I'd like to write a sidescroller game with libgdx and Box2D.
But instead of the moving the player and the camera to the right, the player should stay at his position and the floor should move to the left. Crates should be placed randomly and move from the right to the left of the screen as well. In addition the player should also be able to move to the left and the right of the screen without the game stopping to scroll the level.
I have no problems with using libgdx or Box2d but I'm not sure what is the best way to achieve my goal. I'd like to use physics because I will also have some bouncing balls etc. in the game which should show a physically correct behaviour and should interact with the player.
I have some ideas how to solve my problem:
Apply constant force or velocity to the floor and the crates which pushes them to the left and apply a counter force to the player so it stays at his position. When pushing the left or right button to move the player the counter force is slighty enhanced or decreased.
(As physic simulation is not 100% percent accurate I'd like to avoid this)
Move the position of the floor, player and crates but this would subvert the whole physics thing.
Use physics for anything but the player and move him directly. Therefor I'd have to do any collission detection by myself
Unforunately I'm not happy with any of these solutions. Has anybody faced a similar problem or has any advice how to solve this problem in an elegant way?
Many thanks in advance.
I recommend you to create two separate cameras: for player and for ground(floor).
Such way you will be able to move your "ground camera" as you want, the player will stay on his position. Then just don't move your player camera, move only the player body ,such way you will get effect of racetrack.
I use 4 cameras on my game (for ground, for player, for HUD and for background) it provides you lots of fixability and you can create cool scrolling effects.
I'm trying to use Box2D in my game but I have a problem with one particular player movement. I have two different objects. The first one is a rectangle with fixed rotation that represent the player. The other one is an octagonal wheel that can rotate and moves from right to left and viceversa.
When the player is over the wheel the user can swipe to let the player run over the wheel. In that moment the wheel start to rotate and the player object should stay over the wheel while running. The problem is that the friction makes the player fall. I tried to remove the friction of the player and reset the contact friction while running but still fall because the linear velocity of the player while the wheel is moving from side to side.
My last attempt to solve it was use setLinearVelocity(0, 0) over both bodies at the beginning of the run movement but doesn't work very well...
So the question is, how can I force a Box2D object to stay over the wheel while this one is rotating and moving?
One way is faking it..... Just keep on resetting the position to intial position....
Other way is to create an invisible weld joint of the player to some other point.
I hope it helps
Ok so I am creating a ball tilting game, where you navigate a ball around a maze. The ball works, and is all good in the area however I am having some problems in the maze.
The maze is programmatically created through a .txt file that contains 1's and 0's (1's being walls, and 0's being floor.) I have a for loop that goes through the whole .txt file and places a white(wall) or black(floor) square at the proper coordinates on a canvas. This is similar to the apps-for-android Amazed game if you have seen it link. However, instead of placing wall-type detection on his tiles, he just resets the game and deducts a life point if the user rolls onto a 'void' tile.
However I am looking to have 'walls' and not 'voids'. Where if the ball touches the wall, it doesn't go beyond that point, but can still move freely on the other axis. Unless it hits a corner, of course.
The problem I am having is actually creating this detection. I have tried a number of ways but nothing so far has been successful or useful.
I have tried:
- Have an ArrayList of all of the coordinates of the wall tiles, and every game tick, it checks to see if the ball is touching one. However this just slowed the game down to a crawl and was just extremely terrible.
- Check to see what tile the ball is on, and if it's on a wall tile, to stop it on an axis but let it move freely on the other, however this still didn't work as there were some issues when the ball was to the right of the wall tile, but also under it, it couldnt move up, as the code detected it being under the ball.
And a few other ways but I really cannot remember! It's been a bit hectic.
So, I am asking, if anyone has any experience in this area could they please give me a push in the right direction? Im hoping to have the maze walls sorted by Tuesday however it's looking grim!
If you need any more information, please ask.
Thank you in advance for any and all replies.
Instead of having an ArrayList that you have to iterate over, why not store the maze the same way you do the text file? Use a 2D boolean array filled with true for wall and false for floor, or vice versa.
This simplifies finding a wall considerably. All you have to do is figure out where in your grid the ball is. Then you can just check the cells immediately surrounding it. Even if you include diagonals(which probably isn't necessary for an all-90-degree maze), this equates to checking 8 booleans from an array, basically instant.
As for the axis issue, just stop movement in that direction. No need to freeze a whole axis. For instance, if the wall is right of you, just don't allow x to go higher. No reason to not let it lower unless there's a wall to the left.
This is just a general idea, though. Since it's homework, no code for you ;)
Edit:
The 2D array is just that, a boolean[][] which holds true in each of the spots where you want a wall to be. When you read in your text file, just assign it straight away.
Assuming each line in your text corresponds to an y row, and each 0/1 is the x for that column, when you read a 1, assign map[x][y] = true.
I'm honestly not sure what else you need elaboration on. It's a common format to do simple tile-based maps, though. If you google "2d array tile map", you'll find several resources to help with it.
So I'm building the pacman game in Java to teach myself game programming.
I have the basic game window with the pacman sprite and the ghost sprites drawn, the pacman moves with the arrow keys, doesn't move beyond the walls of the window, etc. Now I'm trying to build the maze, as in this picture:
Without giving me the direct/complete solution to this, can someone guide me as to how this can be built? I'm talking only about the boundaries and the pipes('T' marks) here which you can't go through and you have to go around. Not the dots which the pacman eats yet.
Here are my questions:
1) What's the most efficient algorithm/method for creating this maze? Will it have to be drawn each time the paint() method is called or is there a way to draw it only at the start of the game and never again?
2) How will this actually be drawn to the screen? I assume the fillRect() will be used?
3) Any hints on collision detection (so the pacman/ghosts can't go through the walls) would be helpful.
4) Any hints on how the vacant space between the pipes will be calculated so the dots can be filled between them will also be very helpful.
Thanks
I wouldn't do it that way.
I'd draw the graphical map and then create a 2D data array which represents the map. The data map would be responsible for determining collisions, eating dots, where candy is and where the ghosts are. Once all the logic for everything is handled just use the 2D array to display everything in their proper pixel coordinates over the graphical map.
For example the user is pressing the left key. First you determine that pacman is at element 3, 3. Element 3, 2 contains information denoting a wall so you can implement the code to make him ignore the command.
EDIT:
Each element would represent about where a dot could be. For example:
No, looking at the board I would say the array would look something like this.
d,d,d,d,d,d,d,d,d,d,d,d,w,w,d,d,d,d,d,d,d,d,d,d,d,d
d,w,w,w,w,d,w,w,w,w,w,d,w,w,d,w,w,w,w,w,d,w,w,w,w,d
p,w,w,w,w,d,w,w,w,w,w,d,w,w,d,w,w,w,w,w,d,w,w,w,w,p
d,w,w,w,w,d,w,w,w,w,w,d,w,w,d,w,w,w,w,w,d,w,w,w,w,d
d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d,d
And so on. You might want to pick a more flexible data structure than just characters however since some areas need to contain a bunch of different information. IE even though the ghost spawning area is blank, pacman isn't allowed in there. The movement of the ghosts and pacman is different for the side escapes, the candy spawn point is a blank spot but if you want to remain flexible you'll want to denote where this is on a per map basis.
Another thing you'll want to remember is that pacman and the ghosts are often inbetween points so containing information that represents a percentage of a space they're taking up between 1,2 and 1,3 is important for collision detection as well as determining when you want to remove dots, powerups and candy from the board.
You can paint the map into a BufferedImage and just drawImage that on every paint(). You'll get quite reasonable performance this way.
If you are happy with the walls being solid, you can draw each square wall block with fillRect. If you wish to get the same look as in the picture, you need to figure how to draw the lines in the right way and use arcs for corners.
The Pacman game map is made of squares and Pacman and the ghosts always move from one square to the neighbouring square in an animated step (i.e. you press right, the pacman moves one square to the right). That means that collision detection is easy: simply don't allow moves to squares that are not empty.
I do not understand what you are trying to ask here.
1) Just to give my advice on redrawing. Something that you can do if you find redrawing the entire image is slow, is determine only the elements that have changed on the screen and redraw those. An approach for this would be the following: Determine the sprites that have moved. Determine (approximate) a rectangle around those sprites. Redraw those rectangles only. This way you are only refreshing parts of the screen and not the whole screen. This should result in an increase in performance over redrawing the entire screen.
The other answers have been reasonable for the other questions you have asked.