I'm following Ray Wenderlich's 'iOS Games by Tutorials' & I got everything in my world setup & working: The entire game is in Landscape mode & there's one SKNode called _worldNode & everything, except _uiNode (in-game UI), is added to it. Player character walks to a touched location & _worldNode moves under him like a treadmill. However, like all functionality (or as they call it: "juice") addicts I wanted to add zoom in/out functionality through UIPinchGestureRecognizer by scaling _worldNode, which I did. But now every time I zoom in, the "camera" moves to the bottom left. Zooming out moves the view to the top right of the screen. It's a mess. I need the view to stay centered on the player character & I've tried everything I could come up with & find online. The closest thing I came to was using the technique from SKNode scale from the touched point but I still get the bloody bottom left/top right mess. I realized this mess happens only when I update the camera/view (it's really _worldNode.position). Therefore, 'didSimulatePhysics' or 'didFinishUpdate' methods don't help. In fact, even a one time button that slightly moves/updates the camera view (_worldNode.position) still gives me the bottom left/top right problem. Here is my code. I hope someone can take a look & tell me what to modify to get things working.
@interface GameScene () <SKPhysicsContactDelegate, UIGestureRecognizerDelegate>
{
UIPinchGestureRecognizer *pinchGestureRecognizer;
}
//Properties of my GameScene.
@property SKNode *worldNode;
@property etc. etc.
//Called by -(id)initWithSize:(CGSize)size method & creates the in-game world.
-(void)createWorld
{
[_worldNode addChild:_backgroundLayer];
[self addChild:_worldNode];
self.anchorPoint = CGPointMake(0.5, 0.5); //RW tutorial did it this way.
_worldNode.position = CGPointMake(-_backgroundLayer.layerSize.width/2, -_backgroundLayer.layerSize.height/2); //Center.
//Then I add every node to _worldNode from this point on.
}
//Neccessary for gesture recognizers.
-(void)didMoveToView:(SKView *)view
{
pinchGestureRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:@selector(handleZoomFrom:)];
[view addGestureRecognizer:pinchGestureRecognizer];
}
//"Camera" follows player character. 'didSimulatePhysics' doesn't help either.
-(void)didFinishUpdate
{
//IF '_pinchingScreen' == YES then screen pinching is in progress. Thus, camera position update will seize for the duration of pinching.
if (!_pinchingScreen)
{
_worldNode.position = [self pointToCenterViewOn:_player.position];
}
}
//Method that is called by my UIPinchGestureRecognizer. Answer from: https://stackoverflow.com/questions/21900614/sknode-scale-from-the-touched-point?lq=1
-(void)handleZoomFrom:(UIPinchGestureRecognizer*)recognizer
{
CGPoint anchorPoint = [recognizer locationInView:recognizer.view];
anchorPoint = [self convertPointFromView:anchorPoint];
if (recognizer.state == UIGestureRecognizerStateBegan)
{
// No code needed for zooming...
_player.movementMode = 2; //Stop character from moving from touches.
_pinchingScreen = YES; //Notifies 'didFinishUpdate' method that pinching began & camera position update should stop for now.
}
else if (recognizer.state == UIGestureRecognizerStateChanged)
{
//Technique from the above Stack Overflow link - Commented out.
// CGPoint anchorPointInMySkNode = [_worldNode convertPoint:anchorPoint fromNode:self];
//
// [_worldNode setScale:(_worldNode.xScale * recognizer.scale)];
//
// CGPoint mySkNodeAnchorPointInScene = [self convertPoint:anchorPointInMySkNode fromNode:_worldNode];
// CGPoint translationOfAnchorInScene = CGPointSubtract(anchorPoint, mySkNodeAnchorPointInScene);
//
// _worldNode.position = CGPointAdd(_worldNode.position, translationOfAnchorInScene);
//
// recognizer.scale = 1.0;
//Modified scale: 2.0
if(recognizer.scale > _previousWorldScale)
{
_previousWorldScale = recognizer.scale;
CGPoint anchorPointInMySkNode = [_worldNode convertPoint:anchorPoint fromNode:self];
[_worldNode setScale:2.0];
CGPoint worldNodeAnchorPointInScene = [self convertPoint:anchorPointInMySkNode fromNode:_worldNode];
CGPoint translationOfAnchorInScene = CGPointSubtract(anchorPoint, worldNodeAnchorPointInScene);
_worldNode.position = CGPointAdd(_worldNode.position, translationOfAnchorInScene);
//[_worldNode runAction:[SKAction scaleTo:2.0 duration:0]]; //This works too.
}
//Original scale: 1.0
if(recognizer.scale < _previousWorldScale)
{
_previousWorldScale = recognizer.scale;
CGPoint anchorPointInMySkNode = [_worldNode convertPoint:anchorPoint fromNode:self];
[_worldNode setScale:1.0];
CGPoint worldNodeAnchorPointInScene = [self convertPoint:anchorPointInMySkNode fromNode:_worldNode];
CGPoint translationOfAnchorInScene = CGPointSubtract(anchorPoint, worldNodeAnchorPointInScene);
_worldNode.position = CGPointAdd(_worldNode.position, translationOfAnchorInScene);
//[_worldNode runAction:[SKAction scaleTo:1.0 duration:0]]; //This works too.
}
}
else if (recognizer.state == UIGestureRecognizerStateEnded)
{
// No code needed here for zooming...
_pinchingScreen = NO; //Notifies 'didFinishUpdate' method that pinching has stopped & camera position update should resume.
_player.movementMode = 0; //Resume character movement.
}
}
So could anyone please tell me, by looking at the above code, why the camera/view shifts to the bottom left upon zooming in? I've sat several days on this problem & I still can't figure it out.