I need help figuring out the rotation of a sprite with my finger. The sprite is rotating fine but on the initial touch of my finger it somehow rotates by a few degrees by itself.
Also the rotations only work when the finger is rotated around the center of the sprite.
I am trying to simulate the bicycle wheel and have a gear sprite and a pedal sprite as a child of the gear sprite. I want the bicycle wheel to rotate as I touch the pedal and rotate it. I haven't got that far yet. Right now I am trying to figure out how to get rid of the initial shift the gear makes.
Here is the complete code
#import "BicycleScene.h"
@implementation BicycleScene
+(id) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
BicycleScene *layer = [BicycleScene node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
-(id) init
{
if ((self=[super init])) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
//place the bicycle sprite
bicycleSprite = [CCSprite spriteWithFile:@"bike_gear.png"];
bicycleSprite.position = ccp(bicycleSprite.contentSize.width/2 + 100, winSize.height/2);
[self addChild:bicycleSprite z:1];
//place the pedal sprite
pedalSprite = [CCSprite spriteWithFile:@"bike_pedal.png"];
[bicycleSprite addChild:pedalSprite z:1];
pedalSprite.position = ccp(150, 15);
//enable touch
self.isTouchEnabled = YES;
[self schedule:@selector(gameLoop:) interval:.1/100];
}
return self;
}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(@"Touch begun");
}
-(void)gameLoop:(ccTime) dt{
bicycleSprite.rotation = cocosAngle;
}
-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(@"Touch moved");
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:[touch view]];
CGPoint previousLocation = [touch previousLocationInView:[touch view]];
CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location];
CGPoint previousTouchingPoint = [[CCDirector sharedDirector] convertToGL:previousLocation];
CGPoint vector = ccpSub(touchingPoint, bicycleSprite.position);
CGFloat rotateAngle = -ccpToAngle(vector);
previousAngle = cocosAngle;
cocosAngle = CC_RADIANS_TO_DEGREES( rotateAngle);
//bicycleSprite.rotation = cocosAngle;
}
@end
I am slightly confused if the line:
CGPoint vector = ccpSub(touchingPoint, bicycleSprite.position);
should actually be:
CGPoint vector = ccpSub(touchingPoint, previousTouchingPoint );
I tried that as well but it didn't work.
I have also uploaded my complete xcodeproj to 4shared for anyone who wants to take a look here: http://www.4shared.com/file/5BaeW4oe/Healthy.html