I am trying to make iPhone game, using cocos2d, where you roll a ball down a given path and you cannot touch certain objects.
I did an RPG tutorial which taught me how to make the tile colliders and it works when I move the ball by using isTouchEnabled, but when I apply the same logic to accelerometer it doesn't seem to register.
THis is the touch player movement method, just so you can see how it is suppose to work.
-(void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [touch locationInView:[touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
CGPoint playerPos = ball.position;
CGPoint diff = ccpSub(touchLocation, playerPos);
//move horizontal or vertical?
if(abs(diff.x) > abs(diff.y)){
if(diff.x > 0)
{
playerPos.x += theMap.tileSize.width;
}else{
playerPos.x -= theMap.tileSize.width;
}
}else{
if(diff.y > 0){
playerPos.y += theMap.tileSize.height;
}else{
playerPos.y -= theMap.tileSize.height;
}
}
//make sure the player isnt off the map
if(playerPos.x <= (theMap.mapSize.width * theMap.tileSize.width) &&
playerPos.y <= (theMap.mapSize.height * theMap.tileSize.height) &&
playerPos.x >=0 &&
playerPos.y >=0)
{
[self setPlayerPostion:playerPos];
}
[self setCenterOfScreen:ball.position];
}
Below is how it get the position of the ball and move it using the accelerometer
-(void)updateBall:(ccTime)delta{
//ball.position = ccp(ball.position.x, ball.position.y + tiltVertical);
//ball.position = ccp(ball.position.x + tiltHorizontal, ball.position.y);
CGPoint playerPos = ball.position;
playerPos.x += tiltHorizontal;
playerPos.y += tiltVertical;
ball.position = playerPos;
//make sure the player isnt off the map
if(playerPos.x <= (theMap.mapSize.width * theMap.tileSize.width) &&
playerPos.y <= (theMap.mapSize.height * theMap.tileSize.height) &&
playerPos.x >=0 &&
playerPos.y >=0)
{
ball.position = playerPos;
CCLOG(@"testing for off screen");
[self setPlayerPostion:playerPos];
ball.position = playerPos;
}
ball.position = playerPos;
[self setCenterOfScreen:ball.position];
}
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration{
tiltHorizontal = (acceleration.y* (-20));
tiltVertical = (acceleration.x) * 20;
}
Here are the two methods that are used for getting the tile position and seeing if the properties of tile are Collidable and true (this is set in tiled when I created my map).
-(void)setPlayerPostion:(CGPoint)position{
CGPoint tileCoord = [self tileCoordForPosition:position];
int tileGid = [stLayer tileGIDAt:tileCoord];
if(tileGid)
{
NSDictionary *properties = [theMap propertiesForGID:tileGid];
if(properties){
NSString *collision = [properties valueForKey:@"Collidable"];
if(collision && [collision compare:@"True"] ==NSOrderedSame){
return;
}
}
}
ball.position = position;
}
-(CGPoint)tileCoordForPosition:(CGPoint)position{
int x = position.x/theMap.tileSize.width;
int y = ((theMap.mapSize.height * theMap.tileSize.height)- position.y)/theMap.tileSize.height;
return ccp(x,y);
}
Is there something wrong with my logic? or any suggestion would be appreciated.
Thanks