I\'m developing a game that will use the force of the swipe as a variable user input.
I read from the documentation that on the touchesEnded event, I can get the allTouc
Solve like this
- (void)rotateAccordingToAngle:(float)angle
{
[spinWheel setTransform:CGAffineTransformRotate(spinWheel.transform, angle)];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[spinWheel.layer removeAllAnimations];
previousTimestamp = event.timestamp;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if (touch.view==spinWheel)
{
UITouch *touch = [touches anyObject];
CGPoint center = CGPointMake(CGRectGetMidX([spinWheel bounds]), CGRectGetMidY([spinWheel bounds]));
CGPoint currentTouchPoint = [touch locationInView:spinWheel];
CGPoint previousTouchPoint = [touch previousLocationInView:spinWheel];
CGFloat angleInRadians = atan2f(currentTouchPoint.y - center.y, currentTouchPoint.x - center.x) - atan2f(previousTouchPoint.y - center.y, previousTouchPoint.x - center.x);
[self rotateAccordingToAngle:angleInRadians];
CGFloat angleInDegree = RADIANS_TO_DEGREES(angleInRadians);
revolutions+= (angleInDegree/360.0f);
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if (touch.view==spinWheel)
{
NSTimeInterval timeSincePrevious = event.timestamp - previousTimestamp;
CGFloat revolutionsPerSecond = revolutions/timeSincePrevious;
NSLog(@"%.3f",revolutionsPerSecond);
[self startAnimationWithRevolutions:revolutionsPerSecond forTime:5.0f];
}
revolutions = 0;
}
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag
{
spinWheel.userInteractionEnabled = TRUE;
if (timerUpdate) {
[timerUpdate invalidate];
timerUpdate = nil;
}
}
-(void)updateTransform{
spinWheel.transform = [[spinWheel.layer presentationLayer] affineTransform];
}
-(void)startAnimationWithRevolutions:(float)revPerSecond forTime:(float)time
{
spinWheel.userInteractionEnabled = FALSE;
float totalRevolutions = revPerSecond * time;
timerUpdate = [NSTimer scheduledTimerWithTimeInterval:0.1f target:self selector:@selector(updateTransform) userInfo:nil repeats:YES];
[CATransaction begin];
[CATransaction setValue:[NSNumber numberWithFloat:time] forKey:kCATransactionAnimationDuration];
CABasicAnimation* spinAnimation = [CABasicAnimation
animationWithKeyPath:@"transform.rotation"];
CGAffineTransform transform = spinWheel.transform;
float fromAngle = atan2(transform.b, transform.a);
float toAngle = fromAngle + (totalRevolutions*4*M_PI);
spinAnimation.fromValue = [NSNumber numberWithFloat:fromAngle];
spinAnimation.toValue = [NSNumber numberWithFloat:toAngle];
spinAnimation.repeatCount = 0;
spinAnimation.removedOnCompletion = NO;
spinAnimation.delegate = self;
spinAnimation.timingFunction = [CAMediaTimingFunction functionWithName:
kCAMediaTimingFunctionEaseOut];
[spinWheel.layer addAnimation:spinAnimation forKey:@"spinAnimation"];
[CATransaction commit];
}