I'm making a game where the player fires waves(like tidal waves not harmonics) and I have a system in pace where I achieve it moving for a distance and it dies off. It also bounces off of entities (not very well I might add). I want to know if there is a way to make this more realistic and seperable rather than it complete changes.
Here is the curve( I'm using slick2d).
one = new Vector2f((float)referenceX, (float) referenceY);
two = new Vector2f((float) (referenceX + ((width * amplitude) / Math.PI)), (float)(referenceY - (height * amplitude)));
three = new Vector2f((float) ((referenceX + width) - ((width * amplitude) / Math.PI)), (float)(referenceY - (height * amplitude)));
four = new Vector2f((float)(referenceX + width),(float)(referenceY));`
new Curve(one, two, three, four);
It moves by moving the reference points and extending the width.
here is the collision code
if ((s.player.getBounds().getWidth() / 2) + s.player.getBounds().getX() >
(e.getBounds().getX() + e.getBounds().getWidth()) )
{
this.referenceX = e.getBounds().getX() + (e.getBounds().getWidth() / 4);
this.referenceY = e.getBounds().getY();
}
else if ((s.player.getBounds().getWidth() / 2) + s.player.getBounds().getX() <
e.getBounds().getX())
{
this.referenceX = e.getBounds().getX();
this.referenceY = e.getBounds().getY();
}
else
{
this.referenceX = s.player.getBounds().getX() + 4;
this.referenceY = e.getBounds().getY();
}
What and how should I fix this to make the waves seem more realistic?
Looking at the code, I'm guessing that the waves don't look like they are expanding away from the player correctly, and are probably not bouncing well. Even if your waves bounce off the simplest entities, like a straight wall perpendicular to the path of the wave, you will find it hard to represent the wave in a realistic manner using a curve, or even a bunch of curves. I think you will find it much easier to model the waves in more of a ray-casting way:
Instead of the player shooting a wave, think of them shooting a fixed number of particles:
A wave is a collection of particles (it doesn't have to be a big number)
If the player shoots at 45 degrees, with a wave 'width' of 10 degrees, think of their wave as 11 points leaving from the player with angles 40, 41, 42, 43, 44, 45, ... 50. The longer your wave is going to last, or the further it may travel, the more points you may need to model it smoothly.
Each point is an object that has an angle, or path, and a distance it has traveled
During each time increment, calculate the new location for the point using its path and distance (it might slow down as it goes further, or slow down each time it bounces, die after a certain distance, or even model 'wave absorbing' walls)
Make each point object responsible for handling its collisions and acting accordingly: when a particle hits an object, calculate its new angle or path.
When it comes time to draw the wave run a curve or line segments through the particle points in order.
Related
So I'm making a game where a unit follows a path set by the player. The way I code this is regularly setting points, and then making the unit follow through each of those points. Here's the code for the movement:
Vector2 goal = unitPath.getVertex().cpy();
if(alpha >= 1){
unitPath.nextVertex();
goal = unitPath.getVertex();
lastPosition = new Vector2 (getX() + getOriginX(), getY()+getOriginY());
alpha = 0;
}
System.out .println(alpha);
alpha += dt * speed;
Vector2 position = lastPosition.cpy();
if(goal != null){
position.lerp(goal, alpha);
this.centerAtPosition(position.x, position.y);
}
Here's the code for how each point is set:
Vector2 screenCoord = BattleScreen.getViewport().unproject(new Vector2(screenX, screenY));
if (new Vector2(screenCoord.x - currentVert.x, screenCoord.y - currentVert.y).len() > diagonal())
{
unitPath.addVertices(screenCoord.x, screenCoord.y);
currentVert = screenCoord.cpy();
}
The problem I was having was that between every two points, the speed with which the unit crosses the two points changes. This is because the speed of the mouse moving changes the distance between each point. I want to make it so that it has the same speed between each point.
So my question is two-fold:
how do I make the speed the same between each point?
is there a better of doing this then the way I'm doing right now?
Somehow I find your code hard to follow, but point is that you have your horizontal speed (i.e. Vx) and vertical speed (Vy). Vx^2 + Vy^2 must be equal to V^2, where V is total speed.
So after you calculate your speed you should "normalize" it. Calculate total speed you have and compare it to speed you want to achieve. I.e. you calculated total speed 4, but you want your units to move at speed 2, then it means that your units are moving twice faster so you have to divide your Vx and Vy speed components with 2.
Hope that this makes some sense to you.
I have a rectangle array holding multiple objects, moving back and forth on X axis.
Iterator<Rectangle> iter = array.iterator();
while ( iter.hasNext() ) {
Rectangle obj = iter.next();
array.get(i).x += speed * Gdx.graphics.getDeltaTime() ;
if (obj.x + obj.width > 800 || obj.x < 0) {
speed = -speed;
}
}
When the speed gets bigger, you'll start noticing the first object in the array overlapping with the other objects and pushing them apart. How to fix that?
Basically each object has
Rectangle obj = new Rectangle();
obj.x = xpos;
obj.y = ypos;
obj.width = width;
obj.height = height;
xpos += width + 4;
And has a texture, image, a sqaure, a rectange, a triangle... And each object is generated at an X position xpos different than the other. All they do is keep moving on the X axis, from x=0 till 800 and back.
What happens is that when the first object gets to 0, it tries to increase its speed again and overlapping with other objects, and then time after time, all objects keep overlapping and get further apart from each other. I want the distance between the objects to stay constant at any speed.
From what you've commented, the questions appears to be "How can I make all these blocks move together, bouncing from one edge to another". The issue being that you're getting bouncing, but they stop acting as a group.
Firstly, if you want to treat them as a group - the simplest way is to consider them as one large bounding box containing lots of smaller (inconsequential) objects. Moving that as a single object from side to side will give you the behaviour you need.
That aside, the direct answer to your question is "you're changing the direction mid-way through iteration". So in any single tick, some objects have moved left and some have moved right - meaning they stop acting as a group.
How you organise it is up to you, but this is the basic idea you need:
// assume "speedForThisFrame" is a float defined outside this function
float speedForNextFrame = speedForThisFrame
// iterate through however you want
Iterator<Rectangle> iter = array.iterator();
while ( iter.hasNext() ) {
Rectangle obj = iter.next();
obj.x += speedForThisFrame * Gdx.graphics.getDeltaTime() ;
// if it's moved out of bounds, we will change direction NEXT fame
if (obj.x + obj.width > 800 || obj.x < 0) {
speedForNextFrame = -speedForThisFrame;
}
}
// now that all movement has finished, we update the speed
speedForThisFrame = speedForNextFrame
The key thing is everything must move by the same amount, in the same direction, every frame. Changing the speed mid-update will cause them to act independently.
Note, you will still have issues when your group is larger than the bounds - or when they go over the bounds in one frame and don't fully get back the next frame. These are separate issues though and can be asked in a separate question.
I think your problem is that, caused by variations in Gdx.graphics.getDeltaTime(), the rectangles exceed your 0/800 borders by different distances.
An example:
First step:
Rect #1 x=790
Rect #2 x=780
Speed=100, DeltaTime=0.11 => DeltaX=11
After this step, Rect#1 would be at 801, Rect#2 at 791, their distance is 10.
Next step:
DeltaTime=0.12 => DeltaX=12
After this step, Rect#1 is at 789, Rect#2 at 803, their distance is 14.
Your rectangles vary their distance because they travel different distances. A possible solution would be to really bounce at the borders. So you should not only invert the speed but also take the distance a rectangle exceeded the border and let it travel this distance in the opposite direction:
So Rect#1 at 790, moving 11 pixels rightwards, should not be at 801 in the end of the step but at 799 (moving 10 pixels to the right and one to the left).
I'm trying to write a java mobile application (J2ME) and I got stuck with a problem: in my project there are moving circles called shots, and non moving circles called orbs. When a shot hits an orb, it should bounce off by classical physical laws. However I couldn't find any algorithm of this sort.
The movement of a shot is described by velocity on axis x and y (pixels/update). all the information about the circles is known: their location, radius and the speed (on axis x and y) of the shot.
Note: the orb does not start moving after the collision, it stays at its place. The collision is an elastic collision between the two while the orb remains static
here is the collision solution method in class Shot:
public void collision(Orb o)
{
//the orb's center point
Point oc=new Point(o.getTopLeft().x+o.getWidth()/2,o.getTopLeft().y+o.getWidth()/2);
//the shot's center point
Point sc=new Point(topLeft.x+width/2,topLeft.y+width/2);
//variables vx and vy are the shot's velocity on axis x and y
if(oc.x==sc.x)
{
vy=-vy;
return ;
}
if(oc.y==sc.y)
{
vx=-vx;
return ;
}
// o.getWidth() returns the orb's width, width is the shot's width
double angle=0; //here should be some sort of calculation of the shot's angle
setAngle(angle);
}
public void setAngle(double angle)
{
double v=Math.sqrt(vx*vx+vy*vy);
vx=Math.cos(Math.toRadians(angle))*v;
vy=-Math.sin(Math.toRadians(angle))*v;
}
thanks in advance for all helpers
At the point of collision, momentum, angular momentum and energy are preserved. Set m1, m2 the masses of the disks, p1=(p1x,p1y), p2=(p2x,p2y) the positions of the centers of the disks at collition time, u1, u2 the velocities before and v1,v2 the velocities after collision. Then the conservation laws demand that
0 = m1*(u1-v1)+m2*(u2-v2)
0 = m1*cross(p1,u1-v1)+m2*cross(p2,u2-v2)
0 = m1*dot(u1-v1,u1+v1)+m2*dot(u2-v2,u2+v2)
Eliminate u2-v2 using the first equation
0 = m1*cross(p1-p2,u1-v1)
0 = m1*dot(u1-v1,u1+v1-u2-v2)
The first tells us that (u1-v1) and thus (u2-v2) is a multiple of (p1-p2), the impulse exchange is in the normal or radial direction, no tangential interaction. Conservation of impulse and energy now leads to a interaction constant a so that
u1-v1 = m2*a*(p1-p2)
u2-v2 = m1*a*(p2-p1)
0 = dot(m2*a*(p1-p2), 2*u1-m2*a*(p1-p2)-2*u2+m1*a*(p2-p1))
resulting in a condition for the non-zero interaction term a
2 * dot(p1-p2, u1-u2) = (m1+m2) * dot(p1-p2,p1-p2) * a
which can now be solved using the fraction
b = dot(p1-p2, u1-u2) / dot(p1-p2, p1-p2)
as
a = 2/(m1+m2) * b
v1 = u1 - 2 * m2/(m1+m2) * b * (p1-p2)
v2 = u2 - 2 * m1/(m1+m2) * b * (p2-p1)
To get the second disk stationary, set u2=0 and its mass m2 to be very large or infinite, then the second formula says v2=u2=0 and the first
v1 = u1 - 2 * dot(p1-p2, u1) / dot(p1-p2, p1-p2) * (p1-p2)
that is, v1 is the reflection of u1 on the plane that has (p1-p2) as its normal. Note that the point of collision is characterized by norm(p1-p2)=r1+r2 or
dot(p1-p2, p1-p2) = (r1+r2)^2
so that the denominator is already known from collision detection.
Per your code, oc{x,y} contains the center of the fixed disk or orb, sc{x,y} the center and {vx,vy} the velocity of the moving disk.
Compute dc={sc.x-oc.x, sc.y-oc.y} and dist2=dc.x*dc.x+dc.y*dc.y
1.a Check that sqrt(dist2) is sufficiently close to sc.radius+oc.radius. Common lore says that comparing the squares is more efficient. Fine-tune the location of the intersection point if dist2 is too small.
Compute dot = dc.x*vx+dcy*vy and dot = dot/dist2
Update vx = vx - 2*dot*dc.x, vy = vy - 2*dot*dc.y
The special cases are contained inside these formulas, e.g., for dc.y==0, that is, oc.y==sc.y one gets dot=vx/dc.x, so that vx=-vx, vy=vy results.
Considering that one circle is static I would say that including energy and momentum is redundant. The system's momentum will be preserved as long as the moving ball contains the same speed before and after the collision. Thus the only thing you need to change is the angle at which the ball is moving.
I know there's a lot of opinions against using trigonometric functions if you can solve the issue using vector math. However, once you know the contact point between the two circles, the trigonometric way of dealing with the issue is this simple:
dx = -dx; //Reverse direction
dy = -dy;
double speed = Math.sqrt(dx*dx + dy*dy);
double currentAngle = Math.atan2(dy, dx);
//The angle between the ball's center and the orbs center
double reflectionAngle = Math.atan2(oc.y - sc.y, oc.x - sc.x);
//The outcome of this "static" collision is just a angular reflection with preserved speed
double newAngle = 2*reflectionAngle - currentAngle;
dx = speed * Math.cos(newAngle); //Setting new velocity
dy = speed * Math.sin(newAngle);
Using the orb's coordinates in the calculation is an approximation that gains accuracy the closer your shot is to the actual impact point in time when this method is executed. Thus you might want to do one of the following:
Replace the orb's coordinates by the actual point of impact (a tad more accurate)
Replace the shot's coordinates by the position it has exactly when the impact will/did occur. This is the best scenario in respect to the outcome angle, however may lead to slight positional displacements compared to a fully realistic scenario.
I'm having a little problem with figuring something out (Obviously).
I'm creating a 2D Top-down mmorpg, and in this game I wish the player to move around a tiled map similar to the way the game Pokemon worked, if anyone has ever played it.
If you have not, picture this: I need to load various areas, constructing them from tiles which contain an image and a location (x, y) and objects (players, items) but the player can only see a portion of it at a time, namely a 20 by 15 tile-wide area, which can be 100s of tiles tall/wide. I want the "camera" to follow the player, keeping him in the center, unless the player reaches the edge of the loaded area.
I don't need code necessarily, just a design plan. I have no idea how to go about this kind of thing.
I was thinking of possibly splitting up the entire loaded area into 10x10 tile pieces, called "Blocks" and loading them, but I'm still not sure how to load pieces off screen and only show them when the player is in range.
The picture should describe it:
Any ideas?
My solution:
The way I solved this problem was through the wonderful world of JScrollPanes and JPanels.
I added a 3x3 block of JPanels inside of a JScrollPane, added a couple scrolling and "goto" methods for centering/moving the JScrollPane around, and voila, I had my camera.
While the answer I chose was a little more generic to people wanting to do 2d camera stuff, the way I did it actually helped me visualize what I was doing a little better since I actually had a physical "Camera" (JScrollPane) to move around my "World" (3x3 Grid of JPanels)
Just thought I would post this here in case anyone was googling for an answer and this came up. :)
For a 2D game, it's quite easy to figure out which tiles fall within a view rectangle, if the tiles are rectangular. Basically, picture a "viewport" rectangle inside the larger world rectangle. By dividing the view offsets by the tile sizes you can easily determine the starting tile, and then just render the tiles in that fit inside the view.
First off, you're working in three coordinate systems: view, world, and map. The view coordinates are essentially mouse offsets from the upper left corner of the view. World coordinates are pixels distances from the upper left corner of tile 0, 0. I'm assuming your world starts in the upper left corner. And map cooridnates are x, y indices into the map array.
You'll need to convert between these in order to do "fancy" things like scrolling, figuring out which tile is under the mouse, and drawing world objects at the correct coordinates in the view. So, you'll need some functions to convert between these systems:
// I haven't touched Java in years, but JavaScript should be easy enough to convey the point
var TileWidth = 40,
TileHeight = 40;
function View() {
this.viewOrigin = [0, 0]; // scroll offset
this.viewSize = [600, 400];
this.map = null;
this.worldSize = [0, 0];
}
View.prototype.viewToWorld = function(v, w) {
w[0] = v[0] + this.viewOrigin[0];
w[1] = v[1] + this.viewOrigin[1];
};
View.prototype.worldToMap = function(w, m) {
m[0] = Math.floor(w[0] / TileWidth);
m[1] = Math.floor(w[1] / TileHeight);
}
View.prototype.mapToWorld = function(m, w) {
w[0] = m[0] * TileWidth;
w[1] = m[1] * TileHeight;
};
View.prototype.worldToView = function(w, v) {
v[0] = w[0] - this.viewOrigin[0];
v[1] = w[1] - this.viewOrigin[1];
}
Armed with these functions we can now render the visible portion of the map...
View.prototype.draw = function() {
var mapStartPos = [0, 0],
worldStartPos = [0, 0],
viewStartPos = [0, 0];
mx, my, // map coordinates of current tile
vx, vy; // view coordinates of current tile
this.worldToMap(this.viewOrigin, mapStartPos); // which tile is closest to the view origin?
this.mapToWorld(mapStartPos, worldStartPos); // round world position to tile corner...
this.worldToView(worldStartPos, viewStartPos); // ... and then convert to view coordinates. this allows per-pixel scrolling
mx = mapStartPos[0];
my = mapStartPos[y];
for (vy = viewStartPos[1]; vy < this.viewSize[1]; vy += TileHeight) {
for (vx = viewStartPos[0]; vx < this.viewSize[0]; vy += TileWidth) {
var tile = this.map.get(mx++, my);
this.drawTile(tile, vx, vy);
}
mx = mapStartPos[0];
my++;
vy += TileHeight;
}
};
That should work. I didn't have time to put together a working demo webpage, but I hope you get the idea.
By changing viewOrigin you can scroll around. To get the world, and map coordinates under the mouse, use the viewToWorld and worldToMap functions.
If you're planning on an isometric view i.e. Diablo, then things get considerably trickier.
Good luck!
The way I would do such a thing is to keep a variable called cameraPosition or something. Then, in the draw method of all objects, use cameraPosition to offset the locations of everything.
For example: A rock is at [100,50], while the camera is at [75,75]. This means the rock should be drawn at [25,-25] (the result of [100,50] - [75,75]).
You might have to tweak this a bit to make it work (for example maybe you have to compensate for window size). Note that you should also do a bit of culling - if something wants to be drawn at [2460,-830], you probably don't want to bother drawing it.
One approach is along the lines of double buffering ( Java Double Buffering ) and blitting ( http://download.oracle.com/javase/tutorial/extra/fullscreen/doublebuf.html ). There is even a design pattern associated with it ( http://www.javalobby.org/forums/thread.jspa?threadID=16867&tstart=0 ).
Im trying to get into some basic JavaFX game development and I'm getting confused with some circle maths.
I have a circle at (x:250, y:250) with a radius of 50.
My objective is to make a smaller circle to be placed on the circumference of the above circle based on the position of the mouse.
Where Im getting confused is with the coordinate space and the Trig behind it all.
My issues come from the fact that the X/Y space on the screen is not centered at 0,0. But the top left of the screen is 0,0 and the bottom right is 500,500.
My calculations are:
var xpos:Number = mouseEvent.getX();
var ypos:Number = mouseEvent.getY();
var center_pos_x:Number = 250;
var center_pos_y:Number = 250;
var length = ypos - center_pos_y;
var height = xpos - center_pos_x;
var angle_deg = Math.toDegrees(Math.atan(height / length));
var angle_rad = Math.toRadians(angle_deg);
var radius = 50;
moving_circ_xpos = (radius * Math.cos(angle_rad)) + center_pos_x;
moving_circ_ypos = (radius * Math.sin(angle_rad)) + center_pos_y;
I made the app print out the angle (angle_deg) that I have calculated when I move the mouse and my output is below:
When the mouse is (in degrees moving anti-clockwise):
directly above the circle and horizontally inline with the center, the angle is -0
to the left and vertically centered, the angle is -90
directly below the circle and horizontally inline with the center, the angle is 0
to the right and vertically centered, the angle is 90
So, what can I do to make it 0, 90, 180, 270??
I know it must be something small, but I just cant think of what it is...
Thanks for any help
(and no, this is not an assignment)
atan(height/length) is not enough to get the angle. You need to compensate for each quadrant, as well as the possibility of "division-by-zero". Most programming language libraries supply a method called atan2 which take two arguments; y and x. This method does this calculation for you.
More information on Wikipedia: atan2
You can get away without calculating the angle. Instead, use the center of your circle (250,250) and the position of the mouse (xpos,ypos) to define a line. The line intersects your circle when its length is equal to the radius of your circle:
// Calculate distance from center to mouse.
xlen = xpos - x_center_pos;
ylen = ypos - y_center_pos;
line_len = sqrt(xlen*xlen + ylen*ylen); // Pythagoras: x^2 + y^2 = distance^2
// Find the intersection with the circle.
moving_circ_xpos = x_center_pos + (xlen * radius / line_len);
moving_circ_ypos = y_center_pos + (ylen * radius / line_len);
Just verify that the mouse isn't at the center of your circle, or the line_len will be zero and the mouse will be sucked into a black hole.
There's a great book called "Graphics Gems" that can help with this kind of problem. It is a cookbook of algorithms and source code (in C I think), and allows you to quickly solve a problem using tested functionality. I would totally recommend getting your hands on it - it saved me big time when I quickly needed to add code to do fairly complex operations with normals to surfaces, and collision detections.