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		<title>cocos2d for iPhone &#187; Tag: touches - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/touches</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Sat, 31 Jul 2010 07:58:44 +0000</pubDate>
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		<item>
			<title>dcthatch on "Pinching a map to zoom."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8297#post-48333</link>
			<pubDate>Thu, 29 Jul 2010 19:08:14 +0000</pubDate>
			<dc:creator>dcthatch</dc:creator>
			<guid isPermaLink="false">48333@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I thought of apples gesture recognisers, and i can't remember why, but i had some trouble. I will do more research and try again
&#60;/p&#62;</description>
		</item>
		<item>
			<title>bradparks on "Pinching a map to zoom."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8297#post-48325</link>
			<pubDate>Thu, 29 Jul 2010 18:12:26 +0000</pubDate>
			<dc:creator>bradparks</dc:creator>
			<guid isPermaLink="false">48325@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;and actually, i just checked my bookmarks again, and this opensource project:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://code.google.com/p/imoves/&#34; rel=&#34;nofollow&#34;&#62;http://code.google.com/p/imoves/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;direct download:&#60;br /&#62;
&#60;a href=&#34;http://imoves.googlecode.com/files/iMovesMaterials.zip&#34; rel=&#34;nofollow&#34;&#62;http://imoves.googlecode.com/files/iMovesMaterials.zip&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;might be closer to what you want, as it's supposedly about how to recognize gestures using the accelerometer&#60;/p&#62;
&#60;blockquote&#62;&#60;p&#62;A system utilizing the accelerometer on the iPhone to recognize gestures. The goal is to allow the visually impaired to operate the iPhone with gestures (proprioception instead of sight), and perhaps help regular people driving, etc. better use the device.&#60;/p&#62;
&#60;/blockquote&#62;</description>
		</item>
		<item>
			<title>bradparks on "Pinching a map to zoom."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8297#post-48324</link>
			<pubDate>Thu, 29 Jul 2010 18:10:07 +0000</pubDate>
			<dc:creator>bradparks</dc:creator>
			<guid isPermaLink="false">48324@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Good point @&#60;a href='http://www.cocos2d-iphone.org/forum/profile/6338'&#62;asinesio&#60;/a&#62;... I never thought of that... Gesture recognition may help out indeed... there's a good post on that here:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.cocos2d-iphone.org/forum/topic/5270#post-31812&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/forum/topic/5270#post-31812&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>asinesio on "Pinching a map to zoom."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8297#post-48316</link>
			<pubDate>Thu, 29 Jul 2010 17:23:39 +0000</pubDate>
			<dc:creator>asinesio</dc:creator>
			<guid isPermaLink="false">48316@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@&#60;a href='http://www.cocos2d-iphone.org/forum/profile/14229'&#62;dcthatch&#60;/a&#62; - Apple has gesture recognizers in their documentation that work just fine for this, plus good examples.  I'd recommend trying those out.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>dcthatch on "Pinching a map to zoom."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8297#post-48278</link>
			<pubDate>Thu, 29 Jul 2010 13:11:27 +0000</pubDate>
			<dc:creator>dcthatch</dc:creator>
			<guid isPermaLink="false">48278@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;thankyou, this is very useful and answers my question on how to scale it with the pinch.&#60;/p&#62;
&#60;p&#62;The problem is that i do not know how to tell if the person is pinching (like holding the option key in the simulator), or dragging with 2 fingers (like holding option+shift in the simulator). Is there any way to do this.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>bradparks on "Pinching a map to zoom."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8297#post-48275</link>
			<pubDate>Thu, 29 Jul 2010 12:30:45 +0000</pubDate>
			<dc:creator>bradparks</dc:creator>
			<guid isPermaLink="false">48275@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@&#60;a href='http://www.cocos2d-iphone.org/forum/profile/11843'&#62;pagex&#60;/a&#62; posted an example of pinching/zooming much like fieldrunners a bit ago... it may help....&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.cocos2d-iphone.org/forum/topic/7843&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/forum/topic/7843&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>dcthatch on "Pinching a map to zoom."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8297#post-48266</link>
			<pubDate>Thu, 29 Jul 2010 10:58:38 +0000</pubDate>
			<dc:creator>dcthatch</dc:creator>
			<guid isPermaLink="false">48266@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I have looked at the pages that i could find on google, but i have found nothing that i can use. What i want to do is to detect a pinch gesture and then zoom my TMXTiledMap. The problem is that i am already using scroll method when 2 touches occur and move. I would like to be able to keep this and use a pinch gesture to zoom. Are there any suggestions? Any help will be much appreciated&#60;/p&#62;
&#60;p&#62;thanks
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48258</link>
			<pubDate>Thu, 29 Jul 2010 07:39:52 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">48258@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thanks...will post back for my own understanding
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Mark on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48219</link>
			<pubDate>Thu, 29 Jul 2010 01:12:36 +0000</pubDate>
			<dc:creator>Mark</dc:creator>
			<guid isPermaLink="false">48219@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;indy2005,&#60;/p&#62;
&#60;p&#62;I'd recommend, if you are a little unsure about how things are executing, to just pepper that touchesTest project with CCLOG statements where you'd like to see what's going on.. Then watch the debugging console to see when and where those log statements are run.&#60;/p&#62;
&#60;p&#62;There's always a better way, but, sometimes when I want to drill in and make sure I understand the order of execution, I use this macro:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;//#define LOGTHIS {};
#define LOGTHIS {(CCLOG(@&#38;quot;\t\t[%@ - %@]&#38;quot;, self, NSStringFromSelector(_cmd)));}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;and just put:&#60;br /&#62;
&#60;code&#62;LOGTHIS;&#60;/code&#62;&#60;br /&#62;
wherever I want to verify what's being executed when. It just prints the method name wherever it's put. It's been helpful to me every now and then.&#60;/p&#62;
&#60;p&#62;There's another one I had that would send console messages whenever there was a notification event, like onOrientationChanged, or appDidFinishLaunching, or the like.. can't find that one right now.&#60;/p&#62;
&#60;p&#62;Anyway, like I said, just log it.. it will help you understand the flow of the program.&#60;br /&#62;
HTH,&#60;/p&#62;
&#60;p&#62;-Mark
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48210</link>
			<pubDate>Wed, 28 Jul 2010 23:50:53 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">48210@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;Its one of those elusive things for me.  Everyone always refers to Paddles as the ultimate learning tool for the touch dispatcher, but in terms of priorities, swallows and claims....its all a bit of a black art in terms of how they all interact.&#60;/p&#62;
&#60;p&#62;I guess it doesnt help comin straight into Cocos2d without first learning basic iPhone dev!&#60;/p&#62;
&#60;p&#62;Thanks&#60;/p&#62;
&#60;p&#62;i
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Mark on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48208</link>
			<pubDate>Wed, 28 Jul 2010 22:27:51 +0000</pubDate>
			<dc:creator>Mark</dc:creator>
			<guid isPermaLink="false">48208@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;indy2005,&#60;br /&#62;
Not positive about the same priority.. if that's the case, I would assume it goes by who registered the touch handler first, but you could always take a look at the implementation, or just mock something up and mess with it to see what the results are. That's the best way to figure out what is going on. You could take the TouchesTest from the 0.94 project, and play around with it to see what the results are.. put some more CCLOG's in there if you are confused about the order of events. Maybe add more paddles, on top of the other paddles, change the touch handler priority and swallowsTouches values, and see what happens.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48204</link>
			<pubDate>Wed, 28 Jul 2010 21:54:26 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">48204@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;Thanks, sorry to labour the point (I'm a bit thick!!).  If I have two delegates, each with the same priority, and both swallows touches....how does that work?  How is this related to &#34;claiming a touch&#34; in TouchesBegan. How does this get affected by multi-touch?!&#60;/p&#62;
&#60;p&#62;Regards&#60;/p&#62;
&#60;p&#62;i
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Mark on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48202</link>
			<pubDate>Wed, 28 Jul 2010 21:31:27 +0000</pubDate>
			<dc:creator>Mark</dc:creator>
			<guid isPermaLink="false">48202@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Exactly,&#60;/p&#62;
&#60;p&#62;lower number (higher priority) gets to see the touch first, swallow decides if the touch gets passed along to the next touch handler or not.&#60;/p&#62;
&#60;p&#62;-Mark
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48189</link>
			<pubDate>Wed, 28 Jul 2010 20:35:04 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">48189@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thanks, so does priority indicate which touch dispatchers get passed the touch first?  i.e. which get first opportunity to &#34;swallow&#34;.&#60;/p&#62;
&#60;p&#62;ANd what does swallow mean, does it mean if you return &#34;yes&#34; in TouchesBegan and &#34;claim the touch&#34; no other delegate receives it?  or is &#34;Swallow&#34; a different concept to this claiming of a touch (no dirty swallow jokes please)?&#60;/p&#62;
&#60;p&#62;Regards&#60;/p&#62;
&#60;p&#62;i
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Mark on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48176</link>
			<pubDate>Wed, 28 Jul 2010 19:36:43 +0000</pubDate>
			<dc:creator>Mark</dc:creator>
			<guid isPermaLink="false">48176@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@&#60;a href='http://www.cocos2d-iphone.org/forum/profile/2043'&#62;indy2005&#60;/a&#62;,&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_touch_dispatcher.html&#34;&#62;CCTouchDispatcher Class Reference&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Priority: lower number = higher priority. That's why in some examples, you'll see the priority set to INT_MIN + 1 or something similar, so you can be sure you are giving the highest priority to that touch handler&#60;/p&#62;
&#60;p&#62;Swallows touches: If you set it to YES, the touch get's 'swallowed', and not propogated to another object.&#60;/p&#62;
&#60;p&#62;-Mark
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48173</link>
			<pubDate>Wed, 28 Jul 2010 19:17:58 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">48173@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;bump ;-)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "CCTouchDispatcher - Swallows Touches and Priority?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8259#post-48055</link>
			<pubDate>Tue, 27 Jul 2010 20:52:50 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">48055@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;Could anyone explain, in a nutshell, the use of the SwallowsTouches and Priority settings?&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;- (void)onEnter
{

	[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
	[super onEnter];
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Regards&#60;/p&#62;
&#60;p&#62;i
&#60;/p&#62;</description>
		</item>
		<item>
			<title>edge17 on "Invisible but receive touches?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8152#post-47493</link>
			<pubDate>Fri, 23 Jul 2010 16:59:26 +0000</pubDate>
			<dc:creator>edge17</dc:creator>
			<guid isPermaLink="false">47493@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@&#60;a href='http://www.cocos2d-iphone.org/forum/profile/2043'&#62;indy2005&#60;/a&#62;: i'd assume touches would register as long as isTouchEnabled=YES
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "Invisible but receive touches?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8152#post-47491</link>
			<pubDate>Fri, 23 Jul 2010 16:50:59 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">47491@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;both work great by the way, so thx.  Dont think its an overhead as its just one  HUD sprite, sat under a visible sprite (dont ask)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "Invisible but receive touches?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8152#post-47489</link>
			<pubDate>Fri, 23 Jul 2010 16:48:12 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">47489@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;if something is visible = NO, I assume you can still do rect intersections?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>edge17 on "Invisible but receive touches?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8152#post-47485</link>
			<pubDate>Fri, 23 Jul 2010 16:34:24 +0000</pubDate>
			<dc:creator>edge17</dc:creator>
			<guid isPermaLink="false">47485@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I think you might be better off setting sprite.visible=NO. I think changing opacity still incurs overhead from the blending operation, whereas visible=NO won't bother attempting to render the sprite. Someone please feel free to correct me if I'm wrong, I'm not any kind of expert in openGL
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Neo-Dragon on "Invisible but receive touches?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8152#post-47480</link>
			<pubDate>Fri, 23 Jul 2010 15:45:19 +0000</pubDate>
			<dc:creator>Neo-Dragon</dc:creator>
			<guid isPermaLink="false">47480@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I use spritename.opacity=0; to hide any sprites.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "Invisible but receive touches?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8152#post-47471</link>
			<pubDate>Fri, 23 Jul 2010 14:57:32 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">47471@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;thanks, whats the best method to make something transparent?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>riq on "Invisible but receive touches?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8152#post-47460</link>
			<pubDate>Fri, 23 Jul 2010 13:40:25 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">47460@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;yes. the concept of touches is not associated with visibility.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>indy2005 on "Invisible but receive touches?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8152#post-47457</link>
			<pubDate>Fri, 23 Jul 2010 13:27:04 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">47457@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Can something be invisible, or have its alpha set to zero (or be a transparent png) and still receive touches?&#60;/p&#62;
&#60;p&#62;Regards&#60;/p&#62;
&#60;p&#62;i
&#60;/p&#62;</description>
		</item>
		<item>
			<title>kpen on "Sprite Touches Question"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7624#post-44658</link>
			<pubDate>Sun, 04 Jul 2010 00:49:12 +0000</pubDate>
			<dc:creator>kpen</dc:creator>
			<guid isPermaLink="false">44658@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thanks Joethemonkey,&#60;/p&#62;
&#60;p&#62;However I am not sure that this explains how to tell which sprite was touched (it seems to only show how to get all touches and events globally without explaining how to determine which sprite was touched).
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Joethemonkey101 on "Sprite Touches Question"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7624#post-44648</link>
			<pubDate>Sat, 03 Jul 2010 23:36:57 +0000</pubDate>
			<dc:creator>Joethemonkey101</dc:creator>
			<guid isPermaLink="false">44648@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;&#60;a href=&#34;http://www.cocos2d-iphone.org/wiki/doku.php/tips:touchdelegates?s=standard&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/wiki/doku.php/tips:touchdelegates?s=standard&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>kpen on "Sprite Touches Question"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7624#post-44645</link>
			<pubDate>Sat, 03 Jul 2010 23:27:00 +0000</pubDate>
			<dc:creator>kpen</dc:creator>
			<guid isPermaLink="false">44645@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello everyone,&#60;/p&#62;
&#60;p&#62;I am very new to Cocos2d so please be gentle.  I know there are hundreds of posts about this subject and most of them indicate that one should look into the &#34;Touches Dispatcher&#34;.  I understand that this dispatcher can implement the &#34;standard&#34; method or a &#34;targeted&#34; method by which individual nodes register and receive touch events via ccTouchBegan and the like...&#60;/p&#62;
&#60;p&#62;While I have no problem with this, I am trying to implement code by which individual sprites can be multi-touched for purposes of rotate, translate and scale.  Several posts have indicated that pinching and rotating are not supported via targeted dispatch and that one should pursue the standard dispatch methods if pinching and rotating need to be supported.&#60;/p&#62;
&#60;p&#62;So my question is...  When using the standard dispatch, how does one determine which sprite has received the touch?&#60;/p&#62;
&#60;p&#62;Thanks for any guidance here.
&#60;/p&#62;</description>
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			<title>mrTortex on "SpaceManager impulses"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7615#post-44589</link>
			<pubDate>Sat, 03 Jul 2010 11:50:51 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">44589@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Ignore me, I was just being an idiot. :)  Have it working.
&#60;/p&#62;</description>
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			<title>mrTortex on "SpaceManager impulses"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7615#post-44582</link>
			<pubDate>Sat, 03 Jul 2010 09:48:29 +0000</pubDate>
			<dc:creator>mrTortex</dc:creator>
			<guid isPermaLink="false">44582@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello.&#60;/p&#62;
&#60;p&#62;At the very high risk of looking like a complete idiot, I need to ask the following. :)&#60;/p&#62;
&#60;p&#62;I'm using SpaceManager, after getting some help from QCMat_ on the IRC yesterday (thanks again) and reading as much as I can find and grasp I've managed to get physics working in my test level, and I'm very happy.&#60;/p&#62;
&#60;p&#62;Today my goal is to apple impulses to my single object.  Looking at this:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://code.google.com/p/chipmunk-spacemanager/wiki/Introduction&#34; rel=&#34;nofollow&#34;&#62;http://code.google.com/p/chipmunk-spacemanager/wiki/Introduction&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;makes it seem very simple, and in my test case it's simpler still, simply press the screen and apply a quick impulse to keep an object in the air.  No touches and it hits the floor, simple yes?  My problem is that I have a standard init method with the standard set up for a cocos layer, I add objects to this layer, they display, I then a method which configures spacemanager, all good.  When I come to using this method however:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;- (BOOL)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
        CGPoint pt = [self convertTouchToNodeSpace:[touches anyObject]];
        CGPoint forceVect = ccpSub(pt, ballSprite.position);

        [ballSprite applyImpulse:ccpMult(forceVect, 100)];

        return kEventHandled;
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;changing the specifics to match my level objects, I get 'xObject is undeclared'.  In other words, I've created the object in the spacemanager setup method, and so it can't be seen by the touches method.&#60;/p&#62;
&#60;p&#62;Should I create the objects in the header file, synthesize them, then point everything to those variables?  That's what I'd do in Flash, but I can't figure that one out in Cocoa. :)&#60;/p&#62;
&#60;p&#62;I'll try to post code later, main system is having a new PSU fitted.&#60;/p&#62;
&#60;p&#62;Thanks.&#60;/p&#62;
&#60;p&#62;p.s. Apologies for not putting this in the physics section.
&#60;/p&#62;</description>
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