Whats the best way to make collidable objects without Tile2D? - libgdx

I'm currently trying to make a small platformer, but don't want to use Tile2D (specific reasons), what should I use instead to make platforms (objects the player can collide with).
At the moment, I have a List with every Rectangle the player can collide with and I go through every Rectangle when I want to check collisions, but I find that to be very clunky.
What should I use to make platforms, the player etc. I haven't used Box2D yet, dont know if its the thing I need and am also not sure wether Scene2D is the thing I am looking for. Any tips would be appreciated. Not sure if this is the right place to post this, but its worth a try.

Don't mix two things:
Box2D is a physics engine that allows you to simulate physical world with its whole actions like collisions handling, applying forces or velocity etc
Scene2D is a framework to "clean up" handling objects you want to manage - by definition it is scene graph that allows you to treat bunches of objects as single objects (groups) and apply for them some actions (like setting position on the screen)
So basically when Box2D is more about how objects will behave themselves during application running the Scene2D is more about how you write your code before application running.
Of course Scene2D is very helpful if you want to implement your own mechanism of collisions (like you wrote - you have rectangles array, then iterate over them and check their positions... etc) but the Box2D deliveres you this mechanism so you don't have to do nothing to check just tell the application what to do when collision will occurs.
Then it is problem about is it worth to implement your own collisions mechanism. The most frequent answer I guess is - if the game is simple and the mechanism will be then yes. If not just use physics engine - do not invent fire again ;)
To read about Box2D and learn how to use it visit:
Libgdx box2d intro
Box2D official manual
To read about Scene2D:
Libgdx Scene2D intro
This tutorial

Related

How to avoid tight coupling?

I have been trying to get my head around this problem for the last week and can't seem to find a solution that doesn't either require a singleton or tight coupling.
I am developing a 3D space game, an early demo of which is here...
www.sugarspook.com/darkmatters/demo.html
... and I'm getting to the point of adding Missions which the player will be able to select from the heads up display (Hud class).
The structure of the game is:
The Game class contains the Hud and the ObjectsList class.
The ObjectsList class contains various game Objects, including the Player, the various kinds of ship, planets, and Orbitals (space stations).
Missions get instantiated when the Player gets to within a certain distance of an Orbital.
Missions are added to a MissionsList class, itself within the ObjectsList.
Missions can become unavailable and expire without warning (as if they are selected by another pilot) so the list displayed on the Hud is dynamic and updated regularly.
Previously I've had the Missions dispatching events up to Game which in turn informs Hud of the change. This seems a little clunky to me, as there are various deeper 'levels' to the Hud that the information needs to be passed down to. I end up with a lot of the same functions all the way down the chain.
The solution I was thinking of involved injecting a reference to the MissionsList class into the Hud, enabling it to listen for updates from the Missonslist. I've heard that it's bad practise to mix the state of something with its display, but I don't see how else to get the 'live' list of Missions to the Hud. In contrast, if the Hud contains only display details without reference to the Mission object that generated those details, when a player selects a Mission from the Hud how can I determine which Mission has been chosen?
Is tight coupling in this case OK? Or should I use a singleton to communicate to the Hud?
If there is something fundamentally wrong with anything I'm suggesting I welcome being told what that is and what is the best solution.
Thanks.
Well the simple answer is why not couple via an intermediate interface?
interface IMissionList
{
ObservableCollection<IMission> Missions{get;}
}
Then in your Dependency Injection bind that to something that can resolve to a instance, singleton or constant or etc...
then inject it into your Hud's constructor
Hud(IMissionList missionList){}
Now you are loosely coupled to a contract, the implementation of-which can be changed at any point, so long as the implementation adheres to the contract. Also, due to injection your Hud only has to concern it self with using IMissionList rather than also finding it.
[Edit] Sorry, this is C#, but hopefully the idea is of use. See for actionscript interfaces and Dependency Injection for Actionscript

Chess Engine - Confusion in engine types - Flash as3

I am not sure this kind of question has been asked before, and been answered, by as far as my search is concerned, I haven't got any answer yet.
First let me tell you my scenario.
I want to develop a chess game in Flash AS3. I have developed the interface. I have coded the movement of the pieces and movement rules of the pieces. (Please note: Only movement rules yet, not capture rules.)
Now the problem is, I need to implement the AI in chess for one player game. I am feeling helpless, because though I know each and every rules of the chess, but applying AI is not simple at all.
And my biggest confusion is: I have been searching, and all of my searches tell me about the chess engines. But I always got confused in two types of engines. One is for front end, and second is real engines. But none specifies (or I might not get it) which one is for which.
I need a API type of some thing, where when I can get searching of right pieces, and move according to the difficulty. Is there anything like that?
Please note: I want an open source and something to be used in Flash.
Thanks.
First of all http://nanochess.110mb.com/archive/toledo_javascript_chess_3.html here is the original project which implements a relatively simple AI (I think it's only 2 steps deep) in JavaScript. Since that was a contest project for minimal code, it is "obfuscated" somewhat by hand-made reduction of the source code. Here's someone was trying to restore the same code to a more or less readable source: https://github.com/bormand/nanochess .
I think that it might be a little bit too difficult to write it, given you have no background in AI... I mean, a good engine needs to calculate more then two steps ahead, but just to give you some numbers: the number of possible moves per step, given all pieces are on the board would be approximately 140 at max, the second step thus would be all the combination of these moves with all possible moves of the opponent and again this much combinations i.e. 140 * 140 * 140. Which means you would need a very good technique to discriminate the bad moves and only try to predict good moves.
As of today, there isn't a deterministic winning strategy for chess (in other words, it wasn't solved by computers, like some other table games), which means, it is a fairly complex game, but an AI which could play at a hobbyist level isn't all that difficult to come up with.
A recommended further reading: http://aima.cs.berkeley.edu/
A Chess Program these days comes in two parts:
The User Interface, which provides the chess board, moves view, clocks, etc.
The Chess Engine, which provides the ability to play the game of chess.
These two programs use a simple text protocol (UCI or XBoard) to communicate with the UI program running the chess engine as a child process and communicating over pipes.
This has several significant advantages:
You only need one UI program which can use any compliant chess engine.
Time to develop the chess engine is reduced as only a simple interface need be provided.
It also means that the developers get to do the stuff they are good at and don't necessarily have to be part of a team in order to get the other bit finished. Note that there are many more chess engines than chess UI's available today.
You are coming to the problem with several disadvantages:
As you are using Flash, you cannot use this two program approach (AFAIK Flash cannot use fork(). exec(), posix_spawn()). You will therefore need to provide all of the solution which you should at least attempt to make multi-threaded so the engine can work while the user is interacting with the UI.
You are using a language which is very slow compared to C++, which is what engines are generally developed in.
You have access to limited system resources, especially memory. You might be able to override this with some setting of the Flash runtime.
If you want your program to actually play chess then you need to solve the following problems:
Move Generator: Generates all legal moves in a position. Some engine implementations don't worry about the "legal" part and prune illegal moves some time later. However you still need to detect check, mate, stalemate conditions at some point.
Position Evaluation: Provide a score for a given position. If you cannot determine if one position is better for one side than another then you have no way of finding winning moves.
Move Tree and pruning: You need to store the move sequences you are evaluating and a way to prune (ignore) branches that don't interest you (normally because you have determined that they are weak). A chess move tree is vast given every possible reply to every possible move and pruning the tree is the way to manage this.
Transpotion table: There are many transpositions in chess (a position reached by moving the pieces in a different order). One method of avoiding the re-evaluation of the position you have already evaluated is to store the position score in a transposition table. In order to do that you need to come up with a hash key for the position, which is normally implemented using Zobrist hash.
The best sites to get more detailed information (I am not a chess engine author) would be:
TalkChess Forum
Chess Programming Wiki
Good luck and please keep us posted of your progress!

Object & Shape Recognition from webcam

I need to create an application to get input from a webcam or camera connected to a computer and detect certain 3d objects.
I could do this from a .3ds file or something else? I'm not quite sure.
I am pretty sure it is possible with flash as3? I have been looking into openCV but i can't find any examples of this kind of thing.
Any help would be great, and if you have any further questions to understand more. please ask.
Thanks
Frank
EDIT: Ow and i need this to be a web based solution. so i was thinking of python, AS3 something along those lines.
To detect a "3D object" through an inherently 2D medium (a bitmap captured by a camera) is a very complex thing, and requires the detection of lit and shaded areas and how they move in respect to an often known light source. What you likely want to do instead (unless you have access to hardware with a depth buffer, e.g. the Kinect) is to analyze the 2D picture for 2D shapes, i.e. the silhouette of the object that you're looking for.
Have a look at ASFEAT and IN2AR, which are made by the same russian wunderkind as ASSURF, but actively developed an not using patented algorithms.
OpenCV (the port of which to Flash/AS3 is called Marilena) might do the trick, but it's not as optimized for Flash, and requires fairly complex descriptor files. I believe the only ones that are readily available are for face detection.
Your best bet is probably ASSURF, it won't do detection of 3D models but it will do 2D shapes.

What design pattern is best for an RTS game in AS3?

I'm looking to get some good books on design patterns and I'm wondering what particular pattern you'd recommend for a Realtime Strategy Game (like Starcraft), MVC?.
I'd like to make a basic RTS in Flash at some point and I want to start studying the best pattern for this.
Cheers!
The problem with this kind of question is the answer is it completely depends on your design. RTS games are complicated even simple ones. They have many systems that have to work together and each of those systems has to be designed differently with a common goal.
But to talk about it a little here goes.
The AI system in an rts usually has a few different levels to it. There is the unit level AI which can be as simple as a switch based state machine all the way up to a full scale behavior tree (composite/decorators).
You also generally need some type of high level planning system for the strategic level AI. (the commander level and the AI player)
There are usually a few levels in between those also and some side things like resource managers etc.
You can also go with event based systems which tie in nicely with flash's event based model as well.
For the main game engine itself a basic state machine (anything from switch based to function based to class based) can easily be implemented to tie everything together and tie in the menu system with that.
For the individual players a Model-View-Controller is a very natural pattern to aim for because you want your AI players to be exposed to everything the human player has access to. Thus the only change would be the controller (the brain) without the need for a view obviously.
As I said this isn't something that can just be answered like the normal stackoverflow question it is completely dependent on the design and how you decide to implement it. (like most things) There are tons of resources out there about RTS game design and taking it all in is the only advice I can really give. Even simple RTS's are complex systems.
Good luck to you and I hope this post gives you an idea of how to think about it. (remember balance is everything in an RTS)
To support lots of units, you might employ Flyweight and Object Pool. Flyweight object can be stored entirely in a few bytes in a large ByteArray. To get usable object, read corresponding bytes, take empty object and fill it with data from those bytes. Object pool can hold those usable objects to prevent constant allocation/garbage collection. This way, you can hold thousands of units in ByteArray and manage them via dozen of pooled object shells.
It should be noted that this is more suitable to store tile properties that units, however — tile are more-or-less static, while units are created and destroyed on regular basis.
It would be good to be familiar with a number of design patterns and apply them to the architecture of your game where appropriate.
For example, you may employ an MVC architecture for your overall application, factory pattern for creating enemies, decorator pattern for shop items, etc. Point being, design patterns are simply methodologies for structuring your objects. How you define those object and how you decide how they fit together is non prescriptive.

Who should a method belong to?

I'm trying to design a simple game ---Pong, Arkanoid--- using strictly "Proper OO", whatever that means.
So, by designing myself to death, I'm trying to get to a point where I'll know what to do or not do next time...
Who should handle, for example, colissions? And scorekeeping?
My first idea was giving a couple jobs to the ball, but that started expanding exponentially into a god object: The ball'd know where it is, who it crashed into, and report to the scorekeeping objects.
And that's too much for the poor ball.
rule of thumb:
if an object logically owns all of the state involved, then it owns the methods that use that state
if a method requires state from more than one object:
if a container object owns all of the objects used by the method, then it owns the method, too
otherwise you need a 'bridge' object to own the utility method
unless there is a strong argument for one object to be the 'controller' for the method (can't think of an example offhand though)
in your case, the 'gameboard' or 'game environment' would probably have a 'game physics' class (or group of methods) that owned the collision-detection (utility/bridge) methods
A good or bad design reveals itself by how well it accomodates unexpected requirements, so I would suggest keeping a stock of potential "game features" handy to inform your design reflexions. Since you're doing this as a learning project you can afford to go crazy.
Arkanoid is a very good choice for this, it offers so many options. Make different bricks score different amounts of points. Make some bricks change the score of other bricks when hit. Make some bricks require multiple hits. Give superpowers to the ball, paddle, or bricks. Vary these powers: one of them makes the ball keyboard-controllable, another makes it transparent, another reverses "gravity", and so on. Make bricks drop objects.
The goal is that when you make such a change, it impacts the minimum possible number of classes and methods. Get a feel for how your design must change to fit this criterion.
Use an IDE that has a Refactoring menu, in particular the move method refactoring. (If you haven't, read the book Refactoring.) Experiment with placing your various methods here and there. Notice what becomes hard to change when the method is placed "wrong", and what becomes easier when you place it elsewhere. Methods are placed right when objects take care of their own state; you can "tell" an object to do something, rather than "ask" it questions about its state and then make decisions based on its answers.
Let's assume that in your design each sprite is an object instance. (You could choose other strategies.) Generally, motion alters the state of a sprite, so the method that describes motion for a particular kind of sprite probably belongs on that sprite's class.
Collision detection is a sensitive part of the code, as it potentially involves checking all possible pairs of sprites. You'll want to distinguish checking for collisions and informing objects of collisions. Your ball object needs to alter its motion on colliding with the paddle, for instance. But the algorithm for detecting collisions in general won't belong on the ball class, since other pairs of objects may collide with consequences that matter to the game.
And so on...
Keep in mind that objects can also exist for logical elements of a given problem (not only real elements, like balls and boards).
So for collision detection, you could have a CollidingElement class that handles the position and shape states. This object can then be embedded by composition in any object that should collide in the game and delegate any needed method call to it.
It really depends on your implementation, but I imagine you'd have a "gameboard" object to manage score keeping, or maybe a goal object on each side. As far as collisions I think you might want to pass events between the objects. I think any object should know its location though.
in most games you have statics and actors . .. actors move around and each of them independently figures out when they collide with something since they are aware of their shape and extents