Couldn't really find much help anywhere on this subject-- I'm stuck trying to figure out how to implement a virtual D-Pad on an orthogonal tilemap to simulate movement as seen in the GBA pokemon/zelda games.
Does anyone have a good tutorial i should look at? If not, I'd appreciate example code as well.
SneakyInput is what I used for my D-Pad in my game, the classes can be found at https://github.com/sneakyness/SneakyInput.
#import "SneakyJoystick.h"
#import "SneakyButton.h"
#import "SneakyButtonSkinnedBase.h"
#import "SneakyJoystickSkinnedBase.h"
@interface GameplayLayer : CCLayer
{
SneakyJoystick *leftJoystick;
SneakyButton *jumpButton;
SneakyButton *attackButton;
}
@end
You then declare the dimensions of each of the buttons and their positions on the screen:
-(void)initJoystickAndButtons
{
CGSize screenSize = [CCDirector sharedDirector].winSize;
CGRect joystickBaseDimensions = CGRectMake(0, 0, 128.0f, 128.0f);
CGRect jumpButtonDimensions = CGRectMake(0, 0, 64.0f, 64.0f);
CGRect attackButtonDimensions = CGRectMake(0, 0, 64.0f, 64.0f);
CGPoint joystickBasePosition;
CGPoint jumpButtonPosition;
CGPoint attackButtonPosition;
joystickBasePosition = ccp(screenSize.width*0.0625f, screenSize.height*0.052f);
jumpButtonPosition = ccp(screenSize.width*0.946f, screenSize.height*0.052f);
attackButtonPosition = ccp(screenSize.width*0.947f, screenSize.height*0.169f);
}
If you want the full code block I can help you out, but its long and I don't want to type it all out here. Hope this helps.