I have created my own solution for zooming in or out on a specific SKNode without having the zoom the entire scene, and it seems to work mostly how I would expect it to work, with 2 notable exceptions which I am hoping to get input on here. First the code (this control statement is within the touchesMoved method):
if (touches.count == 2) {
// this means there are two fingers on the screen
NSArray *fingers = [touches allObjects];
CGPoint fingOneCurr = [fingers[0] locationInNode:self];
CGPoint fingOnePrev = [fingers[0] previousLocationInNode:self];
CGPoint fingTwoCurr = [fingers[1] locationInNode:self];
CGPoint fingTwoPrev = [fingers[1] previousLocationInNode:self];
BOOL yPinch = fingOneCurr.y > fingOnePrev.y && fingTwoCurr.y < fingTwoPrev.y;
BOOL yUnpinch = fingOneCurr.y < fingOnePrev.y && fingTwoCurr.y > fingTwoPrev.y;
BOOL xPinch = fingOneCurr.x > fingOnePrev.x && fingTwoCurr.x < fingTwoPrev.x;
BOOL xUnpinch = fingOneCurr.x < fingOnePrev.x && fingTwoCurr.x > fingTwoPrev.x;
if (xUnpinch | yUnpinch) {
if (YES) NSLog(@"This means an unpinch is happening");
mapScale = mapScale +.02;
[map setScale:mapScale];
}
if (xPinch | yPinch) {
if (YES) NSLog(@"This means a pinch is happening");
mapScale = mapScale - .02;
[map setScale:mapScale];
}
}
Now the problems:
The pinch and unpinch are not always right sometimes, and I cannot quite put my finger on when this is happening, the pinch will behave as an unpinch and vis a versa.
When the pinching and unpinching is scaling the SKNode correctly, it is rarely as smooth as I would like. There is a bit of jerkiness to it which I find annoying.
Can anyone suggest improvements to this method? Thanks!