Shooting in Box2D (LibGDX) - libgdx

What values should I set to: 'setLinearVelocity(x, y);' to object body, if I want to shoot it from the center of the player body to the location of my mouse?
I have these variables available: mouseX, mouseY, playerX, playerY.

float velx = mouseX - playerX;
float vely = mouseY - playerY;
float length = Math.sqrt(velx * velx + vely * vely);
if (length != 0) {
velx = velx / length;
vely = vely / length;
}
float finalVelx = velx * speed;
float finalVely = vely * speed;
setLinearVelocity(finalVelx,finalVely);

Related

Setting a correct angular velocity to a canvas object

I am building a space shooter game and would like the ship to fire rockets at the direction of the cursor. Therefore, I grab the radian value of the angle it should fire at, multiply it by the ship's speed and set it's x and y velocities respectively.
I have this as a Bullet class:
function Bullet(x, y) {
this.x = x;
this.y = y;
this.rotation = 0;
this.width = 6;
this.height = 3;
this.color = utils.getRandomColor();
this.speed = 80;
}
And here is the function which updates the movement of all instances of the bullet class:
function drawBullet(bullet) {
var dx = mouse.x - bullet.x,
dy = mouse.y - bullet.y,
angle = Math.atan2(dy, dx);
bullet.vx = Math.cos(angle) * bullet.speed;
bullet.vy = Math.sin(angle) * bullet.speed;
bullet.x += bullet.vx;
bullet.y += bullet.vy;
bullet.draw(ctx);
}
It starts okay, going in the right direction and velocity and stuff. But as soon as it reaches the mouse, it stops dead there and starts flickering. NOW, I realise that this is because of the way I am getting the angle, using the mouse position as a value - the problem is that I can't figure out a way to use just the angle for the velocity, not the distance to the mouse position. So it doesn't slow down.
All suggestions are welcome, thanks in advance!
If you don't need homing missile type behavior just pass the mouse coordinates when you create the bullet.
Example:
new Bullet(shooterX, shooterY, mouseX, mouseY)
I included an over engineered stack snippet but the relevant part is below.
var Bullet = function(x,y,tx,ty){
this.speed = 15;
this.x = x;
this.y = y;
var radians = Math.atan2(ty-y, tx-x);
// we now have our velX and velY we can just refer to
this.velX = Math.cos(radians) * this.speed;
this.velY = Math.sin(radians) * this.speed;
}
Bullet.prototype.update = function(){
// just update by our previous calculated velX and velY.
this.x += this.velX;
this.y += this.velY;
};
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 250,
height = 250,
output = document.getElementById("radians"),
output2 = document.getElementById("degrees"),
cX = 0,
cY = 0,
mX = 0,
mY = 0,
bullets = [];
canvas.width = width;
canvas.height = height;
canvas.addEventListener("mousemove", function (e) {
mX = e.pageX;
mY = e.pageY;
});
var Ball = function (x, y, radius, color) {
this.x = x || 0;
this.y = y || 0;
this.radius = radius || 10;
// makes our x and y the center of the circle.
this.x = (this.x-this.radius/2);
this.y = (this.y-this.radius/2);
// how far out do we want the point
this.pointLength = 50;
this.px = 0;
this.py = 0;
this.color = color || "rgb(255,0,0)";
}
Ball.prototype.shoot = function(tx, ty){
bullets.push(new Bullet(this.x, this.y, tx, ty));
}
Ball.prototype.update = function (x, y) {
// get the target x and y
this.targetX = x;
this.targetY = y;
var x = this.x - this.targetX,
y = this.y - this.targetY,
radians = Math.atan2(y,x);
this.px = this.x - this.pointLength * Math.cos(radians);
this.py = this.y - this.pointLength * Math.sin(radians);
// -y will make 0 the top, y will 0 us at the bottom.
output.textContent = radians;
output2.textContent = radians/Math.PI * 180
};
Ball.prototype.render = function () {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
ctx.strokeStyle = "rgb(0,0,255)";
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(this.px, this.py);
ctx.closePath();
ctx.stroke();
};
var Bullet = function(x,y,tx,ty){
this.speed = 15;
this.x = x;
this.y = y;
var radians = Math.atan2(ty-y, tx-x);
this.velX = Math.cos(radians) * this.speed;
this.velY = Math.sin(radians) * this.speed;
}
Bullet.prototype.update = function(){
this.x += this.velX;
this.y += this.velY;
};
Bullet.prototype.render = function(){
ctx.fillStyle = '#000';
ctx.beginPath();
ctx.arc(this.x, this.y, 2, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
};
var ball1 = new Ball(width/2, height/2, 10);
canvas.addEventListener("click", function (e) {
ball1.shoot(e.pageX, e.pageY);
});
function render() {
ctx.clearRect(0, 0, width, height);
ball1.update(mX, mY);
ball1.render();
bullets.forEach(function(b){
b.update();
b.render();
});
requestAnimationFrame(render);
}
render();
ol{list-style:none;}
<canvas id="canvas"></canvas>
<div>
<ol>
<li>
<span>Radians : </span><span id="radians"></span>
</li>
<li>
<span>Degrees : </span><span id="degrees"></span>
</li>
</ol>
</div>
Add a new property on bullet that stores the angle of motion, initialize it to -1. Then, on the very first drawBullet call, check if it has been initialized first. If not, set the angle...
function Bullet(x, y) {
this.x = x;
this.y = y;
this.rotation = 0;
this.width = 6;
this.height = 3;
this.color = utils.getRandomColor();
this.speed = 80;
this.angle = -1; // New, angle property initialized to -1
}
function drawBullet(bullet) {
if (bullet.angle === -1) { // Only pull the mouse cursor and get an angle
var dx = mouse.x - bullet.x, // If it hasn't already done so.
dy = mouse.y - bullet.y,
angle = Math.atan2(dy, dx);
bullet.angle = angle;
}
bullet.vx = Math.cos(bullet.angle) * bullet.speed; // Re-use the angle value.
bullet.vy = Math.sin(bullet.angle) * bullet.speed;
bullet.x += bullet.vx;
bullet.y += bullet.vy;
bullet.draw(ctx);
}

Smoothly rotating a canvas element on setInterval()

I am trying to replicate this effect: http://codepen.io/kenjiSpecial/pen/enrbq
I have a Segment class:
function Segment (x, y, length) {
this.x = x;
this.y = y;
this.length = length;
this.rotation = 0;
this.color = '#fff';
}
I use it to fill the screen with vertical lines (made out of segments) and then rotate each of them by 45deg clockwise using this function and a setInterval:
function drawSegments(segment) {
segment.rotation = angle;
segment.draw(ctx);
}
setInterval(function(){
angle += 45 * Math.PI / 180;
}, 800);
It works (i.e. the lines are rotated on each 800ms) but there is no animation between the transitions.. I tried somethig like this, but unfortunately it doesn't work...
for (var i = 0; i < 360; i++) {
angle += i * Math.PI / 180;
}
So, the problem is - how to animate each rotation of the segments?
Here is the link to the live demo: http://codepen.io/gbnikolov/pen/KEGzJ

AS3 Smooth Jumping

I would like to know how to make a smooth jump in my game. Its a 2D game and the code is really simple but I would want to know how to make it better for it to slow down when it gets to the max height and then smooth drop.
This is all I have for jumping:
Player.y -= 50;
Your best bet would be to use a physics engine (Box2d etc). If you don't want the overhead of one though (if the only thing you'd use it for is jumping and not collisions) then you just need to add some friction to your logic.
var friction :Number = .85; //how fast to slow down / speed up - the lower the number the quicker (must be less than 1, and more than 0 to work properly)
var velocity :Number = 50; //how much to move every increment, reset every jump to default value
var direction :int = -1; //reset this to -1 every time the jump starts
function jumpLoop(){ //lets assume this is running every frame while jumping
player.y += velocity * direction; //take the current velocity, and apply it in the current direction
if(direction < 0){
velocity *= friction; //reduce velocity as player ascends
}else{
velocity *= 1 + (1 - friction); //increase velocity now that player is falling
}
if(velocity < 1) direction = 1; //if player is moving less than 1 pixel now, change direction
if(player.y > stage.stageHeight - player.height){ //stage.stageheight being wherever your floor is
player.y = stage.stageHeight - player.height; //put player on the floor exactly
//jump is over, stop the jumpLoop
}
}
Copy/paste the following code... jump() can be replaced by jump2() (without bouncing effect). The jumping will be produced by the space bar:
const FA:Number = .99; // air resistance
const CR_BM:Number = .8; // bouncing coefficient
const µ:Number = .03; // floor friction
const LB:int = stage.stageHeight; // floor (bottom limit)
const G:int = 2.5; // gravity
const R:int = 50;
var ball:MovieClip = new MovieClip();
this.addChild(ball);
var ba:* = ball.graphics;
ba.beginFill(0xFFCC00);
ba.lineStyle(0, 0x666666);
ba.drawCircle(0, 0, R);
ba.endFill();
ball.vx = 2;
ball.vy = -30;
ball.r = R;
ball.x = 100;
ball.y = LB - R;
stage.addEventListener(KeyboardEvent.KEY_DOWN, myKeyDown);
function myKeyDown(e:KeyboardEvent):void {
if (e.keyCode == Keyboard.SPACE) {
ball.vy = -30;
addEventListener(Event.ENTER_FRAME, jump);
}
}
function jump(e:Event):void {
ball.vy = ball.vy + G;
ball.vx *= FA;
ball.vy *= FA;
ball.x += ball.vx;
ball.y += ball.vy;
if (ball.y > LB - ball.r) {
ball.y = LB - ball.r;
ball.vy = -1 * ball.vy * CR_BM;
ball.vx += ball.vx * - µ;
}
}
/*
function jump2(e:Event):void {
ball.vy = ball.vy + G;
ball.vx *= FA;
ball.vy *= FA;
ball.x += ball.vx;
ball.y += ball.vy;
if (ball.y > LB - ball.r) {
ball.y = LB - ball.r;
}
}
*/

Converting complicated trigonometry from AS2 to AS3

I'm trying to make a game, following this tutorial.
The issue comes from the fact that I am using ActionScript 3.0 whereas the tutorial was written using ActionScript 2.0.
Regarding the sight of the enemy, I have turned this code:
onClipEvent (enterFrame) {
dist_x = _root.hero._x-_x;
dist_y = _root.hero._y-_y;
dist = Math.sqrt(dist_x*dist_x+dist_y*dist_y);
angle = Math.atan(dist_y/dist_x)/(Math.PI/180);
if (dist_x<0) {
angle += 180;
}
if (dist_x>=0 && dist_y<0) {
angle += 360;
}
wall_collision = 0;
for (x=1; x<=dist; x++) {
point_x = _x+x*Math.cos(angle*Math.PI/180);
point_y = _y+x*Math.sin(angle*Math.PI/180);
if (_root.wall.hitTest(point_x, point_y, true)) {
wall_collision = 100;
break;
}
}
_root.line._x = _x;
_root.line._y = _y;
_root.line._rotation = angle;
_root.line._alpha = 100-wall_collision;
}
Into that:
// calculate rotation based on target
_dx = this.x - _root.hero.x;
_dy = this.y - _root.hero.y;
// which way to rotate
_rotateTo = getDegrees(getRadians(_dx, _dy));
// keep rotation positive, between 0 and 360 degrees
if (_rotateTo > barrel.rotation + 90) _rotateTo -= 360;
if (_rotateTo < barrel.rotation - 90) _rotateTo += 360;
// ease rotation
_trueRotation = (_rotateTo - barrel.rotation) / _rotateSpeedMax;
// update rotation
barrel.rotation += _trueRotation;
wall_collision = 0;
OuterLoop: for (var xi=1; xi<=_dx; xi++)
{
var point_x:Number = this.x + xi*Math.cos(_rotateTo);
var point_y:Number = this.y + xi*Math.sin(_rotateTo);
if(_root.wall.hitTestPoint(point_x, point_y, true))
{
trace("HIT");
wall_collision = 100;
break OuterLoop;
}
}
_root.sight.x = this.x;
_root.sight.y = this.y;
_root.sight.rotation += _trueRotation;
_root.sight.alpha = 100 - wall_collision;
But the it does not work.
The rotation do work fine, but the whole "alpha = 0 if player is behind a wall" does not work.
Please help me resolving the issue.
Try the following:
// calculate rotation based on target
_dx = _root.hero.x-this.x;
_dy = _root.hero.y-this.y;
// The full distance is missing from your AS3 code
_dist = Math.sqrt(_dx*_dx+_dy*_dy);
// Return the old good approach for finding angle
angle = Math.atan(_dy/_dx)/(Math.PI/180);
if (_dx<0) {
_angle += 180;
}
if (_dx>=0 && _dy<0) {
_angle += 360;
}
wall_collision = 0;
OuterLoop: for (var xi=1; xi<=_dist; xi++)
{
var point_x:Number = this.x + xi*Math.cos(_angle*Math.PI/180);
var point_y:Number = this.y + xi*Math.sin(_angle*Math.PI/180);
if(_root.wall.hitTestPoint(point_x, point_y, true))
{
trace("HIT");
wall_collision = 100;
break OuterLoop;
}
}
_root.sight.x = this.x;
_root.sight.y = this.y;
_root.sight.rotation = _angle;
// Alpha changed from [0, 100] scale to [0, 1] scale.
_root.sight.alpha = (100 - wall_collision) * 0.01;
Information on alpha in ActionScript 3.0.
As per AS3 reference, alpha is from 0 to 1, not 0 to 100. That would suggest
`_root.sight.alpha = (100 - wall_collision)/100.0´
might work.
Can You try the following code. I have no prev exp with flash, but seems like You missed something.
The iterator xi should take values in range of distance, not only by one axis dx.
// calculate rotation based on target
_dx = this.x - _root.hero.x;
_dy = this.y - _root.hero.y;
// the iteration is by distance in original article mentioned so
// keep dist
//=================================
_dist = Math.sqrt(_dx*_dx+_dy*_dy);
// which way to rotate
_rotateTo = getDegrees(getRadians(_dx, _dy));
// keep rotation positive, between 0 and 360 degrees
if (_rotateTo > barrel.rotation + 90) _rotateTo -= 360;
if (_rotateTo < barrel.rotation - 90) _rotateTo += 360;
// ease rotation
_trueRotation = (_rotateTo - barrel.rotation) / _rotateSpeedMax;
// update rotation
barrel.rotation += _trueRotation;
wall_collision = 0;
// xi iterations are to a distance
//== =======
OuterLoop: for (var xi=1; xi<=_dist; xi++)
{
var point_x:Number = this.x + xi*Math.cos(_rotateTo);
var point_y:Number = this.y + xi*Math.sin(_rotateTo);
if(_root.wall.hitTestPoint(point_x, point_y, true))
{
trace("HIT");
wall_collision = 100;
break OuterLoop;
}
}
_root.sight.x = this.x;
_root.sight.y = this.y;
_root.sight.rotation += _trueRotation;
// EDITED AFTER OTHERS SOLVED
// was
//_root.sight.alpha = 100 - wall_collision;
// should be:
// Alpha changed from [0, 100] scale to [0, 1] scale.
_root.sight.alpha = (100 - wall_collision) * 0.01;
// END OF SOLUTION
There is only slight modification to Your original code, marked by preceding //=====
EDIT:
And the winner is transparency range. Still, I do recommend to iterate to a distance, not to _dx.

Collision-based springing

I have placed one large ball, "centerBall", in the center of the stage. Then I added in a
bunch of smaller ones, giving them random sizes and velocities. These will move with basic motion code and bounce off the walls. On each frame, did a distance-based collision check between each moving ball and the center ball. If I got a collision, I've calculated an offset spring target based on the angle between the two balls and the minimum distance.
There is still one problem: some of the smaller balls bypass "centerBall" boundaries and then bounce off. You can see that in the attached image. Why is happening this?
Here is the code:
import flash.display.Sprite;
import flash.events.Event;
public class Bubbles extends Sprite
{
private var balls:Array;
private var numBalls:Number = 10;
private var centerBall:Ball;
private var bounce:Number = -1;
private var spring:Number = 0.2;
public function Bubbles()
{
init();
}
private function init():void
{
balls = new Array();
centerBall = new Ball(100, 0xcccccc);
addChild(centerBall);
centerBall.x = stage.stageWidth / 2;
centerBall.y = stage.stageHeight / 2;
for(var i:uint = 0; i < numBalls; i++)
{
var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff);
ball.x = Math.random() * stage.stageWidth;
ball.y = Math.random() * stage.stageHeight;
ball.vx = Math.random() * 6 - 3;
ball.vy = Math.random() * 6 - 3;
addChild(ball);
balls.push(ball);
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
for(var i:uint = 0; i < numBalls; i++)
{
var ball:Ball = balls[i];
move(ball);
var dx:Number = ball.x - centerBall.x;
var dy:Number = ball.y - centerBall.y;
var dist:Number = Math.sqrt(dx * dx + dy * dy);
var minDist:Number = ball.radius + centerBall.radius;
if(dist < minDist)
{
var angle:Number = Math.atan2(dy, dx);
var targetX:Number = centerBall.x + Math.cos(angle) * minDist;
var targetY:Number = centerBall.y + Math.sin(angle) * minDist;
ball.vx += (targetX - ball.x) * spring;
ball.vy += (targetY - ball.y) * spring;
}
}
}
private function move(ball:Ball):void
{
ball.x += ball.vx;
ball.y += ball.vy;
if(ball.x + ball.radius > stage.stageWidth)
{
ball.x = stage.stageWidth - ball.radius;
ball.vx *= bounce;
}
else if(ball.x - ball.radius < 0)
{
ball.x = ball.radius;
ball.vx *= bounce;
}
if(ball.y + ball.radius > stage.stageHeight)
{
ball.y = stage.stageHeight - ball.radius;
ball.vy *= bounce;
}
else if(ball.y - ball.radius < 0)
{
ball.y = ball.radius;
ball.vy *= bounce;
}
}
}
Click here to see the pic
The problem you have is that you are doing collision detection based on them frames and not the positions.
You need to check where it is now and where it was last frame so you can keep track of its movements. This is why it goes through your center ball because you check in the current frame for a collision.
Here is a link to a time based collision detection of circles.
Timed based collision
Hope this helps ; )