I am in the process of making a Snake Game, but I am confused on how to implement the Snake's movement in Processing. I have created a class for the snake, which includes a function for movement that can detect key presses, but I'm stuck on how to actually code the movement of the snake. Can anyone give me a brief explanation on how to implement the Snake movement based on the code below?
int score = 0;
int unit = 20;
PFont courierNew24, courierNew40;
ArrayList unitList;
String direction = "right";
String nextDirection = "";
int directionCount = 0;
class Snake
{
Snake() {
unitList = new ArrayList();
unitList.add(new Unit(4, 3));
unitList.add(new Unit(4, 4));
unitList.add(new Unit(4, 5));
unitList.add(new Unit(4, 6));
unitList.add(new Unit(4, 7));
unitList.add(new Unit(4, 8));
}
void drawSnake()
{
for (int i = 0; i < unitList.size (); i++)
{
Unit snakePiece = (Unit) unitList.get(i);
snakePiece.drawSnakePiece();
}
}
void moveSnake()
{
if (direction != "left" && nextDirection == "right")
{
//Move Snake
}
if (direction != "right" && nextDirection == "left")
{
}
if (direction != "up" && nextDirection == "down")
{
}
if (direction != "down" && nextDirection == "up")
{
}
}
}
class Unit
{
int row, column;
Unit (int unitRow, int unitColumn)
{
row = unitRow;
column = unitColumn;
}
void drawSnakePiece()
{
fill(0, 255, 0);
rect(column*unit, row*unit, unit, unit);
}
void drawApple()
{
fill(255, 0, 0);
ellipse(column*unit+(unit/2), row*unit+(unit/2), unit, unit);
}
void collision(int unitRow, int unitColumn)
{
if (row == unitRow && column == unitColumn)
{
}
}
}
//Functions
void scoreBoard()
{
fill(255);
textFont(courierNew24, 24);
text("Score: " + score, 20, 670);
}
void gameOver()
{
fill(255);
textFont(courierNew40, 40);
textAlign(CENTER, CENTER);
text("Game Over, Score of " + score, 500, 350);
}
void setup()
{
size(1000, 700);
background(0);
courierNew24 = loadFont("CourierNewPSMT-24.vlw");
courierNew40 = loadFont("CourierNewPSMT-40.vlw");
scoreBoard();
}
void draw()
{
smooth();
Snake snake = new Snake();
snake.drawSnake();
snake.moveSnake();
Unit apple = new Unit(10, 10);
apple.drawApple();
}
void keyPressed()
{
switch(key)
{
case 'a':
case 'A':
directionCount += 1;
if (directionCount > 1)
{
direction = nextDirection;
}
nextDirection = "left";
break;
case 'd':
case 'D':
directionCount += 1;
if (directionCount > 1)
{
direction = nextDirection;
}
nextDirection = "right";
break;
case 'w':
case 'W':
directionCount += 1;
if (directionCount > 1)
{
direction = nextDirection;
}
nextDirection = "up";
break;
case 's':
case 'S':
directionCount += 1;
if (directionCount > 1)
{
direction = nextDirection;
}
nextDirection = "down";
break;
}
}
A brief explanation:
You hold all snake units in a list - that's already done. There are head and tail which are the first and the last elements of the list. So it is actually a queue.
On each tick, determine the direction in which you should move. For example, if the direction is left, then next head coordinates will be at (-1,0) relative to current head.
Insert new unit in the list at the head position with the coordinates determined in step 2.
Remove the tail unit from the list (and from the screen).
That will arrange the movement. If you find an apple at the head position, initialize a growth counter. On each tick, if growth_counter > 0, decrease it and skip the tail unit removal. Thus, only head will move until it has grown.
Related
I'm very new to coding and was wondering how I could make this image move to the right. I added all of my code so that it would be a bit more understandable for what's going on. The moveRight command will not actually move the png to the right which is why I need help fixing and understanding why it won't work. If someone can please help me it would be greatly appreciated.
PImage background, backgroundGameState1, headbasketballbackground, player1, player2;
boolean moveRight, moveLeft;
int canvasSizeX= 1000;
int canvasSizeY = 600;
int mainBackgroundX = 1000;
int mainBackgroundY = 600;
int gameState1 = 1;
int player1X = 100;
int player1Y = 200;
int player2X = 100;
int player2Y = 200;
int backgroundGameState1X= 1000;
int backgroundGameState1Y=600;
int time;
int player1MovmentX = 100;
int player2MovmentX = 700;
void setup() {
//size of canvas
size(1000, 600);
//Loaded images and called them, also made sure to resize them in order to match the canvas size or to make program more asthetically pleasing
background = loadImage("headbasketballbackground.png");
background.resize(mainBackgroundX, mainBackgroundY);
backgroundGameState1 = loadImage("backgroundgamestate1.png");
backgroundGameState1.resize(backgroundGameState1X, backgroundGameState1Y);
player1 = loadImage("steph.png");
player1.resize(player1X, player1Y);
player2 = loadImage("paul.png");
player2.resize(player2X, player2Y);
time=millis();
}
void draw() {
if (gameState1 == 1) {
background(backgroundGameState1);
if (millis() > time + 1000) {
text("Click On Space To Enter The Game!", 100, 100);
textSize(50);
// delay(3000);
}
drawGameState1();
}
if (gameState1 == 2) {
background(background);
image(player1, player1MovmentX, 300);
image(player2, player2MovmentX, 300);
}
// if (gameState2 == 3) {
// text("Congrats you won!");
//}
}
void drawGameState1() {
}
void drawGameState2() {
drawPlayer1Movment();
}
void drawPlayer1Movment(){
if(moveRight){
player1MovmentX += 25;
}
}
void drawGameState3() {
}
void keyPressed() {
if (gameState1 == 1) {
if (keyCode == 32) {
gameState1 = 2;
}
}
else if(gameState1 == 2){
if(keyCode == RIGHT){
moveRight = true;
}
}
}
void keyReleased(){
if(keyCode == RIGHT){
moveRight = false;
}
}
I don't think you ever called drawPlayer1Movement(). Add it to keyPressed() and player1 should move to the right when you hit the right arrow.
void keyPressed() {
if (gameState1 == 1) {
if (keyCode == 32) {
gameState1 = 2;
}
} else if (gameState1 == 2) {
if (keyCode == RIGHT) {
moveRight = true;
drawPlayer1Movment();
}
}
}
I was wondering what mistake I made in the line that is formatted like this "''" because I was wondering why my code wouldn't move back to the right to bounce back and forth between walls. I put the code that I need help in with single quotations. This is my frist time on stack, so any tips would be appreciated.
PImage invader, invader2, invader3, invader4, invader5, space, tank;
int tankX = 400;
PImage [] picArray = new PImage [7];
int invaderState = 2;
int timer = 0;
int lap = 0;
int [] alienXPos = {100, 180, 260, 340, 420, 500, 580, 660, 740, 820};
//had to add a few zeros on alienYPos otherwise the loop would bug out and wouldn't work
int[] alienYPos = {40, 140, 240, 340, 0, 0, 0, 0, 0, 0};
boolean moveLeft, moveRight;
int paddleSpeed = 3;
int gameState = 1;
String message1 = "Welcome to space invaders!";
String message2 = "Click space to start!";
boolean movingLeft, movingRight;
void setup() {
size(1000, 1000);
invader = loadImage("invader.jpg");
invader.resize(70, 50);
invader2 = loadImage("invader2.png");
invader2.resize(70, 50);
space = loadImage("space.png");
space.resize(1000, 1000);
tank = loadImage("tank.png");
tank.resize(150, 100);
}
void draw() {
background(space);
timer = millis();
if (timer-lap>800) {
lap = timer;
' **for (int m=0; m <10; m++) {
if (movingRight == false) {
alienXPos[m] += 40;
} else {
alienXPos[m] -= 40;
}
if (alienXPos [m] > 900 && movingRight == false) {
movingRight = true;
for (int l=0; l<10; l++) {
alienYPos[l] += 75;
println("movingleft : " + movingLeft);
println("Moving right : " + movingRight);
}
// if(movingLeft == false){
// alienXPos[m] -= 55;
//}
//else{
// alienXPos [m] += 40;
//}
if (movingLeft == false) {
//alienXPos[m] -=55;
} /*else {
alienXPos[m] ;
}*/
if (alienXPos[m] < 100 && movingLeft == true) {
movingLeft = false;
movingRight = true;
/*for (int l=0; l<10; l++) {
alienYPos[l] += 75;
}** '
println("movingLeft : " + movingLeft);
*/
}
}
}
/* if (alienXPos[m] > 0 && movingLeft == true) {
alienXPos[m] -= 55;
}*/
if (invaderState == 1) {
invaderState = 2;
} else {
invaderState = 1;
}
}
if (tankX > width) {
tankX = 0;
}
if (tankX < 0) {
tankX = 1000;
}
if (gameState == 1) {
drawGameState1();
} else if (gameState == 2) {
drawGameState2();
}
}
void drawGameState1() {
background(#222222);
fill(#000000);
textSize(36);
fill(130, 130, 130);
text(message1, 300, 450);
textSize(20);
text(message2, 430, 600);
}
void drawGameState2() {
background(space);
drawSpaceInvader1();
drawTank();
drawTankMovement();
}
void drawSpaceInvader1() {
for (int i=0; i< 10; i++) {
if (invaderState == 1) {
image(invader, alienXPos[i], alienYPos[0]);
image(invader, alienXPos[i], alienYPos[1]);
image(invader, alienXPos[i], alienYPos[2]);
image(invader, alienXPos[i], alienYPos[3]);
} else if (invaderState == 2) {
image(invader2, alienXPos[i], alienYPos[0]);
image(invader2, alienXPos[i], alienYPos[1]);
image(invader2, alienXPos[i], alienYPos[2]);
image(invader2, alienXPos[i], alienYPos[3]);
}
}
}
void drawTank() {
image(tank, tankX, 700);
}
void drawTankMovement() {
if (moveLeft) {
tankX -= 25;
}
if (moveRight) {
tankX += 25;
}
}
void keyPressed() {
if (gameState == 1) {
if (keyCode == 32) {
gameState = 2;
}
}
if (gameState == 2) {
if (keyCode == LEFT) {
moveLeft = true;
}
if (keyCode == RIGHT) {
moveRight = true;
}
}
}
void keyReleased() {
if (keyCode == LEFT) { // Left Key
moveLeft = false;
}
if (keyCode == RIGHT) { // Right Key
moveRight = false;
}
}
A few things:
Next time, please try and provide a minimal, reproducible example, you were almost there, but you forgot to attach the image files that you use to draw your game out. Running this code gave me errors saying I was missing a few files. I took the liberty of importing some nonsense image and reusing that as your missing assets.
Also missing from your answer is a more implicit title. I think you misunderstood the term "reformatting" code, as that generally refers to the formatting of code. To make your answer likely to be found by others with the same problem, please consider changing the title to what your question is actually about: You can't figure out why your code doesn't reverse the movement of your row of space invaders. Next time, please read this guide on how to write a proper question.
Now to answer your question:
I ran your code and noticed that movingLeft was false whilst movingRight was true. Yet your invaders seem to be running towards the left side of the screen. One of your mistakes was probably getting confused by these variables.
In your code you do
if (movingRight == false) {
alienXPos[m] += 40;
} else {
alienXPos[m] -= 40;
}
Which effectively does the opposite of what you want. In coordinates are oriented like this, assuming we have a 800x400 canvas:
So if you want your invaders to move right, you should be adding to the coordinates when the bool is true, not when it's false. Your logic which flips the invaders direction should be sound:
if (alienXPos[m] < 100 && movingLeft == true) {
movingLeft = false;
movingRight = true;
}
But since in your program due to the above logic error movingLeft is never true, this statement will never run.
One suggestion is that in the simple case of space invaders you don't really need to keep track of two seperate moving variables for each direction, after all, invaders either:
Move to the right
or
Move to the left
Thus you could ditch having two variables and just check, for example, movingRight. If that is true, the invaders should be moving to the right, and if it's false, they should be moving to the left.
Draw two shapes on the sketch (e.g. a rectangle and a circle). Use the UP, DOWN, LEFT and RIGHT keys to control the movement of the selected shape. A shape is selected by either pressing a key ‘1’ or or key ‘2’ so that shape 1 or shape 2 can be picked up respectively.I want to select the shape by pressing the key "1" or "2", but they cannot run.`
int x = 0;
int y = 0;
int ex= 0;
int ey= 0;
void setup(){
size (400, 400);
}
void draw(){
background(80);
rect(x, y, 25,25);
ellipse(50, 50, 50, 50);
}
void keyPresse() {
if ( (key == '1')) {
if (keyCode == UP) {
y -= 10;
} else if (keyCode == DOWN) {
y += 10;
} else if (keyCode == LEFT) {
x -= 10;
} else if (keyCode == RIGHT) {
x += 10;
}
} else if ((key == '2')){
if (keyCode == UP) {
ey -= 10;
} else if (keyCode == DOWN) {
ey += 10;
} else if (keyCode == LEFT) {
ex -= 10;
} else if (keyCode == RIGHT) {
ex += 10;
}
}
}
There is a typo. The name of the key board callback is keyPressed. However, there are also some logical issues.
Crate an array for the x and y coordinates. And an index variabel (shape_i):
int x[] = new int[]{100, 100};
int y[] = new int[]{200, 100};
int shape_i = 0;
Draw the shapes on its position. (x[0], y[0]) is the position of the rectangle and (x[1], y[1]) is the position of the ellipse:
void draw(){
background(80);
rect(x[0], y[0], 25, 25);
ellipse(x[1], y[1], 50, 50);
}
Change the index (shape_i) when 1 or 2 is pressed. Change (x[shape_i], y[shape_i]) when an arrow key is pressed:
void keyPressed() {
if (key == '1') {
shape_i = 0;
} else if (key == '2') {
shape_i = 1;
} else if (keyCode == UP) {
y[shape_i] -= 10;
} else if (keyCode == DOWN) {
y[shape_i] += 10;
} else if (keyCode == LEFT) {
x[shape_i] -= 10;
} else if (keyCode == RIGHT) {
x[shape_i] += 10;
}
}
Complete example:
int x[] = new int[]{100, 100};
int y[] = new int[]{200, 100};
int shape_i = 0;
void setup(){
size (400, 400);
}
void draw(){
background(80);
rect(x[0], y[0], 25, 25);
ellipse(x[1], y[1], 50, 50);
}
void keyPressed() {
if (key == '1') {
shape_i = 0;
} else if (key == '2') {
shape_i = 1;
} else if (keyCode == UP) {
y[shape_i] -= 10;
} else if (keyCode == DOWN) {
y[shape_i] += 10;
} else if (keyCode == LEFT) {
x[shape_i] -= 10;
} else if (keyCode == RIGHT) {
x[shape_i] += 10;
}
}
I am making an asteroid game using Processing 3.5.3. As you will see the collision detection is very buggy. When it detects collision between ship/asteroid sometimes it is greater than the asteroid size, sometimes it is smaller. Also, when the asteroids get smaller, the collision detect still seems to be calling the larger size asteroid. The collision between bullet and asteroid seems to only be a hit when the bullet is in the center of the asteroid.
Apologies for all the comments - they are required for my internal documentation.
Here is my code, it is broken up into classes.
Ship
class Ship {
PVector shipAcceleration;
PVector shipVelocity;
PVector shipPosition;
PShape shipShape;
float shipDirection;
int shipLastFire; //holds the time in millis that the last bullet was fired
int shipDelayTime;
Ship() {
shipAcceleration = new PVector();
shipVelocity = new PVector();
shipPosition = new PVector(width/2, height/2); // player starts in middle of screen
shipDirection = 0; // set to 0 to so "up" is a sense of direction
shipLastFire = 0;
shipDelayTime = 300;
keys = new boolean[5];
shipShape = createShape();
shipShape.beginShape();
shipShape.fill(255, 0, 0);
shipShape.vertex(0, -4);
shipShape.vertex(2, 0);
shipShape.vertex(2, 2);
shipShape.vertex(0, 1);
shipShape.vertex(-2, 2);
shipShape.vertex(-2, 0);
shipShape.vertex(0, -4);
shipShape.endShape();
}
void moveShip() {
shipShape.resetMatrix();
// reset.Matrix sourced from https://processing.org/reference/resetMatrix_.html
shipShape.rotate(radians(shipDirection)); // rotates ship
shape(shipShape, shipPosition.x, shipPosition.y, 10, 10);
}
void updateShip() {
// motion sourced from Chapter 22 of 'Processing: A programming handbook
// for visual designers and asrtists' by Casey Reas and Ben Fry
shipAcceleration.x = 0;
shipAcceleration.y = 0;
if (keys[0]) {
shipAcceleration.x = 0.5 * cos(radians(shipDirection) - PI/2);
shipAcceleration.y = 0.5 * sin(radians(shipDirection) - PI/2);
}
if (keys[1] && !keys[2])
{
shipDirection -= 5;
}
if (keys[2] && !keys[1])
{
shipDirection += 5;
}
shipVelocity.add(shipAcceleration);
// add sourced from https://processing.org/reference/PVector_add_.html
shipPosition.add(shipVelocity);
shipVelocity.mult(.95);
// mult sourced from https://processing.org/reference/PVector_mult_.html
shipPosition.x %= width;
if (shipPosition.x < -10)
{
shipPosition.x = width;
}
shipPosition.y %= height;
if (shipPosition.y < -10)
{
shipPosition.y = height;
}
if (keys[4]) {
if (millis() - shipLastFire > shipDelayTime) {
shipLastFire = millis();
fireBullet(shipPosition, shipVelocity, shipDirection);
}
}
}
}
Bullet
class Bullet {
PVector bulletPosition;
PVector bulletVelocity;
boolean bulletHidden; // used if lifespan is max and to help recycle
int bulletSize;
int bulletCreationTime;
int bulletLifespan; //the time in milli seconds that bullets last
int bulletSpeed;
Bullet() {
bulletHidden = true;
bulletSize = 5;
bulletPosition = new PVector();
bulletVelocity = new PVector();
bulletCreationTime = 0;
bulletLifespan = 3000;
bulletSpeed = 5;
}
void updateBullet() {
if (!bulletHidden) {
bulletPosition.add(bulletVelocity);
if (millis() - bulletCreationTime > bulletLifespan)
// millis sourced from https://processing.org/reference/millis_.html
{
bulletHidden = true;
}
bulletPosition.x %= width;
if (bulletPosition.x < -1)
{
bulletPosition.x = width;
}
bulletPosition.y %= height;
if (bulletPosition.y < -1)
{
bulletPosition.y = height;
}
}
}
void drawBullet() {
if (!bulletHidden) {
updateBullet();
ellipse(bulletPosition.x, bulletPosition.y, bulletSize, bulletSize);
}
}
void reset(PVector pos, PVector spe, float direct) {
bulletPosition = new PVector(pos.x + (20 * cos(radians(direct) - PI/2)), pos.y + (20 * sin(radians(direct) - PI/2)));
bulletVelocity.x = bulletSpeed * cos(radians(direct) - PI/2) + spe.x;
bulletVelocity.y = bulletSpeed * sin(radians(direct) - PI/2) + spe.y;
bulletCreationTime = millis();
bulletHidden = false;
}
}
Asteroid
class Asteroid {
float asteroidSize = (width/80*12);
float x;
float y;
float velocityX;
float velocityY;
PVector[] vertices = new PVector[8];
boolean active = true; //false after collision
int level = 1; // how many times has it been shot. Level 1 is not yet shot
Asteroid(float xPos, float yPos, int aLevel) {
if (xPos == 0 && yPos == 0) { //if begin level asteroids
x = random(width) ; // set random start positions
y = random (height);
} else { // if collision generating 2 smaller asteroids
x = xPos; // set from asteroid x, y
y = yPos;
}
velocityX = random(-2, 2);
velocityY = random(-2, 2);
level = aLevel; //sets asteroid level (how many times shot)
//create polygon. /aLevel generates smaller polygons with each collision.
vertices[0] = new PVector(random (width/80*3/aLevel), random(height/80*3/aLevel) );
vertices[1] = new PVector(random((width/80*4/aLevel), (width/80*8/aLevel)), random(height/80*3/aLevel) );
vertices[2] = new PVector(random((width/80*9/aLevel), (width/80*12/aLevel)), random(height/80*3/aLevel) );
vertices[3] = new PVector(random((width/80*9/aLevel), (width/80*12/aLevel)), random((height/80*4/aLevel), (height/80*8/aLevel)) );
vertices[4] = new PVector(random((width/80*9/aLevel), (width/80*12/aLevel)), random((height/80*9/aLevel), (height/80*12/aLevel)) );
vertices[5] = new PVector(random((width/80*4/aLevel), (width/80*8/aLevel)), random((height/80*9/aLevel), (height/80*12/aLevel)) );
vertices[6] = new PVector(random(width/80*3/aLevel), random((height/80*9/aLevel), (height/80*12/aLevel)) );
vertices[7] = new PVector(random(width/80*3/aLevel), random((height/80*4/aLevel), (height/80*8/aLevel)) );
}
void moveAsteroid() {
x = x + velocityX; //asteroids to move with a random velocity
y = y + velocityY;
if ( x < -1 * asteroidSize ) {
x = width + asteroidSize;
} //if off screen left, come back in right
if ( x > width + asteroidSize ) {
x = -1 * asteroidSize;
} // if off screen right, come back in left
if ( y < -1 * asteroidSize ) {
y = height + asteroidSize;
} //if off top of screen, come back in bottom
if ( y > height + asteroidSize ) {
y = -1 * asteroidSize ;
} //if off bottom of screen, come back in top
}
void asteroidDraw() {
if (active == false) { // If not active don't draw
return;
}
stroke(150);
fill(255);
// this was how I orginally coded. Have kept commented out for now, so I can see what I did, but will delete before submission.
/*beginShape();
vertex(vertices[0].x, vertices[0].y );
vertex(vertices[1].x, vertices[1].y );
vertex(vertices[2].x, vertices[2].y );
vertex(vertices[3].x, vertices[3].y );
vertex(vertices[4].x, vertices[4].y );
vertex(vertices[5].x, vertices[5].y );
vertex(vertices[6].x, vertices[6].y );
vertex(vertices[7].x, vertices[7].y );
endShape(CLOSE); */
beginShape();
for (PVector v : vertices) {
vertex(x+v.x, y+v.y);
}
endShape(CLOSE);
}
void manDown() {
active = false; //sets to in active so will stop drawing
// add 2 new asteroids to array
asteroids = (Asteroid[]) append( asteroids, new Asteroid( x+20, y+20, level + 1 ) ); // Appends asteroid to array. Changing level makes the asteroid smaller.
asteroids = (Asteroid[]) append( asteroids, new Asteroid( x-20, y-20, level + 1 ) ); // Appends two smaller asteroids to array.
}
}
Game Manager
class GameManager {
int scoreCount;
boolean gameState = true;
int lifeCount;
void newGame()
{
gameState = true; //sets game state to in play
scoreCount = 0; //set counter of flies killed to 0
lifeCount = 3;
}
void scoreUpdate()
{
textSize(width*3/100);
textAlign(LEFT);
fill(255);
text("Score " + scoreCount, (width*2/100), (height*4/100));
}
void lifeLost()
{
lifeCount = lifeCount - 1;
if (lifeCount <= 0) {
gameState = false;
gameOver();
}
}
void lifeUpdate()
{
textSize(height*3/100);
textAlign(LEFT);
fill(255);
text("Lives " + lifeCount, (width*2/100), ((height*4/100) + (height*3/100)) );
}
void gameOver()
{
background(0);
textSize(height*5/100);
textAlign(CENTER);
fill(255);
text("Game over", width/2, height/2.6);
//play again button
fill(255);
rect(((width/2)-(width/4)), (((height/2)- (height/12))), width/2, height/8);
fill(0);
text("Play Again", width/2, height/2);
//define area for play again button collision
if (mousePressed)
{
if (
(mouseX > width/4) &&
(mouseX < width/4 +width/2) &&
(mouseY > (height/2-height/10.5)) &&
(mouseY < ((height/2-height/10.5) + height/8))
)
{
setup(); //reset game
}
}
}
}
Main
Asteroid[] asteroids; //K Level 1 starts with 6, add 2 each level, 10 levels
Ship myShip;
GameManager gameManager;
ArrayList<Bullet> bullets;
// Array help sourced from chapter 28 of 'Processing: A programming handbook
// for visual designers and asrtists' by Casey Reas and Ben Fry
int bulletIndex; // used to recycle bullets
// index sourced from https://py.processing.org/reference/list_index.html
int startNum = 6; //K begin game with 6 asteroids in the level
boolean[] keys; // boolean for storing keypressed/released
void setup() {
size(800, 800);
gameManager = new GameManager();
gameManager.newGame();
bulletIndex = 0;
bullets = new ArrayList<Bullet>();
keys = new boolean[5];
myShip = new Ship();
asteroids = new Asteroid [startNum]; //K
for (int a = 0; a < startNum; a++) { //K create asteroids in array
asteroids[a] = new Asteroid(0, 0, 1); //K
}
for (int i = 0; i < 20; i++)
{
bullets.add(new Bullet()); // create bullets
}
}
void draw() {
background(0);
collisionDetect();
gameManager.gameState = true;
myShip.updateShip(); // E
myShip.moveShip(); // E
for (int a = 0; a < asteroids.length; a++) { //K for asteroids in array
asteroids[a].moveAsteroid(); //K
asteroids[a].asteroidDraw(); //K
}
gameManager.scoreUpdate();
gameManager.lifeUpdate();
for (int i = 0; i < bullets.size(); i++)
{
bullets.get(i).drawBullet(); // drawing bullets
}
}
void keyPressed() {
if (key == CODED) {
if (keyCode == UP)
keys[0] = true;
if (keyCode == LEFT)
keys[1] = true;
if (keyCode == RIGHT)
keys[2] = true;
if (keyCode == DOWN)
keys[3] = true;
} else {
if (key == 'w')
keys[0] = true;
if (key == 'a')
keys[1] = true;
if (key == 'd')
keys[2] = true;
if (key == 's')
keys[3] = true;
if (key == ' ')
keys[4] = true;
}
}
void keyReleased() {
if (key == CODED) {
if (keyCode == UP)
keys[0] = false;
if (keyCode == LEFT)
keys[1] = false;
if (keyCode == RIGHT)
keys[2] = false;
if (keyCode == DOWN)
keys[3] = false;
} else {
if (key == 'w')
keys[0] = false;
if (key == 'a')
keys[1] = false;
if (key == 'd')
keys[2] = false;
if (key == 's')
keys[3] = false;
if (key == ' ')
keys[4] = false;
}
}
void fireBullet(PVector pos, PVector spe, float dir) {
bullets.get(bulletIndex).reset(pos, spe, dir);
// set attributes of last used bullet
// get sourced from https://processing.org/reference/get_.html
bulletIndex++; //update index
bulletIndex %= bullets.size(); //keep index in range
}
void collisionDetect(){
Asteroid testHolder;
Bullet bulletHolder;
// asteroid and bullet objects to minimize creating new objects
for(int i = 0; i < asteroids.length; i++){
testHolder = asteroids[i];
if(dist(testHolder.x, testHolder.y, myShip.shipPosition.x,
myShip.shipPosition.y) < testHolder.asteroidSize)
// collision of player and the asteroid
{gameManager.gameOver();}
for(int j = 0; j < bullets.size(); j++){
bulletHolder = bullets.get(j);
// pull and store each bullet from the list
if(bulletHolder.bulletHidden){continue;}
// don't calculate anything if it is hidden
if(dist(testHolder.x, testHolder.y, bulletHolder.bulletPosition.x,
bulletHolder.bulletPosition.y) < testHolder.asteroidSize){
testHolder.manDown();
// used to detect collision and split if collided
bulletHolder.bulletHidden = true;
// hide the bullet so it won't go 'through' the asteroids
j++;
}
}
}
}
For the problem with the smaller asteroids, you need to make the asteroidSize dependent on the level. Currently they are all the same: float asteroidSize = (width/80*12);
As the to collision issue, the first thing is that you also have to take the size to the ship/bullet hitting the asteroid into account:
if(dist(testHolder.x, testHolder.y, myShip.shipPosition.x, myShip.shipPosition.y) < (testHolder.asteroidSize + myShip.size))
For clarity: size is in both cases the radius.
Second, there will always be some area's where this basic type of collision detection does not follow the visual, because your shapes are not circles. The randomness that you use for the asteroids does not help in that respect. A way to get more control over this is to define a couple of shapes per level, and pick one of those at random when creating an asteroid. This way you can tweak the shape/radius to make a good trade off between looks and function so it looks 'believable enough'.
I basically want a character to walk in one direction for a while, stop, then go in another random direction. Right now my sprites look but don't move, randomly very quickly in all directions then wait and have another seizure. I will post the code I have so far in case that is useful.
class NPC: Mover
{
int movementTimer = 0;
public override Vector2 direction
{
get
{
Random rand = new Random();
int randDirection = rand.Next(8);
Vector2 inputDirection = Vector2.Zero;
if (movementTimer >= 50)
{
if (randDirection == 4)
{
inputDirection.X -= 1;
movingLeft = true;
}
else movingLeft = false;
if (randDirection == 1)
{
inputDirection.X += 1;
movingRight = true;
}
else movingRight = false;
if (randDirection == 2)
{
inputDirection.Y -= 1;
movingUp = true;
}
else movingUp = false;
if (randDirection == 3)
{
inputDirection.Y += 25;
movingDown = true;
}
else movingDown = false;
if (movementTimer >= 100)
{
movementTimer = 0;
}
}
return inputDirection * speed;
}
}
public NPC(Texture2D textureImage, Vector2 position,
Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
Vector2 speed)
: base(textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed)
{
}
public NPC(Texture2D textureImage, Vector2 position,
Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
Vector2 speed, int millisecondsPerframe)
: base(textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed, millisecondsPerframe)
{
}
public override void Update(GameTime gameTime, Rectangle clientBounds)
{
movementTimer++;
position += direction;
if (position.X < 0)
position.X = 0;
if (position.Y < 0)
position.Y = 0;
if (position.X > clientBounds.Width - frameSize.X)
position.X = clientBounds.Width - frameSize.X;
if (position.Y > clientBounds.Height - frameSize.Y)
position.Y = clientBounds.Height - frameSize.Y;
base.Update(gameTime, clientBounds);
}
}
How about you create a method to get a random direction:
Vector2 GetRandomDirection()
{
Random random = new Random();
int randomDirection = random.Next(8);
switch (randomDirection)
{
case 1:
return new Vector2(-1, 0);
case 2:
return new Vector2(1, 0);
case 3:
return new Vector2(0, -1);
case 4:
return new Vector2(0, 1);
//plus perhaps additional directions?
default:
return Vector2.Zero;
}
}
And then, when a set time has elapsed, you call that method to change the direction:
double totalElapsedSeconds = 0;
const double MovementChangeTimeSeconds = 2.0; //seconds
public override void Update(GameTime gameTime, Rectangle clientBounds)
{
totalElapsedSeconds += gameTime.ElapsedGameTime.TotalSeconds;
if (totalElapsedSeconds >= MovementChangeTimeSeconds)
{
totalElapsedSeconds -= MovementChangeTimeSeconds;
this.direction = GetRandomDirection();
}
position += direction;
//...
}
Use different code to detect which direction the NPC is moving (the booleans movingLeft, movingRight, etc.). Detect those values based on the direction vector. This way you don't have to assign redundant values.
enum MoveDirection
{
Up, Down, Left, Right, UpLeft, UpRight, DownLeft, DownRight, None
}
public MoveDirection GetMoveDirection(Vector2 direction)
{
if (direction.Y < 0)
{
if (direction.X < 0)
return MoveDirection.UpLeft;
else if (direction.X > 0)
return MoveDirection.UpRight;
else
return MoveDirection.Up;
}
else if (direction.Y > 0)
{
if (direction.X < 0)
return MoveDirection.DownLeft;
else if (direction.X > 0)
return MoveDirection.DownRight;
else
return MoveDirection.Down;
}
else
{
if (direction.X < 0)
return MoveDirection.Left;
else if (direction.X > 0)
return MoveDirection.Right;
else
return MoveDirection.None;
}
}
I presume this is used for rotating the sprite (or perhaps drawing a different one), so now you just need a switch:
public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
MoveDirection moveDirection = GetMoveDirection(this.direction);
switch(moveDirection)
{
case MoveDirection.Up:
//Draw up-facing sprite, or assign a value to a rotation variable.
break;
case MoveDirection.UpLeft:
//...
}
}
You can examine Platformer Starter Kit to know how enemies move.
As Microsoft discontinue the XNA development for Windows 8, he removes all links to download XNA 4 starter kits.
I upload original Platformer source code to bitbucket.
Here you can download original Platformer Starter Kit Source Code for XNA 4 http://vackup.blogspot.com.ar/2012/11/download-original-platformer-starter.html