Box2d libgdx, a bit confused about the pixels to meters stuff - java

So I understand the concept. The idea is that box2d more or less works in meters, so you need to do a conversion from pixels to it. Makes sense. I was following the tutorial/intro to box2d here. It mentions to do the conversion and gives you some example amounts to use. Now, that's all well and good, but I find when I'm using such techniques, the debugger box doesn't seem to render where they should. The collision does work as expected however.
In my GameScreen class, here's how I initialize the ground:
ground = new BodyDef();
// set the position half way up the ground
ground.position.set(0,16 * GameScreen.WORLD_TO_BOX);
groundBody = world.createBody(ground);
groundShape = new PolygonShape();
// make the height 16px so it doubles to 32
groundShape.setAsBox(Gdx.graphics.getWidth() * GameScreen.WORLD_TO_BOX, 16.0f * GameScreen.WORLD_TO_BOX);
groundBody.createFixture(groundShape, 0.0f);
My render method in that screen is like so:
public void render(float delta) {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
stateTime += Gdx.graphics.getDeltaTime();
batch.begin();
batch.draw(background, 0, Gdx.graphics.getHeight() - 512, 512, 512);
batch.draw(trailingBackground, 512, Gdx.graphics.getHeight() - 512);
int heightToCover = Gdx.graphics.getHeight() - 512;
int widthToCover = Gdx.graphics.getWidth();
for(int w = 0; w < widthToCover; w += 32) {
for(int h = 0; h < heightToCover; h += 32) {
batch.draw(lightBackgroundTile, w, h, 32, 32);
}
}
player.update();
player.render(stateTime, batch);
batch.end();
levels.get(currentLevel).render(camera);
// physics updates
world.step(1/60f, 6, 2);
debugRenderer.render(world, camera.combined);
}
Here's the constructor of the player class, so you can see how im setting up its collision box2d objects. I also pasted the update method which is called in the above render loop to adjust the sprites position.
public Player(int x, int y, World world) {
super();
playerTexture = new Texture(Gdx.files.internal("assets/hero.png"));
init(x, y, 128, 128, playerTexture, false, world);
bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(x * GameScreen.WORLD_TO_BOX, y * GameScreen.WORLD_TO_BOX);
body = getWorld().createBody(bodyDef);
collisionBox = new PolygonShape();
collisionBox.setAsBox(32 * GameScreen.WORLD_TO_BOX, 64 * GameScreen.WORLD_TO_BOX, new Vector2(64 * GameScreen.WORLD_TO_BOX, 64 * GameScreen.WORLD_TO_BOX), 0.0f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = collisionBox;
fixtureDef.density = 10f;
fixtureDef.friction = 0.4f;
fixtureDef.restitution = 0f;
body.createFixture(fixtureDef);
collisionBox.dispose();
addFrame(0, 0, 128, 128);
}
public void update() {
this.setX((int) ((body.getPosition().x) * GameScreen.BOX_TO_WORLD));
this.setY((int) ((body.getPosition().y) * GameScreen.BOX_TO_WORLD));
}
Now, when I remove the multiplication of those static floats in the various calculations, sizes, etc, the collision remains correct and the debugger box shows up. However passing the raw pixels to box2d feels wrong. Is there something I'm missing here as to why the debugging boxes don't show up as is?

I do like you are doing but might be a little different.
Might be a little overkill but here's my jucl port
jucl/Android - pastebin
Then I just have utility classes ie:
public class Pixel {
public static float toMeter(float pixels) {
return (float)LengthConversions.Pixel2SIf(pixels);
}
public static Vector2 toMeter(Vector2 vecPixel) {
return new Vector2(Pixel.toMeter(vecPixel.x), Pixel.toMeter(vecPixel.y));
}
}
public class Meter {
public static final float METERS_PER_PIXEL = (float) LengthConversions.SI_PIXEL;
public static float toPixel(float meter) {
return (float)LengthConversions.SI2Pixelf(meter);
}
}
In my initialize:
int graphicsWidth = Gdx.graphics.getWidth();
int graphicsHeight = Gdx.graphics.getHeight();
CAMERA_WIDTH_METERS = Pixel.toMeter(graphicsWidth);
CAMERA_HEIGHT_METERS = Pixel.toMeter(graphicsHeight);
Then in my game classes (like your Player class). In my case it was a pinball game so i have Flipper, Ball, Bumper, etc. I have a #Override render() method where I sync up the sprite with the physics body.
Here's an example file..sry it's messy but might be helpful.
Pinball Engine Class file

Related

how to maintain the appearance of the tiled map when I change the resolution in libGDX

i have created a test tiled map for a 2D game that i am programming. And everything is fine with!, but when i change the resolution the camera doesn´t fit the screen correctly.
I have a player sprite and the Tile map, and I use a resolution of 1366x768, as you can see the screen fit correctly:
but when i change the resolution, for example 640x480. The player doesn´t fit according to the new resolution as you can see in this picture:
The player seems bigger, but i want to fit the entire screen according to the new resolution, including all the sprites.
I think there is a problem with the cam rendering, but i don´t know what can i do to solve it. The camera is following the player movement and everything is ok with that, but i want to fit the screen game with the resolutions selected.
I'll put some parts of my code for you can see:
Here is the main code:
public class codeTiled implements ApplicationListener {
... //Variables.....
public void create() {
manager = new AssetManager();
manager.setLoader(TiledMap.class, new TmxMapLoader());
manager.load("C:/Users/HOME/Desktop/tilemap/TiledMap/data/maps/test.tmx", TiledMap.class);
manager.finishLoading();
map = manager.get("C:/Users/HOME/Desktop/tilemap/TiledMap/data/maps/test.tmx", TiledMap.class);
batch=new SpriteBatch();
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(50, 50 * (h / w));
float unitScale = 1 / 8f;
renderer = new OrthogonalTiledMapRenderer(map, unitScale);
player=new playerEx(100, 100, camera);
}
public void render() {
handleInput();
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render();
batch.begin();
player.render(batch);
batch.end();
}
private void handleInput() {
if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)){
System.exit(0);
}
camera.zoom = MathUtils.clamp(camera.zoom, 0.1f, 100/camera.viewportWidth);
float effectiveViewportWidth = camera.viewportWidth * camera.zoom;
float effectiveViewportHeight = camera.viewportHeight * camera.zoom;
camera.position.x = MathUtils.clamp(camera.position.x, effectiveViewportWidth / 2f, 100 - effectiveViewportWidth / 2f);
camera.position.y = MathUtils.clamp(camera.position.y, effectiveViewportHeight / 2f, 100 - effectiveViewportHeight / 2f);
}
And this is some part of my player class:
public class playerEx {
...//Variables....
public playerEx(int x, int y, OrthographicCamera camera){
this.camera=camera;
recP= new Rectangle();
recP.height = 64;
recP.width = 64;
recP.x = x;
recP.y = y;
imagen=new Texture(Gdx.files.internal("C:/Users/HOME/Desktop/tilemap/TiledMap/data/sprites/player/minigunattack.png"));
imagen2=new Texture(Gdx.files.internal("C:/Users/HOME/Desktop/tilemap/TiledMap/data/sprites/player/minigunstand.png"));
TextureRegion[][] tmp=TextureRegion.split(imagen,
imagen.getWidth()/5,imagen.getHeight());
imagen1=new Texture(Gdx.files.internal("C:/Users/HOME/Desktop/tilemap/TiledMap/data/sprites/player/feet.png"));
TextureRegion[][] tmp1=TextureRegion.split(imagen1,
imagen1.getWidth()/5,imagen1.getHeight());
movPlayer=new TextureRegion[5];
movFeet=new TextureRegion[5];
for(int i=0;i<5;i++){
movFeet[i]=tmp1[0][i];
}for(int i=0;i<5;i++){
movPlayer[i]=tmp[0][i];
}animationAttack=new Animation(0.08f,movPlayer);
animationFeet=new Animation(0.10f,movFeet);
tiempo=0f;
}
Again, the camera is programmed to follow the player and it works fine. But when i want to change it to another resolution the sprite player doesn´t fit with the tiled map :(.
Hope somebody can help me with this...
Thank you!.
I recommend you to use a viewport and some Constants values for your world.
Firstly we define a default screen width and height in pixel. Doesn't matter how big the end screen will be.
In my example, I say the default screen size is: 512x256 pixel.
Secondly, I must decide how many pixels are one Meter. So if I say 256 pixels is one meter, my viewport shows 2x1 meter of my world. That's very small. If I want that my viewport shows for example 16 meter I can calculate: 512 / 16 = Pixel_Per_Meter. In this case 32.
Finally, we create a Constants class:
public class Constants {
public static final float PPM = 32; // PPM = Pixel per Meter
public static final float MPP = 1 / PPM; // MPP = Meter per Pixel
public static final int WORLD_PIXEL_WIDTH = 512;
public static final int WORLD_PIXEL_HEIGHT = 256;
public static final float WORLD_WIDTH = WORLD_PIXEL_WIDTH / PPM; //in meter
public static final float WORLD_HEIGHT = WORLD_PIXEL_HEIGHT / PPM; //in meter
}
Now when you see later in your game, the shown world is too small or too big, you can change the WORLD_PIXEL_WIDTH and WORLD_PIXEL_HEIGHT to show more or less
Now we create our OrthographicCamera, FitViewport and OrthogonalTiledMapRenderer
Viewport is a very important part of the game. If you will know more about Viewports read the viewport part of
calling render method from another class and Libgdx set ortho camera
So first create our OrthographicCamera 'camera' and our FitViewport 'viewport'
camera = new OrthographicCamera();
viewport = new FitViewport(Constants.WORLD_WIDTH, Constants.WORLD_HEIGHT, camera);
camera.position.set(viewport.getWorldWidth() / 2, viewport.getWorldHeight() / 2, 0); // Differ from your I eat ann Apple
Then our SpriteBatch 'batch' and TiledMap 'map'
batch = new SpriteBatch();
map = app.getAssets().loadSingleAsset("map/" + level + ".tmx", TiledMap.class);
And finally, our OrthogonalTiledMapRenderer 'mapRenderer'
mapRenderer = new OrthogonalTiledMapRenderer(map, Constants.MPP);
To render our world:
#Override
public void render(float delta) {
camera.update();
mapRenderer.setView(camera);
mapRenderer.render();
batch.setProjectionMatrix(camera.combined);
batch.begin();
player.draw(batch);
batch.end();
}

Kinect & Processing: Passing skeleton hand data to mouse position

I've been working on this a while and feel so close! Should be easy, but I'm still new to this.
The skeleton hand data is being passed in as joints[KinectPV2.JointType_HandLeft] and can be accessed through joint.getX() and joint.getY(). I want to pass this data into the update function to replace mouseX and mouseY. I'm guessing I have to create global variables to access it within the update function or maybe I have to pass the skeleton data as parameters into the update function? How can I replace the mouse position data with the hand position?
import KinectPV2.*;
KinectPV2 kinect;
private class MyFluidData implements DwFluid2D.FluidData{
// update() is called during the fluid-simulation update step.
#Override
public void update(DwFluid2D fluid) {
float px, py, vx, vy, radius, vscale, temperature;
radius = 15;
vscale = 10;
px = width/2;
py = 50;
vx = 1 * +vscale;
vy = 1 * vscale;
radius = 40;
temperature = 1f;
fluid.addDensity(px, py, radius, 0.2f, 0.3f, 0.5f, 1.0f);
fluid.addTemperature(px, py, radius, temperature);
particles.spawn(fluid, px, py, radius, 100);
boolean mouse_input = mousePressed;
// add impulse: density + velocity, particles
if(mouse_input && mouseButton == LEFT){
radius = 15;
vscale = 15;
px = mouseX;
py = height-mouseY;
vx = (mouseX - pmouseX) * +vscale;
vy = (mouseY - pmouseY) * -vscale;
fluid.addDensity (px, py, radius, 0.25f, 0.0f, 0.1f, 1.0f);
fluid.addVelocity(px, py, radius, vx, vy);
particles.spawn(fluid, px, py, radius*2, 300);
}
// add impulse: density + temperature, particles
if(mouse_input && mouseButton == CENTER){
radius = 15;
vscale = 15;
px = mouseX;
py = height-mouseY;
temperature = 2f;
fluid.addDensity(px, py, radius, 0.25f, 0.0f, 0.1f, 1.0f);
fluid.addTemperature(px, py, radius, temperature);
particles.spawn(fluid, px, py, radius, 100);
}
// particles
if(mouse_input && mouseButton == RIGHT){
px = mouseX;
py = height - 1 - mouseY; // invert
radius = 50;
particles.spawn(fluid, px, py, radius, 300);
}
}
}
int viewport_w = 1280;
int viewport_h = 720;
int viewport_x = 230;
int viewport_y = 0;
int gui_w = 200;
int gui_x = 20;
int gui_y = 20;
int fluidgrid_scale = 3;
DwFluid2D fluid;
// render targets
PGraphics2D pg_fluid;
//texture-buffer, for adding obstacles
PGraphics2D pg_obstacles;
// custom particle system
MyParticleSystem particles;
// some state variables for the GUI/display
int BACKGROUND_COLOR = 0;
boolean UPDATE_FLUID = true;
boolean DISPLAY_FLUID_TEXTURES = false;
boolean DISPLAY_FLUID_VECTORS = false;
int DISPLAY_fluid_texture_mode = 0;
boolean DISPLAY_PARTICLES = true;
public void settings() {
size(viewport_w, viewport_h, P2D);
smooth(4);
}
public void setup() {
surface.setLocation(viewport_x, viewport_y);
// main library context
DwPixelFlow context = new DwPixelFlow(this);
context.print();
context.printGL();
// fluid simulation
fluid = new DwFluid2D(context, viewport_w, viewport_h, fluidgrid_scale);
// set some simulation parameters
fluid.param.dissipation_density = 0.999f;
fluid.param.dissipation_velocity = 0.99f;
fluid.param.dissipation_temperature = 0.80f;
fluid.param.vorticity = 0.10f;
fluid.param.timestep = 0.25f;
fluid.param.gridscale = 8f;
// interface for adding data to the fluid simulation
MyFluidData cb_fluid_data = new MyFluidData();
fluid.addCallback_FluiData(cb_fluid_data);
// pgraphics for fluid
pg_fluid = (PGraphics2D) createGraphics(viewport_w, viewport_h, P2D);
pg_fluid.smooth(4);
pg_fluid.beginDraw();
pg_fluid.background(BACKGROUND_COLOR);
pg_fluid.endDraw();
// pgraphics for obstacles
pg_obstacles = (PGraphics2D) createGraphics(viewport_w, viewport_h, P2D);
pg_obstacles.smooth(4);
pg_obstacles.beginDraw();
pg_obstacles.clear();
float radius;
radius = 200;
pg_obstacles.stroke(64);
pg_obstacles.strokeWeight(1);
pg_obstacles.fill(0);
pg_obstacles.rect(1*width/2f, 1*height/4f, radius, radius/2, 10);
pg_obstacles.stroke(64);
pg_obstacles.strokeWeight(1);
pg_obstacles.fill(0);
pg_obstacles.rect(1*width/3.5f, 1*height/2.5f, radius, radius/2, 10);
//// border-obstacle
//pg_obstacles.strokeWeight(20);
//pg_obstacles.stroke(64);
//pg_obstacles.noFill();
//pg_obstacles.rect(0, 0, pg_obstacles.width, pg_obstacles.height);
pg_obstacles.endDraw();
fluid.addObstacles(pg_obstacles);
// custom particle object
particles = new MyParticleSystem(context, 1024 * 1024);
kinect = new KinectPV2(this);
//Enables depth and Body tracking (mask image)
kinect.enableDepthMaskImg(true);
kinect.enableSkeletonDepthMap(true);
kinect.init();
background(0);
frameRate(60);
}
public void draw() {
PImage imgC = kinect.getDepthMaskImage();
image(imgC, 0, 0, 320, 240);
//get the skeletons as an Arraylist of KSkeletons
ArrayList<KSkeleton> skeletonArray = kinect.getSkeletonDepthMap();
//individual joints
for (int i = 0; i < skeletonArray.size(); i++) {
KSkeleton skeleton = (KSkeleton) skeletonArray.get(i);
//if the skeleton is being tracked compute the skleton joints
if (skeleton.isTracked()) {
KJoint[] joints = skeleton.getJoints();
color col = skeleton.getIndexColor();
fill(col);
stroke(col);
drawHandState(joints[KinectPV2.JointType_HandRight]);
drawHandState(joints[KinectPV2.JointType_HandLeft]);
}
}
// update simulation
if(UPDATE_FLUID){
fluid.addObstacles(pg_obstacles);
fluid.update();
particles.update(fluid);
}
// clear render target
pg_fluid.beginDraw();
pg_fluid.background(BACKGROUND_COLOR);
pg_fluid.endDraw();
// render fluid stuff
if(DISPLAY_FLUID_TEXTURES){
// render: density (0), temperature (1), pressure (2), velocity (3)
fluid.renderFluidTextures(pg_fluid, DISPLAY_fluid_texture_mode);
}
if(DISPLAY_FLUID_VECTORS){
// render: velocity vector field
fluid.renderFluidVectors(pg_fluid, 10);
}
if( DISPLAY_PARTICLES){
// render: particles; 0 ... points, 1 ...sprite texture, 2 ... dynamic points
particles.render(pg_fluid, BACKGROUND_COLOR);
}
// display
image(pg_fluid , 320, 0);
image(pg_obstacles, 320, 0);
// display number of particles as text
//String txt_num_particles = String.format("Particles %,d", particles.ALIVE_PARTICLES);
//fill(0, 0, 0, 220);
//noStroke();
//rect(10, height-10, 160, -30);
//fill(255,128,0);
//text(txt_num_particles, 20, height-20);
// info
//String txt_fps = String.format(getClass().getName()+ " [size %d/%d] [frame %d] [fps %6.2f]", fluid.fluid_w, fluid.fluid_h, fluid.simulation_step, frameRate);
//surface.setTitle(txt_fps);
}
//draw a ellipse depending on the hand state
void drawHandState(KJoint joint) {
noStroke();
handState(joint.getState());
//println(joint.getState());
pushMatrix();
translate(joint.getX(), joint.getY(), joint.getZ());
//println(joint.getX(), joint.getY(), joint.getZ());
ellipse(joint.getX(), joint.getY(), 70, 70);
popMatrix();
}
/*
Different hand state
KinectPV2.HandState_Open
KinectPV2.HandState_Closed
KinectPV2.HandState_Lasso
KinectPV2.HandState_NotTracked
*/
//Depending on the hand state change the color
void handState(int handState) {
switch(handState) {
case KinectPV2.HandState_Open:
fill(0, 255, 0);
break;
case KinectPV2.HandState_Closed:
fill(255, 0, 0);
break;
case KinectPV2.HandState_Lasso:
fill(0, 0, 255);
break;
case KinectPV2.HandState_NotTracked:
fill(100, 100, 100);
break;
}
}
I'm guessing I have to create global variables to access it within the update function or maybe I have to pass the skeleton data as parameters into the update function?
What happened when you tried those approaches?
Either approach sounds fine. You could store the variables in a sketch-level variable, set those variables from the kinect code, then use those variables in your drawing code. Or you could pass the variables as a parameter to the drawing code. Either should work fine. I'd probably go for the first approach because it sounds easier to me, but that's just my personal preference.
I suggest working in smaller chunks. Create a separate program that ignores the kinect for now. Create a hard-coded sketch-level variable that holds the same type of information you'd get from the kinect. Then write drawing code that uses that hard-coded variable to draw the frame. Get that working perfectly before you try adding the kinect code back in.
Then if you get stuck on a specific step, you can post a MCVE and we can go from there. Good luck.

Multiple cameras and ScissorStack?

I'm currently trying to make a game, and I'm still novice with using cameras, and I'm thinking that two OrthographicCameras may be necessary, but I'm not sure if that's the most efficient way, or even how to do so.
Basically, I want this to be the layout for it:
The Main Area is where the main stuff is, which is a Server Interface. The Game Level is where the actual game part is in. I am currently using a ScissorStack to cut the region, but with this demo, results make me question how to do this:
public class TestScissorStackAndCamera extends ApplicationAdapter {
private SpriteBatch batch;
private OrthographicCamera camera;
private Sprite sprite;
private int width, height;
#Override
public void create() {
Gdx.gl.glClearColor(0, 0, 0, 0);
width = Gdx.graphics.getWidth();
height = Gdx.graphics.getHeight();
batch = new SpriteBatch();
camera = new OrthographicCamera(width, height);
camera.position.set(width / 2, height / 2, 0);
camera.update();
createSprite();
}
private void createSprite() {
Pixmap map = new Pixmap(width, height, Format.RGBA8888);
map.setColor(Color.RED);
map.fillRectangle(0, 0, width, height);
map.setColor(Color.BLUE);
map.drawLine(width / 2, 0, width / 2, height);
map.drawLine(0, height / 2, width, height / 2);
Texture texture = new Texture(map);
sprite = new Sprite(texture);
}
#Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined); // The Question!
batch.begin();
{
Rectangle scissors = new Rectangle();
Rectangle area = new Rectangle(10, 10, width - 20, height - 20);
ScissorStack.calculateScissors(camera, batch.getTransformMatrix(), area, scissors);
ScissorStack.pushScissors(scissors);
batch.draw(sprite, 0, 0);
batch.flush();
ScissorStack.popScissors();
}
batch.end();
}
public static void main(String[] args) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.title = "ScissorStack & Camera Test";
config.resizable = false;
new LwjglApplication(new TestScissorStackAndCamera(), config);
}
}
Questioning batch.setProjectionMatrix(camera.combined)
I marked a line in the code with a comment, The Question!, which is what is affecting the results. If I don't have it, using the camera.translate(...) method, the image is drawn at (0, 0) but what it does is it moves what part is viewed. If I do have that line, when I use the camera.translate(...) method, the image is drawn respectively to the position of the camera.
In respect to the game that I'm currently developing, it behaves awkwardly without the projectionMatrix not being set, but when I do set it, it messes up the positioning of the rest of the game. I even added some testing features, and it's not rendering inside of the correct ScissorStack
How could I go about setting up two cameras, or what could I do to set up what I'm trying to correctly and efficiently?
With my actual game (not the mock-up) this is what it is doing. It should be rendering inside of the red lines, but it's not:
If you'd like to see my current code for my GameLevel that is handling the ScissorStack and OrthographicCamera:
public GameLevel(int x, int y, int displayWidth, int displayHeight) {
this.x = x; // x = 10
this.y = y; // y = 10
this.displayWidth = displayWidth; // displayWidth = Gdx.graphics.getWidth() - x - 10
this.displayHeight = displayHeight; // displayHeight = Gdx.graphics.getHeight() - y - 120
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(displayWidth / 2, displayHeight / 2, 0);
// FBLAGame.batch.setProjectionMatrix(camera.combined);
camera.update();
init();
}
...
#Override
public void render() {
Rectangle area = new Rectangle(x, y, displayWidth, displayHeight);
Rectangle scissor = new Rectangle();
Matrix4 matrix = FBLAGame.batch.getTransformMatrix();
ScissorStack.calculateScissors(camera, matrix, area, scissor);
ScissorStack.pushScissors(scissor);
renderLevel();
FBLAGame.batch.flush();
ScissorStack.popScissors();
Pixmap map = new Pixmap(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), Format.RGBA8888);
map.setColor(Color.RED);
map.drawRectangle((int) area.x, (int) area.y, (int) area.width, (int) area.height);
Texture t = new Texture(map);
map.dispose();
FBLAGame.batch.draw(t, 0, 0);
}

libgdx won't draw sprite or animation

it seems as though i cannot get the draw method to work???
it seems as though the bullet.draw(batcher)
does not work and i cannot understand why as the bullet is a sprite.
i have made a Sprite[] and added them as animation.
could that be it?
i tried
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation());
but that dont work, the only way it draws is this
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY());
below is the code.
// this is in a Asset Class
texture = new Texture(Gdx.files.internal("SpriteN1.png"));
texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
bullet1 = new Sprite(texture, 380, 350, 45, 20);
bullet1.flip(false, true);
bullet2 = new Sprite(texture, 425, 350, 45, 20);
bullet2.flip(false, true);
Sprite[] bullets = { bullet1, bullet2 };
bulletAnimation = new Animation(0.06f, bullets);
bulletAnimation.setPlayMode(Animation.PlayMode.LOOP);
// this is the GameRender class
public class GameRender() {
private Bullet bullet;
private Ball ball;
public GameRenderer(GameWorld world) {
myWorld = world;
cam = new OrthographicCamera();
cam.setToOrtho(true, 480, 320);
batcher = new SpriteBatch();
// Attach batcher to camera
batcher.setProjectionMatrix(cam.combined);
shapeRenderer = new ShapeRenderer();
shapeRenderer.setProjectionMatrix(cam.combined);
// Call helper methods to initialize instance variables
initGameObjects();
initAssets();
}
private void initGameObjects() {
ball = GameWorld.getBall();
bullet = myWorld.getBullet();
scroller = myWorld.getScroller();
}
private void initAssets() {
ballAnimation = AssetLoader.ballAnimation;
bulletAnimation = AssetLoader.bulletAnimation;
}
public void render(float runTime) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
batcher.begin();
// Disable transparency
// This is good for performance when drawing images that do not require
// transparency.
batcher.disableBlending();
// The ball needs transparency, so we enable that again.
batcher.enableBlending();
batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight());
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY());
// End SpriteBatch
batcher.end();
}
}
// this is the gameworld class
public class GameWorld {
public static Ball ball;
private Bullet bullet;
private ScrollHandler scroller;
public GameWorld() {
ball = new Ball(480, 273, 32, 32);
bullet = new Bullet(10, 10);
scroller = new ScrollHandler(0);
}
public void update(float delta) {
ball.update(delta);
bullet.update(delta);
scroller.update(delta);
}
public static Ball getBall() {
return ball;
}
public ScrollHandler getScroller() {
return scroller;
}
public Bullet getBullet() {
return bullet;
}
}
is there anyway so make the sprite work?
i am adding the bullet class to see if there could be something wrong there.
public class Bullet extends Sprite {
public static final float BULLET_HOMING = 6000;
public static final float BULLET_SPEED = 300;
private Vector2 velocity;
private float lifetime;
public Bullet(float x, float y) {
velocity = new Vector2(0, 0);
setPosition(x, y);
}
public void update(float delta) {
float targetX = GameWorld.getBall().getX();
float targetY = GameWorld.getBall().getY();
float dx = targetX - getX();
float dy = targetY - getY();
float distToTarget = (float) Math.sqrt(dx * dx + dy * dy);
dx /= distToTarget;
dy /= distToTarget;
dx *= BULLET_HOMING;
dy *= BULLET_HOMING;
velocity.x += dx * delta;
velocity.y += dy * delta;
float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y);
velocity.x /= vMag;
velocity.y /= vMag;
velocity.x *= BULLET_SPEED;
velocity.y *= BULLET_SPEED;
Vector2 v = velocity.cpy().scl(delta);
setPosition(getX() + v.x, getY() + v.y);
setOriginCenter();
setRotation(velocity.angle());
lifetime += delta;
setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime));
}
}
Your keyframes are kept in an array called bullets, but when you call the Animation constructor you pass something called 'aims' as the second argument. You should try instead passing 'bullets', as in:
bulletAnimation = new Animation(0.06f,bullets);
You shouldn't have a problem with using a Sprite[] as the Sprite class extends TextureRegion I think.
------ OP fixed the typo and still didn't work------
I think the problem will be with the origin arguments of the batcher.draw()call. The position of the Sprite is relative to the origin of the SpriteBatch's co-ordinate system, and the origin of the Sprite is relative to this position (i.e. the bottom-left corner of the Sprite rectangle). To get an origin in the center of the Sprite, i think originX should be width/2 and originY should be height/2. So try:
batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime),bullet.getX(),bullet.getY(), bullet.getWidth()/2,bullet.getHeight()/2,bullet.getWidth(),bullet.getHeight(),1,1,bullet.getRotation());
Because if your getOriginX/Y methods return origins relative to the SpriteBatcher's co-ordinate system(the screen co-ordinates), then your Sprites could be rotating and scaling around some ridiculous origin and end up being drawn off-screen.
I hope I'm right and it's problem solved.
----- OP posted further code, the 'bullet' class-----
When you call bullet.getWidth() and bullet.getHeight() in your draw method, these will return 0.0f because you haven't specified values for them. Remember the Sprites you are actually drawing are bullet1 and bullet2 from your AssetLoader class. Try setting bullet's width and height with:
setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight());
in your bullet constructor.
I don't think you need to use setRegion() in your bullet class either, again, because the Sprites you're actually drawing are bullet1 and 2.
fingers crossed.
try and change the update method to this
Vector2 target = new Vector2(GameWorld.getBall().getX(), GameWorld.getBall().getY());
target.sub(getX(), getY());
target.nor().scl(BULLET_HOMING);
velocity.add(target.scl(delta));
velocity.nor().scl(BULLET_SPEED);
Vector2 v = velocity.cpy().scl(delta);
translate(v.x, v.y);
setOriginCenter();
setRotation(velocity.angle());
that should clean your code a little

Why does my libgdx game progressively slow down?

I have a game that generates bodies forever until the game ends. For some reason, the game will be nice and smooth at first, but then it will start to slow down and become choppy as you keep going while playing. Then, after you die and restart, the game repeats this process. I dispose all I can. Here is what pushes the player body:
//in main game class
private Vector2 movement = new Vector2();
sSpeed = 200000;
switch(button)
{
case Buttons.LEFT:
movement.y = sSpeed * 1.2f;
movement.x = sSpeed * 1.5f;
table.clear();
}
return false;
}
//in Level Generator class
public LevelGenerator(BodyDef bDef, float topEdge, float bottomEdge, float minGap, float maxGap, float w, float h, Sprite s, World world) {
this.bDef = bDef;
this.topEdge = topEdge;
this.bottomEdge = bottomEdge;
this.minGap = minGap;
this.maxGap = maxGap;
width = w;
height = h;
this.s = s;
this.world = world;
}
public void generate(float rightEdge) {
if(x + MathUtils.random(minGap, maxGap) > rightEdge) {
return;
}
x = rightEdge;
float y = MathUtils.random(topEdge - height * 2f, bottomEdge + height * 2f);
bDef = new BodyDef();
bDef.type = BodyType.DynamicBody;
PolygonShape ast = new PolygonShape();
ast.setAsBox(width, height, new Vector2(x + width, y + height), 0);
item = world.createBody(bDef);
Fixture fix = item.createFixture(ast, 0);
}
//in main game class
generator.generate(camera.position.x + camera.viewportWidth / 2 + 10);
generator = new LevelGenerator(ballD3, 120, -125, 58, 63, 12.5f, 12.5f, aSprite1 , world);
Sadly the best way to avoid this kind of memory leak is to track the objects yourself.
I've gotten around this problem by creating an array called bodies that holds all the bodies. Then you run a for loop something like this (sorry, JavaScript:)
_.each(bodies,function(body){
var pos = body.GetPosition();
if (pos.y > 500) world.destroyBody(body);
});

Categories