I'm trying to draw a circle on my canvas. Pseudocode of my algorithm looks like that
double R = 1.0;
// Draw 11 points, lying on the circle with the radius of 1
// and angle from 0 to 90 degrees
for(int i=0; i<=10; i++)
{
drawPoint( R*cos(PI*i/20), R*sin(PI*i/20) );
}
// Draw a circle with center at the (0; 0) and with the radius of 1
drawCircle(0, 0, R);
That's what I've got:
Looks fine, but there is one problem. When I increase radius only points with angles 0, 45 and 90 lie on a circle.
That's how it looks 72 degrees:
There is no any info about accuracy of the method drawCircle on developer.android.com.
I guess that it draws, based on the values at points with angles 0, 45, 90, ..., and calculate line in other positions very approximately.
I know, that I can draw circle as accurate as I want to, if I'll draw it like a polyline with tiny step, but it will work very slow.
So I want to find out - is there any methods to draw circle accurate in Android?
UPD 1:
How do I draw a points:
int x, y;
x = getPixelX(point.getX());
y = getPixelY(point.getY());
canvas.drawCircle(x, y, point.radius, paint);
Where getPixelX and getPixelY takes a coorditate of the point on plane and returns the same coordinate on the screen, basing on scale and offset.
I thought that I could make some mistake in those methods, but they work perfectly with the lines. I can zoom in lines and there is no error, all the points lies just on the line.
UPD 2:
There are comments, that probably I make a mistake in my calculations. I do not argue, perhaps you're right. So here is my "calculations".
How do I zoom in:
public void mouseWheelMoved(MouseWheelEvent e) {
// zoomQ is 0.9 or 1.1
double zoomQ = (e.getWheelRotation() + 10) / 10.0;
scaleX *= zoomQ;
scaleY *= zoomQ;
}
How do I move the plane:
public void mouseDragged(MouseEvent e) {
centerX -= (e.getX() - lastMouseX)/scaleX;
centerY -= (e.getY() - lastMouseY)/scaleY;
lastMouseX = e.getX();
lastMouseY = e.getY();
}
How do getPixelX/Y works:
public int getPixelX(double planeX) {
return (int)Math.round( scaleX*(planeX - centerX) + ScreenWidth/2 );
}
public int getPixelY(double planeY) {
return (int)Math.round( scaleY*(planeY - centerY) + ScreenHeight/2 );
}
Related
I'm drawing two shapes (circles) in a JPanel and I need to connect them with a line. I was doing this by just getting the middle point of the circle and connecting each other, easy.
The problem is that now I need to make single-direction lines, which has an "arrow" at the end, to point out which direction the line goes. So now I can't use the middle point of the circle because I need to connect each other from border to border, so the "arrow' can appear correctly.
On my last try that was the result, nothing good:
PS: In the screenshot I'm not filling the circles just to see the exact position of the line, but normally I would fill it.
I'm having trouble to calculate the exact position of the border I need to start/end my line. Anyone has any idea on how to do this?
EDIT: The circles are movable, they could be in any position, so the line should work in any case.
Okay, so basically, we can break down the problem to basic issues:
Get the angle between the two circles
Draw a line from circumference of one circle to another along this angle
Both these issues aren't hard to solve (and any time spent searching the internet would provide solutions - because that's where I got them from ;))
So, the angle between two points could be calculated using something like...
protected double angleBetween(Point2D from, Point2D to) {
double x = from.getX();
double y = from.getY();
// This is the difference between the anchor point
// and the mouse. Its important that this is done
// within the local coordinate space of the component,
// this means either the MouseMotionListener needs to
// be registered to the component itself (preferably)
// or the mouse coordinates need to be converted into
// local coordinate space
double deltaX = to.getX() - x;
double deltaY = to.getY() - y;
// Calculate the angle...
// This is our "0" or start angle..
double rotation = -Math.atan2(deltaX, deltaY);
rotation = Math.toRadians(Math.toDegrees(rotation) + 180);
return rotation;
}
And the point on a circle can be calculated using something like...
protected Point2D getPointOnCircle(Point2D center, double radians, double radius) {
double x = center.getX();
double y = center.getY();
radians = radians - Math.toRadians(90.0); // 0 becomes the top
// Calculate the outter point of the line
double xPosy = Math.round((float) (x + Math.cos(radians) * radius));
double yPosy = Math.round((float) (y + Math.sin(radians) * radius));
return new Point2D.Double(xPosy, yPosy);
}
Just beware, there's some internal modifications of the results to allow for the difference between the mathematical solution and the way that the Graphics API draws circles
Okay, so big deal you say, how does that help me? Well, I great deal actually.
You'd calculate the angle between the to circles (both to and from, you might be able to simple inverse one angle, but I have the calculation available so I used it). From that, you can calculate the point on each circle where the line will intersect and then you simply need to draw it, something like...
double from = angleBetween(circle1, circle2);
double to = angleBetween(circle2, circle1);
Point2D pointFrom = getPointOnCircle(circle1, from);
Point2D pointTo = getPointOnCircle(circle2, to);
Line2D line = new Line2D.Double(pointFrom, pointTo);
g2d.draw(line);
Runnable Example
Because I've distilled much of the calculations down to communalised properties, I've provided my test code as a runnable example. All the calculations are based on dynamic values, nothing is really hard coded. For example, you can change the size and positions of the circles and the calculations should continue to work...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Shape;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Line2D;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Ellipse2D circle1;
private Ellipse2D circle2;
private Point2D drawTo;
public TestPane() {
circle1 = new Ellipse2D.Double(10, 10, 40, 40);
circle2 = new Ellipse2D.Double(100, 150, 40, 40);
//addMouseMotionListener(new MouseAdapter() {
// #Override
// public void mouseMoved(MouseEvent e) {
// drawTo = new Point2D.Double(e.getPoint().x, e.getPoint().y);
// repaint();
// }
//});
}
protected Point2D center(Rectangle2D bounds) {
return new Point2D.Double(bounds.getCenterX(), bounds.getCenterY());
}
protected double angleBetween(Shape from, Shape to) {
return angleBetween(center(from.getBounds2D()), center(to.getBounds2D()));
}
protected double angleBetween(Point2D from, Point2D to) {
double x = from.getX();
double y = from.getY();
// This is the difference between the anchor point
// and the mouse. Its important that this is done
// within the local coordinate space of the component,
// this means either the MouseMotionListener needs to
// be registered to the component itself (preferably)
// or the mouse coordinates need to be converted into
// local coordinate space
double deltaX = to.getX() - x;
double deltaY = to.getY() - y;
// Calculate the angle...
// This is our "0" or start angle..
double rotation = -Math.atan2(deltaX, deltaY);
rotation = Math.toRadians(Math.toDegrees(rotation) + 180);
return rotation;
}
protected Point2D getPointOnCircle(Shape shape, double radians) {
Rectangle2D bounds = shape.getBounds();
// Point2D point = new Point2D.Double(bounds.getX(), bounds.getY());
Point2D point = center(bounds);
return getPointOnCircle(point, radians, Math.max(bounds.getWidth(), bounds.getHeight()) / 2d);
}
protected Point2D getPointOnCircle(Point2D center, double radians, double radius) {
double x = center.getX();
double y = center.getY();
radians = radians - Math.toRadians(90.0); // 0 becomes th?e top
// Calculate the outter point of the line
double xPosy = Math.round((float) (x + Math.cos(radians) * radius));
double yPosy = Math.round((float) (y + Math.sin(radians) * radius));
return new Point2D.Double(xPosy, yPosy);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.draw(circle1);
g2d.draw(circle2);
// This was used for testing, it will draw a line from circle1 to the
// drawTo point, which, if enabled, is the last known position of the
// mouse
//if (drawTo != null) {
// Point2D pointFrom = center(circle1.getBounds2D());
// g2d.setColor(Color.RED);
// g2d.draw(new Line2D.Double(drawTo, pointFrom));
//
// double from = angleBetween(pointFrom, drawTo);
// System.out.println(NumberFormat.getNumberInstance().format(Math.toDegrees(from)));
//
// Point2D poc = getPointOnCircle(circle1, from);
// g2d.setColor(Color.BLUE);
// g2d.draw(new Line2D.Double(poc, drawTo));
//}
double from = angleBetween(circle1, circle2);
double to = angleBetween(circle2, circle1);
Point2D pointFrom = getPointOnCircle(circle1, from);
Point2D pointTo = getPointOnCircle(circle2, to);
g2d.setColor(Color.RED);
Line2D line = new Line2D.Double(pointFrom, pointTo);
g2d.draw(line);
g2d.dispose();
}
}
}
Arrow head
The intention is to treat the arrow head as a separate entity. The reason is because it's just simpler that way, you also get a more consistent result regardless of the distance between the objects.
So, to start with, I define a new Shape...
public class ArrowHead extends Path2D.Double {
public ArrowHead() {
int size = 10;
moveTo(0, size);
lineTo(size / 2, 0);
lineTo(size, size);
}
}
Pretty simple really. It just creates two lines, which point up, meeting in the middle of the available space.
Then in the paintComponent method, we perform some AffineTransform magic using the available information we already have, namely
The point on our target circles circumference
The angle to our target circle
And transform the ArrowHead shape...
g2d.setColor(Color.MAGENTA);
ArrowHead arrowHead = new ArrowHead();
AffineTransform at = AffineTransform.getTranslateInstance(
pointTo.getX() - (arrowHead.getBounds2D().getWidth() / 2d),
pointTo.getY());
at.rotate(from, arrowHead.getBounds2D().getCenterX(), 0);
arrowHead.transform(at);
g2d.draw(arrowHead);
Now, because I'm crazy, I also tested the code by drawing an arrow pointing at our source circle, just to prove that the calculations would work...
// This just proofs that the previous calculations weren't a fluke
// and that the arrow can be painted pointing to the source object as well
g2d.setColor(Color.GREEN);
arrowHead = new ArrowHead();
at = AffineTransform.getTranslateInstance(
pointFrom.getX() - (arrowHead.getBounds2D().getWidth() / 2d),
pointFrom.getY());
at.rotate(to, arrowHead.getBounds2D().getCenterX(), 0);
arrowHead.transform(at);
g2d.draw(arrowHead);
Let the first circle center coordinates are AX, AY, radius AR, and BX, BY, BR for the second circle.
Difference vector
D = (DX, DY) = (BX - AX, BY - AY)
Normalized
d = (dx, dy) = (DX / Length(D), DY / Length(D))
Start point of arrow
S = (sx, sy) = (AX + dx * AR, AY + dy * AR)
End point
E = (ex, ey) = (BX - dx * BR, BY - dy * BR)
Example:
AX = 0 AY = 0 AR = 1
BX = 4 BY = 3 BR = 2
D = (4, 3)
Length(D) = 5
dx = 4/5
dy = 3/5
sx = 0.8 sy = 0.6
ex = 4 - 2 * 4/5 = 12/5 = 2.4
ey = 3 - 2 * 3/5 = 9/5 = 1.8
Looking at the Screenshot, I think you need to find the top right corner of circle A, and then add half of the total distance to the bottom to y. Next, find the top right corner of circle B, and add half of the distance to the top left corner to x. Finally, make a line connecting the two, and render an arrow on the end of it.
Like this:
private int x1, y1, x2, y2 width = 20, height = 20;
private void example(Graphics g) {
// Set x1, x2, y1, and y2 to something
g.drawOval(x1, y1, width, height);
g.drawOval(x2, y2, width, height);
g.drawLine(x1, y1 + (height/2), x2 + (width/2), y2);
g.drawImage(/*Image of an arrow*/, (x2 + width/2)-2, y2);
}
My trick:
Let the two centers be C0 and C1. Using complex numbers, you map these two points to a horizontal segment from the origin by the transformation
P' = (P - C0) (C1 - C0)* / L
where * denotes conjugation and L = |C1 - C0|. (If you don't like the complex number notation, you can express this with matrices as well.)
Now the visible part of the segment goes from (R0, 0) to (L - R1, 0). The two other vertices of the arrow are at (L - R1 - H, W) and (L - R1 - H, -W) for an arrowhead of height H and width 2W.
By applying the inverse transform you get the original coordinates,
P = C0 + L P' / (C1 - C0)*.
I've made a lighting engine which allows for shadows. It works on a grid system where each pixel has a light value stored as an integer in an array. Here is a demonstration of what it looks like:
The shadow and the actual pixel coloring works fine. The only problem is the unlit pixels further out in the circle, which for some reason makes a very interesting pattern(you may need to zoom into the image to see it). Here is the code which draws the light.
public void implementLighting(){
lightLevels = new int[Game.WIDTH*Game.HEIGHT];
//Resets the light level map to replace it with the new lighting
for(LightSource lightSource : lights) {
//Iterates through all light sources in the world
double circumference = (Math.PI * lightSource.getRadius() * 2),
segmentToDegrees = 360 / circumference, distanceToLighting = lightSource.getLightLevel() / lightSource.getRadius();
//Degrades in brightness further out
for (double i = 0; i < circumference; i++) {
//Draws a ray to every outer pixel of the light source's reach
double radians = Math.toRadians(i*segmentToDegrees),
sine = Math.sin(radians),
cosine = Math.cos(radians),
x = lightSource.getVector().getScrX() + cosine,
y = lightSource.getVector().getScrY() + sine,
nextLit = 0;
for (double j = 0; j < lightSource.getRadius(); j++) {
int lighting = (int)(distanceToLighting * (lightSource.getRadius() - j));
double pixelHeight = super.getPixelHeight((int) x, (int)y);
if((int)j==(int)nextLit) addLighting((int)x, (int)y, lighting);
//If light is projected to have hit the pixel
if(pixelHeight > 0) {
double slope = (lightSource.getEmittingHeight() - pixelHeight) / (0 - j);
nextLit = (-lightSource.getRadius()) / slope;
/*If something is blocking it
* Using heightmap and emitting height, project where next lit pixel will be
*/
}
else nextLit++;
//Advances the light by one pixel if nothing is blocking it
x += cosine;
y += sine;
}
}
}
lights = new ArrayList<>();
}
The algorithm i'm using should account for every pixel within the radius of the light source not blocked by an object, so i'm not sure why some of the outer pixels are missing.
Thanks.
EDIT: What I found is, the unlit pixels within the radius of the light source are actually just dimmer than the other ones. This is a consequence of the addLighting method not simply changing the lighting of a pixel, but adding it to the value that's already there. This means that the "unlit" are the ones only being added to once.
To test this hypothesis, I made a program that draws a circle in the same way it is done to generate lighting. Here is the code that draws the circle:
BufferedImage image = new BufferedImage(WIDTH, HEIGHT,
BufferedImage.TYPE_INT_RGB);
Graphics g = image.getGraphics();
g.setColor(Color.white);
g.fillRect(0, 0, WIDTH, HEIGHT);
double radius = 100,
x = (WIDTH-radius)/2,
y = (HEIGHT-radius)/2,
circumference = Math.PI*2*radius,
segmentToRadians = (360*Math.PI)/(circumference*180);
for(double i = 0; i < circumference; i++){
double radians = segmentToRadians*i,
cosine = Math.cos(radians),
sine = Math.sin(radians),
xPos = x + cosine,
yPos = y + sine;
for (int j = 0; j < radius; j++) {
if(xPos >= 0 && xPos < WIDTH && yPos >= 0 && yPos < HEIGHT) {
int rgb = image.getRGB((int) Math.round(xPos), (int) Math.round(yPos));
if (rgb == Color.white.getRGB()) image.setRGB((int) Math.round(xPos), (int) Math.round(yPos), 0);
else image.setRGB((int) Math.round(xPos), (int) Math.round(yPos), Color.red.getRGB());
}
xPos += cosine;
yPos += sine;
}
}
Here is the result:
The white pixels are pixels not colored
The black pixels are pixels colored once
The red pixels are pixels colored 2 or more times
So its actually even worse than I originally proposed. It's a combination of unlit pixels, and pixels lit multiple times.
You should iterate over real image pixels, not polar grid points.
So correct pixel-walking code might look as
for(int x = 0; x < WIDTH; ++x) {
for(int y = 0; y < HEIGHT; ++y) {
double distance = Math.hypot(x - xCenter, y - yCenter);
if(distance <= radius) {
image.setRGB(x, y, YOUR_CODE_HERE);
}
}
}
Of course this snippet can be optimized choosing good filling polygon instead of rectangle.
This can be solved by anti-aliasing.
Because you push float-coordinate information and compress it , some lossy sampling occur.
double x,y ------(snap)---> lightLevels[int ?][int ?]
To totally solve that problem, you have to draw transparent pixel (i.e. those that less lit) around that line with a correct light intensity. It is quite hard to calculate though. (see https://en.wikipedia.org/wiki/Spatial_anti-aliasing)
Workaround
An easier (but dirty) approach is to draw another transparent thicker line over the line you draw, and tune the intensity as needed.
Or just make your line thicker i.e. using bigger blurry point but less lit to compensate.
It should make the glitch less obvious.
(see algorithm at how do I create a line of arbitrary thickness using Bresenham?)
An even better approach is to change your drawing approach.
Drawing each line manually is very expensive.
You may draw a circle using 2D sprite.
However, it is not applicable if you really want the ray-cast like in this image : http://www.iforce2d.net/image/explosions-raycast1.png
Split graphic - gameplay
For best performance and appearance, you may prefer GPU to render instead, but use more rough algorithm to do ray-cast for the gameplay.
Nonetheless, it is a very complex topic. (e.g. http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ )
Reference
Here are more information:
http://what-when-how.com/opengl-programming-guide/antialiasing-blending-antialiasing-fog-and-polygon-offset-opengl-programming/ (opengl-antialias with image)
DirectX11 Non-Solid wireframe (a related question about directx11 with image)
I'm trying to draw concentric circles that appear one at a time, from smallest to largest outward. I'm wanting to give an illusion of the circle expanding, by adding an additional circle to the outside of the existing outer circle each time the loop executes. At the moment all the circles appear at the same time when I run my program. Please help, I have no idea how to do this. Thanks in advance.
public static void drawCircles(Graphics g) {
int radius = 10;
int x = 0;
while(x <= 10) {
int z = radius / 2;
g.drawOval(100 - z, 100 - z, radius, radius);
x++;
radius = radius + 10;
}
}
To pause the program between circle draws add a call to Thread.sleep(long millis) where millis is the number of milliseconds that you want to pause.
public static void drawCircles(Graphics g) {
int radius = 10;
int x = 0;
while(x <= 10) {
int z = radius / 2;
g.drawOval(100 - z, 100 - z, radius, radius);
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
}
x++;
radius = radius + 10;
}
}
To give the illusion of expanding circle. Your algorithm should remove the old circle by wiping off the canvas or for example drawing the background again so that it seems that you have cleared the old circle,before drawing the new one.
So, say if my background was a gray color box, i will draw that before I draw my new circle.
g.setColor(Color.GRAY);
g.fillRect(0,0,BACKGROUND_SIDE_X, BACKGROUND_SIDE_Y);
g.drawOval(100 - z, 100 - z, radius, radius);
I have a Camera class that basically follows the player around the map and keeps him centered on the screen. The math im applying works great until the scale(Zooming in and OUt) of the camera is altered. Here it is:
x = -cell.x - cell.mass/2 + Game.width/2 / sX;
// Where x is the Camera's X, Cell is the Player and sX is the scale factor
I've been playing around with different equations but they all fail once the scale is altered. I can't seem to wrap my head around this and I could really use some insight on how to factor it in.
Here are some bits of the Camera Class:
public void set(Graphics bbg){
Graphics2D g2 = (Graphics2D)bbg;
g2.translate(x, y);
g2.scale(sX, sY);
}
public void unset(Graphics bbg){
Graphics2D g2 = (Graphics2D)bbg;
g2.translate(-x, -y);
}
public void scale(double sx, double sy){
sX = sx;
sY = sy;
}
public void Update(Cell cell){
scale(0.9,0.9);
x = -cell.x - cell.mass/2 + Game.width/2 / sX;
y = -cell.y - cell.mass/2 + Game.height/2 / sY;
}
public double toWorldX(int x){
return x - this.x / sX;
}
public double toWorldY(int y){
return y - this.y / sY;
}
The first image displays the result when the scale factor is 1(Normal Zoom). The second image displays the result when the scale factor is 0.9(Zoomed Out).
I'm having a little difficulty in determining what some of your variables mean (such as cell.mass, I'm assuming it is the size) and I assume that Game.width is the actual width of the window. It would help to know what EXACTLY happen when the zoom is changed (like is the "center" of the zoom at a particular corner of the screen).
Now for an answer, without know what happens to the actual zoom... have you tried the addition of parenthesis like this...
x = ((cell.x + cell.mass/2) - Game.width/2) / sX;
or (because you use '-' a lot, I'm not sure how your coordinates work)
x = ((-cell.x - cell.mass/2) + Game.width/2) / sX;
Just an idea.
The working equation for making the camera follow a player while factoring a scale factor is:
x =((cell.x + cell.mass * 0.5) - Game.width/sX * 0.5);
Alright, I'm trying to do some simple object moving in the direction of where you touched the screen.
If I touch directly northwest of the object, it'll kind of move into the direction of the touch position. If I touch directly southeast of the object, it will kind of move into the direction of the touch position as well. However, if I touch directly northeast of the object, it'll move into the opposite direction towards the southwest. If I touch directly southwest of the object, it'll also move to the opposite direction towards northeast.
Also, if I touch north of the object, but just a little to the west, it will go straight west with a little to the north. Same with touching west of the object with a little bit to the north, it'll go straight north with a little bit to the west. Same thing for other directions.
Really, all the directions are from somewhat to obviously incorrect. I've been doing some paper calculations as well and I've seemed to be getting some correct angles, but at this point I'm completely stumped.
Does anyone know what the problem may be?
package com.badlogic.androidgames.texasholdem;
import java.util.List;
import android.util.FloatMath;
import com.badlogic.androidgames.framework.Game;
import com.badlogic.androidgames.framework.Graphics;
import com.badlogic.androidgames.framework.Input.TouchEvent;
import com.badlogic.androidgames.framework.Screen;
public class MainMenuScreen extends Screen {
public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI;
public static float TO_DEGREES = (1 / (float) Math.PI) * 180;
float num_x = 0; // Position of object on X axis
float num_y = 0; // Position of object on Y axis
float angle = 0;
public MainMenuScreen(Game game) {
super(game);
}
public void update(float deltaTime) {
Graphics g = game.getGraphics();
List<TouchEvent> touchEvents = game.getInput().getTouchEvents();
game.getInput().getKeyEvents();
int len = touchEvents.size();
for(int i = 0; i < len; i++) {
TouchEvent event = touchEvents.get(i);
if(event.type == TouchEvent.TOUCH_UP) {
if(inBounds(event, 0, 0, g.getWidth(), g.getHeight()) ) {
// Calculate the angle of the direction between two points
angle = (float) Math.atan2(event.x - num_x, event.y - num_y) * TO_DEGREES;
if (angle < 0)
angle += 360;
// This is just to give me numbers on the Math.atan2 result, angle, to/from X position, and to/from Y position
System.out.println("Pressed! - ATAN: " + Math.atan2(event.x - num_x, event.y - num_y)
+ " - ANGLE:" + angle + " - POS: " + event.x + "tx/"
+ (int)num_x + "fx " + event.y + "ty/" + (int)num_y + "fy");
}
}
}
// Moving object in direction at 1f speed
num_x += (1f * (float) Math.cos(angle * TO_RADIANS));
num_y += (1f * (float) Math.sin(angle * TO_RADIANS));
}
private boolean inBounds(TouchEvent event, int x, int y, int width, int height) {
if(event.x > x && event.x < x + width - 1 &&
event.y > y && event.y < y + height - 1)
return true;
else
return false;
}
public void present(float deltaTime) {
Graphics g = game.getGraphics();
g.drawPixmap(Assets.background, 0, 0);
g.drawPixmap(Assets.backcard, (int)num_x, (int)num_y);
}
public void pause() {
Settings.save(game.getFileIO());
}
public void resume() {
}
public void dispose() {
}
}
if event x> x then x must be positive to move toward event.x
the problem here is that when event.x< x then your moving x must be negative
int dx,dy;
dx = (1f * (float) Math.cos(angle * TO_RADIANS));
dy = (1f * (float) Math.sin(angle * TO_RADIANS));
if(event.x<x){
dx=-dx;}
if(event.y<y){
dy=-dy;}
num_x+=dx;
num_y+=dy;
this way is simpler but less precise....
public void update(){
//(find dif between item x, and touch x)
float xdif=destx-x;
float ydif=desty-y;
if(x<destx){
dx=xdif/8;
}
else if(x>destx){
//we devide both x and y differences by the same number
dx=xdif/8;
}
else if(x==destx){
dx=0;
}
if(y<desty){
dy=ydif/5;
}
else if(y>desty){
dy=ydif/5;
}
else if(y==desty){
dy=0;
}
x+=dx;
y+=dy;
there u go, pathing in a straight line between two points, item.x and touch x.
Firstly, the math - I think the problem is that, for example, tan(135deg) = tan (-45deg) = -1. Therefore, atan has return values ranging between -90deg and 90deg as a resolution to ambiguity (look at its graph here). I think La5t5tarfighter's solution - negating the x movement in some cases - is on the right track, but you need to negate the y component in those cases as well. You could try that, but it would be much simpler if you used libGDX's Vector2 class. This is how I'd do it:
move.set(touchX, touchY); // y should be through flipping or unproject() before this
move.sub(objectPos); // move now points from object to where you touched
move.nor(); // now 1 unit long
move.scl(SPEED*deltaTime); // multiplied by a constant and delta - framerate-independent
objectPos.add(move);
You could even chain it into just one line if you want:
objectPos.add(move.set(x,y).sub(objectPos).nor().scl(SPEED*deltaTime));
Secondly, you're not using a Camera. I'm not completely sure what the default coordinate system is, but I believe the y axis points up which is not the same as the one used for inputs - Input.getY() is given with an y axis pointing down from the top left corner. If you had a Camera, you'd do this:
cam.unproject(someVector.set(Gdx.input.getX(), Gdx.input.getY(), 0));
Lacking that, you might need to flip the y axis:
event.y = Gdx.graphics.getHeight() - event.y;
Still, this could be wrong. Try drawing the object right at the touch position - if I'm right in this, it'll seem mirrored vertically. If it draws correctly where you touch, ignore this part.