Need help in suggestion for implementing animation changes via keyboard input - animation

I am new here and not quite the best when it comes to coding.
(using monogame variation of XNA for this)
I have successfully recreated a class to animate my sprite sheet i have made but the problem I have encountered is that soon as I tried to implement key presses along with animations, the animation stops moving (stuck on the first frame)
my update class which looks like this
previousKBState = currentKBState;
currentKBState = Keyboard.GetState();
if (previousKBState.IsKeyDown(Keys.D))
{
playerSprite.LoadGraphic(Content.Load<Texture2D>("Sprites\\walk_right.png"), 5, 15, 672, 631, 30);
}
else if (previousKBState.IsKeyDown(Keys.A))
{
playerSprite.LoadGraphic(Content.Load<Texture2D>("Sprites\\walk_left.png"), 5, 15, 672, 631, 30);
}
else
{
playerSprite.LoadGraphic(Content.Load<Texture2D>("Sprites\\idle_right.png"), 5, 10, 610, 423, 5);
}
and this is my LoadGraphic class
public void LoadGraphic(Texture2D texture, int rows, int columns, int width, int height, int animationSpeed)
{
this.Texture = texture;
this.rows = rows;
this.columns = columns;
this.width = width;
this.height = height;
this.animationSpeed = (float)1 / animationSpeed;
totalElapsed = 0;
currentRow = 0;
currentColumn = 0;
}
my Draw Class
public void Draw(SpriteBatch spriteBatch, Vector2 position, Color color)
{
spriteBatch.Draw(Texture,
new Rectangle((int)position.X, (int)position.Y, width, height),
new Rectangle(currentColumn * width, currentRow * height, width, height), color);
}
so the problem I think I am running into is that when I hold the D or A key down, the line of code LoadGraphics keeps on refreshing the call to the other class before the animation can play out.
It would help out if anyone could give me any suggestions how to fix this
Thank you

You are right, you are resetting all values to 0 while key is being held down by calling LoadGraphic each frame. You need to check if correct animation is already playing and do nothing in that case.
Also, I would avoid calling Content.Load<Texture2D>() from your update code. I would load all textures inside LoadContent() method and then use them when necessary.

Related

How do I make a object move towards the mouse in p5.js?

I'm making a zombie game in p5js, does anyone have any recommendations on to make a shape or object move towards the mouse(this will be used to make the gun)? and if anyone knows how to make more enemies spawn more often each round that would be nice to!:)
Sorry if the solution is super simple, I still kinda new!
code:
let dogmode;
let round;
let zombie, player;
let x, y;
let health, speed, damage, playerhealth;
function setup() {
dogmode=false;
createCanvas(400,400);
round = 1;
bullet ={
damage:20
};
//Player and zombie parameters
zombie = {
pos: createVector(500, 200),
//increase by 100 each round until round 9
health: 150,
speed: 1,
};
player = {
pos: createVector(200, 200),
//default
health: 100,
};
fill(0);
}
function draw() {
if( dogmode===true){
player.health=player.health+100;
}
background(220);
stroke(0);
line(player.pos.x,player.pos.y,mouseX,mouseY);
fill('gray')
ellipse(mouseX,mouseY,10,10);
push();
//player
fill("green");
ellipse(player.pos.x, player.pos.y, 20, 20);
//HUD or something
fill("black");
text("" + player.health, 10, 10);
//zombie(s)
fill("gray");
rect(zombie.pos.x, zombie.pos.y, 20, 20);
//Damage system
if (p5.Vector.sub(player.pos, zombie.pos).mag() <= 30) {
player.health = player.health - 1;
}
//Health detection
if (player.health <= 0) {
background(0);
textSize(20);
text("You died \n Round " + round, 165, 200);
}
if (keyIsDown(87)) {
player.pos.y -= 2;
}
if (keyIsDown(83)) {
player.pos.y += 2;
}
if (keyIsDown(65)) {
player.pos.x -= 2;
}
if (keyIsDown(68)) {
player.pos.x += 2;
}
zombie.pos.add(p5.Vector.sub(player.pos, zombie.pos).limit(zombie.speed))
pop();
//Create bullet
if(mouseIsPressed ){
fill('yellow')
ellipse(mouseX,mouseY,5,5);
//Shoots bullet
}
}
In order to fire a bullet you need to:
Determine the direction of motion at the time the bullet is fired.
Save that vector so that the direction remains constant for the life of the bullet.
Update the position of the bullet each frame after it is fired.
Determining the direction of motion is simple vector arithmetic if you have two vectors, A and B, and subtract A - B you will get a vector representing the offset from B to A (i.e. pointing in the direction of A from B):
It is important to save this direction vector, because as the player, mouse, and bullet move the result of this computation will continually change; and bullets don't usually change direction once fired.
const BULLET_SPEED = 5;
let player;
let bullet;
function setup() {
createCanvas(windowWidth, windowHeight);
bullet = {
damage: 20,
};
player = {
pos: createVector(width / 2, height / 2),
//default
health: 100,
};
}
function draw() {
background(220);
stroke(0);
// By taking the difference between the vector pointing to the mouse and the
// vector pointing to the player we get a vector from the player to the mouse.
let mouseDir = createVector(mouseX, mouseY).sub(player.pos);
// Limit the length to display an indicator of the bullet direction
mouseDir.setMag(30);
// Because we want to draw a line to the point mouseDir offset away from
// player, we'll need to add mouseDir and player pos. Do so using the static
// function so that we don't modify either one.
let dirOffset = p5.Vector.add(player.pos, mouseDir);
// direction indicator
line(player.pos.x, player.pos.y, dirOffset.x, dirOffset.y);
fill("gray");
ellipse(dirOffset.x, dirOffset.y, 10, 10);
//player
fill("green");
ellipse(player.pos.x, player.pos.y, 20, 20);
if (keyIsDown(87)) {
player.pos.y -= 2;
}
if (keyIsDown(83)) {
player.pos.y += 2;
}
if (keyIsDown(65)) {
player.pos.x -= 2;
}
if (keyIsDown(68)) {
player.pos.x += 2;
}
//Create bullet
if (mouseIsPressed) {
// Notice there can be only one bullet on the screen at a time, but there's
// no reason you couldn't create multiple bullets and add them to an array.
// However, if you did, you might want to create bullets in a mouseClicked()
// function instead of in draw() lets you create too many bullets at a time.
bullet.firing = true;
// Save the direction of the mouse;
bullet.dir = mouseDir;
// Adjust the bullet speed
bullet.dir.setMag(BULLET_SPEED);
// Position the bullet at/near the player
bullet.initialPos = dirOffset;
// Make a copy so that initialPos stays fixed when pos gets updated
bullet.pos = bullet.initialPos.copy();
//Shoots bullet
}
if (bullet.firing) {
fill('yellow');
ellipse(bullet.pos.x, bullet.pos.y, 5, 5);
// move the bullet
bullet.pos.add(bullet.dir);
if (bullet.pos.dist(bullet.initialPos) > 500) {
bullet.firing = false;
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>

In p5.js, is it possible to load a gif in the setup or preload function, and then use that gif multiple times elsewhere?

I have a class (lets call it "Enemies"), I want them to attack me when close enough (It will display an animated gif, that looks like a bite).
I've gotten all of this to work, except the only way I could figure it out, was by putting loadImage("attack.gif"), in the class. That got laggy really quick, since every time an enemy would spawn, it would have to reload that gif.
I've tried to use a loaded gif from the setup(), in my class, but all of their attacks were in sync.
Is there another way to do this?
You can preload the gif (or gifs) and store them in a array which you can reuse later to draw in multiple places (e.g. multiple spawned enemies in your case).
Here's a basic example that demonstrates:
loading images into an array
spawning objects on screen (re)using the loaded images
let images;
let enemies = [];
function preload(){
// load images and store them in an array
images = [
loadImage("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAIAAAACACAMAAAD04JH5AAAAPFBMVEX///8AAADf399fX19/f38/Pz+/v78fHx+fn58XFxeHh4cPDw+np6fX19fHx8evr6+3t7dvb2/39/dPT08jn1NmAAAA+UlEQVR4nO3ZSRKCMBBAUQnzPHj/u7qwOwtS0QhBwfpviaH9bDTG2w0AAAAAgNNLE2HC7zF6T0oAAQT8Q0CTC1M8Df61gywxek8TIcAq5anKXUsIIICACwaMmWhlept5OUvGCAH2o3iLqN8FBBBAwJcDJt3U1Dqsk+1O538/Z0mtU6aPAypnuu4JjfNKwJKKAAIIuEzAi+lxvPuFSQABBJwnoHY2JFu4U4ID7GYqzpYs+KiLAAIIOHPA7D+aWZsPCdh1Wk4AAQRcJ2CRQ5ai1yu9XrnnK/YfqWb9SuqfsoQ/xpoehSf+x1PHHtcTQAABPwsAAAAAAOAYD7+UFrmL/czUAAAAAElFTkSuQmCC"), loadImage("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAIAAAACACAMAAAD04JH5AAAAclBMVEX///8AAAAMDAwUFBRtbW20tLTKysrr6+s0NDSMjIzo6OgrKytzc3Py8vJKSkolJSWSkpIODg5jY2OlpaW7u7ubm5urq6tEREQaGhr29vZRUVHg4ODDw8Pc3Nw/Pz9VVVWAgIDU1NQ3NzdcXFx6enovLy+wzkUiAAACjElEQVR4nO2a63qCMAxAlU5QEEEUuSMivP8rjptS2iid0qmfOT/XfM0BHGlLZjMEQRAE+ShMXQBTXn79aAgQ6tIE4u1cgG0sTWAvJrBHARRAART4bIFEvUm8Fsk/nxe3p1BH60RskJsIXX+FcnsKkp5GBAQv8nGyEQFHtoCDAiiAAihwP38gXyAAE592LbYhW6B0u1QJnX9nKS2y09d0mTIqv5n+R2KGH0pAW6IACqAACqDAewtYGwaPQGHEY+OsaQRK1WTJoLiMC1PLSQToyI4FULeVBR/3M4nA+nGBeztNFEABFEABcQFgM7WDBHZc2N2NnrgAcVYMWQ7F5Rkb54BF688CkkABFEABFEABWsDcvEBgUGRjm8YdAthtHTbItR2gQp7Z8kQh3mWw4if2ND5M83jPaVoZAIEN0CcCPEciTSCFBPg7IFEAeATAcas8gRz6DfDLJKLKEli+WqAEPgEDbzN5AgYgoPOnEfIELEiA/9YhT8CHBPgTIYkC0TsK+FzYdh8EgWma2lMNdsH5OqHihS1r6E1YhOGxxuurUn4+hhsvTcOxtgUItVg3OH3jRB4FLZrbDfbYwawb1IHy6T4gYPPTeJcL3/Obvv4fg7plV+yJBYDt+TsJHL9eIESBFwtAi/wvE+BXp1MJXFfjQF8fJXD2LYYSOEMcoB449JXCYl3f6JpD2EFqoaxHbLu51hRFU6tp/xIldEGtnho7HzmcFixU00WgsoP3692iKopVVczzZVka1S3xfVJQw8B6Ejj3fAbg49HI9hwFUAAFUOB/BYDDDeUwqUDBCwyO6dzSal7QPcY027oL6pJQk9fJjOEVdjVKjxqSJAE2f0+h13M2XCok3NiIIMgX8guBhVuAILp8rwAAAABJRU5ErkJggg=="),
];
}
function setup(){
createCanvas(600, 600);
imageMode(CENTER);
}
function draw(){
background(255);
// update + draw enemies
for(let i = 0; i < enemies.length; i++){
enemies[i].update();
}
text("click to spawn", 10, 15);
}
function mousePressed(){
// pick a random image
let randomImage = images[int(random(images.length))];
// make a new enemy
enemies.push(new Enemy(randomImage, mouseX, mouseY));
}
class Enemy {
constructor(skin, x, y) {
this.skin = skin;
this.position = createVector(x, y);
this.velocity = createVector(random(-1,1), random(-1,1));
}
update(){
// add velocity
this.position.add(this.velocity);
// check borders and flip direction (roughly)
if(this.position.x < 0 || this.position.x > width ||
this.position.y < 0 || this.position.y > height){
this.velocity.mult(-1);
}
// render
push();
blendMode(MULTIPLY);
image(this.skin, this.position.x, this.position.y);
pop();
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.0/p5.min.js"></script>
In the example above I'm using base64 encoded images to avoid CORS issues, however you should be fine loading your custom images instead.
The idea is to store the images globally so you can re-use them later when instantiating new enemies. (If you have a couple of images individual variables per image should do, otherwise an array will make it easier to manage)
Notice in Enemy constructor simply receives a reference to the previously loaded image:
// when declared
constructor(skin, x, y) {
this.skin = skin;
// when intantiated
new Enemy(randomImage, mouseX, mouseY)
The only thing left to do is to render the image as needed:
image(this.skin, this.position.x, this.position.y);
Update Based on the comment and shared code the is that each enemy shares the same gif which updates at the same rate with the same frame number in sync.
One option would be to fill the images array with multiple copies of the same image, essentially reloading the gif once per enemy, though that seems wasteful.
Unfortunately p5.Image.get() returns a snapshot of the current frame and there is no magic function to clone a loaded gif, however the undocummented gifProperties holds the necessary data to manually do so:
let images;
let enemies = [];
function preload(){
// load images and store them in an array
images = [
loadImage("data:image/gif;base64,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"),
];
}
function setup(){
createCanvas(600, 600);
imageMode(CENTER);
}
function draw(){
background(255);
// update + draw enemies
for(let i = 0; i < enemies.length; i++){
enemies[i].update();
}
text("click to spawn", 10, 15);
}
function mousePressed(){
// pick a random image
let randomImage = images[int(random(images.length))];
// offset the start frame of each enemy by one
let startFrame = enemies.length % randomImage.numFrames();
// make a new enemy
enemies.push(new Enemy(cloneGif(randomImage,startFrame), mouseX, mouseY));
}
function cloneGif(gif, startFrame){
let gifClone = gif.get();
// access original gif properties
gp = gif.gifProperties;
// make a new object for the clone
gifClone.gifProperties = {
displayIndex: gp.displayIndex,
// we still point to the original array of frames
frames: gp.frames,
lastChangeTime: gp.lastChangeTime,
loopCount: gp.loopCount,
loopLimit: gp.loopLimit,
numFrames: gp.numFrames,
playing: gp.playing,
timeDisplayed: gp.timeDisplayed
};
// optional tweak the start frame
gifClone.setFrame(startFrame);
return gifClone;
}
class Enemy {
constructor(skin, x, y) {
this.skin = skin;
this.x = x;
this.y = y;
}
update(){
image(this.skin, this.x, this.y);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.0/p5.min.js"></script>
The cloneGif makes a new object (which means new start frame, etc.), however it should point to the original gif's frames (which hold the pixels / ImageData)
Now each enemy starts at a new frame.
I noticed that changing the delay seems to affect all enemies: once a delay is set to one it seems the underlying imagedata is copied at the same rate.
If you need to have different delay times you can manage still access the same gif frame ImageData, but rather than relying on p5.Image to control the gif playback (e.g. setFrame() / delay()) you'd need manually manage that and render to p5's canvas:
let images;
let enemies = [];
function preload(){
// load images and store them in an array
images = [
loadImage("data:image/gif;base64,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"),
];
}
function setup(){
createCanvas(600, 600);
imageMode(CENTER);
}
function draw(){
background(255);
// update + draw enemies
for(let i = 0; i < enemies.length; i++){
enemies[i].update();
}
text("click to spawn", 10, 15);
}
function mousePressed(){
// pick a random image
let randomImage = images[int(random(images.length))];
// make a new enemy
let enemy = new Enemy({frames: randomImage.gifProperties.frames, gifWidth: randomImage.width, gifH: randomImage.height}, mouseX, mouseY);
// pick a random start frame
enemy.currentFrame = int(random(images.length));
// pick a random per gif frame delay (e.g. the larger the number the slower the gif will play)
enemy.frameDelay = int(random(40, 240));
enemies.push(enemy);
}
class Enemy {
constructor(gifData, x, y) {
this.frames = gifData.frames;
this.offX = -int(gifData.gifWidth * 0.5);
this.offY = -int(gifData.gifHeight * 0.5);
this.currentFrame = 0;
this.numFrames = this.frames.length;
this.frameDelay = 100;
this.lastFrameUpdate = millis();
this.x = x;
this.y = y;
}
update(){
let millisNow = millis();
// increment frame
if(millisNow - this.lastFrameUpdate >= this.frameDelay){
this.currentFrame = (this.currentFrame + 1) % this.numFrames;
this.lastFrameUpdate = millisNow;
}
// render directly to p5's canvas context
drawingContext.putImageData(this.frames[this.currentFrame].image, this.x + this.offX, this.y + this.offY);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.0/p5.min.js"></script>
Also notice the p5.Image does something nice about transparency (even when the original gif is missing it): that's something you'd need to manually address if going this lower level route.

How can I show only a part of an image in Processing?

I want to compare two images (same size) fr a presentation with a shifting line. On the left side of this line the one image is should be displayed while on the right side the other picture should stay visible.
This is what I tried (bitmap and ch are the images)
PImage bitmap;
PImage ch;
int framerate = 1000;
void setup() {
size(502, 316);
bitmap = loadImage("bitmap_zentriert.jpg"); // Load an image into the program
ch = loadImage("Karte_schweiz_zentriert.jpg"); // Load an image into the program
frameRate(40); //framerate
}
void draw() {
background(255);
image(ch, 10, 10); // the one image in the back
image(bitmap, 10, 10, bitmap.width, bitmap.height, 10, 10, mouseX, bitmap.height); //show part of the second image in front
rect(mouseX, 10, 1, bitmap.height-1); //make line
}
But the image "bitmap" is the whole image distorted.
How can I do that?
I'd recommend using a PGraphics buffer, which is essentially "Another sketch" that also acts as an Image for drawing purposes, and most definitely not looping at "a thousand frames per second". Only draw something when you have something new to draw, using the redraw function in combination with mouse move events:
PImage img1, img2;
PGraphics imagebuffer;
void setup() {
size(502, 316);
imagebuffer = createGraphics(width, height);
img1 = loadImage("first-image.jpg");
img2 = loadImage("second-image.jpg");
noLoop();
}
void mouseMoved() {
redraw();
}
void draw() {
image(img1, 0, 0);
if (mouseX>0) {
imagebuffer = createGraphics(mouseX, height);
imagebuffer.beginDraw();
imagebuffer.image(img2, 0, 0);
imagebuffer.endDraw();
image(imagebuffer, 0, 0);
}
}
In our setup we load the image and turn off looping because we'll be redrawing based on redraw, and then in response to mouse move events, we generate a new buffer that is only as wide as the current x-coordinate of the mouse, draw our image, which gets cropped "for free" because the buffer is only limited width, and then we draw that buffer as if it were an image on top of the image we already have.
There are many ways to do it, one thing I suggest is to create a 3rd image with the same width and height, then you load the two images pixels and insert in your 3rd image part of image1 pixels and then second part from image2, I wrote this code to test it out, works fine:
PImage img1, img2, img3;
void setup() {
size(500, 355);
img1 = loadImage("a1.png"); // Load an image into the program
img2 = loadImage("a2.png"); // Load an image into the program
img3 = createImage(width, height, RGB); //create your third image with same width and height
img1.loadPixels(); // Load the image pixels so you can access the array pixels[]
img2.loadPixels();
frameRate(40); // frame rate
}
void draw() {
background(255);
// Copy first half from first image
for(int i = 0; i < mouseX; i++)
{
for (int j = 0; j < height ; j++) {
img3.pixels[j*width+i] = img1.pixels[j*width+i];
}
}
// Copy second half from second image
for(int i = mouseX; i < width; i++)
{
for (int j = 0; j < height ; j++) {
img3.pixels[j*width+i] = img2.pixels[j*width+i];
}
}
// Update the third image pixels
img3.updatePixels();
// Simply draw that image
image(img3, 0, 0); // The one image in the back
// Draw the separation line
rect(mouseX, 0, 0, height); // Make line
}
Result :

Moving an objects while others stay static in a click controlled sketch

So I'm trying to build an animation that I can step through with mouse clicks. Adding individual objects click by click is easy. Sequence I want is as follows:
One object(a) drawn initially.
First mouse click adds an object(b).
Second mouse click adds an object(c).
Third mouse click, object(c) should move across the screen and disappear.
I'm having a problem on the last part of the sequence. I can't figure out how to make the object move and still maintain the static part of the sketch. The normal way of doing movement is to change the coordinates of the object with each loop through the draw() function, and use the background to cover up the previous objects. Can't do that in this case because I need object(a) and object(b) to be persistent.
Code below. Thanks for your help!
var count = 0;
function setup() {
createCanvas(200, 200);
a = new Object1(20, 40);
b = new Object1(20, 85);
c = new Object1(20, 130);
}
function draw() {
background(200);
a.display();
if (count == 1) {
b.display();
}
if (count == 2) {
b.display();
c.display();
}
if (count == 3) { //this is where I have a problem
}
if (count > 3) {
count = 0;
}
}
function Object1(ix, iy, itext) {
this.x = ix;
this.y = iy;
this.text = itext;
this.display = function() {
fill(160);
rect(this.x, this.y, 40, 40);
}
}
function mousePressed() {
count++;
}
Generally how you'd do this is by drawing the static part of your scene to an off-screen buffer, which you can create using the createGraphics() function. From the reference:
var pg;
function setup() {
createCanvas(100, 100);
pg = createGraphics(100, 100);
}
function draw() {
background(200);
pg.background(100);
pg.noStroke();
pg.ellipse(pg.width/2, pg.height/2, 50, 50);
image(pg, 50, 50);
image(pg, 0, 0, 50, 50);
}
You'd draw the static part to the buffer, then draw the buffer to the screen, then draw the dynamic stuff on top of it each frame.
This has been discussed before, so I'd recommend doing a search for stuff like "processing pgraphics" and "p5.js buffer" to find a bunch more information.

draw shape on input gives unexpected result how to fix?

I want to draw a shape based on the input of a slider. see the code below:
import controlP5.*;
ControlP5 cp5;
int people = 5;
int DMamt = 0;
int peoplehis;
Slider abc;
PShape vorm;
void setup() {
cp5 = new ControlP5(this);
size(displayWidth, displayHeight);
cp5.addSlider("people")
.setPosition(10,10)
.setWidth(400)
.setRange(0,20)
.setValue(0)
.setNumberOfTickMarks(20)
.setSliderMode(Slider.FIX)
;
cp5.addSlider("DMamt")
.setPosition(450,10)
.setWidth(400)
.setRange(0,255)
.setValue(0)
.setNumberOfTickMarks(5)
.setSliderMode(Slider.FIX)
;
vorm = createShape();
frameRate(10);
}
void draw(){
if(peoplehis != people){
vorm.beginShape();
vorm.fill(DMamt);
for(int i = 0; i <= people; i++){
vorm.vertex(random(500), random(500));
}
endShape();
}
peoplehis = people;
shape(vorm, 100,100);
}
the first time i set the slider value i get a shape with the desired amount of points. but when i change the slider value after the first time the value of the slider get added to the points that are already drawn. but i want a new shape. the old shape should be gone. see below for a example:
first value of slider = 5
this gives me a shape with 5 points (GREAT);
second value of silder = 12
this gives me a shape with 17 points (NOT GREAT)
i want 12 points instead of 17.
how do i do this?? i am not very experienced with code :(
A Processing PShape can consist of multiple shapes, which you can add by calling the beginShape(), vertex(), and endShape() functions multiple times.
If you just want to recreate a new shape instead of adding multiple shapes, then call the createShape() function again to start over with a new PShape instance. Also, make sure you clear out previous frames by calling the background() function.
Here is a simple example:
PShape shape;
void setup() {
size(500, 500);
shape = createShape();
frameRate(60);
}
void mousePressed(){
shape = createShape();
shape.beginShape();
for(int i = 0; i < 3; i++){
shape.vertex(random(width), random(height));
}
shape.endShape();
}
void draw(){
background(0);
shape(shape, 0,0);
}

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