This is my first attempt in game development. I just started experimenting libgdx and understanding the different aspects of game programming. I looked at the sample projects, i can understand the overall architecture of the libgdx game. But to get hold of the basics of game dynamics, i started playing with low level stuff like how to draw simple shapes, how to move them, how to handle collision like that.
So i planned to write a dead simple android game(Its not even a game for sure). This is the idea
1. Create random shapes and make it fly (move) 2. When user touches the shape, it ll explode or hide or play simple animation 3. Has to show Hit & Miss count
Initially i thought of going to try libgdx stage & actor concept, but ruled out that to do without the scene API. And I started this to experiment with different aspects of basic gaming and better understand the concepts behind libgdx. So i made this simple app, i am able to make objects fall random.
public class A1GameScreen implements Screen { OrthographicCamera camera; ShapeRenderer debugRenderer = new ShapeRenderer(); Array<Rectangle> boxes; long lastFlew; int fliesCaught; A1GameScreen(){ camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); boxes=new Array<Rectangle>(); throwboxes(); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0.2f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); debugRenderer.setProjectionMatrix(camera.combined); debugRenderer.begin(ShapeType.Line); for (Rectangle fly : boxes) { debugRenderer.rect(fly.x, fly.y, fly.width, fly.height); } debugRenderer.end(); //Handle the user input if (Gdx.input.isTouched()){ hit(Gdx.input.getX(),Gdx.input.getY()); } if (TimeUtils.nanoTime() - lastFlew > 1000000000) throwboxes(); Iterator<Rectangle> iter = boxes.iterator(); while (iter.hasNext()) { Rectangle fly = iter.next(); fly.x -= 2; if (fly.x + 32 < 0) iter.remove(); } } //Method to create flies at random interval private void throwBoxes(){ Rectangle fly = new Rectangle(); fly.y = MathUtils.random(0, 480 - 32); fly.x = 800; fly.width = 32; fly.height = 32; boxes.add(fly); lastFlew = TimeUtils.nanoTime(); } private boolean hit (float x, float y) { boolean found=false; for (Rectangle fly : boxes) { found = fly.contains(x,y); if (found){ found = true; fly.width=100; break; } } return found; }
}
But i couldn't able to find out the touched item from the falling objects. This is what i am doing to find out whether the box is in touched range
- Loop through all the boxes in the array
- Check if the touch co-ordinates falls within the box co-ordinates
- I passed touch co-ordinates to
contains
method of theRectangle
(Box) to figure out that
something like this
for (Rectangle fly : boxes) { found = fly.contains(x,y); if (found){ found = true; fly.width=100; break; } }
But its not working. I think i figured the problem. Its
- Box is moving 2px in x axis each frame, to make flying effect
- But i am assuming, some frames has passed since the touch event. Thats why i am not getting the expected result
My questions are
- How to solve this issue?
- Whats the best way to detect collision in libgdx?
Update
I see lot of mismatch between the touch co-ordinates and box co-ordinates. None of the boxes in the touch range. Hows that possible. Below the sample trace
Touch coords: x-651.0 y-362.0 Fly coords: x-384.0 y-277.0 Fly coords: x-504.0 y-34.0 Fly coords: x-624.0 y-103.0 Fly coords: x-744.0 y-238.0 Touch coords: x-441.0 y-193.0 Fly coords: x-52.0 y-34.0 Fly coords: x-172.0 y-103.0 Fly coords: x-292.0 y-238.0 Fly coords: x-414.0 y-261.0 Fly coords: x-534.0 y-109.0 Fly coords: x-656.0 y-283.0 Fly coords: x-776.0 y-323.0 Touch coords: x-568.0 y-162.0 Fly coords: x-42.0 y-267.0 Fly coords: x-162.0 y-166.0 Fly coords: x-282.0 y-266.0 Fly coords: x-404.0 y-52.0 Fly coords: x-526.0 y-296.0 Fly coords: x-646.0 y-64.0 Fly coords: x-766.0 y-16.0