Scrolling home screen in LibGdx - android

I am using LibGdx to develop a game. For Now I am not using scene2D. I am struck up in increasing the levels of the game as I do not have the scrolling screen.
I like to design a a scrolling screen as it is in many games which are level based (for ref, lets say Candy crush). Could you please point me a example on how to have such a scrolling screen to show a bigger area where I can show many levels.
Thanks is Advance !

Using the Scene2D function is not necessary for this and is more for GUI implementation and different screens. The Scroll pane really shines when creating reading content that does not fit your phone. I do advice to start learning Scene2D to create MenuScreens and UI though.
What Candy Crush "simply" does is having multiple backgrounds that are placed next to each other and tile seamlessly. They use buttons in the correct place for levels. By dragging a finger across the screen the camera will move in that direction. For the movement from one level to the next there is probably something like a spline in play.
It is important only to draw the background tiles and buttons that are actually visible on the screen if you have many. Since these have fixed positions and you know your camera area and position you can calculate what to draw and what not. Just drawing everything each frame is likely to slow down your fps.
You can do a search on:
Tilemaps, for you backgrounds but you probably want them in just one direction so a simple 1D array would suffice.
Dragging, to move your camera. Here I gave a basic explanations on how I do it.
Splines, are a bit tougher and you do not really need them. They could be used to animate or move something along a curve.
Thats all, expecting you know how to create something like a button (click a sprite).

Related

100 animated pics on an Android screen

Imagine emptying a pouch having 100 stamps on a small area. That would be the starting point for my screen. I should be able to scale individual stamps in and out, animate them on a swiping gesture, overlay them and animate them so they all come towards the place of a former stamp that just got swiped out of screen, filling that space in. Plus zooming and panning over the entire screen.
I have made canvas level zooming, panning, and drawing by hand, but I feel this is going to benefit a lot from some kind of library. What should I be looking for ? Math libraries, physics, game engines ?
I don't suppose making these into ImageViews and all together into a ViewGroup and trying to make it work from there would be a good idea.
Thanks

Libgdx Hud with two stages

I have an app that's currently working with a single stage but i need to add a side display/section as a HUD, with scores/lives etc on it, so that the HUD is on the left, and the main hand screen on the right. The main game screen will be fixed and will not move around.
From researching I've found a couple of solutions.
1 - two stages
2 - a group with two groups to it, possibly using a horizontalgroup
3 - two cameras one stage
4 - one stage, one camera, but changing the position of the camera for each set of actors.
I think, option 1 is my preference, but i have some questions.
Do stages always fill the whole screen, or can i start then where i want? This would make it easier for the right hand screen to calculate positions based on 0,0 of that screen rather than always having to add the width of the HUD on to any calculations.
Do i need to work about viewports? Currently I'm not using one (which i think means my stage is set to scaling by default) but nothing looks stretched as a result of this. I don't know much about viewports, but there always seems to be a compromise to be made with them, i.e. black bars top or sides.
If I have two stages, do they each have their own camera? Do I need to with about this? Can I possibly aim the right hand camera at an offset so i can still draw things from 0,0 with that being the bottom left corner of the right stage, not the whole screen?
Finally, off topic, I am a little confused about spritebatch. I'm not currently using one, because I use a stage. Is that OK, or should i still be using one in conjunction with a stage somehow? And add all my actors to that?
It I understand correctly, you're using scene2d for your game world and also for your HUD. And the HUD doesn't overlay the game world, but rather uses its own portion of the screen exclusively.
Stages do not always fill the whole screen. They have no concept of filling or not filling anything, because they can have objects that are being drawn off screen. However, they are clipped to a rectangle defined by their Viewport.
In your case, it seems you need two Viewports, and therefore, two stages. You say you aren't using a Viewport, but you are...Stage automatically creates its own ScalingViewport that's set up like a StretchViewport. (ScalingViewport is not mentioned in the documentation, which is out of date.) StretchViewport is usually bad because your game will be distorted to fit whatever the aspect ratio of the device is.
ExtendViewports do not cause black bars as long as you don't set a max width/height on them and I think are usually the best choice for any game world view.
You can set your two Viewports to cover specific parts of the screen that you calculate yourself. Since this is a specialized case, I think you will have to directly subclass the Viewport class (not one of its subclasses) and manipulate each of them using viewport.setScreenBounds(...).
Regarding your last question: yes, each of the two stages has its own Viewport, and each Viewport has its own camera. Once you set up your two Viewports to each have their own portion of the screen, you can also set them to treat their respective bottom left corners as 0,0.

Android Game Development - Custom map leading to different activities

I'd like to create a custom map. It should be or look like one picture, but according to the part of which the user clicks, it should move the user to a different location (i.e. start a different activity). I've seen it done in several games but I don't know how to do it myself.
The part of the picture should have non-geometrical borders (obviously it would be easily done with many square images). Sadly, I don't even know what term describes what I want to do so I wasn't able to find any helpful tutorials or discussed topics.
Example:
Picture: http://i236.photobucket.com/albums/ff40/iathen/mapEx.png
If the user touches the purple slide, (s)he should be leaded to activity_1
If the user touches the blue slide, (s)he should be leaded to activity_2
If the user touches the green slide, (s)he should be leaded to activity_3
In my experience there are 2 main (most used) ways to achieve this.
The first (my favorite):
Get the data from a PNG
You should write multiple layers to a canvas. These layers constitute your "zones" (blue, green, purple in the image). To obtain the data of these areas, you get it from PNGs (with transparencies off course) to write the canvas with whatever you want. You must store the values where there can be a tap from the user (non-transparent areas). Notice that this values can be scaled up/down depending on the map size, screen resolution, map dimensions, etc.
Once you've written the layers to the canvas you should check for a match of the user tap and the stored areas you have. You should take into consideration here the order in which the user tap is processed in your code. For instance, in your image, the purple layer is on top so it must be processed first, the blue as second, and the green as the last one. This way you can have an "island" inside a bigger area.
The second way:
Generate the boundaries programmaticaly
I think this solution is self-explanatory. The only I've faced with this variant is that when the surfaces boundaries get messy, it's really complicated to generate the proper equations.
EDIT:
Using the first approach you can employ multiple PNGs to load data or use a single PNG with data coded into the bytes (i.e. RGB values). It's up to you to decide which one to implement.
Hope it helps!
Since a touchscreen itself isn't very accurate, your collision detection for the buttons doesn't need to be either. It would be a waste of time to try to make a complicated collision detection algorithm to detect a touch within those weird shapes.
Since you are making a game, I assume you know how to handle custom touch events, as well as canvas (at least). There are many ways to do what you want, but in the specific example image you linked is kind of a special case.
You could create a giant bounding circle around the three blobs, and then check if the user touched within the bounds of the circle (ie check if the distance from the touch to the center of the circle is less than or equal to the radius). Once you determine that it is, you could check which section of the circle it falls into by splitting it up into 3 equal sections. Requires some math, but shouldn't be that complicated.
It wouldn't be a perfect solution, but it should be good enough. Although, you might have to change the buttons a little so they aren't so stretched out horizontally, otherwise a bounding circle wouldn't be ideal.
Personally, in my games I always have "nodes" that represent the visual elements of the game, such as buttons. Instead of using a large image like you are doing, I would create separate images for each button, and then check their collisions with touch events independently. That way I could have each button check with their own individual bounding circles, or, if absolutely necessary, I could even have custom algorithms for each individual button.
These aren't perfect solutions. If you do want a pixel-perfect solution, you'll need to implement some polygon collision detection algorithms
One thing to consider is screen size and ratio. The only constants you should use are for percentages.

Effcient way of programming and displaying an analog image?

I'm redesigning an analog gauge widget I made a while back, essentially wanting to give it smoother looks and touch interfaces.
Currently I have just three bitmaps, on for the frame of the gauge, on for the ticks and a base that covers 1/3 of the gauge located at the bottom. I use a canvas drawn line for the needle. This gauge works, but doesn't have many of the features that I would like.
What I would like to do is have the ticks be dynamically drawn so it is possible to simulate a pinch based zoom. As the user zooms in the ticks drift apart until there is enough space for a new subset of tick to appear nested in between the larger farther apart ticks. As the user zooms out the tick begin compressing until the smallest tick are forced out become invisible (not drawn). The gauge will also need to register a slide (across the circumference of the gauge) touch to force the gauge to rotate.
The last time I tried to draw each line on a canvas for a gauge, it was incredibly slow was not readable because it flickered so horribly.
So I am wondering if anyone has any idea's, source or tips on how to achieve this gauge. I have spent a good while googling compasses, clock and gauges that may have any or all of the features I want so I can see how others did it, but I can't find anything.
Any help will be appreciated.
~Aedon
I found a fantastic tutorial not only on the gauge, but in genreral android features. Take a look.

How to animate views?

I'm working on a game that in some ways is similar to Tetris (imagine a 2D array of colored squares that sometimes move around)
I am trying to animate the individual squares so they will smoothly slide down from coordinate to the next. Since I wanted to use Android's built-in tweening feature, the animation has to apply to the whole View (rather than parts of it). This doesn't work well for me because I only want some of the colored squares to slide down, and the rest of them to stay still.
The (theoretical) solution I came up with to resolve this is to make 2 Views, layered directly on top of each other. The top view is for animating squares when they need to move, and the bottom layer is for the static squares. The animation-layer is transparent until I am ready to animate something. I then simply turn on the colored square in the animation-layer, tween it to the new location, and turn it back off when done. In the same time span, the static-layer just turns squares on and off at the right time to make the whole thing look seamless to the end user.
The proposed solution is just a theory, since I haven't been able to make it work correctly yet. Since I have been having trouble, I was wondering if this is even the best way to solve the problem? Perhaps there is a more elegant solution that I am over looking? Anyone know of a better way?
If you just want to animate a single element check out the namespace android.view.animation.Animation. You can also use Drawable shapes and draw them directly. Finally, if you want a simulation then you will have to look into threading. Basically you will create a timer to update the canvas for you based on an interval. There are some other view canvases you can use as well like the GLView canvas.

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