UIView vs CCLayer and Making gestures work in Cocos2d

Posted by Lewis on Game Development See other posts from Game Development or by Lewis
Published on 2012-06-26T19:53:13Z Indexed on 2012/06/26 21:26 UTC
Read the original article Hit count: 353

Filed under:
|
|

now I've been been searching for an answer to this question for at least 3 days now. I've tried on many cocos2d forums, including the official one and have heard nothing back.

I've found a project which uses custom gestures:

https://github.com/melle/OneFingerRotationGestureDemo

Explanation here:

http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/

Now I want to implement that behaviour onto a sprite in a cocos2d application. I've tried to do this but it fails to work. It uses a view controller which inherits like this:

@interface OneFingerRotationGestureViewController : UIViewController <OneFingerRotationGestureRecognizerDelegate>

Now my question is how would I implement the OneFingerRotationGesture behaviour onto a CCSprite in cocos2d 2.0?

As interfaces in cocos2d look like this:

@interface HelloWorldLayer : CCLayer

Now I have asked a similar question to this on stack overflow and a user directed me to this link:

https://github.com/krzysztofzablocki/CCNode-SFGestureRecognizers

Which I believe makes use of gestures (like the first github linked project) but not custom gestures. I lack the obj-c skills to work out and implement the functionality into my game, so I would appreciate it if someone could explain the differences between CCLayer and UIViewController, and help me implement the OneFingerRotation gesture into a cocos2d 2.0 project.

Regards,

Lewis.

© Game Development or respective owner

Related posts about iphone

Related posts about cocos2d-iphone