libGDX: Implementing AI on a sidescroller - java

I'm working on a 2D sidescroller game.
Description:
Im using libGDX and the AI extension. The game will be released on android (the AI should not be heavy resurce consuming). My terrain is not grid based, it's a procedural generated polygonal height map (without caves).
There are 3 types of enemies (NPC) - near-, distance- (bullets) and combined-combat.
Entities have 3 ways to move - left, right and jump. Allso some can hover over the ground like on the picture. I tougth to make nodes with an y offset from the terrain should work but if a player jumps, a near-combat enemy couldn't have a path (I didn't test it but i assume it).
I seen many examples on grid based games but non for my scenario.
Excuse my less knowlege, I just jumed in AI devolepment a few days ago.
Questions:
Is the AI (from libGDX) compatible with an (almost) infinite world?
How should I setup nodes?
Can the AI be used to calculate bullet directions to hit a player?

First, I do not know libGDX but if you want to have an infinite world you have to program it. That means you generate the terrain randomly and destroy it in the memory if it is not needed any more. If you want infinitely go to the left and the right you have to store efficiently your world on your hard drive if the memory is full. For your polygons, you just have to store the nodes and some numbers as references to surrounding elements if you want to go back with your avatar.
Second, because your game is two-dimensional the possible paths are that simple that you need no path finding algorithms. So you do not need nodes or things like that. What you need is something like hit-boxes so that your enemies know when they hit each other. The AI needs only to know if your avatar is left or right and if it is reachable directly. That are simple geometry calculations. If it is possible to jump over other enemies it is as if they can go through them for the path.
Finally, the bullet direction is calculated simply with linear algebra to get the direct line from your avatar to your enemy. You need only to calculate if it intersects with other enemies or the terrain to know if your avatar can be hit.
The only AI aspect here is to determine the behaviour of the enemies. That can be done with a state machine, where the enemies have states like aiming, waiting, following or shooting. Depending on how far away your avatar is or how reachable it is the states change.

Related

jMonkey: How to have in game Terrain Modification

I'm working on programming a game, and the game environment is going to be near complete environmental control. Part of that is going to have a player dig/mine and modify the terrain in the Game.I was looking at a bloxel type environment, however I would like a nicer/realistic looking terrain. What I would like help finding/learning, is what is the algorithm/code in jmonkey to make terrain that you could modify (like Space engineers or Sub-nautica)
What I have thought of for a algorithm in short hand:
get point in terrain that the player is attempting to modify
in/decrease its height by 1
do something...
The problem I have with this algorithm, is that it will not allow for players to build caves/mines as well as other things, and the terrain will get stretched. I thought well maybe I can then turn the stretched plane into a bunch of smaller planes/points, and then just use the players orientation so they can make indentations/caves, however I do not see a way to do this in jMonkey and I think this will consume a large amount of resources. How would I do this or, would there be a more efficient way

Java More Resourceful Collision Detection

I am making a game in java which involves characters moving around a map and having some solid collision objects (i.e. buildings) placed around the map by reading certain data from a text file. There will be multiple maps where these objects' locations will change. My question is would painting a rectangle in a certain color that indicates collision behind such structures or would reading mouse coordinates and searching an array of these structures to see if that point lies on a building, thus denying the move or altering, be more resourceful and/or quicker. If painting a rectangle is the best, would leaving it behind the structure or deleting it after detecting for collision be better. Thanks for your time!
In my junior year in college I worked on a Collision detection system algorithm for the windows phone. It is hardly perfect but it was EXTREMELY efficient and can be adapted to a majority of games.
The way that it worked was pretty simple. There were two types of objects; Collidable objects (such as enemies or buildings) and Objects that you wish to check for collisions with these collidable objects.
I had this idea when I was going through a data structures class and we spoke about Linked Lists. I thought what if each link was a collidable object that you could stick your game objects that were already created in it. Then as the game objects moved around you would have a lightweight way of checking their locations for collisions. Thus my system was born.
All it really is, is a class that fires off either every game cycle or when ever you choose to check for collisions. You give it your players location, or bullet location or what ever object you want to see if it is colliding with something and it searches all of the collidable object locations and conducts test to see if they are overlapping.
The real efficiency of it comes into play when you add in a second element (Locations AND quadrant)
For Example if I break the phone screen up into for parts and I know which quadrant my player or bullet is in I can choose to only scan a list of collidable objects that are within that quadrant. Thus cutting your search algorithm to a fourth of its origonal size.
There are many different ways of detecting collisions. This was a simple example I used in my class to show how you could detect two circles colliding that were actually squares. As you can see simply by taking the center point coords of the circles and the radius's you can calculate the hypotenuse and determine where or if they are touching.
Good luck! if you have any questions feel free to ask!
The last reply in this posting may help you out. It is a simple maze. The structure of the maze is controlled by a data file which simply contains 0, 1 to indicate a path or a wall. You navigate through the maze using the arrow keys. When an arrow key is pressed the code checks to make sure the next square is not a wall.

Java Collision Detection Not Working

I have made threads in the past about similar questions but because of my lack of detail the answers have not really been related to what I needed so I am going to try explain my question in as much detail as I can and hopefully it will be easier for you to understand what I require.
I watched Bucky's slick game tutorials on youtube and made a 2D Java game, the game is basically a 2D player viewed from above (birds eye view) can move around a 2D map with user key input (up, down, left, right). The map the player moves around is very small so that meant boundaries had to be set so that the player could not walk off of the map, to give you a better idea of how this was done, here is the tutorial for setting up the voundries:
http://www.youtube.com/watch?v=FgGRHId8Fn8
The video will also show you exactly what the game is like.
The problem is, these boundaries only require one axis meaning that if the player is walking down you say something like "if player gets to the coordinate (number) on the X axis change the player movement to the opposite direction so that he can not go any further."
Now this creates a problem for me because this only requires one axis so it easy to set up and understand but if you look on the video, on the map there is a house and I want my player not to be able to walk over that also but this deals with 2 dimensions, I have looked at things like rectangle collisions and have seen things relating to them in the other posts but I get confused because I am new to Java and havent really done much with it at the moment apart from watching Bucky's tutorials.
My code at the moment for my game class has got the following methods: init, render and update. So to sum it up I really just want to set up a way of not letting my player walk through the house, I will mention also (I should have mentioned it in my other threads) as I am very new to Java, could you please take a step by step method of showing me how to set up the collisions, I mean even the basics of things like making the rectangle if required.
If my code is required please tell me and I will post it as soon as possible.
Thank you in advance.
You can set up the board as a 2x2 grid of a class that has has property such as 'isBlocked'. By default the edges of the board would have this property set to true to prevent the character from walking off the edge. When you add other obstacles such as a house or a wall the grid position(s) the object occupies would also have the property set to true. Then when moving a character you just check if the grid position the character moves to has the property set to false to see if it's an allowable move. This also makes it quite trivial to save the level data so you can just load them from disk later on.
Two possible options:
Extend Shape or Rectangle or the relevant Slick objects (they should exist IMO) and just check for intersect()
Look for (x1,y1) and (x2,y2) values such that it starts outside and ends up inside.
Assuming you have intersect() methods:
//Grab the previous position
prevPosX = movingobject.X;
prevPosY = movingobject.Y;
//Update the position
movingobject.update();
//Test for collision
if(movingobject.intersects(targetobj)) {
//If it collided, move it back
movingobject.X = prevPosX;
movingobject.Y = prevPosY;
//And reverse the direction
//(might want to do other stuff - e.g. just stop the object)
movingobject.speed *= -1; //Reverse the speed
}
in this case your update class should also add one more condition to look for the house. let say the cooridnates of house(assuming rectanglular house here for other shape just change x and y values) are (x1,y1)(x1,y2)(x2,y2)(x3,y1) you have to add a condition to make sure
x value is not between x1 and x2 and at the same time y value cannot between y1 and y2.

Collision Detection in Java for a game

Im making a game in Java with a few other people but we are stuck on one part of it, making the collision detection. The game is an RPG and I know how to do the collision detection with the characters using Rectangles, but what I dont know how to do is the collision detection for the maps. What I mean by that is like so the character cant walk over trees or water and that stuff but using rectangles doesnt seem like the best option here.
Well to explain what the game maps are gonna look like, here is an example http://i980.photobucket.com/albums/ae287/gordsmash/7-8.jpg
Now I could use rectangles to get bounds and stop the player from walking over the trees and water but that would take a lot of them.
But is there another easier way to prevent the player from walking over the trees and obstacles besides using Rectangles?
Here's a simple way but it uses more memory and you do the work up front... just create a background collision mask that denotes the permissible areas for characters to walk on in a binary form. You can store that in some sort of compressed bitmap form. The lookup then is very simple and very quick.
Rectangle collision detection seems to make sense; However, alternatively you may also try sphere-sphere collision detection, which can detect collision much quicker. You don't even need a square root for distance computations since you can compare the squared distances to see if the spheres overlap. This is a very fast method, and given the nature of your game could work very well.
ALSO! Assuming you have numerous tiles which you are colliding against, consider some method of spacial partitioning. Let me give you an easy example - subdivide your map into several rectangles (http://www.staff.ncl.ac.uk/qiuhua.liang/Research/Pic_research/mine_grid.jpg) and then depending on which rectangular area your player is currently residing in - check collision only against the tiles which are located within that area.
You may take it a step further - if you have more tiles in any given area than the threshold that you set - subdivide that area further to make more smaller areas within it.
The idea behind such subdivision is called Quadtree, and there is a huge quantity of papers and tutorials on the subject, you'll catch on very quickly.
Please let me know if you have any questions.
There are many solutions to this type of problem, but for what you're doing I believe the best course of action would be to use a tile engine. This would have been commonly used in similar games in the past (think any RPG on the SNES) and it provides you with a quick and easy means of both level/map design and collision detection.
The basic concept of a tile engine is that objects are stored in a 2D array and when your player (or any other moving game entity) attempts to move into a new tile you perform a simple check to see if the object in that tile is passable or not (for instance, if it's grass, the player may move; if it's a treasure chest, the player cannot move). This will greatly simplify checking for collisions (as a naive check of a list of entities will have O(n^2) performance). This picture might give you an idea of what I'm talking about. The lines have been added to illustrate a point, but of course when you're playing the game you don't actively think of everything as being composed of individual 32x32 pixel tiles.
While I don't personally have any experience with tile engines in Java, it looks like Mappy supports Java, and I've heard good things about PulpCore. You're more than welcome to create your own engine, of course, but you have to decide if your effort is better spent reinventing the wheel (but, of course, it will be your wheel then, and that is rather satisfying) or spend your time making a better game.

designing picture puzzle

I am planning to develop a jigsaw puzzle game.
Now I already have images and image pieces, so we don't need algorithm to cut the image in pieces.
On the UI side there would be two sections
First section contains the broken images in random order.
Second section contains the outline of the full image. User need to drag and drop the the cut images onto the outline image.
I am not sure how can the pieces be matched on the the outline image?
Any idea about the algorithm or the starting pointers?
Allow the user to drag each piece into the outline area. Allow the piece to be rotated in 90 degree increments.
Option 1:
If a piece is in the correct location in the overall puzzle, and at the correct angle, AND connected to another piece, then snap it into place with some user feedback. The outside edge of the puzzle can count for a connection to edge pieces.
Option 2:
A neighbor is an adjacent puzzle piece when the puzzle is assembled. When the puzzle pieces are mixed up, they still have the same neighbors. Each puzzle piece (except the edge pieces) has four neighbors.
If a piece is near one of its neighbors at the correct angle relative to that neighbor, then snap it to the other piece. Then allow the two (or more) pieces to be dragged around as a unit, as is done with a single piece. This would allow the user to assemble subsections of the puzzle in any area, much like is done with a physical jigsaw puzzle, and connect the subsections with one another.
You can check the piece being moved to its four neighbors to see if they are close enough to snap together. If a piece has its proper edge close enough to the proper edge of its neighbor, at the same angle, then they match.
There are several ways to check relative locations. One way would be to temporarily rotate the coordinates of the piece you are testing so it is upright, then rotate the coordinates of all its desired neighbors, also temporarily, to the same angle. (Use the same center of rotation for all the rotations.) Then you can easily test to see if they are close enough to match. If the user is dragging a subassembly, then you will need to check each unmatched edge in the subassembly.
Option 2 is more complex and more realistic. Option 1 can be further simplified by omitting the rotation of pieces and making every piece the proper angle initally.
For a regular shapes you can go with a matrix. I recommend this as the first approach. Dividing the puzzle is as simple as defining X,Y dimensions of the matrix. For each piece you have a series of four values then, one for each side, saying whether it is flat, pointing out, or pointing in. This will give you a very classic jigsaw puzzle setup.
How the pieces actually look becomes a strict GUI thing. Now, for the first draft I recommend getting it working with perfectly square pieces. Taking rectangular bits of an image should be easy to do in any GUI framework.
To go to shaped pieces you'll need a series of templates. These will become masks that you apply to the image. Each mask clips out a tiny portion of the image to produce your piece. You'll probably need to dynamically create the masks in order to fit them to the puzzle. At first start with simply triangular connections. Once you have that working you can do the math to get nice bulbous connector shapes. Look up "clip" and "mask" in your GUI framework.
If you wish to do irregular polygon shapes that don't follow a general matrix layout, then you need to do a lot more work. This is why I recommend getting the square first working as a good example. Now you'll need to delve into graph theory and partitioning. Pick up some books on 3D programming -- focusing on algorithms, as they do partitioning all the time. Though I wouldn't doubt if there is a book with this exact topic in it.
Have fun.
the data structure is simple I guess- each peace will point to it's neighbors and will hold the actual shape to display.
on the MMI (UI) of the app - what is your developing environment ?
If it's windows - I would go with c# and winforms or even better wpf.
if it's unix, you'll have to get someone else's advise, as I'm not an expert there.
1) How to break image into random polygons
It seems that you have figured out this part. (from : "Now I already have images and image pieces, so we don't need algorithm to cut the image in pieces.")
2) what kind of data structure can solve the problem
You can create a Class Piece like Scribble class in this example and your pieces would be array of objects of Piece class.
So, you will have two arrays,
(i) actual image pieces array
(ii) image piece outline array
So, whenever you drag and drop one piece on to the full outline of image, it will check whether the image piece object is intersecting more than 80% and ID (member variable of Piece object) of actual image piece and image piece outline matches, then you got the right piece at right place...
3) UI implementation
Check this out.
You could make an array of objects of the class "PuzzleTile"
Every such tile has an image and an integer
After every move, check if the integers are sorted correctly, means:
123
456
789
You could make a function for that which returns a bool.
Note: I'm currently developing under C#, that's why it's probably easiest to realize especially this concept under C#, although other platforms need none up to barely some modification to this.

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