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Old 10-23-2010, 05:19 PM   #1 (permalink)
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Exclamation Accelerometer ... Help Please!!

OK so pretty much this accelerometer code works, but whenever it hits the corner of the screen it gets stuck. The only way to unstick it is to tilt the screen more than necessary. Please help. Here is the code..

In the viewdidload method...
Code:
AccelPoint.x = 160;
	AccelPoint.y = 240;
	XM = 160;
	YM = 240;
	
	Square.center = AccelPoint;
	
	UIAccelerometer *Accelerometer = [UIAccelerometer sharedAccelerometer];
	Accelerometer.delegate = self;
	Accelerometer.updateInterval = 0.10f/5.0f;
outside the viewdidload method...
Code:
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate: (UIAcceleration *)acceration {
	if (acceration.x < 60) {
		XM += 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.x > 60) {
		XM -= 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.y < 60) {
		XM += 1;
		AccelPoint.x = YM;
		Square.center = AccelPoint;
	}
	if (acceration.y > 60) {
		XM -= 1;
		AccelPoint.x = YM;
		Square.center = AccelPoint;
	}
	X = acceration.x*50;
	XM += X;
	AccelPoint.x = XM;
	
	//58 for both
	
	Y = acceration.y*50;
	YM-= Y;
	AccelPoint.y = YM;
	
	Square.center = AccelPoint;
	//	if (AccelPoint.x < 0) {
	//		AccelPoint.x = 0;
	//	}
	//50
	if (AccelPoint.x < 25-(Square.frame.size.width / 2)) {
		AccelPoint.x = 25-(Square.frame.size.width / 2);
	}
	if (AccelPoint.x > 320) {
		AccelPoint.x = 320;
	}
	//305
	Square.center = AccelPoint;
	if (AccelPoint.y < 15) {
		AccelPoint.y = 15;
	}
	if (AccelPoint.y > 465) {
		AccelPoint.y = 465;
	}
	//if (AccelPoint.x < 320-(Square.frame.size.width / 2)) {
	//	AccelPoint.x = 320-(Square.frame.size.width / 2);
	//	self.XM = 320-(Square.frame.size.width / 2);
	//}
	Square.center = AccelPoint;
}
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Old 10-23-2010, 05:55 PM   #2 (permalink)
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Quote:
Originally Posted by Chessin View Post
OK so pretty much this accelerometer code works, but whenever it hits the corner of the screen it gets stuck. The only way to unstick it is to tilt the screen more than necessary. Please help. Here is the code..

In the viewdidload method...
Code:
AccelPoint.x = 160;
	AccelPoint.y = 240;
	XM = 160;
	YM = 240;
	
	Square.center = AccelPoint;
	
	UIAccelerometer *Accelerometer = [UIAccelerometer sharedAccelerometer];
	Accelerometer.delegate = self;
	Accelerometer.updateInterval = 0.10f/5.0f;
outside the viewdidload method...
Code:
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate: (UIAcceleration *)acceration {
	if (acceration.x < 60) {
		XM += 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.x > 60) {
		XM -= 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.y < 60) {
		XM += 1;
		AccelPoint.x = YM;
		Square.center = AccelPoint;
	}
	if (acceration.y > 60) {
		XM -= 1;
		AccelPoint.x = YM;
		Square.center = AccelPoint;
	}
	X = acceration.x*50;
	XM += X;
	AccelPoint.x = XM;
	
	//58 for both
	
	Y = acceration.y*50;
	YM-= Y;
	AccelPoint.y = YM;
	
	Square.center = AccelPoint;
	//	if (AccelPoint.x < 0) {
	//		AccelPoint.x = 0;
	//	}
	//50
	if (AccelPoint.x < 25-(Square.frame.size.width / 2)) {
		AccelPoint.x = 25-(Square.frame.size.width / 2);
	}
	if (AccelPoint.x > 320) {
		AccelPoint.x = 320;
	}
	//305
	Square.center = AccelPoint;
	if (AccelPoint.y < 15) {
		AccelPoint.y = 15;
	}
	if (AccelPoint.y > 465) {
		AccelPoint.y = 465;
	}
	//if (AccelPoint.x < 320-(Square.frame.size.width / 2)) {
	//	AccelPoint.x = 320-(Square.frame.size.width / 2);
	//	self.XM = 320-(Square.frame.size.width / 2);
	//}
	Square.center = AccelPoint;
}
In the second code paragraph...

you're using accelPoint.x for the y...change them to accelPoint.y

also the last two XM should be YM

Last edited by Not_Appy_At_All; 10-23-2010 at 05:57 PM.
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Old 10-23-2010, 05:59 PM   #3 (permalink)
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Quote:
Originally Posted by Not_Appy_At_All View Post
In the second code paragraph...

you're using accelPoint.x for the y...change them to accelPoint.y

also the last two XM should be YM
Like this?
Code:
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate: (UIAcceleration *)acceration {
	if (acceration.y < 60) {
		XM += 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.y > 60) {
		XM -= 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.y < 60) {
		XM += 1;
		AccelPoint.x = YM;
		Square.center = AccelPoint;
	}
	if (acceration.y > 60) {
		XM -= 1;
		AccelPoint.x = YM;
		Square.center = AccelPoint;
	}
	X = acceration.x*50;
	XM += X;
	AccelPoint.x = XM;
	
	//58 for both
	
	Y = acceration.y*50;
	YM-= Y;
	AccelPoint.y = YM;
	
	Square.center = AccelPoint;
	//	if (AccelPoint.x < 0) {
	//		AccelPoint.x = 0;
	//	}
	//50
	if (AccelPoint.x < 25-(Square.frame.size.width / 2)) {
		AccelPoint.x = 25-(Square.frame.size.width / 2);
	}
	if (AccelPoint.x > 320) {
		AccelPoint.x = 320;
	}
	//305
	Square.center = AccelPoint;
	if (AccelPoint.y < 15) {
		AccelPoint.y = 15;
	}
	if (AccelPoint.y > 465) {
		AccelPoint.y = 465;
	}
	//if (AccelPoint.x < 320-(Square.frame.size.width / 2)) {
	//	AccelPoint.x = 320-(Square.frame.size.width / 2);
	//	self.XM = 320-(Square.frame.size.width / 2);
	//}
	Square.center = AccelPoint;
}
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Old 10-23-2010, 06:05 PM   #4 (permalink)
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Quote:
Originally Posted by Chessin View Post
Like this?
Code:
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate: (UIAcceleration *)acceration {
	if (acceration.y < 60) {
		XM += 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.y > 60) {
		XM -= 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.y < 60) {
		XM += 1;
		AccelPoint.x = YM;
		Square.center = AccelPoint;
	}
	if (acceration.y > 60) {
		XM -= 1;
		AccelPoint.x = YM;
		Square.center = AccelPoint;
	}
	X = acceration.x*50;
	XM += X;
	AccelPoint.x = XM;
	
	//58 for both
	
	Y = acceration.y*50;
	YM-= Y;
	AccelPoint.y = YM;
	
	Square.center = AccelPoint;
	//	if (AccelPoint.x < 0) {
	//		AccelPoint.x = 0;
	//	}
	//50
	if (AccelPoint.x < 25-(Square.frame.size.width / 2)) {
		AccelPoint.x = 25-(Square.frame.size.width / 2);
	}
	if (AccelPoint.x > 320) {
		AccelPoint.x = 320;
	}
	//305
	Square.center = AccelPoint;
	if (AccelPoint.y < 15) {
		AccelPoint.y = 15;
	}
	if (AccelPoint.y > 465) {
		AccelPoint.y = 465;
	}
	//if (AccelPoint.x < 320-(Square.frame.size.width / 2)) {
	//	AccelPoint.x = 320-(Square.frame.size.width / 2);
	//	self.XM = 320-(Square.frame.size.width / 2);
	//}
	Square.center = AccelPoint;
}



Try this....you're still mixing your x's and y's...

Code:
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate: (UIAcceleration *)acceration {
	if (acceration.x < 60) {
		XM += 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.x > 60) {
		XM -= 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.y < 60) {
		YM += 1;
		AccelPoint.y = YM;
		Square.center = AccelPoint;
	}
	if (acceration.y > 60) {
		YM -= 1;
		AccelPoint.y = YM;
		Square.center = AccelPoint;
	}
	X = acceration.x*50;
	XM += X;
	AccelPoint.x = XM;
	
	//58 for both
	
	Y = acceration.y*50;
	YM-= Y;
	AccelPoint.y = YM;
	
	Square.center = AccelPoint;
	//	if (AccelPoint.x < 0) {
	//		AccelPoint.x = 0;
	//	}
	//50
	if (AccelPoint.x < 25-(Square.frame.size.width / 2)) {
		AccelPoint.x = 25-(Square.frame.size.width / 2);
	}
	if (AccelPoint.x > 320) {
		AccelPoint.x = 320;
	}
	//305
	Square.center = AccelPoint;
	if (AccelPoint.y < 15) {
		AccelPoint.y = 15;
	}
	if (AccelPoint.y > 465) {
		AccelPoint.y = 465;
	}
	//if (AccelPoint.x < 320-(Square.frame.size.width / 2)) {
	//	AccelPoint.x = 320-(Square.frame.size.width / 2);
	//	self.XM = 320-(Square.frame.size.width / 2);
	//}
	Square.center = AccelPoint;

Last edited by Not_Appy_At_All; 10-23-2010 at 06:07 PM.
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Old 10-23-2010, 06:20 PM   #5 (permalink)
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Quote:
Originally Posted by Not_Appy_At_All View Post
Try this....you're still mixing your x's and y's...

Code:
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate: (UIAcceleration *)acceration {
	if (acceration.x < 60) {
		XM += 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.x > 60) {
		XM -= 1;
		AccelPoint.x = XM;
		Square.center = AccelPoint;
	}
	if (acceration.y < 60) {
		YM += 1;
		AccelPoint.y = YM;
		Square.center = AccelPoint;
	}
	if (acceration.y > 60) {
		YM -= 1;
		AccelPoint.y = YM;
		Square.center = AccelPoint;
	}
	X = acceration.x*50;
	XM += X;
	AccelPoint.x = XM;
	
	//58 for both
	
	Y = acceration.y*50;
	YM-= Y;
	AccelPoint.y = YM;
	
	Square.center = AccelPoint;
	//	if (AccelPoint.x < 0) {
	//		AccelPoint.x = 0;
	//	}
	//50
	if (AccelPoint.x < 25-(Square.frame.size.width / 2)) {
		AccelPoint.x = 25-(Square.frame.size.width / 2);
	}
	if (AccelPoint.x > 320) {
		AccelPoint.x = 320;
	}
	//305
	Square.center = AccelPoint;
	if (AccelPoint.y < 15) {
		AccelPoint.y = 15;
	}
	if (AccelPoint.y > 465) {
		AccelPoint.y = 465;
	}
	//if (AccelPoint.x < 320-(Square.frame.size.width / 2)) {
	//	AccelPoint.x = 320-(Square.frame.size.width / 2);
	//	self.XM = 320-(Square.frame.size.width / 2);
	//}
	Square.center = AccelPoint;
Thanks that worked! Also how do I made the accelerometer less sensitive?
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Old 10-23-2010, 06:31 PM   #6 (permalink)
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Quote:
Originally Posted by Chessin View Post
Thanks that worked! Also how do I made the accelerometer less sensitive?
Trial and error...

play with the definition of capital letter "X" and "Y". Try changing the number "50"

You can also play around with the update interval.

This....just off the top of my head...no guarantees
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Old 10-23-2010, 06:52 PM   #7 (permalink)
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Quote:
Originally Posted by Not_Appy_At_All View Post
Trial and error...

play with the definition of capital letter "X" and "Y". Try changing the number "50"

You can also play around with the update interval.

This....just off the top of my head...no guarantees
Thanks I will play around with the X and Y. Also sorry for all the questions but is it possible to put the moving object (accelerometer object) into a animation?

Thanks
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Old 10-23-2010, 07:06 PM   #8 (permalink)
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Quote:
Originally Posted by Chessin View Post
Thanks I will play around with the X and Y. Also sorry for all the questions but is it possible to put the moving object (accelerometer object) into a animation?

Thanks
I've never done that...but have created scenes where objects are moving and the accelerometer controls the motion of the objects. There was additional animation in the scene.

If you mean UIView Animation...I've superimposed two UIView animations...so assume you could probably do the same using the accelerometer.

A lot of this sort of thing is just putting one inside the other....

Write code snippets of the special effects that you visualize...keep them isolated in a project for each special effect. Then when you have it finetuned, transfer it over to your main project.

IE...play with it. And use your instincts as to what feels and looks right.
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Old 10-23-2010, 07:09 PM   #9 (permalink)
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Quote:
Originally Posted by Not_Appy_At_All View Post
I've never done that...but have created scenes where objects are moving and the accelerometer controls the motion of the objects. There was additional animation in the scene.

If you mean UIView Animation...I've superimposed two UIView animations...so assume you could probably do the same using the accelerometer.

A lot of this sort of thing is just putting one inside the other....

Write code snippets of the special effects that you visualize...keep them isolated in a project for each special effect. Then when you have it finetuned, transfer it over to your main project.

IE...play with it. And use your instincts as to what feels and looks right.
Maybe it isnt a UiView Animation... What I am trying to acheive is when a moving UIImage (1st UIView animation) comes under the accelerometer image I want it to move with the UIImage (1st Animation). Would this be a UIView animation I am trying to acheive?
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Old 10-23-2010, 07:11 PM   #10 (permalink)
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Quote:
Originally Posted by Chessin View Post
Maybe it isnt a UiView Animation... What I am trying to acheive is when a moving UIImage (1st UIView animation) comes under the accelerometer image I want it to move with the UIImage (1st Animation). Would this be a UIView animation I am trying to acheive?
How are you animating that first UIImage?
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Old 10-23-2010, 07:12 PM   #11 (permalink)
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Quote:
Originally Posted by Not_Appy_At_All View Post
How are you animating that first UIImage?
My bad, I thought it was a UIView Animation. Is there any way I can combine them using Quartz ... this is how I am moving it...

Code:
CABasicAnimation *theAnimation;	
	theAnimation=[CABasicAnimation animationWithKeyPath: @"transform.translation.y"];
	theAnimation.duration = 3.4;
	theAnimation.repeatCount = INFINITY;
	theAnimation.autoreverses = NO;
	theAnimation.removedOnCompletion = NO; 
	theAnimation.fillMode = kCAFillModeForwards;
	theAnimation.fromValue = [NSNumber numberWithFloat: self.view.frame.size.height];
	theAnimation.toValue = [NSNumber numberWithFloat: 0.0];	
	[self.image.layer addAnimation:theAnimation forKey: @"animateLayer"];

Last edited by Chessin; 10-23-2010 at 07:21 PM.
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Old 10-23-2010, 07:23 PM   #12 (permalink)
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Quote:
Originally Posted by Chessin View Post
Using Quartz ... this is how I am moving it...

Code:
CABasicAnimation *theAnimation;	
	theAnimation=[CABasicAnimation animationWithKeyPath: @"transform.translation.y"];
	theAnimation.duration = 3.4;
	theAnimation.repeatCount = INFINITY;
	theAnimation.autoreverses = NO;
	theAnimation.removedOnCompletion = NO; 
	theAnimation.fillMode = kCAFillModeForwards;
	theAnimation.fromValue = [NSNumber numberWithFloat: self.view.frame.size.height];
	theAnimation.toValue = [NSNumber numberWithFloat: 0.0];	
	[self.image.layer addAnimation:theAnimation forKey: @"animateLayer"];

Derive the coordinates from both views.

When the accelerated view intersects with the first animated view, feed them both the same coordinates continually. Use an IF statement to do the branch off. Test for intersection and then if satisfied, branch off one and give it the same coordinates as the other.

That's how I would do it. Coding it though is something I'd have to play around with. I would create a barebones project with just two objects and code it for only that.
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Old 10-23-2010, 07:28 PM   #13 (permalink)
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Quote:
Originally Posted by Not_Appy_At_All View Post
Derive the coordinates from both views.

When the accelerated view intersects with the first animated view, feed them both the same coordinates continually. Use an IF statement to do the branch off. Test for intersection and then if satisfied, branch off one and give it the same coordinates as the other.

That's how I would do it. Coding it though is something I'd have to play around with. I would create a barebones project with just two objects and code it for only that.
Good idea, can I do it by CGIntersectsrect?

Also I want the accelerometer image to be on top of the Quartz Animation Image, so how would I do that, I dont want the accelerometer image to be in the Quartz Image
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Old 10-23-2010, 07:34 PM   #14 (permalink)
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Quote:
Originally Posted by Chessin View Post
Good idea, can I do it by CGIntersectsrect?

Also I want the accelerometer image to be on top of the Quartz Animation Image, so how would I do that, I dont want the accelerometer image to be in the Quartz Image

Yes, you can do that.

If you put it accelerometer image inside a UIImageView, it will generally be on top of the drawn image.

If both are drawn, then you've another problem that you'll have to code for. I assume you can use layers to draw one object on each layer and then determine which layer you want to be the top layer.

Last edited by Not_Appy_At_All; 10-23-2010 at 07:37 PM.
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Old 10-23-2010, 07:36 PM   #15 (permalink)
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Quote:
Originally Posted by Not_Appy_At_All View Post
Yes, you can do that.

If you put it accelerometer image inside a UIImageView, it will always be on top of the drawn image.

If both are drawn, then you've another problem that you'll have to code for. I assume you can use layers to draw one object on each layer and then determine which layer you want to be the top layer.
Alright let me work on that, ill get back to you within the hour
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Old 10-23-2010, 07:45 PM   #16 (permalink)
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Quote:
Originally Posted by Chessin View Post
Alright let me work on that, ill get back to you within the hour
Ok this is what I did. Square is the accelerometer image...
But when "Square hit the moving UIImage, nothing happened. Any idea why?

Code:
if (CGRectIntersectsRect(image.frame, Square.frame)) {
		
		CABasicAnimation *theAnimation2;	
		theAnimation2=[CABasicAnimation animationWithKeyPath: @"transform.translation.y"];
		theAnimation2.duration = 3.4;
		theAnimation2.repeatCount = 0;
		theAnimation2.autoreverses = NO;
		theAnimation2.removedOnCompletion = YES; 
		theAnimation2.fillMode = kCAFillModeForwards;
		theAnimation2.fromValue = [NSNumber numberWithFloat: self.view.frame.size.height];
		theAnimation2.toValue = [NSNumber numberWithFloat: 0.0];	
		[self.Square.layer addAnimation:theAnimation2 forKey: @"animateLayer"];	
		}
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Old 10-23-2010, 08:46 PM   #17 (permalink)
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If you don't mind using the iOS 4 SDK, Core Motion is something I'd recommend looking into. It makes motion based control a lot better on the iphone 4.
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Old 10-24-2010, 12:47 PM   #18 (permalink)
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Quote:
Originally Posted by god0fgod View Post
If you don't mind using the iOS 4 SDK, Core Motion is something I'd recommend looking into. It makes motion based control a lot better on the iphone 4.
I dont want to get into Core Motion, it is too new and there is not enough info about it.

But I have a problem still regarding the accelrometer. If someone doesnt mind testing it out on their device, but the accelerometer image is still sticking to the side a little bit. Also I am not sure why but whenever I touch the screen anywhere the image is like following my finger when it shouldnt be. Please help me figure this out and ill post a tutorial on this and will shout out your names maybe even give a donation
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Old 10-25-2010, 10:02 PM   #19 (permalink)
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Originally Posted by Chessin View Post
I dont want to get into Core Motion, it is too new and there is not enough info about it.

But I have a problem still regarding the accelrometer. If someone doesnt mind testing it out on their device, but the accelerometer image is still sticking to the side a little bit. Also I am not sure why but whenever I touch the screen anywhere the image is like following my finger when it shouldnt be. Please help me figure this out and ill post a tutorial on this and will shout out your names maybe even give a donation
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