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Thread: Circle gesture?

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    Clicker

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    Circle gesture?

    Has anyone come up with an example of how to make a circle gesture on the screen? Essentially holding down your finger, drawing a circle, then lifting your finger back up? Furthermore, I'm curious how to tell between clockwise and counter clockwise circles.

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    A circle around a fixed point or an arbitrary point? I could probably figure out how to do it from a fixed point, but an arbitrary point could prove to be a challenge... at least from my way of thinking.

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    From a fixed point. The center of the screen, actually. I have a semi-working model right now but it's pretty goofy.

    I have four zones (ABCD), each a quarter of the screen. They meet in the middle. Basically, during a current touch goon from one to the next clockwise adds 1 each time the cursor lands on a new zone. Counter clockwise subtracts 1. The counter being manipulated is the speed of a spinning circle's rotation. It works but it doesn't feel quite smooth. Kinda clunky.

    I'm also going to be searching around about swipe speed. I'm curious if there's a widget for it. If not, it shouldn't be too terribly hard to determine. I'm using speed Nd direction of swipes for the first time so it's something new to learn.

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    Clicker

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    Is there any way to determine triangular shaped zones based off XY coordinates, rather than me making a giant invisible "pizza" in the background that divides the screen? I think having 8 areas works better than the 4 I mentioned above.

    Who knew circular movements were so much work!?

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    This thread might help: http://community.clickteam.com/threads/79856-Clock-hands?highlight=clock

    I also remember doing a circle check once on another project in a totally different way:
    I had an active object in the center, and had it always look at object2
    If object 2 got close enough to the center, I set the center object's valueA to 528 (528 is 1-32 added together), and had a condition like:
    everytime the center object's direction value has changed, subtract the center objects direction value from valueA.
    Center object's value A = 0, a circle has been completed.

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    Clicker

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    Pineapple, how did you prevent the user from just scrubbing their finger left and right repeatedly until the center objects vale A read 0?

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    well, it that little example I described, the game was checking if the player's space ship (asteroids type movement) was orbiting around a planetoid. It would have been really hard to go back & forth.

    The clock hands example is probably of more use to you. You could probably just modify either of those 2 examples a little to get the desired result.

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    Why not have 4 squares sited around the fixed point that become 'activated' when the users finger is dragged across them. That way you could work out clockwise and anti-clockwise. Obviously if the user takes their finger off the screen or is not over one of the objects then unactivate them all.

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    ^ That's what I've been doing. The results aren't quite seemless.

  10. #10
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    Here is an example modified from my "clock" example.
    You can start the circle movement from any point, and the circle will complete after a full 360 degrees. Tests for both clockwise and counter clockwise movement.
    It's kind of sloppy, but it works.

    circleexample.mfa

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