Libgdx | Custom Action - libgdx

How can I create a custom action for an actor in libgdx? If I can't, than is there at least an action to run a custom piece of code (eg. call a method action)? Thanks.
EDIT:
I created this class :
class GapSizeAction extends TemporalAction {
private float newSize;
private Blocker blocker;
public static GapSizeAction getRotateAction(float newSize, float duration) {
return new GapSizeAction(newSize, duration);
}
public GapSizeAction(float newSize, float duration) {
super(duration);
System.out.println("Construct");
this.blocker = (Blocker)target;
this.newSize = newSize;
}
private float start, end;
protected void begin() {
System.out.println("Begin");
start = blocker.gap;
}
protected void update(float percent) {
blocker.gap = (start + (end - start) * percent);
}
}
The problem is that I am using a custom actor with a gap member (float). I try to cast the target to a blocker so that I can access the gap member variable, but gap ends up being null. I can confirm that gap is not null, I initialize it in the constructor. The blocker (Custom actor) is not null either. Am I going about this wrong?

Your problem is the line this.blocker = (Blocker)target; in your constructor. When the constructor is called, the action hasn't been set on a target yet, so target is null (and so will be blocker). Also, since you're changing a single float, you can extend FloatAction and save yourself some code. I would write your class as below. The constructor should be empty to support easy pooling, and you can set it up in your static factory method.
class GapSizeAction extends FloatAction {
public static GapSizeAction getRotateAction(float newSize, float duration){
GapSizeAction action = Actions.action(GapSizeAction.class);
action.setEnd(newSize);
action.setDuration(duration);
return action;
}
protected void begin () {
if (target instanceof Blocker)
setStart(((Blocker)target).gap);
else
Gdx.app.logError("Target is not a blocker: " + target.toString());
super.begin();
}
protected void update (float percent) {
super.update(percent);
if (target instanceof Blocker)
((Blocker)target).gap = getValue();
}
}

Fade In Action for example :
actor.AddAction(Actions.fadeIn(2.0f));

Related

Unity: adding custom function to Scriptable Object

I want to add to my project CardSO - a scriptable object. I want to give it a name, points and for some cards a special behavior. how can I add a function to the SO field?
for most of the cards, it can be empty (or just returning 0), I hoped I can write a function the takes List and return int.
Any thoughts?
My current code layout:
using UnityEngine;
[CreateAssetMenu(fileName = "CardSO", menuName = "New CardSO", order = 0)]
public class CardSO : ScriptableObject
{
public string name;
public int points;
public Sprite Sprite;
// public int SpecialBehavior(List<CardSO>);
}
Thank You!
Well ... just implement it. If you need most cards without it why not have a base class and make the method virtual
// Whatever shall be the default behavior
public virtual int SpecialBehavior(List<CardSO> cards) => -1;
and then make a special card child class that can override this method and return whatever you need
[CreateAssetMenu]
public class SpecialCardSO : CardSO
{
public override int SpecialBehavior (List<CardSO> cards)
{
// or whatever
return cards.Length;
}
}

Functions not doing anything

I have a gameObject called BounceBack that is supposed to bounce the ball back far away when they collide together.
public class BounceBack : MonoBehaviour
{
public GameObject Player;
public float force;
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag(Player.tag))
{
Player.GetComponent<PlayerController>().ForceBack(force);
}
}
}
The ball Player (ball) script:
public class PlayerController : MonoBehaviour
{
public int acceleration;
public int speedLimit;
public int sideSpeed;
public Text countText;
public Text winText;
public GameObject pickUp;
public GameObject finishLine;
//internal void ForceBack() //Not sure what it does and why it's there.
//{
// throw new NotImplementedException();
//}
private int count;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
SetCount();
}
// Update is called once per frame
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal") * sideSpeed * rb.velocity.magnitude / acceleration;
//float moveVertical = Input.GetAxis("Vertical") * acceleration;
if (rb.velocity.magnitude <= speedLimit)
{
rb.AddForce(0.0f, 0.0f, acceleration); // add vertical force
}
rb.AddForce(moveHorizontal, 0.0f, 0.0f); // add horizontal force
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag(pickUp.tag))
{
other.GetComponent<Rotate>().Disapear();
count++;
SetCount();
}
if (other.gameObject.CompareTag(finishLine.tag))
{
acceleration = 0;
sideSpeed = 0;
finishLine.GetComponent<GameEnd>().FadeOut();
if (count >= 2)
{
winText.GetComponent<WinTextFadeIn>().FadeIn("Vous avez remporté la partie!");
}
else
{
winText.GetComponent<WinTextFadeIn>().FadeIn("Vous avez perdu. Réesayer?");
}
}
}
private void SetCount()
{
countText.text = "Count : " + count.ToString();
}
public void ForceBack(float force)
{
Rigidbody rb = GetComponent<Rigidbody>();
rb.AddForce(0.0f, 0.0f, -force, ForceMode.VelocityChange);
Debug.Log("Pass");
}
}
The AddForce function does not do anything. I tried with setActive(false) and it's not working either. The only thing that works is Debug.Log(). I'm not sure if the speedlimit and acceleration are interfering with the function.
EDIT: I'm not sure if the problem is from Unity but I can't access any variable of the class from the forceBack function inside the class.
EDIT2: I also tried to call the AddForce function directly in the Bounce Back script but it's not working either.
Player.GetComponent<Rigidbody>().AddForce(0.0f, 0.0f, -force, ForceMode.VelocityChange);
Player (Ball) Screenshot
Bounce Back Screenshot
So, a couple things:
1.) The physics system should already cause the ball to bounce if you've set up the colliders and rigidbodies properly. You should only need to do something like this if the ball should gain momentum when it bounces, which is unlikely. You should post screenshots of their inspectors if this answer doesn't help.
2.) On your rb.AddForce() call, you're applying a force in world-space, which may be the wrong direction to bounce. If you know the ball is oriented the way it's moving, then you can call AddRelativeForce with the same parameters. If the ball's orientation is not controlled, then you need to calculate the correct world-space direction to use before applying the force.
3.) Finally, just to confirm, the objects with BounceBack attached do have a non-zero value in the 'force' parameter in the inspector, right?

How to call Update function's code by button click

How can I call the codes, inside the Update function using a public method?
What I need to archive is, calling Update using another function.
So that Update triggers using that other method.
One more thing, code should run only when a button long press.
Many Thanks four help
using UnityEngine;
using System.Collections;
public class CarController : MonoBehaviour
{
public float speed = 1500f;
public float rotationSpeed = 15f;
public WheelJoint2D backWheel;
public WheelJoint2D frontWheel;
public Rigidbody2D rb;
private float movement = 0f;
private float rotation = 0f;
void Update()
{
rotation = Input.GetAxisRaw("Horizontal");
movement = -Input.GetAxisRaw("Vertical") * speed;
}
void FixedUpdate()
{
if (movement == 0f)
{
backWheel.useMotor = false;
frontWheel.useMotor = false;
}
else
{
backWheel.useMotor = true;
frontWheel.useMotor = true;
JointMotor2D motor = new JointMotor2D { motorSpeed = movement, maxMotorTorque = 10000 };
backWheel.motor = motor;
frontWheel.motor = motor;
}
rb.AddTorque(-rotation * rotationSpeed * Time.fixedDeltaTime);
}
//public void Rotate()
//{
// rotate = true;
// print("aa");
//}
//public void Move()
//{
// rotation = Input.GetAxisRaw("Horizontal");
// movement = -Input.GetAxisRaw("Vertical") * speed;
//}
}
Those are actually two questions.
1. A long press button
The Unity UI.Button hasn't per se a method for a long press but you can use the IPointerXHandler interfaces for implementing that on your own:
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
// RequireComponent makes sure there is Button on the GameObject
[RequireComponent(typeof(Button))]
public class LongPressButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler
{
private void Awake()
{
ResetButton();
}
// set the long press duration in the editor (in seconds)
public float LongPressDuration = 0.5f;
// Here you reference method just like in onClick
public UnityEvent onLongPress;
private float _timer;
private bool _isPressed;
private bool _pressInvoked;
private void Update()
{
// prevent multiple calls if button stays pressed
if (_pressInvoked) return;
// if button is not pressed do nothing
if (!_isPressed) return;
// reduce the timer by the time passed since last frame
_timer -= Time.deltaTime;
// if timeout not reached do nothing
if (!(_timer <= 0)) return;
// Invoke the onLongPress event -> call all referenced callback methods
onLongPress.Invoke();
_pressInvoked = true;
}
// reset all flags and timer
private void ResetButton()
{
_isPressed = false;
_timer = LongPressDuration;
_pressInvoked = false;
}
/* IPointer Callbacks */
// enable the timer
public void OnPointerDown(PointerEventData eventData)
{
_isPressed = true;
}
// reset if button is released before timeout
public void OnPointerUp(PointerEventData eventData)
{
ResetButton()
}
// reset if cursor leaves button before timeout
public void OnPointerExit(PointerEventData eventData)
{
ResetButton();
}
}
This script has to be placed next to the Button component.
You don't reference the callback method(s) in the Button's
onClick but instead in this LongPressButton's onLongPress
and don't forget to adjust LongPressDuration also in the inspector.
Example
2. Calling CarController's Update
I don't know why you want this (I guess you disabled the component but want to call Update anyway)
Solution A
In order to be able to reference that method in the Inspector there are a few options:
Simply make your Update method public
public void Update()
{
rotation = Input.GetAxisRaw("Horizontal");
movement = -Input.GetAxisRaw("Vertical") * speed;
}
wrap the content of Update in another public method and use that one instead:
private void Update()
{
DoUpdateStuff();
}
public void DoUpdateStuff()
{
rotation = Input.GetAxisRaw("Horizontal");
movement = -Input.GetAxisRaw("Vertical") * speed;
}
the other way round (how you requested it) - call Update from another public method:
private void Update()
{
rotation = Input.GetAxisRaw("Horizontal");
movement = -Input.GetAxisRaw("Vertical") * speed;
}
public void DoUpdateStuff()
{
Update();
}
So all that's left is referencing the CarController's Update or DoUpdateStuff method in the LongPressButton's onLongPress event.
Solution B
Alternatively you could add that callback directly on runtime without referencing anything nor making the callback method public so you could directly use private void Update without a wrapper method.
Drawback: For this method you somehow have to get the reference to that LongPressButton in your CarController script instead
public class CarController : MonoBehaviour
{
// Somehow get the reference for this either by referencing it or finding it on runtime etc
// I will asume this is already set
public LongPressButton longPressButton;
private void Awake()
{
// make sure listener is only added once
longPressButton.onLongPress.RemoveListener(Update);
longPressButton.onLongPress.AddListener(Update);
}
private void Update()
{
rotation = Input.GetAxisRaw("Horizontal");
movement = -Input.GetAxisRaw("Vertical") * speed;
}
private void OnDestroy()
{
// clean up the listener
longPressButton.onLongPress.RemoveListener(Update);
}
//...
}
Thanks for your descriptive reply. What I did was change my script to following and added Event Trigger component. Then call the public functions accordingly.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarMve : MonoBehaviour
{
bool move = false;
bool moveR = false;
public Rigidbody2D rb;
public float speed = 20f;
public float rotationSpeed = 2f;
private void FixedUpdate()
{
if (move == true)
{
rb.AddForce(transform.right * speed * Time.fixedDeltaTime * 100f, ForceMode2D.Force);
}
if (moveR == true)
{
rb.AddForce(transform.right *- speed * Time.fixedDeltaTime * 100f, ForceMode2D.Force);
}
}
/* Will be used on the UI Button */
public void MoveCar(bool _move)
{
move = _move;
}
public void MoveCarR(bool _moveR)
{
moveR = _moveR;
}
}

Actor in Stage Does Not Update the MoveTo XY Location

I am creating a game wherein an apple is being shot with an arrow. The apple's location is the XY location of the user input and the arrow actor has to move to that location using the code actor.moveto. The problem is the arrow only moves only once to the user input's direction. I know that the moveTo action of the actor is updated many times per second when I called stageArrow.act in the update method so I am wondering why the arrow only moves once. Here's my code:
appleclass.java
public class AppleClass implements Screen {
Arrow arrow;
private final MainApp app;
public Image ShotImage;
public AppleClass(final MainApp app){
this.app = app;
this.stageApple = new Stage(new StretchViewport(app.screenWidth,app.screenHeight , app.camera));
this.stageArrow =new Stage(new StretchViewport(app.screenWidth,app.screenHeight , app.camera));
arrow = new ArrowClass(app);
}
#Override
public void show() {
InputMultiplexer inputMultiplexer = new InputMultiplexer();
inputMultiplexer.addProcessor(stageApple);
inputMultiplexer.addProcessor(stageArrow);
Gdx.input.setInputProcessor(inputMultiplexer);
arrow();
}
public void arrow(){
arrow.isTouchable();
stageArrow.addActor(arrow);
arrow.addAction((moveTo(Gdx.input.getX(),Gdx.input.getY(),0.3f))); //===> only executes once.
arrow.addListener(new InputListener(){
public void enter(InputEvent event, float x, float y, int pointer, Actor fromActor){
if (Gdx.input.isTouched()){
ShotImage.setVisible(true);
}
}
});}
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
update(delta);
}
public void update(float deltaTime){
stageApple.draw();
stageArrow.draw();
stageApple.act(deltaTime);
stageArrow.act(deltaTime);
}
ArrowClass.java
public class ArrowClass extends Actor {
MainApp app;
AppleClass appleClass;
public Texture arrowTexture;
public ArrowClass(final MainApp app){
this.app = app;
arrowTexture = new Texture("medievalarrow.png");
this.setSize(arrowWidth, arrowHeight);
this.setTouchable(Touchable.enabled);
this.setBounds(app.screenWidth*0.45f,0,arrowWidth,arrowHeight);
this.setOrigin(0,0);
}
#Override
public void draw(Batch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
final float delta = Gdx.graphics.getDeltaTime();
this.act(delta);
app.batch.begin();
app.batch.draw(arrowTexture, getX(),getY(),getWidth(),getHeight());
app.batch.end();
}
}
Any help will be highly appreciated. Thanks.
I think the problem is because you are calling this.act(delta) in your ArrowClass' draw method. When you call Stage#act(), it will call the act method on all of its actors for you. Since you're calling it once when you draw and again when you update the stage, it's moving at twice the normal speed and that could be causing it to reach its destination prematurely.
A few other comments about your code, if I may:
First, you probably don't want two separate stages- unless you're using Scene2D.UI, you would normally have a single stage with Arrow and Apple added to it as actors.
Second, when you override Actor#draw(), you should use the batch it passes you to do the rendering instead of using the one from app. You also don't want to call begin() and end() inside your draw method- these are 'expensive' and you only want to call them once per frame. However, if you just use the batch that is passed to draw(), the Stage class will handle beginning and ending for you and you won't need to call them explicitly.
Third, you actually don't need to call super.draw(batch, parentAlpha) because it's an empty method in the Actor class.
Thus, your class could be simplified to the following:
public class ArrowClass extends Actor {
AppleClass appleClass; // You never set this; you may not need it
Texture arrowTexture;
public ArrowClass(MainApp app, arrowWidth, arrowHeight) {
arrowTexture = new Texture("medievalarrow.png");
this.setSize(arrowWidth, arrowHeight);
this.setTouchable(Touchable.enabled);
this.setBounds(app.screenWidth*0.45f,0,arrowWidth,arrowHeight);
this.setOrigin(0,0);
}
#Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(arrowTexture, getX(),getY(),getWidth(),getHeight());
}
}

After adding a TableRowSorter adding values to model cause java.lang.IndexOutOfBoundsException: Invalid range

After adding a TableRowSorter to a table and its corresponding model any corresponding adds specifically at firetabletablerowsinserted cause exceptions. It is clear from testing that the GetRowCount() is returning a value past the models range. However it does not make sense to me how to continue to add values to the table after a sorter or filter has been added?
As an example, I set the row filter before adding anything to the table then add a value to the table with the following calls in my model:
this.addRow(row, createRow(trans,row));
this.fireTableRowsInserted(this.getRowCount(), this.getRowCount());
The rowcount is of size 1 and the exception is thrown:
java.lang.IndexOutOfBoundsException: Invalid range
at javax.swing.DefaultRowSorter.checkAgainstModel(Unknown Source)
at javax.swing.DefaultRowSorter.rowsInserted(Unknown Source)
at com.gui.model
If I do the same steps without first adding the sorter everything is fine. I assumed that possibly I needed to notify the model that the sorter may have made changes and tried the following but still returns an exception:
this.addRow(row, createRow(trans,row));
this.fireTableStructureChanged()
this.fireTableRowsInserted(this.getRowCount(), this.getRowCount());
I even tried to notify the sorter inside the model that a value has been added to the model before calling fire like below but it fails as well:
this.addRow(row, createRow(trans,row));
if(sorter.getRowFilter() != null){
//if a sorter exists we are in add notify sorter
sorter.rowsInserted(getRowCount(), getRowCount());
}
this.fireTableRowsInserted(this.getRowCount(), this.getRowCount());
Lastly, I hard coded the FireTableRowsInsterted(0,0) and it does not throw any exception. But nothing gets added to table? So, I know it is definitely some type of OutOfBounds issue.
I have looked all over and cannot seem to find the answer. If anyone has any idea how this is suppose to work it be very helpful.
Here is code that sets the sorter inside jpanel:
messageTable.setRowSorter(null);
HttpTransactionTableModel m = getTransactionTableModel();
final int statusIndex = m.getColIndex("status");
RowFilter<Object,Object> startsWithAFilter = new RowFilter<Object,Object>() {
public boolean include(Entry<? extends Object, ? extends Object> entry) {
for(char responseCode:responseCodes)
{
if (entry.getStringValue(statusIndex).startsWith(Character.toString(responseCode))) {
return true;
}
}
// None of the columns start with "a"; return false so that this
// entry is not shown
return false;
}
};
m.sorter.setRowFilter(startsWithAFilter);
messageTable.setRowSorter(m.sorter);
Here is code inside my model that adds value to model:
public void update(Observable o, Object evt) {
if (evt instanceof ObservableEvent<?>) {
ObservableEvent<?> event = (ObservableEvent<?>) evt;
if (event.getElement() instanceof HttpTransaction) {
HttpTransaction trans = (HttpTransaction) event.getElement();
// handle adding of an element
if (event.getAction() == PUT) {
if (includeTransaction(trans)) {
// handle request elements
if (trans.getRequest() != null && idMap.get(trans.getID()) == null) {
idMap.put(trans.getID(), count++);
// transactionManager.save(trans);
int row = idMap.get(trans.getID());
this.addRow(row, createRow(trans,row));
if(sorter.getRowFilter() != null){
sorter.rowsInserted(getRowCount(), getRowCount());
}
this.fireTableRowsInserted(this.getRowCount(), this.getRowCount());
}
You have an out by 1 error. The correct code for firing the event is:
this.fireTableRowsInserted(this.getRowCount()-1, this.getRowCount()-1);
I went back and had a better look at this after seeing kleopatra's comment. I was changing my TableModel after creating a RowSorter, but before attaching the RowSorter to the JTable. Here's an example that shows the problem I was having.
import javax.swing.*;
import javax.swing.table.AbstractTableModel;
import javax.swing.table.TableRowSorter;
import java.util.ArrayList;
import java.util.List;
public class TestTableMain {
public static void main(String[] args) {
new TestTableMain();
}
public TestTableMain() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
buildAndShowMainFrame();
}
});
}
private void buildAndShowMainFrame() {
JFrame frame = new JFrame();
JScrollPane scrollPane = new JScrollPane();
TestTableModel model = new TestTableModel();
JTable table = new JTable(model);
TableRowSorter<TestTableModel> rowSorter = new TableRowSorter<>(model);
rowSorter.setRowFilter(null);
model.add("First added item.");
/* The RowSorter doesn't observe the TableModel directly. Instead,
* the JTable observes the TableModel and notifies the RowSorter
* about changes. At this point, the RowSorter(s) internal variable
* modelRowCount is incorrect. There are two easy ways to fix this:
*
* 1. Don't add data to the model until the RowSorter has been
* attached to the JTable.
*
* 2. Notify the RowSorter about model changes just prior to
* attaching it to the JTable.
*/
// Uncomment the next line to notify rowSorter that you've changed
// the model it's using prior to attaching it to the table.
//rowSorter.modelStructureChanged();
table.setRowSorter(rowSorter);
scrollPane.setViewportView(table);
frame.setContentPane(scrollPane);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.pack();
frame.setVisible(true);
model.add("Second added item.");
}
private class TestTableModel extends AbstractTableModel {
private List<String> items = new ArrayList<>();
public TestTableModel() {
for(int i=0;i<5;i++) {
add("Item " + i);
}
}
#Override
public int getRowCount() {
return items.size();
}
#Override
public int getColumnCount() {
return 1;
}
#Override
public Object getValueAt(int rowIndex, int columnIndex) {
return items.get(rowIndex);
}
public void add(String item) {
items.add(item);
fireTableRowsInserted(items.size() - 1, items.size() - 1);
}
}
}
So, for now it looks like if you check in your model if your currently in sorting mode and if that is case only call update on sorting model. Otherwise call normal model fire updates everything seems to work so far. I'm still open for better ways to handle this though:
if(sorter.getRowFilter() != null){
sorter.modelStructureChanged();
}
else
this.fireTableRowsInserted(this.getRowCount(), this.getRowCount());