How to center a hitbox inside rotating triangle sprite? - java

I'm having problems plotting hitboxes in the center of rotating triangle sprites. When I spawn the triangles, I set the collision rectangle like this:
bullet.collisionRect.width = flashingTriangleSprite.getWidth() - 20;
bullet.collisionRect.height = flashingTriangleSprite.getHeight() - 14;
bullet.scale = 0.287f;
Updating is done as follows:
bullet.position.y += bullet.velocity.y;
// center collision rect over triangle sprite
bullet.collisionRect.x =
bullet.position.x + ((flashingTriangleSprite.getWidth() / 2) - bullet.collisionRect.getWidth() / 2);
bullet.collisionRect.y =
bullet.position.y + ((flashingTriangleSprite.getHeight() / 2) - bullet.collisionRect.getHeight() / 2);
if (bullet.scale < 1)
{
bullet.scale += 0.011f;
}
if (bullet.driftDirection == Globals.Direction.LEFT)
{
bullet.rotation -= 3.804f;
bullet.position.x -= bullet.velocity.x;
}
else // drift right
{
bullet.rotation += 3.804f;
bullet.position.x += bullet.velocity.x;
}
This is the result: http://imgur.com/rIvIT8K
As you can see, the hitboxes are not centered. In fact, the hitboxes seem to change position within the triangle sprites depending on the rotation of the triangle sprite. Any ideas what I'm doing wrong?

When determining your hitbox centre position you are targeting the centre of the triangle sprite (a square), but that is not the perfect centre of the drawn triangle.
Therefore your hitbox is always closer to one of the vertices of the triangle (depending on the rotation). Also, your hitboxes are never rotated with the triangle, instead they always appear to be standing vertically.
To place the hitbox in the middle of the triangle you should aim for 1/3 of the height of the sprite (if the triangle has one side flat at the bottom in the base sprite image) and when you are updating the sprite, attempt to update the hitbox rotation to match the sprite rotation.
You could also try making a more accurate triangle hitbox using the PolygonShape, but that's up to you.

Related

Point SVG shape in a direction around a circle

What I'm trying to do:
Create a compass when given a direction in degrees (0 - 360). Like so:
What I have done:
I have managed to get the SVG image to point in the right direction but I can't seem to get it to rotate around the circle. To attempt a solution around the circle, I have decided to try get the positioning using the ellipse tool and this formula. This is what it looks like at the moment:
(notice how the arrow faces a different direction to the ellipse, in the circle, on the axis - given the center point is the middle of the green circle)
void setDirection(float value, int radius) {
fill(secondaryColour);
float origin_x = (1280 - (width-400)/2);
float origin_y = height/2;
float x = origin_x + radius * cos(radians(value));
float y = origin_y +radius * sin(radians(value));
//grey circle
ellipse(x, y, 20, 20);
//arrow SVG
pushMatrix();
translate(200, 300);
rotate(radians(value));
scale(0.5);
shape(arrow);
popMatrix();
}
Please note: value is in degrees and radius is the radius I want the arrow to sit on. What am I doing wrong with the ellipse? and how can I bring them both together?
I found that the starting angle started on the white line, but I was assuming it would start on the red (similar to the angle of the arrow). To resolve the issue I needed to subtract 90 degrees from the variable value before converting it into radians.

Two Shape objects appear to be intersecting at the wrong location?

I am trying to create a Shape with the centre of the ship being in the middle.
one.x and one.z is the X and Z positions of the ship. The ship size is about 100 on the X, and 50 on the Z.
Shape my = new Rectangle(
(int) one.x - disToLeft, // upper-left corner X
(int) one.z - disToTop, // upper-left corner Y
disToLeft + disToRight, // width
disToTop + disToBottom // height
);
I'm then rotating the Shape, to of course be facing the correct way. This appears to work:
int rectWidth = (disToLeft + disToRight);
int rectHeight = (disToTop + disToBottom);
AffineTransform tr = new AffineTransform();
// rotating in central axis
tr.rotate(
Math.toRadians(one.rotation),
x + (disToLeft + disToRight) / 2,
z + (disToTop + disToBottom) / 2
);
my = tr.createTransformedShape(my);
I am then doing the exact same thing with another Shape, and testing for intersection. This works.
However, it feels like the Shape is the incorrect dimensions. Or something. My ship is colliding very far out to one side (outside where it graphically exists), but through the other side, I can almost go right through the ship before any collision is detected!
Basically the Shapes are simply intersecting at the wrong location. And I cannot work out why. Either the shape, the location, or the rotation must be wrong.
int disToLeft = 100;
int disToRight = 100;
int disToTop = 150;
int disToBottom = 100;
These are the distance from the centre to the left, right, top, and bottom sides.
I am using Z instead of Y because my game is in a 3D world and the sea level is pretty much the same (hence I don't need to worry about Y axis collision!).
Update:
After doing a lot of testing, I have discovered that the top of the rectangle is in the middle! I have done a lot of messing around, but without being able to graphically see the squares, it's been very hard to test.
This means that the box is on the side of the ship, like this:
Obviously when the ship on the left rotates to what it's like in this picture, a collision is detected.
It seems that your rotation is wrong. From my understanding of math it should be
tr.rotate(Math.toRadians(one.rotation), x + (disToRight - disToLeft) /2, z + (disToBottom - disToTop) /2);
Note the signs and the order of the variables
Edit:
Let's take apart the formula:
Your Rectangle is defined like this:
x-coordinate (x): one.x-disToLeft
y-coordinate (y): one.z-disToTop
width: disToLeft+disToRight
height: disToTop+disToBottom
The centre of the Rectangle (where you are rotating) is therefore:
(x+width/2)
(y+height/2)
if you replace x, width, y and height with the declarations above you get
(one.x-disToLeft + (disToLeft+disToRight)/2)
(one.z-disToTop + (disToTop+disToBottom)/2)
This is already the point you need, but it can be simplyfied:
one.x- disToLeft + (disToLeft+disToRight)/2
is equal to
one.x-(2*disToLeft/2)+(disToLeft/2)+(disToRight/2)
is equal to
one.x-(distoLeft/2) + (disToRight/2)
is equal to
one.x+(disToRight-disToLeft)/2
The other coordinate works exactly the same.

How to compute a rectangle coordinates from one point and its distances to the four edges

I would like to create a Rectangle that has got one side different than the other.
(All lines depicted are meant to be straight lines)
The normal rectangle is generated like new Rectangle(50 /*LocationX*/, 50 */LocationY*/, 50 /*SizeX*/, 100 /*SizeY*/);, and looks like this:
However, I want a constructor like new Rectangle(50 /*LocationX*/, 50 */LocationY*/, 25 /*25 from the centre point for the red line*/, 30 /*30 from the centre point for the blue line*/, 50 /*50 from centre for green line*/, 100 /*100 from centre for yellow line*/);
In other words, I effectively want to keep the shape the same but move the centre point.
How can I do that?
In java, rectangles are defined by upper-left corner coordinates, width and height.
If I understand your question here what describes your rectangle:
pointX, pointY coordinates of a point in the rectangle. Named the point.
distanceToTop distance from the point to the top of the rectangle (green line).
distanceToBottom distance from the point to the bottom of the rectangle (yellow line).
distanceToLeft distance from the point to the left of the rectangle (red line).
distanceToRight distance from the point to the right of the rectangle (blue line).
That given. The upper-left corner of the rectangle has for coordinates:
(pointX - distanceToLeft, pointY - distanceToTop)
And the whole rectangle has for size (width, height):
(distanceToLeft + distanceToRight, distanceToTop + distanceToBottom)
So your instance will be:
Rectangle r = new Rectangle(
pointX - distanceToLeft, // upper-left corner X
pointY - distanceToTop, // upper-left corner Y
distanceToLeft + distanceToRight, // width
distanceToTop + distanceToBottom // height
);

Tile collision with sliding along walls

I've got a ball that I can move around on a map consisting of equally sized tiles. The player should not be able to walk over the tiles that are darker and have a black border. I've got a multidimensional array of the tiles that I use to check which tiles are solid.
I would like the player to slide against the wall if he is moving both horizontally and vertically into it. The problem is that if he does that he sticks to the wall. I managed to get it working perfectly on each axis, but separately. Here is my code for the horizontal collision checking:
if (vx < 0) {
// checks for solid tiles left of the player
if (level.isBlocked(i, j) || level.isBlocked(i, jj)) {
x = side * (i + 1); // moves player to left side of tile
vx = 0;
}
} else if (vx > 0) {
// checks for solid tiles right of the player
if (level.isBlocked(ii, j) || level.isBlocked(ii, jj)) {
x = (ii * side) - getWidth(); // moves player to right side of tile
vx = 0;
}
}
The level.isBlocked() method checks if that index of the array is occupied by a solid tile. The i and j variables is which index in the array the player's top right corner is located on. The ii and jj variables is which index in the array the player's bottom right corner is located on.
This works fine, but then if I add the same chunk of code beneath but replacing x with y, vx with vy and so on the problem occurs. So I can add either the horizontal or vertical collision handling and it works, but not at the same time. I've seen a few articles explaining I have to separate them or something, but I didn't understand much of them. How can I check collision on both axes and keep the sliding effect?
I finally got it to work. Angelatlarge's answer was helpful in understanding the problem, but I decided to start from scratch. I ended up first calculating the new x and y position and storing them in separate variables. Then I checked the tile under the middle left of the player and the same with the middle right. I then set a boolean to true if the player was standing on a tile because of his horizontal speed. If there was no collision I set the real x variable to the new one I calculated earlier. I then repeated the same thing for the vertical collision.
This is for the horizontal checking:
float newX = x + vx * delta;
boolean xCollision = false;
if (vx < 0) {
int i = level.toIndex(x);
int j = level.toIndex(y + getHeight() / 2);
xCollision = level.isBlocked(i, j);
} else if (vx > 0) {
int i = level.toIndex(x + getWidth());
int j = level.toIndex(y + getHeight() / 2);
xCollision = level.isBlocked(i, j);
}
if (!xCollision) x = newX;
The problem is that with the setup you have, given a block and the player position, and also given the fact that they overlap, you don't know whether the player collided with a vertical or a horizontal wall of the block. So see this more clearly consider the following block and two collision paths
The top path will collide with the left wall, and requires a vx=0; (cessation of horizontal movement), while the bottom path collides with the bottom wall and will require vy=0;, or stopping of the vertical movement.
I think in order to do the kind of collision detection you want, you will want to compute intersections of the player path and the walls of the blocks, not just checking whether the player overlaps a block. You could hack the desired behavior by computing the overlapping rectange of the player rectangle and the block rectangle. Consider the following situation:
where the red seqare represents your player. The fact that the overlap rectangle (the small rectangle occupied where the player is on top of the block) is more wide than it is tall suggests that it was the vertical collision that happened, not a horizontal. This is not foolproof, however. And it still requires you to be able to access the shape of the block, rather than just stesting if a part of the player rectangle overlaps a block.

Java LWJGL - Vertical Shooting Bugs Out

So i've made my own FPS, graphics and guns and all of that cool stuff; When we fire, the bullet should take a random direction inside the crosshair, as defined by:
float randomX=(float)Math.random()*(0.08f*guns[currentWeapon].currAcc)-(0.04f*guns[currentWeapon].currAcc);
float randomY=(float)Math.random()*(0.08f*guns[currentWeapon].currAcc)-(0.04f*guns[currentWeapon].currAcc);
bulletList.add(new Bullet(new float[]{playerXpos, playerYpos, playerZpos}, new float[]{playerXrot+randomX, playerYrot+randomY}, (float) 0.5));
We calculate the randomness in X and Y (say you had a crosshair size (guns[currentWeapon].currAcc) of 10, then the bullet could go 0.4 to any side and it would remain inside the crosshair.
After that is calculated, we send the player position as the starting position of the bullet, along with the direction it's meant to take (its the player's direction with that extra randomness), and finally it's speed (not important atm, tho).
Now, each frame, the bullets have to move, so for each bullet we call:
position[0] -= (float)Math.sin(direction[1]*piover180) * (float)Math.cos(direction[0]*piover180) * speed;
position[2] -= (float)Math.cos(direction[1]*piover180) * (float)Math.cos(direction[0]*piover180) * speed;
position[1] += (float)Math.sin(direction[0]*piover180) * speed;
So, for X and Z positions, the bullet moves according to the player's rotation on the Y and X axis (say you were looking horizontally into Z, 0 degrees on X and 0 on Y; X would move 0*1*speed and Z would move 1*1*speed).
For Y position, the bullet moves according to the rotation on X axis (varies between -90 and 90), meaning it stays at the same height if the player's looking horizontally or moves completely up if the player is looking vertically.
Now, the problem stands as follows:
If i shoot horizontally, everything works beautifully. Bullets spread around the cross hair, as seen in https://dl.dropbox.com/u/16387578/horiz.jpg
The thing is, if i start looking up, the bullets start concentrating around the center, and make this vertical line the further into the sky i look.
https://dl.dropbox.com/u/16387578/verti.jpg
The 1st image is around 40ยบ in the X axis, the 2nd is a little higher and the last is when i look vertically.
What am i doing wrong here? I designed this solution myself can im pretty sure im messing up somewhere, but i cant figure it out :/
Basicly the vertical offset calculation (float)Math.cos(direction[0]*piover180) was messing up the X and Z movement because they'd both get reduced to 0. The bullets would make a vertical line because they'd rotate on the X axis with the randomness. My solution was to add the randomness after that vertical offset calculation, so they still go left and right and up and down after you fire them.
I also had to add an extra random value otherwise you'd just draw a diagonal line or a cross.
float randomX=(float)Math.random()*(0.08f*guns[currentWeapon].currAcc)-(0.04f*guns[currentWeapon].currAcc);
float randomY=(float)Math.random()*(0.08f*guns[currentWeapon].currAcc)-(0.04f*guns[currentWeapon].currAcc);
float randomZ=(float)Math.random()*(0.08f*guns[currentWeapon].currAcc)-(0.04f*guns[currentWeapon].currAcc);
bulletList.add(new Bullet(new float[]{playerXpos, playerYpos, playerZpos}, new float[]{playerXrot, playerYrot}, new float[]{randomX,randomY, randomZ},(float) 0.5));
And the moving code...
vector[0]= -((float)Math.sin(dir[1]*piover180) * (float)Math.cos(dir[0]*piover180)+(float)Math.sin(random[1]*piover180)) * speed;
vector[1]= ((float)Math.sin(dir[0]*piover180)+(float)Math.sin(random[0]*piover180)) * speed;
vector[2]= -((float)Math.cos(dir[1]*piover180) * (float)Math.cos(dir[0]*piover180)+(float)Math.sin(random[2]*piover180)) * speed;
You didn't need to bust out any complex math, your problem was that when you were rotating the bullet around the y axis for gun spread, if you were looking directly up (that is, through the y axis, the bullet is being rotated around the path which its going, which means no rotation whatsoever (imagine the difference between sticking your arm out forwards towards a wall and spinning in a circle, and sticking you arm out towards the sky and spinning in a circle. Notice that your hand doesn't move at all when pointed towards the sky (the y-axis)) and so you get those "diagonal" bullet spreads.
The trick is to do the bullet spread before rotating by the direction the player is looking in, because that way you know that when you are rotating for spread, that the vector is guaranteed to be perpendicular to the x and y axes.
this.vel = new THREE.Vector3(0,0,-1);
var angle = Math.random() * Math.PI * 2;
var mag = Math.random() * this.gun.accuracy;
this.spread = new THREE.Vector2(Math.cos(angle) * mag,Math.sin(angle) * mag);
this.vel.applyAxisAngle(new THREE.Vector3(0,1,0),this.spread.y / 100); //rotate first when angle gaurenteed to be perpendicular to x and y axes
this.vel.applyAxisAngle(new THREE.Vector3(1,0,0),this.spread.x / 100);
this.vel.applyAxisAngle(new THREE.Vector3(1,0,0),player.looking.x); //then add player looking direction
this.vel.applyAxisAngle(new THREE.Vector3(0,1,0),player.looking.y);
this.offset = this.vel.clone()
I don't use java but I hope you get the main idea of what im doing by this javascript. I am rotating a vector going in the negative z direction (default direction of camera) by the spread.y, and spread.x, and then I am rotating by the pitch and yaw of the angle at which the player is facing.

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