So I had a quick question. I'm currently making a small game in java and I wanted to experiment with hiding the player behind fake 3D objects on the screen (Isometric drawing). Unfortunately I can't post a picture (Not enough rep). Basically it's a 3D block that is 32 by 48 that gives an illusion that it's 3D by having half of it a lighter color and the other half a darker one. The player is the same size as the block and can move freely around the map of these 'blocks'. If the player moves behind a block, it's bottom part is hidden behind it. The opposite when it moves in front, covering the non-player block. Now I made an example program in GameMaker Studio just to test it out. To make it work in GM, I made a script for each sprite that was one line of code:
depth = y * -1
This causes the bottom part of the player to 'hide' behind the blocks when it moves behind them. I looked into it a bit on GM's wiki and it's pretty much changing the 'depth' of the instances. Now my question is, how would I do something like this in Java?
P.S. This is not in a diamond. It is in a straight 2D world (looking 45 down towards objects from front).
EDIT:
Here are some pictures of the GameMaker version:
Player Outside
Player Inside
Read about drawing isometric worlds.
Read about Java and isometric development.
Thanks to Kayaman for solving the problem:
If you draw your player first, then a wall on the block south of it, the top half of the wall will mask the bottom half of the player. So no, you don't need to draw halves separately. This means of course that you need to draw the player at the same time as the map, so you can't first draw the map and then the player.
Just for future use, layering images in java is determined by the order in which they are added. This was the exact answer I was looking for. The GM code was GameMaker's way of setting the order in which the images were added to the screen.
Thanks to everyone for the help!
Related
Similar to the game Factorio im trying to create "3D" terrain but of course in 2D Factorio seems to do this very well, creating terrain that looks like this
Where you can see edges of terrain and its very clearly curved. In my own 2D game Ive been trying to think of how to do the same thing, but all the ways I can think of seem to be slow or CPU intensive. Currently my terrain looks like this:
Simply 2D quads textured and drawn on screen, each quad is 16x16 (except the water thats technically a background but its not important now), How could I even begin to change my terrain to look more like a Factorio or other "2.5D" games, do they simply use different textures and check where the tile would be relative to other tiles? Or do they take a different approach?
Thanks in advance for your help!
I am a Factorio dev but I have not done this, so I can only tell you what I know generally.
There is a basic way to do it and then there are optional improvements.
Either way you will need two things
Set of textures for every situation you want to handle
Set of rules "local topology -> texture"
So you have your 2d tile map, and you move a window across it and whenever it matches a pattern, you apply an appropriate texture.
You probably wouldn't want to do that on the run in every tick, but rather calculate it all when you generate the map (or map segment - Factorio generates new areas when needed).
I will be using your picture and my imba ms paint skills to demonstrate.
This is an example of such rule. Green is land, blue is water, grey is "I don't care".
In reality you will need a lot of such rules to cover all cases (100+ I believe).
In your case, this rule would apply at the two highlighted spots.
This is all you need to have a working generator.
There is one decision that you need to make here. As you can see, the shoreline runs inside the tile, not between tiles. So you need to chose whether it will run through the last land tile, or the last water tile. The picture can therefore be a result of these two maps (my template example would be from the left one):
Both choices are ok. In fact, Factorio switched from the "shoreline on land" on the left to the "shoreline on water" on the right quite recently. Just keep in mind that you will need to adjust the walking/pathfinding to account for this.
Now note that the two areas matched by the one pattern in the example look different. This can be a result of two possible improvements that make the result nicer.
First is that for one case you can have more different textures and pick a random one. You will need to keep that choice in the game save so that it looks the same after load.
Another one is more advanced. While the basic algorithm can already give you pretty good results, there are things it can't do.
You can use larger templates and larger textures that span over several tiles. That way you can draw larger compact pieces of the terrain without being limited by the fact that all the tiles need to be connectable to all (valid) others.
The example you provided are still 2D textures (technically). But since the textures themselves are 'fancy 3D', they appear to be 3D/2D angled.
So your best bet would be to upgrade your textures. (and add shadow to entities for extra depth).
Edit:
The edges you asked about are probably layed-out by checking if a 'tile' is an edge, and if so it adds an edge-texture on top the background. While the actual tile itself is also a flat image (just like the water). Add some shadow afterwards and the 3D illusion is complete.
I hope this answers your question, otherwise feel free to ask clarification.
I am making a 2D game in JavaFX and when detecting collisions, I am getting rather inaccurate results due to the player sprite being set as the fill of a rectangle and therefore not having the intended borders. Is there a way I could make my own shape so thatI could get as accurate as possible?
Another idea I had is checking if the pixel that collided was transparent and then not ending the game if it was. Does anyone know of a way I can get the coordinates of the pixel that collides so that from there I can use PixelReader to check?
If anyone knows a better way, please let me know!
Thanks,
Ethan
There are different ways to do this. Here is one way I have used with good success. I would make hit boxes, that were themselves rectangles. Then during collision detection, I would iterate through all the hit boxes to see if they collided with the flying projectile's hit boxes.
What this allows you to do is fill in complex shapes with smaller rectangles. For example a plane would have one long horizontal rectangle and one smaller rectangle crossing at the middle.
Currently I am using libGDX. In libGDX I use their Polygon object as stated here. https://stackoverflow.com/a/28540488/1490322 I have not seen similar functionality in JavaFX, but it would not be hard to copy what libGDX is doing into JavaFX code... their code is open sourced.
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.
I'm building an Android puzzle game where the user rotates and shifts pieces of a puzzle to form a final picture. It's a bit like a sliding block puzzle but the shape and size of pieces is not uniform - more like a sliding block version of tetris.
At the moment I've got puzzle pieces as imageViews which can be selected and moved around a view to position them. I've got the vector forms of the shapes behind the scenes as ArrayLists of Points.
But...I'm stuck on how to snap align the pieces together. I.e. when a piece is nearby another, shift one piece so that the nearby edges overlay each other (i.e. essentially share a boundary).
I'm sure this has been done plenty of times but can't find examples with code (in any language). It's similar to snapping to a grid but not the same and is the same kind of functionality you get in a diagramming type interface when you can snap objects to each other.
Can anyone point me toward a tutorial (any langauge) / code / or advise on how to implement it?
Urs is like Tangram game. I think it cannot be done with pieces of image to form a final picture. It can be done by Creating Geometry shapes(for both Final shape and pieces/slices of final picture) using android.Graphics package. Its quite easy to determine the final shape from the edges and vertices of pieces/slices.
http://code.google.com/p/photogaffe/ is worth checking out. It is an opensource sliding puzzle consisting of 15 pieces and allows the user to choose an image from their gallery.
You would only have to figure out your various shapes and how to rotate them. And if you are supplying your own images...how to load them.
Hope that helps.
What about drawing a box around each shape. Afterwards you define the middle of it. Then you can store a value for the rotation for each piece. And you would need to store the neighbours together with a vector the their middle.
Then you simply have to compute that the vector is in a reasonable range and the rotation is +-X degree. For example if the vector is in a range of +-10pixels and the rotation is +-3° you could rotate the piece and fit it into the 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.