I am making a tile game. Was following http://www.raywenderlich.com/1163/how-to-make-a-tile-based-game-with-cocos2d. Using the whole screen as the joystick for a character that stays in the middle. The movement is only in four directions though looking something like this:

Where the center is the character tile, do not move if touched there. Move right if touched right side etc...
I wanted to make it work with 8 directions. I tried a few things and then found this: http://snipplr.com/view/39707/full-directional-movement-of-player-in-cocos2d-tilemap/
Which expands the original code to handle 8 directions. I modified it and call it from ccTouchMoved and ccTouchEnded.
- (void)movePlayer:(CGPoint)to {
CGSize winSize = [[CCDirector sharedDirector] winSize];
CGPoint playerPos = _player.position;
if (to.x < ((winSize.width/2)-((_tileMap.tileSize.width/2)*self.scale))) {
playerPos.x -= _tileMap.tileSize.width;
} else if (to.x > ((winSize.width/2)+((_tileMap.tileSize.width/2)*self.scale))) {
playerPos.x += _tileMap.tileSize.width;
}
if (to.y < ((winSize.height/2)-((_tileMap.tileSize.height/2)*self.scale))) {
playerPos.y += _tileMap.tileSize.height;
} else if (to.y > ((winSize.height/2)+((_tileMap.tileSize.height/2)*self.scale))) {
playerPos.y -= _tileMap.tileSize.height;
}
if (CGPointEqualToPoint(self.player.position, playerPos) == NO) {
if (playerPos.x <= (_tileMap.mapSize.width * _tileMap.tileSize.width) &&
playerPos.y <= (_tileMap.mapSize.height * _tileMap.tileSize.height) &&
playerPos.y >= 0 &&
playerPos.x >= 0) {
[self setPlayerPosition:playerPos];
[self setViewpointCenter:self.player.position];
}
}
}
and it looks something like this:

This has a problem; as you zoom out, it becomes harder and harder to walk in a straight line by clicking inside the shrinking horizontal and vertical bars...
The second original author divided the screen into thirds to get his movement bars. I wanted to scale mine with the character tile so movement remains accurate near the character.
So I think I need to divide the area into 8 equal parts to make it work best? Something like this:

Can anyone explain how to check for touches within these boundries? Or if I am going about it in the right way?
Thanks!