get a position of a sprite from another sprite - cocos2d-x

I have 2 sprite, spriteA and spriteB, one is added to HelloWord Layer and the other added to a node:
node = Node::create();
this->addChild(node);
spriteA = Sprite::create("spriteA.png");
node->addChild(spriteA);
spriteB = Sprite::create("spriteB.png");
this->addChild(spriteB);
Then I need to move the node to spriteB center, and keep the spriteA position from the spriteB:
//get screen position of spriteA and (maybe not) position of spriteA from spriteB
Vec2 point = center->convertToWorldSpace(spriteA->getPosition());
Vec2 position = Vec2(point.x - SpriteB->getPositionX(), point.y - spriteB->getPositionY());
node->setPosition(spriteB->getPosition());
spriteA->setPosition(position);
But I can get the good position of the spriteA from the spriteB, someone can help please?

i tried this code, and it works
auto posB = spriteB->getPosition();
auto posA = spriteA->getPosition();
auto dis = node->getPosition() - posB;
node->setPosition(posB);
spriteA->setPosition(posA + dis);
if still not work, maybe you need to set node contentsize and anchorpoint

Related

Position one object based on another that's rotated

I have a set of blocks which could be rotated at any angle. My task is to create an extra block to one side of the set, adjacent to the last block. I'm using Flex/AS3 and openscales. An illustration will be good to explain what I want to achieve. I apologise in advance for the crudeness of my pictures, I only have MS Paint to hand!
My current formula for the picture 2 is simply:
block5XPos += block4XPos - block3XPos;
block5YPos += block4YPos - block3YPos;
** Edit **
I cannot work with Display Objects in the usual way i.e. rotate, addChild. I'm restricted to utilising x and y values and having to re-calculate these values.
If your solution allows, you could put all your blocks in a parent movieclip, rotate that movieclip. And then just modify the x parameter when you add new blocks to the parent movieclip. This would translate the block along the "local" x axis of the rotated parent.
Pseudocode:
var parent:MovieClip = new MovieClip()
parent.rotation = 45
addChild(parent)
var block1 = new BlockClip()
block1.x = 10
parent.addChild(block1)
var block2 = new BlockClip()
block2.x = 20
parent.addChild(block2)
I figured it out. I leveraged Math.cos and Math.sin to calculate the position of the new block based on the angle and distance from the last block.
private function calculateNewSlotPosition(slot:SlotDO):void {
var blockToRadians:Number = blockDegrees * Math.PI / 180;
var cos:Number = Math.cos(blockToRadians);
var sin:Number = Math.sin(blockToRadians);
for(var k:uint = 0; k < block.polygon.length; k++) {
block.polygon[k].x += ((block.width + workBlock.gap) * cos);
block.polygon[k].y -= ((block.width + workBlock.gap) * sin);
}
}

make visual clone of displayObject that's nested within other displayObjects, and add the clone to the stage layer in the same location, rotation, etc

I want to be able to grab a copy of a DisplayObject that is nested within other transformed DisplayObjects (rotated, scaled, stretched objects), and be able to stamp it back into the same visual location, but on the stage layer. Essentially, being able to make a clone of a nested DisplayObject, but be able to add the clone to the stage layer, yet have it perfectly align (visually) with the original (same position, scale, rotation)
I have been working with something along the lines of:
// draw the pixels of a displayobject into a new bitmap object
var bitmapData:BitmapData = new BitmapData(nestedSprite.width, nestedSprite.height, true, 0xFFFFFF);
var bitmap:Bitmap = new Bitmap(bitmapData);
bitmapData.draw(nestedSprite);
// put the copy on the top most layer
stage.addChild(bitmap);
// position the copy to perfectly overlay the original, but on the top stage layer
var point:Point = nestedSprite.localToGlobal(new Point(0, 0));
bitmap.x = point.x;
bitmap.y = point.y;
But this only works well for displayObjects whose parents are not transformed; and for displayObjetcs that are perectly at the (0,0) origin. It falls apart for centered aligned objects or scaled parents, etc.
I am aware that I can add a matrix param to the .draw() method, as well as a clipping rectngle, and scale my bitmap afterwards, or setting the transform of one object to another, or use .transform.concatenatedMatrix, or use nestedObject.getBounds(null), or nestedSprite.getBounds(nestedSprite), etc. But I have unfortunately fallen into doing trial and error programming on this one, and with some many variables, this is never a good way to solve a programming problem.
I believe this function should work, the only extra step was offsetting the concatenated matrix so that the target would draw with its top left at (0, 0) on the Bitmap even if its origin was somewhere else. Hopefully the rest is self explanatory, but I can add more comments if anything doesn't make sense.
function createBitmapClone(target:DisplayObject):Bitmap {
var targetTransform:Matrix = target.transform.concatenatedMatrix;
var targetGlobalBounds:Rectangle = target.getBounds(target.stage);
var targetGlobalPos:Point = target.localToGlobal(new Point());
// Calculate difference between target origin and top left.
var targetOriginOffset:Point = new Point(targetGlobalPos.x - targetGlobalBounds.left, targetGlobalPos.y - targetGlobalBounds.top);
// Move transform matrix so that top left of target will be at (0, 0).
targetTransform.tx = targetOriginOffset.x;
targetTransform.ty = targetOriginOffset.y;
var cloneData:BitmapData = new BitmapData(targetGlobalBounds.width, targetGlobalBounds.height, true, 0x00000000);
cloneData.draw(target, targetTransform);
var clone:Bitmap = new Bitmap(cloneData);
// Move clone to target's global position, minus the origin offset.
clone.x = targetGlobalPos.x - targetOriginOffset.x;
clone.y = targetGlobalPos.y - targetOriginOffset.y;
return clone;
}
Unfortunately, pixelBounds seems to return an origin of (0, 0) if there are any filters on the DisplayObjects, which obviously breaks things.
Edit: Replaced target.transform.pixelBounds with target.getBounds(target.stage) as a slight improvement. This keeps the position correct if there are filters, but filters on parent DisplayObjects still won't be included, and filters on the target can overlap the edges of the Bitmap. I'm not sure if there's a simple way to work around that.
Update: Jimmi Heiserman spotted that this function is broken if the swf is scaled. Without stage.scaleMode = StageScaleMode.NO_SCALE; though, the stageWidth and stageHeight parameters seem to stay unchanged, so the only (rather hacky) workaround I've found is to add an "unscaled" test Sprite and use its concatenatedMatrix to adjust the clone's position and scale:
function createScaledBitmapClone(target:DisplayObject):Bitmap {
var targetTransform:Matrix = target.transform.concatenatedMatrix;
var targetGlobalBounds:Rectangle = target.getBounds(target.stage);
var targetGlobalPos:Point = target.localToGlobal(new Point());
// Calculate difference between target origin and top left.
var targetOriginOffset:Point = new Point(targetGlobalPos.x - targetGlobalBounds.left, targetGlobalPos.y - targetGlobalBounds.top);
// Create a test Sprite to check if the stage is scaled.
var testSprite:Sprite = new Sprite();
target.stage.addChild(testSprite);
var testMatrix:Matrix = testSprite.transform.concatenatedMatrix;
target.stage.removeChild(testSprite);
// Move transform matrix so that top left of target will be at (0, 0).
targetTransform.tx = targetOriginOffset.x * testMatrix.a;
targetTransform.ty = targetOriginOffset.y * testMatrix.d;
var cloneData:BitmapData = new BitmapData(targetGlobalBounds.width * testMatrix.a, targetGlobalBounds.height * testMatrix.d, true, 0x00000000);
cloneData.draw(target, targetTransform);
var clone:Bitmap = new Bitmap(cloneData);
// Move clone to target's global position, minus the origin offset, and cancel out stage scaling.
clone.x = targetGlobalPos.x - targetOriginOffset.x;
clone.y = targetGlobalPos.y - targetOriginOffset.y;
clone.scaleX = 1 / testMatrix.a;
clone.scaleY = 1 / testMatrix.d;
return clone;
}
Have you tried passing the parents transform into draw? draw takes a transform matrix as the second param.
If you have a handle on the parent you can use something like this
bitmapData.draw(nestedSprite, parent.transform.matrix);

RotateX a square around its center

I have 3 squares (50 px x 50 px) in a Sprite, one next to each other. Pivot of each is at 0, 0.
1st square X, Y: 0, 0
2nd square X, Y: 50, 0
3rd square X, Y: 100, 0
I would like to rotateX each square around its center-line. I cannot seem to figure out how to set the vanishing point so that all the squares rotate around their individual point and not all of them around the same point.
Any help greatly appreciated!
You can make the rotation of child movieclips by rotating and translating them to newer position. Required the pivot of the child movieclip coincides with it's registration point
in the following code, the holder is your sprite and content are the squares. ( Required that squares are having the pivot, coinciding with the registration point)
PS: Holder must have a width and height bigger than the content's. It's assumed that holder here is some kind of big container ( say stage).
var holder_Mc:MovieClip = holder_Mc
var content_Mc:MovieClip = holder_Mc.content_Mc ;
var rotation_val_num:Number = 50// in degrees
var bnd = holder_Mc.getBounds(MovieClip(holder_Mc.parent)) ;
var cw:Number = bnd.width ;
var ch:Number = bnd.height;
var cx:Number = bnd.x ;
var cy:Number = bnd.y ;
content_Mc.rotation = rotation_val_num ;
var bnd2 = holder_Mc.getBounds(MovieClip(holder_Mc.parent)) ;
var cw2 = bnd2.width ;
var ch2 = bnd2.height;
var cx2 = bnd2.x ;
var cy2 = bnd2.y ;
var dx = Math.abs( holder_Mc.x - cx2 ) ;
var dy = Math.abs( holder_Mc.y - cy2) ;
holder_Mc.x = cx + cw/2 + dx - cw2/2
holder_Mc.y = cy + ch/2 + dy - ch2/2
Basically, you need to move the box while it is rotating to get that effect. Since you also know the width/height of the box and the pivot points positions the calculations aren't that hard.
However, why calculate it yourself? With TweenLite, You could use the TransformAroundCenterPlugin, which handles the transformation for you. I would recommend to use it. If you don't want to tween it, then set the tween-duration (second parameter) to 0.
// Activate plugin (should be called once)
TweenPlugin.activate([TransformAroundPointPlugin]);
// Transform your boxes around it's center, does not use the pivot point.
TweenLite.to(this.mcBox1, 1, new TweenLiteVars().transformAroundCenter({rotationX: 50}));
TweenLite.to(this.mcBox2, 1, new TweenLiteVars().transformAroundCenter({rotationX: 190}));
TweenLite.to(this.mcBox3, 0, new TweenLiteVars().transformAroundCenter({rotationX: 5}));

AS3 - Finding the Y position of a rotated object if X is known

I am trying to find out the Y position of a rotated object on stage, when only the X position is known. I am not extremely formiliar with how I'd go about doing this, but I know it'll be related to the Rotation of the border object.
What I need to do is know that based on the below X position that is worked out, what the exact maximum Y position can be before it hits the black border that is onscreen. I know that the original position is 280, but I am not sure at all how I then work out what the Y position is further down the line.
I have attached the code to find the X (all be it, it doesn't take into account any rotation as on this level it isn't needed), as well as a screenshot so you can understand clearly.
Thank you for your time.
private function init(e:Event = null):void{
var maxX:int = stage.width
var freeSpace:int = 300
var startX:int = Math.ceil(Math.random() * (maxX - (freeSpace+this.width))) + freeSpace;
this.x = startX
}
I'm not entirely sure on your question but hopefully these suggestions will help:
You can use the localToGlobal() function on a display object to return a rotated, translated, and scaled point within that display container to the stage. Example, $p:Point = myMovieClip.localToGlobal(new Point(10, 10));
A Matrix is also a nice and easy way to rotate a point. Example, var $mtx:Matrix = new Matrix(); $mtx.tx = 10; $mtx.ty = 10; $mtx.rotate(); and now $mtx.tx and $mtx.ty have the rotated result
Those probably won't answer your question, but I figured I'd mention them just in case and before I get into something more complex. Like wvxvw said you can't really solve the equation you're trying to do without some other variables. I wrote some code that shows how to find Y when comparing X to a point in a line segment:
import flash.display.Shape;
import flash.geom.Point;
import flash.display.Graphics;
import flash.events.MouseEvent;
var $s:Shape = new Shape();
addChild($s);
var borderStart:Point = new Point(stage.stageWidth/2, stage.stageHeight/2);
var borderRotation:Number = 45;
var borderLength:Number = 800;
var borderRad:Number = borderRotation * (Math.PI/180);
var borderEnd:Point = new Point(borderStart.x + Math.cos(borderRad) * borderLength, borderStart.y + Math.sin(borderRad) * borderLength);
stage.addEventListener(MouseEvent.MOUSE_MOVE, update);
function update(e:MouseEvent):void{
var $g:Graphics = $s.graphics;
$g.clear();
//Drawing the rotated border
$g.lineStyle(3, 0xff0000, .5);
$g.moveTo(borderStart.x, borderStart.y);
$g.lineTo(borderEnd.x, borderEnd.y);
//Finding if and where mouseX collides with our border
if (stage.mouseX >= Math.min(borderStart.x, borderEnd.x) && stage.mouseX <= Math.max(borderStart.x, borderEnd.x)){
var $x:Number = stage.mouseX;
//SOLVING HERE : Solve collision with X
var $percent:Number = ($x - borderStart.x)/(borderLength * Math.cos(borderRad));
var $y:Number = borderStart.y + Math.sin(borderRad) * borderLength * $percent;
//Drawing to our collision
$g.lineStyle(1, 0xffff00, .6);
$g.moveTo($x, 0);
$g.lineTo($x, $y);
$g.lineStyle(2, 0xffff00, 1);
$g.drawCircle($x, $y, 3);
trace("----\nCollision #\t" + "x: " + $x + "\ty:" + Math.round($y));
}
}
Hopefully this will give some insight on how to solve your particular issue.
I'm not sure if I'm answering the right question, because as you worded it, it's impossible to solve, or rather you would have to accept that Y can be just anything... (In order to be able to find a point in a vector space over R^2 you need a basis of two vectors of a form (x,y), but you only have a vector in R^1).
But it looks like you want to find an intersection of the "black line on the screen" - i.e. an arbitrary line and a vertical line through the lowest point of the "shape" which you want to fit. It's hard to tell from the question, what shape are you trying to fit, but if it is a rectangle, which is not rotated, then it would be either its bottom right or bottom left corner. You can then find which point to choose by comparing the angle between a horizontal line and the "black line" and the horizontal line and the bottom of the rectangle.
Next, you would need to find an intersection between these two lines, the formula can be found here: http://en.wikipedia.org/wiki/Line_intersection

Setting X Coordinate from Mouse Location

i have a darkBlueRect rectangle sprite and a copy of the same sprite with a larger scale and a lighter color - lightBlueRect.
i'm attempting to shift the location of the lightBlueRect according to the mouse.x location when the mouse is moving over the darkBlueRect. this way if the mouse is on the right of the darkBlueRect than the location of the scaled up lightBlueRect will be on the opposite side and shifted towards the left proportionate to the mouse position and scale. in addition, the lightBlueRect must appear "locked" to the darkBlueRect so lightBlueRect.x must never be more than darkBlueRect.x and lightBlueRect.x + lightBlueRect.width must never be less than darkBlueRect.x + darkBlueRect.width.
the image below depicts 3 states of what i'm attempting to accomplish:
State A: mouse.x is over darkBlueRect.x = 1 and both sprites are aligned to the left.
State B: mouse.x is in the middle of darkBlueRect and both sprites are aligned to the middle.
State C: mouse.x is on the last pixel of darkBlueRect and both sprites are aligned to the right.
for this example, the darkBlueRect.width is equal to 170 and the lightBlueRect.width is equal to 320, or a scale of 1.89.
each time the mouse changes it's x position over darkBlueRect the following is called. however, while my current code works for the most part, it's not exactly correct. when the mouse.x is over darkBlueRect.x = 1, as shown in State A, the lightBlueRect.x is not property aligned with darkBlueRect and appears less than darkBlueRect.x.
var scale:Number = 1.89;
lightBlueRect.x = darkBlueRect.x - Math.round((mouse.x * scale) / darkBlueRect.width * (lightBlueRect.width - darkBlueRect.width));
what equation can i use so that no matter the scale of the lightBlueRect it's first position (mouse over first pixel) and last position (mouse over last pixel) will result in the 2 sprites being aligned as well as property proportionate positioning in between?
[EDIT] the coordinates of the darkBlueRect is {0, 0}, so when the lightBlueRect moves towards the left it is moving into the negative. i could have simply written my code (what doesn't work) like this instead:
var scale:Number = 1.89;
lightBlueRect.x = 0 - Math.round((mouse.x * scale) / darkBlueRect.width * (lightBlueRect.width - darkBlueRect.width));
[EDIT 2]
when the display objects are small, the problem is difficult to notice. however, when they are large the problem becomes move obvious. the problem, here, being that the objects on the left side are misaligned.
also the problem is probably exasperated by the fact that both the lightBlueRect and darkBlueRect are scalable. darkBlueRect is scaled down and lightBlueRect is scaled up.
here is a link to the test displaying the problem. mousing over the shape quickly will obviously result in inaccurate alignment since it's based on frame rate speed, but this is not my concern. still, when you slowly mouse over the shape it will not align correctly on the left side when the mouse is over the first pixel of darkBlueRect: http://www.geoffreymattie.com/test/test.html
[SWF(width = "1000", height = "600", backgroundColor = "0xCCCCCC")]
import flash.display.Sprite;
import flash.events.MouseEvent;
var downScale:Number = 0.48;
var upScale:Number = 2.64;
var darkBlueRect:Sprite = createSprite();
darkBlueRect.scaleX = darkBlueRect.scaleY = downScale;
darkBlueRect.x = stage.stageWidth / 2 - darkBlueRect.width / 2;
darkBlueRect.y = stage.stageHeight / 2 - darkBlueRect.height / 2;
addChild(darkBlueRect);
var lightBlueRect:Sprite = createSprite();
lightBlueRect.scaleX = lightBlueRect.scaleY = upScale;
lightBlueRect.y = stage.stageHeight / 2 - lightBlueRect.height / 2;
lightBlueRect.x = stage.stageWidth;
lightBlueRect.mouseEnabled = false;
addChild(lightBlueRect);
darkBlueRect.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveEventHandler);
function mouseMoveEventHandler(evt:MouseEvent):void
{
lightBlueRect.x = darkBlueRect.x + Math.max(0.0, Math.min(darkBlueRect.mouseX / darkBlueRect.width * downScale, 1.0)) * (darkBlueRect.width - lightBlueRect.width);
}
function createSprite():Sprite
{
var result:Sprite = new Sprite();
result.graphics.beginFill(0x0000FF, 0.5);
result.graphics.drawRect(0, 0, 700, 200);
result.graphics.endFill();
return result;
}
i believe the problem is that the scaling of the shapes.
Assuming you have a Clamp function handy, and that width is floating-point so that division works as expected:
lBR.x = dBR.x + Clamp((mouse.x - dBR.x) / dBR.width, 0, 1) * (dBR.width - lBR.width);
(You can define Clamp(x, m, M) = min(max(x, m), M) if you don't have one.)