UIAccelerometer help?
After a google or two, I came up with this code to save the current position the user is in (so I can calibrate it) and save it to NSUserDefaults. This is in my settings view:
//Add code for calibrating accelerometer
UIAcceleration *acceleration;
float accelX = (acceleration.x - [[NSUserDefaults standardUserDefaults] floatForKey:@"X-Calibrate"]);
float accelY = (acceleration.y - [[NSUserDefaults standardUserDefaults] floatForKey:@"Y-Calibrate"]);
[[NSUserDefaults standardUserDefaults] setFloat:accelX forKey:@"X-Calibrate"];
[[NSUserDefaults standardUserDefaults] setFloat:accelY forKey:@"Y-Calibrate"];
To reset the calibration I do:
[[NSUserDefaults standardUserDefaults] setFloat:0 forKey:@"X-Calibrate"];
[[NSUserDefaults standardUserDefaults] setFloat:0 forKey:@"Y-Calibrate"];
Now here is where I need a slight bit of help. Now that I have these values in NSUserDefaults. H开发者_StackOverflow中文版ow would I apply it to the following code so that the calibration is 'fully' implemented? Here is the code for the accelerometer currently:
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceration {
AccelPoint.x += (acceration.x*50);
if (AccelPoint.x < 0) {
AccelPoint.x = 320;
}
if (AccelPoint.x > 320) {
AccelPoint.x = 0;
}
playerSpeed += 0.066;
AccelPoint.y += playerSpeed;
Square.center = AccelPoint;
}
This is some of the variables and how they are defined:
CGPoint AccelPoint;
float playerSpeed;
Thanks!
Also quick little site question for that accelerometer code, should I be using if-elseif? Would that be more efficient or should I leave it at if-if?
Edit1:
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceration {
float accelX = (acceration.x - [[NSUserDefaults standardUserDefaults] floatForKey:@"X-Calibrate"]);
float accelY = (acceration.y - [[NSUserDefaults standardUserDefaults] floatForKey:@"Y-Calibrate"]);
AccelPoint.x += (accelX*50);
if (AccelPoint.x < 0) {
AccelPoint.x = 320;
}
if (AccelPoint.x > 320) {
AccelPoint.x = 0;
}
playerSpeed += 0.066;
AccelPoint.y += playerSpeed;
Square.center = AccelPoint;
}
In my code, I am not using accelY. How should I apply that to my code? I cleaned up the code a bit to make it a bit clearer.
Not sure exactly how you want use the data you're storing, but to access it it's just:
float xCal = [[NSUserDefaults standardUserDefaults] floatForKey:@"X-Calibrate"];
float yCal = [[NSUserDefaults standardUserDefaults] floatForKey:@"Y-Calibrate"];
EDIT:
So based on your comment, maybe try something like this.
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *) acceration {
float accelX = (acceration.x - xCal);
float accelY = (acceration.y - yCal);
AccelPoint.x += (accelX*50);
if (AccelPoint.x < 0) {
AccelPoint.x = 320;
}
if (AccelPoint.x > 320) {
AccelPoint.x = 0;
}
playerSpeed += 0.066;
AccelPoint.y += playerSpeed;
Square.center = AccelPoint;
}
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