add score in Screen libgdx - java

I have a sprite that collides with obstacle, but i have a problem with the score in the top of my screen.
In the update of my class, The collisions are specified by an array, but when it collides with an object, the score is still growing and I can not stop it. this is my code:
private Array<Polen> polen;
private Score score;
public PlayState(GameStateManager gsm) {
super(gsm);
score = new Score(110, 310);
polen = new Array<Polen>();
for(int i = 1; i <= COUNT; i++){
polen.add(new Polen(i * (Polen.WIDTH)));
}
}
#Override
public void update(float dt) {
handleInput();
for(int i = 0; i < polen.size; i++){
Polen pol= polen.get(i);
if(pol.collides(aliado.getBounds())) {
pol.changeExplosion();
flagScore = 1;
}
if (pol.collides(aliado.getBounds())==false){
flagScore = 0;
}
}
if (flagScore == 1){
Score.count++;
flagScore=0;
//auxCount = Score.count +1;
}
score.update(dt);
updateGround();
cam.update();
}
Score Class:
public class Score {
private static final int MOVEMENT = 70;
private Vector3 position;
private Vector3 velocity;
private Rectangle bounds;
private Texture texture;
public Score(int x, int y){
position = new Vector3(x, y, 0);
velocity = new Vector3(0, 0, 0);
texture = new Texture("score0.png");
bounds = new Rectangle(x, y, ((texture.getWidth())), texture.getHeight());
}
public void update(float dt){//code for move the score for top of screen:
if(position.y > 0)
velocity.add(0, 0, 0);
velocity.scl(dt);
position.add(MOVEMENT * dt, velocity.y, 0);
if(position.y < 0)
position.y = 0;
velocity.scl(1/dt);
bounds.setPosition(position.x, position.y);
}
public Vector3 getPosition() {
return position;
}
public Texture getTexture() {
return texture;
}
public void setTexture(Texture texture) {
this.texture = texture;
}
public Vector3 getVelocity() {
return velocity;
}
public void setVelocity(Vector3 velocity) {
this.velocity = velocity;
}
public Rectangle getBounds(){
return bounds;
}
public void setBounds(Rectangle bounds) {
this.bounds = bounds;
}
public void dispose(){
texture.dispose();
}
}

In pol.changeExplosion() you should add a boolean to mark the object as done.
public class Polen {
private boolean exploded = false;
public void changeExplosion() {
// ...
exploded = true;
// ...
}
public boolean isExploded() {
return exploded;
}
}
Then, in your update function you can use this flag to determine if the score should stop being incremented.
for(int i = 0; i < polen.size; i++) {
Polen pol= polen.get(i);
if(pol.collides(aliado.getBounds()) && !pol.isExploded()) {
pol.changeExplosion();
flagScore = 1;
}
else if (!pol.collides(aliado.getBounds())) {
flagScore = 0;
}
}

Related

Collision for an Array of bricks and making a grid of bricks without using a 2D array for Processing

I'm very new to processing and for a project in college we need to make an animation or game of some sort. I have chosen to make breakout for my animation but I am having problems with 2 parts of my code. The first one is that I am trying to get the bricks to line up across the top of the screen in a 5 by 6 grid. I got a little help from my lecturer but it only makes 2 rows and I think the rest of them go off screen. The second problem I'm having is trying to get hit detection to work for my ball and bricks. I think it's because the bricks are in an array and not a single object and I have no clue how to go about it. Any help or advice would be much appreciated. Below is what I have done so far.
Main Code
PImage bg;
PlayerName pl;
Ball bl;
Paddle pad;
Brick[] bricks;
int numOfCols = 30; // Number of bricks I want in total
int distRows = 1; // The distance between each of the bricks below each other
void setup() {
size(1280, 720);
noCursor();
bg = loadImage("space.jpg");
pl = new PlayerName(JOptionPane.showInputDialog("Please enter your name (max of 12 char): "));
bl = new Ball(51);
pad = new Paddle(300,15);
// Below is my attempt to try make the bricks spawn across the screen but it only does 2 rows
bricks = new Brick[numOfCols];
int xForBrick = 0;
for(int col = 0; col < numOfCols; col++){
if(col == 5)
{
distRows = 15;
xForBrick = 0;
}
bricks[col] = new Brick(xForBrick*256,distRows);
xForBrick++;
}
}
void draw() {
background(bg);
// Ignore these values below. This was just to help me visual stuff for hit detection.
//text(pl.getName(),500,500);
text(pad.getYPos(), 500,500);
text(pad.getXPos(), 525,525);
text(bl.getXCoord(), 500, 550);
text(bl.getYCoord(), 525, 575);
bl.display(); //Dsiplays the ball
bl.gameOver(); // Controls the balls movement and ends game if ball goes off screen
pad.display(); // Displays the paddle
pad.movement(); //Controls the movement of the paddle with the mouse
for(int col = 0; col < numOfCols; col++){
bricks[col].display();
}
boolean collision = onHit(pad,bl);
if (collision == true){
bl.bounce();
}
boolean collision2 = onHit2(bl,bricks);
if(collision2 == true){
bl.bounce();
}
}
boolean onHit(Paddle pad, Ball bl){
float ballDistanceX = abs(bl.getXCoord() - pad.getXPos() - pad.getPaddleW()/2);
float ballDistanceY = abs(bl.getYCoord() - pad.getYPos());
if(ballDistanceX > (pad.getPaddleW()/2 + bl.getSize()/2)){
return false;
}
if (ballDistanceY > (pad.getPaddleH()/2)){
return false;
}
return true;
}
boolean onHit2(Ball bl, Brick bricks){
float ballDistanceX2 = abs(bl.getXCoord() - bricks.getXPos() - bricks.getSizeW()/2);
float ballDistanceY2 = abs(bl.getYCoord() - bricks.getSizeH());
if(ballDistanceX2 > (bricks.getSizeW() + bl.getSize()/2)){
return false;
}
if(ballDistanceY2 > (bricks.getSizeH()/2)){
return false;
}
return true;
}
Ball class
public class Ball {
private float xCoord, yCoord, size, veloX, veloY;
Ball(float size) {
setSize(size);
death();
}
public boolean gameOver() {
boolean lose = false;
xCoord = xCoord + veloX;
yCoord = yCoord + veloY;
//When ball leaves screen, ball resets
if (yCoord > height + size/2) {
death();
lose = true;
}
// Makes ball bounce off of right edge
if (xCoord > width - size/2) {
xCoord = width - size/2;
veloX = veloX * -1;
}
//Makes ball bounce off of left edge
if (xCoord < size/2) {
xCoord = size/2;
veloX = veloX * -1;
}
// Makes it so the ball bounces off the top edge
if (yCoord < size/2) {
yCoord = size/2;
veloY = veloY * -1;
}
return lose;
}
public void display() {
fill(120, 70, 200);
noStroke();
ellipse(xCoord, yCoord, size, size);
}
//Makes ball bounce off of paddle
public void bounce() {
veloY = veloY * -1;
yCoord = yCoord + veloY;
}
//When ball goes off the bottom of the screen, it resets back to the center with a different velocity
private void death() {
xCoord = width/2;
yCoord = height/2;
veloX = 3;
veloY = -3;
}
public float getXCoord() {
return xCoord;
}
public float getYCoord() {
return yCoord;
}
public float getSize() {
return size;
}
public float getVeloX() {
return veloX;
}
public float getVeloY() {
return veloY;
}
public void setXCoord(float xCoord) {
this.xCoord = xCoord;
}
public void setYCoord(float yCoord) {
this.yCoord = yCoord;
}
public void setSize(float size) {
if ((size >= 30) && (size <= 50)) {
this.size = size;
} else {
this.size = 30;
}
}
public void setVeloX(float veloX) {
this.veloX = veloX;
}
public void setVeloY(float veloY) {
this.veloY = veloY;
}
}
Brick class
public class Brick{
private float xPos,yPos,sizeW,sizeH;
boolean isShown;
Brick(float xPos, float yPos){
this.xPos = xPos;
this.yPos = yPos;
sizeW = 256;
sizeH = 15;
}
public void display(){
fill(#8F52EC);
stroke(0);
strokeWeight(2);
rect(xPos, yPos, sizeW, sizeH);
}
public float getXPos(){
return xPos;
}
public float getYPos(){
return yPos;
}
public float getSizeW(){
return sizeW;
}
public float getSizeH(){
return sizeH;
}
public boolean getIsShown(){
return isShown;
}
public void setXPos(float xPos){
this.xPos = xPos;
}
public void setYPos(float yPos){
this.yPos = yPos;
}
public void setSizeW(float sizeW){
this.sizeW = sizeW;
}
public void setSizeH(float sizeH){
this.sizeH = sizeH;
}
}
Paddle class
public class Paddle{
private float xPos, yPos, paddleH, paddleW;
public Paddle(float paddleW, float paddleH){
setPaddleW(paddleW);
setPaddleH(paddleH);
xPos = width/2;
yPos = height - this.paddleH;
}
public void movement(){
xPos = mouseX - paddleW/2;
if (xPos < 0){
xPos = 0;
}
if (xPos > (width - paddleW)){
xPos = width - paddleW;
}
}
public void display(){
fill(#320048);
noStroke();
rect(xPos,yPos,paddleW,paddleH);
}
public float getXPos(){
return xPos;
}
public float getYPos(){
return yPos;
}
public float getPaddleW(){
return paddleW;
}
public float getPaddleH(){
return paddleH;
}
public void setXPos(float xPos){
this.xPos = xPos;
}
public void setYPos(float yPos){
this.yPos = yPos;
}
public void setPaddleW(float paddleW){
if ((paddleW >= 30) && (paddleW <= width/2)){
this.paddleW = paddleW;
}
else {
this.paddleW = 300;
}
}
public void setPaddleH(float paddleH){
if ((paddleH >= 10) && (paddleH <= 20)){
this.paddleH = paddleH;
}
else {
this.paddleH = 15;
}
}
}
PlayerName class
public class PlayerName{
private String name;
public PlayerName(String name){
if(name.length() < 12){
this.name = name;
}
else{
this.name = name.substring(0,12);
}
}
public String getName(){
return name;
}
public void setName(String name){
this.name = name.substring(0,12);
}
}
I can't see everything, but try this change in main:
int xForBrick = 0;
for(int col = 0; col < numOfCols; col++)
{
if(col % 5 == 0) //change here
{
distRows = distRows + 1; //change here
xForBrick = 0;
}
bricks[col] = new Brick(xForBrick*256,distRows);
xForBrick++;
}

Rectangle intersects not working while jumping

I am making a game with android. The player is a rectangle that has to jump over obstacles. When i jump i decrease the height and the y coordinates. When i run the game the rectangle is jumping but when i try to jump over an obstacle its still hitting it. So i think i forget to change a value but i have no idea what value. Sorry for my bad english and i am a beginner at coding.
This is my Player class:
package com.example.niek.speelveld;
import android.graphics.Canvas;
import android.graphics.Paint;
/**
* Created by Niek on 15-8-2017.
*/
public class Player extends GameObject {
private int score;
private boolean up;
private boolean playing;
private long startTime;
private int h = 0;
private boolean jump;
public Player(int x , int y){
super.x = x;
super.y = y;
width = 100;
height = GamePanel.HEIGHT;
score = 0;
startTime = System.nanoTime();
}
public void setUp(boolean b){up = b;}
public void update(){
long elapsed = (System.nanoTime()-startTime)/1000000;
if(elapsed>100){
score++;
startTime = System.nanoTime();
}
if(up && h == 0){
jump = true;
up = false;
}
if (jump) {
if (h < 120) {
h = h + 7;
height = height - 7;
y = y - 7;
} else {
jump = false;
}
} else {
if (h > 0) {
h = h - 7;
height = height + 7;
y = y + 7;
}
}
}
public void draw(Canvas canvas){
Paint myPaint = new Paint();
myPaint.setStyle(Paint.Style.STROKE);
myPaint.setStrokeWidth(7);
canvas.drawRect(x, y, width + x, height, myPaint );
myPaint.setStrokeWidth(1);
canvas.drawText("HIGHSCORE " + score, GamePanel.WIDTH - 100 , 0+myPaint.getTextSize(), myPaint);
}
public int getScore(){return score;}
public boolean getPlaying(){return playing;}
public void setPlaying(boolean b){playing = b;}
//public void resetScore(){score = 0;}
public boolean getJump() {
return jump;
}
}
And in my Gamepanel class i use these 2 methods. When i call the class obstacle.get(i).update(); its only updating the x value so its moving towards the player.
public void update(){
if(player.getPlaying()) {
bg.update();
player.update();
//Add obstacles with timer
long obstacleElapsed = (System.nanoTime()-obstacleStartTime)/1000000;
if(obstacleElapsed >(2000 - player.getScore()/4)){
obstacles.add(new Obstacle(BitmapFactory.decodeResource(getResources(), R.drawable.rsz_spike1), WIDTH + 10, HEIGHT - 51, 14, 51, player.getScore()));
//reset timer
obstacleStartTime = System.nanoTime();
}
}
//Loop through every obstacle and check collision
for(int i = 0; i<obstacles.size(); i++){
obstacles.get(i).update();
if (collision(obstacles.get(i), player)) {
obstacles.remove(i);
player.setPlaying(false);
Intent intent = new Intent(c, Result.class);
intent.putExtra("SCORE", player.getScore());
c.startActivity(intent);
break;
}
//Remove obstacles that are out of the screen
if (obstacles.get(i).getX() < -100) {
obstacles.remove(i);
break;
}
}
}
public boolean collision(GameObject o, GameObject p){
if(Rect.intersects(o.getRectangle(), p.getRectangle())){
return true;
}
return false;
}
#Override
public void draw(Canvas canvas){
//Get Width and Height from screen
final float scaleFactorX = (float)getWidth()/WIDTH;
final float scaleFactorY = (float)getHeight()/HEIGHT;
if(canvas!=null) {
final int savedState = canvas.save();
canvas.scale(scaleFactorX, scaleFactorY);
bg.draw(canvas);
player.draw(canvas);
//Draw obstacles
for(Obstacle o : obstacles ){
o.draw(canvas);
}
canvas.restoreToCount(savedState);
}
}
And finally the Player and the Obstacle class extends Gameobject where i have the getRectangle method.
public Rect getRectangle(){
return new Rect(x, y, x+width, y+height);
}

How to spawn collectibles at random positions in Java

I making a game in Android Studio with Java. I am having an issue where my collectible keeps re-spawning in the same position after the player has collected it. I would like for it to re-spawn at random positions on the screen. How can I do this?
The collectible is a fuel can.
Here is the fuel can collectible class
Fuel.java
public class Fuel extends GameObject {
public Fuel(Bitmap res, int w, int h, int numFrames) {
x = GamePanel.WIDTH + 5000;
y = GamePanel.HEIGHT / 2;
dy =(random.nextInt()*(GamePanel.HEIGHT - (maxBorderHeight* 2)+maxBorderHeight));
dx = +GamePanel.MOVESPEED;
height = h;
width = w;
Bitmap[] image = new Bitmap[numFrames];
spritesheet = res;
for (int i = 0; i < image.length; i++)
{
image[i] = Bitmap.createBitmap(spritesheet, 0, i*height, width, height);
}
animation.setFrames(image);
animation.setDelay(100-dx);
animation.update();
}
public void update()
{
if (x < 0) {
reset();
}
x += dx;
dx = dx- 1;
if (dx <= -15) {
dx = -15;
}
animation.update();
}
public void draw(Canvas canvas)
{
try {
canvas.drawBitmap(animation.getImage(),x,y,null);
}catch (Exception e){}
}
public void reset(){
x = GamePanel.WIDTH + 5000;
y = GamePanel.HEIGHT/2 ;
dy = (random.nextInt()*(GamePanel.HEIGHT - (maxBorderHeight* 2)+maxBorderHeight));
dx = +GamePanel.MOVESPEED;
}
public void fuelCollected(){
reset();
}
}
GamePanel.java
public class GamePanel extends SurfaceView implements SurfaceHolder.Callback
{
private Fuel fuel;
#Override
public void surfaceCreated(SurfaceHolder holder){
fuel = new Fuel(BitmapFactory.decodeResource(getResources(), R.drawable.fuel),40,40,1);
}
public void update()
{
fuel.update();
if(collectFuel(player,fuel)){
distance +=100;
}
public boolean collectFuel(GameObject player, GameObject fuel){
if(Rect.intersects(player.getRectangle(),fuel.getRectangle()))
{
fuelCollected();
return true;
}
return false;
}
public void fuelCollected(){fuel.fuelCollected();}
}
#Override
public void draw(Canvas canvas){
// draw fuel can
fuel.draw(canvas);
}
}
Change Fuel reset() method to something like this:
public void reset() {
x = random.nextInt(GamePanel.WIDTH);
y = random.nextInt(GamePanel.HEIGHT);
dy = (random.nextInt()*(GamePanel.HEIGHT - (maxBorderHeight* 2)+maxBorderHeight));
dx = +GamePanel.MOVESPEED;
}
Assuming that x, y are integer variables x will be a random integer between 0 and GamePanel.WIDTH and y a random integer between 0 and GamePanel.HEIGHT.
Why do you add 5000 to the GamePanel.WIDTH ?

Java 2D Game adding bombs

I'm very new to game design (this is my first attempt) and this project will be used to create an android game.
I'm trying to make a simple game (as simple as possible).
What I need:
A background
a ship (that can move left an right at the bottom of the screen)
Enemies (Bombs dropping down from the sky)
projectiles (to shoot bombs with, shoot straight up)
Score (in the upper corner)
I have studied this tutorial:
http://www.kilobolt.com/game-development-tutorial.html
and changed code to get this:
http://i297.photobucket.com/albums/mm231/mabee84/Battleship.png
the black rectangles are projectiles.
Now I need to create the bombs but I can't figure out how to implement them.
they need to spawn at fixed y-value and a random x-value (within the screen)
Upon shooting on the bombs they should die but if bombs hit the ship game is over.
Please help i'm a bit stuck.
package kiloboltgame;
import java.applet.Applet;
import java.awt.Color;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.net.URL;
import java.util.ArrayList;
public class StartingClass extends Applet implements Runnable, KeyListener {
private Ship ship;
public static Bomb b1, b2;
public static int score = 0;
private Font font = new Font(null, Font.BOLD, 30);
private Image image, Battleship, Background, Bomb;
private static Background bg1, bg2;
private URL base;
private Graphics second;
#Override
public void init() {
setSize(800, 480);
setBackground(Color.BLACK);
setFocusable(true);
addKeyListener(this);
Frame frame = (Frame) this.getParent().getParent();
frame.setTitle("BattleShip");
try{
base = getDocumentBase();
}catch (Exception e){
//TODO: handle exception
}
//Image Setups
Battleship = getImage(base, "data/Battleship.png");
Background = getImage(base, "data/Background.png");
Bomb = getImage(base, "data/Bomb1.png");
}
#Override
public void start() {
bg1 = new Background(0, 0);
bg2 = new Background(800, 0);
ship = new Ship();
b1 = new Bomb(340, 100);
b2 = new Bomb(700, 100);
Thread thread = new Thread(this);
thread.start();
}
#Override
public void stop() {
// TODO Auto-generated method stub
}
#Override
public void destroy() {
// TODO Auto-generated method stub
}
#Override
public void run() {
while (true) {
ship.update();
ArrayList projectiles = ship.getProjectiles();
for(int i = 0; i < projectiles.size(); i++){
Projectile p = (Projectile) projectiles.get(i);
if(p.isVisible() == true){
p.update();
}else{
projectiles.remove(i);
}
}
b1.update();
b2.update();
bg1.update();
bg2.update();
repaint();
try {
Thread.sleep(17);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
#Override
public void update(Graphics g) {
if(image == null){
image = createImage(this.getWidth(), this.getHeight());
second = image.getGraphics();
}
second.setColor(getBackground());
second.fillRect(0, 0, getWidth(), getHeight());
second.setColor(getForeground());
paint(second);
g.drawImage(image, 0, 0, this);
}
#Override
public void paint(Graphics g) {
g.drawImage(Background, bg1.getBgX(), bg1.getBgY(), this);
ArrayList projectiles = ship.getProjectiles();
for(int i = 0; i < projectiles.size(); i++){
Projectile p = (Projectile) projectiles.get(i);
g.setColor(Color.BLACK);
g.fillRect(p.getX(), p.getY(), 5, 10);
}
g.drawImage(Battleship, ship.getCenterX() + 230, ship.getCenterY() -23, this);
g.drawImage(Bomb, b1.getCenterX() - 20, b1.getCenterY() - 20, this);
g.drawImage(Bomb, b2.getCenterX() - 20, b2.getCenterY() - 20, this);
g.setFont(font);
g.setColor(Color.BLACK);
g.drawString(Integer.toString(score), 710, 30);
}
#Override
public void keyPressed(KeyEvent e) {
switch(e.getKeyCode()){
case KeyEvent.VK_LEFT:
ship.moveLeft();
break;
case KeyEvent.VK_RIGHT:
ship.moveRight();
break;
case KeyEvent.VK_CONTROL:
ship.shoot();
score = score +100;
break;
}
}
#Override
public void keyReleased(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
ship.stop();
break;
case KeyEvent.VK_RIGHT:
ship.stop();
break;
}
}
#Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
public static Background getBg1() {
return bg1;
}
}
package kiloboltgame;
import java.util.ArrayList;
public class Ship {
//In Java, Class Variables should be private so that only its methods can change them.
private int centerX = 100;
private int centerY = 382;
private int speedX = 0;
private int speedY = 1;
private ArrayList<Projectile> projectiles = new ArrayList<Projectile>();
public void update() {
// Moves Character or Scrolls Background accordingly.
if (speedX < 0) {
centerX += speedX;
} else if (speedX == 0) {
System.out.println("Do not scroll the background.");
} else {
if (centerX <= 440) {
centerX += speedX;
} else {
System.out.println("Scroll Background Here");
}
}
// Updates Y Position
if (centerY + speedY >= 382) {
centerY = 382;
}else{
centerY += speedY;
}
// Prevents going beyond X coordinate of 0
if (centerX + speedX <= -230) {
centerX = -229;
}
}
public void moveRight() {
speedX = 6;
}
public void moveLeft() {
speedX = -6;
}
public void shoot(){
Projectile p = new Projectile(centerX + 285, centerY -10);
projectiles.add(p);
}
public ArrayList getProjectiles(){
return projectiles;
}
public void stop() {
speedX = 0;
}
public int getCenterX() {
return centerX;
}
public int getCenterY() {
return centerY;
}
public int getSpeedX() {
return speedX;
}
public int getSpeedY() {
return speedY;
}
public void setCenterX(int centerX) {
this.centerX = centerX;
}
public void setCenterY(int centerY) {
this.centerY = centerY;
}
public void setSpeedX(int speedX) {
this.speedX = speedX;
}
public void setSpeedY(int speedY) {
this.speedY = speedY;
}
}
package kiloboltgame;
public class Background {
private int bgX, bgY, speedX;
public Background(int x, int y){
bgX = x;
bgY = y;
speedX = 0;
}
public void update() {
bgX += speedX;
if (bgX <= -800){
bgX += 1600;
}
}
public int getBgX() {
return bgX;
}
public int getBgY() {
return bgY;
}
public int getSpeedX() {
return speedX;
}
public void setBgX(int bgX) {
this.bgX = bgX;
}
public void setBgY(int bgY) {
this.bgY = bgY;
}
public void setSpeedX(int speedX) {
this.speedX = speedX;
}
}
public class Projectile {
private int x, y, speedY;
private boolean visible;
public Projectile(int startX, int startY) {
x = startX;
y = startY;
speedY = -7;
visible = true;
}
public void update() {
y += speedY;
if(y > 480){
visible = false;
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getSpeedY() {
return speedY;
}
public boolean isVisible() {
return visible;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setSpeedY(int speedY) {
this.speedY = speedY;
}
public void setVisible(boolean visible) {
this.visible = visible;
}
}
package kiloboltgame;
public class Enemy {
private int maxHealth, currentHealth, power, speedX, centerX, centerY;
private Background bg = StartingClass.getBg1();
//Behavioral Methods
public void update(){
centerX += speedX;
speedX = bg.getSpeedX();
}
public void die(){
}
public void attack(){
}
public int getMaxHealth() {
return maxHealth;
}
public int getCurrentHealth() {
return currentHealth;
}
public int getPower() {
return power;
}
public int getSpeedX() {
return speedX;
}
public int getCenterX() {
return centerX;
}
public int getCenterY() {
return centerY;
}
public Background getBg() {
return bg;
}
public void setMaxHealth(int maxHealth) {
this.maxHealth = maxHealth;
}
public void setCurrentHealth(int currentHealth) {
this.currentHealth = currentHealth;
}
public void setPower(int power) {
this.power = power;
}
public void setSpeedX(int speedX) {
this.speedX = speedX;
}
public void setCenterX(int centerX) {
this.centerX = centerX;
}
public void setCenterY(int centerY) {
this.centerY = centerY;
}
public void setBg(Background bg) {
this.bg = bg;
}
}
package kiloboltgame;
public class Bomb extends Enemy {
public Bomb(int centerX, int centerY) {
setCenterX(centerX);
setCenterY(centerY);
}
}
This is all code that i have so far (I know the background is f*ed since the game this is based on is scrolling right and i haven't fixed it yet.
I recommend putting all object creation in a seperate part of the program. I'd make a BombFactory with a makeBomb mathod that returns a new Bomb instance. Inside the factory, figure out the x-coordinate, for instance using a randomiser. As parameters, you could specify a y-coordinate and possibly an upper and lower bound for the x. This way you can make new Bombs on the fly.
public class BombFactory {
private final Random rand;
public BombFactory() {
this.rand = new Random();
}
public Bomb makeBomb(int lowerboundX, int rangeX, int yPos) {
final int xPos = lowerboundX + rand.nextInt(rangeX);
return new Bomb(xPos, yPos);
}
}
As for the behaviour, I'd look into inheritance and interfaces some more. I see a lot of methods occurring more than once. You generally want to avoid that kind of duplication. You can start by taking all the methods having something to do with coords or movement and putting them in an abstract base class.
You can make a method inside Enemy that checks for a collision and responds to that in different ways, depending on how the subclass overrides it. In case of a Bomb, it would probably always kill itself and whatever it came in contact with.

libgdx how to zoom & rotate 3d model on touch

I am trying to create a simple app which allows you to load 3d model from .obj and zoom/rotate it by touching the screen.
I managed to write code which loads 3d model from file and detect gestures but now I am not sure what to do to enable zoom/rotate features by touching the screen.
Here is my code for now:
public class RenderObjApp implements ApplicationListener, GestureDetector.GestureListener {
public static int SCREEN_WIDTH = 800;
public static int SCREEN_HEIGHT = 600;
private static final String TAG = RenderObjApp.class.getSimpleName();
private Mesh model;
private PerspectiveCamera camera;
private float scale = 1f;
#Override
public void create() {
model = ObjLoader.loadObj(Gdx.files.internal("data/cessna.obj").read(), true);
Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
Gdx.input.setInputProcessor(new GestureDetector(this));
}
#Override
public void dispose() {
}
#Override
public void pause() {
}
#Override
public void render() {
Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
camera.update();
camera.apply(Gdx.gl10);
model.render(GL10.GL_TRIANGLES);
}
#Override
public void resize(int arg0, int arg1) {
float aspectRatio = (float) arg0 / (float) arg1;
camera = new PerspectiveCamera(75, 2f * aspectRatio, 2f);
camera.near = 0.1f;
camera.translate(0, 0, 0);
}
#Override
public void resume() {
}
#Override
public boolean touchDown(float x, float y, int pointer) {
Gdx.app.log(TAG, "touchDown: ");
return false;
}
#Override
public boolean tap(float x, float y, int count, int pointer, int button) {
Gdx.app.log(TAG, "tap: ");
return false;
}
#Override
public boolean longPress(float x, float y) {
Gdx.app.log(TAG, "zoom: ");
return false;
}
#Override
public boolean fling(float velocityX, float velocityY, int pointer, int button) {
Gdx.app.log(TAG, "fling: ");
return false;
}
#Override
public boolean pan(float x, float y, float deltaX, float deltaY) {
Gdx.app.log(TAG, "pan: ");
return false;
}
#Override
public boolean zoom(float initialDistance, float distance) {
Gdx.app.log(TAG, "zoom: initialDistance=" + initialDistance + ", distance=" + distance);
return false;
}
#Override
public boolean pinch(Vector2 initialPointer1, Vector2 initialPointer2, Vector2 pointer1, Vector2 pointer2) {
Gdx.app.log(TAG, "pinch: ");
return false;
}
}
So I am looking how to rotate the PerspectiveCamera and Mesh itself.
I have been working on a "Blender-style" camera that has pinch-to-zoom capability as well as (on desktop) most of the functionality you get with Blender's camera. It is a work in progress — it doesn't perfectly imitate the behavior of Blender's camera (yet). I think this will get you pointed in the right direction. Some things you should know:
You may have to translate your model so it sits on the origin. The camera remains pointed at the origin unless you translate it. (You can only translate on desktop and not on android so far);
I got most of the pinch-to-zoom handling code here: https://code.google.com/p/libgdx-users/wiki/PinchToZoom.
Sorry for the magic numbers. I will make those constants in the future.
If you or anyone else improves this code, I would love if you shared a copy with me.
The Abstract class:
/* Author: Christopher Grabowski, yourchristopher6334 gmail.com */
package ...;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.input.GestureDetector.GestureListener;
import com.badlogic.gdx.math.Vector2;
abstract public class ControllableCamera extends PerspectiveCamera implements InputProcessor{
abstract public void resize(int width, int height);
abstract public void render();
public ControllableCamera(int fieldOfView, int width, int height) {
super(fieldOfView, width, height);
}
#Override
public boolean keyDown(int keyCode) {
return false;
}
#Override
public boolean keyTyped(char arg0) {
return false;
}
#Override
public boolean keyUp(int arg0) {
return false;
}
#Override
public boolean touchDown(int x, int y, int pointer, int button) {
return false;
}
#Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
#Override
public boolean touchUp(int x, int y, int pointer, int button) {
return false;
}
#Override
public boolean mouseMoved(int arg0, int arg1) {
return false;
}
#Override
public boolean scrolled(int direction) {
return false;
}
}
The concrete class:
/* Author: Christopher Grabowski, yourchristopher6334 gmail.com */
package ...;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.math.Vector3;
/*
* the pause, resize, and render methods must be called within their corresponding
* methods in the ApplicationListener
*/
public class BlenderStyleCamera extends ControllableCamera {
public static final Vector3 ORIGIN = new Vector3(0, 0, 0);
private static boolean shiftIsPressed = false, controlIsPressed = false,
isScrollingUp = false, isScrollingDown = false,
isSingleTouched = false, justSingleTouched = false;
private float aspectRatio;
private int x = -1, y = -1;
private float dx = 0.0f, dy = 0.0f;
private final Vector3 tmp = new Vector3();
// fields related to pinch-to-zoom
private int numberOfFingers = 0;
private int fingerOnePointer;
private int fingerTwoPointer;
private float lastDistance = 0;
private final Vector3 fingerOne = new Vector3();
private final Vector3 fingerTwo = new Vector3();
public BlenderStyleCamera(int fieldOfView, int width, int height) {
super(fieldOfView, width, height);
aspectRatio = viewportHeight / viewportWidth;
Gdx.input.setInputProcessor(this);
up.set(0.0f, 1.0f, 0.0f);
position.set(0.0f, 0.0f, 30.0f);
far = 300.0f;
lookAt(0, 0, 0);
translate(0.0f, 0.0f, 2.1f);
lookAt(0, 0, 0);
update();
}
public void pause() {
numberOfFingers = 0;
}
#Override
public void resize(int width, int height) {
viewportWidth = width;
viewportHeight = height;
aspectRatio = viewportHeight / viewportWidth;
update();
}
#Override
public void render() {
if (isSingleTouched) {
// This gets the change in touch position and
// compensates for the aspect ratio.
if (x == -1 || y == -1 || justSingleTouched) {
x = Gdx.input.getX();
y = Gdx.input.getY();
} else {
dx = (x - Gdx.input.getX());
dy = (y - Gdx.input.getY()) / aspectRatio;
}
// This zooms when control is pressed.
if (controlIsPressed && dy > 0) {
scrollIn();
} else if (controlIsPressed && dy < 0) {
scrollOut();
}
// This translates the camera blender-style
// if shift is pressed.
// Note that this will look weird with a
// perspective camera.
else if (shiftIsPressed) {
translateTangentially();
}
// Default is to rotate the object
// (actually rotate the camera about a sphere
// that surrounds the object).
else {
travelAround();
}
x = Gdx.input.getX();
y = Gdx.input.getY();
justSingleTouched = false;
}
// this zooms when the mouse wheel is rotated
if (isScrollingUp) {
scrollIn();
isScrollingUp = false;
} else if (isScrollingDown) {
scrollOut();
isScrollingDown = false;
}
// Some key controls
if (Gdx.input.isKeyPressed(Keys.LEFT) || Gdx.input.isKeyPressed(Keys.A)) {
translateTangentially(1, 0);
} else if (Gdx.input.isKeyPressed(Keys.RIGHT)
|| Gdx.input.isKeyPressed(Keys.D)) {
translateTangentially(-1, 0);
}
if (Gdx.input.isKeyPressed(Keys.UP) || Gdx.input.isKeyPressed(Keys.W)) {
translateTangentially(0, 1);
} else if (Gdx.input.isKeyPressed(Keys.DOWN)
|| Gdx.input.isKeyPressed(Keys.S)) {
translateTangentially(0, -1);
}
update();
}
// These methods create the pinch zoom
// and set some flags for logic in render method.
#Override
public boolean touchDown(int x, int y, int pointer, int button) {
// for pinch-to-zoom
numberOfFingers++;
if (numberOfFingers == 1) {
isSingleTouched = true;
justSingleTouched = true;
fingerOnePointer = pointer;
fingerOne.set(x, y, 0);
} else if (numberOfFingers == 2) {
isSingleTouched = false;
fingerTwoPointer = pointer;
fingerTwo.set(x, y, 0);
float distance = fingerOne.dst(fingerTwo);
lastDistance = distance;
}
return true;
}
#Override
public boolean touchDragged(int x, int y, int pointer) {
if (numberOfFingers > 1) {
if (pointer == fingerOnePointer) {
fingerOne.set(x, y, 0);
}
if (pointer == fingerTwoPointer) {
fingerTwo.set(x, y, 0);
}
float distance = fingerOne.dst(fingerTwo);
if (lastDistance > distance) {
scrollOut();
} else if (lastDistance < distance) {
scrollIn();
}
lastDistance = distance;
update();
}
return true;
}
#Override
public boolean touchUp(int x, int y, int pointer, int button) {
isSingleTouched = false;
if (numberOfFingers == 1) {
Vector3 touchPoint = new Vector3(x, y, 0);
unproject(touchPoint);
}
numberOfFingers--;
// just some error prevention... clamping number of fingers (ouch! :-)
if (numberOfFingers < 0) {
numberOfFingers = 0;
}
lastDistance = 0;
return false;
}
// These methods set flags for logic in render method.
#Override
public boolean keyDown(int keycode) {
switch (keycode) {
case (Keys.SHIFT_LEFT):
case (Keys.SHIFT_RIGHT):
shiftIsPressed = true;
break;
case (Keys.CONTROL_LEFT):
case (Keys.CONTROL_RIGHT):
controlIsPressed = true;
break;
case (Keys.O):
this.up.set(0.0f, 1.0f, 0.0f);
this.position.set(0.0f, 0.0f, 30.0f);
this.lookAt(0, 0, 0);
this.update();
}
return true;
}
#Override
public boolean keyUp(int arg0) {
shiftIsPressed = controlIsPressed = false;
return true;
}
#Override
public boolean scrolled(int direction) {
if (direction == -1) {
isScrollingUp = true;
} else if (direction == 1) {
isScrollingDown = true;
}
return true;
}
// The rest of the methods translate the camera.
public void scrollIn() {
float magnitude = 1.0f;
scrollIn(magnitude);
}
public void scrollIn(float magnitude) {
if (position.dst2(ORIGIN) > 2.0f) {
tmp.set(position);
tmp.nor();
this.translate(-tmp.x * magnitude, -tmp.y * magnitude, -tmp.z
* magnitude);
update();
}
}
public void scrollOut() {
float magnitude = 1.0f;
scrollOut(magnitude);
}
public void scrollOut(float magnitude) {
tmp.set(position);
tmp.nor();
this.translate(tmp.x * magnitude, tmp.y * magnitude, tmp.z * magnitude);
update();
}
private void travelAround() {
tmp.set(up);
rotateAround(ORIGIN, tmp, dx);
tmp.crs(position).nor();
rotateAround(ORIGIN, tmp, dy);
}
private void translateTangentially() {
translateTangentially(dx, dy);
}
private void translateTangentially(float dx, float dy) {
tmp.set(up);
tmp.crs(position);
if (dx > 0) {
translate(tmp.x / 15.0f, tmp.y / 15.0f, tmp.z / 15.0f);
} else if (dx < 0) {
translate(-tmp.x / 15.0f, -tmp.y / 15.0f, -tmp.z / 15.0f);
}
if (dy > 0) {
translate(-up.x, -up.y, -up.z);
} else if (dy < 0) {
translate(up);
}
}
}
Please take a look at this: Mesh rendering issue libgdx.
Method render contains the code you need.
You either need to rotate the camera, or rotate the model.
I believe the libGDX Camera.rotateAround method does what you need. Leave the "point" as the center of your model and set the "axis" parameter based on which way the user is flinging/panning. The "angle" can either be a fixed value, or relative to the intensity of the fling/pan.

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