Drag And Drop LibGDX - java

I want to make a game where you can build stuff by dragging and dropping objects into place. I think LibGDX only supports DragNDrop on Actors, but I need physics on bricks in order to make them fall down if the construction is not stable.
So far, my approach to drag and drop is:
for(Brick b : map.getList()){
final Image im = new Image(b.ar);
stage.addActor(im);
im.setPosition(b.posX, b.posY);
im.setOrigin(b.posX, b.posY);
im.addListener((new DragListener() {
public void touchDragged (InputEvent event, float x, float y, int pointer) {
im.setOrigin(x, y);
im.setPosition(x, y);
//System.out.println("touchdragged ---> X=" + x + " , Y=" + y);
}
}));
}
where the map.getLists contains all bricks to be painted. b.ar is the texture to be painted.
With this aproach [this] is what happens. I don't know what may be causing it.
#Override
public void render(float delta) {
spritebatch.begin();
map.getWorld().step(1/60f, 6, 2);
renderer.render(map.getWorld(), camera.combined);
if(Gdx.input.justTouched()){
Vector3 touchPoint = new Vector3(Gdx.input.getX(), Gdx.input.getY(),0);
camera.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0));
System.out.println(touchPoint);
}
stage.draw();
spritebatch.end();
}
Of course i'd like to make the body fell (with the box 2d engine from libgdx) if you drop the object and it has nothing under it.
Thanks in advance

You're setting the origin in your listener callback to a screen coordinate. That is not going to work.
The origin is used to define the "center" of your object, so when you reposition it, Libgdx knows which part of the actor to put where. Generally the origin is either the bottom left corner of the object (I think this is the default) or its the center of the object.
I guess you may want to reset the origin so if someone taps on the left edge of a brick and then you reposition the object you'll reposition that point on the brick (and not reposition the bottom left corner of the brick). To do that you'll need to convert the screen coordinates into coordinates in the actor's space.
That's all somewhat icky though. I think you'd be better off just doing relative repositioning. Instead of trying to position the brick absolutely with setPosition just reposition it relatively:
im.setPosition(im.getX() + dx, im.getY() + dy);
Then it doesn't matter where the "origin" is.
You'll have to compute dx and dy in your listener based on the previous touch point.

It appears that the drag listener gives coordinates relative to the origin of the actor that is raising the event. That is a bit strange when you are moving that actor in response to the drag events, because the origin keeps changing. Essentially, I found that if I just move the actor by the x and y values of the event, it will follow the mouse or finger.
One improvement is to record the position that the drag started at and use it as an offset, so the pointer stays the same distance from the actor's origin.
Another option might be to add the listener to the stage instead of the button. I expect the coordinates would then be relative to the stage's origin, which is not changing. I haven't tried that technique.
Here's the code I used to drag a button horizontally:
DragListener dragListener = new DragListener() {
private float startDragX;
#Override
public void dragStart(
InputEvent event,
float x,
float y,
int pointer) {
startDragX = x;
}
#Override
public void drag(InputEvent event, float x, float y, int pointer) {
insertButton.translate(x - startDragX, 0);
}
};
dragListener.setTapSquareSize(2);
insertButton.addListener(dragListener);
If you want to drag something in two dimensions, just copy the x code for the y position.

Related

Translate transition not working right on keypress

I'm trying to make a ball bounce up and down with the use of translate transition. I'm first trying to make the ball move up before it starts moving down. the code I used for moving it up is like this
public void moveUp(Circle player){
TranslateTransition goUp = new TranslateTransition(Duration.millis(500),player);
goUp.setByY(-20);
goUp.play();
}
and I'm updating the value of the ball(player) on every keypress as follows(p.s player is of type Circle)
scene.setOnKeyPressed(new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent keyEvent) {
if(keyEvent.getCode() == KeyCode.SPACE){
moveUp(player);
player.setCenterY(player.getCenterY-20);
}
}
});
the only problem is that the amount the ball moves is not the same as the amount I'm updating. Taking a few values as example(Take note that the player's original center was 400,300) I got 280 as the updated value of the player's centerY, yet the centreY of the ball on screen was at around the 260 which is far off. How do I fix this so that the player's centreY gets shifted by the same amount it moves on screen?
This is because the Circle (player) has a translateY property in addition to its centerY property as mentioned by #James_D. translateY is a property common to all nodes. Whenever a TranslateTransition is applied, the coordinates of the Node (player in this case) do not change. Instead its 'local origin' changes.
Circle player = new Circle(10);
TranslateTransition goUp = new TranslateTransition(Duration.millis(500),player);
goUp.setByY(-20);
goUp.play();
When this code is executed the origin for the player moves up by 20 pixels, and the centerY property stays the same. If the coordinates were originally (400,300), they stay the same, but are now referenced with respect to the new local origin.
This procedure of modifying the coordinate axes themselves, is common for all transformations as explained in the javadoc for Node.
A translation transformation is one which shifts the origin of the node's coordinate space along either the x or y axis.
Note that as with all transformations, the x, y, width, and height variables of the rectangle (which remain relative to the local coordinate space) have not changed, but rather the transformation alters the entire coordinate space of the rectangle.
If you want to change the centerY property instead of the translateY property, you can use the Timeline class instead of TranslateTransition. You could refer this SO answer for using the Timeline class for this purpose.

libGDX touch in effect after touch

I use the following code to match the user touch to a ball object's position, so when the user touches the ball it bounce back up. Code:
int x1 = Gdx.input.getX();
int y1 = Gdx.input.getY();
Vector3 input = new Vector3(x1, y1, 0);
cam.unproject(input);
if(ball.getBoundingCircle().contains(input.x, input.y)) {
ballBounce();
}
But I have a problem with the touch. If the user touches a certain position on screen for a moment and a ball (after a while more appear) about to reach the position the user touched, the ball will recognize itself as been touched and the ballBounce(); method will start and continue with other balls that reach to the same position until the user touch another position on the screen but then that position will be fixed till the new one... Do someone know how I can bypass that problem so if the user stop touching the screen then where he\she touched won't affect the ball objects?
It seems that you are not using any input processor.
Make your class implement InputProcessor and make your touchDown method look like this.
#Override
touchDown(InputEvent event, float x, float y, int pointer, int button) {
Vector3 input = new Vector3(x, y, 0);
cam.unproject(input);
if (ball.getBoundingCircle().contains(input.x, input.y)) {
ballBounce();
}
}
ClickListener (LibGDX API)

libgdx - correcting for multiple coordinate origins?

I have a collision Rectangle (the libgdx one, not awt) set to a ball's coordinates. What I want to do is check if I've tapped on it. Two problems:
a.) I don't know where the origin of the rectangle's coordinates is.
b.) I can't find a way of correct way of correcting for the tap location.
What can I do?
Edit per request:
public void create() {
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
...
camera.unproject(tmpPos);
}
public void render() {
if (Gdx.input.isTouched()) {
float x = Gdx.input.getX();
float y = Gdx.input.getY();
tmpPos.set(x, y, 0);
camera.unproject(tmpPos);
// now the world coordinates are tmpPos.x and tmpPos.y
if (target.contains(tmpPos.x, tmpPos.y)) {
System.out.println("Touched. ");
score++;
}
System.out.println("Score: " + score + "..." + "X: " + (int) tmpPos.x + "...Y: " + (int) tmpPos.y);
...
}
I assume that you have a orthographic camera. (you really can't make a game without it)
You don't need to know its origin to check if is touched, but if you want to, the origin is
float originX = rectangle.x + rectangle.width / 2f;
float originY = rectangle.y + rectangle.height / 2f;
Anyways, you will need to unproject your touch coordinates, this means that you need to translate from the screen position to the camera position (world position).
For this you need a Vector3, is prefered to declare it somewhere outside of the method you are using, because initializing a object in every frame is not recommended.
Vector3 tmpPos=new Vector3();
And now check if your rectangle is touched, anywhere you want.
You have 2 ways to do this.
Do this in the render / update method, checking the position of the finger / cursor.
public void render(float delta) {
if (Gdx.input.isTouched() { // use .isJustTouched to check if the screen is touched down in this frame
// so you will only check if the rectangle is touched just when you touch your screen.
float x = Gdx.input.getX();
float y = Gdx.input.getY();
tmpPos.set(x, y, 0);
camera.unproject(tmpPos);
// now the world coordinates are tmpPos.x and tmpPos.y
if (rectangle.contains(tmpPos.x, tmpPos.y)) {
// your rectangle is touched
System.out.println("YAAAY I'm TOUCHED");
}
}
}
Options 2, use a input listener, so you only check when a touch event is triggered.
In the show / create method of your screen / game add your input listener
public void show() {
// .....
Gdx.input.setInputProcessor(new InputProcessor() {
// and in the method that you want check if the rectangle is touched
#override
public void touchDown(int screenX, int screenY, int pointer, int button) {
tmpPos.set(screenX, screenY, 0);
camera.unproject(tmpPos);
// now the world coordinates are tmpPos.x and tmpPos.y
if (rectangle.contains(tmpPos.x, tmpPos.y)) {
// your rectangle is touched
System.out.println("YAAAY I'm TOUCHED");
}
}
// and the rest of the methods
// ....
//
});
}
I would use the second way.
let me know if it worked for you.
My eventual solution was this:
Set the vector to the touch coordinates, however, with this correction: (Gdx.input.getY() * -1) + cy where cy is the height of the screen. I then unproject that vector, and draw it. Instead of the inverse y location I got without the correction, the circle follows directly under my finger and communicates with other objects in the world perfectly.

How to drag and drop a LibGDX Image actor

I have a LibGDX scene with a couple of Images (the Actor subclass). I want to drag one Image and drop it on another. I started with the source code located at DragDropTest.java. Since I basically want the source to be the payload I've tried modifying payload.setDragActor to use the source Image. It kind of works, I need to add the code to place the payload actor back in the stage but that isn't my issue.
My problem that that the payload (when it's the source actor or a separate actor) doesn't really get dragged. Instead what happens is the payload actor positions itself slightly down and to the right of the mouse cursor. I want to place the payload, not point to where I want the payload placed. It doesn't feel like dragging at all, it feels like something is following the cursor. I see the same behavior on the Android emulator as I do on the desktop version of the app.
I went digging through the LibGDX source for com.badlogic.gdx.scenes.scene2d.utils.DragAndDrop and found the answer. The code places the payload +14 in the X direction from the cursor and (-20 - payLoadActor.getHeight()) in the Y direction which is why I'm not able to visually drag the payload. There is a setDragActorPosition method that can be used to correct the position. If you always want the dragged payload to be centered under the cursor you can do:
final DragAndDrop dragAndDrop = new DragAndDrop();
dragAndDrop.setDragActorPosition(-(sourceImage.getWidth()/2), sourceImage.getHeight()/2);
If you want the dragged payload to maintain its placement under the cursor/finger than you have to use the cursor position when calling setDragActorPosition in the dragStart method.
final DragAndDrop dragAndDrop = new DragAndDrop();
dragAndDrop.addSource(new DragAndDrop.Source(sourceImage) {
public DragAndDrop.Payload dragStart (InputEvent event, float x, float y, int pointer) {
DragAndDrop.Payload payload = new DragAndDrop.Payload();
payload.setDragActor(sourceImage);
dragAndDrop.setDragActorPosition(-x, -y + sourceImage.getHeight());
return payload;
}
public void dragStop (InputEvent event, float x, float y, int pointer, Target target) {
sourceImage.setBounds(50, 125, sourceImage.getWidth(), sourceImage.getHeight());
if(target != null) {
sourceImage.setPosition(target.getActor().getX(), target.getActor().getY());
}
virtualStage.addActor(sourceImage);
}
});
You're not showing any code, so it's hard to know what you are actually doing. Based on your description, it sounds like you are placing the payload at where the cursor is rather than moving it the same offset as the cursor moved since you started dragging.
Assuming you're using an ActorGestureListener, this is what I do in my app.
float touchX, touchY;
public void touchDown(InputEvent ev, float x, float y, int pointer, int button) {
touchX = x;
touchY = y;
...
}
public void pan(InputEvent ev, float x, float y, float dx, float dy) {
moveBy(x - touchX, y - touchY);
...
}
This way you are moving your actor by the same amount as the mouse cursor moved, so it's like the pointer "glued" itself to whereever you touched your actor. Also, I believe the events in libgdx makes it so that you will not receive the pan events until the cursor has moved a bit inside your actor, so be aware of that when testing (moving the cursor a few pixels only will not trigger the pan events).

Scene2d - Rotated actor not translated as expected

I asked this at the libgdx forums but didn't get a response so I was hoping y'all could help me out:
I have Actors that represent game pieces. What I'm trying to do is make it so the player can click-and-drag the tile to move it around the screen and rotate it multiple times before submitting the placeTile command. From what I understand of DragAndDrop it doesn't seem to be designed with my use case in mind so I figured I'd instead attach a dragListener listener to each game piece (code below). It works well for dragging, except I can't figure out how to set the 'minimum distance before drag starts' to 0... but that's not my main question (though any insights would be appreciated )
Anyway, the big problem comes in when I rotate the actor, and then try to drag it: At 30 degrees rotation, drag acts almost like normal: at 60 degrees, very small movements of the mouse send the actor moving in a tight circle very quickly. Another 30 degrees, the tile actor exits the screen in 1-2 frames, moving in a wide arc. If the actor is rotated clockwise, it's movements are clockwise; same pattern for counter-clockwise.
It looks like the translation of the actor is taking rotation into account; I guess my question is, is it possible to rotate an Actor/Group without the rotation affecting future translations? Alternatively, is there a better way to drag an Actor around the screen based on touch/mouse input? I included some code below: I imagine I'm screwing up something basic, but I can't figure out what:
// during initial stage creation
tileActor.setOrigin(tileActor.getWidth() / 2, tileActor.getHeight() / 2);
tileActor.addListener(new DragListener() {
public void dragStart(InputEvent event, float x, float y,
int pointer) {
chosenTileActor = event.getTarget();
}
public void drag(InputEvent event, float x, float y, int pointer) {
Actor target = event.getTarget();
target.translate(x, y);
}
});
And for the listener that deals with rotation via scrolling mouse wheel:
multiplexer.addProcessor(new InputAdapter() {
#Override
public boolean scrolled(int amt) {
if (chosenTileActor == null)
return false;
else
chosenTileActor.rotate(amt * 30);
return true;
}
});
Any pointers? Am I even going the right direction by using DragListener?
Thanks for reading!
Instead of translating, just set the actor's position directly to the stage coordinates of your drag event:
tileActor.addListener(new DragListener() {
private float offsetX, offsetY;
#Override
public void dragStart(InputEvent event, float x, float y, int pointer) {
Actor target = event.getTarget();
this.offsetX = event.getStageX() - target.getX();
this.offsetY = event.getStageY() - target.getY();
}
#Override
public void drag(InputEvent event, float x, float y, int pointer) {
event.getTarget().setPosition(event.getStageX() - offsetX, event.getStageY() - offsetY);
}
});
I'm computing the offsets in dragStart so that the actor doesn't immediately jump to wherever I clicked when I started dragging (making the drags relative to my mouse). Tested this and it works with any rotation.

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