I'm a beginner in Andengine (Started 1 week ago :D ) and I decided to follow the full game tutorial by matim-dev which you can find here : http://www.matim-dev.com/full-game-tutorial---part-1.html
Once finishing the tutorial, I wanted to change the way how the sprite jump, more faster.
e.g : In this game the sprite takes 1 sec to go up and 1 sec to go down.
So my questions are : How can the sprite take 1 sec to up and down or less or even more or How can I handle the jump speed of a sprite in Andengine.
P.S : sorry for my bad english
Thank you !
I haven't tested this, but I think it could work. You can increase the gravity of the world. This will make the player not jump as high as before. If you want him to jump to the same height but faster, you could increase the gravity and also increase the linear velocity when jumping.
The gravity is set when you create you physicsworld, in the example it is set to -17:
private void createPhysics()
{
physicsWorld = new FixedStepPhysicsWorld(60, new Vector2(0, -17), false);
registerUpdateHandler(physicsWorld);
}
And changing the jump linear speed, in this example it is set to 12:
public void jump()
{
body.setLinearVelocity(new Vector2(body.getLinearVelocity().x, 12));
}
Related
I'm creating an app that works like a level for speeds.
If you go fast, my image will go up, and if you go slow, it will go down (Not to the top, the faster the upper and the slower the lower).
Currently, on every onLocationChange I calculate the recommended speed and get the actual value. Then I put move the image like that:
imageView.setY((float) speedvalue);
I have two problems:
setY is in pixels, so it doesn't fit to every screen.
Image moves instantly, I would like it to move like an animation.
How can I solve them?
You can animate the movement of a View like this:
TranslateAnimation animation = new TranslateAnimation(startXCoordinate, finishXCoordinate, startYCoordinate, finishYCoordinate);
animation.setDuration(1000);
view.startAnimation(animation);
Secondly, convert pixels to dps using this code and it will move the same amount on different screens:
int distanceToMove = (int) TypedValue.applyDimension(1, howManyDPsToMove, context.getResources().getDisplayMetrics());
I am developing a game in libgdx where I need to zoom in and zoom out a popup for clearing every stage in the game. Could you please guide me how to do zoom effects in libgdx.
Just a note I am doing this for android device.
Kindly assist.
You can zoom using the property of same name of OrtographicCamera.
camera.zoom = 1; //Normal zoom (default)
camera.zoom = 2; //Zoomed in
camera.zoom = 0.5F; //Zoomed out
If you mean "zooming" a particular image, then just make it bigger and smaller.
To make your sprite larger or smaller use sprite.setScale, where 1 is the default size, 2 is 2 time bigger, 0.5 half.. you understand.
But if you want to make like a screen transition better use camera zoom, as described in the post above.
I just started experimenting libgdx and understanding... I looked sample projects... My problem :
The 1 and 6 originial ball number. And other balls, the ball's(1 and 6) will go randomly other places. (speed 1). ex . If a i am torch on the any ball, its speed up to 3...
The GameObjects should be in while loop. Ball images sometimes (randomly), the balls should be retun own 360 degrees. And get picture on TectureRegion.
Is there a similar example ? or
How can I do this ?
(Sorry for bad english)
Thanks...
As much as i understood you want your ball objects to move arround until you quit the game. Also you want to speed them up on touch right? Also you want to texture them and maybe they should detect collision with the screen borders and other balls to?
Libgdx has a main loop. This loop calls render(delta) every renderloop. The delta depends on the time ellapsed since last call of render. So on fast devices this delta is smaller then on slow devices (most times). This time is given in seconds. To move your objects you can add a value to their position in every render loop. In your case you want to add 1 (hopefully not pixel, as it then would seem slower on big screens):
for(BallObject ball : ballObjects) {
ball.setPositionX(ball.getPositionX() + ball.getSpeed() * delta * direction.x);
ball.setPositionY(ball.getPositionY() + ball.getSpeed() * delta * direction.y);
}
In this case a BallObject has a positionX and positionY describing his current position, a direction.x and direction.y, describing his movement in x and y direction (for 45° it would be direction.x=0.5 and direction.y=0.5), as well as a speed describing movement per second. This speed will be set to 3 on touch.
To speed the ball up on touch, you first need to implement InputProcessor in the class, which manages the movement of all ballobjects. Next you have to set it as the InputProcessor of the game: Gdx.input.setInputProcessor(this);. The InputProcessor has a method touchDown(int x, int y) or something like that. The x and y value are giving the coordinates in pixels, on the screen.
If you are using a camera or viewport in the new Libgdx version (you should do that) you have to use camera.unproject(x,y) or the viewport version of that (idk the exact method name). This method gives you the touchposition in your world coordinate system. Then you can simply check which ball is on this touchpos and set its speed to 3.
To texture the ball you have to use SpriteBatch for drawing. Look at the different draw() methods in the API and use the one which fits best for you. Just load a Texture, which should be a ".png" with a circle texture and the rest of it should be transparent (alpha = 0). With blending enabled (default) it will then only render the ball, even if it is actually a rectangle shaped Texture.
I hope it helps
I have a sprite in andEngine. All I want to do is to rotate it on a certain angle again and again. Now the problem is that when I rotate the sprite it only changes it angle.
But I want to rotate it in a sequence. For example if my current angle is zero and next angle is 180. Then the sprite should move like this 0 1 2 3 4 5 6 7 8 9 10...180.
I hope I cleared my question. I think there is something like this in andEngine like
new RotationModifier(
10, // duration
0, // angle start
-360 // angle end
)
But I dont know how to use it in my class which is extended my Sprite class.
Every 'Entity' (where Sprite is a subclass of), has the method registerEntityModifier(IEntityModifier).
Modifiers can be nested (kind of like InputStreams), so you might want to look into LoopEntityModifier, SequenceEntityModifier and ParallelEntityModifier.
I am trying to check collisions between two arrays, one of moving rectangles and the other of stationery boundaries (trying to get the rectangles to bounce off the walls).
The problem is that I wrote a nested for loop that seems to work for 2 out of 4 boundaries. Is my loop not reaching all possible combinations?
Here is my loop:
for(int n=0;n<_f;n++){
for(int m=0;m<_b;m++){
if(farr[n].inter(barr[m]))
farr[n].setD();
}
}
_f counts the moving rectangles (starts at 0 and increases after each one is added) and _b counts the boundaries. The inter() is a method I am using to detect collisions and it has worked in all other parts of my program.
Any help would be greatly appreciated,
Thanks in advace!!!
public boolean inter(Rect rect){
if(Rect.intersects(rect, rec))
return true;
else
return false;
}
The setD() method:
public void setD(){
if(_d==0)
_d=2;
if(_d==1)
_d=3;
if(_d==2)
_d=0;
if(_d==3)
_d=1;
}
The move method where _d is used:
public void moveF(){
if(_d==0){_l+=_s;_r+=_s;}
if(_d==1){_t+=_s;_b+=_s;}
if(_d==2){_l-=_s;_r-=_s;}
if(_d==3){_t-=_s;_b-=_s;}
}
_l is left side, _t is top, _r is right, and _b is bottom, and _s is how many pixels it moves per iteration(set to 1 in all cases)
Assuming _f, _b, farr, and barr do not change during the execution of the loop, your loop checks all combinations exactly once. So how is it that you "check some collisions twice"? Does setD() do something sneaky? Do you mean that once a rectangle collides there is no need to check more boundaries? If so, that can be fixed with a simple break statement. Otherwise, there likely is a problem with your inter() method, independent as to whether or not it appears to work elsewhere. Can you post your inter implementation?
There is a possibility of another problem, that of assuming continuous properties in a discrete space. As my amazing ascii art (titled: ball and wall) skills demonstrate...
Frame 1:
o__|_
Frame 2:
_o_|_
Frame 3:
__o|_
Frame 4:
___|o
Notice that the ball passed through the wall! In no frame did the ball intersect the wall. This happens if your distance moved per frame can be roughly the same or larger than the characteristic size of your moving object. This is difficult to check for with a simple intersection check. You actually need to check the path that the ball occupied between frames.
If your rectangles and barriers are oriented without rotation, this is still a fairly easy check. Use the bounding rectangle of the moving rectangle between the two frames and intersect that with the barriers.
Other ideas:
You are double colliding, switching the direction twice.
Your rectangles are in two different coordinate spaces.
Some other thread is screwing with your rects.
But basically, your code looks good. How many rectangles do you have? Can you make them distinct colors? Then, in your loop, when you collide, call setD and output the color of the rectangle that collided, and where it was. Then, when you notice a problem, kill the code and look at the output. If you see two collisions in a row (causing the rect to switch directions twice), you'll have caught your bug. Outputting the coordinates might also help, on the off chance that you are in two different coordinate spaces.
If it's a threading issue, then it's time to brush up on critical sections.
Found your mistake:
public void setD(){
if(_d==0)
_d=2;
if(_d==1)
_d=3;
if(_d==2)
_d=0;
if(_d==3)
_d=1;
}
Each of these needs to be else if, otherwise you update 0 to become 2 and then 2 to become 0 in the same call.