Reputation: 306
I am working on an iPhone game using cocos2d. I am trying to use the accelerometer for movement of a sprite in portrait mode to move left and right. For some reason with the code I am using it defaults to moving right UNLESS the phone is tilted at a 45 degree angle, i.e. the returned values are all positive(indicating it should move to the right) until it is tilted at a 45 degree angle, either left or right. Dead center is returning around 600 and then decreasing the further you tilt the phone left or right until it gets to a 45 degree angle (where it hits 0 and starts to go negative). Below is the code I am using. Any help would be GREATLY appreciate.
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
#define kFilteringFactor 0.75
static UIAccelerationValue rollingX = 0, rollingY = 0, rollingZ = 0;
rollingX = (acceleration.x * kFilteringFactor) +
(rollingX * (1.0 - kFilteringFactor));
rollingY = (acceleration.y * kFilteringFactor) +
(rollingY * (1.0 - kFilteringFactor));
rollingZ = (acceleration.z * kFilteringFactor) +
(rollingZ * (1.0 - kFilteringFactor));
float accelX = rollingX;
float accelY = rollingY;
float accelZ = rollingZ;
CGSize winSize = [CCDirector sharedDirector].winSize;
#define kRestAccelX 0.6
#define kShipMaxPointsPerSec (winSize.height*0.5)
#define kMaxDiffX 0.2
float accelDiffX = kRestAccelX - ABS(accelX);
float accelFractionX = accelDiffX / kMaxDiffX;
float pointsPerSecX = kShipMaxPointsPerSec * accelFractionX;
_shipPointsPerSecX = pointsPerSecX;
NSLog(@"_shipPointsPerSecX: %f", _shipPointsPerSecX);
}
- (void)updateShipPos:(ccTime)dt {
CGSize winSize = [CCDirector sharedDirector].winSize;
float maxX = winSize.width - _ship.contentSize.width/2;
float minX = _ship.contentSize.width/2;
float newX = _ship.position.x + (_shipPointsPerSecX * dt);
newX = MIN(MAX(newX, minX), maxX);
_ship.position = ccp(newX, _ship.position.y);
// NSLog(@"newx: %f", newX);
}
Upvotes: 3
Views: 1394
Reputation: 16232
Basically, what your accelerometer should do is updating the acceleration (with a filtering factor like you do).
But next to it you should maintain velocity and position, and adapt both in your scheduled step(float dt) function like this:
Velocity += acceleration*dt Position += velocity * dt
Do that for x and y
Upvotes: 1