I move a Sprite across the screen using the keyboard, at a rate of 10 pixels/ENTER_FRAME event fire. The issue is that, when it moves, you can see it being "redrawn" every 10 pixels, which makes it hard to look at. I haven't seen this in other Flash games.
If you look closely, you can also see this here (although at a much lower scale): http://kirill-poletaev.blogspot.com/2010/07/smooth-character-movement-using-as3.html
I want to get rid of that effect, any ideas?
If the player is at a distance of ... from the screen edge, it stops moving (by moving in the opposite direction), and the BG starts scrolling (the same visual effect can be seen).
Music in playing in the background, a minimap is updated with the player's position.
private function updater(e:Event):void
{
if(up && GlobalVars.vars.upPossible)
{
cont.y-=unit;
setu(); // Player graphics state
}
else if(down && GlobalVars.vars.downPossible)
{
cont.y+=unit;
setd(); // Player graphics state
}
else if(left && GlobalVars.vars.leftPossible)
{
cont.x-=unit;
setl(); // Player graphics state
}
else if(right && GlobalVars.vars.rightPossible)
{
cont.x+=unit;
setr(); // Player graphics state
}
else
{
ups.visible=false; downs.visible=false; rights.visible=false;
lefts.visible=false; normals.visible=true; // Player graphics state
GlobalVars.vars.scXr=0; GlobalVars.vars.scYu=0; GlobalVars.vars.scXl=0;
GlobalVars.vars.scYd=0; cont.x=int(cont.x); cont.y=int(cont.y); //Someone from the Kongregate.com forums suggested this, no visible effect
}
if((cont.x=GlobalVars.vars.maxX))
{
if(cont.x=GlobalVars.vars.maxX && right && GlobalVars.vars.canScrollR) GlobalVars.vars.scXr=1, cont.x-=unit, setr();
}
else GlobalVars.vars.scXl=0, GlobalVars.vars.scXr=0; //BG Scrolling
if((cont.y=stage.stageHeight*7.3/10))
{
if(cont.y=stage.stageHeight*7.3/10 && down && GlobalVars.vars.canScrollD) GlobalVars.vars.scYd=1, cont.y-=unit, setd();
}
else GlobalVars.vars.scYu=0, GlobalVars.vars.scYd=0; //BG Scrolling
if(cont.y>=stage.stageHeight*7.3/10 && cont.x>=GlobalVars.vars.maxX) GlobalVars.vars.minimapTr=1;
else GlobalVars.vars.minimapTr=0;
if(cont.y-unitGlobalVars.vars.sH-cont.height-3.1) GlobalVars.vars.downPossible=false;
else GlobalVars.vars.downPossible=true;
if(cont.x-unitGlobalVars.vars.sW-cont.width-3.5) GlobalVars.vars.rightPossible=false;
else GlobalVars.vars.rightPossible=true;
GlobalVars.vars.plX=cont.x; //for minimap
GlobalVars.vars.plY=cont.y;
Also, key listener functions:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyD, false, 0, true);
stage.addEventListener(KeyboardEvent.KEY_UP, keyU, false, 0, true);
private function keyD(e:KeyboardEvent):void
{
if(e.keyCode==37 || e.keyCode==65) left=true;
if(e.keyCode==38 || e.keyCode==87) up=true;
if(e.keyCode==39 || e.keyCode==68) right=true;
if(e.keyCode==40 || e.keyCode==83) down=true;
}
private function keyU(e:KeyboardEvent):void
{
if(e.keyCode==37 || e.keyCode==65) left=false;
if(e.keyCode==38 || e.keyCode==87) up=false;
if(e.keyCode==39 || e.keyCode==68) right=false;
if(e.keyCode==40 || e.keyCode==83) down=false;
}
I've encountered some improvement by increasing the FPS to 120, and decreasing the step to 4, but it's still there. I'm fairly sure it's not a performance issue, but, rather, a movement method fault.
A couple of suggestions:
Increase the frame rate
Use a tween library (e.g. GTween) with some easing effect.
Basically, if you want the object to jump 10px to the right, don't just move it right away, let it animate to its new position with some easing effect. Additionally, if the object is still moving and the key is pressed again, you probably want to accelerate the movement a bit (but only up to a point!).
I think you're asking how to make it more smooth. Well:
If you change the movement 2px per frame, then you'll have a much smoother experience. However, the movement will see very slow. To combat this, you just increase the frame rate of your swf. I believe the maximum is 120 frames, but that should be more than enough.
I love Tweenlite, it's great for pre-defined effects. It isn't for the core of your game though so I'd use Tweenlite for UI effects but barely for ingame movements responding to user controls.
I think around 24-30 fps for games is great, that's how I set all my games. I think abit you're picky, but perhaps what you're missing is a bit of edge: a smooth start and end for the movement. In most platformers I have a similar mechanic:
You want the start of the movement to start slow, reach the normal (max) speed you define and when the player lets go of a button, it slows down back to 0. This means you need to check the speed on enter frame regardless of the button triggers (they increment the speed but aren't the only condition to change speed and move the object)
enterframe loop:
//check for each direction:
if up, y_speed++
else if down, y_speed--
else if right, x_speed++
else if left, x_speed--
else // perform a decrease:
y_speed *= .8
x_speed *= .8
// make sure we aren't past the max speed
if x_speed>max_x_speed
x_speed = max_x_speed
etc. else other direction and y_speed
// now apply the movement
object.x += x_speed
object.y += y_speed
// remove the enterframe for better performance
if math.abs(x_speed)<.1 && math.abs(y_speed)<.1
// remove enterframe for movement here, add it again next time we know we have movement (button downs related to the movement, etc.)
I would implement this in your code but your code is too crowded. Anyway otherwise, most games with these simple controls are working just like your application does.
Related
hi im trying to make a basic game on adobe flash as3 to help learn collision dection, the aim is to make your way through traffic. the player (box_MC) has to make it to the other side and the other objects are in the way (cycle) which have collision detection. i did the collision detection by going into cycle movieclip and making other smaller cycles which if you hit creates collision.
the collision error lies with if the player moves down onto the cycle it doesnt run the collision
p.s if there is a better way of doing the collision how is it done?
hitTestObject() and hitTestPoint() aren't very good when it comes to collision detection, which is somewhat ironic since, of course, those are the first things most people look at when trying to implement collisions. However, I've found that simple math (like, really simple) combined with an equally simple while() loop is the best way to go about it.
What I do is:
// the stage collision box
var mStageRect:Rectangle = new Rectangle(/*stage collision box properties here*/);
// create a Point object that holds the location of the bottom center of the player
var mPlayerBase:Point = new Point(player.x + (player.width / 2), player.y + player.height);
// call this function every frame through your game loop (onEnterFrame)
private function checkCollision(e:Event):void
{
// while the player's bottom center point is inside of the stage...
while (rectContainsPoint(mStageRect, mPlayerBase))
{
// decrement the player's y
player.y--;
// set gravity to 0
player.gravity = 0;
// set isOnGround to true
player.isOnGround = true;
}
}
// checks if a point is currently positioned within the bounds of a rectangle object using ultra simple math
private function rectContainsPoint(rect:Rectangle, point:Point):Boolean
{
return point.x > rect.x && point.x < rect.x + rect.width && point.y > rect.y && point.y < rect.y + rect.height;
}
This is waaaaaaay more efficient than hitTestObject/Point, imo, and has given me no problems.
I have animation with 5 frames. I want to make pause for x seconds every time one animation cycle ends
1,2,3,4,5 (pause) 1,2,3,4,5 (pause) ...
Array<AtlasRegion> regions = atlas.findRegions("coin");
animGoldCoin = new Animation(1.0f / 20.0f, regions, PlayMode.LOOP);
I can't find way to do this.
Thanks
I don't really like the animation class, you can make your own.
float pauseTime=5f; // lets say that you want to pause your animation for x seconds after each cicle
float stateTime=0f; // this variable will keep the time, is our timer
float frameTime=1/20f; //amount of time from frame to frame
int frame=0; // your frame index
boolean waiting=false; // where this is true, you wait for that x seconds to pass
void Update()
{
stateTime+=Gdx.graphics.getDeltaTime();
if(!waiting && stateTime>frameTime) // that frame time passed
{
stateTime=0f; // reset our 'timer'
frame++; // increment the frame
}
if(waiting && stateTime>=0)
{
frame=0;
waiting=false;
}
if(frame>=NUMBER_OF_FRAMES)
{
frame--;
waiting=true;
stateTime=-pauseTime;
}
}
}
I think this will work, do you understand what I did?
I just had a similar problem but managed to come up with a solution. It works well for me but may not be the best way to go about it.. I'm still learning.
I created a new animation from the old animation's frames but with a speed of 0. It stops on the frame its at until the player speed changes.
if(speedX == 0f && speedY == 0f){
playerIdle = new Animation(0f,playerAnim.getKeyFrames());
playerAnim = playerIdle;
}
I know its an old question, but hopefully this will be useful to someone.
I made a quick solution in my search to pause a Libgdx animation.
I wanted an animation to pause when I pressed the spacebar.
I did try the above method of instantiating a new object and it did work. So I tried to just set the frame duration to 0, but that didn't work for some reason. This a less expensive method w/o instantiation.
If you want to pause an animation simply create three variables two are Boolean variables named toStop and hasLaunched another is a TextureRegion named launchFrame. Haslaunched is used to tell me when the spacebar is pressed.
if (InputHandler.hasLaunched && toStop ) {
launchFrame = launchBarAnimation.getKeyFrame(runTime);
toStop = false;
} else if (InputHandler.hasLaunched && !toStop){
batcher.draw(launchFrame, 90, 20, 50, 37);
} else {
batcher.draw(launchBarAnimation.getKeyFrame(runTime), 90, 20, 50, 37);
}
I'm trying to make the player body, when certain condition is met, to go up few "meters" then stop slowly in the "air" and come down.
The gravity is 600
public var gravity:Number = 600;
public var space:Space = new Space(new Vec2(0, gravity));
I thought that for it to go up, the impulse.y should be at least -601, to contradict the force that pushes it down. Although, setting -600 (or even smaller) will shoot it upwards never to be seen again. (even -100).
Yes the impulse is in the update function which means it will constantly add the impulse making it faster per tick. However, when setting -20 it doesn't go up in the y, (it should eventually as impulse is being given to the body per tick).
switch (combo)
{
case "W":
break;
case "WW":
impulse.x = 0.0;
impulse.y = -powerJump;
mainChar.applyImpulse(impulse);
powerJump -= 5;
break;
}
This is not finished and it is not what is described above but it's the gist of it. When condition is met the player should go upwards and the impulse should lose it's force. The problem is I don't know how much is sufficient to counter the gravity impulse. I can do it by trial'n error but I'd rather know how it works, how much impulse is equivalent to gravity=600?
I have a function where I can control my character.
I also have a movieclip on the stage called assassin_table.
I want to make it so that the character can't move in the table, a.k.a make the table work like a wall.
I have this code:
if(!this.hitTestObject(_root.assassin_table))
{
if(upKeyDown)
{
gotoAndStop(4);
y-=Math.cos(rotation/-180*Math.PI)*(mainSpeed +7);
x-=Math.sin(rotation/-180*Math.PI)*(mainSpeed +7);
}
if(!upKeyDown)
{
gotoAndStop(3);
}
}
However, if I touch the table, then I can't move at all.
I know it's because if(!this.hitTestObject(_root.assassin_table)), but I don't understand the logic behind NOT moving through objects. I'd much rather have a near pixel-perfect collision detection system, but since it's so hard to find any good info online which isn't confusing, I'll stick with hitTestObject for now :)
EDIT: Tried something, didn't really work that well.
if(!_root.assassinDead && !teleporting && this.currentFrame != 5)
{
if(this.hitbox.hitTestObject(_root.assassin_table))
{
_root.assassin_table.gotoAndStop(2);
if(this.x > _root.assassin_table.x)
{
trace("Can't move right");
canMoveRight = false;
}
if(this.x <_root.assassin_table.x)
{
trace("Can't move left");
canMoveLeft = false;
}
if(this.y > _root.assassin_table.y)
{
trace("Can't move up");
canMoveUp = false;
}
if(this.y < _root.assassin_table.y)
{
trace("Can't move down");
canMoveDown = false;
}
}
else
{
canMoveRight = true;
canMoveLeft = true;
canMoveUp = true;
canMoveDown = true;
}
}
This causes me to sometimes be able to walk through the table. I figure it's because my character can move in essentially every possible angle (since he's always facing the mouse and there are no tiles/grids).
How would I make it so that it would work with the advanced movement I have?
Moving up runs this:
y-=Math.cos(rotation/-180*Math.PI)*(mainSpeed +7);
x-=Math.sin(rotation/-180*Math.PI)*(mainSpeed +7);
And the rotation is decided by this:
this.rotation = Math.atan2((stage.mouseY - this.y), (stage.mouseX - this.x)) * 180/ Math.PI + 90;
You should seperate your hittest functions for four different moving directions.
I mean, you shouldn't use this "hitTestObject" stuff, that only returns a boolean value "true" or "false", and that's not going to work for you.
You need a function like "testPoint(player.x, player.y);" and returns the object at the given position, so you can implement it for your game like that
if (upKeyDown && testPoint(player.x, player.y - mainSpeed +7) == null) y-=Math.cos(rotation/-180*Math.PI)*(mainSpeed +7);
player.y - mainSpeed +7 // that checks for plus mainSpeed+7 because of trying to stop your player before it get stack inside object
Basically your logic flow should be like this:
Sample input (key press)
Move character
Check for collisions
If collision then move character to it's "outside" the object that it's touching
In your particular case, if your character is on the left of the table, and you're moving right, then first things first, you move your character. At your new position, check for any collisions. If you have a collection, then because you were moving from the left, we want to be on the left of the object that we colliding with, in this case the table, so we position our character to the left of the table.
The first part of that (checking if the character has hit the table) is called collision detection. Moving the character so that it's outside the bounds of the table is called collision response. Collision detection is a pretty big field and really depends on the type of game you're making; you can do grid-based, hit-test based (if you don't have a ton of objects), physics-based, math-based etc. Collision response can be anything and everything, depending on how you want to react to a collision - you can destroy the object (balloon on a spike), change its speed (character running through mud), bounce off it (ball off wall), or stop any further movement (character against wall).
To make things a bit easier:
Separate your systems - your input shouldn't be dependant on your collision for example. If the up key is down, just register that fact - what you do with it later (make your character move) is up to you
Separate your objects position in memory from its position on screen - this will let you move it around, react to collisions etc, and only when everything is good, update the graphics (stops things like graphics entering a wall only to jump out the next frame)
Solve for one axis at a time - e.g. collide on the x axis first, then the y
Pixel perfect collision is rarely needed :) Non-rotated boxes and circles will work a lot more than you'd think
Somewhat related - the shape of your object doesn't have to be the shape that you're colliding with - e.g. your table collision shape could just be a box; your character collision shape could just be a circle
Update
This causes me to sometimes be able to walk through the table
Assuming that we're going to collide our character and table as boxes, you need to take into account their sizes - i.e. we don't just compare the x values, but the right side of our character box against the left side of the table box etc. Something like:
// assumes objects have their anchor point in the top left - if its
// not the case, adjust as you see fit
if( char.x + char.width > table.x ) // right side of the char is overlapping the left side of the table
canMoveRight = false;
else if( char.x < table.x + table.width ) // left side of char vs right side of table
canMoveLeft = false;
// etc
When working with collisions, it's always nice to see the actual boxes, for debugging. Something like this:
var debug:Shape = new Shape;
debug.addEventListener( Event.ENTER_FRAME, function():void
{
debug.graphics.clear();
debug.graphics.lineStyle( 2.0, 0xff0000 );
// char (again assuming anchor point is top left)
debug.graphics.drawRect( char.x, char.y, char.width, char.height );
// table
debug.graphics.drawRect( table.x, table.y, table.width, table.height );
});
// add our debug. NOTE: make sure it's above everything
stage.addChild( debug );
I created a script that allows your character to move around with wall collision for every direction. How do I add gravity to it on the y-axis and still have it work the same way (like a platform game)?
I tried something like char.y-- when it hits the platform if it were just the floor, but all that does is slowly bring char up no matter where it is in the object, and once it reaches the top, it shakes like crazy.
A preview of the stage: http://puu.sh/63Y1g.png
//WALL COLLISION
if(walls.hitTestPoint(char.x-(char.width/2),char.y,true) && Key.isDown(Key.A)){
char.x+=5
}
if(walls.hitTestPoint(char.x+(char.width/2),char.y,true) && Key.isDown(Key.D)){
char.x-=5
}
if(walls.hitTestPoint(char.x,char.y-(char.height/2),true) && Key.isDown(Key.W)){
char.y+=5
}
if(walls.hitTestPoint(char.x,char.y+(char.height/2),true) && Key.isDown(Key.S)){
char.y-=5
}
//CHARACTER CONTROLS
char.x+=0;
if(Key.isDown(Key.A)){
char.x+=-5;
speed=-5;
}
if(Key.isDown(Key.D)){
char.x+=5;
speed=5;
}
if(Key.isDown(Key.W)){
char.y+=-5;
speed=5;
}
if(Key.isDown(Key.S)){
char.y+=5;
speed=5;
}
To do this really simply, something like this would suffice:
// Check if there is a floor below the char
if (!floor.hitTestPoint(char.x, char.y + (char.height/2) + 2 , true))
{
// If not, apply Gravity
char.y += 5
}
This will only apply gravity if there is no floor 2 pixels directly below the char (this will stop the jittering, feel free to try with different pixel offsets that might work better in your case), I wasn't sure how you were differentiating between the walls and floor, so replace 'floor' with how you are doing it.
===============
If you would like to add realistic accelerating gravity, you will need to add a variable to track the current vertical speed of the char, then add to that each step
eg. Each step do this instead of just adding to y
// Apply gravity
vSpeed += 5
char.y += vSpeed
But if you are going to do that you might as well start getting into vectors and more complex things, there's a lot of materials on the net for this.