Saving mouse position to objects with JavaFX - java

I have a world map and I want to have a posibility to mark 3 dots on map by left clicking on the map, and save positions of dots (x,y) to 3 objects.
I think that the best approach would be to create 3 objects of class Point, save position (x,y) of each dot to 3 objects of class Point. I did it only for one object (redPoint) because I'm not sure how I can do this for more objects.
public class Main extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
Parent root = FXMLLoader.load(getClass().getResource("../resources/fxml/test.fxml"));
primaryStage.setTitle("test");
Point point = new Point();
root.setOnMouseClicked(point::handle);
primaryStage.setScene(new Scene(root, 1280, 720));
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
public class Point {
private double x;
private double y;
public Point() {
}
public Point(double x, double y) {
this.x = x;
this.y = y;
}
public double getX() {
return x;
}
public double getY() {
return y;
}
public void handle(MouseEvent mouseEvent) {
x = mouseEvent.getX();
y = mouseEvent.getY();
Point redPoint = new Point(x, y);
System.out.println(redPoint.getX() + " " + redPoint.getY());
}
}
Current output:
"459.0 220.0" - x, y of place where I clicked but only for one dot and this dot is not placed on map
So I'm not sure:
how to add colored dots in random place where I clicked
how to save position of these dots to 3 different objects

Using JFX Canvas to display the map and the dot can be clicked as a little circle with color of course. Example
Canvas screen = new Canvas(580, 500);
gc = screen.getGraphicsContext2D();
screen.setOnMouseReleased(e -> {
double x = e.getX(), y = e.getY(); // the coordinates
draw(x, y);
});
...
privat void draw(double x, double y) {
...
gc.drawImage(img, 0, 0);
gc.setFill(Color.RED);
gc.fillOval(x, y, 15, 15); // the dot
...
}
private GraphicsContext gc;
private Image img = new Image(getClass().getResourceAsStream("map.jpg"));
...
Hope that could help.

Related

JavaFX. Draw a ball and drag a line from its center

The idea is to draw a ball on MOUSE_CLICKED
And draw a line starting from its center till it released in the MOUSE_DRAGGED handler.
but it does complete opposite and I do not simply get it - it draws first a line and after i release the mouse the ball appears.
Does anyone see where is the problem?
public class Step extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage stage) {
Canvas layer1 = new Canvas(500, 500);
Group root = new Group();
root.getChildren().add(layer1);
Ball c_ball = new Ball(0, 0, 50, 0, 0);
Arrow arrow = new Arrow(0, 0, 0, 0);
layer1.addEventHandler(MouseEvent.MOUSE_CLICKED,
ev -> {
c_ball.x = ev.getX();
c_ball.y = ev.getY();
arrow.start_x = ev.getX();
arrow.start_y = ev.getY();
GraphicsContext gc = layer1.getGraphicsContext2D();
gc.setFill(Color.DARKCYAN);
gc.fillOval(c_ball.x - c_ball.size / 2, c_ball.y - c_ball.size / 2, c_ball.size, c_ball.size);
});
layer1.addEventHandler(MouseEvent.MOUSE_DRAGGED,
ev -> {
GraphicsContext gc_arr = layer1.getGraphicsContext2D();
gc_arr.clearRect(0, 0, layer1.getWidth(), layer1.getHeight());
gc_arr.strokeLine(arrow.start_x, arrow.start_y, ev.getX(), ev.getY());
});
Scene scene = new Scene(root, 500, 500);
stage.setScene(scene);
stage.show();
}
}
Here is class Ball :
public class Ball {
public double x, y;
public double dx, dy;
public double size;
public Ball(double x, double y, double size, double dx, double dy) {
this.x = x;
this.y = y;
this.size = size;
this.dx = dx;
this.dy = dy;
}}
And arrow
public class Arrow {
public double start_x, start_y;
public double end_x, end_y;
public Arrow(double x1, double y1, double x2, double y2) {
this.start_x = x1;
this.start_y = y1;
this.end_x = x2;
this.end_y = y2;
}}
Looking at MouseEvent.MOUSE_CLICKED documentation you will see :
EventType javafx.scene.input.MouseEvent.MOUSE_CLICKED
This event occurs when mouse button has been clicked (pressed and
released on the same node). This event provides a button-like
behavior to any node. Note that even long drags can generate click
event (it is delivered to the top-most node on which the mouse was
both pressed and released).
The mouse event you are looking for is MouseEvent.MOUSE_PRESSED but in the case your code is not going to work neither. The reason is you clear everything inside the MOUSE_DRAGGED event, when you call gc_arr.clearRect(0, 0, layer1.getWidth(), layer1.getHeight());.Thus you will draw the circle but you will clear the canvas and only draw the line. If you remove that line you will have multiple lines each time you drag your mouse but that's a different problem.
You will need to make a big step back and think, do i really need to implement my program with Canvas?
If the answer is YES you will need to keep inside a list (or some data structure like array etc) all the components and when you want to change something you need to update the objects and redraw everything
If the answer is NO then you are taking the correct approach and you will need to change the canvas to an AnchorPane or Pane etc and just add the Nodes ( Circle , Lines etc ) directly on the pane.
Here is a simple example with AnchorPane instead of Canvas.
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.AnchorPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.stage.Stage;
public class ShapesTest extends Application {
public static void main(String[] args) {
launch(args);
}
private double arrayStartX;
private double arrayStartY;
private AnchorPane root;
private Line l;
#Override
public void start(Stage stage) {
root = new AnchorPane();
root.addEventHandler(MouseEvent.MOUSE_PRESSED, ev -> {
addBall(ev.getX(), ev.getY());
arrayStartX = ev.getX();
arrayStartY = ev.getY();
});
root.addEventHandler(MouseEvent.MOUSE_DRAGGED, ev -> {
if (l == null) {
addLine(ev.getX(), ev.getY());
} else {
l.setEndX(ev.getX());
l.setEndY(ev.getY());
}
});
root.addEventHandler(MouseEvent.MOUSE_RELEASED, ev -> {
l = null;
});
Scene scene = new Scene(root, 500, 500);
stage.setScene(scene);
stage.show();
}
private void addLine(double x, double y) {
l = new Line(arrayStartX, arrayStartY, x, y);
root.getChildren().add(l);
}
private void addBall(double x, double y) {
Circle c = new Circle(x, y, 15);
c.fillProperty().set(Color.DARKCYAN);
root.getChildren().add(c);
}
}
In the example above you could keeps the Circle and the Lines informations on your own custom object if you like and then apply physics on each ball when the mouse is released.

JavaFX - Drawn shape that follows mouse stutters when moving small distances

I'm attempting to make a triangle shape drawn using GraphicsContext2D follow the mouse, while facing towards it.
It works all nice and nifty when you're moving over 10+ pixels of distance. However, the shape stutters when you're moving small precise distances and doesn't correctly face the mouse.
Game:
public class Game extends Application {
final static private String GAME_NAME = "Trigon";
final static private int WINDOW_WIDTH = 960;
final static private int WINDOW_HEIGHT = 640;
private PlayerShip ply;
#Override
public void start(Stage theStage) throws Exception {
// Set title of window & make root, canvas, graphics context
theStage.setTitle(GAME_NAME);
Group root = new Group();
Scene theScene = new Scene(root, WINDOW_WIDTH, WINDOW_HEIGHT);
Canvas canvas = new Canvas(WINDOW_WIDTH, WINDOW_HEIGHT);
GraphicsContext gc = canvas.getGraphicsContext2D();
theStage.setScene(theScene);
root.getChildren().add(canvas);
// Initialize game variables
ply = new PlayerShip(WINDOW_WIDTH/2, WINDOW_HEIGHT/2);
theScene.setOnMouseMoved(
new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent e) {
ply.setPos(e.getX(), e.getY());
}
}
);
new AnimationTimer() {
#Override
public void handle(long currentNanoTime) {
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
ply.draw(gc);
}
}.start();
theStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
PlayerShip:
public class PlayerShip {
private double shipLength, shipWidth;
private double posX, posY, rotAngle;
public PlayerShip(double posX, double posY) {
this(posX, posY);
}
public PlayerShip(double posX, double posY) {
this.posX = posX;
this.posY = posY;
this.shipWidth = 30;
this.shipLength = 30;
}
public void setPos(double posX, double posY) {
double distX = posX - this.posX;
double distY = posY - this.posY;
rotAngle = Math.toDegrees(Math.atan2(distX, -distY));
this.posX = posX;
this.posY = posY;
}
public void draw(final GraphicsContext gc) {
// Save
gc.save();
// Translate + rotate
gc.translate(posX, posY);
gc.rotate(rotAngle);
// Draw ship
gc.beginPath();
gc.moveTo(0, -shipLength/2);
gc.lineTo(shipWidth/2, shipLength/2);
gc.lineTo(-shipWidth/2, shipLength/2);
gc.lineTo(0, -shipLength/2);
gc.stroke();
gc.closePath();
// Restore
gc.restore();
}
}
Sorry for the block of text or if I'm forgetting something important.
This happens when the origin of the ship is too close to the position of the mouse. Small changes of the mouse position can lead to large changes of the angle, which results in the shuttering effect.
You could solve this issue by not moving the ship to the mouse location, but moving it to a point that is close to the mouse:
public void setPos(double posX, double posY) {
double distX = posX - this.posX;
double distY = posY - this.posY;
// movement distance
double magnitude = Math.sqrt(distX * distX + distY * distY);
if (magnitude > 5) {
// only move, if the distance is greater than 5
// factor to move to distance 5
double factor = (magnitude - 5) / magnitude;
this.posX += distX * factor;
this.posY += distY * factor;
rotAngle = Math.toDegrees(Math.atan2(distX, -distY));
}
}

Java SWT Drawing Shapes on canvas with mouse events

I want to make an application in order to draw forms (rectangle, line, square, arrow) like in paint using Java SWT Canvas. I'm using mouse events (Up, Down and move) to get the canvas Y and X position. And i have a button for each form types that get canvas mouse position and draw the selected form using the mouse events. My problem is, when i draw the first form (Circle, square, line) everything works, but when draw the second, the first erase. How can I make the first form stay on drawn after redraw the canvas?
Variables:
private static boolean drag = false;
private Canvas compCanvas;
private Button btnSend, btnAdd,btnFreeHand,btnArrow,btnCircle,btnSquare,btnLine;
private Composite mainPanel;
compCanvas = new Canvas(mainPanel, SWT.NONE);
mouseEvents():
private void mouseEvents(){
compCanvas.addListener(SWT.MouseDown, new Listener(){
public void handleEvent(Event e){
System.out.println("Mouse event on canvas DOWN: X VALUE:"+e.x+"Y VALUE:"+e.y);
startY = e.y;
startX = e.x;
drag = true;
}
});
compCanvas.addListener(SWT.MouseUp, new Listener(){
public void handleEvent(Event e){
System.out.println("Mouse event on canvas UP: X VALUE:"+e.x+"Y VALUE:"+e.y);
endY = e.y;
endX = e.x;
drag = false;
//compCanvas.redraw();
}
});
compCanvas.addListener(SWT.MouseMove, new Listener(){
public void handleEvent(Event e){
System.out.println("Mouse event on canvas MOVE: X VALUE:"+e.x+"Y VALUE:"+e.y);
if(drag){
endY = e.y;
endX = e.x;
compCanvas.redraw();
}
}
});
};
btnSquare.selectionListener() and Declaration:
btnSquare = new Button(compSendAdd, SWT.NONE);
btnSquare.setLayoutData(new RowData(25, 25));
btnSquare.setImage(squareIcon);
btnSquare.addSelectionListener(new SelectionListener(){
private void btnSquare(){
mouseEvents();
//LightweightSystem lws = new LightweightSystem(compCanvas);
compCanvas.addListener(SWT.Paint, new Listener(){
public void handleEvent(Event e){
if(drag){
GC gc = e.gc;
//gc.setAlpha(128);
int minX = Math.min(startX,endX);
int minY = Math.min(startY,endY);
int maxX = Math.max(startX, endX);
int maxY = Math.max(startY, endY);
int width = maxX - minX;
int height = maxY - minY;
gc.fillRectangle(minX, minY,width,height);
}
}
});
}
public void widgetSelected(SelectionEvent event) {
btnSquare();
}
public void widgetDefaultSelected(SelectionEvent event) {
btnSquare();
}
});
By default controls are filled with current background color each time the SWT.Paint listener is called. You need to turn this off.
Do this by specifying the SWT.NO_BACKGROUND style on the Canvas
compCanvas = new Canvas(mainPanel, SWT.NO_BACKGROUND);
You will also need to fill the background the first time the canvas is drawn.
Create class shape with x, y, width, height fields
class Shape {
public int x; // coordiates
public int y;
public int width;
public int heigth;
String type; // "rect" for example
public Shape(int x, int y, int width, int height, String type) {
this.x = x;
this.y = y;
this.width = width;
this.heigth = height;
this.type = type;
}
}
After mouse up store your shape in list according to which button is selected
List<Shape> shapes = new ArrayList<Shape>();
shapes.add(new Shape(x, y, width, height, getType()));
In PainListener You MUST redraw all shapes from your list
for(Shape s: shapes) {
//draw shape s
}

Binding property dont work

I'm working on a very simple game in JavaFX. I have two objects for representing player:
player - instance of Player class
playerObj - instance of Rectangle class, used for representating player on the map
Now I implemented basic functions for player movement like goUp, goLeft etc. These all change properties X and Y in player class (these are DoubleProperty type). Now I want to make it so every change of player's X and Y property will reflect in playerObj so I used property binding like this:
playerObj.yProperty().bind(player.yProperty());
But when I invoke the goUp() method, the "y property" in player object will change, but "y property" in playerObj object won't change. So:
pane.setOnKeyPressed(e -> {
switch(e.getCode()) {
case UP:
player.goUp();
System.out.println("player Y property: "+player.yProperty().getValue());
System.out.println("playerObj Y property: "+playerObj.yProperty().getValue());
break;
}
});
Will result in this (after invoking goUp() method 3 times):
player Y property: 245.0
playerObj Y property: 250.0
player Y property: 240.0
playerObj Y property: 250.0
player Y property: 235.0
playerObj Y property: 250.0
Why didn't the playerObj Y property change too when I binded it with player Y property?
EDIT: Full code (removed irrelevant parts)
Player.java
public class Player {
private DoubleProperty x;
private DoubleProperty y;
private Scene scene;
public Player(Scene scene) {
this(DEFAULT_NAME, DEFAULT_COLOR, scene);
}
public Player(String name, Color color, Scene scene) {
this.name = new SimpleStringProperty(name);
this.color = color;
this.scene = scene;
}
public Rectangle drawPlayer() {
Rectangle player = new Rectangle(getX(),getY(),SIZE_OF_PLAYER,SIZE_OF_PLAYER);
player.setFill(color);
return player;
}
public Player goUp() {
if(getY() != 0 && getY() != scene.getHeight()) {
setY(yProperty().subtract(5).getValue());
}
}
public DoubleProperty xProperty() {
return x;
}
public DoubleProperty yProperty() {
return y;
}
public double getX() {
return x.getValue();
}
public void setX(double x) {
this.x = new SimpleDoubleProperty(x);
}
public double getY() {
return y.getValue();
}
public void setY(double y) {
this.y = new SimpleDoubleProperty(y);
}
}
Game.java
public class Game extends Application {
private Scene scene;
private Player player;
private Rectangle playerObj;
private Pane pane;
#Override
public void start(Stage primaryStage) {
pane = new Pane();
scene = new Scene(pane,500,500);
player = new Player(scene);
player.setX(scene.getWidth() / 2);
player.setY(scene.getHeight() / 2);
playerObj = player.drawPlayer();
pane.getChildren().add(playerObj);
playerObj.yProperty().bind(player.yProperty());
pane.setOnKeyPressed(e -> {
switch(e.getCode()) {
case LEFT:
player.goLeft();
break;
case UP:
player.goUp();
System.out.println("player Y property: "+player.yProperty().getValue());
System.out.println("playerObj Y property: "+playerObj.yProperty().getValue());
break;
case RIGHT:
player.goRight();
break;
case DOWN:
player.goDown();
}
});
pane.requestFocus();
primaryStage.setScene(scene);
primaryStage.setTitle("Game");
primaryStage.setResizable(false);
primaryStage.show();
}
public static void main(String[] args) {
Application.launch(args);
}
}
Your x and y properties in the Player class are incorrectly implemented.
When you call player.setY(...) you create a new DoubleProperty:
public void setY(double y) {
this.y = new SimpleDoubleProperty(y);
}
and of course this is not the property to which your node was earlier bound. So it's value is not reflected in the node.
You need
public void setY(double y) {
this.y.set(y);
}
and similarly for setX(...).

Wrong coordinates for different objects

In short:
I create Polygon object with a help of this method:
public static float[][] getPolygonArrays(float cx, float cy, float R, int sides) {
float[] x = new float[sides];
float[] y = new float[sides];
double thetaInc = 2 * Math.PI / sides;
double theta = (sides % 2 == 0) ? thetaInc : -Math.PI / 2;
for (int j = 0; j < sides; j++) {
x[j] = (float) (cx + R * Math.cos(theta));
y[j] = (float) (cy + R * Math.sin(theta));
theta += thetaInc;
}
return new float[][]{x, y};
}
and merge it to one dimension array with:
public static float[] mergeCoordinates(float[][] vertices) throws Exception {
if (vertices.length != 2 || vertices[0].length != vertices[1].length) throw new Exception("No valid data");
ArrayList<Float> mergedArrayList = new ArrayList<Float>();
float[] mergedArray = new float[vertices[0].length * 2];
for(int i = 0; i < vertices[0].length; i++) {
mergedArrayList.add(vertices[0][i]);
mergedArrayList.add(vertices[1][i]);
}
int i = 0;
for (Float f : mergedArrayList) {
mergedArray[i++] = (f != null ? f : Float.NaN);
}
return mergedArray;
}
I use 0 as value for X and Y for all newly created Polygons (named in code as Platform). And result of method mergeCoordinates i pass to method setVertices of Polygon object.
After this step i do setPosition with x = Gdx.graphics.getWidth()/2 and y = Gdx.graphics.getHeight()/2. Polygons are positioned good, right on the game screen center.
Than i create a new one Polygon, which must use origin coordinates from first Polygon object, this new polygon i named Figure. To set origin coordinates i use method setOrigin of Polygon class, and use X and Y of Platform Polygon object.
When i run method rotate of Platform Polygon object i also rotate Figure Polygon object, and Figure must rotate around origin point, center of Platform. But it does not.
Figure do rotation around bottom right corner.
For example:
my screen size is 640 x 480. Center point will be 320 x 240. This is X and Y of Platform Polygon object, i checked it with getX and getY of Polygon. I create Figure at 0,0, do setPosition(320, 200) (this is preferred orbit distance for figure to platform). And Figure positioned also good.
I run setOrigin(320, 240) for Figure Polygon Object.
I run rotate for Figure object. And it somehow think that right bottom corner have coordinates x = 320 and y = 240 and do rotation around this point.
Any could help me to solve this problem?
More details on problem you can find below(details, images, gifs, schemes and also sources).
More detailed part starts here
i'm trying to understand how coordinate system in libgdx work, cause i have a problem with positioning objects in game world.
I created simple application, with one big Red Polygon object(Platform in code),
10 White Triangle Polygons(Sector in code) which are included into big polygon object and inherits it's behavior(such like rotate, moveTo and etc).
Than i added inside each Sector one Green Polyline(Direction in code) from first vertice of Sector Polygon to midle point of the opposite side to first point.
This is technical line and i will use it's vertices(coordinates of two points) to move small Red Polygon Object(Figure in code), from center to oposite side to center point of Sector.
When i click on Stage and click coordinates are inside Platform i rotate it to the left or to the right(depends on where click was made). On rotate all Sectors and technical lines are rotated correctly.
http://i.imgur.com/s5xaI8j.gif
(670Kb)
As you can see on gif, figures rotates around theire's center point. I found that Polygon class has method setOrigin(float x, float y) and in annotation to this method said next:
/** Sets the origin point to which all of the polygon's local vertices
are relative to. */
So i tried to use this method, set origin X of Figure as center X of Platform and origin Y as center Y of Platform, and tried to rotate Platform.
http://i.imgur.com/pXpTuQi.gif
(1.06Mb)
As you can see, Figure polygon think that his origin coordinates are at right bottom corner. And Figure do rotation around right bottom corner.
I changed origin to next values: x = 50 and y = 50, here is a result:
http://i.imgur.com/Iajb9sN.gif
(640Kb)
I cannot get why it behave like that. What should i change in my logic?
I have not much classes in my project. I removed all imports and getters/setter to reduce amount of lines.
If it is necessary i could provide entire project.
GameScreen code:
public class GameScreen extends DefaultScreen {
private final GameWorld world;
private final GameRenderer renderer;
public GameScreen() {
world = new GameWorld();
renderer = new GameRenderer(world);
}
#Override
public void render(float delta) {
world.update(delta);
renderer.render();
}
#Override
public void resize(int width, int height) {
world.resize(width, height);
}
}
GameWorld code:
public class GameWorld {
private ArrayList < Platform > platforms = new ArrayList < Platform > ();
private OrthographicCamera camera;
private Stage stage;
private Array < Figure > activeFigures;
private Pool < Figure > figuresPool;
private long lastFigureTime = TimeUtils.nanoTime();
public GameWorld() {
setCamera(new OrthographicCamera());
getCamera().setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
setStage(new Stage());
getStage().setViewport(new ScreenViewport(getCamera()));
initializePools();
createPlatforms();
getStage().addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
float degrees = Config.PLATFORM_ROTATE_DEGREES;
if (x <= Gdx.graphics.getWidth() / 2) {
degrees *= -1;
}
int i = getPlatforms().size();
while (i-- > 0) {
Platform platform = getPlatforms().get(i);
if (!platform.isLocked() && platform.isRotatable() && platform.getShape().getPolygon().contains(x, y)) {
platform.addAction(Actions.rotateBy(degrees, 1, Interpolation.bounceOut));
break;
}
}
return true;
}
});
Gdx.input.setInputProcessor(getStage());
}
private void initializePools() {
setActiveFigures(new Array < Figure > ());
setFiguresPool(new Pool < Figure > () {#Override
protected Figure newObject() {
return new Figure();
}
});
}
private void createPlatforms() {
float max = Gdx.graphics.getHeight() / (Gdx.graphics.getWidth() / (Gdx.graphics.getWidth() / 2));
float x = Gdx.graphics.getWidth() / 2;
float y = Gdx.graphics.getHeight() / 2;
float sides = 10f;
Color color = Color.RED;
createPlatform(x, y, max * Config.THIRD_PLATFORM_RADIUS_MULTIPLIER, sides, color, true, false, false, null);
}
private Platform createPlatform(float x, float y, float radius, float sides, Color color, boolean rotatable, boolean locked, boolean isEmpty, Platform relatedTo) {
Platform platform = new Platform(0, 0, radius, sides, color, isEmpty, this);
platform.moveTo(x, y);
platform.setRotatable(rotatable);
platform.setLocked(locked);
getPlatforms().add(platform);
getStage().addActor(platform);
if (relatedTo != null) {
relatedTo.addRelation(platform);
}
return platform;
}
private Figure createFigure(float x, float y) {
Figure figure = getFiguresPool().obtain();
figure.init(this, 0, 0, 10f, 4f, Color.DARK_GRAY);
figure.moveTo(x, y);
getActiveFigures().add(figure);
getStage().addActor(figure);
return figure;
}
public void spawnFigure() {
if (getActiveFigures().size >= 10) return;
if (TimeUtils.nanoTime() - getLastFigureTime() <= 2000000000) return;
Platform platform = null;
for (Platform p: getPlatforms()) {
if (!p.isEmpty()) {
platform = p;
break;
}
}
if (platform == null) {
setLastFigureTime(TimeUtils.nanoTime());
return;
}
Sector sector = platform.getSectors().get(MathUtils.random(platform.getSectors().size() - 1));
float x = platform.getX();
float y = platform.getY();
Figure figure = createFigure(x, y);
figure.origin(x, y);
x = sector.getDirection().getTransformedVertices()[2];
y = sector.getDirection().getTransformedVertices()[3];
figure.addAction(Actions.moveTo(x, y, 1));
setLastFigureTime(TimeUtils.nanoTime());
}
public void update(float delta) {
updatePlatforms(delta);
updateFigures(delta);
spawnFigure();
}
private void updatePlatforms(float delta) {
for (Platform platform: getPlatforms()) {
platform.update(delta);
}
}
private void updateFigures(float delta) {
Figure figure;
int figures = getActiveFigures().size;
for (int i = figures; --i >= 0;) {
figure = getActiveFigures().get(i);
if (figure.isAlive() == false) {
getActiveFigures().removeIndex(i);
getFiguresPool().free(figure);
} else {
figure.update(delta);
}
}
}
public void resize(int width, int height) {
getCamera().setToOrtho(true, width, height);
getStage().getViewport().update(width, height, true);
for (Platform platform: getPlatforms()) {
platform.resize(true, width, height);
}
for (Figure figure: getActiveFigures()) {
figure.resize(true, width, height);
}
}
}
GameRenderer code:
public class GameRenderer {
private ShapeRenderer shapeRenderer;
private GameWorld world;
private SpriteBatch spriteBatch;
public GameRenderer(GameWorld world) {
setWorld(world);
setShapeRenderer(new ShapeRenderer());
getShapeRenderer().setProjectionMatrix(getWorld().getCamera().combined);
setSpriteBatch(new SpriteBatch());
getSpriteBatch().setProjectionMatrix(getWorld().getCamera().combined);
}
public void render() {
Gdx.gl.glClearColor(0f, 0.2f, 0.4f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
getWorld().getCamera().update();
getSpriteBatch().setProjectionMatrix(getWorld().getCamera().combined);
getShapeRenderer().setProjectionMatrix(getWorld().getCamera().combined);
getWorld().getStage().act(Gdx.graphics.getDeltaTime());
getWorld().getStage().draw();
renderGameObjects();
}
private void renderGameObjects() {
renderPlatforms();
renderFigures();
}
private void renderFigures() {
getShapeRenderer().begin(ShapeRenderer.ShapeType.Line);
for (Figure figure: getWorld().getActiveFigures()) {
figure.render(getSpriteBatch(), getShapeRenderer());
}
getShapeRenderer().end();
}
private void renderPlatforms() {
getShapeRenderer().begin(ShapeRenderer.ShapeType.Line);
for (Platform platform: world.getPlatforms()) {
platform.render(getSpriteBatch(), getShapeRenderer());
}
getShapeRenderer().end();
}
}
Platform code:
public class Platform extends GameObject {
private ArrayList < Sector > sectors = new ArrayList < Sector > ();
private ArrayList < Platform > relations = new ArrayList < Platform > ();
private boolean rotatable = true;
private boolean locked = false;
private void initialize(float cx, float cy, float radius, float sides, Color color) {
setPosition(cx, cy);
setRadius(radius);
setShape(ShapeType.POLYGON.getInstance(new float[] {
cx, cy, radius, sides
}, color));
}
public Platform(float cx, float cy, float radius, float sides, Color color, boolean isEmpty, GameWorld gameWorld) {
setGameWorld(gameWorld);
initialize(cx, cy, radius, sides, color);
setEmpty(isEmpty);
if (!isEmpty()) {
generateSectors();
}
}
private void generateSectors() {
float[] vertices = getShape().getVertices();
for (int i = 0; i < vertices.length; i += 2) {
try {
Color color = Color.WHITE;
if (i + 3 > vertices.length) {
getSectors().add(new Sector(new float[] {
getX(), getY(), vertices[i], vertices[i + 1], vertices[0], vertices[1]
}, color, this, i / 2));
} else {
getSectors().add(new Sector(new float[] {
getX(), getY(), vertices[i], vertices[i + 1], vertices[i + 2], vertices[i + 3]
}, color, this, i / 2));
}
} catch (Exception e) {
e.printStackTrace();
}
}
}
public void rotateBy(float degrees) {
setRotation(degrees);
getShape().rotate(degrees);
for (Sector sector: getSectors()) {
sector.rotate(degrees);
}
for (Platform platform: getRelations()) {
platform.rotateBy(degrees);
}
for (Figure figure: getGameWorld().getActiveFigures()) {
figure.rotate(degrees);
}
}
#Override
public void moveTo(float x, float y) {
super.moveTo(x, y);
getShape().moveTo(x, y);
for (Sector sector: getSectors()) {
sector.moveTo(x, y);
}
for (Platform platform: getRelations()) {
platform.moveTo(x, y);
}
}
public void addRelation(Platform platform) {
if (platform.equals(this)) return;
getRelations().add(platform);
}
#Override
public void update(float delta) {
for (Sector sector: getSectors()) {
sector.update(delta);
}
}
#Override
public void dispose() {
for (Sector sector: getSectors()) {
sector.dispose();
}
}
#Override
public void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer) {
render(spriteBatch);
if (Config.DEBUG_LAYOUTS) render(shapeRenderer);
for (Sector sector: getSectors()) {
sector.render(spriteBatch, shapeRenderer);
}
}
private void render(ShapeRenderer shapeRenderer) {
shapeRenderer.setColor(getShape().getColor());
shapeRenderer.polygon(getShape().getVertices());
}
public void resize(boolean reposition, int width, int height) {
if (reposition) {
moveTo(width / 2, height / 2);
}
}
}
Sector code:
public class Sector extends GameObject {
private Polyline direction;
private float[] vertices;
private Platform platform;
private int sectorId;
public Sector(float[] vertices, Color color, Platform platform, int sectorId) throws Exception {
setSectorId(sectorId);
setVertices(vertices);
initialize(vertices, color, platform);
}
private void createDirection() {
float[] vertices = getShape().getPolygon().getVertices();
float x1 = vertices[0];
float y1 = vertices[1];
float x2 = (vertices[2]+vertices[4])/2;
float y2 = (vertices[3]+vertices[5])/2;
setDirection(new Polyline(new float[]{ x1, y1, x2, y2 }));
}
public Sector(float[] vertices, Color color, boolean isEmpty) throws Exception {
initialize(vertices, color);
setEmpty(isEmpty);
}
private void initialize(float[] vertices, Color color) throws Exception {
if (vertices.length != 6) {
throw new Exception("Sector constructor expects 6 vertices");
}
setShape(ShapeType.TRIANGLE.getInstance(vertices, color));
createDirection();
}
private void initialize(float[] vertices, Color color, Platform platform) throws Exception {
if (vertices.length != 6) {
throw new IllegalArgumentException("Sector constructor expects 6 vertices");
}
setShape(ShapeType.TRIANGLE.getInstance(vertices, color));
setPlatform(platform);
createDirection();
}
public void rotate(float degrees) {
getShape().rotate(degrees);
getDirection().rotate(degrees);
}
#Override
public void moveTo(float x, float y) {
super.moveTo(x, y);
getShape().moveTo(x, y);
getDirection().setPosition(x, y);
}
#Override
public void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer) {
render(spriteBatch);
if (Config.DEBUG_LAYOUTS) render(shapeRenderer);
}
private void render(ShapeRenderer shapeRenderer) {
shapeRenderer.setColor(getShape().getColor());
shapeRenderer.polygon(getShape().getVertices());
shapeRenderer.setColor(Color.GREEN);
shapeRenderer.line(getDirection().getTransformedVertices()[0], getDirection().getTransformedVertices()[1], getDirection().getTransformedVertices()[2], getDirection().getTransformedVertices()[3]);
}
}
Figure code:
public class Figure extends GameObject {
private GameWorld world;
public void init(GameWorld world, float cx, float cy, float radius, float sides, Color color) {
super.init();
setWorld(world);
initialize(cx, cy, radius, sides, color);
}
private void initialize(float cx, float cy, float radius, float sides, Color color) {
super.moveTo(cx, cy);
setRadius(radius);
setShape(ShapeType.POLYGON.getInstance(new float[] {
cx, cy, radius, sides
}, color));
}
#Override
public void moveTo(float x, float y) {
super.moveTo(x, y);
getShape().moveTo(x, y);
}
#Override
public void setPosition(float x, float y) {
if (!isAllowedToFlyFuther()) {
clearActions();
return;
}
moveTo(x, y);
}
private boolean isAllowedToFlyFuther() {
for (Figure figure: getWorld().getActiveFigures()) {
if (!figure.equals(this) && Intersector.overlapConvexPolygons(figure.getShape().getPolygon(), getShape().getPolygon())) {
return false;
}
}
return true;
}
#Override
public void reset() {
super.reset();
remove();
}
#Override
public void update(float delta) {}
private void render(SpriteBatch spriteBatch) {}
#Override
public void dispose() {}
#Override
public void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer) {
render(spriteBatch);
if (Config.DEBUG_LAYOUTS) render(shapeRenderer);
}
private void render(ShapeRenderer shapeRenderer) {
shapeRenderer.setColor(getShape().getColor());
shapeRenderer.polygon(getShape().getVertices());
}
public void rotate(float degrees) {
setRotation(degrees);
getShape().rotate(degrees);
}
public void origin(float originX, float originY) {
setOrigin(originX, originY);
getShape().setOrigin(originX, originY);
}
public void resize(boolean reposition, int width, int height) {
if (reposition) {
//TODO: implement reposition for figures
}
}
}
GameObject code:
public abstract class GameObject extends Actor implements Poolable {
private int speed = 200;
private int baseSpeed = 200;
private boolean alive;
private float radius;
private GameWorld gameWorld;
private Shape shape;
private boolean empty = false;
public GameObject() {
setAlive(false);
}
public void init() {
setAlive(true);
}
public void reset() {
setAlive(false);
}
public abstract void update(float delta);
public abstract void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer);
public abstract void dispose();
public void moveTo(float x, float y) {
super.setPosition(x, y);
}
}
Shape code:
public class Shape {
private Color color = new Color(Color.RED);
private float[] vertices;
private int sides;
private float radius;
private Polygon polygon = new Polygon();
public void rotate(float degrees) {
getPolygon().rotate(degrees);
setVertices(getPolygon().getTransformedVertices());
}
public void moveTo(float x, float y) {
getPolygon().setPosition(x, y);
setVertices(getPolygon().getTransformedVertices());
}
public void setOrigin(float originX, float originY) {
getPolygon().setOrigin(originX, originY);
setVertices(getPolygon().getTransformedVertices());
}
public void scale(float ratio) {
getPolygon().setScale(ratio, ratio);
setVertices(getPolygon().getTransformedVertices());
}
}
ShapeType code:
public enum ShapeType {
POLYGON {#Override
public Shape getInstance(float[] settings, Color color) {
try {
return new PolygonShape(settings, color);
} catch (Exception e) {
e.printStackTrace();
}
return new BaseShape();
}
},
TRIANGLE {#Override
public Shape getInstance(float[] settings, Color color) {
try {
return new TriangleShape(settings, color);
} catch (Exception e) {
e.printStackTrace();
}
return new BaseShape();
}
};
public abstract Shape getInstance(float[] settings, Color color);
}
PolygonShape code:
public class PolygonShape extends Shape {
public PolygonShape(float[] settings, Color color) throws Exception {
if (settings.length < 4) {
throw new IllegalArgumentException("Polygon shape constructor expects minimum 4 items in settings");
}
setSides((int) settings[3]);
setRadius(settings[2]);
setVertices(Utils.mergeCoordinates(Utils.getPolygonArrays(settings[0], settings[1], settings[2], (int) settings[3])));
getPolygon().setVertices(getVertices());
}
}
TriangleShape code:
public class TriangleShape extends Shape {
public TriangleShape(float[] settings, Color color) throws Exception {
if (settings.length < 6) {
throw new IllegalArgumentException("Triangle shape constructor expects minimum 6 items in settings");
}
setVertices(settings);
setColor(color);
getPolygon().setVertices(getVertices());
}
}
Utils code:
public class Utils {
public static float[] mergeCoordinates(float[][] vertices) throws Exception {
if (vertices.length != 2 || vertices[0].length != vertices[1].length) throw new Exception("No valid data");
ArrayList < Float > mergedArrayList = new ArrayList < Float > ();
float[] mergedArray = new float[vertices[0].length * 2];
for (int i = 0; i < vertices[0].length; i++) {
mergedArrayList.add(vertices[0][i]);
mergedArrayList.add(vertices[1][i]);
}
int i = 0;
for (Float f: mergedArrayList) {
mergedArray[i++] = (f != null ? f : Float.NaN);
}
return mergedArray;
}
public static float[][] getPolygonArrays(float cx, float cy, float R, int sides) {
float[] x = new float[sides];
float[] y = new float[sides];
double thetaInc = 2 * Math.PI / sides;
double theta = (sides % 2 == 0) ? thetaInc : -Math.PI / 2;
for (int j = 0; j < sides; j++) {
x[j] = (float)(cx + R * Math.cos(theta));
y[j] = (float)(cy + R * Math.sin(theta));
theta += thetaInc;
}
return new float[][] {
x, y
};
}
}
Config code:
public class Config {
public static final String LOG = TheGame.class.getSimpleName();
public static final boolean DEBUG_LAYOUTS = true;
public static final boolean SHOW_LOG = false;
public static final float PLATFORM_ROTATE_DEGREES = 36;
}
DesktopLauncher code:
public class DesktopLauncher {
public static void main(String[] arg) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.title = "The Game!";
config.width = 1920 / 3;
config.height = 1080 / 3;
new LwjglApplication(new TheGame(), config);
}
}
Project structure:
Platform object structure and dependencies:
Render objects workflow

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