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Old 01-13-2010, 02:07 AM   #1 (permalink)
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Default Game, touch and hold of button

hey! in a quick game that ive been testing with im trying to implement a left button and a right button that move an imageview, left or right. my problem is, i want to make it so if you hold down on one of the buttons it will continue to call the action, so that you don't have to click repeatedly.

in another post, i found this hold was found using
Code:
-(void)movePlayer:(id)sender {
	backgroundImage.frame = CGRectMake(backgroundImage.frame.origin.x-1, guyImage.frame.origin.y, backgroundImage.frame.size.width, backgroundImage.frame.size.height);

}

-(void)touchesBegan:(NSSet*)touches  withEvent:(UIEvent*)event {
    timer = [NSTimer schduleTimerWithTimeInterval:0.3 target:self selector:@selector(movePlayer:) repeats:YES userInfo:nil];
}

-(void)touchesEnded:(NSSet*)touches  withEvent:(UIEvent*)event {
	if (timer != nil) 
		[timer invalidate];
	timer = nil;
}

-(void)touchesMoved:(NSSet*)touches  withEvent:(UIEvent*)event {
    if (timer != nil) {
		[timer invaidate];
		timer = nil;
    }
}
which all make sense to me, but how do i use that for both the left and the right buttons, to do two different things?

as far as i see in this code, it doesnt even check where the click was, how to i make it so it happens on the click of a button, and changes depends on what button was clicked.

Thanks! Cheers, and i hope that makes sense!
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Old 01-13-2010, 03:22 AM   #2 (permalink)
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Default

if the click is on the view, just check the x value,
if x>resolution/2 = right else = left
or you can insert 2 uimages subclassing it from uiimage and implement touchesBegan touchesMoved
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Old 01-13-2010, 09:17 AM   #3 (permalink)
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Default

O.o why didn't I think of that. How do I check the clicks x axis? And how do I get the resoultion? Also if I'm not letting the person rotate at all, couldn't I just check the if the x coordinate of the touch is > 240 (or half the screen in landscape?
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Old 01-13-2010, 09:00 PM   #4 (permalink)
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Default

Is there a way to register a hold like this using uibuttons, in my game it is quite neccisary to use to a uibuttons.

Instead of doing:
Code:
-(void)movePlayer:(id)sender {
	backgroundImage.frame = CGRectMake(backgroundImage.frame.origin.x-1, guyImage.frame.origin.y, backgroundImage.frame.size.width, backgroundImage.frame.size.height);

}

-(void)touchesBegan:(NSSet*)touches  withEvent:(UIEvent*)event {
    timer = [NSTimer schduleTimerWithTimeInterval:0.3 target:self selector:@selector(movePlayer:) repeats:YES userInfo:nil];
}

-(void)touchesEnded:(NSSet*)touches  withEvent:(UIEvent*)event {
	if (timer != nil) 
		[timer invalidate];
	timer = nil;
}

-(void)touchesMoved:(NSSet*)touches  withEvent:(UIEvent*)event {
    if (timer != nil) {
		[timer invaidate];
		timer = nil;
    }
}
thanks
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Old 01-14-2010, 12:55 AM   #5 (permalink)
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Default YES!

So i figured it out:
Code:
-(void)movePlayerRight:(id)sender {

	backgroundImage.frame = CGRectMake(backgroundImage.frame.origin.x-1, 0, 2000, 320);
	[self checkFallOnLeft];

}
-(void)movePlayerLeft:(id)sender {

	backgroundImage.frame = CGRectMake(backgroundImage.frame.origin.x+1, 0, 2000, 320);
	[self checkFallOnLeft];
	
}


-(IBAction)RightDown {
	guyImage.image = [UIImage imageNamed:@"guyright.png"];

	backgroundImage.frame = CGRectMake(backgroundImage.frame.origin.x-1, 0, 2000, 320);
	timerRight = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(movePlayerRight:) userInfo:nil repeats:YES];	

}
-(IBAction)LeftDown {
	guyImage.image = [UIImage imageNamed:@"guyleft.png"];

	backgroundImage.frame = CGRectMake(backgroundImage.frame.origin.x+1, 0, 2000, 320);
	timerLeft = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(movePlayerLeft:) userInfo:nil repeats:YES];	

	
}
-(IBAction)RightUp {
	backgroundImage.frame = CGRectMake(backgroundImage.frame.origin.x, 0, 2000, 320);

	if (timerRight != nil) {
		[timerRight invalidate];
		timerRight = nil;
    }
	
}
-(IBAction)LeftUp {
	backgroundImage.frame = CGRectMake(backgroundImage.frame.origin.x, 0, 2000, 320);

	if (timerLeft != nil) {
		[timerLeft invalidate];
		timerLeft = nil;
    }

}


-(void)checkFallOnLeft {
	if (backgroundImage.frame.origin.x > 0) {
		backgroundImage.frame = CGRectMake(0, 0, 2000, 320);
		
	}

}
the only issue i have now is the guy moves so slowly, is there any way i can speed it up?

fixed that issue by changing the -1 to -5 thanks guys!
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Last edited by WillSDev; 01-14-2010 at 12:59 AM.
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