Ok, this should be simple enough, but I'm tripping myself up on the math. Using AndEngine BTW>
I'm using some of the tutorials out there... hero on the left of the screen (landscape) shooting right. Everything works wonderfully. Now I'd like to have the hero on the right side of the screen shooting left. I'm going in circles and would great appreciate some help. Here is the code I'm using for left hero, shooting right.
/** shoots a projectile from the player's position along the touched area */
private void shootProjectile(final float pX, final float pY) {
int offX = (int) (pX - (hero.getX()));
int offY = (int) (pY - (hero.getY() + hero.getHeight()/2));
if (offX <= 0) return;
// position the projectile on the player and set up path
projectile = pPool.obtainPoolItem();
int realX = (int) (mCamera.getWidth() - (hero.getX() ) );
float ratio = (float) realX / (float) offX;
int realY = (int) ((offY * ratio));
float length = (float) Math.sqrt((realX * realX) + (realY * realY));
float velocity = 280.0f / .5f; // 480 pixels per (sec)f on screen
float realMoveDuration = length / velocity;
// defining a moveBymodifier from the projectile's position to the
// calculated one
//this code angles the projectile sprite
double PI = 3.14159265;
float dx = pX - hero.getX();
float dy = pY - hero.getY()-50;
double Radius = Math.atan2(dy,dx);
double Angle = Radius * 180 / PI;
projectile.setRotation((float)Angle); // sets the angle of the projectile
//Move modifier for projectile
MoveByModifier movMByod = new MoveByModifier(realMoveDuration, realX, realY);
final ParallelEntityModifier par = new ParallelEntityModifier(movMByod);
DelayModifier dMod = new DelayModifier(0.001f);
dMod.addModifierListener(new IModifierListener<IEntity>() {
#Override
public void onModifierStarted(IModifier<IEntity> arg0, IEntity arg1) {
}
#Override
public void onModifierFinished(IModifier<IEntity> arg0, IEntity arg1) {
// TODO Auto-generated method stub
shootingSound.play();
projectile.setVisible(true);
projectile.setPosition(hero.getX(), hero.getY() + hero.getHeight() / 2);
projectilesToBeAdded.add(projectile);
projectile.animate(50);
}
});
SequenceEntityModifier seq = new SequenceEntityModifier(dMod, par);
projectile.registerEntityModifier(seq);
projectile.setVisible(false);
mMainScene.attachChild(projectile, 1);
I've got the hero positioned fine on the right side. What do I need to do to get the projectile to move to the left correctly?
Thanks a ton for any help.
MWM
You shouldn't use DelayModifier the way you do. Instead create a PhysicsHandler for your sprites and then set velocity to the PhysicsHandler. Something like:
PhysicsHandler phys = new PhysicsHandler();
projectile.registerUpdateHandler(phys);
phys.setVelocityX(50);
and this will take care of moving your projectile. You can also set acceleration on the physics handler the same way. So if you set the initial velocity to point up and left and then set the acceleration pointing down, the projectile will first fly left and up and then gradually fall down. And you don't have to do any calculations yourself.
This code looks like the one from http://jimmaru.wordpress.com/2011/09/28/andengine-simple-android-game-tutorial/
if it is, try this:
private void shootProjectile(final float pX, final float pY) {
int side = 1;
int offX = (int) (pX - (hero.getX()));
int offY = (int) (pY - (hero.getY() + hero.getHeight()/2));
if (offX <= 0){
side=-1
}
// position the projectile on the player and set up path
projectile = pPool.obtainPoolItem();
int realX = (int) (mCamera.getWidth() - (hero.getX() ) ) * side;
....
I got the same problem with the code from link, with this change i could shoot fot both sides with a player in the middle of screen.
Related
I'm creating a AR game with ARfoundation where the player can swipe a ball to whatever direction.
The problem I encounter is that when the ball is spawned the first time all the other balls that are spawned, will load on the same position as the first ball whatever direction I'm aiming at with my camera.
I want it to get it always spawned in front of the camera no matter the location, position and direction of my phone's camera. Tried using tags to get the location of the camera en the cup of where the ball need to get thrown in but still the ball doesn't get loaded in front of the camera no matter the location. I guess this is not the right way to achieve this and I was wondering what is?
The code I'm using for spawning the ball on a certain location
[SerializeField]
GameObject ball;
public float distanceX;
public float distanceY;
public float distanceZ;
public float ballX;
public float ballY;
public float ballZ;
public void Spawn()
{
distanceX = GameObject.FindGameObjectWithTag("Cup").transform.position.x - GameObject.FindGameObjectWithTag("MainCamera").transform.position.x;
distanceY = GameObject.FindGameObjectWithTag("Cup").transform.position.y - GameObject.FindGameObjectWithTag("MainCamera").transform.position.y;
distanceZ = GameObject.FindGameObjectWithTag("Cup").transform.position.z - GameObject.FindGameObjectWithTag("MainCamera").transform.position.z;
ballX = distanceX / 4;
ballY = distanceY / 4;
ballZ = distanceZ / 4;
Instantiate(ball, new Vector3(ballX, ballY, 10f), Quaternion.identity);
}
A bit hard to tell how your camera and this Cup Object are related and where exactly your object shall be spawned.
But in general for spawning something in front of your main camera you can do e.g.
public void Spawn()
{
// this basically does FindObjectWithTag("Main camera")
var camera = Camera.main.transform;
Instantiate(ball, camera.position + camera.forward * 10f, Quaternion.identity);
}
If you need a different distance then 10 e.g. based on that Cup object you just replace that or add another offset vector.
Either way you should not store it in individual floats just to build a new vector again ;)
E.g. instead of
distanceX = GameObject.FindGameObjectWithTag("Cup").transform.position.x - GameObject.FindGameObjectWithTag("MainCamera").transform.position.x;
distanceY = GameObject.FindGameObjectWithTag("Cup").transform.position.y - GameObject.FindGameObjectWithTag("MainCamera").transform.position.y;
distanceZ = GameObject.FindGameObjectWithTag("Cup").transform.position.z - GameObject.FindGameObjectWithTag("MainCamera").transform.position.z;
ballX = distanceX / 4;
ballY = distanceY / 4;
ballZ = distanceZ / 4;
you would rather do
Vevtor3 distance = GameObject.FindGameObjectWithTag("Cup").transform.position - GameObject.FindGameObjectWithTag("MainCamera").transform.position;
Vector3 ballDelta = distanceX / 4f;
...
I am trying to create a pad-like view in android. I got a circle that follows user's gestures and I am using distance to keep the circle of going outside the main circle of the pad control.
My problem is I want the circle to keep following the gesture, but to stay inside of the main circle. I am using the formula for finding a point using angle and radius, but it does some funky stuff.
I am translating the canvas, so that the center of the main circle is at 0, 0.
Here is the code:
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.translate(this.mainRadius, this.mainRadius);
canvas.drawCircle(0, 0, this.mainRadius, this.debugPaint);
canvas.drawCircle(this.handleX, this.handleY, this.handleRadius, this.handlePaint);
}
private void translateHandle(MotionEvent event) {
int x = (int) (event.getX() - this.mainRadius);
int y = (int) (event.getY() - this.mainRadius);
double distance = distanceFromCenter(x, y);
if (distance <= this.maxDistance) {
this.handleX = x;
this.handleY = y;
} else {
float angle = (float) Math.toDegrees(Math.atan2(y, x));
if (angle < 0)
angle += 360;
this.handleX = (int) ((this.mainRadius - this.handleRadius) * Math.cos(angle));
this.handleY = (int) ((this.mainRadius - this.handleRadius) * Math.sin(angle));
}
//onTranslateHandle(distance);
}
And here is the funky stuff in a gif image:
I cannot verify this change into your code snippet but do hope it gives some idea how to proceed further anyway;
private void translateHandle(MotionEvent event) {
float x = event.getX() - this.mainRadius;
float y = event.getY() - this.mainRadius;
double distance = distanceFromCenter(x, y);
if (distance > this.maxDistance) {
// If distance is i.e 2.0 and maxDistance is 1.0 ==> adjust is 0.5
// which repositions x and y making distance 1.0 maintaining direction
double adjust = this.maxDistance / distance;
x = (float)(x * adjust);
y = (float)(y * adjust);
}
this.handleX = (int)x;
this.handleY = (int)y;
}
I can update the answer where needed if this does not give any useful results.
Hello I searched in the forum,but coudn't find a helpful answer.
I'm making a game with AndEngine and I'm stuck for 3 days on shooting from rotating sprite.
That is my code and how I rotate the gun.I tried here to shoot a bullet ,but it shoots from a wrong starting point I would want to shoot a bullet from the end of the gun.
#Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
if(pSceneTouchEvent.isActionMove()){
final float dX = pSceneTouchEvent.getX() - machine.getX();
final float dY = pSceneTouchEvent.getY() - machine.getY();
float angle = (float) Math.atan2(dX,dY);
float rotation = MathUtils.radToDeg(angle) + 1;
machine.setRotation(rotation - 90);
Log.d("BUG",machine.getRotation() + "");
if(machine.getRotation() >= 84 ){
machine.setRotation(84);
}
if(machine.getRotation() <= -54 ){
machine.setRotation(-54);
}
final int incrementXValue = 15;
long sElapsed = System.currentTimeMillis() - lastFire;
if(bulletsAmout > 0 && sElapsed > cooldownBetweenShoot * cdModd){
e = new Entity(0,machine.getY());
e.setRotation(getRotation());
SceneManager.getInstance().getCurrentScene().attachChild(e);
float x2 = (float) (machine.getSceneCenterCoordinates()[0] + machine.getWidth() /2 * Math.cos(machine.getRotation()));
float y2 = (float) (machine.getSceneCenterCoordinates()[1] + machine.getWidth() /2 * Math.sin(machine.getRotation()));
float realX = (float) (Math.toRadians(x2) + machine.getWidth());
realY = (float) Math.toRadians(y2);
bullets = new Sprite(realX,realY, resourcesManager.bulletRegion.deepCopy(), vbom){
protected void onManagedUpdate(float pSecondsElapsed) {
float currentX = this.getX();
this.setX(currentX + incrementXValue);
super.onManagedUpdate(pSecondsElapsed);
}
};
bullets.setScale(0.06f);
e.attachChild(bullets);
projectilesToBeAdded.add(bullets);
bulletsAmout--;
lastFire = System.currentTimeMillis();
setBulletsText(bulletsAmout);
resourcesManager.pistolSound.play();
}
return true;
}
return false;
}
Assuming you are using GLES2-AnchorCenter:
You can position the bullet by setting it to the position of the end of the gun that you can get by calling gun.convertLocalToSceneCoordinates(gunMuzzleX, gunMuzzleY).
Then set the bullets rotation to the rotation of the gun.
apply velocity to the bullet. Calculate the speed-vector as follows FloatMath.sin(rotationOfBulletInRadians) * speed and FloatMath.cos(rotationOfBulletInRadians) * speed.
Be aware that you have to pass the rotation in radians to the sin and cos function NOT in degrees!
So I found how to fix that.
The problem is in this line of code :
e = new Entity(0,machine.getY());
Should be :
e = new Entity(machine.getX() - (machine.getHeight() / 2),machine.getY())
I m woring on an android opengl 1.1 2d game with a top view on a vehicule and a camera zoom relative to the vehicule speed. When the speed increases the camera zoom out to offer the player a best road visibility.
I have litte trouble finding the exact way to detect if a sprite is visible or not regarding his position and the current camera zoom.
Important precision, all of my game's objects are on the same z coord. I use 3d just for camera effect. (that's why I do not need frustrum complicated calculations)
here is a sample of my GLSurfaceView.Renderer class
public static float fov_degrees = 45f;
public static float fov_radians = fov_degrees / 180 * (float) Math.PI;
public static float aspect; //1.15572 on my device
public static float camZ; //927 on my device
#Override
public void onSurfaceChanged(GL10 gl, int x, int y) {
aspect = (float) x / (float) y;
camZ = y / 2 / (float) Math.tan(fov_radians / 2);
Camera.MINIDECAL = y / 4; // minimum cam zoom out (192 on my device)
if (x == 0) { // Prevent A Divide By Zero By
x = 1; // Making Height Equal One
}
gl.glViewport(0, 0, x, y); // Reset The Current Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); // Select The Projection Matrix
gl.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(gl, fov_degrees, aspect , camZ / 10, camZ * 10);
GLU.gluLookAt(gl, 0, 0, camZ, 0, 0, 0, 0, 1, 0); // move camera back
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select The Modelview Matrix
gl.glLoadIdentity(); // Reset The Modelview Matrix
when I draw any camera relative object I use this translation method :
gl.glTranslatef(position.x - camera.centerPosition.x , position.y -camera.centerPosition.y , - camera.zDecal);
Eveything is displayed fine, the problem comes from my physic thread when he checks if an object is visible or not:
public static boolean isElementVisible(Element element) {
xDelta = (float) ((camera.zDecal + GameRenderer.camZ) * GameRenderer.aspect * Math.atan(GameRenderer.fov_radians));
yDelta = (float) ((camera.zDecal + GameRenderer.camZ)* Math.atan(GameRenderer.fov_radians));
//(xDelta and yDelta are in reallity updated only ones a frame or when camera zoom change)
Camera camera = ObjectRegistry.INSTANCE.camera;
float xMin = camera.centerPosition.x - xDelta/2;
float xMax = camera.centerPosition.x + xDelta/2;
float yMin = camera.centerPosition.y - yDelta/2;
float yMax = camera.centerPosition.y + yDelta/2;
//xMin and yMin are supposed to be the lower bounds x and y of the visible plan
// same for yMax and xMax
// then i just check that my sprite is visible on this rectangle.
Vector2 phD = element.getDimToTestIfVisibleOnScreen();
int sizeXd2 = (int) phD.x / 2;
int sizeYd2 = (int) phD.y / 2;
return (element.position.x + sizeXd2 > xMin)
&& (element.position.x - sizeXd2 < xMax)
&& (element.position.y - sizeYd2 < yMax)
&& (element.position.y + sizeYd2 > yMin);
}
Unfortunately the object were disapearing too soon and appearing to late so i manuelly added some zoom out on the camera for test purpose.
I did some manual test and found that by adding approx 260 to the camera z index while calculating xDelta and yDelta it, was good.
So the line is now :
xDelta = (float) ((camera.zDecal + GameRenderer.camZ + 260) * GameRenderer.aspect * Math.atan(GameRenderer.fov_radians));
yDelta = (float) ((camera.zDecal + GameRenderer.camZ + 260)* Math.atan(GameRenderer.fov_radians));
Because it's a hack and the magic number may not work on every device I would like to understand what i missed. I guess there is something in that "260" magic number that comes from the fov or ration width/height and that could be set as a formula parameter for pixel perfect detection.
Any guess ?
My guess is that you should be using Math.tan(GameRenderer.fov_radians) instead of Math.atan(GameRenderer.fov_radians).
Reasoning:
If you used a camera with 90 degree fov, then xDelta and yDelta should be infinitely large, right? Since the camera would have to view the entire infinite plane.
tan(pi/2) is infinite (and negative infinity). atan(pi/2) is merely 1.00388...
tan(pi/4) is 1, compared to atan(pi/4) of 0.66577...
I Have already completed the bluetooth CHAT Example on android developer, now i am designing a game and need to transfer the coordinates between the devices. I am using cocos2d and now how to send the data via bluetooth on other device. i need to apply the bluetooth chat application in this game but how? i cant understand how to achieve it. Any Suggestions greatly appreciated ...please ask any questions if u dont get what i am trying to ask...
public boolean ccTouchesEnded(MotionEvent event)
{
boolean get=false;
//int y=0;
// Choose one of the touches to work with
CGPointlocation=CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(),event.get;
if(y==0)
{get=shootarrow(location);
y=1;
return get;}
else if(y==1)
{get=shootme(location);
y=0;
return get;
}
return get;
}
public boolean shootme(CGPoint loc){
// Set up initial location of projectile
CGSize winSize = CCDirector.sharedDirector().displaySize();
CCSprite projectile = CCSprite.sprite("ah2.png");
projectile.setPosition(CGPoint.ccp(650,180));
CCSprite player2 = CCSprite.sprite("Ply2.png");
player2.setPosition(CGPoint.ccp(winSize.width / 2.0f,320));
// Determine offset of location to projectile
int offX = (int)(loc.x - projectile.getPosition().x);
int offY = (int)(loc.y - projectile.getPosition().y);
if (offX >= 0)
return true;
if (offY <= -7)
return true;
addChild(projectile);
addChild(player2);
projectile.setTag(2);
_projectiles.add(projectile);
// Determine where we wish to shoot the projectile to
int realX = (int)(-(winSize.width + (projectile.getContentSize().width / 2.0f)));
float ratio = (float)offY / (float)offX;
int realY = (int)((realX * ratio) + projectile.getPosition().y);
CGPoint realDest = CGPoint.ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = (int)(realX - projectile.getPosition().x);
int offRealY = (int)(realY - projectile.getPosition().y);
float length = (float)Math.sqrt((offRealX * offRealX) + (offRealY * offRealY));
float velocity = 680.0f / 1.0f; // 480 pixels / 1 sec
float realMoveDuration = length / velocity;
// Move projectile to actual endpoint
projectile.runAction(CCSequence.actions(
CCMoveTo.action(realMoveDuration, realDest),
CCCallFuncN.action(this, "spriteMoveFinished")));
Context context = CCDirector.sharedDirector().getActivity();
return true;
}