Iphone 在cocos2d中,如何实现触摸哈希代码并在以后引用它?

Iphone 在cocos2d中,如何实现触摸哈希代码并在以后引用它?,iphone,cocos2d-iphone,detection,hashcode,multi-touch,Iphone,Cocos2d Iphone,Detection,Hashcode,Multi Touch,如何实现触摸哈希代码并在以后引用它?我读过“散列”代码,但我不知道如何使用它。我想知道我的两个精灵何时同时被触碰,就像在钢琴的两个键上按和弦一样 以下是我的CCToucheSStart的示例: - (void) ccTouchesBegan:(NSSet*)touches withEvent:(UIEvent*)event { NSSet *allTouches = [event allTouches]; int validTouchCount = 0; for (UITouch*

如何实现触摸哈希代码并在以后引用它?我读过“散列”代码,但我不知道如何使用它。我想知道我的两个精灵何时同时被触碰,就像在钢琴的两个键上按和弦一样

以下是我的CCToucheSStart的示例:

- (void) ccTouchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {

  NSSet *allTouches = [event allTouches];
  int validTouchCount = 0;
  for (UITouch* touch in allTouches) {

    BOOL touchIsValid = FALSE;

    CGPoint location = [touch locationInView: [touch view]];
    CGPoint convertedLocation = [[CCDirector sharedDirector] convertToGL:location];

    if (CGRectContainsPoint(_fourButtonsRect, convertedLocation)) {
        NSLog(@"Touch is within four buttons");
        touchIsValid = TRUE;
    }


    _playerDidAction = 0;
    NSLog(@"before the loop");
    if (touchIsValid) {

        validTouchCount++;
        NSLog(@"Within ValidTouches loop");
        CGPoint validLocation = [touch locationInView: [touch view]];
        CGPoint convertedValidLocation = [[CCDirector sharedDirector] convertToGL:validLocation];

        if (CGRectContainsPoint(_redButtonSprite.boundingBox, convertedValidLocation)) {
            _redButtonStatus = TRUE;
            [_redButtonSprite setTexture:_redButtonLit];
            if (validTouchCount == 1) {
                _playerDidAction = 1;
            }
        }
            else if (CGRectContainsPoint(_blueButtonSprite.boundingBox, convertedValidLocation)) {  
                _blueButtonStatus = TRUE;
                [_blueButtonSprite setTexture:_blueButtonLit];
                if (validTouchCount == 1) {
                    _playerDidAction = 2;
                }
            }
                else if (CGRectContainsPoint(_greenButtonSprite.boundingBox, convertedValidLocation)) { 
                    _greenButtonStatus = TRUE;
                    [_greenButtonSprite setTexture:_greenButtonLit];
                    if (validTouchCount == 1) {
                        _playerDidAction = 3;
                    }
                }
                    else if (CGRectContainsPoint(_yellowButtonSprite.boundingBox, convertedValidLocation)) {    
                        _yellowButtonStatus = TRUE;
                        [_yellowButtonSprite setTexture:_yellowButtonLit];
                        if (validTouchCount == 1) {
                            _playerDidAction = 4;
                        }
                    }

        if (validTouchCount > 1) {

            if (_redButtonStatus && _blueButtonStatus) {
                _comboRB = TRUE;
                _playerDidAction = 5;
            }
                else if (_redButtonStatus && _greenButtonStatus) {
                    _comboRG = TRUE;
                    _playerDidAction = 6;
                }
                    else if (_redButtonStatus && _yellowButtonStatus) {
                        _comboRY = TRUE;
                        _playerDidAction = 7;
                    }
                        else if (_blueButtonStatus && _greenButtonStatus) {
                            _comboBG = TRUE;
                            _playerDidAction = 8;
                        }
                            else if (_blueButtonStatus && _yellowButtonStatus) {
                                _comboBY = TRUE;
                                _playerDidAction = 9;
                            }
                                else if (_greenButtonStatus && _yellowButtonStatus) {
                                    _comboGY = TRUE;
                                    _playerDidAction = 10;
                                }

        }
    }
  }
}
以下是我接触的开始:

- (void)ccTouchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {

    for (UITouch *touch in touches) {


        CGPoint location = [touch locationInView: [touch view]];
        CGPoint convertedLocation = [[CCDirector sharedDirector] convertToGL:location];     
        if (CGRectContainsPoint(_redButtonSprite.boundingBox, convertedLocation)) { 
            _redButtonStatus = FALSE;
            [_redButtonSprite setTexture:_redButtonNormal];
        }
        if (CGRectContainsPoint(_blueButtonSprite.boundingBox, convertedLocation)) {    
            _blueButtonStatus = FALSE;
            [_blueButtonSprite setTexture:_blueButtonNormal];
        }
        if (CGRectContainsPoint(_greenButtonSprite.boundingBox, convertedLocation)) {   
            _greenButtonStatus = FALSE;
            [_greenButtonSprite setTexture:_greenButtonNormal];
        }
        if (CGRectContainsPoint(_yellowButtonSprite.boundingBox, convertedLocation)) {  
            _yellowButtonStatus = FALSE;
            [_yellowButtonSprite setTexture:_yellowButtonNormal];
        }


    }
}
你能给我举个例子,说明你如何捕捉从精灵开始到精灵结束的触摸吗?我一直在苦苦挣扎,无法让哈希代码正常工作——只是不明白以后如何使用哈希代码引用触摸屏。我想我要做的东西会被称为散列跟踪器

我确信有一种更简单的方法可以使用哈希代码和更少的状态变量来实现。我还没有用其他状态变量效果充实ccToucheSensed方法,因为我希望找到一种更简单的方法(我知道我仍然需要使ccTouchesMoved和cancelled方法也更简单)


任何建议都将不胜感激

[touch hash]返回唯一标识触摸的哈希代码。使用它,您可以通过多个事件(即向下、移动和向上)跟踪特定触摸,以区分多个触摸

例如,当您获得“down”事件时,记录与之关联的精灵每次触摸的哈希值。然后在后续的move和up事件中,使用这些事件的散列来查找每个事件所指的精灵

示例:我触摸了两次,(1,1)触摸雪碧“A”和(2,2)触摸雪碧“B”。下一个事件告诉我,我有两次触球被拖到(3,3)和(4,4)


问题是,“A”是否被拖到(3,3)和“B”是否被拖到(4,4)或反之亦然?如果您录制了原始触摸的bash并使用精灵录制,则新触摸的bash可以将您指向相应的精灵。

以下是我如何实现此功能的方法[我没有使用哈希代码,因为我无法使其工作],以防其他人尝试这样做(我将其限制为2键组合,但我可以轻松地将逻辑扩展为3键和4键组合)。我选择使用CCTouchBegind/End/Move单独处理每个触摸,而不是使用CCToucheSBegind/End/Move,因为我无法将其与哈希代码一起使用。欢迎任何其他想法

spuButton.h(一个CCSprite子类)

HelloWorldScene.m(只是我的勾号:方法,以防止我的其他函数混淆示例)

-(无效)勾选:(ccTime)dt{
如果([[u otherControlsArray objectAtIndex:0]被按下]){
[[u otherControlsArray objectAtIndex:0]设置被按下:否];
[self-removeChild:[\u otherControlsArray对象索引:0]清理:是];
[self addChild:[u otherControlsArray objectAtIndex:1];
NSLog(“播放”);
_gameHasNotBeenPlayedYet=否;
Snarfle_s_PowerUPAppDelegate*delegate=[[UIApplication sharedApplication]delegate];
[delegate makeNotPaused];
[自我博弈逻辑];
}
如果(_gamehasnobeenplayet){
返回;
}
如果(_buttonPressedAndReleased>0){//响应释放的按钮并重置
NSLog(@“按钮按下并释放-->%d”,u按钮按下并释放);
如果([自检按钮:_按钮按下并释放]);
_按钮压力=0;
_buttonsPressedAndReleased=0;
返回;
}
如果(_buttonpressed4)break;//按下并标识了多个按钮
}
}
//现在我们知道哪些按钮被按下了,现在检查它们是否被释放
//如果按下了多个按钮,则禁用其他两个
//此外,如果按下了多个按钮,其中一个被释放,则禁用已释放的按钮,但保持点亮
开关(按下按钮){
案例1://红色
如果([[[u fourButtonsArray objectAtIndex:0]未按下])\u buttonsPressedReleased=1;
打破
案例2://蓝色
如果([[[u fourButtonsArray objectAtIndex:1]未按下])\u buttonsPressedReleased=2;
打破
案例3://绿色
如果([[[u fourButtonsArray objectAtIndex:2]未按下])\u buttonsPressedReleased=3;
打破
案例4://黄色
如果([[[u fourButtonsArray objectAtIndex:3]未按下])\u buttonsPressedReleased=4;
打破
案例5://红色和蓝色
如果([[[u-fourButtonsArray objectAtIndex:0]未按下])和([[u-fourButtonsArray objectAtIndex:1]未按下])\u-ButtonSpresseandReleased=5;
否则{
如果([[\u fourButtonsArray对象索引:0]未按下]){
[[u fourButtonsArray objectAtIndex:0]makeDisabled];
[[u fourButtonsArray objectAtIndex:0]makeLit];
}
如果([[[u fourButtonsArray objectAtIndex:1]未按下]){
[[u fourButtonsArray对象索引:1]makeDisabled];
[[u fourButtonsArray objectAtIndex:1]makeLit];
}
}
打破
案例6://红色和绿色
如果([[[u-fourButtonsArray-objectAtIndex:0]未按下])和([[u-fourButtonsArray-objectAtIndex:2]未按下])\u-ButtonSpresseandReleased=6;
否则{
如果([[\u fourButtonsArray对象索引:0]未按下]){
[[u fourButtonsArray objectAtIndex:0]makeDisabled];
[[u fourButtonsArray objectAtIndex:0]makeLit];
}
如果([[u fourButtonsArray objectAtIndex:2]未按下]){
[[u fourbuttonArray对象索引:2]makeDisabled];
[[u fourButtonsArray objectAtIndex:2]makeLit];
}
}
打破
案例7://红色和黄色
如果([[u fourButtonsArray objectAtIndex:0]未按下])和([[u fourButtonsArray objectAtIndex:3]未按下])\u buttonpresseandreleased=7;
否则{
如果([[\u fourButtonsArray对象索引:0]未按下]){
[[u fourButtonsArray objectAtIndex:0]makeDisabled];
[[u fourButtonsArray objectAtIndex:0]makeLit];
}
如果([[[u fourButtonsArray objectAtIndex:3]未按下]){
[[u fourbuttonArray对象索引:3]makeDisabled];
[[u fourButtonsArray objectAtIndex:3]makeLit];
}
}
打破
案例8://蓝色和绿色
如果([[\u fourButtonsArray对象
#import <Foundation/Foundation.h>
#import "cocos2d.h"

typedef enum tagButtonState {
 kButtonStatePressed,
 kButtonStateNotPressed
} ButtonState;

typedef enum tagButtonStatus {
 kButtonStatusEnabled,
 kButtonStatusDisabled
} ButtonStatus;

@interface spuButton : CCSprite <CCTargetedTouchDelegate> {
@private
 ButtonState buttonState;
 CCTexture2D *buttonNormal;
 CCTexture2D *buttonLit;
 ButtonStatus buttonStatus; 
}

@property(nonatomic, readonly) CGRect rect;

+ (id)spuButtonWithTexture:(CCTexture2D *)normalTexture;

- (void)setNormalTexture:(CCTexture2D *)normalTexture;
- (void)setLitTexture:(CCTexture2D *)litTexture;
- (BOOL)isPressed;
- (BOOL)isNotPressed;
- (void)makeDisabled;
- (void)makeEnabled;
- (BOOL)isEnabled;
- (BOOL)isDisabled;
- (void)makeLit;
- (void)makeNormal;
- (void)dealloc;

@end
#import "spuButton.h"
#import "cocos2d.h"

@implementation spuButton

- (CGRect)rect {
 CGSize s = [self.texture contentSize];
 return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
}

+ (id)spuButtonWithTexture:(CCTexture2D *)normalTexture {
 return [[[self alloc] initWithTexture:normalTexture] autorelease];
}

- (void)setNormalTexture:(CCTexture2D *)normalTexture {
 buttonNormal = normalTexture;
}
- (void)setLitTexture:(CCTexture2D *)litTexture {
 buttonLit = litTexture;
}

- (BOOL)isPressed {
 if (buttonState== kButtonStateNotPressed) return NO;
 if (buttonState== kButtonStatePressed) return YES;
 return NO;
}

- (BOOL)isNotPressed {
 if (buttonState== kButtonStateNotPressed) return YES;
 if (buttonState== kButtonStatePressed) return NO;
 return YES;
}

- (void)makeDisabled {
 buttonStatus = kButtonStatusDisabled;
 buttonState= kButtonStateNotPressed;
 [self makeNormal];
}
- (void)makeEnabled {
 buttonStatus = kButtonStatusEnabled;
 buttonState= kButtonStateNotPressed;
 [self makeNormal];
}

- (BOOL)isEnabled {
 if (buttonStatus== kButtonStatusDisabled) return NO;
 if (buttonStatus== kButtonStatusEnabled) return YES;
 return NO;
}

- (BOOL)isDisabled {
 if (buttonStatus== kButtonStatusEnabled) return NO;
 if (buttonStatus== kButtonStatusDisabled) return YES;
 return YES;
}

- (void)makeLit {
 [self setTexture:buttonLit];
}

- (void)makeNormal {
 [self setTexture:buttonNormal];
}

- (id)initWithTexture:(CCTexture2D *)aTexture {
 if ((self = [super initWithTexture:aTexture]) ) {  
  buttonState = kButtonStateNotPressed;
  buttonStatus = kButtonStatusEnabled;
 }
 return self;
}

- (void)onEnter {
 if (buttonStatus == kButtonStatusDisabled) return;
 [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:NO];
 [super onEnter];
}

- (void)onExit {
 if (buttonStatus == kButtonStatusDisabled) return;
 [[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
 [super onExit];
} 

- (BOOL)containsTouchLocation:(UITouch *)touch {
 return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]);
}

- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
 if (buttonStatus == kButtonStatusDisabled) return NO;
 if (buttonState== kButtonStatePressed) return NO;
 if ( ![self containsTouchLocation:touch] ) return NO;

 buttonState= kButtonStatePressed;
 [self makeLit];

 return YES;
}

- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
 // If it weren't for the TouchDispatcher, you would need to keep a reference
 // to the touch from touchBegan and check that the current touch is the same
 // as that one.
 // Actually, it would be even more complicated since in the Cocos dispatcher
 // you get NSSets instead of 1 UITouch, so you'd need to loop through the set
 // in each touchXXX method.

 if (buttonStatus == kButtonStatusDisabled) return;
 if ([self containsTouchLocation:touch]) return;

 buttonState= kButtonStateNotPressed;
 [self makeNormal];
}

- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
 if (buttonStatus == kButtonStatusDisabled) return;

 buttonState= kButtonStateNotPressed;
 [self makeNormal];
}

- (void)dealloc {
 [buttonNormal release];
 [buttonLit release];
 [super dealloc];
}

@end
-(void)tick:(ccTime)dt {
 if ([[_otherControlsArray objectAtIndex:0] wasPressed]) {
  [[_otherControlsArray objectAtIndex:0] setWasPressed:NO];
  [self removeChild:[_otherControlsArray objectAtIndex:0] cleanup:YES];
  [self addChild:[_otherControlsArray objectAtIndex:1]];
  NSLog(@"Play");

  _gameHasNotBeenPlayedYet = NO;
  Snarfle_s_PowerUPAppDelegate *delegate = [[UIApplication sharedApplication] delegate];
  [delegate makeNotPaused];
  [self gameLogic];
 }

 if (_gameHasNotBeenPlayedYet) {
  return;
 }

 if (_buttonsPressedAndReleased > 0) {  //respond to button(s) released and reset
  NSLog(@"Buttons Pressed and Released-->%d",_buttonsPressedAndReleased);
  if ([self checkButtons:_buttonsPressedAndReleased]);
  _buttonsPressed = 0;
  _buttonsPressedAndReleased = 0;

  return;
 }
 if (_buttonsPressed <= 4) { // two buttons have not already been pressed
  for (spuButton *aButton in _fourButtonsArray) {
   if ([aButton isNotPressed]) continue; //this button is not pressed
   if (_buttonsPressed == 0) { //this button is pressed and no other buttons have been pressed
    _buttonsPressed = aButton.tag;
    continue;
   }
   //this button is pressed while another has been pressed
   //figure out which two buttons have been pressed
   if (_buttonsPressed == 1) {  //red plus another
    switch (aButton.tag) {
     case 2:   //blue
      _buttonsPressed = 5;
      [[_fourButtonsArray objectAtIndex:2] makeDisabled];
      [[_fourButtonsArray objectAtIndex:3] makeDisabled];
      break;
     case 3:  //green
      _buttonsPressed = 6;
      [[_fourButtonsArray objectAtIndex:1] makeDisabled];
      [[_fourButtonsArray objectAtIndex:3] makeDisabled];
      break;
     case 4:  //yellow
      _buttonsPressed = 7;
      [[_fourButtonsArray objectAtIndex:1] makeDisabled];
      [[_fourButtonsArray objectAtIndex:2] makeDisabled];
      break;
     default:
      _buttonsPressed = 1;
      break;
    }
   }
   if (_buttonsPressed == 2) {  //blue plus another
    switch (aButton.tag) {
     case 1:   //red
      _buttonsPressed = 5;
      [[_fourButtonsArray objectAtIndex:2] makeDisabled];
      [[_fourButtonsArray objectAtIndex:3] makeDisabled];
      break;
     case 3:  //green
      _buttonsPressed = 8;
      [[_fourButtonsArray objectAtIndex:0] makeDisabled];
      [[_fourButtonsArray objectAtIndex:3] makeDisabled];
      break;
     case 4:  //yellow
      _buttonsPressed = 9;
      [[_fourButtonsArray objectAtIndex:0] makeDisabled];
      [[_fourButtonsArray objectAtIndex:2] makeDisabled];
      break;
     default:
      _buttonsPressed = 2;
      break;
    }
   }
   if (_buttonsPressed == 3) {  //green plus another
    switch (aButton.tag) {
     case 1:   //red
      _buttonsPressed = 6;
      [[_fourButtonsArray objectAtIndex:1] makeDisabled];
      [[_fourButtonsArray objectAtIndex:3] makeDisabled];
      break;
     case 2:  //blue
      _buttonsPressed = 8;
      [[_fourButtonsArray objectAtIndex:0] makeDisabled];
      [[_fourButtonsArray objectAtIndex:3] makeDisabled];
      break;
     case 4:  //yellow
      _buttonsPressed = 10;
      [[_fourButtonsArray objectAtIndex:0] makeDisabled];
      [[_fourButtonsArray objectAtIndex:1] makeDisabled];
      break;
     default:
      _buttonsPressed = 3;
      break;
    }
   }
   if (_buttonsPressed == 4) {  //yellow plus another
    switch (aButton.tag) {
     case 1:   //red
      _buttonsPressed = 7;
      [[_fourButtonsArray objectAtIndex:1] makeDisabled];
      [[_fourButtonsArray objectAtIndex:2] makeDisabled];
      break;
     case 2:  //blue
      _buttonsPressed = 9;
      [[_fourButtonsArray objectAtIndex:0] makeDisabled];
      [[_fourButtonsArray objectAtIndex:2] makeDisabled];
      break;
     case 3:  //green
      _buttonsPressed = 10;
      [[_fourButtonsArray objectAtIndex:0] makeDisabled];
      [[_fourButtonsArray objectAtIndex:1] makeDisabled];
      break;
     default:
      _buttonsPressed = 4;
      break;
    }
   }
   if (_buttonsPressed > 4) break;  //more than one has been pressed and identified
  }
 }
 //now we know what buttons have been pressed now check to see if they have been released
 //if more than one has been pressed disable the other two
 //also if more than one has been pressed and one of them gets released disable the released one but keep it lit
 switch (_buttonsPressed) {
  case 1:  //red
   if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) _buttonsPressedAndReleased = 1;
   break;
  case 2:  //blue
   if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) _buttonsPressedAndReleased = 2;
   break;
  case 3:  //green
   if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) _buttonsPressedAndReleased = 3;
   break;
  case 4:  //yellow
   if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) _buttonsPressedAndReleased = 4;
   break;
  case 5:  //red & blue
   if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:1] isNotPressed])) _buttonsPressedAndReleased = 5;
   else {
    if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:0] makeDisabled];
     [[_fourButtonsArray objectAtIndex:0] makeLit];
    }
    if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:1] makeDisabled];
     [[_fourButtonsArray objectAtIndex:1] makeLit];
    }
   }
   break;
  case 6:  //red & green
   if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:2] isNotPressed])) _buttonsPressedAndReleased = 6;
   else {
    if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:0] makeDisabled];
     [[_fourButtonsArray objectAtIndex:0] makeLit];
    }
    if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:2] makeDisabled];
     [[_fourButtonsArray objectAtIndex:2] makeLit];
    }
   }
   break;
  case 7:  //red & yellow
   if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 7;
   else {
    if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:0] makeDisabled];
     [[_fourButtonsArray objectAtIndex:0] makeLit];
    }
    if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:3] makeDisabled];
     [[_fourButtonsArray objectAtIndex:3] makeLit];
    }
   }
   break;
  case 8:  //blue & green
   if (([[_fourButtonsArray objectAtIndex:1] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:2] isNotPressed])) _buttonsPressedAndReleased = 8;
   else {
    if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:1] makeDisabled];
     [[_fourButtonsArray objectAtIndex:1] makeLit];
    }
    if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:2] makeDisabled];
     [[_fourButtonsArray objectAtIndex:2] makeLit];
    }
   }
   break;
  case 9:  //blue & yellow
   if (([[_fourButtonsArray objectAtIndex:1] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 9;
   else {
    if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:1] makeDisabled];
     [[_fourButtonsArray objectAtIndex:1] makeLit];
    }
    if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:3] makeDisabled];
     [[_fourButtonsArray objectAtIndex:3] makeLit];
    }
   }
   break;
  case 10:  //green & yellow
   if (([[_fourButtonsArray objectAtIndex:2] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 10;
   else {
    if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:2] makeDisabled];
     [[_fourButtonsArray objectAtIndex:2] makeLit];
    }
    if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
     [[_fourButtonsArray objectAtIndex:3] makeDisabled];
     [[_fourButtonsArray objectAtIndex:3] makeLit];
    }
   }
   break;
  default:
   _buttonsPressedAndReleased = 0;
   break;
 }
}