Here is my Core project :
public class GameClass extends Game {
public static int screenWidth, screenHeight;
public static CustomScreen currentScreen;
public static PlayScreen playScreen;
#Override
public void create () {
screenWidth = Gdx.graphics.getWidth();
screenHeight = Gdx.graphics.getHeight();
CustomScreen.initialize();
playScreen = new PlayScreen(this);
SetScreen(playScreen);
}
public void SetScreen(CustomScreen screen) {
currentScreen = screen;
setScreen(currentScreen);
}
}
public abstract class CustomScreen implements Screen {
GameClass game;
static BitmapFont font;
static SpriteBatch batcher;
static OrthographicCamera cam;
public CustomScreen(GameClass game) {
this.game = game;
}
public static void initialize() {
cam = new OrthographicCamera();
cam.setToOrtho(true, GameClass.screenWidth, GameClass.screenHeight);
batcher = new SpriteBatch();
batcher.setProjectionMatrix(cam.combined);
font = new BitmapFont();
font.setScale(4f, -4f);
}
public void Clear() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
#Override
public abstract void render(float delta);
}
public class PlayScreen extends CustomScreen {
public static final int speed = 300;
public ArrayList<Entity> entityList;
Random rand = new Random();
float timer = rand.nextInt(2) + rand.nextFloat();
public PlayScreen(GameClass game) {
super(game);
entityList = new ArrayList<Entity>();
}
void update(float delta) {
timer -= delta;
if (timer <= 0) {
entityList.add(new Enemy(GameClass.screenWidth, rand.nextInt(GameClass.screenHeight - Enemy.Height)));
timer += rand.nextInt(2) + rand.nextFloat() + 1/2;
}
for (int i = entityList.size(); i > 0; --i)
entityList.get(i-1).update(delta);
}
#Override
public void render(float delta) {
Clear();
update(delta);
batcher.begin();
for (int i = 0; i < entityList.size(); ++i) {
entityList.get(i).Display(batcher);
}
if (entityList.size() > 1)
System.out.println(entityList.get(1).posX - entityList.get(0).posX);
batcher.end();
}
}
public abstract class Entity {
protected Sprite sprite;
public int posX, posY, width, height;
public Entity(int posX, int posY, int width, int height) {
this.posX = posX;
this.posY = posY;
this.width = width;
this.height = height;
}
public abstract void update(float delta);
public void Display(SpriteBatch batcher) {
batcher.draw(sprite, posX, posY, width, height);
}
}
public class Enemy extends Entity {
static Sprite texture = new Sprite(new Texture(Gdx.files.internal("enemy.png")));
public static int Width = 300, Height = 200;
public Enemy(int posX, int posY) {
super(posX, posY, Width, Height);
this.sprite = Enemy.texture;
}
#Override
public void update(float delta, int i) {
posX -= delta * PlayScreen.speed;
if (posX + width < 0) {
GameClass.playScreen.entityList.remove(this);
}
}
}
In PlayScreen, enemies keep spawning randomly, and they move from the right of the screen to the left, at a constant speed (final int 300). But when they reach the left edge of the screen (when posX <= 0), they slow down, for an unknown reason. The thing is, I didn't program anything to happen when an enemy reaches the edge of the screen. (I programmed them to disappear when they are completely outside of the screen, when posX + width <= 0, but it has nothing to do with my problem, since even when I remove this, they keep slowing down when reaching the edge of the screen).
It happends with both the desktop and the android projects, so this definitely comes from the Core project.
I have no idea why this happens, this is really, really awkward.
Here is a couple picture to show you what happens.
http://i.stack.imgur.com/DrOSH.png
http://i.stack.imgur.com/Zjtju.png
We can see that the two enemies are closer to each other on the second picture than on the first one.
You can set PlayScreen.speed to 100 instead of 300, it will be even more noticeable.
And if you set it to a low enough value, like 20, enemies will not just slow down, they will basically stop moving.
I'm lost and have no idea how to fix this problem. If you have any, please feel free to share it.
I fixed it. The problem was that Enemy.posX was an int instead of a float.
I'm not quite certain but I'd guess that your calculations in the Enemy class involving delta get rounded (since PlayScreen.Speed is an integer).
Having a low enough PlayScreen.Speed or a low enough delta will result in delta * PlayScreen.Speed being 0.something which will get cut off to 0 when converting to an integer, resulting in posX never changing.
I usually use floats for all calculations involving positions (e.g. posX and posY and so on...) so that this cutting off doesn't happen until something gets drawn on the screen (since pixels are always integers). This produces more accurate results and solves a lot of problems around movement on the screen.
Related
I want to make a game wherein when the main character sprite's X coordinate is less than the middle of the screen, he moves to the right and when it's more than the middle of the screen, he moves to the left. The sprite's animation changes when he is moving and when he is still (after reaching its destination). What I want to know is how can I do this when the sprite and its code for animation is in one class and the code for changing its X coordinate is in another class? Is it best to draw the same sprite in every class? How can I change the sprite when it is moving horizontally and when it is still? I plan to separate the code for what the sprite's actions will be in different classes because i want to call them randomly. Here is my code for the sprite's animation and i have no class for changing the x coordinate yet :
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.jpfalmazan.ninjaassault.NinjaAssault;
public class MainScreen implements Screen {
private static final int FRAME_COLS = 3;
private static final int FRAME_ROWS = 2;
Animation walkAnimation;
Texture walkSheet = new Texture ("ninjaWalk.png");
TextureRegion[] walkFrames;
TextureRegion currentFrame;
Texture holdStart;
float stateTime;
public Texture background;
private NinjaAssault game;
private Music BackgroundSFX;
public float screenWidth = Gdx.graphics.getWidth();
public float screenHeight = Gdx.graphics.getHeight();
float x = screenWidth/2;
float y = screenHeight/2;
public float walkSheetWidth = walkSheet.getWidth();
public float walkSheetHeight = walkSheet.getHeight();
public MainScreen (NinjaAssault game){
this.game = game;
}
#Override
public void show(){
background = new Texture("BGBlue.png");
holdStart = new Texture ("HoldStart.png");
BackgroundSFX = Gdx.audio.newMusic(Gdx.files.internal("data/RADWIMPS-iindesuka.mp3"));
TextureRegion[][] tmp = TextureRegion.split(walkSheet, (int )walkSheetWidth/FRAME_COLS, (int) walkSheetHeight/FRAME_ROWS);
walkFrames = new TextureRegion[FRAME_COLS*FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++){
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
walkAnimation = new Animation(0.0887f, walkFrames);
stateTime = 0f;
}
#Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stateTime += Gdx.graphics.getDeltaTime();
currentFrame = walkAnimation.getKeyFrame(stateTime, true);
float hsWidth = holdStart.getWidth();
float hsHeight = holdStart.getHeight();
float currentFrameWidth = (float)(screenHeight*0.15);
float currentFrameHeight = (float)(screenHeight*0.15);
float holdStartWidth = (float)(screenWidth * 0.75);
game.batch.begin();
game.batch.draw(background,0,0, screenWidth,screenHeight);
BackgroundSFX.play();
game.batch.draw(currentFrame, x -currentFrameWidth/2, 0,currentFrameWidth,currentFrameHeight);
game.batch.draw(holdStart, (screenWidth / 2 - (holdStartWidth / 2)), (float) (screenHeight * 0.5), holdStartWidth, holdStartWidth * (hsHeight / hsWidth));
game.batch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
BackgroundSFX.dispose();
background.dispose();
walkSheet.dispose();
holdStart.dispose();
}
}
I tried to research on how to do this but the answers I get wasn't that helpful.
Simplest way is to create a Player class and put all the code for the animation and frames in there. Then give it a way to save its position. Like a vector or just a float for the x coordinate. Or even better, use a Rectangle. A rectangle will make moving and collision detection much easier.
Something like this:
public class Player{
private Animation walkAnimation;
private Texture walkSheet;
private TextureRegion[] walkFrames;
private TextureRegion currentFrame;
private float stateTime;
private Rectangle bound; //used for positioning and collision detection
public Player(float x, float y, float width, float height){
bound = new Rectangle();
bound.x = x;
bound.y = y;
bound.width = width;
bound.height = height;
walkSheet = new Texture ("ninjaWalk.png");
TextureRegion[][] tmp = TextureRegion.split(walkSheet,(int)walkSheetWidth/FRAME_COLS, (int) walkSheetHeight/FRAME_ROWS);
walkFrames = new TextureRegion[FRAME_COLS*FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++){
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
walkAnimation = new Animation(0.0887f, walkFrames);
stateTime = 0f;
}
public rectangle getBound(){
return bound;
}
public void update(float delta){
statetime += delta;
currentFrame = walkAnimation.getKeyFrame(stateTime, true);
}
public TextureRegion getCurrentFrame(){
return currentFrame;
}
}
This is just a quick untested example.
You say you want to move the player from another class. I don't know how you plan to do that, but all you need to do to move the player is to manipulate the x and y of the bound.
Just some other comments on you code:
#Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
player.update(delta); // to update the player
/***
* This does not have to be set every single frame. Move it to show()
*
float hsWidth = holdStart.getWidth();
float hsHeight = holdStart.getHeight();
float currentFrameWidth = (float)(screenHeight*0.15);
float currentFrameHeight = (float)(screenHeight*0.15);
float holdStartWidth = (float)(screenWidth * 0.75);
****************************************************/
BackgroundSFX.play(); // I am sure you don't need to start playing this every single frame? 60 times a second.
game.batch.begin();
game.batch.draw(background,0,0, screenWidth,screenHeight);
game.batch.draw(player.getCurrentFrame(), player.getBound().x, player.getbound().y, player.getBound().width, player.getBound().height)
game.batch.draw(holdStart, (screenWidth / 2 - (holdStartWidth / 2)), (float) (screenHeight * 0.5), holdStartWidth, holdStartWidth * (hsHeight / hsWidth));
game.batch.end();
}
I have a tiled map on which I set characters(every character is of the size of one tile). I managed to make them clickable, even when screen resizes everything works perfect. Every time I click on character I want a button to show up above it. For a button I use stage and place the button in the place I clicked with small transition and it also works.
My problem is when I try to use clicklistener on this button. If the screen does not resize, clicklistener works. Problem starts when the screen get resized - clicks on players works well, only button does not work - after a resize the clicking space and the button space are not aligned. For test purposes I made a test map that shows me grids. It seems that stage is not properly resized. Picture for a reference. I tried many solutions I came upon on the Internet and still can't find a solution to my problem. I have shortened my code down to a minimum basic example:
public class Test extends ApplicationAdapter {
public static Stage stage;
public TiledMap tiledMap;
static OrthographicCamera camera;
TiledMapRenderer tiledMapRenderer;
public static boolean showMenu;
GestureDetector gesture;
InputMultiplexer myInputMultiplexer;
public static int posx, posy;
public static Image move;
public Texture moveMenu;
#Override
public void create() {
moveMenu = new Texture(Gdx.files.internal("move.png"));
gesture = new GestureDetector(new MyGestureListener());
myInputMultiplexer = new InputMultiplexer();
float unitScale = 1 / 32f;
camera = new OrthographicCamera();
camera.setToOrtho(true, 33, 21);
stage = new Stage(new ScreenViewport());
stage.getViewport().setCamera(camera);
tiledMap = new TmxMapLoader().load("test.tmx");
tiledMapRenderer = new OrthogonalTiledMapRenderer(tiledMap, unitScale);
myInputMultiplexer.addProcessor(stage);
myInputMultiplexer.addProcessor(gesture);
Gdx.input.setInputProcessor(myInputMultiplexer);
move = new Image(moveMenu);
move.setWidth(2);
move.setHeight(2);
move.addListener(new ClickListener() {
#Override
public void clicked(InputEvent event, float x, float y) {
move(); //my action, works fine
showMenu = false;
}
});
stage.addActor(move);
}
#Override
public void render() {
super.render();
stage.act();
tiledMapRenderer.setView(camera);
camera.update();
tiledMapRenderer.render();
if (showMenu) {
mainMenuDraw();
}
}
public static void mainMenuDraw() {
move.setPosition(posx, posy-2);
stage.draw();
}
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
public static OrthographicCamera getCamera() {
return camera;
}
public static Vector3 unprojectCoords(Vector3 coords) {
camera.unproject(coords);
return coords;
} }
and part of my gesturelistener:
public boolean touchDown(float x, float y, int pointer, int button) {
Vector3 temp_coord = new Vector3(x, y, 0);
Vector3 coords = Test.unprojectCoords(temp_coord);
return false;
}
#Override
public boolean tap(float x, float y, int count, int button) {
Vector3 temp_coord = new Vector3(x, y, 0);
Vector3 coords = Test.unprojectCoords(temp_coord);
Test.posx = (int) coords.x;
Test.posy = (int) coords.y;
tap = true;
Test.showMenu = true;
return false;
}
I would suggest to you read more about re-sizing and displaying pixels.
You need to recalculate pixels always when you render something.
- player, background image, buttons, events.
Actually you don't need to use resize method, just get the camera width and height.
You need to share more code, because it depends on everything.
I don't see how you are doing rendering.
tiledMapRenderer.render(), background rendering / layers?
player rendering?
menu rendering?
buttons rendering?
Example: (the same should be for event handler)
public GameButton(TextureRegion reg, float x, float y, OrthographicCamera cam) {
this.reg = reg;
this.x = x;
this.y = y;
this.cam = cam;
width = reg.getRegionWidth();
height = reg.getRegionHeight();
vec = new Vector3();
Texture tex = Game.res.getTexture("hud");
font = new TextureRegion[11];
for(int i = 0; i < 11; i++) {
font[i] = new TextureRegion(tex, 32 + i * 9, 16, 9, 9); //use height and width here)
}
}
I have made a class for the level generation and have got so far with it:
public class LevelGenerator {
private Sprite environment;
private float leftEdge, rightEdge, minGap, maxGap, y;
public Enemy enemy;
public LevelGenerator(Sprite environment, float leftEdge, float rightEdge,
float minGap, float maxGap) {
this.environment = environment;
this.leftEdge = leftEdge;
this.rightEdge = rightEdge;
this.minGap = minGap;
this.maxGap = maxGap;
}
public void generate(float topEdge){
if(y + MathUtils.random(minGap, maxGap) < topEdge)
return;
y = topEdge;
float x = MathUtils.random(leftEdge, rightEdge);
}
Basically, what I want to happen is for the enemy block to randomly generate on the sides of the screen. Here is the enemy block class (very simple):
public class Enemy extends Sprite{
public Enemy(Sprite sprite) {
super(sprite);
}
#Override
public void draw(Batch spriteBatch){
super.draw(spriteBatch);
}
}
This is what the game looks like at the moment when the block is just simply drawn on the game screen in a static position: http://i.imgur.com/SIt18Qn.png. What I am trying to achieve is for these "enemy" blocks to spawn randomly on either side of the screen but I can't seem to figure out a way to do it with the code I have so far.
Thank you!
I could not test but I think it will be fine, you have a rectangle if you want to see if it collides with another actor, if so updates its position in the update and draw method, and ramdon method start customizing to see if the coordinates, which colicionan be assigned to another actor rectagulo enemy or bye.
public class overFlowEnemy extends Sprite {
private final float maxH = Gdx.graphics.getHeight();
private final float maxW = Gdx.graphics.getWidth();
private Rectangle rectangle;
private Random random = new Random();
private float inttt = 0;
private float randomN = 0;
private boolean hasCollided = false;
public overFlowEnemy(Sprite sprite) {
super(sprite);
crearEnemigo();
rectangle = new Rectangle(getX(), getY(), getWidth(), getHeight());
}
#Override
public void draw(Batch spriteBatch) {
super.draw(spriteBatch);
}
private void crearEnemigo(){
setX(RandomNumber((int)maxW));
setY(RandomNumber((int)maxH));
}
private int RandomNumber(int pos) {
random.setSeed(System.nanoTime() * (long) inttt);
this.randomN = random.nextInt(pos);
inttt += randomN;
return (int)randomN;
}
public Rectangle getColliderActor(){
return this.rectangle;
}
}
the class as this should create a random enemy.
Edit: rereading your question, is that my English is not very good, and I think you wanted to be drawn only on the sides of the screen if so, tell me or adapts the class because when you create thought, which was across the screen.
I just added another class, if you can and want to work as you tell me which is correct, and delete the other.
public class overFlow extends Sprite {
private final float maxH = Gdx.graphics.getHeight();
private final float maxW = Gdx.graphics.getWidth();
private Rectangle rectangle;
private Random random = new Random();
private float inttt = 0;
private float randomN = 0;
private boolean hasCollided = false;
public overFlow(Sprite sprite) {
super(sprite);
crearEnemigo();
rectangle = new Rectangle(getX(), getY(), getWidth(), getHeight());
}
#Override
public void draw(Batch spriteBatch) {
super.draw(spriteBatch);
}
private void crearEnemigo(){
setX(RandomNumber((int)maxW, true));
setY(RandomNumber((int)maxH, false));
}
private int RandomNumber(int pos, boolean w) {
random.setSeed(System.nanoTime() * (long) inttt);
if (w = true){
this.randomN = random.nextInt((pos));
if(randomN % 2 == 0){
randomN = (pos - getWidth());
}else{
randomN = 0; //left screen
}
}else{
this.randomN = random.nextInt(pos - (int)getHeight());
}
inttt += randomN;
return (int)randomN;
}
public Rectangle getColliderActor(){
return this.rectangle;
}
}
This is my first Graphical Java program and what I'm trying to do is re-create a simple classic program where I have multiple balls bouncing in a JFrame window.
So far I have successfully been able to get one ball to bounce around using code inside the run() method. That works for one ball object that I create, but now I want to have many balls so I'm trying to create a method in my Ball class that will make each ball object that I create bounce in my "ball world" independently.
Right now all I care about is them bouncing off the walls, not each other (I will figure that out later).
The problem: In my ballMove(int, int, int, int) method I have four int parameters where the first two parameters are the width and height of the window, and the last two parameters are the Xspeed, and Yspeed. When I go through my if statements it will temperately set the x and y speed parameters to negative when the ball hits the right or bottom wall, but when the run() method executes the ballMove(int, int, int, int) method again, they go back to being positive and the balls disappear from the window. I have tried using a bunch of getter and setter methods in my ball class. I have tried temporary variables within my ballMove(int, int, int, int) method. Nothing I've tried works.
Question: By using my Ball class method, how do I prevent my parameters Xspeed and Yspeed from reinitializing my instance speed variables to positive when the ball(s) collide with the walls?
Because I'm new to graphical programming any helpful suggestions would be greatly appreciated.
import java.awt.Color;
import java.awt.Graphics;
import java.util.Random;
import javax.swing.JFrame;
public class Main extends JFrame implements Runnable {
/**
*
*/
private static final long serialVersionUID = 1L;
private int width = 800;
private int height= 600;
private int ballRadius = 50;
private Random rand = new Random();
//Create and initialize a ball object
public Ball ball = new Ball(Color.BLUE, ballRadius, ballRadius, rand.nextInt(500), rand.nextInt(500));
//public Ball ball2 = new Ball(Color.RED, ballRadius, ballRadius, rand.nextInt(500), rand.nextInt(500));
//public Ball ball3 = new Ball(Color.GREEN, ballRadius, ballRadius, rand.nextInt(500), rand.nextInt(500));
//public Ball ball4 = new Ball(Color.ORANGE, ballRadius, ballRadius, rand.nextInt(500), rand.nextInt(500));
//public Ball ball5 = new Ball(Color.YELLOW, ballRadius, ballRadius, rand.nextInt(500), rand.nextInt(500));
//constructor
public Main(){
setSize(width, height);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
//Paint the ball(s)
public void paint(Graphics g){
super.paint(g);
g.setColor(ball.getColor());
g.fillOval(ball.getBallX(), ball.getBallY(), ball.getWidth(), ball.getHeight());
//g.setColor(ball2.getColor());
//g.fillOval(ball2.getBallX(), ball2.getBallY(), ball2.getWidth(), ball2.getHeight());
//g.setColor(ball3.getColor());
//g.fillOval(ball3.getBallX(), ball3.getBallY(), ball3.getWidth(), ball3.getHeight());
//g.setColor(ball4.getColor());
//g.fillOval(ball4.getBallX(), ball4.getBallY(), ball4.getWidth(), ball4.getHeight());
//g.setColor(ball5.getColor());
//g.fillOval(ball5.getBallX(), ball5.getBallY(), ball5.getWidth(), ball5.getHeight());
}
//Run the program
public static void main(String [] args){
Main main = new Main();
main.setVisible(true);
main.run();
}
#Override
public void run() {
// TODO Auto-generated method stub
while(true){
try {
Thread.sleep(10);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
ball.ballMove(width, height, 20, 5);
repaint();
//ball2.ballMove(width, height, 15, 3);
//repaint();
//ball3.ballMove(width, height, 3, 20);
//repaint();
//ball4.ballMove(width, height, 10, 10);
//repaint();
//ball5.ballMove(width, height, 10, 20);
//repaint();
}
}
}
Here is my Ball class
import java.awt.Color;
import javax.swing.JFrame;
public class Ball extends JFrame {
/**
*
*/
private static final long serialVersionUID = 1L;
private int width, height, ball_X, ball_Y;
private int Xspeed;
private int Yspeed;
private Color color;
public Ball(Color color, int width, int height, int ball_X, int ball_Y){
this.width = width;
this.height = height;
this.color = color;
this.ball_X = ball_X;
this.ball_Y = ball_Y;
}
public Color getColor(){
return this.color;
}
public int getWidth(){
return this.width;
}
public int getHeight(){
return this.height;
}
public int getBallX(){
return this.ball_X;
}
public int getBallY(){
return this.ball_Y;
}
public void setSpeedX(int x){
this.Xspeed = x;
}
public void setSpeedY(int x){
this.Yspeed = x;
}
public int getSpeedX(){
return this.Xspeed;
}
public int getSpeedY(){
return this.Yspeed;
}
public void setBallX(int x){
this.ball_X = x;
}
public void setBallY(int y){
this.ball_Y = y;
}
public void ballMove(int X, int Y, int xSpeed, int ySpeed){
//initialize Xspeed and Yspeed with the parameters of the function
this.setSpeedX(xSpeed);
this.setSpeedY(ySpeed);
//Moves the balls by adding the set speed to the position of the balls each time thread is executed
this.setBallX(this.getBallX() + this.getSpeedX());
this.setBallY(this.getBallY() + this.getSpeedY());
//When the balls hit the walls they are suppose to bounce back until they hit another wall.
if(this.getBallX() + 50 >= X){
this.setSpeedX(-xSpeed);
}
if(this.getBallY() + 50 >= Y){
this.setSpeedY(-ySpeed);
}
if(this.getBallX() + 25 <= 0){
this.setBallX(xSpeed);
}
if(this.getBallY() + 25 <= 0){
this.setSpeedY(ySpeed);
}
}
}
Your problem is right there:
ball.ballMove(width, height, 20, 5);
Since this is a loop, every time it's called you make it move in the same direction. You're inverting the speed at the end of ballmove if it hits a wall but it doesn't matter because next time you call it, the ball still moves towards +20, +5.
My suggestion is to add the speed parameters when you create your instance of ball and have the ballmove update its own speed.
ball.ballMove(width, height);
Other suggestion: Put your collision check before actually moving the ball. That way you can make sure you're not going in the wrong direction before actually moving it.
Now, another problem is that in your main, you're calling the run() method of your runnable. Run gets executed on the current thread. You'd need to do something like this:
Thread t = new Thread(main);
t.start();
To do drawings and calculations independently of the JFrame.
I'm new to libgdx, I'm trying to make a sprite move while the camera follows. I can make the sprite move perfectly until I attach the camera to it. When I click, the sprite will move wherever it feels like (it seems) and the camera will follow properly. I've tried a few different things but at this point its just guessing and checking.
public class MyGdxGame implements ApplicationListener {
OrthographicCamera mCamera;
SpriteBatch mBatch;
Texture mTexture, mMap;
Sprite sprite;
float touchX, touchY;
float spriteX, spriteY, speed = 5;
#Override
public void create() {
float CAMERA_WIDTH = 480, CAMERA_HEIGHT = 320;
mBatch = new SpriteBatch();
mTexture = new Texture(Gdx.files.internal("data/logo.png"));
mMap = new Texture(Gdx.files.internal("data/sc_map.png"));
mCamera = new OrthographicCamera(CAMERA_WIDTH, CAMERA_HEIGHT);
mCamera.setToOrtho(false, CAMERA_WIDTH, CAMERA_HEIGHT);
}
#Override
public void dispose() {
}
#Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
mBatch.setProjectionMatrix(mCamera.combined);
mCamera.update();
mBatch.begin();
updateInput();
drawD();
mBatch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
public void drawD() {
mCamera.position.set(spriteX, spriteY, 0);
mBatch.draw(mMap, 0, 0);
mBatch.draw(mTexture, spriteX, spriteY);
}
public void updateInput() {
if (Gdx.input.justTouched()) {
touchX = Gdx.input.getX();
touchY = Gdx.input.getY();
}
if (touchX != spriteX) {
if (spriteX < touchX) {
spriteX += speed;
}
if (spriteX > touchX) {
spriteX -= speed;
}
}
if (touchY != spriteY) {
if (spriteY > Gdx.graphics.getHeight() - touchY) {
spriteY -= 10;
}
if (spriteY < Gdx.graphics.getHeight() - touchY) {
spriteY += 10;
}
}
}
}
Since you have spent a decent amount of time and are trying to get it working, I will give you a little push forward closer to what you are looking for. Look over the changes I made and below I will outline what I did to help you understand the code better.
Orthographic Camera, when you setup the camera 0,0 is the center of the screen. The width and the height are what you specified into the constructor. So the top edge would be x, 160 and the bottom edge would be x, -160. The left edge would be -240, y and the right edge would be 240, y.
drawD() Notice that I'm drawing the sprite in the middle of the image and it isn't moving. I instead move the map around in the opposite direction (y is inverted).
updateInput() Notice I pass in a delta value (this is the time in seconds between frames) this allows you to smoothly move things. The speed is 120, so this will smoothly move your character at a rate of 120/second.
The if condition is basically a simply way to compare the float values so it stops when it gets close enough. This prevents it from over shooting the target position and then bouncing back and forth because it might not be able to get to the exact value.
I added dispose calls for the textures you loaded, these are important as you don't want to fill up your memory.
I hope this helps get you started and pointed in the right direction. Working on games is a lot of work and takes time, so be patient and be ready to learn lots along the way!
Based on your comment I believe what you are looking for is something closer to this:
public class MyGdxGame implements ApplicationListener {
OrthographicCamera mCamera;
SpriteBatch mBatch;
Texture mTexture, mMap;
float touchX, touchY;
float spriteX, spriteY, speed = 120;
final float CAMERA_WIDTH = 480, CAMERA_HEIGHT = 320;
#Override public void create() {
mCamera = new OrthographicCamera(CAMERA_WIDTH, CAMERA_HEIGHT);
mBatch = new SpriteBatch();
mTexture = new Texture(Gdx.files.internal("data/logo.png"));
mMap = new Texture(Gdx.files.internal("data/sc_map.png"));
}
#Override public void dispose() {
mTexture.dispose();
mMap.dispose();
}
#Override public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
updateInput(Gdx.graphics.getDeltaTime());
mCamera.update();
mBatch.setProjectionMatrix(mCamera.combined);
mBatch.begin();
drawD();
mBatch.end();
}
#Override public void resize(final int width, final int height) {}
#Override public void pause() {}
#Override public void resume() {}
public void drawD() {
mBatch.draw(mMap, -spriteX - (mMap.getWidth() / 2), spriteY - (mMap.getHeight() / 2));
mBatch.draw(mTexture, -32, -32, 64, 64);
}
public void updateInput(final float delta) {
if (Gdx.input.justTouched()) {
touchX = Gdx.input.getX() - (Gdx.graphics.getWidth() / 2);
touchY = Gdx.input.getY() - (Gdx.graphics.getHeight() / 2);
}
final float dv = delta * speed;
if (Math.abs(touchX - spriteX) > 1) {
if (spriteX < touchX) {
spriteX += dv;
}
if (spriteX > touchX) {
spriteX -= dv;
}
}
if (Math.abs(touchY - spriteY) > 1) {
if (spriteY > touchY) {
spriteY -= dv;
}
if (spriteY < touchY) {
spriteY += dv;
}
}
}
}