I have two actor, one is "cake" and another one is "some flying object". I want to detect contact or collision when the "some flying object" contact with the "cake". How can i exactly detect it?
Luckily there is a nice API called Bullet, and LibGDX gives us a wrapper in order to use it (Bullet is coded in C++). Bullet aims to manage all the physic in games. To see how it works, I recommend this tutorial from xoppa : https://xoppa.github.io/blog/using-the-libgdx-3d-physics-bullet-wrapper-part1/
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I have a hero and a enemy,Now When a hero contact the enemy the hero should automatically fall down.How can I add a Collision method to it.
Well do some research! There are a lot of samples out there that Aymeric has posted.
The most common is to use the SimpleCitrusSolver. It's quite easy and is done with one line of code: simpleCitrusSolver.collide(DynamicObject, StaticObject);
You can find more for this in the simple collision example.
Other samples can be found at the Citrus Engine Examples github page.
I am using flash cs6 and making a game in which some squares are falling down randomly and we have a wall that is controlled by the mouse. Every square we dodge 10 points are added to the score. If the squares touch the wall then we go to another scene called the "the end" scene in this scene we display the score to the player. So I want to pass the score variable to that scene. I have tried googling it a lot of times but it couldn't help. So my only hope is you guys. Please help.
How do I go to the next scene:
if (wall.hitTestObject(square))
{
gotoAndStop(1, "The End");
}
Instead of using flash to create games like this you can Game Maker it is more efficient.
You can go to its website yoyogames.com
Adobe Flash Professional Creative Suit series are for designers, animators. It is one of the worst IDEs for a programmer (notepad would be better). I'd suggest you to get a better IDE like Adobe's Flash Builder which is more suitable for programmers or search for other 3rd party IDEs like IntelliJ Idea which is one of the best from my point of view.
Instead of programming on timeline and using scenes which is for animators, get into the Object Oriented Programming, start with the basics, the classes, then move on with design patterns etc.
I started learning libgdx lately and, obviously, I've been looking into several sample games and tutorials.
I couldn't help but notice inconsistencies into how authors/developers choose to design their game classes - especially when it comes to the "renderer" classes.
In some examples, I see some authors relying solely on the "renderer" classes to draw using the SpriteBatch. While others tend to send a SpriteBatch reference to game objects to do the rendering themselves.
For example, considering a Bird class, some would associate it with a Texture type, load it and render the bird inside a Bird.render method. Others load the Texture in separate "Renderer" classes (Like WorldRenderer) and draw the bird texture from there by relying on position parameters such as bird.getX() and bird.getY().
I wrote some sample games using XNA in the past and I used to embed the rendering logic into my game classes. My renderer class used to simply loop over all "enabled" game objects and call "GameObject.render()". Is this a bad practice in libgdx?
It is not about bad practice in libgdx, it's a general opinion oriented problem.
Usually, it's always better if you can separate game logic and rendering logic (preferably in different classes). This way, if you want to change look and feel of the game (re-skin it) later, you won't have to touch the code containing game logic (less testing required, no new bugs).
But not everyone follows this (some might think it as overkill for small things). Having renderer class for each and every small thing might seem too much. So you'd see a lot of code having mixed both rendering and game logic.
If you want to build scalable games, I'd suggest you to follow MVC (game codes so large that developers might get lost). But at the same time, you should be pragmatic enough to know when not to use it (small games taking 2 weeks to make).
So it's for you to decide really, since it's about personal preferences.
Hope this helps.
A lot probably depends if the developer has used MVC (Model-View-Controller) before. In an MVC design the "game" objects like bird are part of the model and don't directly have anything to do with the display(view). Sometimes it depends on the technologies being used, for instance the LibGDX Scene2d API warns you that "Scene graphs have the drawback that they couple model and view".
In a worldRenderer you should render all your objects. All your objects belongs to a world so it makes sense. A benefit to add attention to is that you can always keep all gameObjects in separate arrays aswell as in a big array (containing all).
Array: GameObjects
Array: Birds (also in GameObjects)
Array: Cows (also in GameObjects)
Array: Cats (also in GameObjects)
This makes it possible for you to decide on what "z" axis all gameobjects should rely on (render) aswell as just loop through them all right away (update)
i haven't worked with graphics until now.. so I have not much ideas about using graphics objects in flash cs6.
I want to move this character depending if the person has pressed a button and stop his movement once the button is released. I looked up on how to go about this process.. so far one thing that kept coming up was to turn my spritesheet into graphics.. but after that i couldn't really find anything on how to integrate this into actionscript. Plus when I convert an object into graphics it doesn't give me options to assign it a class name. so can somebody give me a good breakdown on what is the purpose of these graphics objects? and how should I go about making a sprite move?
Disregard information concerning sprite sheets. These are used as a completely different method of graphics rendering that I'm not going to cover here; for more advanced, high performance applications and games.
When you say Graphics, I am assuming that you mean you've created some drawings that you've converted to a Graphic like this:
These types of objects are used purely for timeline animation. What you want to use here is the type MovieClip. When you use this type, you'll be able to give the object a class name like you mentioned:
After doing this, you'll be able to refer to that library symbol in ActionScript like this:
var gr:MyGraphic = new MyGraphic();
addChild(gr);
I'm trying to create a multi-level dungeon adventure in Flash CS4. The layout is an instance created of a symbol called Level, within the symbol are multiple wall subsymbols (wall), instances of Wall. There is a collision routine to stop the player walking through the walls, called from Wall.As.
Level is drawn about the centre point (0,0).
When I create an instance on the stage of Level (level), the collision tester is using the xy coordinates for the walls drawn about 0,0, not the "real" xy where it's appearing on the stage.
So what I need to know, is how to "update" the xy for each wall subsymbol with the live stage information, overriding the XYs drawn in the parent. It has to be updated unfortunately (I can't keep it static), as the levels are big so have to scroll.
Thanks for your advice.
With all due respect forget your approach, you're reinventing the wheel for nothing and probably to end up getting worse performance. What you need is pixel-perfect collision detection and probably including basic physics so already we're talking a huge amount of work. If you want to build levels in a design way for a game, use this, it'll blow your mind how awesome/easy/cool this is:
http://www.gotoandlearn.com/play.php?id=135
Its always a guess when trying to answer questions like this, as there are a lot of unknowns. That being said, in programming, there are always more than a few ways to solve a problem. Examine your collision detection routine - if you worked with hitTestPoint, and the point that was being tested (mouseX,Y or your main actor) with localToGlobal, you likely wouldn't need to test for the x,y variables of your collision objects. Read up on those two subjects and this question might be rendered moot.
At any rate, you could update relative coordinates in your Wall.as instance by leveraging globlaToLocal:
public function get curLoc():Point
{
return globalToLocal(new Point(this.x, this.y));
}
and retrieve them from your parent class as a point you can then test against:
trace(_wall.curLoc);
Hope that helps
I suppose you could accomplish what you're trying to do by manipulating the transform property of the wall symbols, but honestly I would concur with Ascension Systems and just abandon your collision testing routine for something different.
You may not need to go all out with a physics engine for your game, in which case just use hitTestObject to do the collision detection.