Breakout(Game Project) -Getting the ball to center the paddle -Java - java

My goal is getting the ball to be centered at the paddle even if the value of the ball radius were to change in future versions of the game.
My only problem is implementing the correct math formula
for the x coordinate of the gameball. I got the y coordinate formula working perfectly.
I do not need the correct answer. I just need guidance and suggestions to get the answer.
Here is a picture of the java program:
http://i33.photobucket.com/albums/d86/warnexus/ball.png
You can find the code below the comment "// Trouble figuring the math here".
/** Radius of the ball in pixels */
private static final int BALL_RADIUS = 500;
private void setup_Paddle()
{
// TODO Auto-generated method stub
// x coordinate of the upper left corner
// y coordinate of the upper left corner
paddle = new GRect(20,20,PADDLE_WIDTH,PADDLE_HEIGHT);
paddle.setFilled(true);
paddle.setColor(Color.PINK);
add(paddle,paddleInitialLocationX,paddleInitialLocationY);
}
private void setup_Ball()
{
// Trouble figuring the math here
int ballSetUpCoordX = (int) (paddle.getX());
// Good Code!
int ballSetUpCoordY = (int) (paddle.getY()-BALL_RADIUS);
gameBall = new GOval(BALL_RADIUS,BALL_RADIUS);
gameBall.setFilled(true);
gameBall.setColor(Color.BLUE);
add(gameBall,ballSetUpCoordX,ballSetUpCoordY);
}
private GOval gameBall;
private GRect paddle;
private int paddleInitialLocationX = 200;
private int paddleInitialLocationY = 500;

Coordinates are generally for the top left corner of an object. So to get any two objects o1 and o2 to be centered the same place, you have to offset based on size.
Here we'll move o1's center to o2's center.
int o2CenterX = o2.x - (o2.width/2);
//If we just used o2CenterX, it would put the corner of o1 into the center of o2
o1.x = o2CenterX - (o1.width/2);
Repeat for y, which you appear to have already done(radius serves as width/2). You will likely have to adjust this formula slightly unless you want the paddle and ball intersecting on the screen.

Related

My game collision system doesn't work on more than one tile

I'm working on a collision system for my game, however I can't get it to work, if I add more than one wall (which is the object I'm rendering) the collision system doesn't work and I can get through the block.
However if I leave only one wall the collision works correctly, or if at the end of the loop I add a break;
the collision works but only on the first wall of the map, the others don't get the collision.
Would anyone know how to solve this? I've been trying to solve it for 2 days and I couldn't.
public boolean checkCollisionWall(int xnext, int ynext){
int[] xpoints1 = {xnext+3,xnext+3,xnext+4,xnext+3,xnext+3,xnext+4,xnext+10,xnext+11,xnext+11,xnext+10,xnext+11,xnext+11};
int[] ypoints1 = {ynext+0,ynext+8,ynext+9,ynext+11,ynext+12,ynext+15,ynext+15,ynext+12,ynext+11,ynext+9,ynext+8,ynext+0};
int npoints1 = 12;
Polygon player = new Polygon(xpoints1,ypoints1,npoints1);
Area area = new Area(player);
for(int i = 0; i < Game.walls.size(); i++){
Wall atual = Game.walls.get(i);
int[] xpoints2 = {atual.getX(),atual.getX(),atual.getX()+16,atual.getX()+16};
int[] ypoints2 = {atual.getY(),atual.getY()+16,atual.getY()+16,atual.getY()};
int npoints2 = 4;
Polygon Wall = new Polygon(xpoints2,ypoints2,npoints2);
area.intersect(new Area(Wall));
if(area.isEmpty()){
return true;
}
}
return false;
}
I'm pretty sure the problem is this call:
area.intersect(new Area(Wall));
Here's the JavaDoc for that method:
public void intersect(Area rhs)
Sets the shape of this Area to the intersection of its current shape
and the shape of the specified Area. The resulting shape of this Area
will include only areas that were contained in both this Area and also
in the specified Area.
So area, which represents the shape of your player, is going to be modified by each test with a wall, which is why it's only working with one wall.
You could fix the issue by simply making the player Area the argument of the call, as in:
Area wallArea = new Area(Wall);
wallArea.intersect(area);
if(wallArea.isEmpty()){
return true;
}
By the way, this logic is reversed isn't it. Don't you want to check that the resulting area is not empty, i.e. there was an overlap between the player and the wall?
The other option, if each Wall is actually a rectangle, would be to use the this Area method instead:
public boolean intersects(double x,
double y,
double w,
double h)
Tests if the interior of the Shape intersects the interior of a
specified rectangular area. The rectangular area is considered to
intersect the Shape if any point is contained in both the interior of
the Shape and the specified rectangular area.
Something like this:
if(area.intersects(atual.getX(), atual.getY(), 16, 16)) {
return true;
}
As this avoids the creation of an Area object for each wall, and the intersection test is going to be much simpler, and faster.

Java little ball runs away from cursor

I'm trying to make a graphic project where a Ball runs away from my cursor, I already did the other way around where the ball seeks my cursor and when she arrives she loses velocity so it's like she's running fast until she comes around a range of 10 pixels and then she loses velocity until she touches the cursor.
The thing is, I can't find a way to make the ball run away from the cursor in a way that when I enter a diameter(from the ball), she runs slow, if I approach more she starts to run faster to get away but when my cursor leaves the diameter, she runs slow until she stops once again.
I hope I made it clear, I thought about a solution but I don't know if there's a library or some built function in Java that I could use guys:
-have like a percentage from 0 to 100 where the distance between my cursor and the ball fits inside, 0% is velocity=0, 100% is velocity=4 for example, do you have any idea if there is such thing that I could implement?
Thank you in advance!
I've made a Vector class where I change it and access the X and Y coordinates to make the ball move, I used basic trigonometry to make the vector ALWAYS the same length.
code of my ball (Chaser) class:
public class Chaser {
private double x;
private double y;
private double vel = 1;
private double hyp;
private Vector vector = new Vector(0, 0);
private double distance;
public Chaser(int width, int height){
x = width/2;
y = height/2;
}
public void setVel(Point m){
if(m.x != x)
hyp = Math.sqrt(Math.pow(Math.abs(m.x - x), 2) + Math.pow(Math.abs(m.y - y), 2));
else
hyp = Math.abs(m.y - y);
}
public void setDirection(Point m){
if(hyp == 0) return;
vector.change((m.x - x)/hyp, (m.y - y)/hyp);
}
public void draw(Graphics g){
g.setColor(Color.RED);
g.fillOval((int)x - 10, (int)y - 10, 20, 20);
g.setColor(Color.BLACK);
g.drawLine((int)x, (int)y, (int)(vector.getX()*15*vel) + (int)x, (int)(vector.getY()*15*vel) + (int)y);
}
public void move(Point m){
setVel(m);
setDirection(m);
useVector();
}
public void useVector(){
if(vector == null) return;
x -= vector.getX() * vel;
y -= vector.getY() * vel;
}
public void calculateVelocity(Point m){
if(vector == null) return;
// I don't know what to do yet
}
}
If you want to just push the ball around you can do something simple. Let's use vectors to make it easier to understand. Say ball holds the ball's center (x,y) and mouse contains the mouse position (x,y).
You can compute the distance between ball and mouse, that is (mouse - ball).length() to get how far away the mouse is from the ball.
If the distance > ball radius then the mouse is outside.
Otherwise you can do:
tmp = ball - mouse // get the vector from mouse to the ball.
tmp = tmp / tmp.length() * ball_radious // change the vector's length to match the radious of the ball.
ball = mouse + tmp // Move the ball such that the mouse will be on the edge.
As you move the mouse the ball will get pushed by the mouse.
If you want a bit of inertia, so the ball doesn't just stop when you don't push it anymore then you need to keep an additional vector speed and use tmp to get an acceleration.
Something like this:
tmp = ball - mouse // get the vector from mouse to the ball.
force = max(0, ball_radious - tmp.length()) // how strong we push the ball.
acceleration = tmp / tmp.legnth() * f(force) // compute the acceleration vector. f(force) is some function based on force, try k*f or k*f*f and see what looks better for your setup.
speed = speed * kDrag + acceleration // update the speed, kDrag should be between 0 and 1, start with something like 0.8 and try different values.
ball = ball + speed * time_delta // Update the ball's position.
You can play with the constants to get the right feel that you're looking for. time_delta is meant to normalize the speed between frams so you don't need to worry too much if there's some inconsistency between them. You can use a constant as well, but the movement might become jerky at times.
All operations above are vector operations.

MouseDrag drawing a Square not working as intended

#Override
public Shape getShape() {
final Rectangle2D.Double result = new Rectangle2D.Double();
result.setFrameFromDiagonal(getStart(), getEnd());
//FIX this is causing square to move when going opposite direction
result.setRect(result.getX(), result.getY(),
result.getHeight(), result.getHeight());
return result;
}
So here is my code that is drawing a square using Rectangle2D.Double. The getStart() and getEnd() are points that are being returned from mouseDrag events. When I drag to the right or up, it works as intended and creates a square. When I drag left or down the square moves with the drag as it draws. I am fairly new to Java swing and paint components. Wondering if anyone know what is causing this and why?
You need to consider a few specialities:
Save the first coordinate on mouse click: x,y
Save the last coordinate on mouse drag x2,y2
Set min x and y coordinates as the startpoint for setRect: Math.min(x,x2);
Use the absolute value of the coordinate difference to calculate the height and width of rectangle: Math.abs(x-x2);
px = Math.min(x,x2);
int py = Math.min(y,y2);
int pw=Math.abs(x-x2);
int ph=Math.abs(y-y2);
result.setRect(px, py, pw, ph);

Java: Iteration to find a coordinate point that hasn't been used?

I am using the following method to try to find a point (coordinate) that hasn't been previously used, and isn't within the bounds of items that have previously used and coordinates.
The way it works is I am rendering "bases" (RTS top-down game), and I am creating two random variable locations for x and y. I pass these, along with the bases texture, into the following method. The method loops through a list of rectangles that are the rectangles of each previously rendered base. If the point is within any of the rectangles, the method is called again using a different set of coordinates. It does this until it finds a set that isn't within a rectangle. It then adds a new rectangle to the list at these coordinates, and returns them so the game can render a new base.
However, the bases still overlap.
Here is the method:
private Point getCoords(int x, int y, Texture t){
for (int i=bases.size()-1; i> -1; i--) {
if (bases.get(i).contains(new Point(x,y))){
x = new Random().nextInt(map.getWidth() * map.getTileWidth());
y = new Random().nextInt(map.getHeight() * map.getTileHeight());
getCoords(x, y, t);
}
}
bases.add(new Rectangle(x,y,t.getImage().getWidth(), t.getImage().getHeight()));
return new Point(x, y);
}
And here is where it is being called:
switch(ran){
default:
int x = new Random().nextInt(map.getWidth() * map.getTileWidth());
int y = new Random().nextInt(map.getHeight() * map.getTileHeight());
Point p = getCoords(x, y, temp);
map.generateBase("air", p.x, p.y);
break;
}
Any ideas what is wrong here?
Thanks
There are several problems:
Your algorithm might be overwritting good coordinates (free ones) with wrong coordinates, you dont have any condition to exit the loop/recursion if you find a good place
You are checking for if rectangle contains the point, but later you are adding a rectanble, so it may not contain the point, but the rectangle created later may collide
try this
private Point getCoords(int x, int y, Texture t){
boolean found = false;
final int width = map.getTileWidth();
final int height = map.getTileHeight();
while(!found) {
x = new Random().nextInt(map.getWidth() * width);
y = new Random().nextInt(map.getHeight() * height);
for (int i=bases.size()-1; i> -1; i--) {
if (!bases.get(i).intersects(new Rectanble(x,y, width, height))){
found = true;
} else found = false;
}
}
bases.add(new Rectangle(x,y,t.getImage().getWidth(), t.getImage().getHeight()));
return new Point(x, y);
}
*** EDIT: Im not sure if I had to use TileWidth and TileHeight or image width and image height for width and height :D
int x = new Random().nextInt(map.getWidth() * map.getTileHeight());
Maybe a bad copy paste. It may be :
int x = new Random().nextInt(map.getWidth() * map.getTileWidth());
In both codes :-D
Okay so after some playing around, I found the issue is the rectangles that are saved are saved with a fixed location which means as the map moves, the rectangles don't. The fix is to loop through each bases and get the base's map position, rather than screen position, and check against this. Also, I found i was checking for a point in a rectangle, which may be outside the rectangle but leaves my bases overlapping still. So i now check for rectangle-rectangle collision instead

Achieve parallax effect in libGDX game

I'm working in a game with some friends in which we have a large horizontal world and a OrthographicCamera that shows only 1/3 of it. This camera it's moved when the horizontal position of the player change so the camera only move to the left and to the right.
Some of the objects showed in the game are near the player point-of-view but others are far away (for example, islands). With this in consideration, we cannot set fixed positions for elements and move only the camera. We need to achieve a parallax effect taking in consideration the distance of the elements.
Here is a simple image to explain it better:
The viewport to the left shows 3 objects of the game. The green one is near the player, the red ellipse is far and the yellow one is in the middle. In the viewport to the right the camera has been moved to the right so all the objects disappear to the left. The thing is that the relative movement of the green rectangle is greater than the movement of the yellow. In the same way, movement of yellow object is greater than red object movement.
I created all my assets scaled taking in consideration how far they are but now, how can I simulate this perspective using libGDX? Is there any class to do it? If I have to set elements position in each iteration, how could I calculate the right position?
Note that the example below is not tested as I am just recalling how I did it. The idea is simple - create layers with an extra layer for each with initial positions and velocity and move them. If a layer goes off the edge, put another one (that is why we create an extra layer) at the opposite edge.
Say you have a parallax object that takes initial positions, size, and velocity-
public class Parallax extends DynamicGameObject {
public float width, height; // Use setter/getter if you prefer
public Parallax(float x, float y, float width, float height, float velocityX, float velocityY) {
super(x, y, width, height);
velocity.set(velocityX, velocityY);
this.width = width;
this.height = height;
}
public void update(float deltaTime) {
position.add(velocity.x * deltaTime, velocity.y * deltaTime);
}
public void setPosition(float x, float y) {
position.set(x, y);
}
}
DynamicGameObject is taken from SuperJumper demo-
public class DynamicGameObject extends GameObject {
public final Vector2 velocity;
public final Vector2 accel;
public DynamicGameObject(float x, float y, float width, float height) {
super(x, y, width, height);
velocity = new Vector2();
accel = new Vector2();
}
}
GameObject as well-
public class GameObject {
public final Vector2 position;
public final Rectangle bounds;
public GameObject(float x, float y, float width, float height) {
this.position = new Vector2(x,y);
this.bounds = new Rectangle(x - width/2f, y - height/2f, width, height);
}
}
Say we have two layers - one in front and the other goes at back. We have one texture for each. Each texture fills the entire screen. We create two instances for each layer so that when one texture starts going off the screen, the other shows up at the edge to fill the gap. If you have smaller textures, you need to determine first how many textures you need to fill the screen and then create layers with one extra to fill the gap in between.
We can create an array of parallax layers during world creation-
Array<Parallax> parallaxList = new Array<Parallax>(4);
We can create the layers like this-
// Back
/* First parallax for back layer is at 0 x-axis. If you want to move the texture from right to left, the value of BACK_VELOCITY_X should be negative. You can experiment with velocity value for desire pace of movement. We do not want our layer to move on y-axis. Hence, it is set to 0. */
parallaxList.add(new Parallax(0, BACK_TEXTURE_HEIGHT, BACK_TEXTURE_WIDTH, BACK_TEXTURE_HEIGHT, BACK_VELOCITY_X, 0));
/* This one is also for back layer but it is positioned at the right edge of the layer above*/
parallaxList.add(new Parallax(BACK_TEXTURE_WIDTH, BACK_TEXTURE_HEIGHT, BACK_TEXTURE_WIDTH, BACK_TEXTURE_HEIGHT, SOME_VELOCITY_X, 0));
// Front
parallaxList.add(new Parallax(0, 0, FRONT_TEXTURE_WIDTH, FRONT_TEXTURE_HEIGHT, FRONT_VELOCITY_X, 0));
parallaxList.add(new Parallax(FRONT_TEXTURE_WIDTH, 0, FRONT_TEXTURE_WIDTH, FRONT_TEXTURE_HEIGHT, FRONT_VELOCITY_X, 0));
We update the layers on an update call in each frame-
// In our example, TOTAL_LAYERS is 4
for (int i = 0; i < TOTAL_LAYERS; i++) {
int tmpInt;
Parallax parallax = parallaxList.get(i);
parallax.update(deltaTime);
// If one layer is off the edge, put it at the right of the next one
// In this example, layers are moving from right to left
if (parallax.position.x <= -parallax.width) {
// We know that parallaxList's indexes 0 and 1 hold the back layers
// and indexes 2 and 3 have the front layers. You can add additional
// parameters in Parallax class to indicate a group so that you do not
// have to determine the group in dirty way like this
if(i == 0){
tmpInt = 1;
} else if(i == 1) {
tmpInt = 0;
} else if(i == 2) {
tmpInt = 3;
} else {
tmpInt = 2;
}
parallax.setPosition(parallaxList.get(tmpInt).position.x + parallax.width, parallax.position.y);
}
}
You can use an OrthographicCamera and a SpriteBatch to draw the parallax layers. You can actually use the game camera you have but I think using a separate camera is much cleaner. Anyways, parallax textures are usually big enough to be batched in a separate call so using the game camera most probably will not save you a draw call.

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