How come my rect does not rotate during draw()?
When I enable box2d debug I see the actual box2d object rotating correctly but the actual rendered shape does not rotate ..
Tween.to(getPlayer(), ShapeAccessor.ANGLE, 0.7f)
.target(0.4f)
.ease(Elastic.OUT)
.repeatYoyo(0, 0)
.start(getLevel().getTweenManager());
Player has the following draw() method ..
public void draw(ShapeRenderer sRenderer, Vector2 pos) {
sRenderer.begin(ShapeType.Filled);
sRenderer.setColor(getColor().r, getColor().g, getColor().b, getColor().a);
sRenderer.identity();
sRenderer.rotate(0, 0, 1, getAngle());
sRenderer.translate(pos.x - getWidth(), pos.y - getHeight(), 0);
sRenderer.rect(0, 0, getWidth() * 2, getHeight() * 2);
sRenderer.end();
}
Heres my TweenAccessor ..
public class ShapeAccessor implements TweenAccessor<Shape> {
public static final int ANGLE = 5;
public int getValues(Shape target, int tweenType, float[] returnValues) {
switch (tweenType) {
case ANGLE: // animate object by rotation
returnValues[0] = ((Shape) target).getBody().getAngle();
return 1;
default:
assert false;
return -1;
}
}
public void setValues(Shape target, int tweenType, float[] newValues) {
switch (tweenType) {
case ANGLE: // animate object by rotation
((Shape) target).getBody().setTransform(
((Shape) target).getBody().getPosition(),
newValues[0]);
break;
default:
assert false;
}
}
}
Needed to scale angle up by 60 and modify the .rect coordinates ..
sRenderer.begin(ShapeType.Filled);
sRenderer.setColor(getColor().r, getColor().g, getColor().b, getColor().a);
sRenderer.identity();
sRenderer.translate(pos.x, pos.y, 0);
sRenderer.rotate(0, 0, 1, getBody().getAngle() * 60.0f);
sRenderer.rect(-getWidth(), -getHeight(), getWidth() * 2, getHeight() * 2);
sRenderer.end();
Related
I've looked for hours but I couldn't find anything but two StackOverflow questions, one of which had one answer, by the author, not really giving proper explanation.
I was working on a game with LWJGL2.9 and now decided to switch to LibGDX for its simplicity. I had working code that allowed me to move through space - but that code can't be converted 1:1 to LibGDX and I can't find any example, explanation, tutorial or anything of the like, not even in LibGDX's wiki.
This is the code that I used for LWJGL:
public Vectorf calculateMovement(MovementDirection direction, float newYaw, float walkSpeed, double deltaTime) {
Vectorf position = new Vectorf(0f, 0f, 0f); // Just a Vector3f
float amount = (walkSpeed) * (float) deltaTime;
switch (direction) {
case FORWARD:
case BACKWARD: {
float dx = (float) (direction.getXAdd() * Math.sin(Math.toRadians(newYaw))) * amount;
float dz = (float) -(direction.getZAdd() * Math.cos(Math.toRadians(newYaw))) * amount;
position.add(dx, direction.getYAdd() * amount, dz);
break;
}
case LEFT:
case RIGHT: {
float dx = (amount * (float) (Math.sin(Math.toRadians(newYaw + 90))) * direction.getXAdd());
float dz = (amount * (float) (Math.cos(Math.toRadians(newYaw + 90))) * direction.getZAdd());
position.add(dx, direction.getYAdd() * amount, dz);
break;
}
default: {
position.add(direction.getXAdd() * amount, direction.getYAdd() * amount, direction.getZAdd() * amount);
}
}
return position;
}
public enum MovementDirection {
FORWARD(1, 1),
BACKWARD(-1, -1),
LEFT(-1, 1),
RIGHT(1, -1),
UP(1),
DOWN(-1);
private final int xAdd;
private final int yAdd;
private final int zAdd;
MovementDirection(int yAdd) {
this(0, yAdd, 0);
}
MovementDirection(int xAdd, int zAdd) {
this(xAdd, 0, zAdd);
}
MovementDirection(int xAdd, int yAdd, int zAdd) {
this.xAdd = xAdd;
this.yAdd = yAdd;
this.zAdd = zAdd;
}
public float getXAdd() {
return xAdd;
}
public float getYAdd() {
return yAdd;
}
public float getZAdd() {
return zAdd;
}
}
I then updated the view matrix before rendering every frame calling the following method:
public static Matrix4f createViewMatrix(Camera camera) {
Matrix4f matrix = new Matrix4f();
matrix.setIdentity();
Matrix4f.rotate((float) Math.toRadians(camera.getYaw()), new Vector3f(1, 0, 0), matrix, matrix);
Matrix4f.rotate((float) Math.toRadians(camera.getPitch()), new Vector3f(0, 1, 0), matrix, matrix);
Matrix4f.rotate((float) Math.toRadians(camera.getDelta()), new Vector3f(0, 0, 1), matrix, matrix);
Matrix4f.translate(camera.getNegativePosition(), matrix, matrix);
return matrix;
}
LibGDX, though, uses matrixes in a totally different way and I have no idea how to configure it (or how to properly update the view matrix, for that matter). Here's what I have:
public static Matrix4 createViewMatrix(Camera camera) {
Matrix4 matrix = new Matrix4();
matrix.setToLookAt(camera.direction, camera.up);
return matrix;
}
I'm not really even sure how I would be using that, I'm completely lost. I can draw a cube on the screen and move my mouse around to see it but as soon as I try to move (W,A,S,D) the cube disappears (I'm guessing it has to do with the view matrix practically not being applied).
I know that it's a long read and the code may even be bad but I already could find little to nothing for LWJGL let alone LibGDX.
I finally got it. I was drawing before moving my camera and that, apparently, was the issue.
My render loop previously looked like this:
#Override
public void render() {
// Other code
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClearColor(0, 0, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
// Handle camera input
camera.update();
modelBatch.render(camera);
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
}
I simply moved the camera input handling and camera update above the "render" code:
#Override
public void render() {
// Other code
// Handle camera input
camera.update();
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClearColor(0, 0, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.render(camera);
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
}
I've been working on this a while and feel so close! Should be easy, but I'm still new to this.
The skeleton hand data is being passed in as joints[KinectPV2.JointType_HandLeft] and can be accessed through joint.getX() and joint.getY(). I want to pass this data into the update function to replace mouseX and mouseY. I'm guessing I have to create global variables to access it within the update function or maybe I have to pass the skeleton data as parameters into the update function? How can I replace the mouse position data with the hand position?
import KinectPV2.*;
KinectPV2 kinect;
private class MyFluidData implements DwFluid2D.FluidData{
// update() is called during the fluid-simulation update step.
#Override
public void update(DwFluid2D fluid) {
float px, py, vx, vy, radius, vscale, temperature;
radius = 15;
vscale = 10;
px = width/2;
py = 50;
vx = 1 * +vscale;
vy = 1 * vscale;
radius = 40;
temperature = 1f;
fluid.addDensity(px, py, radius, 0.2f, 0.3f, 0.5f, 1.0f);
fluid.addTemperature(px, py, radius, temperature);
particles.spawn(fluid, px, py, radius, 100);
boolean mouse_input = mousePressed;
// add impulse: density + velocity, particles
if(mouse_input && mouseButton == LEFT){
radius = 15;
vscale = 15;
px = mouseX;
py = height-mouseY;
vx = (mouseX - pmouseX) * +vscale;
vy = (mouseY - pmouseY) * -vscale;
fluid.addDensity (px, py, radius, 0.25f, 0.0f, 0.1f, 1.0f);
fluid.addVelocity(px, py, radius, vx, vy);
particles.spawn(fluid, px, py, radius*2, 300);
}
// add impulse: density + temperature, particles
if(mouse_input && mouseButton == CENTER){
radius = 15;
vscale = 15;
px = mouseX;
py = height-mouseY;
temperature = 2f;
fluid.addDensity(px, py, radius, 0.25f, 0.0f, 0.1f, 1.0f);
fluid.addTemperature(px, py, radius, temperature);
particles.spawn(fluid, px, py, radius, 100);
}
// particles
if(mouse_input && mouseButton == RIGHT){
px = mouseX;
py = height - 1 - mouseY; // invert
radius = 50;
particles.spawn(fluid, px, py, radius, 300);
}
}
}
int viewport_w = 1280;
int viewport_h = 720;
int viewport_x = 230;
int viewport_y = 0;
int gui_w = 200;
int gui_x = 20;
int gui_y = 20;
int fluidgrid_scale = 3;
DwFluid2D fluid;
// render targets
PGraphics2D pg_fluid;
//texture-buffer, for adding obstacles
PGraphics2D pg_obstacles;
// custom particle system
MyParticleSystem particles;
// some state variables for the GUI/display
int BACKGROUND_COLOR = 0;
boolean UPDATE_FLUID = true;
boolean DISPLAY_FLUID_TEXTURES = false;
boolean DISPLAY_FLUID_VECTORS = false;
int DISPLAY_fluid_texture_mode = 0;
boolean DISPLAY_PARTICLES = true;
public void settings() {
size(viewport_w, viewport_h, P2D);
smooth(4);
}
public void setup() {
surface.setLocation(viewport_x, viewport_y);
// main library context
DwPixelFlow context = new DwPixelFlow(this);
context.print();
context.printGL();
// fluid simulation
fluid = new DwFluid2D(context, viewport_w, viewport_h, fluidgrid_scale);
// set some simulation parameters
fluid.param.dissipation_density = 0.999f;
fluid.param.dissipation_velocity = 0.99f;
fluid.param.dissipation_temperature = 0.80f;
fluid.param.vorticity = 0.10f;
fluid.param.timestep = 0.25f;
fluid.param.gridscale = 8f;
// interface for adding data to the fluid simulation
MyFluidData cb_fluid_data = new MyFluidData();
fluid.addCallback_FluiData(cb_fluid_data);
// pgraphics for fluid
pg_fluid = (PGraphics2D) createGraphics(viewport_w, viewport_h, P2D);
pg_fluid.smooth(4);
pg_fluid.beginDraw();
pg_fluid.background(BACKGROUND_COLOR);
pg_fluid.endDraw();
// pgraphics for obstacles
pg_obstacles = (PGraphics2D) createGraphics(viewport_w, viewport_h, P2D);
pg_obstacles.smooth(4);
pg_obstacles.beginDraw();
pg_obstacles.clear();
float radius;
radius = 200;
pg_obstacles.stroke(64);
pg_obstacles.strokeWeight(1);
pg_obstacles.fill(0);
pg_obstacles.rect(1*width/2f, 1*height/4f, radius, radius/2, 10);
pg_obstacles.stroke(64);
pg_obstacles.strokeWeight(1);
pg_obstacles.fill(0);
pg_obstacles.rect(1*width/3.5f, 1*height/2.5f, radius, radius/2, 10);
//// border-obstacle
//pg_obstacles.strokeWeight(20);
//pg_obstacles.stroke(64);
//pg_obstacles.noFill();
//pg_obstacles.rect(0, 0, pg_obstacles.width, pg_obstacles.height);
pg_obstacles.endDraw();
fluid.addObstacles(pg_obstacles);
// custom particle object
particles = new MyParticleSystem(context, 1024 * 1024);
kinect = new KinectPV2(this);
//Enables depth and Body tracking (mask image)
kinect.enableDepthMaskImg(true);
kinect.enableSkeletonDepthMap(true);
kinect.init();
background(0);
frameRate(60);
}
public void draw() {
PImage imgC = kinect.getDepthMaskImage();
image(imgC, 0, 0, 320, 240);
//get the skeletons as an Arraylist of KSkeletons
ArrayList<KSkeleton> skeletonArray = kinect.getSkeletonDepthMap();
//individual joints
for (int i = 0; i < skeletonArray.size(); i++) {
KSkeleton skeleton = (KSkeleton) skeletonArray.get(i);
//if the skeleton is being tracked compute the skleton joints
if (skeleton.isTracked()) {
KJoint[] joints = skeleton.getJoints();
color col = skeleton.getIndexColor();
fill(col);
stroke(col);
drawHandState(joints[KinectPV2.JointType_HandRight]);
drawHandState(joints[KinectPV2.JointType_HandLeft]);
}
}
// update simulation
if(UPDATE_FLUID){
fluid.addObstacles(pg_obstacles);
fluid.update();
particles.update(fluid);
}
// clear render target
pg_fluid.beginDraw();
pg_fluid.background(BACKGROUND_COLOR);
pg_fluid.endDraw();
// render fluid stuff
if(DISPLAY_FLUID_TEXTURES){
// render: density (0), temperature (1), pressure (2), velocity (3)
fluid.renderFluidTextures(pg_fluid, DISPLAY_fluid_texture_mode);
}
if(DISPLAY_FLUID_VECTORS){
// render: velocity vector field
fluid.renderFluidVectors(pg_fluid, 10);
}
if( DISPLAY_PARTICLES){
// render: particles; 0 ... points, 1 ...sprite texture, 2 ... dynamic points
particles.render(pg_fluid, BACKGROUND_COLOR);
}
// display
image(pg_fluid , 320, 0);
image(pg_obstacles, 320, 0);
// display number of particles as text
//String txt_num_particles = String.format("Particles %,d", particles.ALIVE_PARTICLES);
//fill(0, 0, 0, 220);
//noStroke();
//rect(10, height-10, 160, -30);
//fill(255,128,0);
//text(txt_num_particles, 20, height-20);
// info
//String txt_fps = String.format(getClass().getName()+ " [size %d/%d] [frame %d] [fps %6.2f]", fluid.fluid_w, fluid.fluid_h, fluid.simulation_step, frameRate);
//surface.setTitle(txt_fps);
}
//draw a ellipse depending on the hand state
void drawHandState(KJoint joint) {
noStroke();
handState(joint.getState());
//println(joint.getState());
pushMatrix();
translate(joint.getX(), joint.getY(), joint.getZ());
//println(joint.getX(), joint.getY(), joint.getZ());
ellipse(joint.getX(), joint.getY(), 70, 70);
popMatrix();
}
/*
Different hand state
KinectPV2.HandState_Open
KinectPV2.HandState_Closed
KinectPV2.HandState_Lasso
KinectPV2.HandState_NotTracked
*/
//Depending on the hand state change the color
void handState(int handState) {
switch(handState) {
case KinectPV2.HandState_Open:
fill(0, 255, 0);
break;
case KinectPV2.HandState_Closed:
fill(255, 0, 0);
break;
case KinectPV2.HandState_Lasso:
fill(0, 0, 255);
break;
case KinectPV2.HandState_NotTracked:
fill(100, 100, 100);
break;
}
}
I'm guessing I have to create global variables to access it within the update function or maybe I have to pass the skeleton data as parameters into the update function?
What happened when you tried those approaches?
Either approach sounds fine. You could store the variables in a sketch-level variable, set those variables from the kinect code, then use those variables in your drawing code. Or you could pass the variables as a parameter to the drawing code. Either should work fine. I'd probably go for the first approach because it sounds easier to me, but that's just my personal preference.
I suggest working in smaller chunks. Create a separate program that ignores the kinect for now. Create a hard-coded sketch-level variable that holds the same type of information you'd get from the kinect. Then write drawing code that uses that hard-coded variable to draw the frame. Get that working perfectly before you try adding the kinect code back in.
Then if you get stuck on a specific step, you can post a MCVE and we can go from there. Good luck.
I'm currently trying to make a game, and I'm still novice with using cameras, and I'm thinking that two OrthographicCameras may be necessary, but I'm not sure if that's the most efficient way, or even how to do so.
Basically, I want this to be the layout for it:
The Main Area is where the main stuff is, which is a Server Interface. The Game Level is where the actual game part is in. I am currently using a ScissorStack to cut the region, but with this demo, results make me question how to do this:
public class TestScissorStackAndCamera extends ApplicationAdapter {
private SpriteBatch batch;
private OrthographicCamera camera;
private Sprite sprite;
private int width, height;
#Override
public void create() {
Gdx.gl.glClearColor(0, 0, 0, 0);
width = Gdx.graphics.getWidth();
height = Gdx.graphics.getHeight();
batch = new SpriteBatch();
camera = new OrthographicCamera(width, height);
camera.position.set(width / 2, height / 2, 0);
camera.update();
createSprite();
}
private void createSprite() {
Pixmap map = new Pixmap(width, height, Format.RGBA8888);
map.setColor(Color.RED);
map.fillRectangle(0, 0, width, height);
map.setColor(Color.BLUE);
map.drawLine(width / 2, 0, width / 2, height);
map.drawLine(0, height / 2, width, height / 2);
Texture texture = new Texture(map);
sprite = new Sprite(texture);
}
#Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined); // The Question!
batch.begin();
{
Rectangle scissors = new Rectangle();
Rectangle area = new Rectangle(10, 10, width - 20, height - 20);
ScissorStack.calculateScissors(camera, batch.getTransformMatrix(), area, scissors);
ScissorStack.pushScissors(scissors);
batch.draw(sprite, 0, 0);
batch.flush();
ScissorStack.popScissors();
}
batch.end();
}
public static void main(String[] args) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.title = "ScissorStack & Camera Test";
config.resizable = false;
new LwjglApplication(new TestScissorStackAndCamera(), config);
}
}
Questioning batch.setProjectionMatrix(camera.combined)
I marked a line in the code with a comment, The Question!, which is what is affecting the results. If I don't have it, using the camera.translate(...) method, the image is drawn at (0, 0) but what it does is it moves what part is viewed. If I do have that line, when I use the camera.translate(...) method, the image is drawn respectively to the position of the camera.
In respect to the game that I'm currently developing, it behaves awkwardly without the projectionMatrix not being set, but when I do set it, it messes up the positioning of the rest of the game. I even added some testing features, and it's not rendering inside of the correct ScissorStack
How could I go about setting up two cameras, or what could I do to set up what I'm trying to correctly and efficiently?
With my actual game (not the mock-up) this is what it is doing. It should be rendering inside of the red lines, but it's not:
If you'd like to see my current code for my GameLevel that is handling the ScissorStack and OrthographicCamera:
public GameLevel(int x, int y, int displayWidth, int displayHeight) {
this.x = x; // x = 10
this.y = y; // y = 10
this.displayWidth = displayWidth; // displayWidth = Gdx.graphics.getWidth() - x - 10
this.displayHeight = displayHeight; // displayHeight = Gdx.graphics.getHeight() - y - 120
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(displayWidth / 2, displayHeight / 2, 0);
// FBLAGame.batch.setProjectionMatrix(camera.combined);
camera.update();
init();
}
...
#Override
public void render() {
Rectangle area = new Rectangle(x, y, displayWidth, displayHeight);
Rectangle scissor = new Rectangle();
Matrix4 matrix = FBLAGame.batch.getTransformMatrix();
ScissorStack.calculateScissors(camera, matrix, area, scissor);
ScissorStack.pushScissors(scissor);
renderLevel();
FBLAGame.batch.flush();
ScissorStack.popScissors();
Pixmap map = new Pixmap(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), Format.RGBA8888);
map.setColor(Color.RED);
map.drawRectangle((int) area.x, (int) area.y, (int) area.width, (int) area.height);
Texture t = new Texture(map);
map.dispose();
FBLAGame.batch.draw(t, 0, 0);
}
it seems as though i cannot get the draw method to work???
it seems as though the bullet.draw(batcher)
does not work and i cannot understand why as the bullet is a sprite.
i have made a Sprite[] and added them as animation.
could that be it?
i tried
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation());
but that dont work, the only way it draws is this
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY());
below is the code.
// this is in a Asset Class
texture = new Texture(Gdx.files.internal("SpriteN1.png"));
texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
bullet1 = new Sprite(texture, 380, 350, 45, 20);
bullet1.flip(false, true);
bullet2 = new Sprite(texture, 425, 350, 45, 20);
bullet2.flip(false, true);
Sprite[] bullets = { bullet1, bullet2 };
bulletAnimation = new Animation(0.06f, bullets);
bulletAnimation.setPlayMode(Animation.PlayMode.LOOP);
// this is the GameRender class
public class GameRender() {
private Bullet bullet;
private Ball ball;
public GameRenderer(GameWorld world) {
myWorld = world;
cam = new OrthographicCamera();
cam.setToOrtho(true, 480, 320);
batcher = new SpriteBatch();
// Attach batcher to camera
batcher.setProjectionMatrix(cam.combined);
shapeRenderer = new ShapeRenderer();
shapeRenderer.setProjectionMatrix(cam.combined);
// Call helper methods to initialize instance variables
initGameObjects();
initAssets();
}
private void initGameObjects() {
ball = GameWorld.getBall();
bullet = myWorld.getBullet();
scroller = myWorld.getScroller();
}
private void initAssets() {
ballAnimation = AssetLoader.ballAnimation;
bulletAnimation = AssetLoader.bulletAnimation;
}
public void render(float runTime) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
batcher.begin();
// Disable transparency
// This is good for performance when drawing images that do not require
// transparency.
batcher.disableBlending();
// The ball needs transparency, so we enable that again.
batcher.enableBlending();
batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY());
// End SpriteBatch
batcher.end();
}
}
// this is the gameworld class
public class GameWorld {
public static Ball ball;
private Bullet bullet;
private ScrollHandler scroller;
public GameWorld() {
ball = new Ball(480, 273, 32, 32);
bullet = new Bullet(10, 10);
scroller = new ScrollHandler(0);
}
public void update(float delta) {
ball.update(delta);
bullet.update(delta);
scroller.update(delta);
}
public static Ball getBall() {
return ball;
}
public ScrollHandler getScroller() {
return scroller;
}
public Bullet getBullet() {
return bullet;
}
}
is there anyway so make the sprite work?
i am adding the bullet class to see if there could be something wrong there.
public class Bullet extends Sprite {
public static final float BULLET_HOMING = 6000;
public static final float BULLET_SPEED = 300;
private Vector2 velocity;
private float lifetime;
public Bullet(float x, float y) {
velocity = new Vector2(0, 0);
setPosition(x, y);
}
public void update(float delta) {
float targetX = GameWorld.getBall().getX();
float targetY = GameWorld.getBall().getY();
float dx = targetX - getX();
float dy = targetY - getY();
float distToTarget = (float) Math.sqrt(dx * dx + dy * dy);
dx /= distToTarget;
dy /= distToTarget;
dx *= BULLET_HOMING;
dy *= BULLET_HOMING;
velocity.x += dx * delta;
velocity.y += dy * delta;
float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y);
velocity.x /= vMag;
velocity.y /= vMag;
velocity.x *= BULLET_SPEED;
velocity.y *= BULLET_SPEED;
Vector2 v = velocity.cpy().scl(delta);
setPosition(getX() + v.x, getY() + v.y);
setOriginCenter();
setRotation(velocity.angle());
lifetime += delta;
setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime));
}
}
Your keyframes are kept in an array called bullets, but when you call the Animation constructor you pass something called 'aims' as the second argument. You should try instead passing 'bullets', as in:
bulletAnimation = new Animation(0.06f,bullets);
You shouldn't have a problem with using a Sprite[] as the Sprite class extends TextureRegion I think.
------ OP fixed the typo and still didn't work------
I think the problem will be with the origin arguments of the batcher.draw()call. The position of the Sprite is relative to the origin of the SpriteBatch's co-ordinate system, and the origin of the Sprite is relative to this position (i.e. the bottom-left corner of the Sprite rectangle). To get an origin in the center of the Sprite, i think originX should be width/2 and originY should be height/2. So try:
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime),bullet.getX(),bullet.getY(), bullet.getWidth()/2,bullet.getHeight()/2,bullet.getWidth(),bullet.getHeight(),1,1,bullet.getRotation());
Because if your getOriginX/Y methods return origins relative to the SpriteBatcher's co-ordinate system(the screen co-ordinates), then your Sprites could be rotating and scaling around some ridiculous origin and end up being drawn off-screen.
I hope I'm right and it's problem solved.
----- OP posted further code, the 'bullet' class-----
When you call bullet.getWidth() and bullet.getHeight() in your draw method, these will return 0.0f because you haven't specified values for them. Remember the Sprites you are actually drawing are bullet1 and bullet2 from your AssetLoader class. Try setting bullet's width and height with:
setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight());
in your bullet constructor.
I don't think you need to use setRegion() in your bullet class either, again, because the Sprites you're actually drawing are bullet1 and 2.
fingers crossed.
try and change the update method to this
Vector2 target = new Vector2(GameWorld.getBall().getX(), GameWorld.getBall().getY());
target.sub(getX(), getY());
target.nor().scl(BULLET_HOMING);
velocity.add(target.scl(delta));
velocity.nor().scl(BULLET_SPEED);
Vector2 v = velocity.cpy().scl(delta);
translate(v.x, v.y);
setOriginCenter();
setRotation(velocity.angle());
that should clean your code a little
I would like the camera to be positioned correctly but I am getting the result below:
It seems like when I resize the window, the map does not get rendered properly. Why does that happen?
Code:
public void render(float delta){
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
mapRenderer.setView(camera);
mapRenderer.render(background);
mapRenderer.render(foreground);
shapeRenderer.setProjectionMatrix(camera.combined);
//draw rectangles around walls
for(MapObject object : tiledMap.getLayers().get("walls").getObjects()){
if(object instanceof RectangleMapObject) {
RectangleMapObject rectObject = (RectangleMapObject) object;
Rectangle rect = rectObject.getRectangle();
shapeRenderer.begin(ShapeType.Line);
shapeRenderer.rect(rect.x, rect.y, rect.width, rect.height);
shapeRenderer.end();
}
}
//done drawing rectangles
}
#Override
public void resize(int width, int height) {
camera.viewportWidth = width;
camera.viewportHeight = height;
}
#Override
public void show(){
//call the tile map here
//I believe this is called first before render() is called
tiledMap = new TmxMapLoader().load("data/mapComplete.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(tiledMap, 1f);
//initiate shapeRenderer. Can remove later
shapeRenderer = new ShapeRenderer();
shapeRenderer.setColor(Color.RED);
camera = new OrthographicCamera();
camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
This should center the camera at the viewport of the game.
#Override
public void resize(int width, int height) {
camera.viewportWidth = width;
camera.viewportHeight = height;
camera.position.set(width/2f, height/2f, 0); //by default camera position on (0,0,0)
}
You do not set the position of the camera anywhere. Thus it is looking at (0, 0) by default (which means (0, 0) will be in the center of your screen). The TiledMapRenderer renders the bottom left corner of the map at (0, 0) which means that it will fill the top right quadrant of your screen. That's what you see in your screenshot.
To set it to the center of the map, you could do something like the following:
TiledMapTileLayer layer0 = (TiledMapTileLayer) map.getLayers().get(0);
Vector3 center = new Vector3(layer0.getWidth() * layer0.getTileWidth() / 2, layer0.getHeight() * layer0.getTileHeight() / 2, 0);
camera.position.set(center);