Reputation: 22042
Now woking on game that uses accelerometer to move player sprite left and right. I used this tutorial: COCOS2D_ACCELEROMETER_MOVEMENT This works only sometime….some time not move..How can I resolve this problem? Here is my sample: See this Sample Thanks for reading this…what's wrong with my code ? Is there any other way?
Here is my code:
#define kHeroMovementAction 1
#define kPlayerSpeed 500
- (void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
// use the running scene to grab the appropriate game layer by it's tag
// grab the player sprite from that layer using it's tag
CCSprite *playerSprite = mPlayer;
float destX, destY;
BOOL shouldMove = NO;
float currentX = playerSprite.position.x;
float currentY = playerSprite.position.y;
if(acceleration.x > 0.25) { // tilting the device upwards
destX = currentX - (acceleration.y * kPlayerSpeed);
destY = currentY + (acceleration.x * kPlayerSpeed);
shouldMove = YES;
} else if (acceleration.x < -0.25) { // tilting the device downwards
destX = currentX - (acceleration.y * kPlayerSpeed);
destY = currentY + (acceleration.x * kPlayerSpeed);
shouldMove = YES;
} else
if(acceleration.y < -0.25) { // tilting the device to the right
destX = currentX - (acceleration.y * kPlayerSpeed);
destY = currentY + (acceleration.x * kPlayerSpeed);
shouldMove = YES;
} else if (acceleration.y > 0.25) { // tilting the device to the left
destX = currentX - (acceleration.y * kPlayerSpeed);
destY = currentY + (acceleration.x * kPlayerSpeed);
shouldMove = YES;
} else {
destX = currentX;
destY = currentY;
}
if(shouldMove)
{
CGSize wins = [[CCDirector sharedDirector] winSize];
// ensure we aren't moving out of bounds
if(destX < 30 || destX > wins.width - 30 || destY < 30 || destY > wins.height - 100) {
// do nothing
} else {
CCAction *action = [CCMoveTo actionWithDuration:0.5f position: CGPointMake(destX, playerSprite.position.y)];
[playerSprite stopActionByTag:kHeroMovementAction];
[action setTag:kHeroMovementAction];
[playerSprite runAction:action];
}
} else {
// should stop
[playerSprite stopActionByTag:kHeroMovementAction];
}
}
Updates: Here is best way to do this.
Upvotes: 0
Views: 1210