPath.png"];
footballPath.visible = NO;
footballPath.percentage = 0;
footballPath.type = kCCProgressTimerTypeHorizontalBarLR;
footballPath.anchorPoint = ccp(0, 0.5);
[self addChild:footballPath];
-(BOOL)ccTouchBegan:(UITouch*)touch withEvent:(UIEvent *)event {
cachedTouchPt = [self convertTouchToNodeSpace:touch];
if (!self.currentFootball.footballHasEmbarked) {
footballPath.percentage = 0;
[self updateArrowWithTouch:touch];
arrow.visible = YES;
footballPath.visible = YES;
return YES;
}
else {
return NO;
}
}
-(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
[self updateArrowWithTouch:touch];
}
-(void) ccTouchEnded:(UITouch*)touch withEvent:(UIEvent *)event {
const float max = 100;
CGPoint touchPt = [self convertTouchToNodeSpace:touch];
if (touchPt.x > self.currentFootball.position.x) {
touchPt = ccp(self.currentFootball.position.x, touchPt.y);
}
arrow.visible = NO;
footballPath.visible = NO;
self.currentFootball.footballHasEmbarked = YES;
self.currentFootball.spiraling = YES;
if (self.currentFootball) {
[smgr morphShapeToActive:self.currentFootball.shape mass:25];
}
diff = ccpSub(touchPt, self.currentFootball.position);
if (diff.x == 0 && diff.y == 0) {
diff = ccp(1, 1);
}
float len = footballPath.percentage;
CGPoint norm = ccpNormalize(diff);
if (len > max){
len = max;
}
[self.currentFootball applyImpulse:ccpMult(norm, (len * 245))];
pos = self.currentFootball.position.y;
[self schedule:@selector(newFootball)];
}
- (void) updateArrowWithTouch: (UITouch*) touch {
const float distFromFb = 100;
CGPoint touchPt = [self convertTouchToNodeSpace:touch];
if (touchPt.x > self.currentFootball.position.x) {
touchPt = ccp(self.currentFootball.position.x, touchPt.y);
}
CGPoint fpt = self.currentFootball.position;
CGPoint vect = ccpSub(touchPt, fpt);
float dist = ccpLength(vect);
CGPoint vect2 = ccpSub(touchPt, cachedTouchPt);
float dist2 = ccpLength(vect2);
float degrees = -CC_RADIANS_TO_DEGREES(ccpToAngle(vect));
float factor = dist2;
CGPoint normalVect = ccpMult(vect, 1/dist);
factor = distFromFb;
CGPoint newPoint = ccpAdd(fpt, ccpMult(normalVect, factor));
if (newPoint.x < self.currentFootball.position.x+1) {
arrow.rotation = degrees;
arrow.position = newPoint;
self.currentFootball.rotation = -CC_RADIANS_TO_DEGREES (ccpToAngle(ccpSub(touchPt, self.currentFootball.position)));
footballPath.rotation = self.currentFootball.rotation;
footballPath.position = fpt;
}
float percentage = dist - ccpLength(ccpSub(cachedTouchPt, self.currentFootball.position));
if (percentage < 0.0f){
percentage = 0.0f;
}
// CCLOG(@"cachedDist = %f", cachedDist);
CCLOG(@"percentage = %f", percentage);
diff = vect2;
footballPath.percentage = percentage;
}
The cachedTouchPt = [self convertTouchToNodeSpace:touch];
is the original point that I am talking about. So when I touch the screen it makes a new point and stores it in cachedTouchPt, and so I can't decrease the the power/CCProgressTimer until I reach the X and Y of the cachedTouchPt. If I didn't make sense of what I was trying to say. I need to be able to decrease the power/CCProgressTimer without needing to be at the original point. Is there a way reset the point so that no matter where I am on the screen I can drag towards the football and have it decrease, same with the increasing.