Joystick / Button

Hi,

Im using the Joystick.js script from the penelope iPhone Tutorial. I have a script called TwinStick.js that Im using to access the Joystick script to make my player move and shoot.

I would like to create another button and use this 3rd button to simply print a message when clicked and this is where Im kind of lost. I don’t want this 3rd button to move like a Joystick so I enabled TouchPad in the inspector. But how would I print a message by clicking this 3rd button (var spellButton : Joystick) it seems that the Joystick script is registering all inputs and touches So I figured I might as well use it but I dont know how to ask for the hitTest.

Can someone give me a code hint to get the 3rd button to print(“3rd button clicked, spell”); from the variable spellButton.

Here is the TwinStick Script which moves my player using the 2 joysticks (one for movement the other for firing) along with a bunch of commented out stuff that I couldn’t get to work trying to get a print out for the 3rd button. And I’ll put the Joystick script from Penelope below as well.

TwinStick.js

var spellButton : Joystick;;//TouchPad enabled in the inspector so graphic dosent move for animation spell button

var leftStick: Joystick;
var rightStick: Joystick;
var moveSpeed : float = 3.0;

var projectile : Transform;
var shootPos : Transform;
var projectileSpeed : int = 2000;

private var nextFireTime : float; //when can we shoot again
var rapidFireDelay : float = 0.5; //delay between shots
var reloadTime : float = 1.0; //time it takes to reload :)

private var theClip : int; //ammo remaining in clip
var ammoPerClip : int = 5;

var shooting : boolean = false;

function Update() 
{
	//spellButton//somehow register touch through joystick script???
	/*
	if(spellButton.HitTest(touch.position))
	{
		print("Spell Button Enabled");	
	}
	*/
	//TouchTarget();
	/*
	var count : int = Input.touchCount;	
	if( count >= 1)
	{
		var touch : Touch = Input.GetTouch(0);
		
		if (spellButton.HitTest( touch.position ) )
		{
			print("Spell");	
		}
	}
	*/	
	
	////////////////Moves the Player & rotates him /////////////////////////////////
    var lh : float = leftStick.position.x;//("LeftStickHorizontal"); X
    var lv : float = leftStick.position.y;//("LeftStickVertical"); Y
    var rh : float = rightStick.position.x;//("RightStickHorizontal"); X
    var rv : float = rightStick.position.y;//("RightStickVertical"); Y

	//LeftStick
    transform.position += Vector3(lh, 0.0, lv).normalized * moveSpeed
                          * Time.deltaTime;
	//RightStick 
    transform.LookAt(transform.position + Vector3(rh, 0.0, rv));
    
    ////////////////End Player Movement ////////////////////////////////////////////
    
    //shooting just to turn it off to test other weapon
    if(shooting)
    {
    	if(rightStick.position.x || rightStick.position.y > 0 )//stickposition greater than 0 fire
    	{
    		if (nextFireTime <= Time.time) 
			{
    			nextFireTime = Time.time + rapidFireDelay;
    	
    			Fire();
    		 
			}
    	}
	}
}
function Fire()
{
	theClip--;
	
	if(theClip < 0)
	{
		Reload();	
	}
	else
	{
		//var bullet = PoolManager.Pools["Shapes"].Spawn(projectile, shootPos.transform.position, shootPos.transform.rotation);
		var bullet = Instantiate(projectile, shootPos.transform.position, shootPos.transform.rotation);
		bullet.rigidbody.AddForce(bullet.transform.forward * projectileSpeed);
    	bullet.name = "iBullet";
    }	
}

function Reload()
{
	theClip = ammoPerClip;
  	nextFireTime = Time.time + reloadTime;
}
/*
function TouchTarget() 
{
        var count : int = Input.touchCount; 
      
        if(count >= 1) 
        {
        	for (var i = 0; i < Input.touchCount; ++i) 
        	{
                if (Input.GetTouch(i).phase == TouchPhase.Began) 
                {
                	if(spellButton.HitTest)
                	{
                		print("touching");
                	}
                }
        	}
        }
}
*/      

Here is the Joystick.js

#pragma strict

@script RequireComponent( GUITexture )

// A simple class for bounding how far the GUITexture will move
class Boundary 
{
	var min : Vector2 = Vector2.zero;
	var max : Vector2 = Vector2.zero;
}

static private var joysticks : Joystick[];					// A static collection of all joysticks
static private var enumeratedJoysticks : boolean = false;
static private var tapTimeDelta : float = 0.3;				// Time allowed between taps

var touchPad : boolean; 									// Is this a TouchPad?
var touchZone : Rect;
var deadZone : Vector2 = Vector2.zero;						// Control when position is output
var normalize : boolean = false; 							// Normalize output after the dead-zone?
var position : Vector2; 									// [-1, 1] in x,y
var tapCount : int;											// Current tap count

private var lastFingerId = -1;								// Finger last used for this joystick
private var tapTimeWindow : float;							// How much time there is left for a tap to occur
private var fingerDownPos : Vector2;
private var fingerDownTime : float;
private var firstDeltaTime : float = 0.5;

private var gui : GUITexture;								// Joystick graphic
private var defaultRect : Rect;								// Default position / extents of the joystick graphic
private var guiBoundary : Boundary = Boundary();			// Boundary for joystick graphic
private var guiTouchOffset : Vector2;						// Offset to apply to touch input
private var guiCenter : Vector2;							// Center of joystick

function Start()
{
	// Cache this component at startup instead of looking up every frame	
	gui = GetComponent( GUITexture );
	
	// Store the default rect for the gui, so we can snap back to it
	defaultRect = gui.pixelInset;	
    
    defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // -  Screen.width * 0.5;
    defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;
    
    transform.position.x = 0.0;
    transform.position.y = 0.0;
        
	if ( touchPad )
	{
		// If a texture has been assigned, then use the rect ferom the gui as our touchZone
		if ( gui.texture )
			touchZone = defaultRect;
	}
	else
	{				
		// This is an offset for touch input to match with the top left
		// corner of the GUI
		guiTouchOffset.x = defaultRect.width * 0.2;//was 0.5 so the buttons dont go off screen
		guiTouchOffset.y = defaultRect.height * 0.2;//was 0.5 so the buttons dont go off screen
		
		// Cache the center of the GUI, since it doesn't change
		guiCenter.x = defaultRect.x + guiTouchOffset.x;
		guiCenter.y = defaultRect.y + guiTouchOffset.y;
		
		// Let's build the GUI boundary, so we can clamp joystick movement
		guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
		guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
		guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
		guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
	}
}

function Disable()
{
	gameObject.active = false;
	enumeratedJoysticks = false;
}

function ResetJoystick()
{
	// Release the finger control and set the joystick back to the default position
	gui.pixelInset = defaultRect;
	lastFingerId = -1;
	position = Vector2.zero;
	fingerDownPos = Vector2.zero;
	
	if ( touchPad )
		gui.color.a = 0.025;	
}

function IsFingerDown() : boolean
{
	return (lastFingerId != -1);
}
	
function LatchedFinger( fingerId : int )
{
	// If another joystick has latched this finger, then we must release it
	if ( lastFingerId == fingerId )
		ResetJoystick();
}

function Update()
{	
	if ( !enumeratedJoysticks )
	{
		// Collect all joysticks in the game, so we can relay finger latching messages
		joysticks = FindObjectsOfType( Joystick ) as Joystick[];
		enumeratedJoysticks = true;
	}	
		
	var count = Input.touchCount;
	
	// Adjust the tap time window while it still available
	if ( tapTimeWindow > 0 )
		tapTimeWindow -= Time.deltaTime;
	else
		tapCount = 0;
	
	if ( count == 0 )
		ResetJoystick();
	else
	{
		for(var i : int = 0;i < count; i++)
		{
			var touch : Touch = Input.GetTouch(i);			
			var guiTouchPos : Vector2 = touch.position - guiTouchOffset;
	
			var shouldLatchFinger = false;
			if ( touchPad )
			{				
				if ( touchZone.Contains( touch.position ) )
					shouldLatchFinger = true;
			}
			else if ( gui.HitTest( touch.position ) )
			{
				shouldLatchFinger = true;
			}		
	
			// Latch the finger if this is a new touch
			if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
			{
				
				if ( touchPad )
				{
					gui.color.a = 0.15;
					
					lastFingerId = touch.fingerId;
					fingerDownPos = touch.position;
					fingerDownTime = Time.time;
				}
				
				lastFingerId = touch.fingerId;
				
				// Accumulate taps if it is within the time window
				if ( tapTimeWindow > 0 )
					tapCount++;
				else
				{
					tapCount = 1;
					tapTimeWindow = tapTimeDelta;
				}
											
				// Tell other joysticks we've latched this finger
				for ( var j : Joystick in joysticks )
				{
					if ( j != this )
						j.LatchedFinger( touch.fingerId );
				}						
			}				
	
			if ( lastFingerId == touch.fingerId )
			{	
				// Override the tap count with what the iPhone SDK reports if it is greater
				// This is a workaround, since the iPhone SDK does not currently track taps
				// for multiple touches
				if ( touch.tapCount > tapCount )
					tapCount = touch.tapCount;
				
				if ( touchPad )
				{	
					// For a touchpad, let's just set the position directly based on distance from initial touchdown
					position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
					position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
				}
				else
				{					
					// Change the location of the joystick graphic to match where the touch is
					gui.pixelInset.x =  Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
					gui.pixelInset.y =  Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );		
				}
				
				if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
					ResetJoystick();					
			}			
		}
	}
	
	if ( !touchPad )
	{
		// Get a value between -1 and 1 based on the joystick graphic location
		position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
		position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
	}
	
	// Adjust for dead zone	
	var absoluteX = Mathf.Abs( position.x );
	var absoluteY = Mathf.Abs( position.y );
	
	if ( absoluteX < deadZone.x )
	{
		// Report the joystick as being at the center if it is within the dead zone
		position.x = 0;
	}
	else if ( normalize )
	{
		// Rescale the output after taking the dead zone into account
		position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
	}
		
	if ( absoluteY < deadZone.y )
	{
		// Report the joystick as being at the center if it is within the dead zone
		position.y = 0;
	}
	else if ( normalize )
	{
		// Rescale the output after taking the dead zone into account
		position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
	}
}

Greatly Appreciated! Sorry for the long post Im just trying to figure this out.

I would personally just do the below. The stuff in the update function detects the click and the stuff in the OnGUI draws the texture

function Update(){
for(var i: int = 0;i < count; i++)
{
	var touch : Touch = Input.GetTouch(i);
	if(Rect(0, 0, 100, 100).Contains(touch.position) && touch.phase == TouchPhase.Began)
	{
		print("3rd button clicked, spell");
	}
}}

function OnGUI(){GUI.DrawTexture(Rect(0,540,100,100), texture);}

Its strange that the texture is not where the button is? Its really close to the left joystick but I do think its working :slight_smile: Once I get the Rect to match the Texture position I’ll know for sure.

var btnTexture : Texture;

var leftStick: Joystick;
var rightStick: Joystick;

function Update() 
{
	var count : int = Input.touchCount;
	
	for(var i: int = 0;i < count; i++)
	{
    	var touch : Touch = Input.GetTouch(i);
    	
    	if(Rect(0, 0, 100, 100).Contains(touch.position) && touch.phase == TouchPhase.Began)
    	{
      	 	print("3rd button clicked, spell");
    	}
	}
} 	
   
function OnGUI()
{
	GUI.DrawTexture(Rect(0,0,100,100), btnTexture);	
}

So I looked up Rect and found this on the Scripting reference

// prints inside when mouse is in lower left corner

function Update () {
    var rect = Rect (0, 0, 150, 150);
    if (rect.Contains(Input.mousePosition))
        print("Inside");
}

wouldn’t it print when the mouse is in the top-left corner? I thought it was (Rect(position x, position y, width x, height y)) but the scripting reference is saying lower left. So Im a little confused on this? After using GUI buttons for so long.

Seriously Appreciated G54 !!!

I think I have a new understanding and a much easier way of doing things :slight_smile: You are awesome! thank you very very very much! it works great! The penelope tutorials are nice but confusing for a newbie well not confusing overwhelming and I understand we all have different learning levels though.

Thanks a million! It works AWESOME.