I'm trying to make my first game using Spritekit, so i have a sprite that i need to move around using my accelerometer. Well, no problem doing that; movement are really smooth and responsive, the problem is that when i try to rotate my sprite in order to get it facing its own movement often i got it "shaking" like he has parkinson. (:D)
i did realize that this happens when accelerometer data are too close to 0 on one of x, y axes.
So the question: Is there a fix for my pet parkinson?? :D
Here is some code:
-(void) update:(NSTimeInterval)currentTime{
static CGPoint oldVelocity;
//static CGFloat oldAngle;
if(_lastUpdatedTime) {
_dt = currentTime - _lastUpdatedTime;
} else {
_dt = 0;
}
_lastUpdatedTime = currentTime;
CGFloat updatedAccelX = self.motionManager.accelerometerData.acceleration.y;
CGFloat updatedAccelY = -self.motionManager.accelerometerData.acceleration.x+sinf(M_PI/4.0);
CGFloat angle = vectorAngle(CGPointMake(updatedAccelX, updatedAccelY));
_velocity = cartesianFromPolarCoordinate(MAX_MOVE_PER_SEC, angle);
if(oldVelocity.x != _velocity.x || oldVelocity.y != _velocity.y){
_sprite.physicsBody.velocity = CGVectorMake(0, 0);
[_sprite.physicsBody applyImpulse:CGVectorMake(_velocity.x*_sprite.physicsBody.mass, _velocity.y*_sprite.physicsBody.mass)];
_sprite.zRotation = vectorAngle(_velocity);
oldVelocity = _velocity;
}
}
static inline CGFloat vectorAngle(CGPoint v){
return atan2f(v.y, v.x);
}
i did try to launch the update of the _velocity vector only when updatedAccelX or updatedAccelY are, in absolute value >= of some values, but the result was that i got the movement not smooth, when changing direction if the value is between 0.1 and 0.2, and the problem wasn't disappearing when the value was under 0.1.
i would like to maintain direction responsive, but i also would like to fix this "shake" of the sprite rotation.
I'm sorry for my bad english, and thanks in advance for any advice.
You can try a low pass filter (cf. to isolate effect of gravity) or high pass filter (to isolate effects of user acceleration).
#define filteringFactor 0.1
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
//low pass
accelerX = (acceleration.x * filteringFactor) + (accelerX * (1.0 - filteringFactor));
//idem … accelerY
//idem … accelerZ
//or high pass
accelerX = acceleration.x - ( (acceleration.x * filteringFactor) + (accelerX * (1.0 - filteringFactor)) );
//idem … accelerY
//idem … accelerZ
}