Best way to move and draw elements on screen - java

i have a so so general question.
I need to make a screen that deals with dragging and drawing of objects. I will need to have like a predefined rectangle on top of the screen that represents some kind of a sitting table. below that i need to have predefined empty space (like a floor plan) on which will user put those tables into. Those tables need to contain and carry some data with it so i can send it to my server when the drag and drop is finished. Now i am new with drawing things on android and any kind of help or suggestion would be much appreciated! Thanks :D

If it's simple, stick with a custom View that represents your entire world. Keep track of the Table and other spaces as data structures, then draw them in the onDraw. This is similar to how you'd code up a simple game. Here's an article that goes into more detail: http://cjds.github.io/2014/04/28/Creating-a-simple-android-game/

Related

How to make a GUI to display my game?

I have already coded a game which is played on a 2D grid. Now I just need to make a GUI to display it.
Each cell in my grid has an attribute that goes along with an image. For instance, if cell (0, 0) is water, I want to display an image of water in that pixel. I have already made images for each attribute (e.g. image of a character, water, land, etc.). I just don't know how to make the GUI.
It's a simple 2d map where each pixel (cell) is a specific texture/character/item. I also would like the character to move around, that is it.
Any resources or help would be appreciated. I've tried searching for a tutorial but they all seem so complicated and use Color to fill in their map instead of images.
Thanks.
Here's a 2D platformer that makes use of a simple thread, drawing, gamestates, etc. Although you might not need the full extent of everything it has, you might find interest in the main thread logic, etc. I believe he has a link to the source code in the comments. YouTube

Rendering very big 2D Map

I want to create a 2D Game with Java and LWJGL. It is a retro styled RPG game. So there is a really big map(about 1000x1000 or bigger). I want to do it with tiles but I don't know how to save it/how to render it.
I thought at something like a 2D-Array with numbers in it and the render just sets the right tile at the right place.
But i think the bigger the map gets the more it will slow down.
I hope you can help me. :)
My second suggestion was to make a big image and just pick a part of it(the part where the player is) but than its hard to know where I have to do a collision detection, so this ist just an absurd idea.
Thank you for your suggestions!
As one of the comments mentioned, this subject is far too large to be easily covered with a single answer. But I will give you some advice from personal experience.
As far as saving the map in a 2D array, as long as the map is fairly simple in nature there is no problem. I have created similar style maps (tiled) using 2D integer arrays to represent the map. Then have a drawing method to render the map to an image which I can display. I use multiple layers so I just render each layer of the map separately. Mind you most of my maps are 100x100 or smaller.
I would recommend for such large maps to use some sort of buffer. For example, render only the playable screen plus a slight offset area outside of the map. E.g. if your screen if effectively 30x20 tiles, render 35x25, and just change what is rendered based on current location. One way that you could do this would be to load the map in "chunks". Basically have your map automatically break the map into 50x50 chunks, and only render a chunk if you get close enough that it might be used.
I also recommend having the drawing methods run in their own thread outside of the main game methods. This way you constantly draw the map, without having random blinking or delays.
I'm maintaining my 400*400 tiles map in the Tiled map editor and render it with the Slick2D framework. It provides support for rendering only visible subsections of the map. (TiledMap class).
I've tried both approaches - Image based and tiled based map creation and ended up with the latter. With tiles you can not only create the view of your map but also invisible meta data layers, like collision, spawn spots, item locations etc.

Confused with image scaling and positioning in libgdx

I'm having quite a bit of difficulty wrapping my head around the actual display side of things with libgdx. That is, it just seems fairly jumbled in terms of what needs to be done in order to actually put something up onto the screen. I guess my confusion can sort of be separated into two parts:
What exactly needs to be done in terms of creating an image? There's
Texture, TextureRegion, TextureAtlas, Sprite, Batch, and probably a
few other art related assets that I'm missing. How do these all
relate and tie into each other? What's the "production chain" among
these I guess would be a way of putting it.
In terms of putting
whatever is created from the stuff above onto the monitor or
display, how do the different coordinate and sizing measures relate
and translate to and from each other? Say there's some image X that
I want to put on the screen. IT's got it's own set of dimensions and
coordinates, but then there's also a viewport size (is there a
viewport position?) and a camera position (is there a camera size?).
On top of all that, there's also the overall dispaly size that's
from Gdx.graphics. A few examples of things I might want to do could
be as follow:
X is my "global map" that is bigger than my screen
size. I want to be able to scroll/pan across it. What are the
coordinates/positions I should use when displaying it?
Y is bigger
than my screen size. I want to scale it down and have it always be
in the center of the screen/display. What scaling factor do I use
here, and which coordinates/positions?
Z is smaller than my screen
size. I want to stick it in the upper left corner of my screen and
have it "stick" to the global map I mentioned earlier. Which
positioning system do I use?
Sorry if that was a bunch of stuff... I guess the tl;dr of that second part is just which set of positions/coordinates, sizes, and scales am I supposed to do everything in terms of?
I know this might be a lot to ask at once, and I also know that most of this stuff can be found online, but after sifting through tutorial after tutorial, I can't seem to get a straight answer as to how these things all relate to each other. Any help would be appreciated.
Texture is essentially the raw image data.
TextureRegion allows you to grab smaller areas from a larger texture. For example, it is common practice to pack all of the images for your game/app into a single large texture (the LibGDX “TexturePacker” is a separate program that does this) and then use regions of the larger texture for your individual graphics. This is done because switching textures is a heavy and slow operation and you want to minimize this process.
When you pack your images into a single large image with the TexturePacker it creates a “.atlas” file which stores the names and locations of your individual images. TextureAtlas allows you to load the .atlas file and then extract your original images to use in your program.
Sprite adds position and color capabilities to the texture. Notice that the Texture API has no methods for setting/getting position or color. Sprites will be your characters and other objects that you can actually move around and position on the screen.
Batch/SpriteBatch is an efficient way of drawing multiple sprites to the screen. Instead of making drawing calls for each sprite one at a time the Batch does multiple drawing calls at once.
And hopefully I’m not adding to the confusion, but another I option I really like is using the “Actor” and “Stage” classes over the “Sprite” and “SpriteBatch” classes. Actor is similar to Sprite but adds additional functionality for moving/animating, via the act method. The Stage replaces the SpriteBatch as it uses its own internal SpriteBatch so you do not need to use the SpriteBatch explicitly.
There is also an entire set of UI components (table, button, textfield, slider, progress bar, etc) which are all based off of Actor and work with the Stage.
I can’t really help with question 2. I stick to UI-based apps, so I don’t know the best practices for working with large game worlds. But hopefully someone more knowledgeable in that area can help you with that.
This was to long to reply as a comment so I’m responding as another answer...
I think both Sprite/SpriteBatch and Actor/Stage are equally powerful as you can still animate and move with Sprite/SpriteBatch, but Actor/Stage is easier to work with. The stage has two methods called “act” and “draw” which allows the stage to update and draw every actor it contains very easily. You override the act method for each of your actors to specify what kind of action you want it to do. Look up a few different tutorials for Stage/Actor with sample code and it should become clear how to use it.
Also, I was slightly incorrect before that “Actor” is equivalent to Sprite, because Sprite includes a texture, but Actor by itself does not have any kind of graphical component. There is an extension of Actor called “Image” that includes a Drawable, so the Image class is actually the equivalent to Sprite. Actor is the base class that provides the methods for acting (or “updating”), but it doesn’t have to be graphical. I've used Actors for other purposes such as triggering audio sounds at specific times.
Atlas creates the large Texture containing all of your png files and then allows you to get regions from it for individual png's. So the pipeline for getting a specific png graphic would be Atlas > Region > Sprite/Image. Both Image and Sprite classes have constructors that take a region.

SWT Label Drag'n'Drop

I'm surprised to see that this hasn't been done, or at least my research says so.
I have a Canvas with RowLayout and a bunch of Labels.
The title is pretty straight forward: I want to reorder my labels using DND.
Please don't tell me I have to engineer my own algorithm for calculating bounds and sizes and stuff like that.
Later edit:
I'm considering using Zest, but again, I can't find any example where graph nodes are snapped to eachother.
I did something like this about a year ago.
My method of solving this problem was to use a data model to hold the label information. Use the canvas.getChildren() and search for a separator composite between each object or the label that you dropped on top of. When a drag and drop operation was completed you would search for the item that you dropped on and move the reference to the appropriate position in the model. Then reset the information on each label. Only requirement to do this is to keep a data structure with the label info and a reference to the canvas.

Representing a vehicle in SWING

As it stands, I have a map with roads on it and vehicles are able to drive back and forth from south to north and east to west (and opposite ways as well). I have used JPanels thus far to represent the vehicles. However now it's becoming a bit difficult to handle because I want to turn the vehicles at junctions and smooth lane changing etc.
So it doesn't seem like JPanel is the optimal choice for this. What I've tried so far is to use the Shape interface to draw polygons and use these as vehicles, however I'm not sure that this is the right choice.
I will eventually want to construct my own vehicle image so the solution will have to either be able to add the image as it's background or something similar and still be able to perform operations such as rotation, transformation etc.
Any guidance on this will be much appreciated.
Personally, using JPanel isn't a bad choice, what you need to be able to do is extend it's capabilities to allow you to paint changes in orientation of the vehicle as it turns.
This is going to require some animation - you going to want to know how long it would take a vehicle to complete a turn so you can calculate the angel of the vehicle over time.
For this, I would be using AffineTransformation, check here for some examples.
You will also need to change the size of the component as the vehicle turns, check here for the answer.
Lane changes would be a similar (if easier) concept. The basic idea would be to have a start position and end position of the translation and move to that position over time. Again, you would need to know the amount of time it would take to complete the translation.

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