Animate sprite position randomly - animation

I'm using Tween Engine in my LibGDX project, and was wondering if there is a way of animating the position of sprites randomly and loop it, or check if a tween animation is over?

The solution i found at my problem is by creating a method like this:
public void tweenSprite(float x, float y, float currX, float currY){
Tween.set(sprite, SpriteAccessor.POSXY).target(currX, currY).start(tweenManager);
Tween.to(sprite, SpriteAccessor.POSXY, 5 + r.nextInt(5)).target(x, -y).setCallback(new TweenCallback(){
#Override
public void onEvent(int arg0, BaseTween<?> arg1) {
tweenSprite(r.nextInt(60), r.nextInt(60), sprite.getX(), sprite.getY());
}
}).start(tweenManager);
}

Related

How to move a cube 3 second in one direction, and next 3 seconds in oppposite direction, alternatively

I am new to unity, and trying something like below, but I can either move only in one direction, or not moving at all.
My cube is a trigger, and is not using gravity. I have checked the Kitematic box. I am trying to make the cube move to and fro, so that player have difficuly collecting it.
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
public class movedanger : MonoBehaviour
{
private int mytime = 0;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
MyMover(mytime);
}
void MyMover(int mytime)
{
if (mytime <= 3)
{
transform.Translate(Vector3.forward * Time.deltaTime);
mytime++;
}
else
{
transform.Translate(-Vector3.forward * Time.deltaTime);
mytime = 1;
}
}
}
What you are looking for is to and fro movement of an object. You can achieve this with Mathf.PingPong() function instead of using translate. I have tested it with a cube, you can set the minimum and maximum distance it should move to and the speed at which it travels. Since you want the cube to move 3 seconds in one direction at a time. You can calculate the speed as distance/time so the max distance it should travel to from the current distance and the time (3 seconds) it takes. Hope this helps.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveCube : MonoBehaviour {
public float min = 2f;
public float max = 8f;
public float SpeedOfMovement = 2f;
// Start is called before the first frame update
void Start () {
}
// Update is called once per frame
void Update () {
transform.position = new Vector3 (Mathf.PingPong (Time.time * SpeedOfMovement, max - min) + min, transform.position.y, transform.position.z);
}
}
With InvokeRepeating you will call the same MoveCube method every 3 seconds.
using UnityEngine;
public class MoveDanger: MonoBehaviour
{
public bool isForward = false;
private void Start()
{
InvokeRepeating("MoveCube", 0f, 3f);
}
private void MoveCube()
{
if (isForward)
{
transform.Translate(Vector3.back);
isForward = false;
}
else
{
transform.Translate(Vector3.forward);
isForward = true;
}
}
}
Honestly the best and easiest way to do something like this, once you get used to it, is just to
Use Unity's incredibly simple animator system:
(Essentially just click "new animation" and then drag the object around as you want it animated.)
There are 100s of tutorials online explaining how to use it.
It's one of those things where once you use it and see how easy it is, you will do a "facepalm" and never bother again with other ways.
It's really "the Unity way" to achieve the goal here, dead easy and flexible.

Enemies always clumping together in unity 2d

I'm trying to make a top-down shooter game in unity 2d. But the enemies are always clumping together. Does someone knows how to avoid it?
Here's my enemy code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
public float moveSpeed;
public float stoppingDistance;
public Transform player;
private Rigidbody2D rb;
public GameObject effect;
public int health = 3;
public static int enemyCounter;
public SpriteRenderer enemy;
public Color hurtColor;
void Start() {
rb = GetComponent<Rigidbody2D>();
player = GameObject.FindGameObjectWithTag("Player").transform;
}
void Update() {
enemyCounter = EnemySpawner.enemyCounter;
Vector2 direction = transform.position - player.position;
if (Vector2.Distance(transform.position, player.position) > stoppingDistance) {
transform.position = Vector2.MoveTowards(transform.position, player.position,
moveSpeed * Time.deltaTime);
}
else if (Vector2.Distance(transform.position, player.position) > stoppingDistance) {
transform.position = this.transform.position;
}
}
IEnumerator Flash(){
enemy.color = hurtColor;
yield return new WaitForSeconds(0.01f);
enemy.color = Color.red;
}
void OnCollisionEnter2D(Collision2D other) {
if (other.gameObject.tag == "Bullet") {
StartCoroutine(Flash());
health -= 1;
}
if (health <= 0) {
GameObject DestroyEnemy = Instantiate(effect, transform.position, Quaternion.identity);
Destroy(this.gameObject);
Destroy(DestroyEnemy, 2f);
}
}
}
The enemies is moving towards the player, but they clump together when I move the player. I really need help.
If the enemies are moving in straight line to the player they will always clump up. If you want to ensure a minimal distance between enemies you could consider using a second larger collider on another layer but this will might end up looking bad and could make some exploits possible if too big.
The other alternative would be to change the behaviour of the enemies. Making an enemy move depending on the position of the other enemies seems complicated therefore i would simply try to add some randomness to their behaviour. Here are some ideas you could try:
-(would be my first try) switch randomly between two behaviours, 1: move straight to the player (always if very close to player), 2: move in a random direction (sometimes when further away from the player)
-don't give all your enemies the same speed
-make them move towards the player + a small random angle away from the player if far away
-...
To sum it up you will need an improved behaviour and there isn't a single solution.

How to drag and drop 2D UI image on 3D Game object and then instantiate 3D game object at the position where we dropped Our 2D UI image?

I have a cube in my scene so what I want is to drag and drop a 2d UI image of wrench tool over the cube and as soon as I drop that image on 3d cube the wrench prefab must be instantiated there.
Here is an image showing what I need
I am using below code to drag my UI Image around the scene but dont know how to drop this on 3D Cube and instantiate a wrench prefab
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class wrench : MonoBehaviour {
public bool Dragging = false;
public bool collision = false;
Vector3 position;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public void BeginDrag(){
position = gameObject.transform.position;
Dragging = true;
}
public void Drag(){
transform.position = Input.mousePosition;
}
public void Drop(){
if (!collision) {
gameObject.transform.position = position;
}
Dragging = false;
}
}
usually on stack overflow you should add some information about what you did and show some code so we can help figure out what is the problem in your approach. People won't write all the code for you without knowing what your project currently look like.
That being said, if you don't have anything to show yet and just wonder where to start, here are an idea:
You can get the position of the mouse in the world, and shoot a ray from it. Then check if this ray hits and object. like this:
if (Input.GetMouseButtonUp(0))
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
Debug.Log(hit); // Find a way to figure out what object you hit
}
}

LibGDX / Box2d - only one rectangle is being rendered by debugrenderer

I'm revisiting LibGDX game programming and I am unfortunately having to re-learn stuff I used to know.
I'm currently using Tiled Map Editor to make a very simple Donkey Kong style level. I have around 20 rectangles in total for the level.
I've created a box2d world in my main GameScreen class and have a for loop to get the rectangle objects into the world and debugrenderer.
My problem is that only the bottom (and first) rectangle I drew is showing up. I have checked the scale, also I put a println() which tells me the object information has been parsed with all the rectangles info showing correct (ie. the rectangles x,y,w,h values) but as I say, only one rectangle shows up on the debugrenderer.
I've just got back into programming after around 6month break and so I'm hoping i've missed something simple. The same code in my old projects still works fine as I've tested some.
Here is my code, any help is massively appreciated. Thanks
public class GameScreen implements Screen {
SpriteBatch spriteBatch;
OrthographicCamera cam;
Viewport v;
TmxMapLoader mapLoader;
TiledMap map;
OrthogonalTiledMapRenderer mapRenderer;
World world;
Box2DDebugRenderer b2dr;
float mapScale = 10f/140f;
public GameScreen(){
spriteBatch = new SpriteBatch();
cam = new OrthographicCamera();
v = new FitViewport(Constants.V_WIDTH, Constants.V_HEIGHT, cam);
cam.setToOrtho(false, v.getWorldWidth(), v.getWorldHeight());
mapLoader = new TmxMapLoader();
map = mapLoader.load("level1.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map, mapScale);
world = new World(new Vector2(0,-9.8f), true);
b2dr = new Box2DDebugRenderer();
// box2d local variables
BodyDef bdef = new BodyDef();
PolygonShape shape = new PolygonShape();
FixtureDef fdef = new FixtureDef();
Body body;
// create platform object rectangles
for (MapObject object : map.getLayers().get(2).getObjects().getByType(RectangleMapObject.class)){
Rectangle rect = ((RectangleMapObject)object).getRectangle();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(rect.getX() + rect.getWidth() / 2 * mapScale, rect.y + rect.getHeight() / 2 * mapScale);
body = world.createBody(bdef);
shape.setAsBox(rect.getWidth() / 2 * mapScale, rect.getHeight() / 2 * mapScale);
fdef.shape = shape;
body.createFixture(fdef);
}
}
#Override
public void show() {
}
#Override
public void render(float delta) {
update(delta);
clearScreen();
draw();
}
public void update(float dt){
mapRenderer.setView(cam);
}
public void clearScreen(){
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
public void draw(){
spriteBatch.setProjectionMatrix(cam.combined);
mapRenderer.render();
b2dr.render(world, cam.combined);
spriteBatch.begin();
spriteBatch.end();
}
#Override
public void resize(int width, int height) {
v.update(width, height);
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
spriteBatch.dispose();
}
}
Sorry for wasting time here. I have fixed this.
It was just that I hadnt applied the scale of the map also to the x,y of the rectangles. So i change one line like so, and now it works:
bdef.position.set(rect.getX() * mapScale + rect.getWidth() / 2 * mapScale, rect.y * mapScale + rect.getHeight() / 2 * mapScale);

Scrolling in a Stage in Libgdx seems to be laggy

So I am trying to implement scrolling using this tutorial as a starting point.
I am running the tests on a Desktop.
I added an ActionGestureListener to the stage so I could call the pan(...) function. It works, but when I try to scroll, it looks really laggy, sort of like it's "vibrating".
What am I missing?
Here is what I have so far:
public class Store extends ScreenAdapter {
SpriteBatch spritebatch;
Stage stage;
Texture texture;
Image image;
Group background, foreground;
#Override
public void show() {
spritebatch = new SpriteBatch();
stage = new Stage();
background = new Group();
foreground = new Group();
texture = new Texture("badlogic.jpg");
image = new Image(texture);
//Building background/foreground.
background.addActor(image);
//Adding to stage.
stage.addActor(background);
stage.addActor(foreground);
stage.addListener(new ActorGestureListener() {
// TODO Auto-generated method stub
#Override
public void pan(InputEvent event, float x, float y, float deltaX, float deltaY) {
stage.getCamera().translate(-deltaX, -deltaY, 0);
stage.getCamera().update();
//System.out.println(x + ", " + y + ", " + " " + deltaX + ", " + deltaY);
}
});
Gdx.input.setInputProcessor(stage);
}
#Override
public void render(float delta){
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spritebatch.setProjectionMatrix(stage.getCamera().combined);
spritebatch.begin();
stage.draw();
spritebatch.end();
}
#Override
public void resize(int width, int height){
System.out.println("resize() executed.");
//stage.getViewport().update(width, height, true);
}
#Override
public void dispose(){
stage.dispose();
texture.dispose();
spritebatch.dispose();
}
}
You should not re-allocate memory for your field objects in your show method. That will drive the garbage collector crazy and probably cause some lag like you're seeing. Move all the new statements from show() into the class constructor or directly onto the field members like this:
public class Store extends ScreenAdapter {
SpriteBatch spritebatch = new SpriteBatch();
Stage stage = new Stage();
// ETC...
That way, the memory for those objects will only be allocated once at object creation.
**EDIT: I just looked and saw that the show method should not be getting repeatedly called like I assumed it was so the above might not work.
I finally got rid of the "vibrating" by editing the translate call.
stage.getCamera().translate(-deltaX / 2, -deltaY / 2, 0);
Instead of dividing by 2, it could be 3 or whatever increment you want. I feel this is solution is more like putting a band-aid on a problem, rather than actually fixing what's wrong. But it has the appearance of something that works, so I will go with it.

Resources