Moving circle towards touched point - java

i'm trying to move a circle to the point i touch in my running app. I want to see the circle moving along a path towards this point i touch.
I have three classes:
public class Drawing extends View{
Context ctx;
static Circle c1;
private float circleCenterX = 100;
private float circleCenterY = 100;
private float lerpX;
private float lerpY;
private float time = 25;
private float frames = 100;
public Drawing(Context context) {
super(context);
this.ctx = context;
c1 = new Circle (165, 350, 33);
}
public void update(float x, float y) {
this.circleCenterX = x;
this.circleCenterY = y;
}
protected void onDraw (android.graphics.Canvas canvas){
Paint p = new Paint();
p.setColor(Color.GREEN);
lerpX = (circleCenterX - c1.getX()) * (time / frames) + c1.getX();
lerpY = (circleCenterY - c1.getY()) * (time / frames) + c1.getY();
canvas.drawCircle(lerpX, lerpY, c1.getR(), p);
c1.setX(lerpX);
c1.setY(lerpY);
}
public class Circle {
private float x;
private float y;
private float r;
public Circle(float x, float y, float r) {
super();
this.x = x;
this.y = y;
this.r = r;
}
public float getX() {
return x;
}
public void setX(float x) {
this.x = x;
}
public float getY() {
return y;
}
public void setY(float y) {
this.y = y;
}
public float getR() {
return r;
}
public void setR(float r) {
this.r = r;
}`
public class Game extends Activity implements OnTouchListener {
Drawing d;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
d=new Drawing(this);
setContentView(d);
d.setOnTouchListener(this);
}
#Override
public boolean onTouch(View v, MotionEvent me) {
d.update(me.getX(), me.getY());
d.invalidate();
return true;
}
I think i will need something like a while or for loop to increment the x and y coords and or maybe need a speed value?!
Maybe im totally wrong and its a lot of more math to get it.
Thanks for your help
Cheers

Every time onDraw is called you need to move the circle a bit. The easiest way is just to move a certain number of pixels each time it's called.
To be able to do this you need to keep track of:
Where the animation started
Where you want the animation to end
Use linear interpolation to calculate the position of the circle in each onDraw call

Related

Rectangle Wall collision in Java

I really could use some help in order to find a working solution for my game.
My game is almost done, but the walls in my game are still not working as they should.
I have tried to find a solution on the internet for this problem, but i still haven't found a simple way to stop a rectangle just before it will collide with a wall (another rectangle).
Right now i have implemented a collision detection between the player rectangle and the wall rectangle and then stopped it to move, but then it gets stuck inside a wall when it hits.
Want it to stop just before, so it still can move. The code i have done this with so far is here:
Pacman Class
public class Pacman {
private String pacmanup = "pacmanup.png";
private String pacmandown = "pacmandown.png";
private String pacmanleft = "pacmanleft.png";
private String pacmanright = "pacmanright.png";
private int dx;
private int dy;
private int x;
private int y;
private int width;
private int height;
private boolean visible;
private Image imageup;
private Image imagedown;
private Image imageleft;
private Image imageright;
public Pacman() {
ImageIcon i1 = new ImageIcon(this.getClass().getResource(pacmanup));
imageup = i1.getImage();
ImageIcon i2 = new ImageIcon(this.getClass().getResource(pacmandown));
imagedown = i2.getImage();
ImageIcon i3 = new ImageIcon(this.getClass().getResource(pacmanleft));
imageleft = i3.getImage();
ImageIcon i4 = new ImageIcon(this.getClass().getResource(pacmanright));
imageright = i4.getImage();
width = imageup.getWidth(null);
height = imageup.getHeight(null);
visible = true;
x = 270;
y = 189;
}
public int getDx() {
return dx;
}
public void setDx(int dx) {
this.dx = dx;
}
public int getDy() {
return dy;
}
public void setDy(int dy) {
this.dy = dy;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public Image getImageup() {
return imageup;
}
public Image getImagedown() {
return imagedown;
}
public Image getImageleft() {
return imageleft;
}
public Image getImageright() {
return imageright;
}
public void setVisible(boolean visible) {
this.visible = visible;
}
public boolean isVisible() {
return visible;
}
public Rectangle getBounds() {
return new Rectangle(x, y, width, height);
}
public void move() {
x += dx;
y += dy;
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = -2;
dy = 0;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 2;
dy = 0;
}
if (key == KeyEvent.VK_UP) {
dx = 0;
dy = -2;
}
if (key == KeyEvent.VK_DOWN) {
dx = 0;
dy = 2;
}
}
Here i have created a Rectangle getBounds method which i use to create an rectangle of the pacman and place an image over it.
Barrier class / Wall class
public class Barrier {
private String barrier = "barrier.png";
private int x;
private int y;
private int width;
private int height;
private boolean visible;
private Image image;
public Barrier(int x, int y) {
ImageIcon ii = new ImageIcon(this.getClass().getResource(barrier));
image = ii.getImage();
width = image.getWidth(null);
height = image.getHeight(null);
visible = true;
this.x = x;
this.y = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public boolean isVisible() {
return visible;
}
public void setVisible(Boolean visible) {
this.visible = visible;
}
public Image getImage() {
return image;
}
public Rectangle getBounds() {
return new Rectangle(x, y, width, height);
}
This class also have the Rectangle getBounds class which i use to detect collision.
The last code i show is how i do the collision detection so far:
Code inside Board class
Rectangle r3 = pacman.getBounds();
for (int j = 0; j<barriers.size(); j++) {
Barrier b = (Barrier) barriers.get(j);
Rectangle r4 = b.getBounds();
if (r3.intersects(r4)) {
System.out.println("Wall hit");
pacman.setDx(0);
pacman.setDy(0);
}
}
Well, what i do, if there is a collision between r3 and r4, i gonna set Dx and Dy to 0.. what i want to find another solution so it detect for collision but i wont get stuck inside a wall, but i don't know how to :/
Hope someone will help.
There are two approaches you can follow. One is ugly but easier, the other one requires a deeper redesign of your classes.
1) Ugly/Simple Approach
In the ugly one, you keep moving your guy before doing the collision checks. Simply move your pacman back to the point where it was not stuck. You accomplish that by inverting the last directions used:
Code inside Board class
Change your reaction in case you find a collision: just walk the same distance, backwards.
if (r3.intersects(r4)) {
System.out.println("Wall hit, move back");
pacman.setDx(-pacman.getDx());
pacman.setDy(-pacman.getDy());
// Possibly need to call move() here again.
pacman.move();
break;
}
Ugly, but should work.
Not recommended to coding perfectionists with OCD and heart disease, though.
2) Redesign
In this approach, you test the position pacman will occupy before doing any actual moves. If that spot is not into any barrier, then perform the movement for real.
Code inside Pacman class
Add this method, so that you can check for collisions against the new bounds.
public Rectangle getOffsetBounds() {
return new Rectangle(x + dx, y + dy, width, height);
}
Code inside Board class
// Strip the call to pacman.move() prior to this point.
Rectangle r3 = pacman.getOffsetBounds(); // Check against the candidate position.
for (int j = 0; j<barriers.size(); j++) {
Barrier b = (Barrier) barriers.get(j);
Rectangle r4 = b.getBounds();
if (r3.intersects(r4)) {
System.out.println("Wall hit");
pacman.setDx(0);
pacman.setDy(0);
// Quit the loop. It's pointless to check other barriers once we hit one.
break;
}
}
// Now we're good to move only in case there's no barrier on our way.
pacman.move();
Particularly I prefer this approach, but it's up to you to pick the best one.

LibGDX: How to get the same coordinates in tiled map for tile with and without zoom

I am a beginner with LibGDX. I am trying to create an android game based fixed size tiled map (33x21 tiles). Tiles I am using are 32x32px. So far I managed to load the map created with Tiled and add touch gestures like zoom in/out and panning. The game character movement will be turn based tile by tile, so I need to have a possibility to select specific tile in order to perform some action. I tried solution from here: LibGDX: How to make tiled map tiles clickable? and it works perfectly fine, until the screen is not zoomed in.
Without zoom, the left-bottom corner coordinates shows that it is (0,0), which is correct. When I zoom in, the left-bottom corner of the visible part of the map instead of keeping it's correct coordinates (i.e. (480, 320)) it becomes (0,0) again. I tried to use camera.unproject(Vector3), but I was unsuccessful. Probably used it wrong. I am also not really convinced, that the way in which I try to get tiles is the most appropriate one. Can you help me get tiles coordinates properly? Below is the code that I am using:
public class TiledTest extends ApplicationAdapter {
public TiledMap tiledMap;
OrthographicCamera camera;
TiledMapRenderer tiledMapRenderer;
GestureDetector gesture;
InputMultiplexer myInputMultiplexer;
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
public static final float PAN_RATE = (float) 0.01;
private static final float ZOOM_SPEED = (float) 0.009;
int columns, rows;
TiledMapTileLayer grid_layer;
#Override
public void create () {
gesture =new GestureDetector(new MyGestureListener());
myInputMultiplexer = new InputMultiplexer();
float unitScale = 1 / 32f;
camera = new OrthographicCamera();
camera.setToOrtho(true, 33,21);
tiledMap = new TmxMapLoader().load("tiled_map.tmx");
tiledMapRenderer = new OrthogonalTiledMapRenderer(tiledMap, unitScale);
grid_layer = (TiledMapTileLayer)tiledMap.getLayers().get(0);
Stage stage = new TiledMapStage(tiledMap);
myInputMultiplexer.addProcessor(gesture);
myInputMultiplexer.addProcessor(stage);
Gdx.input.setInputProcessor(myInputMultiplexer);
}
#Override
public void render () {
tiledMapRenderer.setView(camera);
tiledMapRenderer.render();
camera.update();
}
public class TiledMapActor extends Actor {
private TiledMapTileLayer.Cell cell;
public TiledMapActor(TiledMap tileMap, TiledMapTileLayer tiledLayer, TiledMapTileLayer.Cell cell) {
tiledMap = tileMap;
grid_layer = tiledLayer;
this.cell = cell;
}
}
public class TiledMapClickListener extends ClickListener {
private TiledMapActor actor;
public TiledMapClickListener(TiledMapActor actor) {
this.actor = actor;
}
#Override
public void clicked(InputEvent event, float x, float y) {
int a = (int) actor.getX();
int b = (int) actor.getY();
System.out.println(actor.cell + " has been clicked.");
System.out.println("x = " + a + "y = " + b );
}
}
public class TiledMapStage extends Stage {
private TiledMap tiledMap;
public TiledMapStage(TiledMap tiledMap) {
this.tiledMap = tiledMap;
for (MapLayer layer : tiledMap.getLayers()) {
TiledMapTileLayer tiledLayer = (TiledMapTileLayer)layer;
createActorsForLayer(tiledLayer);
}
}
private void createActorsForLayer(TiledMapTileLayer tiledLayer) {
for (int x = 0; x <= tiledLayer.getWidth(); x++) {
for (int y = 0; y < tiledLayer.getHeight(); y++) {
TiledMapTileLayer.Cell cell = tiledLayer.getCell(x, y);
TiledMapActor actor = new TiledMapActor(tiledMap, tiledLayer, cell);
actor.setBounds(x * tiledLayer.getTileWidth(), y * tiledLayer.getTileHeight(), tiledLayer.getTileWidth(),
tiledLayer.getTileHeight());
addActor(actor);
EventListener eventListener = new TiledMapClickListener(actor);
actor.addListener(eventListener);
}
}
}
}
public void resize(float width, float height) {
}
public class MyGestureListener implements GestureListener{
#Override
public boolean touchDown(float x, float y, int pointer, int button) {
return false;
}
#Override
public boolean tap(float x, float y, int count, int button) {
return false;
}
#Override
public boolean longPress(float x, float y) {
return false;
}
#Override
public boolean fling(float velocityX, float velocityY, int button) {
return false;
}
#Override
public boolean pan(float x, float y, float deltaX, float deltaY) {
float effectiveViewportWidth = camera.viewportWidth * camera.zoom;
float effectiveViewportHeight = camera.viewportHeight * camera.zoom;
camera.position.x = MathUtils.clamp(camera.position.x, effectiveViewportWidth / 2f, 33 - effectiveViewportWidth / 2f);
camera.position.y = MathUtils.clamp(camera.position.y, effectiveViewportHeight / 2f, 21 - effectiveViewportHeight / 2f);
if (camera.zoom < 1) {
camera.translate(-deltaX * PAN_RATE, -deltaY * PAN_RATE, 0);
camera.update();
}
return false;
}
#Override
public boolean panStop(float x, float y, int pointer, int button) {
//Gdx.app.log("Text", "panstop");
return false;
}
#Override
public boolean zoom (float originalDistance, float currentDistance){
float ratio = originalDistance/currentDistance;
camera.zoom += ZOOM_SPEED * ratio;
if (camera.zoom < 0.3)
{
camera.zoom = (float) 0.3;
}
else if (camera.zoom > 1)
{
camera.zoom = 1;
}
System.out.println(camera.zoom);
return false;
}
#Override
public boolean pinch (Vector2 initialFirstPointer, Vector2 initialSecondPointer, Vector2 firstPointer, Vector2 secondPointer){
camera.zoom -= .01;
camera.update();
return false;
}
}
}
So you want to transfer the screen coordinates to world coordinates.
For example:
#Override
public void clicked(InputEvent event, float x, float y) {
Vector3 touch = new Vector3(x, y, 0);
camera.unproject(touch);
System.out.println("Screen coordinates translated to world coordinates: "
+ "X: " + touch.x + " Y: " + touch.y);
}
}
Above clicked function does not worked for me, but you led me to the answer. I dumped whole assigning actors for tiles and used camera.unproject in MyGestureListener in touchDown.
If someone is interested I just leave it here :)
#Override
public boolean touchDown(float x, float y, int pointer, int button) {
Vector3 temp_coord = new Vector3(x,y,0);
Vector3 coords = camera.unproject(temp_coord);
x =(int) coords.x;
y =(int) coords.y;
writerX = x;
writerY = y;
System.out.println("Screen coordinates translated to world coordinates: "
+ "X: " + x + " Y: " + y);
return false;
}

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

How to handle the collision between two arraylist objects?

I have a problem with my code here. I want to make a game with thow ball on each side of screen, on ball being controlled by the user and the other one by the computer. Both ball shoot to each other, and if the bullets intersects one with another, i need to make something happen. I managed to do some thing here, and I have two class, one for the player bullets, and the other one for the enemies bullets, and the bullets are created trough arraylists. All works fin until now, but if I try ti make them collision with each other,it doesnt work at all. I've tried a lot of things but none of it worked, and I would really appreciate if someone could help me.
That is the Player Projectile class:
import java.awt.Rectangle;
public class Projectiles {
private int x, y, speedX;
private boolean visible;
private int width = 10;
private int height = 10;
private Rectangle r;
public Projectiles(){
}
public Projectiles(int startX, int startY) {
x = startX;
y = startY;
speedX = 1;
visible = true;
r = new Rectangle(0, 0, 0, 0);
}
public void update(){
x += speedX;
r.setBounds(x, y, width, height);
if (x > 800){
visible = false;
r = null;
}
if (x < 800){
checkCollision();
}
}
private void checkCollision() {
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getSpeedX() {
return speedX;
}
public boolean isVisible() {
return visible;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setSpeedX(int speedX) {
this.speedX = speedX;
}
public void setVisible(boolean visible) {
this.visible = visible;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public void setWidth(int width) {
this.width = width;
}
public void setHeight(int height) {
this.height = height;
}
public Rectangle getR() {
return r;
}
public void setR(Rectangle r) {
this.r = r;
}
}
And this one is the Enemy_Projectile class:
import java.awt.Rectangle;
public class Enemy_Projectiles {
private int x, y, speedX;
private boolean visible;
private int width = 30;
private int height = 20;
public static Rectangle r;
Projectiles p1;
public Enemy_Projectiles(int startX, int startY) {
x = startX;
y = startY;
speedX = 1;
visible = true;
r = new Rectangle(0, 0, 0, 0);
}
public void update() {
x -= speedX;
r.setBounds(x, y, width, height);
if (x < 0) {
visible = false;
r = null;
}
if (x > 0){
checkCollision();
}
}
private void checkCollision() {
if(r.intersects(p1.getR())){
visible = false;
System.out.println("Coliziune!!");
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getSpeedX() {
return speedX;
}
public boolean isVisible() {
return visible;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public void setSpeedX(int speedX) {
this.speedX = speedX;
}
public void setVisible(boolean visible) {
this.visible = visible;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public void setWidth(int width) {
this.width = width;
}
public void setHeight(int height) {
this.height = height;
}
}
Do not check intersection after the frame has been drawn. Let's say you have a slow computer and your bullets intersect, but they have moved out of intersection in one frame.
You need to apply high school physics/geometry. Calculate where the bullet will be well before you render it. Then, calculate where the ball will be, and construct a line segment for each from where they are now, to where they will be on the next frame. Check if these segments intersect. Then you will have a fool-proof method of checking for intersection.
This method is similar to how physics and intersections between objects are handled inside of a game engine like Unity.

Java how to implement and design an abstract class

I've run into a design problem in my java code. My application uses missiles, and there are different types of missiles that all work identical except they have 3 unique attributes. The constructor of a missile must know these attributes. I decided to make missile an abstract class, but I can't assign values to protected variables in a subclass outside of a method/constructor. Also I can't declare the variables in the constructor, because I must make the call to the super-constructor first thing.
How can I be smart about this problem?
public abstract class Missile {
private int x, y;
private Image image;
boolean visible;
private final int BOARD_WIDTH = 390;
protected final int MISSILE_SPEED;
protected final int MISSILE_HEIGHT;
protected String file;
public Missile(int x, int y) {
ImageIcon ii =
new ImageIcon(this.getClass().getResource(file));
image = ii.getImage();
visible = true;
this.x = x;
this.y = y - Math.floor(MISSILE_HEIGHT/2);
}
public Image getImage() {
return image;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public boolean isVisible() {
return visible;
}
public void move() {
x += MISSILE_SPEED;
if (x > BOARD_WIDTH)
visible = false;
}
}
And there is an ideal implementation of a subclass, except it doesn't work. (it can't recognize the protected variables). What do I do?
public class Laser extends Missile {
MISSILE_SPEED = 2;
MISSILE_HEIGHT = 5;
file = "laser.jpg";
public Laser(int x, int y) {
super(x, y);
}
}
I think the best way to do what you want it to do is make abstract methods in Missile that the subclasses have to implement. For example, add these to Missile:
public abstract int getMissileSpeed();
public abstract int getMissileHeight();
public abstract int getFileName();
Then your subclass has to implement it, and you can make it constant like so:
public class Laser extends Missile {
public Laser(int x, int y) {
super(x, y);
}
public int getMissileSpeed() {
return 2;
}
public int getMissileHeight() {
return 5;
}
public String getFileName() {
return "laser.jpg";
}
}
edit: And then of course anywhere that you want to retrieve the constant value you just call those methods.
Change the base class fields and constructors to
protected final int speed;
protected final int height;
public Missile(int x, int y, int speed, int height, String file) {
ImageIcon ii =
new ImageIcon(this.getClass().getResource(file));
image = ii.getImage();
visible = true;
this.speed = speed;
this.height = height;
this.x = x;
this.y = y - Math.floor(height/2);
}
And the subclass to:
public class Laser extends Missile {
public Laser(int x, int y) {
super(x, y, 2, 5, "laser.jpg");
}
...
}
The attributes are already in the base class, so they must not be redefined in the subclass. All-uppercase naming is reserved to constants in Java.
I'm not sure if missile needs to be an abstract class, but I think something like this might be what you're going for:
public abstract class Missile {
private int x, y;
private Image image;
boolean visible;
private final int BOARD_WIDTH = 390;
protected final int MISSILE_SPEED;
protected final int MISSILE_HEIGHT;
public Missile(int x, int y, int speed, int height, String file) {
MISSILE_SPEED = speed;
MISSILE_HEIGHT = height;
ImageIcon ii = new ImageIcon(this.getClass().getResource(file));
image = ii.getImage();
visible = true;
this.x = x;
this.y = y - Math.floor(MISSILE_HEIGHT/2);
}
}
public class Laser extends Missile {
public Laser(int x, int y) {
super(x, y, 2, 5, "laser.jpg");
}
}
Create an interface and put all your final fields in it.
Now implement this interface within Missile and Laser both. At least that would solve the issue of access.

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