(LibGDX)DeltaTime Is Not Exact With Sprite Movement - java

I have a couple of sprites that follow a certain path in a TileMap and I base the sprite's movement off of DeltaTime. Since DeltaTime varies, it causes some of the sprites to overlap/past other sprites. Note that the sprite must go down one cell in the TileMap and in the opposite direction if it hits a certain tile. Here's the code for the sprite movement:
package com.mygdx.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.math.Vector2;
public class CentipedeBody1 extends Sprite {
enum State{
LEFT,RIGHT,DOWN
}
State currentState,previousState ;
public static final float DOWN_MOVEMENT=7f;
public float downMovCounter;
public float speed;
public float stateTime;
TextureRegion image;
Vector2 position,size;
Animation<TextureRegion> animation;
TextureRegion currentFrame;
TextureRegion[]frames;
Texture tilesImage = new Texture(Gdx.files.internal("tile.png"));
TextureRegion[][] splitTiles = TextureRegion.split(tilesImage, 8, 8);
public CentipedeBody1(TextureRegion image, Vector2 position, Vector2 size) {
super(new TextureRegion(image));
setPosition(position.x,position.y);
setSize(size.x,size.y);
currentState=State.LEFT;
previousState=State.LEFT;
speed=8f;
}
public void update(TiledMap map) {
float delta=Gdx.graphics.getDeltaTime();
if(currentState ==State.LEFT){
setPosition(getX()-speed*delta,getY());
if(getX()<0) {
previousState=currentState;
currentState = State.DOWN;
setFlip(true,false);
}
}
if(currentState ==State.RIGHT){
setPosition(getX()+speed*delta,getY());
if(getX()> 19) {
previousState=currentState;
currentState = State.DOWN;
setFlip(false,false);
}
}
if(currentState ==State.DOWN){
setPosition(getX(),getY()-1);
downMovCounter=0;
currentState =previousState==State.LEFT?
State.RIGHT:State.LEFT;
}
TiledMapTileLayer cur = (TiledMapTileLayer) map.getLayers().get(2);
TiledMapTileLayer.Cell cell = new TiledMapTileLayer.Cell();
if(cur.getCell(Math.round(getX()),Math.round(getY())).getTile().getProperties().containsKey("mushroom"))
{
if(getCurrentState()==State.LEFT)
{
setFlip(true,false);
}
else if(getCurrentState()==State.RIGHT)
{
setFlip(false,false);
}
previousState=currentState;
currentState = State.DOWN;
}
}

Related

Box2d collision wont run on collision

Contact Collision box2D wont run on collision i want the bullet to be able to run the WorldContactListener beginContact when it begins contact and when it ends contact runningendContact
iv'e looked through a lot of places and i cant get a system print
This is my contact listener class:
package com.mygdx.game;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Manifold;
public class WorldContactListener implements ContactListener {
#Override
public void beginContact(Contact contact) {
//called when 2 fixtures collide
System.out.println("Begin Contact");
}
#Override
public void endContact(Contact contact) {
//called when the 2 fixtures connected gets split apart
System.out.println("end Contact");
}
#Override
public void preSolve(Contact contact, Manifold oldManifold) {
//gives power to change the characteristics of fixture
collision
}
#Override
public void postSolve(Contact contact, ContactImpulse impulse) {
//gives results of what happened because of collision like
angles ext
}
}
play screen class:
package com.mygdx.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.badlogic.gdx.utils.viewport.StretchViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.mygdx.game.Sprites.Bullet;
import com.mygdx.game.Sprites.InversePlayer;
import com.mygdx.game.Sprites.Player;
#SuppressWarnings("unused")
public class PlayScreen implements Screen {
private main game;
private TextureAtlas atlas;
private OrthographicCamera gamecam;
private Viewport gamePort;
private Hud hud;
private TmxMapLoader maploader;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private World world;
private Box2DDebugRenderer b2dr;
private Player player;
private InversePlayer inversePlayer;
private Bullet bullet;
public PlayScreen(main game) {
atlas = new TextureAtlas("BurningShooterPlayer.pack");
this.game = game;
gamecam = new OrthographicCamera();
gamePort = new FitViewport(main.V_WIDTH / main.PPM, main.V_HEIGHT / main.PPM, gamecam);
hud = new Hud(game.batch);
maploader = new TmxMapLoader();
map = maploader.load("map1.tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1 / main.PPM);
gamecam.position.set(gamePort.getWorldWidth()/2, gamePort.getWorldHeight()/2, 0);
world = new World(new Vector2(0,-10), true);
b2dr = new Box2DDebugRenderer();
new B2WorldCreator(this);
player = new Player(this);
inversePlayer = new InversePlayer(this, .32f, .32f);
bullet = new Bullet(this, .64f, .64f);
}
public TextureAtlas getAtlas() {
return atlas;
}
#Override
public void show() {
//world.setContactListener(ContactListener listener) .
}
public void handleInput(float dt) {
if(Gdx.input.isKeyJustPressed(Input.Keys.W))
player.b2body.applyLinearImpulse(new Vector2(0, 4f), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyPressed(Input.Keys.D) && player.b2body.getLinearVelocity().x <= 2)
player.b2body.applyLinearImpulse(new Vector2(0.1f , 0), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyPressed(Input.Keys.A) && player.b2body.getLinearVelocity().x >= -2)
player.b2body.applyLinearImpulse(new Vector2(-0.1f , 0), player.b2body.getWorldCenter(), true);
if(Gdx.input.isKeyJustPressed(Input.Keys.RIGHT)) {
bullet.b2body.setLinearVelocity(0, 0);
bullet.b2body.setTransform(new Vector2((float)(player.b2body.getPosition().x+player.getWidth()-(3/main.PPM)), (float)(player.b2body.getPosition().y)), 0);
bullet.b2body.applyLinearImpulse(new Vector2(Bullet.BULLET_SPEED, 0), bullet.b2body.getWorldCenter(), true);
Bullet.Right = true;
}
if(Gdx.input.isKeyJustPressed(Input.Keys.LEFT)) {
bullet.b2body.setLinearVelocity(0, 0);
bullet.b2body.setTransform(new Vector2((float)(player.b2body.getPosition().x-player.getWidth()+(3/main.PPM)), (float)(player.b2body.getPosition().y)), 0);
bullet.b2body.applyLinearImpulse(new Vector2(-Bullet.BULLET_SPEED, 0), bullet.b2body.getWorldCenter(), true);
Bullet.Right = false;
}
//if(Gdx.input.isKeyJustPressed(Input.Keys.SPACE)) {
//bullet.b2body.setBullet(true);
//world.destroyBody(bullet.b2body);
//}
}
public void update(float dt) {
handleInput(dt);
world.step(1/60f, 6, 2);
player.update(dt);
inversePlayer.update(dt);
bullet.update(dt);
gamecam.position.x = player.b2body.getPosition().x;
gamecam.update();
renderer.setView(gamecam);
}
#Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderer.render();
b2dr.render(world, gamecam.combined);
game.batch.setProjectionMatrix(gamecam.combined);
game.batch.begin();
player.draw(game.batch);
inversePlayer.draw(game.batch);
bullet.draw(game.batch);
game.batch.end();
game.batch.setProjectionMatrix(hud.stage.getCamera().combined);
hud.stage.draw();
}
#Override
public void resize(int width, int height) {
gamePort.update(width, width);
}
public TiledMap getMap() {
return map;
}
public World getWorld() {
return world;
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
map.dispose();
renderer.dispose();
world.dispose();
b2dr.dispose();
hud.dispose();
}
}
Bullet code (i want to detect if it collides with another body):
package com.mygdx.game.Sprites;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.utils.Array;
import com.mygdx.game.PlayScreen;
import com.mygdx.game.main;
public class Bullet extends projectile{
private float stateTime;
private Animation<TextureRegion> walkAnimation;
private Array<TextureRegion> frames;
public static float BULLET_SPEED = 1f;
public static boolean Right = true;
public Bullet(PlayScreen screen, float x, float y) {
super(screen, x, y);
frames = new Array<TextureRegion>();
frames.add(new TextureRegion(screen.getAtlas().findRegion("BurningShooterPlayer"),111, -1, 15, 8));
walkAnimation = new Animation<TextureRegion>(0.1f, frames);
stateTime = 0;
setBounds(getX(), getY(), (float) (7.5/ main.PPM), 4 / main.PPM);
}
public void update(float dt) {
stateTime += dt;
setPosition((b2body.getPosition().x - getWidth() / 2), b2body.getPosition().y - getHeight() / 2);
setRegion(walkAnimation.getKeyFrame(stateTime, true));
if((!Right) && !walkAnimation.getKeyFrame(dt).isFlipX()) {
walkAnimation.getKeyFrame(dt).flip(true, false);
}
else if((Right) && walkAnimation.getKeyFrame(dt).isFlipX()) {
walkAnimation.getKeyFrame(dt).flip(true, false);
}
}
#Override
protected void defineProjectile() {
BodyDef bdef = new BodyDef();
bdef.position.set(64 / main.PPM, 64 / main.PPM);
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox((float) (7.5 / 2 / main.PPM), 4 / 2 / main.PPM);
fdef.filter.categoryBits = main.ENEMY_BIT;
fdef.filter.maskBits = main.GROUND_BIT |
main.ENEMY_BIT |
main.OBJECT_BIT;
fdef.shape = shape;
fdef.density = 100;
b2body.setBullet(true);
b2body.createFixture(fdef);
b2body.setUserData(this);
}
}
You create the World but you forget to set your ContactListener to your world:
private World world;
private WorldContactListener worldContactListener;
public PlayScreen(main game) {
...
world = new World(new Vector2(0,-10), true);
worldContactListener = new WorldContactListener();
world.setContactListener(worldContactListener);
...
}

Using the Sprite class for Animation in LibGDX

I'm making a simple game in LibGDX. I want to use the Sprite classes methods for my main player, while using the Animation class in order to animate the player as well. I've gotten Animation to work, I just haven't been able to integrate it with the Sprite class.
Here is my code:
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.utils.Array;
public class Game extends ApplicationAdapter {
SpriteBatch batch;
private TextureAtlas runAtlas;
private Animation runAnimation;
private TextureAtlas idleAtlas;
private Animation idleAnimation;
private TextureRegion currentIdleFrame;
private Sprite player;
private float elapsedTime = 0;
private float playerX = 10;
private float playerY = 10;
#SuppressWarnings({ "unchecked", "rawtypes" })
#Override
public void create () {
batch = new SpriteBatch();
runAtlas = new TextureAtlas(Gdx.files.internal("runSpritesheet.atlas"));
runAnimation = new Animation(1/12f, runAtlas.getRegions());
idleAtlas = new TextureAtlas(Gdx.files.internal("idleSpritesheet.atlas"));
idleAnimation = new Animation(1/3f, idleAtlas.getRegions());
player = new Sprite();
}
#Override
public void render () {
currentIdleFrame = (TextureRegion) idleAnimation.getKeyFrame(elapsedTime, true);
elapsedTime += Gdx.graphics.getDeltaTime();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
if(Gdx.input.isKeyPressed(Keys.DPAD_RIGHT)) {
batch.draw((TextureRegion) runAnimation.getKeyFrame(elapsedTime, true), playerX, playerY);
} else if (Gdx.input.isKeyPressed(Keys.DPAD_LEFT)) {
batch.draw((TextureRegion) runAnimation.getKeyFrame(elapsedTime, true), playerX, playerY);
} else {
player.setRegion(currentIdleFrame);
player.draw(batch);
}
batch.end();
}
#Override
public void dispose () {
batch.dispose();
runAtlas.dispose();
idleAtlas.dispose();
}
}
The focus is on the idle animation of the player in the "else" statement. I try setting the player sprite region to the current key frame of the idle animation sprite sheet. However, when I launch the game, no sprite with the idle animation comes up. I don't get any errors either. I am hoping someone knows how to fix this problem. Thanks for reading.

How to detect collision of player and ground in overlap2d and libgdx

I am following a video tutorial on Youtube called "Making Simple Sidescroller with Overlap2D and libGDX - Tutorial - 003".
I see on video he use raycast to detect collision. But when i try to follow, the player fall through the ground while in the video the player can stop on the ground.
Here is the link to download my libgdx project, and my overlap2d project for you to check.
Here is the code of Player.java
package com.test.superninja;
import com.badlogic.ashley.core.Entity;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.uwsoft.editor.renderer.scripts.IScript;
import com.uwsoft.editor.renderer.components.TransformComponent;
import com.uwsoft.editor.renderer.components.DimensionsComponent;
import com.uwsoft.editor.renderer.utils.ComponentRetriever;
import com.uwsoft.editor.renderer.physics.PhysicsBodyLoader;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.RayCastCallback;
import com.badlogic.gdx.physics.box2d.World;
public class Player implements IScript {
private Entity player;
private TransformComponent transformComponent;
private DimensionsComponent dimensionsComponent;
private Vector2 speed;
private float gravity = -500f;
private float jumpSpeed = 170f;
private World world;
public Player(World world) {
this.world = world;
}
#Override
public void init(Entity entity) {
player = entity;
transformComponent = ComponentRetriever.get(entity, TransformComponent.class);
dimensionsComponent = ComponentRetriever.get(entity, DimensionsComponent.class);
speed = new Vector2(50, 0);
}
#Override
public void act(float delta) {
//transformComponent.scaleY = 0.5;
if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
transformComponent.x -= speed.x * delta;
transformComponent.scaleX = -1f;
}
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
transformComponent.x += speed.x * delta;
transformComponent.scaleX = 1f;
}
if (Gdx.input.isKeyJustPressed(Input.Keys.SPACE)) {
speed.y = jumpSpeed;
}
speed.y += gravity * delta;
transformComponent.y += speed.y * delta;
/*
if (transformComponent.y < 16f){
speed.y = 0;
transformComponent.y = 16f;
}
*/
}
private void rayCast() {
float rayGap = dimensionsComponent.height / 2;
// Ray size is the exact size of the deltaY change we plan for this frame
float raySize = -(speed.y) * Gdx.graphics.getDeltaTime();
//if(raySize < 5f) raySize = 5f;
// only check for collisions when moving down
if (speed.y > 0) return;
// Vectors of ray from middle middle
Vector2 rayFrom = new Vector2((transformComponent.x + dimensionsComponent.width / 2) * PhysicsBodyLoader.getScale(), (transformComponent.y + rayGap) * PhysicsBodyLoader.getScale());
Vector2 rayTo = new Vector2((transformComponent.x + dimensionsComponent.width / 2) * PhysicsBodyLoader.getScale(), (transformComponent.y - raySize) * PhysicsBodyLoader.getScale());
// Cast the ray
world.rayCast(new RayCastCallback() {
#Override
public float reportRayFixture(Fixture fixture, Vector2 point, Vector2 normal, float fraction) {
// Stop the player
speed.y = 0;
// reposition player slightly upper the collision point
transformComponent.y = point.y / PhysicsBodyLoader.getScale() + 0.1f;
return 0;
}
}, rayFrom, rayTo);
}
public float getX() {
return transformComponent.x;
}
public float getY() {
return transformComponent.y;
}
public float getWidth() {
return dimensionsComponent.width;
}
#Override
public void dispose() {
}
}
Here is SuperNinja.java
package com.test.superninja;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.uwsoft.editor.renderer.SceneLoader;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.uwsoft.editor.renderer.utils.ItemWrapper;
import com.uwsoft.editor.renderer.components.additional.ButtonComponent;
import com.badlogic.gdx.graphics.OrthographicCamera;
public class SuperNinja extends ApplicationAdapter {
private SceneLoader sceneLoader;
private Viewport viewport;
private ItemWrapper root;
private Player player;
private UIStage uiStage;
#Override
public void create () {
viewport = new FitViewport(266, 160);
sceneLoader = new SceneLoader();
sceneLoader.loadScene("MainScene", viewport);
root = new ItemWrapper(sceneLoader.getRoot());
player = new Player(sceneLoader.world);
root.getChild("player").addScript(player);
uiStage = new UIStage(sceneLoader.getRm());
}
#Override
public void render () {
Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
sceneLoader.getEngine().update(Gdx.graphics.getDeltaTime());
uiStage.act();
uiStage.draw();
((OrthographicCamera)viewport.getCamera()).position.x=player.getX()+player.getWidth()/2f;
}
}
Here is UIStage.java
package com.uwsoft.platformer;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.uwsoft.editor.renderer.data.CompositeItemVO;
import com.uwsoft.editor.renderer.data.ProjectInfoVO;
import com.uwsoft.editor.renderer.resources.IResourceRetriever;
import com.uwsoft.editor.renderer.scene2d.CompositeActor;
/**
* Created by azakhary on 8/5/2015.
*/
public class UIStage extends Stage {
public UIStage(IResourceRetriever ir) {
Gdx.input.setInputProcessor(this);
ProjectInfoVO projectInfo = ir.getProjectVO();
CompositeItemVO menuButtonData = projectInfo.libraryItems.get("menuButton");
CompositeActor buttonActor = new CompositeActor(menuButtonData, ir);
addActor(buttonActor);
buttonActor.setX(getWidth() - buttonActor.getWidth());
buttonActor.setY(getHeight() - buttonActor.getHeight());
buttonActor.addListener(new ClickListener() {
#Override
public void clicked (InputEvent event, float x, float y) {
System.out.println("Hi");
}
});
}
}
With the help of Xeon, I solved my question. I just forgot to call rayCast() function.
I call raycast() function like this:
#Override
public void act(float delta) {
...
rayCast();
}
And it works. Thank you Xeon very much.

2 Borders of Screen Flickers

Im trying to make a simple game in LibGdx, using Tiled MapEditor and I have a little problem with rendering, left and bottom borders flickers whenever i move a camera.
Pic Related: https://gyazo.com/63b9e364cd4b2e8154c1bd177c9ee990
MyGdxGame.java
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapRenderer;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
public class MyGdxGame extends ApplicationAdapter {
SpriteBatch batch;
Texture img;
AssetLoad load;
Player player;
TiledMapRenderer tiledMapRenderer;
TiledMap tiledMap;
float unitScale = 1 / 32f;
#Override
public void create () {
load = new AssetLoad();
load.manager.finishLoading();
if(load.manager.update()){
batch = new SpriteBatch();
player = new Player();
tiledMap = new TmxMapLoader().load("tilemaps/321.tmx");
tiledMapRenderer = new OrthogonalTiledMapRenderer(tiledMap,unitScale);
batch.setProjectionMatrix(player.cam.combined);
}
}
#Override
public void render () {
update();
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
tiledMapRenderer.setView(player.cam);
tiledMapRenderer.render();
batch.end();
}
public void update(){
player.playerMove();
player.cam.update();
player.cam.position.set(player.x,player.y,0);
}
public void dispose(){
}
Player.java
package com.mygdx.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.OrthographicCamera;
public class Player {
public OrthographicCamera cam = new OrthographicCamera(1024,720);
int x = 10;
int y = 12;
public Player(){
cam.setToOrtho(false,30,20);
}
public void playerMove()
{
if(Gdx.input.isKeyPressed(Keys.W))
{
y += 1;
}
if(Gdx.input.isKeyPressed(Keys.A))
{
x -= 1;
}
if(Gdx.input.isKeyPressed(Keys.S))
{
y -= 1;
}
if(Gdx.input.isKeyPressed(Keys.D))
{
x += 1;
}
}
}
You update the cam before your set it's position rather than after, and the projection matrix is never updated. Hopefully these two things fix your problem.
public void update(){
player.playerMove();
player.cam.update();
player.cam.position.set(player.x,player.y,0);
}
should be
public void update(){
player.playerMove();
player.cam.position.set(player.x,player.y,0);
player.cam.update();
batch.setProjectionMatrix(player.cam.combined);
}

Collision detection is off, Sprite + Tile

My game has a player who is constantly moving up. I want it so when he hits the bottom of a block, you lose, and if he hits a block on the side, he just bounces back. There is no physics involved. For whatever reason, the collision detection just isn't working as it as supposed to. For example, in the code below I am resetting the position every time the player hits the bottom. However, it always resets before he even hits the bottom of the tile. Why is this happening and how can I fix it?
Below is my code for the player (GameIcon),:
package com.xx4everPixelatedxx.gaterunner.sprites;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.xx4everPixelatedxx.gaterunner.GateRunner;
import com.xx4everPixelatedxx.gaterunner.gameObjects.Block;
import com.xx4everPixelatedxx.gaterunner.gameObjects.Spike;
import javax.xml.soap.Text;
/**
* Created by Michael Jan on 8/17/2015.
*/
public class GameIcon extends Sprite {
private float vX = 3;
private float vY = 3;
private float r = 9;
private Texture texture;
public GameIcon(int x, int y) {
super(new Texture(Gdx.files.internal("icon_players/icon1.png")));
setPosition(x, y);
// texture = new Texture(Gdx.files.internal("icon_players/icon1.png"));
// setTexture(texture);
}
public void update() {
addPosition(vX, vY);
setRotation( (getRotation() + r) % 360);
setOriginCenter();
}
public void update(TiledMap map) {
addPosition(vX, vY);
setRotation((getRotation() + r) % 360);
setOriginCenter();
//block
for(MapObject object : map.getLayers().get(2).getObjects().getByType(RectangleMapObject.class))
{
Rectangle rect = ((RectangleMapObject)object).getRectangle();
if(Intersector.overlaps(getBoundingRectangle(), rect))
{
setPosition(GateRunner.WIDTH/2 - GateRunner.WIDTH/20, GateRunner.HEIGHT/10);
if(getY() <= rect.getY() - getHeight() + vX)
{
System.out.println("bottom");
setPosition(GateRunner.WIDTH/2 - GateRunner.WIDTH/20, GateRunner.HEIGHT/10);
}
else
{
System.out.println("side");
negateVelocityX();
negateRotation();
}
}
}
//spike
for(MapObject object : map.getLayers().get(3).getObjects().getByType(RectangleMapObject.class))
{
Rectangle rect = ((RectangleMapObject)object).getRectangle();
if(rect.overlaps(getBoundingRectangle()))
{
}
}
}
public void addPosition(float x, float y) {
setPosition(getX() + x, getY() + y);
setOriginCenter();
}
public void negateVelocityX() {
if(vX < 0)
{
addPosition((int)(getWidth()*0.05), 0);
}
if(vX > 0)
{
addPosition(-(int)(getWidth()*0.05), 0);
}
vX = -vX;
}
public void negateRotation() {
r = -r;
}
public float getvX() {
return vX;
}
public void setvX(int vX) {
this.vX = vX;
}
public float getvY() {
return vY;
}
public void setvY(int vY) {
this.vY = vY;
}
public float getR() {
return r;
}
public void setR(int r) {
this.r = r;
}
}

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