Help implementing virtual d-pad

Posted by Moshe on Game Development See other posts from Game Development or by Moshe
Published on 2011-05-29T13:26:03Z Indexed on 2011/06/29 0:32 UTC
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Short Version:

I am trying to move a player around on a tilemap, keeping it centered on its tile, while smoothly controlling it with SneakyInput virtual Joystick. My movement is jumpy and hard to control. What's a good way to implement this?


Long Version:

I'm trying to get a tilemap based RPG "layer" working on top of cocos2d-iphone. I'm using SneakyInput as the input right now, but I've run into a bit of a snag.

Initially, I followed Steffen Itterheim's book and Ray Wenderlich's tutorial, and I got jumpy movement working. My player now moves from tile to tile, without any animation whatsoever.

So, I took it a step further. I changed my player.position to a CCMoveTo action. Combined with CCfollow, my player moves pretty smoothly. Here's the problem, though: Between each CCMoveTo, the movement stops, so there's a bit of a jumpiness introduced between movements.

To deal with that, I changed my CCmoveTo into a CCMoveBy, and instead of running it once, I decided to have it CCRepeatForever. My plan was to stop the repeating action whenever the player changed directions or released the d-pad.

However, when the movement stops, the player is not necessarily centered along the tiles, as it should be. To correctly position the player, I use a CCMoveTo and get the closest position that would put the player back into the proper position. This reintroduces an earlier problem of jumpiness between actions.

What is the correct way to implement a smooth joystick while smoothly animating the player and keeping it on the "grid" of tiles?

Edit:

It turns out that this was caused by a "Bug Fix" in the cocos2d engine.

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