I'm a beginner working with Processing trying to create a moving cloud sketch. They are to appear on mouseClick, and horizontally move across the screen.
void mousePressed() {
int newCloud {
xpos: mouseX;
ypos: mouseY;
}
clouds.push(newCloud);
}
Here is the area I'm unable to fix, trying to work out the mousePressed part.
and here is my full code! It seems a simple fix but I've tried a bunch of ways rewriting it without succsess.
int[] clouds;
int cloudx;
int cloudy;
int xpos, ypos;
void setup() {
size(600, 600);
int cloudx=mouseX;
int cloudy=mouseY;
}
void draw() {
background(100);
for (int i = 0; i < clouds.length; i++) {
int[] currentObj = clouds[i];
cloud(currentObj.xpos, currentObj.ypos, currentObj.size);
currentObj.xpos += 0.5;
currentObj.ypos += random(-0.5, 0.5);
if (clouds[i].xpos > width+20) {
clouds.splice(i, 1);
}
}
}
void makeCloud (int x, int y){
fill(250);
noStroke();
ellipse(x, y, 70, 50);
ellipse(x + 10, y + 10, 70, 50);
ellipse(x - 20, y + 10, 70, 50);
}
void mousePressed() {
int newCloud {
xpos: mouseX;
ypos: mouseY;
}
clouds.push(newCloud);
}
I had tried to make a new function, though the clouds wouldnt show, I also tried calling the makeCloud function though i know I need to be updating within this new function. Overall, I need help with how to write this statement for newCloud in the mousePressed function.
Your code is irreparable for many reasons.
int[] clouds; will create a reference for Array of single integers, not objects,
void makeCloud (int x, int y){...}, will just draw some ellipses,
clouds.splice(i, 1); inside an Array will not work at all,
This is a working reconstruction of Your problem:
ArrayList<Cloud> clouds = new ArrayList<Cloud>();
void setup() {
size(600, 600);
}
void draw() {
background(100);
drawClouds(clouds);
removeExcessClouds(clouds);
}
/**
** Cloud class
**/
class Cloud {
float xPos;
float yPos;
Cloud(float x, float y) {
xPos = x;
yPos = y;
}
void draw() {
fill(250);
noStroke();
ellipse(xPos, yPos, 70, 50);
ellipse(xPos + 10, yPos + 10, 70, 50);
ellipse(xPos - 20, yPos + 10, 70, 50);
}
void positionUpdate(float deltaX) {
xPos += deltaX;
yPos += random(-0.5, 0.5);
}
}
void drawClouds(ArrayList<Cloud> cds) {
float wind = 0.5;
for (Cloud cd : clouds) {
cd.draw();
cd.positionUpdate(wind);
}
}
void removeExcessClouds(ArrayList<Cloud> cds) {
int cdAmount = clouds.size();
for (int i = 0; i<cdAmount; i++) {
if (clouds.get(i).xPos > width+20) {
clouds.remove(i);
cdAmount = clouds.size();
}
}
}
void mousePressed() {
clouds.add(new Cloud(mouseX, mouseY));
println(mouseX + ", " + mouseY + " : " + clouds.size());
}
Note:
global List initiation:
ArrayList clouds = new ArrayList();
List proper iteration:
for (Cloud cd : clouds) { foo(cd); }
draw method inside a Cloud,
passing values when calling methods.
So, now You can iterate over a List of Objects, and call a draw method inside each Cloud.
As said in the other answer, you will need to refactor your code to use objects.
This looks like an atempt at a JS object literal - Java doesn't use them.
int newCloud {
xpos: mouseX;
ypos: mouseY;
}
You need to instance a Class:
Cloud myCloud = new Cloud(0,5); // You create a new variable of the Cloud type and initialize it with a new Cloud object (essentially calling the constructor)
class Cloud{
int posX, posY;
Cloud(int px, int py){ // This is called a constuctor and its the way a new instance is created
this.posX = px;
this.posY = py;
}
}
Than for the array of clouds you need an ArrayList of Clouds:
ArrayList<Cloud> clouds = new ArrayList<Cloud>();
in the mousePressed event you than just add the new cloud to the arraylist:
clouds.add(myCloud);
Related
I am new to libgdx and trying to move a circle vy draging it. But its not working properly.
class deceleration is as follows -
public class gScreen1 extends ScreenAdapter
implements GestureDetector.GestureListener {
private static final float WORLD_WIDTH = 640;
private static final float WORLD_HEIGHT = 480;
...
#Override
public void show() {
super.show();
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(WORLD_WIDTH / 2, WORLD_HEIGHT / 2, 0);
camera.update();
viewport = new FitViewport(WORLD_WIDTH, WORLD_HEIGHT, camera);
shapeRenderer = new ShapeRenderer();
batch = new SpriteBatch();
}
private void drawGrid() {
Gdx.gl.glLineWidth(2);
shapeRenderer.setProjectionMatrix(camera.projection);
shapeRenderer.setTransformMatrix(camera.view);
shapeRenderer.setColor(Color.YELLOW);
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
size = points.length;
for (int i = 0; i < size; i++) {
shapeRenderer.circle(pointsr[i].x , pointsr[i].y ,10);
}
shapeRenderer.end();
}
#Override
public void render(float delta) {
super.render(delta);
clearScreen();
drawGrid();
}
#Override
public boolean pan(float x1, float y1, float deltaX, float deltaY) {
Vector3 tmpCoords = new Vector3(x1,y1, 0);
camera.unproject(tmpCoords);
int x = (int)tmpCoords.x;
int y = (int)tmpCoords.y;
for( i = 0; i < size ; i++) {
int x2 = pointsr[i].x;
int y2 = pointsr[i].y;
if( ((x2 -x)*(x2 -x) + (y2 -y)*(y2 -y) ) < 400 )
break;
}
if( i < size ) {
pointsr[i].x += deltaX;
pointsr[i].y += deltaY;
}
}
Circles are not following movement of finger, some time they move a little bit but in opposite y direction of touch movement.
What I want to do is to create a new planet in my system for example every 10 seconds and that it starts to move and also prints a "hello" . At the end I want that the 8 planets (ellipses) will be moving together.
I try to use delay(); but I failed .
Can someone help me please?
Planet [] planetCollection = new Planet [8];
float [] wid2 = {100,200,300,400,500,600,700,800};
float [] hig2 = {50,75,100,125,150,175,200,225};
int [] colorR = {100,800,300,400,500,600,700,800};
int [] colorG = {50,225,100,125,150,175,200,225};
int [] colorB = {50,225,100,125,150,175,200,225};
int [] size = {10,12,14,16,18,20,22,24};
int lastTime =0;
int contador =0;
void setup (){
size (1600,1600);
smooth();
//INITIALIZE
for (int i=0 ; i<planetCollection.length; i++){
planetCollection [i] = new Planet(wid2[i], hig2[i], colorR[i],
colorG[i], colorB[i], size[i]);
}
}
void draw (){
background (0);
//CALL FUNCIONALITY
for (int i=0 ; i<planetCollection.length; i++){
planetCollection [i].run();
}
}
class Planet {
//GLOBAL VARIABLES
float val;
float x = 0;
float y = 0;
float wid2;
float hig2;
float speed;
int colorR;
int colorG;
int colorB;
int size;
int centerx = width/2;
int centery = height/4;
//CONTRUCTOR
Planet(float _w, float _h,int _colorR,int _colorG,int _colorB, int _size){
wid2=_w;
hig2=_h;
colorR= _colorR;
colorG= _colorG;
colorB= _colorB;
size = _size;
speed=10/(2*PI * sqrt ((pow(wid2,2)+pow (hig2,2)/2))); ;
}
//FUNCTIONS
void run (){
move();
display();
}
void move (){
x= sin (val);
y= cos(val);
x *=wid2;
y *=hig2;
//SUN/CENTER
noStroke();
fill (255,238,41);
ellipse (centerx,centery,40,40);
if (dist (mouseX,mouseY,centerx,centery)<20){
if(mousePressed){
speed =0;
}
}
//
x+= centerx;
y+= centery;
val += speed;
}
void display (){
//PLanets
fill(colorR, colorG, colorB);
ellipse(x, y, size, size);
///Orbits
noFill();
stroke(255);
ellipse(centerx, centery, wid2*2, hig2*2);
println ("posicionx "+x);
println ("posiciony "+y);
println ("width "+wid2);
println ("high "+hig2);
println ("val "+val);
println ("speed "+speed);
}
}
You can use the modulo % operator along with the frameCount variable inside the draw() function to do something every X frames.
Here is an example program that draws little circles most frames, but draws a big circle every 60 frames:
void setup() {
size(500, 500);
background(0);
}
void draw() {
ellipse(mouseX, mouseY, 10, 10);
if (frameCount % 60 == 0) {
ellipse(mouseX, mouseY, 50, 50);
}
}
You can build a timer for counting seconds using a helper variable and the in-built variable frameRate. (Note that this solution ensures that you truly count seconds independent on your machine's current workload.)
frameRate tells you how many cycles Processing is currently performing per second (one cycle = one execution of draw, also called one frame). This is usually 60 (frames per second) but can also be lower depending on other processes on your machine (e.g. when running video processing, 3D games etc. the frame rate goes down).
Here's a snippet to see what your current frameRate is:
void draw() {
println(frameRate);
}
And here's the timer using a helper variable counter which is reset every second. You should see a new dot appear on the console output every second.
int counter = 0;
void draw() {
if (counter > frameRate) {
print(".");
counter = 0;
} else {
counter++;
}
}
To make it count every 10 seconds you can just change the if condition to "counter > 10 * frameRate".
A couple of weeks ago I implemented this method https://github.com/libgdx/libgdx/wiki/Take-a-Screenshot
And it worked great with libgdx 1.3.1 . Now though I upgraded to 1.6.0 and it have stopped working.
When the method is executed it freezes. I have it implemented on a button, and it gets stuck in "downclick" and nothing more happens.
private void saveScreenshot() {
try{
FileHandle fh;
do{
fh = new FileHandle(files.getLocalStoragePath() + "screenshot" + ".png");
}while(fh.exists());
Pixmap pixmap = getScreenshot(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight() - 130, true);
PixmapIO.writePNG(fh, pixmap);
pixmap.dispose();
System.out.println("Path:" + fh.toString());
}catch(Exception e) {
}
}
private Pixmap getScreenshot(int x, int y, int w, int h, boolean yDown){
final Pixmap pixmap = ScreenUtils.getFrameBufferPixmap(x, y, w, h);
w = pixmap.getWidth();
h = pixmap.getHeight();
if(yDown) {
ByteBuffer pixels = pixmap.getPixels();
int numBytes = w * h * 4;
byte[] lines = new byte[numBytes];
int numBytesPerLine = w * 4;
for (int i = 0; i < h; i++) {
pixels.position((h - i - 1) * numBytesPerLine);
pixels.get(lines, i * numBytesPerLine, numBytesPerLine);
}
pixels.clear();
pixels.put(lines);
}
return pixmap;
}
btnArrow.addListener(new ChangeListener() {
//photoshop "save" and "back" on arrow/back image to clarify.
#Override
public void changed(ChangeEvent event, Actor actor) {
saveScreenshot();
sharePhoto();
}
});
I share the image to facebook aswell. And this method is in AndroidLauncher of course and is passed through an interface. And here I fetch the screenshot:
public void sharePhoto() {
Matrix matrix = new Matrix();
String filePath = (files.getLocalStoragePath() + "screenshot" + ".png");
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap bitmap = BitmapFactory.decodeFile(filePath, options);
Bitmap rotateBit = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), matrix, true);
//Starts sharing process
SharePhoto photo = new SharePhoto.Builder()
.setBitmap(rotateBit)
.build();
SharePhotoContent content = new SharePhotoContent.Builder()
.addPhoto(photo)
.build();
share.show(content);
}
So what I believe may be the issue is libgdx have done changes on Pixmap class or Bitmap class of some sort. Since sharing a link through facebook on that button works fine.
I also printed the path as you can see in saveScreenshot() and it returns this
selinux_android_setcategory: no category for userid: 0, path: /data/data/com.sparc.tormt.android/lib
Is it stuck because this is an infinite loop if the file already exists:
do {
fh = new FileHandle(files.getLocalStoragePath() + "screenshot" + ".png");
} while(fh.exists());
Im trying to create a circle in LWJGL , using VBO's and VAO , and move it using an offset , but it seems one vertex is stuck in the center of the screen . I can't figure out how to move it to the new location . Any help is appreciated , thanks !
P.S : I have already tried debugging the program , but I can't locate the faulty vertex in my array
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.*;
public class Test {
// Setup variables
private int WIDTH = 800;
private int HEIGHT = 600;
private String title = "Circle";
// Quad variables
private int vbo = 0; // Vertex Buffer Object
private int vao = 0; // Vertex Array Object
int SUBDIVISIONS = 100;
float[] vertex = new float[(SUBDIVISIONS + 1) * 4];
public Test() {
// Initialize
setupOpenGL();
setupQuad();
while (!Display.isCloseRequested()) {
loop();
Display.update();
Display.sync(60);
}
Display.destroy();
}
public void setupOpenGL() {
try {
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setTitle(title);
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(-1); // If error , exit program
}
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
public void setupQuad() {
float r = 0.2f;
float x;
float y;
float offSetX = 0.3f;
float offSetY = 0.3f;
vertex[0] = (float) Math.sin(Math.PI*2*0/SUBDIVISIONS) * r + offSetX;
vertex[1] = (float) Math.cos(Math.PI*2*1/SUBDIVISIONS) * r + offSetY;
for (int i = 2; i < 360; i = i + 2) {
double angle = Math.PI * 2 * i / SUBDIVISIONS;
x = (float) Math.cos(angle) * r;
vertex[i] = x + offSetX;
}
for (int i = 3; i < 360; i = i + 2) {
double angle = Math.PI * 2 * i / SUBDIVISIONS;
y = (float) Math.sin(angle) * r;
vertex[i] = y + offSetY;
}
FloatBuffer vertexBuffer = BufferUtils.createFloatBuffer(vertex.length);
vertexBuffer.put(vertex);
vertexBuffer.flip();
vao = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vao);
vbo = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER,vertexBuffer,GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL30.glBindVertexArray(0);
}
public void loop() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL30.glBindVertexArray(vao);
GL20.glEnableVertexAttribArray(0);
// Draw the vertices
GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, 0, vertex.length / 2);
// Put everything back to default (deselect)
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
}
public static void main(String[] args) {
new Test();
}
}
"I think I've found the problem . I was setting the positions of only 359 vertices out of 404 vertices (nr of subdivisions + 1 times 4) . It seems the rest of the vertices were stuck at 0,0 on the screen . Allowing both FOR statements to cycle up to 404 seems to solve the problem"
The video shows the performance problem of safari on canvas drawing.
The drawing takes 100 msec. at average.
When I move cursor point A to B, other browsers draw the canvas at some points between A and B. But on safari, it generally draws on only near A and near B.
If the drawing time is so small, safari behaves like the others.
I think when safari does a drawing job, the mouse events are not triggered to the browser.
Is there a way to fix this problem?
My code:
public void draw() {
long start = System.currentTimeMillis();
canvas.getContext2d().clearRect(Integer.MIN_VALUE / 2,
Integer.MIN_VALUE / 2, Integer.MAX_VALUE, Integer.MAX_VALUE);
canvas.getContext2d().save();
canvas.getContext2d().setFillStyle("red");
for (int i = 0; i < 10000; i++) {
int x = (int)(Math.random() * 1000);
int y = (int)(Math.random() * 600);
canvas.getContext2d().fillRect(x, y, 15, 15);
}
canvas.getContext2d().restore();
logger.finer("Draw Time: " + (System.currentTimeMillis() - start));
}
canvas.addMouseDownHandler(new MouseDownHandler() {
#Override
public void onMouseDown(MouseDownEvent event) {
event.preventDefault();
startX = event.getX();
startY = event.getY();
dragging = true;
}
});
canvas.addMouseMoveHandler(new MouseMoveHandler() {
#Override
public void onMouseMove(MouseMoveEvent event) {
if(dragging)
{
event.preventDefault();
int x = event.getX();
int y = event.getY();
canvas.getContext2d().translate((-startX + x) / startScale,
(-startY + y) / startScale);
draw();
startX = x;
startY = y;
}
}
});
canvas.addMouseUpHandler(new MouseUpHandler() {
#Override
public void onMouseUp(MouseUpEvent event) {
dragging = false;
}
});