I want to move a sprite between two points.
first point is x=0 and y=0 and the second point is a point where the user touched the screen.
To move, I want to use an equation to go through the two points which is y=ax+b.
I have attempted this in the method move() but the sprite does not move.
Please help.
Class Display:
package com.example.name;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class Display extends SurfaceView {
private Bitmap bmp;
private SurfaceHolder holder;
private GameLoopThread gameLoopThread;
private Sprite sprite;
private long lastClick;
private float x = 0.0F;
private float y = 0.0F;
public Display(Context context) {
super(context);
bmp = BitmapFactory.decodeResource(getResources(), R.drawable.gonia);
sprite = new Sprite(this, bmp, x, y, x, y);
gameLoopThread = new GameLoopThread(this);
holder = getHolder();
holder.addCallback(new SurfaceHolder.Callback() {
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
gameLoopThread.setRunning(false);
while (retry) {
try {
gameLoopThread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
gameLoopThread.setRunning(true);
gameLoopThread.start();
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
});
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
sprite.onDraw(canvas);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (System.currentTimeMillis() - lastClick > 500) {
lastClick = System.currentTimeMillis();
x = (float) sprite.ostatniaWartoscX();
y = (float) sprite.ostatniaWartoscY();
float gotox = (float) event.getX();
float gotoy = (float) event.getY();
synchronized (getHolder()) {
sprite = new Sprite(this, bmp, x, y, gotox, gotoy);
}
}
return true;
}
}
Class Sprite:
package com.example.name;
import android.graphics.Bitmap;
import android.graphics.Canvas;
public class Sprite {
private float a;
private float b;
private float x;
private float y;
private float gotox;
private float gotoy;
private int executeMove = 0;
private Display display;
private Bitmap bmp;
public Sprite(Display display, Bitmap bmp, float x, float y, float gotox,
float gotoy) {
this.display = display;
this.bmp = bmp;
this.x = x;
this.y = y;
this.gotox = gotox;
this.gotoy = gotoy;
}
void update() {
if (x < gotox) {x++;executeMove = 1;}
if (x > gotox) {x--;executeMove = 1;}
if (executeMove == 1) {move();}
executeMove = 0;
}
void move() {
float x1 = x;
float y1 = y;
float x2 = gotox;
float y2 = gotoy;
a = (y2-y1)/(x2-x1);
b = y1 - x1*a;
y = x1 * a + b;
}
public float ostatniaWartoscX() {
return x;
}
public float ostatniaWartoscY() {
return y;
}
public void onDraw(Canvas canvas) {
update();
canvas.drawBitmap(bmp, x, y, null);
}
}
Thank You!
You need Bresenham's line algorithm to move your player. You can even cut it short that you only need to calculate the next movement (not the whole line). It's a simple/easy and low-calorie-algorithm.
You must adjust it to your needs.
public static ArrayList<Point> getLine(Point start, Point target) {
ArrayList<Point> ret = new ArrayList<Point>();
int x0 = start.x;
int y0 = start.y;
int x1 = target.x;
int y1 = target.y;
int sx = 0;
int sy = 0;
int dx = Math.abs(x1-x0);
sx = x0<x1 ? 1 : -1;
int dy = -1*Math.abs(y1-y0);
sy = y0<y1 ? 1 : -1;
int err = dx+dy, e2; /* error value e_xy */
for(;;){ /* loop */
ret.add( new Point(x0,y0) );
if (x0==x1 && y0==y1) break;
e2 = 2*err;
if (e2 >= dy) { err += dy; x0 += sx; } /* e_xy+e_x > 0 */
if (e2 <= dx) { err += dx; y0 += sy; } /* e_xy+e_y < 0 */
}
return ret;
}
Here is an example of code I use to move an object between two points.
Math.atan2 calculates the theta angle (-pi to +pi) which is the trajectory the object needs to travel. Delta is the time between this this update and the last update and velocity is the desired speed of the object. These all need to be multiplied together and then added to the current position to get the new position.
#Override
protected void update(float delta) {
double theta = Math.atan2(targetPos.y - pos.y, targetPos.x - pos.x);
double valX = (delta * velocity) * Math.cos(theta);
double valY = (delta * velocity) * Math.sin(theta);
pos.x += valX;
pos.y += valY;
}
Related
Can I get a clarification on how to figure out the point in which 2 line segments intersect?
I have this code in which I am creating a pong game but I am having trouble with figuring out where the ball intersects with the paddle and if so basically bounce it back. I know some basic algebra is needed but for the sake of my code what is needed?
I have the current position of the ball, the old position of the ball, and the paddles current position (ballX,Y , oldBallX,Y , etc) What would I have to do to get the (x, y) intersection point for the collision of the ball on the paddle?
CODE
`
package com.example.pong;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Rect;
import android.graphics.Region;
import android.media.MediaPlayer;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import androidx.annotation.NonNull;
public class PongView extends SurfaceView implements SurfaceHolder.Callback, Runnable {
private static final String TAG = "";
private final GameActivity gameActivity;
private Thread _thread;
private int screenWidth; // screen width
private int screenHeight; // screen height
Context _context;
private SurfaceHolder _surfaceHolder;
private boolean _run = false;
// All pong variables go in here
// Right Paddle
private float rPaddle; // variable set by touch event
// Left Paddle
private float lPaddle; // variable set by touch event
// Paddle variables
private int halfPaddle = 50;
private final static int MAX_FPS = 30; //desired fps
private final static int FRAME_PERIOD = 1000 / MAX_FPS; // the frame period
private Paint background = new Paint();
private Paint dark = new Paint();
private float ballX = 500.0f; // ball location
private float ballY = 250.0f;
/// pongSpeed variables
public float pongSpeed = 1.0f;
private long mLastTime = Long.MAX_VALUE;
private float timeElapsed; // Time since last frame in seconds
// The speed in pixels per second
private float ballSpeedX = 300.0f;
private float ballSpeedY = 300.0f;
// Variables for current pong position
private float oldBallX = 0.0f;
private float oldBallY = 0.0f;
private float xPos = 0.0f;
private float yPos = 0.0f;
private float xDir = 1.0f;
private float yDir = 1.0f;
//
public PongView(Context context) {
super(context);
_surfaceHolder = getHolder();
getHolder().addCallback(this);
this.gameActivity = (GameActivity) context;
_context = context;
setFocusable(true);
setFocusableInTouchMode(true);
}
//
public void setRPaddle(float rp) {
synchronized (_surfaceHolder) {
rPaddle = rp;
}
}
public void setLPaddle(float lp) {
synchronized (_surfaceHolder) {
lPaddle = lp;
}
}
#Override
public void run() {
float avg_sleep = 0.0f;
float fcount = 0.0f;
long fps = System.currentTimeMillis();
Canvas c;
while (_run) {
c = null;
long started = System.currentTimeMillis();
try {
c = _surfaceHolder.lockCanvas(null);
synchronized (_surfaceHolder) {
// Update game state
update();
}
// draw image
drawImage(c);
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
_surfaceHolder.unlockCanvasAndPost(c);
}
}
float deltaTime = (System.currentTimeMillis() - started);
int sleepTime = (int) (FRAME_PERIOD - deltaTime);
if (sleepTime > 0) {
try {
_thread.sleep(sleepTime);
}
catch (InterruptedException e) {
}
}
}
}
public void pause() {
_run = false;
boolean retry = true;
while (retry) {
try {
_thread.join();
retry = false;
} catch (InterruptedException e) {
// try again shutting down the thread
}
}
}
public void initialize(int w, int h) {
screenWidth = w;
screenHeight = h;
// create paints, rectangles, init time, etc
background.setColor(0xff200040); // should really get this from resource file
dark.setColor(0xffdddddd);
}
protected void update() {
// game update goes here
int width = getWidth();
int height = getHeight();
MediaPlayer pip = MediaPlayer.create(_context.getApplicationContext(), R.raw.lil_pip);
long now = System.currentTimeMillis(); // Current time
if (now > mLastTime)
{
timeElapsed = (now - mLastTime) / 1000.0f;
}
mLastTime = now;
ballX += ballSpeedX * timeElapsed;
ballY += ballSpeedY * timeElapsed;
oldBallX = ballX;
oldBallY = ballY;
collisionCheck();
//Treat paddle as line segment. Treat ball positions as points.
//Change ball direction if the two line segments intersect.
}
protected void collisionCheck()
{
// Bounce right side
if ((ballX > screenWidth) && (ballSpeedX > 0.0f))
{
ballSpeedX *= -1.0f;
pip.start();
}
// Bounce left side
// Not sure if using "80 *" is the best
if ((80 * ballX < screenHeight) && (ballSpeedX < 0.0f))
{
ballSpeedX *= -1.0f;
pip.start();
}
// Bounce bottom side
if ((ballY > screenHeight) && (ballSpeedY > 0.0f))
{
ballSpeedY *= -1.0f;
pip.start();
}
// Bounce top side
// Not sure if using "80 *" is the best
if ((80 * ballY < screenHeight) && (ballSpeedY < 0.0f))
{
ballSpeedY *= -1.0f;
pip.start();
}
Log.d("TAG", "Ball is moving");
}
private void rightPaddle (Canvas canvas)
{
canvas.drawRect(7 * screenWidth / 8, rPaddle * screenHeight + halfPaddle,
7 * screenWidth / 8 + 15, rPaddle * screenHeight - halfPaddle, dark);
}
private void leftPaddle (Canvas canvas)
{
canvas.drawRect( screenWidth / 8, lPaddle * screenHeight + halfPaddle,
screenWidth / 8 + 15, lPaddle * screenHeight - halfPaddle, dark);
}
private void pongBall (Canvas canvas)
{
canvas.drawRect(ballX, ballY, ballX + 10, ballY + 10, dark);
}
protected void drawImage(Canvas canvas) {
if (canvas == null) return;
// Draw commands go here
// Draw commands go here
canvas.drawRect(0, 0, getWidth(), getHeight(), background);
pongBall(canvas);
rightPaddle(canvas);
leftPaddle(canvas);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
screenWidth = w;
screenHeight = h;
super.onSizeChanged(w, h, oldw, oldh);
initialize(w, h);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
_run = true;
_thread = new Thread(this);
_thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// simply copied from sample application LunarLander:
// we have to tell thread to shut down & wait for it to finish, or else
// it might touch the Surface after we return and explode
boolean retry = true;
_run = false;
while (retry) {
try {
_thread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
int numPointers = event.getPointerCount();
int ptrIdx = 0;
while (ptrIdx < numPointers) {
int id = event.getPointerId(ptrIdx);
float xp = event.getX(ptrIdx) / screenWidth;
if (xp > 0.6) {
setRPaddle(event.getY(ptrIdx) / screenHeight);
} else if (xp < 0.4) {
setLPaddle(event.getY(ptrIdx) / screenHeight);
}
if ((ptrIdx > 0) || (id > 0)) {
Log.i(TAG, " Feel the power..." + ptrIdx + " " + id);
}
ptrIdx++;
}
return true;
}
}
`
I've tried making the paddles into Path's but my confusion is what exactly am I using for x1, x2, y1, y2 to find out the point of intersection.
You have to know some basic algebra knowledge. A line can be written in the form of Ax + By + C = 0 in a plain. (See Wikipedia-Line)
To calculate the intersect, you may first calculate the equation of the two lines.
A line passing from (x1, y1) and (x2, y2) can be written in the form of (y1 - y2) * x + (x2 - x1) * y + (x1 * y2 - x2 * y1) = 0. This way, you can calculate the equation of the two lines.
Now, you get the equation of the two lines. Say A1 * x + B1 * y + C1 = 0 and A2 * x + B2 * y + C2 = 0. Then the x-coordinate of the intersect will be (C2 * B1 - C1 * B2) / (A1 * B2 - A2 * B1), and the y-coordinate will be (C1 * A2 - C2 * A1) / (A1 * B2 - A2 * B1). Thus, you get the intersect.
I am making a game with android. The player is a rectangle that has to jump over obstacles. When i jump i decrease the height and the y coordinates. When i run the game the rectangle is jumping but when i try to jump over an obstacle its still hitting it. So i think i forget to change a value but i have no idea what value. Sorry for my bad english and i am a beginner at coding.
This is my Player class:
package com.example.niek.speelveld;
import android.graphics.Canvas;
import android.graphics.Paint;
/**
* Created by Niek on 15-8-2017.
*/
public class Player extends GameObject {
private int score;
private boolean up;
private boolean playing;
private long startTime;
private int h = 0;
private boolean jump;
public Player(int x , int y){
super.x = x;
super.y = y;
width = 100;
height = GamePanel.HEIGHT;
score = 0;
startTime = System.nanoTime();
}
public void setUp(boolean b){up = b;}
public void update(){
long elapsed = (System.nanoTime()-startTime)/1000000;
if(elapsed>100){
score++;
startTime = System.nanoTime();
}
if(up && h == 0){
jump = true;
up = false;
}
if (jump) {
if (h < 120) {
h = h + 7;
height = height - 7;
y = y - 7;
} else {
jump = false;
}
} else {
if (h > 0) {
h = h - 7;
height = height + 7;
y = y + 7;
}
}
}
public void draw(Canvas canvas){
Paint myPaint = new Paint();
myPaint.setStyle(Paint.Style.STROKE);
myPaint.setStrokeWidth(7);
canvas.drawRect(x, y, width + x, height, myPaint );
myPaint.setStrokeWidth(1);
canvas.drawText("HIGHSCORE " + score, GamePanel.WIDTH - 100 , 0+myPaint.getTextSize(), myPaint);
}
public int getScore(){return score;}
public boolean getPlaying(){return playing;}
public void setPlaying(boolean b){playing = b;}
//public void resetScore(){score = 0;}
public boolean getJump() {
return jump;
}
}
And in my Gamepanel class i use these 2 methods. When i call the class obstacle.get(i).update(); its only updating the x value so its moving towards the player.
public void update(){
if(player.getPlaying()) {
bg.update();
player.update();
//Add obstacles with timer
long obstacleElapsed = (System.nanoTime()-obstacleStartTime)/1000000;
if(obstacleElapsed >(2000 - player.getScore()/4)){
obstacles.add(new Obstacle(BitmapFactory.decodeResource(getResources(), R.drawable.rsz_spike1), WIDTH + 10, HEIGHT - 51, 14, 51, player.getScore()));
//reset timer
obstacleStartTime = System.nanoTime();
}
}
//Loop through every obstacle and check collision
for(int i = 0; i<obstacles.size(); i++){
obstacles.get(i).update();
if (collision(obstacles.get(i), player)) {
obstacles.remove(i);
player.setPlaying(false);
Intent intent = new Intent(c, Result.class);
intent.putExtra("SCORE", player.getScore());
c.startActivity(intent);
break;
}
//Remove obstacles that are out of the screen
if (obstacles.get(i).getX() < -100) {
obstacles.remove(i);
break;
}
}
}
public boolean collision(GameObject o, GameObject p){
if(Rect.intersects(o.getRectangle(), p.getRectangle())){
return true;
}
return false;
}
#Override
public void draw(Canvas canvas){
//Get Width and Height from screen
final float scaleFactorX = (float)getWidth()/WIDTH;
final float scaleFactorY = (float)getHeight()/HEIGHT;
if(canvas!=null) {
final int savedState = canvas.save();
canvas.scale(scaleFactorX, scaleFactorY);
bg.draw(canvas);
player.draw(canvas);
//Draw obstacles
for(Obstacle o : obstacles ){
o.draw(canvas);
}
canvas.restoreToCount(savedState);
}
}
And finally the Player and the Obstacle class extends Gameobject where i have the getRectangle method.
public Rect getRectangle(){
return new Rect(x, y, x+width, y+height);
}
I'm currently programming a game where you have to avoid asteroids. I had to deal with some messed up coordinates and I had to guess the coordinates for sprites. I now have arbitrary units that describe my world. Unfortunately, my game screen does not work fully. When I want to render my asteroids the game screen shows a black screen.
public class GameScreen extends Screen {
private OrthographicCamera cam;
private Spaceship spaceship;
private Asteroids asteroids;
private Background bg;
#Override
public void create() {
// TODO Auto-generated method stub
bg = new Background();
spaceship = new Spaceship();
asteroids = new Asteroids();
float aspectratio = 16/10;
cam = new OrthographicCamera(100, 100 * aspectratio);
cam.position.set(cam.viewportWidth / 2f, cam.viewportHeight / 2f, 0);
cam.update();
}
#Override
public void render(SpriteBatch batch) {
// TODO Auto-generated method stub
cam.update();
batch.setProjectionMatrix(cam.combined);
batch.begin();
bg.render(batch);
spaceship.render(batch);
batch.end();
}
The shown code above works just fine and shows me this:
When I add the render method for the asteroids in the GameScreen class the GameScreen is just black:
#Override
public void render(SpriteBatch batch) {
// TODO Auto-generated method stub
cam.update();
batch.setProjectionMatrix(cam.combined);
batch.begin();
bg.render(batch);
spaceship.render(batch);
batch.end();
}
Asteroid Class:
public class Asteroid {
private Vector2 p;
private Vector2 v;
private float mass;
private float radius;
public final float maxV = 200;
public final float minV = 50;
public final float rMin = 10;
public final float rMax = 30;
public final float minX = MyGdxGame.WIDTH;
public final float minY = MyGdxGame.HEIGHT;;
float alpha = MathUtils.random(0, 360);
public Asteroid(float maxX, float maxY, List<Asteroid> asteroids) {
do {
radius = MathUtils.random(rMin, rMax);
masse = radius * radius * radius;
float alpha = MathUtils.random(0, 360);
p = new Vector2(MathUtils.random(minX, maxX), MathUtils.random(minY,
maxY));
float vBetrag = MathUtils.random(minV, maxV);
v = new Vector2(vBetrag * MathUtils.cosDeg(alpha),
vBetrag * MathUtils.cosDeg(alpha));
} while (ueberlappMit(asteroids));
}
private boolean ueberlappMit(List<Asteroid> asteroids) {
for(Asteroid a: asteroids){
if(abstand(a) < radius + a.radius + 10){ //!
return true;
}
}
return false;
}
public void update(float deltaT, float xMin, float xMax, float yMin, float yMax) {
p.x += v.x * deltaT;
p.y += v.y * deltaT;
while(p.x > xMax)
{
p.x -= (xMax - xMin);
}
while(p.x < xMin)
{
p.x += (xMax - xMin);
}
while(p.y > yMax)
{
p.y -= (yMax - yMin);
}
while(p.y < yMin)
{
p.y += (yMax - yMin);
}
}
public float abstand(Asteroid a2) {
return p.dst(a2.p);
}
Asteroids Class:
public class Asteroids extends Entity {
private final int numberofAsteroids = 150;
private float xMin, xMax, yMin, yMax;
private List<Asteroid> asteroids = new ArrayList<Asteroid>();
private final int cyclicBoundaryConditionsMultiple = 2;
public Asteroids() {
xMin = MyGdxGame.WIDTH * (-cyclicBoundaryConditionsMultiple);
xMax = MyGdxGame.WIDTH * (cyclicBoundaryConditionsMultiple);
yMin = MyGdxGame.HEIGHT * (-cyclicBoundaryConditionsMultiple);
yMax = MyGdxGame.HEIGHT * (cyclicBoundaryConditionsMultiple);
for (int i = 0; i < anzahl; i++) {
Asteroid a = new Asteroid( xMax, yMax, asteroids);
asteroids.add(a);
}
}
#Override
public void update() {
for (Asteroid a : asteroids) {
a.update(Gdx.graphics.getDeltaTime(), xMin, xMax, yMin, yMax);
}
for (int i = 0; i < numberofAsteroids; i++) {
Asteroid a1 = asteroids.get(i);
for (int j = i + 1; j < anzahl; j++) {
Asteroid a2 = asteroids.get(j);
float abstand = a1.abstand(a2);
if (abstand < a1.getRadius() + a2.getRadius()) {
calculateCollision(a1, a2);
}
}
}
}
}
#Override
public void render(ShapeRenderer renderer) {
for (Asteroid a : asteroids) {
System.out.println("RENDER A");
renderer.setColor(0, 0, 0, 1);
renderer.circle(a.getP().x, a.getP().y, a.getRadius());
}
}
Thx alot for your help Guys, i solved the problem. The method private boolean ueberlappMit(List asteroids) checks if the asteroids overlap and if its the case the Asteroids shoud be created again. The Problem was that by selecting a too high radius the Game got stuck in the do while loop in the Asteroid class.
I have started making a small game in Java, and have put in collisions, and a form of gravity, the speed of the player does not increase as it falls like in real life. I'd like to improve on this form of gravity to make it more realistic, also I have a collision block for the floor, and when the player walks off the floor, it stays at that height and does not fall.
Below is my Player class:
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Rectangle;
public class Player {
private int x, y, width, height, lx, ly, dx, dy;
private final int FallSpeed = 2;
private final long JumpingTime = 8;
public boolean jumping = false, falling = true;
public Player(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
lx = x;
ly = y;
dx = x;
dy = y;
new Thread(new gravityThread()).start(); // Make user fall in case they are in the air
}
public void setX(int x) {
this.x = x;
lx = x;
dx = x;
}
public void setY(int y) {
this.y = y;
ly = y;
dy = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public Rectangle getBounds() {
return new Rectangle(x, y, width, height);
}
public void update() {
}
public void move(int ax, int ay) {
dx += ax;
dy += ay;
checkCollisions();
}
public void checkCollisions() {
if (collided()) {
falling = false;
dx = lx;
dy = ly;
}
x = dx;
y = dy;
lx = x;
ly = y;
}
public boolean collided() {
Rectangle desired = new Rectangle(dx, dy, width, height);
for (Rectangle r : CollisionManager.collisions) if (r.intersects(desired)) return true;
return false;
}
public void jump() {
falling = false;
jumping = true;
new Thread(new gravityThread()).start();
}
public void render(Graphics2D g2d) {
g2d.setColor(Color.black);
g2d.fill(getBounds());
}
private class gravityThread implements Runnable {
int i = 0;
#Override
public void run() {
while(jumping) {
try {
i++;
Thread.sleep(JumpingTime);
move(0, -FallSpeed);
if (i == 40) {
jumping = false;
falling = true;
}
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
while(falling) {
try {
Thread.sleep(JumpingTime);
move(0, FallSpeed);
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
}
}
}
In another class which handles drawing everything to the window, I control player movement with this snippet:
public void onUpdate() {
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_A))
player.move(-WalkSpeed, 0);
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_D))
player.move(WalkSpeed, 0);
if (this.screenFactory.getGame().getKeyboardListener().isKeyPressed(KeyEvent.VK_SPACE)) {
if (!player.jumping && !player.falling)
player.jump();
}
if (player.getY() >= screenHeight - player.getHeight()) {
player.setY(screenHeight - player.getHeight());
player.falling = false;
}
if (player.getY() <= 0)
player.setY(0);
if (player.getX() >= screenWidth - player.getWidth())
player.setX(screenWidth - player.getWidth());
if (player.getX() <= 0)
player.setX(0);
}
g-force is 9.81 m/s²
get your "draw-update-speed", this is s (to be realistic, you should update at least 30 times per second. have this in mind when calculating)
get your definition of lengths, this is m
Cuple objects position depending on current speed v and accelleration (g-force) a with each frame.
The longer something falls, the faster it will fall...
Edit: to make sideward movement while falling/jumping more realistic, you need to work with sin(), cos().
I'm having a two image(a cat and a dog) inside the world which is in my Board class. The cat moves in a random direction while the dog move only when I press the arrow keys. My problem now is that how can I make the cat disappear whenever there is a collision between the two images? Any answer or idea would be much appreciated.
Here's what I've tried...
public class Cat extends Sprite implements ImageObserver
{
private java.awt.Image catImage;
private final Board board;
private double x;
private double y;
private double speed;
private double angle;
private boolean visible;
public Cat(Board board, double x, double y, double speed)
{
this.board = board;
this.x = x;
this.y = y;
this.speed = convertToMeterPerSecond(speed);
visible = true;
URL iU = this.getClass().getResource("cat.gif");
ImageIcon icon = new ImageIcon(iU);
catImage = icon.getImage();
}
public Image getImage()
{
return catImage;
}
public void move(long dt)
{
double dt_s = dt / 1e9;
double dx_m = speed * dt_s * Math.sin(angle);
double dy_m = speed * dt_s * Math.cos(angle);
final double right_wall = board.x1_world;
final double up_wall = board.y1_world;
final double down_wall = 0.0;
final double left_wall = 0.0;
x += dx_m;
y += dy_m;
if (x >= right_wall)
{
x = right_wall;
setRandomDirection();
}
if (y > up_wall)
{
y = up_wall;
setRandomDirection();
}
if (x <= left_wall)
{
x = left_wall;
setRandomDirection();
}
if (y < down_wall)
{
y = down_wall;
setRandomDirection();
}
}
public void setRandomDirection()
{
Cat myObject = this;
myObject.setAngle(Math.PI * 2 * Math.random());
}
#Override
public void render(Graphics2D g2d)
{
AffineTransform t = g2d.getTransform();
double height = 0.3; //meter
double width = 0.3; //meter
double cat_footy = height;
double cat_footx = width / 2;
int xx = board.convertToPixelX(x - cat_footx);
int yy = board.convertToPixelY(y + cat_footy);
g2d.translate(xx, yy);
double x_expected_pixels = width * board.meter;
double y_expected_pixels = height * board.meter;
double x_s = x_expected_pixels / ((ToolkitImage) catImage).getWidth();
double y_s = y_expected_pixels / ((ToolkitImage) catImage).getHeight();
double w = ((ToolkitImage) catImage).getWidth();
double h = ((ToolkitImage) catImage).getHeight();
g2d.scale(x_s, y_s);
g2d.drawImage(getImage(), 0, 0, this); // upper left corner
g2d.setColor(Color.BLACK);
g2d.drawRect(0, 0, (int) w, (int) h);
g2d.setTransform(t);
}
public void moveAt(double distance_x, double distance_y)
{
this.x = (int) distance_x;
this.y = (int) distance_y;
}
#Override
public Rectangle getBounds()
{
double w = ((ToolkitImage) catImage).getWidth();
double h = ((ToolkitImage) catImage).getHeight();
return new Rectangle((int) x, (int) y, (int) w, (int) h);
}
public void setAngle(double angle)
{
this.angle = angle;
}
public boolean isVisible()
{
return visible;
}
public void setVisible(Boolean visible)
{
this.visible = visible;
}
#Override
public boolean imageUpdate(Image img, int infoflags, int x, int y, int width, int height)
{
return true;
}
}
for my Cat class
public class Dog extends Sprite implements ImageObserver
{
private java.awt.Image humanImage;
private final Board board;
private double x;
private double y;
private double speed;
private boolean visible;
private double angle;
private double dx_m;
private double dy_m;
public Dog(Board board, double x, double y, double speed)
{
this.board = board;
this.x = x;
this.y = y;
this.speed = convertToMeterPerSecond(speed);
visible = true;
URL iU = this.getClass().getResource("dog.jpg");
ImageIcon icon = new ImageIcon(iU);
dogImage = icon.getImage();
}
public Image getImage()
{
return dogImage;
}
public void keyPressed(KeyEvent e)
{
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT)
{
dx_m = -0.3;
}
if (key == KeyEvent.VK_RIGHT)
{
dx_m = 0.3;
}
if (key == KeyEvent.VK_UP)
{
dy_m = 0.3;
}
if (key == KeyEvent.VK_DOWN)
{
dy_m = -0.3;
}
}
public void keyReleased(KeyEvent e)
{
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT)
{
dx_m = 0;
}
if (key == KeyEvent.VK_RIGHT)
{
dx_m = 0;
}
if (key == KeyEvent.VK_UP)
{
dy_m = 0;
}
if (key == KeyEvent.VK_DOWN)
{
dy_m = 0;
}
}
#Override
public void move(long dt)
{
double dt_s = dt / 1e9;
final double right_wall = board.x1_world;
final double up_wall = board.y1_world;
final double down_wall = 0.0;
final double left_wall = 0.0;
x += dx_m;
y += dy_m;
if (x <= left_wall)
{
x = left_wall;
}
if (x >= right_wall)
{
x = right_wall;
}
if (y <= down_wall)
{
y = down_wall;
}
if (y >= up_wall)
{
y=up_wall;
}
}
public void setRandomDirection()
{
Dog myObject = this;
myObject.setAngle(Math.PI * 2 * Math.random());
}
#Override
public void render(Graphics2D g2d)
{
AffineTransform t = g2d.getTransform();
final double dogHeight = 1.6;// meter
final double dogWidth = 1.8; //meter
final double foot_position_y = dogHeight;
final double foot_position_x = dogWidth / 2;
int xx = board.convertToPixelX(x - foot_position_x); // to find the upper-left corner
int yy = board.convertToPixelY(y + foot_position_y); // to find the upper-left corner
g2d.translate(xx, yy);
// ratio for actual Image size
double x_expected_pixels = dogHeight * board.meter;
double y_expected_pixels = dogWidth * board.meter;
double w = ((ToolkitImage) dogImage).getWidth();
double h = ((ToolkitImage) dogImage).getHeight();
double x_s = x_expected_pixels / w;
double y_s = y_expected_pixels / h;
g2d.scale(x_s, y_s);
g2d.drawImage(getImage(), 0, 0, this); // upper left corner
g2d.setColor(Color.BLACK);
g2d.drawRect(0, 0, (int) w, (int) h);
g2d.setTransform(t);
}
#Override
public void moveAt(double distance_x, double distance_y)
{
this.x = distance_x;
this.y = distance_y;
}
public void setAngle(double angle)
{
this.angle = angle;
}
#Override
public Rectangle getBounds()
{
double width = ((ToolkitImage) dogImage).getWidth();
double height = ((ToolkitImage) dogImage).getHeight();
return new Rectangle((int) x, (int) y, (int) width, (int) height);
}
public boolean isVisible()
{
return visible;
}
public void setVisible(Boolean visible)
{
this.visible = visible;
}
#Override
public boolean imageUpdate(Image img, int infoflags, int x, int y, int width, int height)
{
return true;
}
}
for my Dog class
public class Board extends Canvas
{
private Cat cat;
public static final long SECOND = 1000 * 1000 * 1000;
public double meter;//PIXEL
private HumanBeing humanBeing;
/**
* ascending from 0 to N
* 0 : most far way...
* N : is the closest (painted the last)
*/
private final java.util.List<Sprite> z_sorted_sprites = new ArrayList<Sprite>();
private BufferStrategy strategy;
int x0_pixel;
int y0_pixel;
int x1_pixel;
int y1_pixel;
double x1_world;
double y1_world;
private final Frame frame;
public Board(Frame frame, double meter)
{
addKeyListener(new TAdapter());
this.frame = frame;
this.setIgnoreRepaint(true);
this.meter = meter;
setFocusable(true);
dog = new Dog(this, 5, 5, 40);
init();
addComponentListener(new ComponentAdapter()
{
#Override
public void componentResized(ComponentEvent e)
{
render();
}
});
}
public void init()
{
z_sorted_sprites.add(new Cat(this, 0, 0, 30));
z_sorted_sprites.add(new Cat(this, 1, 1, 10));
z_sorted_sprites.add(new Cat(this, 2, 2, 20));
z_sorted_sprites.add(new Cat(this, 3, 3, 100));
}
public void render()
{
setupStrategy();
x0_pixel = 0;
y0_pixel = 0;
x1_pixel = getWidth();
y1_pixel = getHeight();
x1_world = x1_pixel / meter;
y1_world = y1_pixel / meter;
Graphics2D g2d = (Graphics2D) strategy.getDrawGraphics();
g2d.setBackground(Color.lightGray);
g2d.clearRect(0, 0, x1_pixel, y1_pixel);
g2d.setColor(Color.BLACK);
for (double x = 0; x < x1_world; x++)
{
for (double y = 0; y < y1_world; y++)
{
int xx = convertToPixelX(x);
int yy = convertToPixelY(y);
g2d.drawOval(xx, yy, 2, 2);
}
}
for (Sprite z_sorted_sprite : z_sorted_sprites)
{
z_sorted_sprite.render(g2d);
}
dog.render(g2d);
g2d.dispose();
strategy.show();
Toolkit.getDefaultToolkit().sync();
}
public int convertToPixelX(double distance)
{
return (int) (distance * meter);
}
public int convertToPixelY(double y_world)
{
return (int) (y1_pixel - (y_world * meter));
}
public void onZoomUpdated(int value)
{
meter = value;
render();
}
private void setupStrategy()
{
if (strategy == null)
{
this.createBufferStrategy(2);
strategy = this.getBufferStrategy();
}
}
public void start() throws InterruptedException
{
long prevLoopStart = System.nanoTime();
Avg avg = new Avg();
while (true)
{
final long loopStart = System.nanoTime();
final long dt = loopStart - prevLoopStart;
for (Sprite sprite : z_sorted_sprites)
{
sprite.move(dt);
}
dog.move(dt);
render();
frame.onFpsUpdated(1.0 / dt * SECOND, avg.add(loopStart));
final long elapsed_ns = System.nanoTime() - loopStart;
long expected_elapsed_ms = 1000 / 60;
long elapsed_ms = (long) (elapsed_ns / (1000.0 * 1000.0));
long sleep_ms = expected_elapsed_ms - elapsed_ms;
if (sleep_ms > 0)
{
Thread.sleep(sleep_ms /* ms */);
}
prevLoopStart = loopStart;
}
}
private void checkCollision()
{
Rectangle r2 = cat.getBounds();
Rectangle r3 = dog.getBounds();
if (r3.intersects(r2))
{
dog.setVisible(false);
cat.setVisible(false);
}
}
static class Avg
{
java.util.List<Long> ticks = new ArrayList<Long>();
/**
* #return the rate for the last second
*/
int add(long tick)
{
ticks.add(0, tick);
if (ticks.size() < 2)
{
return -1;
}
int last = -1;
for (int pos = ticks.size() - 1; pos >= 0; pos--)
{
if (tick - ticks.get(pos) <= SECOND)
{
last = pos;
break;
}
}
while (ticks.size() - 1 > last)
{
ticks.remove(ticks.size() - 1);
}
return ticks.size();
}
}
private class TAdapter extends KeyAdapter
{
public void keyReleased(KeyEvent e)
{
dog.keyReleased(e);
}
public void keyPressed(KeyEvent e)
{
dog.keyPressed(e);
}
}
}
For my Board class
public abstract class Sprite
{
public Sprite()
{
}
public Rectangle getBounds()
{
return new Rectangle();
}
public static double convertToMeterPerSecond(double speed)
{
// 25 km / hour
// 25000 m / 3600 s
return speed / 3.6;
}
public abstract void move(long dt);
public abstract void moveAt(double distance_x, double distance_y);
public abstract void render(Graphics2D g2d);
public abstract void setVisible(Boolean visible);
}
For my sprite class
public boolean checkCollisions(java.util.List<Sprite> sprites)
{
Dog dog = this;
Rectangle r1 = dog.getBounds();
for (int i = 0; i < sprites.size(); i++)
{
Rectangle r2 = sprites.get(i).getBounds();
if (r1.intersects(r2))
{
sprites.remove(i);
}
}
return true;
}
You have given a lot of code, but as Sibbo said, I don't see your checkCollisions method being called anywhere. It should be called every loop of your game.
Check out this tutorial, specifically look at the gameLoop method in the Game class. When I made a sprite based game that required a lot of collision detection this tutorial helped me out a lot.
I'd implement method that detects that positions of cat and dog overlap in the board class since board is the only instance that "knows" both dog and cat. The implementation is pretty simple: compare coordinates (something like dog.x + dog.width < cat.x || dog.x > cat.x + cat.width etc, etc.
If future you can implement more generic method, so if you will wish to add mouse you will be able to reuse the code.
The dog class doesn't overwrite the getBounds() method. So everytime you check if the rectangle (0, 0, 0, 0) intersects for example (3, 4, 50, 50) (if the cat is at (3, 4)).
Where do you call the checkCollision() method?
EDIT:
Create a method like your checkCollision() in your Dog class:
public boolean checkCollision(Sprite s) {...}
It should return true, when a collision is detected. Call this method from the Board.start() method for every Sprite in z_sorted_sprites. IF it returns true, remove the Sprite from the list.