Y keeps on going altough I set it to 0 in Y=0;
So the sprite should go from middle to 750px and then after I click on it it should go up to 650...after i click it on 650 px it should go down to 750 (and so on)
But the code is not important,what I want to know is how to stop adding +5px on Y with some function like Y.stop(); or Y.delete(); or Y.destroy();
Y +=5;
Sorry for so little code here
public int Y,YspriteDown,Yposition;
public boolean AppON = true;
w = Gdx.graphics.getWidth();
h = Gdx.graphics.getHeight();
YspriteDown=h/2+50;
YspriteUp=h/2-50;
batch.begin();
if(AppON= true)
{
Yposition = YspriteDown + Y ;
Y +=5;
if(Yposition == h-50)
{
Y =0;
batch.draw(Assets.sprite1, w / 2 - 16, Yposition);
}
batch.end();
The problem is that the Clicked variable is never set to false, so your outer loop still continues, adding 5 to y until it equals 100 again, then y is set to 0, and the loop continues.
The simple fix is to change the value of the Clicked variable to false inside of your if statement.
if (Clicked)
{
Y +=5;
batch.draw(Assets.sprite1,w/2-16,Y);
if (Yposition == 100)
{
Y = 0;
batch.draw(Assets.sprite1, w / 2 - 16,h-150);
Clicked = false;
}
}
EDIT:
With your new code, you shouldn't set Yspritedown to 0, or else the loop continues like before, it needs to end at h-50 and stay there, not revert to its original position
EDIT:
With your new new code, there needs to be an inner loop that checks if the sprite is still moving, there isn't anyway to "destroy" the variable without causing a NullPointerException, so do something like this
while(appIsRunning){
if(clicked){
boolean doneMoving = false;
y_position += 5
if(Y_Position >= h-50){
y_position = h-50;
batch.draw(arg, arg, arg);
doneMoving = true;
}
}
}
Related
I am trying to make a game and am almost done with the code. But I can't make my rectangle randomly fall down from my screen.
I am coding a car game that is supposed to dodge the other cars. But is not working. can someone help me?
int carx = 200;
int cary = 0;
float speedx = 0;
float speedy = 0;
float accy = 0.1;
color rod = color(255, 0, 0);
color vit = color(255);
final int START_STATE = 1;
final int PLAY_STATE = 2;
final int GAMEOVER_STATE = 3;
final int RESTART = 4;
int state = START_STATE;
void setup() {
size(400, 700);
}
void draw() {
switch (state) {
case START_STATE:
drawStart();
break;
case PLAY_STATE:
drawPlay();
break;
case GAMEOVER_STATE:
drawGameOver();
case RESTART:
drawrestart();
}
}
void init() {
carx = 200;
cary = 0;
speedx = 0;
speedy = 0;
accy = 0.1;
}
void drawStart() {
background(0);
textAlign(CENTER, CENTER);
textSize(16);
text("Click the mouse button to start the game", width / 2, height / 2);
if (mousePressed) {
state = PLAY_STATE;
}
}
void drawGameOver() {
textAlign(CENTER, CENTER);
textSize(20);
text("you have crashed your car", width / 2, height / 2);
if (mousePressed) {
state = PLAY_STATE;
init();
}
}
void drawrestart() {
textAlign(CENTER, CENTER);
textSize(15);
text("press mouse to restart", 200, 400);
if (keyPressed) {
state = RESTART;
}
}
void drawPlay() {
background(0);
if (get(carx, cary) == vit) {
speedy = -1 * speedy;
}
fill(rod);
rect(carx, cary, 50, 30);
if (get(mouseX, 600) == color(255, 0, 0)) {
state = GAMEOVER_STATE;
}
fill(#FFFFFF);
rect(mouseX, 600, 30, 50);
carx += speedx;
cary += speedy;
speedy += accy;
}
The code you have at the moment only has one rectangle fall down from the top for each 'round' of the game. I'm not sure if you wanted to have multiple blocks falling; I think that would be a good next step.
For now, here's a simple hack which will cause the block to fall from a random position each time, like you requested.
At the very start of your code, outside of the functions, place:
boolean randomise;
Then, within void init() you should add:
randomise = true;
Finally, add this section into drawPlay(), right at the start of the function:
if (randomise){
carx = int(random(width-50));
randomise = false;
}
Note that a new random x co-ordinate will only generate every time you set the boolean 'randomise' to true again. So if you generate a new iteration with more than one block falling inside the drawPlay() function, you should bear this in mind and adjust the code accordingly.
------- [EDIT] -------
Hi, glad that this helped.
I've actually noticed another little issue which I will help you fix.
Currently, you are checking at mouseX to see whether there has been a collision. This works (mostly), but if the right side of the player's white car drives through the left edge of a red falling block, then the game continues as though nothing has happened. What should occur is that the game is over because a collision is detected. You want to find out if any part of the two shapes have overlapped.
To do this, you should alter the code like so. In drawPlay(), replace:
if (get(mouseX, 600) == color(255, 0, 0)) {
state = GAMEOVER_STATE;
}
with:
if (get(mouseX, 600) == color(255, 0, 0) || get(mouseX + 30, 600) == color(255, 0, 0)) {
state = GAMEOVER_STATE;
}
This is an OR statement - checking whether either side of the player's car has collided. This way, every time they bump into each other, the game will end.
Now for your question: how to add multiple cars?
There are a few ways you could go about this, but I'll show you the most straightforward.
In drawPlay(), you want to add this little if statement:
if (cary > height){
init();
}
Basically what we're doing here is checking if the previous red block/car has fallen off the bottom of the sketch. If it has, i.e. if the red block's y co-ordinate is larger than the height of the whole sketch, we call init() again. This will reset everything, including making randomise true. Once randomise is true, the previous code you added will select a random start point for the block, and it will fall all over again.
I hope you've understood everything I explained - whilst my code will fix your problem, the best way to learn is to try to solve things by yourself. Check out Dan Shiffman's videos on YouTube. These are a great starting place to get to grips with Processing - hopefully you'll be more confident writing your own code after following along with his examples :)
Use random to generate a random x coordinate:
carx = (int)random(0, width-50);
Reset the position and the speed of the care, once the car reached to bottom of the window:
void drawPlay() {
if (cary > height) {
carx = (int)random(0, width-50);
cary = 0;
speedy = 0;
}
// [...]
This is a follow-up post to my previous question, here. I got a remarkable response to instead of using array data tracking, to use matrixes. Now, the code here works just as planned (as in, the rectangles somewhat most of the time get filled in properly with white), but it's very inconsistent. When holding the left or right mouse button the colors phase over each other in a battle of randomness, and I don't know nearly that much about why this is happening. Just for reference, I'm using Java in Processing 3.
This is a result that I made with the project. As you can see, it looks fine.
Except for that jitter when hovering over a rect, and that more than not the rectangles are not being filled in half the time. And plus, the hover color is cycling almost randomly.
int cols, rows;
int scl = 20;
boolean[][] matrix = new boolean[scl+1][scl+1];
void setup() {
size(400, 400);
int w = 400;
int h = 400;
cols = w / scl;
rows = h / scl;
}
void draw() {
background(255);
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
int xpos = x*scl;
int ypos = y*scl;
stroke(55);
if ((mouseX >= xpos && mouseX <= xpos+scl) &&
(mouseY >= ypos && mouseY <= ypos+scl)) {
fill(75);
if (mousePressed == true) {
println("Clicked at: " + xpos + " and " + ypos);
if (!matrix[xpos/scl][ypos/scl]) {
matrix[xpos/scl][ypos/scl] = true;
} else {
matrix[xpos/scl][ypos/scl] = false;
}
fill(100);
//here is the desired location for the fill to remain constant even
//after unclicking and leaving hover
}
println("Mouse at: " + xpos + " and " + ypos);
} else {
fill(50);
}
if (matrix[x][y]) {
//fill(204, 102, 0);
fill(240);
rect(xpos, ypos, scl, scl);
}
rect(xpos, ypos, scl, scl);
}
}
}
Remeber that Processing fires the draw() function 60 times per second.
So your check for whether the mouse is pressed is happening 60 times per second. That means you're toggling the state of whatever cell the mouse is in 60 times per second.
To fix that problem, you might switch to using the event functions like mousePressed() instead of constantly polling every frame.
From the reference:
int value = 0;
void draw() {
fill(value);
rect(25, 25, 50, 50);
}
void mousePressed() {
if (value == 0) {
value = 255;
} else {
value = 0;
}
}
As for certain cells being skipped over, that's because when you move the mouse, it doesn't actually go through every pixel. It "jumps" from frame to frame. Those jumps are usually small enough that humans don't notice it, but they're large enough that it's skipping over cells.
One solution to this is to use the pmouseX and pmouseY variables to calculate a line from the previous mouse position to the current mouse position, and fill in any cells that would have been hit along the way.
This is for an assignment. We were asked to make fully recursive and partially recursive flood-fill functions. I was able to complete the fully recursive function simply enough, but I'm struggling on the partially recursive one. I could use a second opinion on this because I've convinced myself that I have done it right and don't know where to look for a mistake anymore. I have included comments on my logic for each line of code.
//setup function for the partially recursive function.
void DoFloodFill( int x, int y )
{
x -= m_nTestShapeX;
y -= m_nTestShapeY;
m_nStartColor = GetPixel(x,y) | 0xff000000;
Graphics canvas = getGraphics();
canvas.setColor( m_objSelectedColor );
int w = m_objShape.getWidth();
int h = m_objShape.getHeight();
if( m_nStartColor == m_nSelectedColor)
{
return;
}
FloodFill( x, y, w, h, canvas);
}
void FloodFill( int x, int y, int w, int h, Graphics canvas )
{
int xx = 0, right = 0;
// if the x or y values are out of bounds return
if(x >= w || y >= h || x < 0 || y < 0)
return;
//if the passed in pixel is not the start color return
//base case for recursion
if(GetPixel(x,y) != this.m_nStartColor)
return;
//used to walk right untill a wall or bound is hit.
xx = x;
//walk right from the current pixel setting it to the desired color
while(xx < w && this.m_nStartColor == GetPixel(xx,y))
{
this.SetPixel(xx+100, y+100, canvas);
this.SetPixel(xx+100, y+100, this.m_nSelectedColor);
xx++;
}
//save the x value of the the pixel where the wall is
right = xx;
//used to left starting one pixel to the left of the current pixel
xx = x-1;
//walk left of the current pixel setting it to the desired color
while(xx >= 0 && this.m_nStartColor == GetPixel(xx,y) )
{
this.SetPixel(xx+100, y+100, canvas);
this.SetPixel(xx+100, y+100, this.m_nSelectedColor);
xx--;
}
//start from where the left wall is
for(; xx < right; xx++)
{
//now this should go up one/down one and repeat the right and left walks
//the base cases should prevent this from running in most cases
//because when it tries to walk down and the start color is not == to the current pixel it will return.
FloodFill(xx,y+1,w,h,canvas);
FloodFill(xx,y-1,w,h,canvas);
}
}
this is what it looks like when i click on a pixel. Where i clicked is marked in red.
eventual stack-overflows
From the above code change:
this.SetPixel(xx+100, y+100, m_nSelectedColor);
to
this.SetPixel(xx, y, m_nSelectedColor);
I'm trying to move sprites to stop the frames in center(or move them to certain x position) when right or left pressed on screen. There are 3 sprites created using box.java in the view, placed one after another with padding, stored in arraylist.
The problem: No smooth movement and doesn't stop in the center of each frames after movement has begun, sometimes all boxes are moving on top of each others, padding is totally lost. Please let me know what I'm doing wrong, thanks a lot!
//BEGINING OF BOX.JAVA >> The problem is in this class!
//This goes in Update();
private void boxMove()
{
int get_moved_pos = getMovedPos(); //get moved pos
int sprite_size = view.getSpriteSize(); //get sprite arraylist size
currentDirection = view.getDirection(); //get direction "left" or "right" from view
if(currentDirection == "right" && isMoving == false)
{
setSpriteMovedNext();
}else
if(currentDirection == "left" && isMoving == false)
{
setSpriteMovedPrev();
}
if(currentDirection != lastDirection)
{
lastDirection = currentDirection;
//MOVE RIGHT
if(currentDirection == "right" && get_moved_pos > 0) //move left and make sure that moved pos isn't overlapping / or moving to empty space
{
//Animate left until it reaches the new x position
if(x > get_new_pos_left)
{
x -= pSpeedX;
}
Log.d("RIGHT","POS: " + get_moved_pos);
}else
//MOVE LEFT
if(currentDirection == "left" && get_moved_pos < sprite_size-1) //move left and make sure that moved pos isn't overlapping / or moving to empty space
{
//Animate right until it reaches the new x position
if(x < get_new_pos_right)
{
x += pSpeedX;
}
}
}
}
//Call when screen is touched (in View.java), to set a new position to move to.
public void resetMoving()
{
isMoving = false;
this.lastDirection = "";
Log.d("RESET", "MOVING RESET");
}
public int getMovedPos()
{
return this.smoved_pos;
}
private void setSpriteMovedNext()
{
int get_max_moved = getMovedPos();
int s_size = view.getSpriteSize();
if (isMoving == false) //take a break between movements
{
if(get_max_moved < s_size-1)
{
Log.d("NEXT", "CALLED");
this.get_new_pos_right = x + view.getNextPosX(); //current x and next stop position
this.smoved_pos += 1;
this.isMoving = true; //set to avoid double touch
Log.d("NEXT", "X POS SET: " + get_max_moved);
}
}
}
private void setSpriteMovedPrev()
{
int get_max_moved = getMovedPos();
if (isMoving == false) //take a break between movements
{
if(get_max_moved > 0)
{
Log.d("PREV", "CALLED");
this.get_new_pos_left = x - view.getNextPosX(); //get current x pos and prev stop position
this.smoved_pos -= 1; //to limit the movements
this.isMoving = true; //set to avoid double touch
Log.d("PREV", "X POS SET: " + get_max_moved);
}
}
}
//END OF BOX.JAVA
//VIEW
//Add boxes
public void addBox()
{
int TOTAL_BOXES = 3;
int padding_left = 200;
int padding_tmp = this.getWidth()/2;
box.clear(); //clear old
//Box 1
box.add(new Boxes(box, this, "box1",
padding_tmp,
this.getHeight()/2,
boxSpriteImage, 1, 2, 0, 0));
padding_tmp += boxSpriteImage.getWidth()/TOTAL_BOXES + padding_left;
//Box 2
box.add(new Boxes(box, this, "box2",
padding_tmp,
this.getHeight()/2,
boxSpriteImage, 1, 2, 1, 1));
padding_tmp += boxSpriteImage.getWidth()/TOTAL_BOXES + padding_left;
//Box 3
box.add(new Boxes(box, this, "box3",
padding_tmp,
this.getHeight()/2,
boxSpriteImage, 1, 2, 2, 1));
}
public boolean onTouchEvent(MotionEvent event){
if (System.currentTimeMillis() - lastClick > 100){
lastClick = System.currentTimeMillis();
float x = event.getX();
float y = event.getY();
synchronized (getHolder())
{
if(isBoxWindow() == true)
{
if(x >= this.getWidth()/2)
{
Direction = "right";
}else
{
Direction = "left";
}
}
}
}
//called in box.java to get next x pos to move
public float getNextPosX()
{
int PADDING = 200; //padding between frames
next_pos_x = boxSprite.getWidth()/TOTAL_COLUMNS + PADDING;
return next_pos_x;
}
I think your error is in the if statements, where you compare currentDirection and lastDirection (I'm assuming that lastDirection is a String) with other Strings using the == operator. The == almost operator never works when you want to compare Objects for equality. You should use the equals() method.
For eg.
if(currentDirection != lastDirection)
should be written as:
if(!currentDirection.equals(lastDirection)
Make such changes in your code(They are needed at many places!) and I think your problem should be solved.
A good debugging practice would be logging data about your app, from each of the if blocks, to see if each of them is executed. You could have found out if your if statements are being executed.
EDIT: Why have you put this code?
if (System.currentTimeMillis() - lastClick > 100)
This means onTouchEvents are only interpreted after 100ms. remove it and check, probably that's what is causing the problem.
Alrite, decided to use onFling() method and call via View instead of adding the animations separately into the class itself, works really well when called box.get(i).update() in a loop of all added boxes, all of them animated equally. Thanks udiboy.
I'm wondering how I can move an image after it has been drawn?
Heres my code for drawing the image:
public int probeX = 500;
public int Minerals = 400;
public int drawProbeA, drawProbe = 0;
public void init() {
// Images Call
probe = getImage(getDocumentBase(), "image/probe.png");
}
public void paint(Graphics g) {
if (drawProbe == 1) {
for (int k = 0; k < drawProbeA; k++) {
g.drawImage(probe, probeX, 474, 50, 50, this);
probeX += 50;
}
probeX = 500;
}
}
public boolean mouseDown(Event e, int x, int y) {
// Clicking on the probe icon
if (x > 1068 && x < 1119 && y > 785 && y < 832 && onNexus == 1
&& Minerals >= 50) {
drawProbeA += 1;
drawProbe = 1;
Minerals -= 50;
}
return true;
}
How can I make it so that after the images are drawn, that hitting an icon will cause the image to be auto moved down the y-axis (like 50 pixels)? Basically, like sliding the image down with an animation? And then stop and then move back up to the orginal spot.
I am using an Applet and would like the animation to loop repeatedly. Thanks.
You need to have a global variable, or another variable somewhere, that indicates that...
The image needs to move
How far in the Y direction it has moved already
Which direction it is going (up or down)
When you have this, you need to add code to your paint() method to draw the image in the correct spot.
You would also need a Timer or Thread that will tell the component to repaint() every few milliseconds, and change your global variables so that it will repaint it lower/higher.
So, as a bit of an example, you might have some global variables like this...
int yPosition = 0;
boolean goingDown = true;
When you need to start your animation, start a Timer that calls the following over and over...
if (goingDown == true){
// if we've gone down 50 pixels, start going up again
if (yPosition <= 0){
goingDown = false;
yPosition++;
}
else {
yPosition--; // move it down 1 pixel
}
}
else {
// if we're going up and we reach 0, go down again
if (yPosition >= 50){
goingDown = true;
yPosition--;
}
else {
yPosition++; // move it up1 pixel
}
}
component.repaint(); // this will call the paint() method
Not your paint method just need to draw your image at the different position. Just change the g.drawImage(probe,probeX,474,50,50,this); like to include the yPosition...
g.drawImage(probe,probeX,474+yPosition,50,50,this);
This should at least point you in the right direction.