I'm trying to rotate a sprite using the accelerometer. when I tilt right, I want him to rotate slightly to the right, and when I tilt left, I want him to rotate slightly to the left...
Thanks in advance, Reed
Firs off - in your h file you need to make the following variables:
UIAccelerationValue accelerationX;
UIAccelerationValue accelerationY;
float currentRawReading;
float calibrationOffset;
Also ensure that your h file has:
@interface myViewName : UIViewController <UIAccelerometerDelegate>
Then in your .m file just below your imports at the top put:
#define kFilteringFactor 0.05
CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;};
CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;};
Then in your .m file on your viewDidLoad Function put:
UIAccelerometer *accel = [UIAccelerometer sharedAccelerometer];
accel.delegate = self;
accel.updateInterval = 1.0f/60.0f;
also add the following function to your .m file:
-(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration{
accelerationX = acceleration.x * kFilteringFactor + accelerationX * (1.0 - kFilteringFactor);
accelerationY = acceleration.y * kFilteringFactor + accelerationY * (1.0 - kFilteringFactor);
// keep the raw reading, to use during calibrations
currentRawReading = atan2(accelerationY, accelerationX);
float rotation = -RadiansToDegrees(currentRawReading);
targetView.transform = CGAffineTransformMakeRotation(-(DegreesToRadians(rotation)));
//targetView.transform = CGAffineTransformRotate(targetView.transform, -(rotation * 3)); //if you want easing
}
you will have to tweak it slightly based on what view or object you are targeting -- but thats pretty much it.
Hope this helps,
Michael
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