android: move to touch location after release with libgdx/universal-tween-engine - android

I'm learning to use libgdx with universal-tween-engine and haven't been able to figure out how to touch (or click on the desktop app) a point on the screen and have a texture move all the way to the touched location without keeping the touch or click active until the end-point is reached.
When the touch event is initiated, the animation begins and the graphic moves towards the location. The graphic will follow the finger/mouse-pointer if a touch and drag is initiated. If I touch a point, the graphic will move towards the point until the touch is released. Then it stops where it was when touch is released.
I'm looking to touch-and-release and have that graphic move to the touched point, and am probably not understanding something about the tween engine implementation. I've pasted the tweening code below.
public void render() {
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(texture.getTexture(), texture.getBoundingBox().x, texture.getBoundingBox().y);
batch.end();
Tween.registerAccessor(Plane.class, new TextureAccessor());
TweenManager planeManager = new TweenManager();
float newX = 0;
float newY = 0;
boolean animateOn = false;
if(Gdx.input.isTouched()) {
newX = Gdx.input.getX();
newY = Gdx.input.getY();
animateOn = true;
}
if (animateOn == true && (texture.getX() != newX || texture.getY() != newY)) {
Tween.to(texture, TextureAccessor.POSITION_XY, 10)
.target(newX, newY)
.ease(TweenEquations.easeNone)
.start(planeManager);
planeManager.update(1);
if (texture.getX() == newX && texture.getY() == newY) {
animateOn = false;
}
}
}
Originally, I had the tweening code inside the conditional for isTouched() and didn't use the newX, newY or animateOn variables. I thought using isTouched() to only set the new coordinates and animation state would then make the loop trigger the tween. The older code looked like this:
if(Gdx.input.isTouched()) {
newX = Gdx.input.getX();
newY = Gdx.input.getY();
Tween.to(texture, TextureAccessor.POSITION_XY, 10)
.target(newX, newY)
.ease(TweenEquations.easeNone)
.start(planeManager);
planeManager.update(1);
}
I've also tried using justTouched(), but the graphic would only move very slightly toward the touched point.
I've been struggling with this for a few hours, I'd really appreciate it if anyone could point me in the right direction.
Thanks.

Tween.registerAccessor(Plane.class, new TextureAccessor());
TweenManager planeManager = new TweenManager();
These two lines should go in the create() method, not the render() one! Here, you're instantiating a new manager on every frame, you only need one manager, that's all, not an army of them!
Also, you need to update the manager on every frame, not just when animateOn is true, else you'll need to keep your finger pressed...
The correct code is as follows, learn from it, you'll get a better understanding of how the Tween Engine works :)
// Only one manager is needed, like a Spritebatch
private TweenManager planeManager;
public void create() {
Tween.registerAccessor(Plane.class, new TextureAccessor());
planeManager = new TweenManager();
}
public void render() {
// The manager needs to be updated on every frame.
planeManager.update(Gdx.graphics.getDeltaTime());
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(texture.getTexture(), texture.getBoundingBox().x, texture.getBoundingBox().y);
batch.end();
// When the user touches the screen, we start an animation.
// The animation is managed by the TweenManager, so there is
// no need to use an "animateOn" boolean.
if (Gdx.input.justTouched()) {
// Bonus: if there is already an animation running,
// we kill it to prevent conflicts with the new animation.
planeManager.killTarget(texture);
// Fire the animation! :D
Tween.to(texture, TextureAccessor.POSITION_XY, 10)
.target(Gdx.input.getX(), Gdx.input.getY())
.ease(TweenEquations.easeNone)
.start(planeManager);
}
}

I was trying to implement this behavior in the wrong way. Instead of using isTouched or justTouched(), I needed to use touchDown() from GestureListener.
I created a class that implemented GestureDetector (call it touchListener())inside of my main class (the one that implements ApplicationLisetener )in the main libgdx project and put the x and y capturing code inside of toucDown (I noticed tap() was also being triggered). I moved the tween functions (the actual tweening, the call to registerAccessor(), and the creation of the new tween manager) into the update() method of touchListener().
I added a call to touchListener()'s update function inside the render() loop of the main libgdx class.
I doubt I did this is the best way, but I hope it's helpful to someone else in the future.

Related

Unity Android Drag Aim Release

I need help with (what I believe to be simple but I don't know) something (for android): I have a 2D ball, that is on a simple square table (you see it from above so I don't need gravity), I want to drag from that ball and release and upon release the ball goes in that direction or in opposite direction if you drag "behind" the ball. Just put your finger on the ball then drag and release. I searched for 2 days on forums and youtube and everywhere but I couldn't find what I need. I found something but it's really outdated and does not help me. Thank you for your help! And I am sorry for taking your time if there is already something answered that I didn't find!
This assumes you have a Rigidbody2D and collider attached to your ball and will launch the ball in the opposite direction that you drag.
Rigidbody2D rbody;
Vector2 startpos;
Vector2 endpos;
float power = 5f; // power of shot
void Start()
{
rbody = GetComponent<Rigidbody2D>();
}
void Update()
{
if (Input.GetMouseButtonUp(0))
{
endpos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
LaunchBall();
}
}
void OnMouseDown()
{
startpos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
void LaunchBall()
{
Vector2 direction = (startpos - endpos).normalized; // swap subtraction to switch direction of launch
rbody.AddForce(direction * power, ForceMode2D.Impulse);
}

Detect everytime an image is zoomed in or zoomed out

I am using the photoview library of chris banes to handle all zoom events for my gallery.
I want to detect if the image has been zoomed in or has been zoomed out by the user without overriding all those double tap,and touch event methods.Is there an efficient way to achieve this?
To answer my own question:-
I found a much better way to implement zoom detection which works for pinch zoom as well as double tap(any zooming event, without having to override each method).Found it nowhere on the web to detect a zoom event.If there's a much more efficient way, please let me know :)
(Also I am using chris banes photoview library to handle the zooming.)
So to detect a zooming event,get the rectangle of the current photoview and when a zoom event happens , OnMatrixChangeListener gets called and there you compare the rectangles to see .
(Now simply using this listener to handle a zooming event won't work, because the listener gets called, everytime you change your image,(in case you're using it in a gallery) ,it also gets called when the orientation of the screen is changed and also when simple no-zoom intending touches are made to the screen.)
Also, when the screen orientation changes,sometimes the photoview returns a 0 rectangle,so you have to check for that as well,here's my code:-
if (savedInstanceState.getBoolean(Constants.ZOOM)) {
photoViewAttacher = new PhotoViewAttacher(backgroundImage);
mWindowRect = new RectF(photoViewAttacher.getDisplayRect());
photoViewAttacher.setOnMatrixChangeListener(new PhotoViewAttacher.OnMatrixChangedListener() {
#Override
public void onMatrixChanged(RectF rect) {
//need to differentiate between screen orientation
if (mWindowRect.left == 0 && mWindowRect.top == 0 && mWindowRect.right == 0 && mWindowRect.bottom == 0) {
mWindowRect = new RectF(rect);
}
if (Math.abs(mWindowRect.left - rect.left) < 2 && Math.abs(mWindowRect.top - rect.top) < 2 && Math.abs(mWindowRect.right - rect.right) < 2 && Math.abs(mWindowRect.bottom - rect.bottom) < 2) {
viewPager.setLocked(false);
thumbnailsContainer.startAnimation(appear);
thumbnailsContainer.setClickable(true);
} else {
viewPager.setLocked(true);
thumbnailsContainer.startAnimation(disappear);
thumbnailsContainer.setClickable(false);
}
Log.i("ZOOM", "default rect: " + mWindowRect);
Log.i("ZOOM", "zoom rect: " + rect);
}
});
}
I can see a bunch of listeners, that can be notified, when a certain event on a PhotoView occurrs.
Refer to:
IPhotoView
Here I can see the listeners:
void setOnDoubleTapListener(GestureDetector.OnDoubleTapListener newOnDoubleTapListener);
void setOnScaleChangeListener(PhotoViewAttacher.OnScaleChangeListener onScaleChangeListener);
void setOnSingleFlingListener(PhotoViewAttacher.OnSingleFlingListener onSingleFlingListener);
Hope this helps.

Scrolling a childscene in AndEngine

I have a problem scrolling my childscene. I have created a CameraScene which i am trying to scroll with a touch event. My childscene is not scrolling, however, if i scroll on the camera attached to the engine the parent scene scrolls fine.
So how do i get my child scene to scroll without the objects attached to myparents scene scrolls along?
public StatsScene(Context context, VertexBufferObjectManager vbo) {
super(new SmoothCamera(0, 0, WITDH, HEIGHT, 0, SPEEDY, 0));
this.setOnSceneTouchListener(new IOnSceneTouchListener() {
#Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
if(pSceneTouchEvent.getAction() == MotionEvent.ACTION_DOWN) {
mTouchY = pSceneTouchEvent.getMotionEvent().getY();
}
else if(pSceneTouchEvent.getAction() == MotionEvent.ACTION_MOVE) {
float newY = pSceneTouchEvent.getMotionEvent().getY();
mTouchOffsetY = (newY - mTouchY);
float newScrollX = getCamera().getCenterX();
float newScrollY = getCamera().getCenterY() - mTouchOffsetY;
getCamera().setCenter(newScrollX, newScrollY);
mTouchY = newY;
}
return true;
}
});
}
I'm not really into AndEngine and I'm not sure if I get your problem right (in your code is nothing about "myparents" or "childscene"), but when something is attached to your scene, then this implies it will move with it. You could scroll your children in the other direction to maintain their position, but that could get you into trouble in the longterm. If it is possible, try to seperate your scrolling scene and your objects, meaning, that they shouldn't be children of each other. Instead, if you want them to keep them related, give them a common parent. If you move one object now, the siblings won't. Hope that helps.
From your description I would think that your parent scene is the one getting your the input so I'm guessing, please correct me if I'm wrong, that you are setting your child scene something like this:
mMainScene.attachChild(mChildScene);
In this case you will have to deal with deviating the input to the child instead of the parent. However, you have a few options here:
If your child scene occupies full screen and you don't need to worry about updating/drawing your parent scene, simply swap scenes with
mEngine.setScene(mChildScene);
If you do need to keep drawing and updating your parent scene check the MenuScene pre-made class and Scene.setChildScene() method, there is one example on how using this in the AndengineExamples project I think. Using this class will let you take the input on the child scene but still drawing and updating your main scene, it even let's you set your child in a modal way.

Android openGL es 2.0 touch and object position bug... clueless

My application is made with openGL ES 2.0 on android and i'm having a rather serious problem with object position updates. My game loop is like this, Draw all objects --> update game object positions --> iterate. However, i have 2 different kind of position updates: one kind that is calculation based, that when a value is low or high enough, it will change direction. The other kind is touch based, when the user touch at any position and/or swipes the screen, the object will follow.
Now to the problem. When the user touches the screen and/or swipes, the objects that is supposed to only respond to touch also gets the changing x value of the calculation based objects, and i'm clueless as to why this is since they use entirely different position variables.
The code that follows here is an excerpt from the GLsurfaceView showing how the touch position values are passed into the GL renderer
public boolean onTouchEvent(MotionEvent e){
if(e != null){
if(e.getAction() == MotionEvent.ACTION_DOWN){
x = e.getX();
y = e.getY();
if(_renderer != null){
queueEvent(new Runnable(){
#Override
public void run() {
_renderer.touchInput(x, y);
}
});
return true;
}
}
if(e.getAction() == MotionEvent.ACTION_MOVE){
x = e.getX();
y = e.getY();
if(_renderer != null){
queueEvent(new Runnable(){
#Override
public void run() {
_renderer.touchInput(x, y);
}
});
}
}
The code that follows here is an excerpt from the GL renderer that shows how the touch values enters the renderer and is converted to world coordinates.
public void touchInput(float x, float y){
y = (float)_view[3] - y;
GLU.gluUnProject(x, y, -1.5f, _ModelMatrix, 0, _ProjectionMatrix, 0, _view, 0, touch_to_world_coords, 0);
_world_x = touch_to_world_coords[0] * touch_to_world_coords[3];
_world_y = touch_to_world_coords[1] * touch_to_world_coords[3];
}
Next up is the code that calculates the new position of the non-touch object
public void updateObjectCoords(){
_test_x += 0.05f;
_test_y += 0.05f;
}
and finally the onDrawFrame from the renderer which im using as a game loop.
public void onDrawFrame(GL10 glContext) {
//Tell OpenGL to use this program when rendering.
GLES20.glUseProgram(_current_shaderProgramHandle);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
//Sets the active texture unit to texture unit 0
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
//Bind the texture to current unit
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, _TextureDataHandle);
//Tells texture uniform sampler to use this texture in the shader by binding it to unit 0
GLES20.glUniform1i(_TextureUniformHandle, 0);
//Draw square, gets coordinates from gluUnproject method
Matrix.setIdentityM(_ModelMatrix, 0);
Matrix.translateM(_ModelMatrix, 0, _world_x, _world_y, -1.0f);
drawSquare();
//Draw square, gets coordinates from updateObjectCoords method
Matrix.setIdentityM(_ModelMatrix, 0);
Matrix.translateM(_ModelMatrix, 0, _test_x, _test_y, -1.0f);
drawSquare();
//GLES20.glUseProgram(_point_shaderProgramHandle);
//drawLight();
updateObjectCoords();
}
edit: noticed my bad explenations so im adding this instead to be more clear what happens when :)
(When cube 1 gets touch input and cube 2 gets coordinates from updateObjectCoords):
Application starts:
everything work as expected, cube 2(updateObjectCoords one) moves as expected.
User touches screen:
cube2 continue to move as its supposed to, cube1(touch controlled) coordinate data seem to get mixed with cube2 as its movements become seemingly twice as large and towards the same direction as cube2, you can still manipulate it a bit but its not very responding.
(Cube2 is made to be static, however updateObjectCoords are still active and is called on every frame to update the value of _test_x and _test_y):
Application starts:
everything is just as expected
User touches screen:
everything works perfectly
So it seems that it is specificly the continually relocating of cube2 thats interfering with the positioning of cube1.
hope this have made matters more clear! :)
Why does the coordinates of one object to be drawn effect all other translateM's? How come all other objects doesnt get effected by the touch coordinates?
I fixed this by just switching the drawing of cube1 with cube2. This seems to have solved everything. Assuming that drawing the touch controlled objects last will end the interference :D

Previous coordinates of a touched object

I'm programming with Processing, what i need is the equivalent of pmouseX/Y but for touch, but I can't use pmouse because I use multi-touch and I need previous coordinates of each touched point. I don't know if I've made myself clear, to do an example I need to know initial and final coordinates of a swipe
I currently use to get initial coordinates:
public boolean surfaceTouchEvent(MotionEvent me) {
float x0=me.getX(0);
float y0=me.getY(0);
....
....
return super.surfaceTouchEvent(me);
}
I'm not sure if I get your right here, since this seems to be very basic programming, but I'll try.
Just use an ArrayList and add each position there. For different touches, you might want to use a HashMap, like this:
HashMap<MotionEvent, ArrayList<Point2D.Float>> touches = new HashMap<MotionEvent, ArrayList<Point2D.Float>>();
public boolean surfaceTouchEvent(MotionEvent me)
{
float x0=me.getX(0);
float y0=me.getY(0);
if (!touches.containsKey(me))
{
touches.add(me, new ArrayList<Point2D.Float>());
}
else
{
// get previous position
Point2D.Float prevpos = touches.get(me).get(touches.get(me).size() - 1);
}
touches.get(me).add(new Point2D.Float(x0, y0));
....
}
Didn't test this, but that's basically how it would work.

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