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    <pre><code>Use UIAccelerometerDelegate UIAccelerometer *accelerometer; In .m file # pragma mark To Enable Acceleromete self.isAccelerometerEnabled = YES; self.accelerometer = [UIAccelerometer sharedAccelerometer]; self.accelerometer.updateInterval = 0.025; self.accelerometer.delegate = self; Use these delegates methods #pragma Mark Accelerometer -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { // Set up variables CGSize winSize = [CCDirector sharedDirector].winSize; #define kFilteringFactor 0.5 #define kShipMaxPointsPerSec (winSize.height*0.5) #define kRestAccelX (xCallib) #define kMaxDiff 0.2 #define kRestAccelY (yCallib) #define kMaxDiffY 0.1 UIAccelerationValue rollingX=0; float accelX; // High pass filter for reducing jitter rollingX = (acceleration.x * kFilteringFactor) + (rollingX * (1.0 - kFilteringFactor)); accelX = acceleration.x - rollingX; // Calculate movement for x and y axis float accelDiffX = accelX - kRestAccelX;/// float accelFractionX = accelDiffX / kMaxDiff;// movementX = kShipMaxPointsPerSec * accelFractionX; // Thresh holds for x and y axis movement willMoveX = YES; if (((movementX &lt; 45.0f) &amp;&amp; (movementX &gt; -45.0f))) willMoveX = NO; } #pragma Mark Accelerometer Update Methods -(void) update:(ccTime)dt { CCSprite *player =(CCSprite *) [self getChildByTag:objPlayerShipTag]; CGSize screenSize = [[CCDirector sharedDirector]winSize]; float oldX = [player position].x; float newX; if (willMoveX) { newX = [player position].x + (movementX * dt); } else newX = oldX; if ((newX &gt; (screenSize.width -45)) || newX &lt; 45.0f ) { newX = oldX; } [player setPosition:ccp(newX,90)]; // ++++++++ To generate Bullet and Bomb Power +++++++ [self checkForCollisionWithPowersBullets]; //NEW [self checkForCollisionWithPowersBomb]; } </code></pre>
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