libGDX texture a 2d terrain - libgdx

I work at a truck game with libgdx and box2d.
In my game 1 meter = 100 pixels.
My 2d terrain is generated by me, and is made by points.
What I did, is made a polygonregion for the whole polygon and used texturewrap.repeat.
The problem is that, my game size is scaled down by 100 times, to fit the box2d units.
So my camera width is 800 / 100 and height 480 / 100. (8x4.8 pixels)
How I created my polygon region
box = new Texture(Gdx.files.internal("box.png"));
box.setFilter(TextureFilter.Linear, TextureFilter.Linear);
box.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
TextureRegion region = new TextureRegion(box);
psb = new PolygonSpriteBatch();
float[] vertices = new float[paul.size];
for (int i = 0; i < paul.size; i++) {
vertices[i] = paul.get(i);
if (i % 2 == 1)
vertices[i] += 1f;
}
EarClippingTriangulator a = new EarClippingTriangulator();
ShortArray sar = a.computeTriangles(vertices);
short[] shortarray = new short[sar.size];
for (int i = 0; i < sar.size; i++)
shortarray[i] = sar.get(i);
PolygonRegion pr = new PolygonRegion(region, vertices, shortarray);
System.out.println(vertices.length + " " + shortarray.length);
ps = new PolygonSprite(pr);
Now i'll just draw the polygonsprite to my polygonsprite batch.
This will render the texture on the polygon repeatedly, but the picture will be 100 times bigger and is very streched.
The left example is the one that i want to make, and the right one is the way that my game looks..

This PR was merged which looks like it does what you want:
https://github.com/libgdx/libgdx/pull/3799
See RepeatablePolygonSprite.

I am not completely sure if this will solve your problem (can't test it right now), but you need to set the texture coordinates of your TextureRegion to a higher value, probably your factor of 100.
So you could try to use region.setU2(100) and region.setV2(100). Since Texture Coordinates usually go from [0,1], the values higher than that will be outside. And because you set the TextureWrap to repeat, this will then repeat your texture over and over.
This way, the TextureRegion will alredy show your one texture repeated 100 times in x and y direction. If you then tell the PolygonSprite to use that region, it should show it as in the image you posted.
Hope that helps... :)

You could create a new texture by code. Take your level size and fill it with your texture then delete to background the top side. Look at pixelmap. Maybe this will help you.
Edit:
TextureRegion doesn't repeat to fit the size you even use texture, or you use TiledDrawable.

Related

setCenter() Method is not properly centering sprite texture on box2d fixture

The past few days I've been trying to figure out a display bug I don't understand. I've been working on a simple 2d platformer with box2d and orthogonal Tiled maps. So far so good, the physics work and using the b2d debug renderer I can assert proper player fixture and camera movement through the level.
Now next step I've tried to load textures to display sprites instead of debug shapes. This is where I stumble. I can load animations for my player body/fixture, but when I use the setCenter() method to center the texture on the fixture it is always out of center.
I've tried approaches via halving texture witdths and heights hoping to center the texture on the player fixture but I get the exact same off position rendering. I've played aorund with world/camera/screen unit coordinates but the misalignement persists.
I'm creating the player in my Player class with the following code.
First I define the player in box2d:
//define player's physical behaviour
public void definePlayer() {
//definitions to later use in a body
BodyDef bdef = new BodyDef();
bdef.position.set(120 / Constants.PPM, 60 / Constants.PPM);
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
//Define needed components of the player's main fixture
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox(8 / Constants.PPM, 16 / Constants.PPM); //size of the player hitbox
//set the player's category bit
fdef.filter.categoryBits = Constants.PLAYER_BIT;
//set which category bits the player should collide with. If not mentioned here, no collision occurrs
fdef.filter.maskBits = Constants.GROUND_BIT |
Constants.GEM_BIT |
Constants.BRICK_BIT |
Constants.OBJECT_BIT |
Constants.ENEMY_BIT |
Constants.TREASURE_CHEST_BIT |
Constants.ENEMY_HEAD_BIT |
Constants.ITEM_BIT;
fdef.shape = shape;
b2body.createFixture(fdef).setUserData(this);
}
Then I call the texture Region to be drawn in the Player class constructor:
//define in box2d
definePlayer();
//set initial values for the player's location, width and height, initial animation.
setBounds(0, 0, 64 / Constants.PPM, 64 / Constants.PPM);
setRegion(playerStand.getKeyFrame(stateTimer, true));
And finally, I update() my player:
public void update(float delta) {
//center position of the sprite on its body
// setPosition(b2body.getPosition().x - getWidth() / 2, b2body.getPosition().y - getHeight() / 2);
setCenter(b2body.getPosition().x, b2body.getPosition().y);
setRegion(getFrame(delta));
//set all the boolean flags during update cycles approprietly. DO NOT manipulate b2bodies
//while the simulation happens! therefore, only set flags there, and call the appropriate
//methods outside the simulation step during update
checkForPitfall();
checkIfAttacking();
}
And my result is
this, facing right
and this, facing left
Update:
I've been trying to just run
setCenter(b2body.getPosition().x, b2body.getPosition().y);
as suggested, and I got the following result:
facing right and facing left.
The sprite texture flip code is as follows:
if((b2body.getLinearVelocity().x < 0 || !runningRight) && !region.isFlipX()) {
region.flip(true, false);
runningRight = false;
} else if ((b2body.getLinearVelocity().x > 0 || runningRight) && region.isFlipX()) {
region.flip(true, false);
runningRight = true;
}
I'm testing if either the boolean flag for facing right is set or the x-axis velocity of my player b2body has a positive/negative value and if my texture region is already flipped or not and then use libGDX's flip() accordingly. I should not be messing with fixture coords anywhere here, hence my confusion.
The coordinates of box2d fixtures are offsets from the position, the position isn't necessarily the center (although it could be depending on your shape definition offsets). So in your case i think the position is actually the lower left point of the box2d polygon shape.
In which case you don't need to adjust for width and height because sprites are also drawn from bottom left position. So all you need is ;
setPosition(b2body.getPosition().x , b2body.getPosition().y );
I'm guessing you flip the box2d body when the player looks left the position of the shape is now bottom right so the sprite offset of width/2 and height/2 is from the bottom right instead. So specifically when you are looking left you need an offset of
setPosition(b2body.getPosition().x - getWidth() , b2body.getPosition().y );
I think looking right will be fixed from this, but i don't know for sure how you handle looking left in terms of what you do to the body, but something is done because the offset changes entirely as shown in your capture. If you aren't doing some flipping you could add how you handle looking right to the question.
EDIT
It seems the answer was that the sprite wasn't centered in the sprite sheet and this additional space around the sprite caused the visual impression of being in the wrong place (see comments).

Box2d - shoot ball with high velocity

My problem is that no matter the tuning I don't achieve a fast moving ball. It floats through the air rather than shoots through it.
In the following method I'm creating a ball with the radius of 5 units. Setting the radius to 0.01 yields no difference in the result.
After the creation I apply a LinearImpulse of ridiculous proportions yet, the ball only floats.
(Also, I'm using the DebugRender. Isn't that supposed to take care of the unit conversions?)
Ball class
public Body createBody(float x, float y, float w, float h) {
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
bodyDef.position.set(x,y);
Body body = this.getWorld().createBody(bodyDef);
CircleShape shape = new CircleShape();
shape.setRadius(5);
shape.setPosition(new Vector2(0, 0)); // relative to body position
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 3f;
fixtureDef.friction = 0.1f;
fixtureDef.restitution = 0.8f;
body.createFixture(fixtureDef);
shape.dispose();
// note the massive impulse vector
body.applyLinearImpulse(new Vector2(10000, 100000), body.getWorldCenter(), true);
return body;
}
render method in Game class
#Override
public void render(){
Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
debugRenderer.render(world, camera.combined);
// time step, velocityIterations, positionIterations
world.step(1/40.0f, 6, 2);
// scheduler takes care of creating game objects on the fly
}
Okay, together with my answer to this question Is there an upper limit on velocity when using box2d? I'll try to explain your problem.
Box2D has a hard limit on velocity, which is 2meters per time step. That means the more timesteps you do per second, the faster your Bodies will be able to move. But since you actually want to have a fixed amount of timesteps per second, going with more timesteps is usually not an option.
What you should do instead is introducing a meter to pixel ratio which could be something in between 1:16 to 1:128. That means 1 meter in box2d should be translated to 16 or 128 pixels in screen units. That will increase the overall precision, because Box2D is more precise in smaller ranges. If you have a ratio of 1:1, it would mean that a standard screen these days would span a range of 1980m x 1080m, which is definetely too much. You can also see that with 60fps = 60 timesteps = 60*2m max distance per second, that would be just 120pixels per second at max speed. And this is what you currently experience as the floating body.
If you would translate 1m to 16px for example, your max speed would increase to 120px*16 = 7200px per second. That would already be sufficient in your case I guess.
Furthermore you should also set body.bullet to true to increase the collision precision for very fast moving bodies.
One of the reason is World scale, you may probably have a very big size world scale it done if it is a big.
It suggested that for better accuracy use set bullet to true however it takes more calculation
body.bullet = true;

Resize as a function of distance between mc's

I hope this hasn't been asked too much before. When I search I only get questions pertaining to rescaling to window size.
Now my question. I got one space ship firing a beam against another ship. I want the beam to show for some time and I want it to "bridge" the two ships. In other words, I want the beam to extend its width between the two ships.
I try to do this with a dot movie clip that is 1 pixel wide and high (and aligned left edge). I try to resize it with the following code: (target is the ship to be fire at and owner is the ship firing)
dist.vx = target.x - owner.x;
dist.vy = target.y - owner.y;
dist.dist = Math.sqrt(dist.vx*dist.vx + dist.vy*dist.vy);
width = dist.dist;
x = owner.x;
y = owner.y;
rotation = Math.atan2(target.y-y, target.x-x)*180/Math.PI;
This doesn't work as intended because 1) dot also gets alot bigger in the other dimension - how can I "turn off" this behavior? and 2) sometimes it seems to get way to wide - but only in certain angles...
Any suggestions on either solving the heigh/width scaling or on another way to achieve the same effect?
(I'm new to coding and flash.) Thanks!
By resizing a dot, you will have a rectangle...
You can dynamically create a sprite covering both ships and moveTo the hit point of one ship then lineTo the other ship... You do not need distance calculation at all. What you have to do is being careful on the placement of the sprite. So that you can calculate relative hitting points by simple math.
Suppose you have mc space contining mc ship1 and mc ship2, and hit point coords on ships are named hx, hy and you will use sprite s, calculation will be as follows.
// calculate hit points relative to mc space
var s1HX:int = ship1.x + ship1.hx,
s1HY:int = ship1.y + ship1.hy,
s2HX:int = ship2.x + ship2.hx,
s2HY:int = ship2.y + ship2.hy,
// sprite relative moveTo lineTo coords will be these.
mX: int, mY: int,
lX: int, lY: int;
// top left of sprite will be minimum of the hit coords.
s.x = (s1HX <= s2HX)? s1HX : s2HX;
s.y = (s1HY <= s2HY)? s1HY : s2HY;
// now we can get sprite relative moveTo lineTo coordinates:
mX = s1HX - s.x;
mY = s1HY - s.y;
lX = s2HX - s.x;
lY = s2HY - s.y;
The rest is implementation with using these with fancy line styles etc...
To create a new sprite:
var s:Sprite = new Sprite();
Adding / removing it to/from mc space:
space.addChild(s);
space.removeChild(s);
For graphics use the graphics object of sprite.
s.graphics
For setting line styles you can use:
s.graphics.lineStyle(...) ,
s.graphics.lineBitmapStyle(...),
s.graphics.lineGradientStyle(...)
Functions, please read the manual for usage.
After setting the line style to draw the line use:
s.graphics.moveTo(mX,mY);
s.graphics.lineTo(lX,lY);
For pulsating effects you have to do a little more complicated things such as using tween class which you can read about here: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/fl/transitions/Tween.html
Note that:
Sprites are no complicated magic, they are like mc's but they do not have timelines etc.
Sprites try to scale when width or height change programmatically. So do not touch them, moveTo lineTo automatically sets the size of a sprite...

Scaling tile grid

I'm working on my own tile bliting engine, this one is using hexagonal tiles - but I think it doesn't differ much from regular tiles.
I have huge x,y array of tiles and they have their x,y coordinates for rendering on canvas, I iterate only the ones that should be visible on canvas in current camera position.
So I'm stuck with scaling and cant resolve this on my own.
Here is my code for drawing tiles on canvas:
public function draw():Void{
clearCanvas(); //Clear canvas (bitmapData)
var _m:Matrix;
iterateTiles(function(_tile:HexTile):Void{ // loop every tile that is visible on screen
_m = new Matrix();
_m.translate(_tile.x + cameraPoint.x,_tile.y + cameraPoint.y);//Get pre calculated tile x,y and add camera x,y
_m.scale(matrixScale, matrixScale);
drawToCanvas(_tile,_m);//Send to draw tile on canvas using Matrix
},true);
}
This works nice and fast but only problem is it scales tiles from left top corner (like regular scale would work)
Before scale
After scale
My question is how to transform tiles to always scale from center. So if tile 10:10 is in center of screen before scaling, then it should
stay there after scaling.
Sorry, I misunderstood the question, but I think I've got it now:
// Scale the distance from the original point to the center of the canvas
var xDistance:Number = ((_tile.x + cameraPoint.x) - xCenter) * matrixScale;
var yDistance:Number = ((_tile.y + cameraPoint.y) - yCenter) * matrixScale;
// Add the distances to the center of the canvas. This is where you want the tile
// to appear.
var x:Number = xCenter + xDistance;
var y:Number = yCenter + yDistance;
// Because the coordinate is going to be scaled, you need to increase it first.
x = (1 / matrixScale) * x;
y = (1 / matrixScale) * y;
_m.translate(x, y);
I have not tested this, I've just drawn it out on graph paper. Let me know if it works.

How can I resize bitmap data without having to edit the transform matrix and maintain good quality

I am trying to resize a bitmap for a project we are working on at work in as 3.0. Basically we have a bunch of sprites that get drawn on a bitmapData and then are stored in a vector. The data in the vector eventually gets stored in a bitmap object. Now I want to make the BitmapData sprites smaller but don't want to have to update 100 matrix to do it. Is there another way?
I had some success by scaling the bitmap that gets displayed but the image is a bit jagged looking and the models don't turn around just moon walk.
I have also tired Matrix.a = 0.4 and matrix.d = 0.4 but that did nothing.
When I did bitmap.scalex = 0.7 and the same for scaleY it made it smaller but now they are in the air as the x and y aren't right and the code for them to go in reverse was just doing scalX *= -1 which now doesn't seem to work either. Also I figured out how to get them out of the air but they are as said before jagged and moon walking. Please help as I am attempting to fix code that was written before I got here.
Bascially here is some code, I got approval from the CEO:
we have this:
var b:BitmapData = new BitmapData(CustomerRenderer.BLIT_WIDTH,
CustomerRenderer.BLIT_HEIGHT, true, 0x00000000);
for(var i:int=0; i<WRAPPER.numChildren; i++)
{
b.draw(Sprite(WRAPPER.getChildAt(i)),
WRAPPER.getChildAt(i).transform.matrix, null, null, b.rect, true);
}
_spriteSheet[_currentFrame] = b;
Then we use that data in
BAKED_BITMAP.bitmapData = _spriteSheet[_currentFrame];
to display it where BAKED_BITMAP is a Bitmap
then to flip all the person was doing was:
BAKED_BITMAP.scaleX *= -1;
BAKED_BITMAP.x = (BAKED_BITMAP.scaleX >= 0) ? 0 : BLIT_WIDTH;
thanks
You can try setting the smoothing property of the Bitmap object to see if it gives you the desired effect.