Detectar pressionamentos simultâneos de botões e outros gestos, shakes e inclinações - Cocos2d e iPhone
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27-09-2019 - |
Pergunta
Estou escrevendo um aplicativo para o iPhone usando o Cocos2D, onde tenho 4 sprites que são botões. Quero permitir e responder ao seguinte (permitindo ao usuário 3 segundos aplicar sua contribuição antes de chegar a sair):
- Pressões de botão único (eu tenho essa parte funcionando). - Pressionar mais de 1 botão ao mesmo tempo (cada combinação teria uma resposta diferente). - gestos de folga/deslizamento que se originam de cada um dos sprites de botão. - Apertando o iPhone. - inclinando o iPhone para cima, para baixo, esquerda, direita (do modo paisagem).
Qualquer visão de diferentes abordagens seria muito apreciada. B)
Solução
Aqui está como eu implementei isso caso alguém mais esteja tentando fazer isso (tentei adicionar a parte Shakes/Gestos/Tilts, mas apenas os pressionamentos simultâneos de botão e, por enquanto, eu o limitei a apenas 2-Button Combos-mas eu poderia facilmente estender a lógica para lidar com combos de 3 e 4 botões também).
Spubutton.H (uma subclasse CCSPRITE)
#import <Foundation/Foundation.h>
#import "cocos2d.h"
typedef enum tagButtonState {
kButtonStatePressed,
kButtonStateNotPressed
} ButtonState;
typedef enum tagButtonStatus {
kButtonStatusEnabled,
kButtonStatusDisabled
} ButtonStatus;
@interface spuButton : CCSprite <CCTargetedTouchDelegate> {
@private
ButtonState buttonState;
CCTexture2D *buttonNormal;
CCTexture2D *buttonLit;
ButtonStatus buttonStatus;
}
@property(nonatomic, readonly) CGRect rect;
+ (id)spuButtonWithTexture:(CCTexture2D *)normalTexture;
- (void)setNormalTexture:(CCTexture2D *)normalTexture;
- (void)setLitTexture:(CCTexture2D *)litTexture;
- (BOOL)isPressed;
- (BOOL)isNotPressed;
- (void)makeDisabled;
- (void)makeEnabled;
- (BOOL)isEnabled;
- (BOOL)isDisabled;
- (void)makeLit;
- (void)makeNormal;
- (void)dealloc;
@end
Spubutton.M
#import "spuButton.h"
#import "cocos2d.h"
@implementation spuButton
- (CGRect)rect {
CGSize s = [self.texture contentSize];
return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
}
+ (id)spuButtonWithTexture:(CCTexture2D *)normalTexture {
return [[[self alloc] initWithTexture:normalTexture] autorelease];
}
- (void)setNormalTexture:(CCTexture2D *)normalTexture {
buttonNormal = normalTexture;
}
- (void)setLitTexture:(CCTexture2D *)litTexture {
buttonLit = litTexture;
}
- (BOOL)isPressed {
if (buttonState== kButtonStateNotPressed) return NO;
if (buttonState== kButtonStatePressed) return YES;
return NO;
}
- (BOOL)isNotPressed {
if (buttonState== kButtonStateNotPressed) return YES;
if (buttonState== kButtonStatePressed) return NO;
return YES;
}
- (void)makeDisabled {
buttonStatus = kButtonStatusDisabled;
buttonState= kButtonStateNotPressed;
[self makeNormal];
}
- (void)makeEnabled {
buttonStatus = kButtonStatusEnabled;
buttonState= kButtonStateNotPressed;
[self makeNormal];
}
- (BOOL)isEnabled {
if (buttonStatus== kButtonStatusDisabled) return NO;
if (buttonStatus== kButtonStatusEnabled) return YES;
return NO;
}
- (BOOL)isDisabled {
if (buttonStatus== kButtonStatusEnabled) return NO;
if (buttonStatus== kButtonStatusDisabled) return YES;
return YES;
}
- (void)makeLit {
[self setTexture:buttonLit];
}
- (void)makeNormal {
[self setTexture:buttonNormal];
}
- (id)initWithTexture:(CCTexture2D *)aTexture {
if ((self = [super initWithTexture:aTexture]) ) {
buttonState = kButtonStateNotPressed;
buttonStatus = kButtonStatusEnabled;
}
return self;
}
- (void)onEnter {
if (buttonStatus == kButtonStatusDisabled) return;
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:NO];
[super onEnter];
}
- (void)onExit {
if (buttonStatus == kButtonStatusDisabled) return;
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
[super onExit];
}
- (BOOL)containsTouchLocation:(UITouch *)touch {
return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]);
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
if (buttonStatus == kButtonStatusDisabled) return NO;
if (buttonState== kButtonStatePressed) return NO;
if ( ![self containsTouchLocation:touch] ) return NO;
buttonState= kButtonStatePressed;
[self makeLit];
return YES;
}
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
// If it weren't for the TouchDispatcher, you would need to keep a reference
// to the touch from touchBegan and check that the current touch is the same
// as that one.
// Actually, it would be even more complicated since in the Cocos dispatcher
// you get NSSets instead of 1 UITouch, so you'd need to loop through the set
// in each touchXXX method.
if (buttonStatus == kButtonStatusDisabled) return;
if ([self containsTouchLocation:touch]) return;
buttonState= kButtonStateNotPressed;
[self makeNormal];
}
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
if (buttonStatus == kButtonStatusDisabled) return;
buttonState= kButtonStateNotPressed;
[self makeNormal];
}
- (void)dealloc {
[buttonNormal release];
[buttonLit release];
[super dealloc];
}
@end
Helloworldscene.m (apenas meu tick: método para impedir que minhas outras funções confundissem o exemplo)
-(void)tick:(ccTime)dt {
if ([[_otherControlsArray objectAtIndex:0] wasPressed]) {
[[_otherControlsArray objectAtIndex:0] setWasPressed:NO];
[self removeChild:[_otherControlsArray objectAtIndex:0] cleanup:YES];
[self addChild:[_otherControlsArray objectAtIndex:1]];
NSLog(@"Play");
_gameHasNotBeenPlayedYet = NO;
Snarfle_s_PowerUPAppDelegate *delegate = [[UIApplication sharedApplication] delegate];
[delegate makeNotPaused];
[self gameLogic];
}
if (_gameHasNotBeenPlayedYet) {
return;
}
if (_buttonsPressedAndReleased > 0) { //respond to button(s) released and reset
NSLog(@"Buttons Pressed and Released-->%d",_buttonsPressedAndReleased);
if ([self checkButtons:_buttonsPressedAndReleased]);
_buttonsPressed = 0;
_buttonsPressedAndReleased = 0;
return;
}
if (_buttonsPressed <= 4) { // two buttons have not already been pressed
for (spuButton *aButton in _fourButtonsArray) {
if ([aButton isNotPressed]) continue; //this button is not pressed
if (_buttonsPressed == 0) { //this button is pressed and no other buttons have been pressed
_buttonsPressed = aButton.tag;
continue;
}
//this button is pressed while another has been pressed
//figure out which two buttons have been pressed
if (_buttonsPressed == 1) { //red plus another
switch (aButton.tag) {
case 2: //blue
_buttonsPressed = 5;
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 3: //green
_buttonsPressed = 6;
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 4: //yellow
_buttonsPressed = 7;
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
break;
default:
_buttonsPressed = 1;
break;
}
}
if (_buttonsPressed == 2) { //blue plus another
switch (aButton.tag) {
case 1: //red
_buttonsPressed = 5;
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 3: //green
_buttonsPressed = 8;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 4: //yellow
_buttonsPressed = 9;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
break;
default:
_buttonsPressed = 2;
break;
}
}
if (_buttonsPressed == 3) { //green plus another
switch (aButton.tag) {
case 1: //red
_buttonsPressed = 6;
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 2: //blue
_buttonsPressed = 8;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 4: //yellow
_buttonsPressed = 10;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
break;
default:
_buttonsPressed = 3;
break;
}
}
if (_buttonsPressed == 4) { //yellow plus another
switch (aButton.tag) {
case 1: //red
_buttonsPressed = 7;
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
break;
case 2: //blue
_buttonsPressed = 9;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
break;
case 3: //green
_buttonsPressed = 10;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
break;
default:
_buttonsPressed = 4;
break;
}
}
if (_buttonsPressed > 4) break; //more than one has been pressed and identified
}
}
//now we know what buttons have been pressed now check to see if they have been released
//if more than one has been pressed disable the other two
//also if more than one has been pressed and one of them gets released disable the released one but keep it lit
switch (_buttonsPressed) {
case 1: //red
if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) _buttonsPressedAndReleased = 1;
break;
case 2: //blue
if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) _buttonsPressedAndReleased = 2;
break;
case 3: //green
if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) _buttonsPressedAndReleased = 3;
break;
case 4: //yellow
if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) _buttonsPressedAndReleased = 4;
break;
case 5: //red & blue
if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:1] isNotPressed])) _buttonsPressedAndReleased = 5;
else {
if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:0] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeLit];
}
}
break;
case 6: //red & green
if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:2] isNotPressed])) _buttonsPressedAndReleased = 6;
else {
if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:0] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeLit];
}
}
break;
case 7: //red & yellow
if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 7;
else {
if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:0] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeLit];
}
}
break;
case 8: //blue & green
if (([[_fourButtonsArray objectAtIndex:1] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:2] isNotPressed])) _buttonsPressedAndReleased = 8;
else {
if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeLit];
}
}
break;
case 9: //blue & yellow
if (([[_fourButtonsArray objectAtIndex:1] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 9;
else {
if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeLit];
}
}
break;
case 10: //green & yellow
if (([[_fourButtonsArray objectAtIndex:2] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 10;
else {
if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeLit];
}
}
break;
default:
_buttonsPressedAndReleased = 0;
break;
}
}