I'm new to java, and game programming and I'm starting my first big project which is a 2D platform puzzle game.
This is my player movement code
if (speedX > 0 && centerX <= 400){
centerX += speedX;
}
if (speedX < 0 && centerX >= 400){
centerX += speedX;
}
if (speedX > 0 && centerX >= 400){
bg1.setSpeedX(-MOVESPEED);
bg2.setSpeedX(-MOVESPEED);
}
if (speedX < 0 && centerX <= 400){
bg1.setSpeedX(MOVESPEED);
bg2.setSpeedX(MOVESPEED);
}
if (speedX == 0){
bg1.setSpeedX(0);
bg2.setSpeedX(0);
}
if(movingRight == true && movingLeft == true ){
bg1.setSpeedX(0);
bg2.setSpeedX(0);
}
// Handles Jumping
if (jumped == true) {
speedY += 1;
}
// Prevents going beyond X coordinate of 0
if (centerX + speedX <= 60) {
centerX = 61;
}
rect.setRect(centerX - 47, centerY - 65, 32, 87);
centerY += speedY;
}
public void moveRight() {
speedX = MOVESPEED;
}
public void moveLeft() {
speedX = -MOVESPEED;
}
public void stopRight() {
movingRight = false;
stop();
}
public void stopLeft() {
movingLeft = false;
stop();
}
private void stop() {
if (movingRight == false && movingLeft == false) {
speedX = 0;
}
if (movingRight == false && movingLeft == true) {
moveLeft();
}
if (movingRight == true && movingLeft == false) {
moveRight();
}
}
public void jump() {
if (jumped == false) {
speedY = JUMPSPEED;
jumped = true;
}
}
and this is the collision code
public void checkCollision(Rectangle rect){
if (rect.intersects(r)){
if(Player.movingRight){
Player.centerX = tileX + 11;
Player.speedX =0;
}
if(Player.movingLeft){
Player.centerX = tileX + 89;
Player.speedX = 0;
}
if(Player.speedY > 0){
Player.centerY = tileY - 25;
Player.speedY = 0;
Player.jumped = false;
}
}
}
There are two problems.The first one is that if I press one of the movement keys when landing the character "teleports" to the right or left.
I know this happens because I programmed it that if the character intersects with the ground while movingRight or movingLeft are true he moves right or left.(I made it this way so the horizonal collision will work) and I cant think of any other way to do it or how to fix it.
The second problem is that if the character moves of a platfrom he does not fall down.
I tryed to fix it by adding to the collision method
else{
speedY += 1;
}
But it made the character disappear for some reason.
Thanks a lot!
This code was originally written in C++ for a 3D platformer. I rewrote it, but there might be some bugs. I can draw a picture later if it's difficult to understand.
public void checkCollision(Rectangle rect){
if(player.intersects(rect)) {
//the rectangles intersect, time to move the player out of the block
if(rect.y+rect.height >= player.y && rect.y+rect.height-0.7f < player.y) { //if the player is at most 0.7 units (you should change this!) below top side
player.y = rect.y+rect.height; //set player to stand on top
speed.y = 0f; //stop the movement
onGround = true;
} else if(rect.y+rect.height > player.y && rect.y < player.y+player.height) { //if the playeer is on the side, but not below
float xEscMinus = (float)Math.abs((rect.x+rect.width)-player.x); //find the distance to the side
float xEscPlus = (float)Math.abs(rect.x-(player.x+player.width));
if(xEscMinus<xEscPlus) {
player.x = rect.x+rect.width;
} else {
player.x = rect.x-player.width;
}
}
}
}
Related
im making a game, but i ran into a problem while working with the function "intersect".
the senario looks like this; i've made a game where the player is a rectangle were the objective is to kill the enemy rectangle. The enemy "boss" rectangle has two "simulations" that simulate a movement and an attack these simulations are driven by vectors. The movement is horizantally back and forth and the attack is in a vertical maner, a charge type of deal. The boss also has a rectangular target area where if itersected the "boss" will charge across the screen.
now the problem comes when i tried to make it so that if the player intersects with the rectangular target area the "boss" will attack/charge. The boss attack/charge the first time the player intersects but not after that. I want the boss to follow the same pantern, is that he should only be able to go from side to side horizantaly and if Target area intersected; attack/charge verticaly.
( i will include some code bellow. sorry if my english is bad. )
first comes the main:
boss b;
Character C;
void setup(){
C = new Character();
b = new boss();
}
void draw(){
if (play) {
b.simulate(); //horizantal movement
}
if (b.start) {
b.sim(); //boss vertical attack
}
if (b.intersects(C)){
play = false;
b.start = true;
}
C.character(); //player
b.bounce(); //makes it bounce if horizantal. and stop if vertical
b.Display(); //boss
b.display(); //boss target area
}
Next comes the boss:
class boss {
int x = 10 ;
int y = 10 ;
boolean start = false;
int RW = 50;
int RH = 700;
boolean up = false;
boolean down = true;
boss() {
Location = new PVector( x+25, y ); //vector for the location of the boss
Velocity = new PVector( 5, 0 ); // vector for horizaltal movement
speed = new PVector( 0, 10 ); // vector for vertical down movement
speed2 = new PVector(0, -10); // vector for vertical up movement
}
void bounce() {
if ((Location.x == width) ||(Location.x == 0)) { //horizantal movement bounce on screen edge
Velocity.x = Velocity.x * -1;
}
if ((Location.y == 650) || (Location.y == 0)) {
start = false; //makes boss stop if reaches botton or top of the screen
play = true;
if (Location.y == 650) {
RH = -700;
up = true;
down = false; //specificly if it reaches top of screen
}
if (Location.y == 0) {
RH = 700;
down = true; //specificly if it reaches bottom of screen
up = false;
}
}
}
void simulate() {
Location.add(Velocity); //simulates horizantal movement
}
void sim() {
if (down) {
Location.add(speed); //simulates up and down attacking movemnet
}
if (up) {
Location.add(speed2);
}
}
boolean intersects(Character C) {
return Location.x < C.x + C.w && C.x < Location.x + RW &&
Location.y < C.y + C.h && C.y < Location.y + RH; //intersect between player and boss targeting area
}
void Display() {
rect( Location.x, Location.y, 50, 50 ); //boss
}
void display() {
rect( Location.x, Location.y+50, RW, RH ); //boss targeting area
}
}
if anything is unclear i will gladly clear up any confusion. :)
Thanks for sharing the code. It made it much easier.
When I comment this piece (not the if-condition the reset of start after the if)
if ((Location.y == 650) || (Location.y == 0)) {
// start = false;
then the boss starts going back up top and still calls intersects the Character when the co-ordinates match. However, post this the boss keeps bouncing up and down.
There is surely more work to be done on this to take account of the bullets fired and the hits to boss.
Hope this helps. :) It was fun debugging this code. I had never used PDE before this.
ok, here is the "edit"..
Now,
Good News: I can make it go in both directions only when it intersects
Bad News: It keeps going to the other side as long as it is intersecting. So if the Character is stationary then boss keeps intersecting and passing to the other side at least 8-10 times in the current speed.
Anyways, here is the summary. I added and isAttacking flag that tells the program to not stop the boss from crossing over if it has reached the bottom of the frame. The other thing I changed was the intersection condition. Now it just checks for intersection on the X-Axis. If you must compare intersection on the Y-Axis too then intersects is where you need to change & test.
After the long explanation :P Here is the code. Hope this is better.
Main
boss b;
Character C;
Inventory I;
Bullet B;
int previousKey = 0;
int lastKey;
int lastKeyCode;
void setup() {
C = new Character();
b = new boss();
I = new Inventory();
background(128, 128, 128);
size( 700, 700 );
strokeWeight( 10 );
frameRate( 30 );
}
void keyPressed() {
if (key == CODED) {
previousKey = keyCode;
if (keyCode == UP) {
C.MoveUP();
}
if (keyCode == LEFT) {
C.MoveLEFT();
}
if (keyCode == DOWN) {
C.MoveDOWN();
}
if (keyCode == RIGHT) {
C.MoveRIGHT();
}
}
if (key == 'w' || key == 'W') {
attack();
}
if ( key == 'q' || key == 'Q' ) {
if (I.Shoot == true) {
B = new Bullet(C.x, C.y);
this.Shoot();
}
} else if (key == 'e' || key == 'E') {
I.changePop();
}
if (keyPressed) {
if (key == 'a' || key == 'A') {
//play = false;
//b.start = true;
}
}
}
void attack() {
if (I.Attack == true) {
if (previousKey == UP) {
C.AttackUP();
}
if (previousKey == LEFT) {
C.AttackLEFT();
}
if (previousKey == DOWN) {
C.AttackDOWN();
}
if (previousKey == RIGHT) {
C.AttackRIGHT();
}
}
}
void Shoot() {
if (I.Shoot == true) {
if (previousKey == UP) {
B.ShootUP();
}
if (previousKey == LEFT) {
B.ShootLEFT();
}
if (previousKey == DOWN) {
B.ShootDOWN();
}
if (previousKey == RIGHT) {
B.ShootRIGHT();
}
}
}
boolean play = true;
void keyReleased() {
lastKey = 0;
lastKeyCode = 0;
}
void draw() {
background(128, 128, 128);
if (play) {
b.simulate();//side to side
}
if (b.start) {
b.sim(); //boss rush
}
if (b.intersects(C)) {
b.isAttacking = true;
play = false;
b.start = true;
} else {
b.isAttacking= false;
}
C.character();
b.bounce();
b.Display();//boss
b.display();//rush area
C.HPbar();
I.popUp();
if ( key == 'q' || key == 'Q' ) {
if (I.Shoot == true) {
B.bullet();
B.Simulate();
}
}
}
Enemies or Boss
class boss {
PVector Location;
PVector Velocity;
PVector speed;
PVector speed2;
int x = 10 ;
int y = 10 ;
boolean start = false;
int RW = 50;
int RH = 700;
boolean up = false;
boolean down = true;
boolean isAttacking = false;
boss() {
Location = new PVector( x+25, y );
Velocity = new PVector( 5, 0 );
speed = new PVector( 0, 10 );
speed2 = new PVector(0, -10);
}
void bounce() {
if ((Location.x == width) ||(Location.x == 0)) {
Velocity.x = Velocity.x * -1;
}
if ((Location.y == 650) || (Location.y == 0)) {
if (!isAttacking) {
start = false;
}
play = true;
if (Location.y == 650) {
RH = -700;
up = true;
down = false;
}
if (Location.y == 0) {
RH = 700;
down = true;
up = false;
}
}
}
void simulate() {
Location.add(Velocity);
}
void sim() {
//print("\n In Sim UP: [" + up + "] Down: [" + down + "] Location [" + Location + "]");
if (down) {
Location.add(speed);
}
if (up) {
Location.add(speed2);
}
}
boolean intersects(Character C) {
//print ("\nUP: [" + up + "] Down: [" + down + "] X: [" + (Location.x < (C.x + C.w) && (Location.x + RW) > C.x)
//+ "] Y: [" + (Location.y < (C.y + C.h) && (Location.y + RH) > C.y) + "]");
return Location.x < (C.x + C.w) && (Location.x + RW) > C.x;
//&&
// Location.y < (C.y + C.h) && (Location.y + RH) > C.y ;
}
void Display() {
pushStyle();
stroke(0);
fill(255, 0, 0);
rect( Location.x, Location.y, 50, 50 );
popStyle();
}
void display() {
pushStyle();
stroke(0);
strokeWeight(0);
fill(255, 0, 0, 20);
rect( Location.x, Location.y+50, RW, RH );
popStyle();
}
}
I am new to Slick2D and I am trying movements with my character. I can make it move smoothly while holding movement key, but I also want the character to finish its movement so it stops exactly on the next tile (I have simple map with tiles 32x32). And that is a problem for me, because it moves to the next tiles, but it teleports there - the movement is instant and I want my character to just continue with its movement with the same speed.
I tried for example something like this in my update() method:
else if (input.isKeyPressed(Input.KEY_D))
{
characterAnimation = characterAnimationRight;
characterAnimation.update(delta);
xCoord = (int) xCoord;
while (xCoord%32 != 0)
{
xCoord += 1;
characterAnimation.update(delta);
if (xCoord > Window.WIDTH - 32)
{
xCoord = Window.WIDTH - 32;
}
}
}
but I canĀ“t make it work.
Why don't you try to have a "xSpeed" and "ySpeed" and set those values according to where the 'characterAnimation' is set to and to whether you are on an exact tile or not?
Something like:
else if (input.isKeyPressed(Input.KEY_D)) {
characterAnimation = characterAnimationRight;
}
// ...
if (characterAnimation == characterAnimationRight){
xSpeed = 1;
}
else if (characterAnimation == characterAnimationLeft){
xSpeed = -1;
}
xCoord += xSpeed;
characterAnimation.update(delta);
if(xCoord % 32 == 0) {
xSpeed = 0;
}
// ...
I do not actually know how your code (or slick2d) works, so I assumed the xCoord value is magically taken into account when characterAnimation.update(delta) is called. Otherwise do whatever you need to update your character's position according to xCoord.
The solution is not to calculate xCoord in while() in the update() method. The reason is that it is calculated in single run of update() method and after that the render() method is called to render the character. That means character is rendered after that while() and it teleports.
Here is my solution:
#Override
public void update(GameContainer gc, StateBasedGame s, int delta)
throws SlickException {
// .......
if (moving)
{
if (movingDirection == DIR_RIGHT)
{
if (xCoord >= targetCoord)
{
xCoord = targetCoord;
moving = false;
}
else
{
xCoord += delta * 0.1f;
characterAnimation.update(delta);
if (xCoord > Window.WIDTH - 32)
{
xCoord = Window.WIDTH - 32;
}
}
}
else if (movingDirection == DIR_LEFT)
{
if (xCoord <= targetCoord)
{
xCoord = targetCoord;
moving = false;
}
else
{
xCoord -= delta * 0.1f;
characterAnimation.update(delta);
if (xCoord < 0)
{
xCoord = 0;
}
}
}
else if (movingDirection == DIR_UP)
{
if (yCoord <= targetCoord)
{
yCoord = targetCoord;
moving = false;
}
else
{
yCoord -= delta * 0.1f;
characterAnimation.update(delta);
if (yCoord < 0)
{
yCoord = 0;
}
}
}
else if (movingDirection == DIR_DOWN)
{
if (yCoord >= targetCoord)
{
yCoord = targetCoord;
moving = false;
}
else
{
yCoord += delta * 0.1f;
characterAnimation.update(delta);
if (yCoord > Window.WIDTH - 32)
{
yCoord = Window.WIDTH - 32;
}
}
}
}
}
Variable moving is set true after pressing movement key. Now after every call of render() the character is moved a little bit in the update() and rendered at this new position until it is exactly on the tile.
I have been trying to do player intersection with a small project i'm doing, and I can't seem to make it work. I got the Intersection to work with the player and the wall, but it's very buggy, by buggy I mean, it draws the player in the wall then moves him back instantly. (Check Gyazo for gif of this). I'm pretty sure the problem is that it only checks if the player is in the wall, and not WILL be in the wall, but I can't seem to figure out how to check this. This is what I have so far:
public void intersectsBox2(Rectangle r, Rectangle r2) {
P1 = new Point((int) r.getMinX(), (int) r.getMinY());
P2 = new Point((int) r.getMaxX(), (int) r.getMaxY());
P3 = new Point((int) r2.getMinX(), (int) r2.getMinY());
P4 = new Point((int) r2.getMaxX(), (int) r2.getMaxY());
if ((P2.y < P3.y || P1.y > P4.y || P2.x < P3.x || P1.x > P4.x)
&& !intersectsBox(playerRectangle(), noWalls[0])) {
isInsideWalls = true;
}
}
// Gets the players rectangle
public Rectangle playerRectangle() {
return new Rectangle(9 + dx, 23 + dy, 54, 90);
}
This is to make the player Move:
public void playerMovement() {
if (isInsideWalls) {
System.out.println("YOU ARE IN THE BOX!");
if (animation == down) {
dy -= moveSpeed;
isInsideWalls = false;
} else if (animation == up) {
dy += moveSpeed;
isInsideWalls = false;
} else if (animation == left) {
dx += moveSpeed;
isInsideWalls = false;
} else if (animation == right) {
dx -= moveSpeed;
isInsideWalls = false;
}
} else {
// Moves the player
if (moving == downMove) {
dy += moveSpeed;
moving = 0;
} else if (moving == upMove) {
dy -= moveSpeed;
moving = 0;
} else if (moving == leftMove) {
dx -= moveSpeed;
moving = 0;
} else if (moving == rightMove) {
dx += moveSpeed;
moving = 0;
}
}
This is to check for the intersection:
//Checks for intersection
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
intersectsBox2(walls[i][j], playerRectangle());
}
}
Not really sure if this is needed but heres the full Game.java if you need to see this: http://pastebin.com/GrDy689d
Also here is the Gif of the problem: http://i.gyazo.com/1f31f739897af78f81e61cf22ac772db.mp4
P.S: It's on purpose I can only go into 1 box at the moment for testing purposes.
You could move the player, then check to see if it is in a wall and, if it is, undo the move (or better, calculate a new location as the result of a move, check it, and if it is good, only then move the player there). Note that this assumes a single move can't put you all the way on the other side of a wall, but then it looks like your code does, too.
I'm building my first big project and I'm having trouble with the collision.
At first I used a println command in the collision detection and it worked great,so the problem is not with the detection itself I think.
This the movement code:
public void update() {
// Moves Character or Scrolls Background accordingly.
if (speedX > 0 && centerX <= 400){
centerX += speedX;
}
if (speedX < 0 && centerX >= 400){
centerX += speedX;
}
if (speedX > 0 && centerX >= 400){
bg1.setSpeedX(-MOVESPEED);
bg2.setSpeedX(-MOVESPEED);
}
if (speedX < 0 && centerX <= 400){
bg1.setSpeedX(MOVESPEED);
bg2.setSpeedX(MOVESPEED);
}
if (speedX == 0){
bg1.setSpeedX(0);
bg2.setSpeedX(0);
}
if(movingRight == true && movingLeft == true ){
bg1.setSpeedX(0);
bg2.setSpeedX(0);
}
// Handles Jumping
if (jumped == true) {
speedY += 1;
}
// Prevents going beyond X coordinate of 0
if (centerX + speedX <= 60) {
centerX = 61;
}
rect.setRect(centerX - 47, centerY - 65, 32, 87);
centerY += speedY;
}
public void moveRight() {
speedX = MOVESPEED;
}
public void moveLeft() {
speedX = -MOVESPEED;
}
public void stopRight() {
movingRight = false;
stop();
}
public void stopLeft() {
movingLeft = false;
stop();
}
private void stop() {
if (movingRight == false && movingLeft == false) {
speedX = 0;
}
if (movingRight == false && movingLeft == true) {
moveLeft();
}
if (movingRight == true && movingLeft == false) {
moveRight();
}
}
public void jump() {
if (jumped == false) {
speedY = JUMPSPEED;
jumped = true;
}
}
and this is the collision code:
public void checkCollision(Rectangle rect){
if (rect.intersects(r)){
if(Player.movingRight){
Player.centerX = tileX + 11;
Player.speedX =0;
}
if(Player.movingLeft){
Player.centerX = tileX + 89;
Player.speedX = 0;
}
if(Player.speedY > 0){
Player.centerY = tileY - 25;
Player.speedY = 0;
Player.jumped = false;
}
}
}
The problem is that it is very buggy, sometimes the player "teleports" and even falls threw the wall.
I am currently creating a maze using a pair of boolean array (horizontal and vertical) in order to draw lines for the maze.
The maze only every displays 5 bools from the array at one time. Then, I have an user who is always centered and as he moves through the maze the next set of bools are drawn. This is working as it should.
The issue that I am having is: when the user moves to a certain part of the maze the for loop drawing the lines becomes higher than the bool array and therefore crashes the app. Please find below some code snippets.
The onDraw:
protected void onDraw(Canvas canvas) {
canvas.drawRect(0, 0, width, height, background);
int currentX = maze.getCurrentX(),currentY = maze.getCurrentY();
int drawSizeX = 6 + currentX;
int drawSizeY = 6 + currentY;
currentX = currentX - 2;
currentY = currentY - 2;
for(int i = 0; i < drawSizeX - 1; i++) {
for(int j = 0; j < drawSizeY - 1; j++) {
float x = j * totalCellWidth;
float y = i * totalCellHeight;
if(vLines[i + currentY][j + currentX]) {
canvas.drawLine(x + cellWidth, //start X
y, //start Y
x + cellWidth, //stop X
y + cellHeight, //stop Y
line);
}
if(hLines[i + currentY][j + currentX]) {
canvas.drawLine(x, //startX
y + cellHeight, //startY
x + cellWidth, //stopX
y + cellHeight, //stopY
line);
}
}
//draw the user ball
canvas.drawCircle((2 * totalCellWidth)+(cellWidth/2), //x of center
(2 * totalCellHeight)+(cellWidth/2), //y of center
(cellWidth*0.45f), //radius
ball);
}
EDIT 1 - The Move -
public boolean move(int direction) {
boolean moved = false;
if(direction == UP) {
if(currentY != 0 && !horizontalLines[currentY-1][currentX]) {
currentY--;
moved = true;
}
}
if(direction == DOWN) {
if(currentY != sizeY-1 && !horizontalLines[currentY][currentX]) {
currentY++;
moved = true;
}
}
if(direction == RIGHT) {
if(currentX != sizeX-1 && !verticalLines[currentY][currentX]) {
currentX++;
moved = true;
}
}
if(direction == LEFT) {
if(currentX != 0 && !verticalLines[currentY][currentX-1]) {
currentX--;
moved = true;
}
}
if(moved) {
if(currentX == finalX && currentY == finalY) {
gameComplete = true;
}
}
return moved;
}
If there is anything else that I need to clarify please let me know.
Thanks in advance.
drawSizeX/Y indexes over the array when currentX/Y is high enough (length-6)
So limit the values to Math.min(current + 6, array.length)