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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libGDX with Gradle -> how to install? on: 2015-07-21 17:28:42
Ehh, what do I have to do now if I want to use Gradle?
2  Java Game APIs & Engines / Engines, Libraries and Tools / libGDX with Gradle -> how to install? on: 2015-07-20 22:16:16
Okay, I used libGDX always with the complete Source, now I try it with Gradle and I failed terribly.

I am using IntelliJ.

I generated an new Project with the libGDX Project Setup and I need Gradle to resolve the libGDX dependencies.
And well, ... it´s not working.

I tried to import the Project directly with the build.gradle.
I settet in the Project Settings the Module Dependencies to Gradle Wrapper.
I created an 2nd Project.
I run and created the build.gradle
It has the same project tree like described at the libGDX Homepage.

But IntelliJ is not resolving the libGDX Libs.

What else do I have to do?
3  Game Development / Artificial Intelligence / Re: Decision Making in Strategy Game on: 2015-07-20 22:07:29
Okay, one last question, then I am going back to the world  persecutioncomplex

You say that it doesn´t have to knew any kind of the game.
Does that mean the Client=the Game is generating the possible Moves?

So your MCTS offers an Interface and your Client is in charge to generate the accoring tree and saves it, and the same thing for the valuing of the moves?
4  Game Development / Artificial Intelligence / Re: Decision Making in Strategy Game on: 2015-07-16 19:09:19
Quote
Quick side note: I would avoid calling behavior trees 'b-trees' because that usually refers to something different.

Hehe thought the same thing Wink

So, well I checked out some different techniques and AI Books, but I still haven´t found anything practical.
But after some tree drawing I came up with an idea, which seems - at least in theory- nice. It´s totally unperformant but in terms of decision making it should do the job, will check it out.

Quote
....MCTS...
I suppose you mean Monte Carlo Tree Search.

Could anyone explain me that? I have only found a few pages, which are mostly theoretical.
What I got is that it first produces an tree regarding the game state and then has a heuristic function to value every possibility and after that node was choosen it makes n-Random moves?
So, the difference to Alpha Beta Search is that it doesn´t have to generate all child nodes?
And how does that then apply to Strategy games? If I only choose one Node I would only choose one unit although I am able to move ~50 per turn.
5  Game Development / Artificial Intelligence / Re: Decision Making in Strategy Game on: 2015-07-08 22:13:59
Thanks, but didn´t helped that much.

Now I knew that I will need Influence Maps - gonna check out how to develop nice ones.

The most Stuff in the Links I have already known.
I just don´t get how to Score the importance of events properly and build the behaviour Tree.
Especially when I want to put everything in one tree it will get really big and too complex. And not that easy to cennect the Logic for ~50 turns and one turn.

But I found an other approach.
They divided it into some different Systems.
- One for the turn, one for logistics, one which takes car for the next few rounds and one for the goal of the whole game.
, although I don´t understand the last two.


My idea was now:
For every Unit find out what it is able todo.
If that possibility is helping me to get to an wanted goal -> consider it
In an 2nd Step check out what I need (Military, Tech, Buildings) [how todo that? how do I find out what I need? With an influence map I can tell where I have to sent my Units and maybe if the distribution is uneven that I need to produce some., But so far I have no idea how to program it so that it doesn´t produce the whole time military only.]
Or I could use Alpha/Beta too look forward for ~5 turns and check. But still no idea how to connect everything...
6  Game Development / Artificial Intelligence / Decision Making in Strategy Game on: 2015-07-05 20:27:46
Heya,
So, well after dozens of failed projects I went back to the roots and finally there is an little Plaything which seems fine so far.

It is a turn based Strategy 2D Game, at the moment completly tile oriented.

Now I want an Computer AI.
And would need to know how to make decisions, especially in an bigger context and not only depending on the turn.
So, how to tell the AI to produce Units /which ones, or produce Technology, to attack etc...
And this, since it´s an Strategy Game, with many Units in one turn.

Of course I came to Behavioural Trees, but they doesn´t seem to fit, or I don´t understand them correctly.
Like, how can I say there: "Okay I have enough Pawns, now produce a Technology".
 
When to attack and how to place my Units too...
And all of my Units have different Stats, another thing to care about.

Could you please give me some ideas /Examples how todo that?
7  Discussions / General Discussions / Re: Interpolationsearch unknown Bug on: 2015-04-26 21:24:54
I edited my above post^^

Well, as I already wrote, it´s working but only for "little" numbers.
So I have to use BigDec. - which has an strange beaviour :O
Now everything is in BigDecimal and it works.
I first had the feeling that it´s again an linear search, but it´s not.

When I am using an array with <15 it becomes nearly linear and when I am using ~100 values it needs approx <5 steps to find the searched value.

Thanks for your help!
8  Discussions / General Discussions / Re: Interpolationsearch unknown Bug on: 2015-04-26 20:55:45
Okay, I gues i got it, but I have no clue how to solve it...

When you are dividing its very probable that your value is >0 and <1 so, an int will make an 0.
So I make every partcalculation extra and use double.

Edit:
So,... changed the stuff completly to double.
It seems that it´s work correctly.

But I still have the problem that I get too high numbers, if the numbers are higher than 10 signs.
So, I used BigInt and BigDecimal , but the funny thing is.
When I am using that it´s cutting the Values like an Integer. So, the 0.14 becomes an 0 and with that I get an wrong pivot....
9  Discussions / General Discussions / Re: Interpolationsearch unknown Bug on: 2015-04-26 20:16:43
That´s strange...
It is the same code, why is it working in this order?....

But i´ts still not working correctly.
I am always getting an linear search....
10  Discussions / General Discussions / Re: Interpolationsearch unknown Bug on: 2015-04-26 16:57:09
Yes, it is.
Sorry,
Before i call the Algorithm I use Arrays.sort() on the Arrays.
11  Discussions / General Discussions / Interpolationsearch unknown Bug on: 2015-04-26 13:02:53
Hello,
well nothing directly about Game dev, but hopefully someone can help me.
I tried to implement Interpolationsearch, but it´s not working properly and even after Debugging I have no clue where my fault is.

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 private int interpolationSearch(int[] data, int toSearch, int left, int right) {
        int pivot = left + ((toSearch - data[left]) / (data[right] - data[left])) * (right - left);
        if (pivot < 0 || pivot >= data.length) return -1;
        if (data[pivot] == toSearch) return pivot;
        if (data[pivot] < toSearch) {
            return interpolationSearch(data, toSearch, pivot + 1, right);
        } else if (data[pivot] > toSearch) return interpolationSearch(data, toSearch, left, pivot - 1);
        return -1;
    }


My Problem is that with special Numbers i get negative pivots.
I thought it´s about JAVAs int size but even after I used BigInteger or double I get wrong ones.

Second, if I have "normal" numbers. It´s not working as Interpolationsearch, but as "linear search" - so my pivot begins from 0 and goes to array length.

{5, 3, 5, 228, 14, 69, 18, 27, 109, 85}; becomes an linear search and
{-2074115388, -1899117555, -1339377864, -1242732811, -957055745, 209856485, 632141739, 826711003, 1894825342, 1968537296}, return an negative pivot

Anyone can please help me?
12  Game Development / Newbie & Debugging Questions / Re: Looking for Source Code Ressources on: 2015-04-22 14:48:41
Thanks guys.
Of course I am not taking anything from the Code, it´s more about the Software Design.

I misspelled something. I also would like to see some examples of offline RPG/Strategy Games.
I just said MMO because it´s.... well interesting.
13  Game Development / Newbie & Debugging Questions / Looking for Source Code Ressources on: 2015-04-18 21:12:13
Hello,
I found a ~year ago nice Game Code but can´t remember where it was.
And since I also, don´t remember much of it´s content,... I am looking for:

Open Source Games on Github,Bitbucket,...
At best RPG/strategy as MMO or Browser based.
In Java or an Java like language (C#...)

I don´t want to make 1:1 copies, but for me such things are great to learn new techniques.
14  Discussions / Miscellaneous Topics / Looking for nice RPGs to check out (online/offline) on: 2014-12-23 18:08:14
Heya.
I am looking for some games with:
RPG, standalone or "MMO"
Nice arts
big open World (killable npcs, buying objects and ablte todo what i want,..)
if online: many pvp features
important economy system

Not like Minecraft, it´s too "open" and there is no real goal.

indie, but please not in the alpha

So, nothing special what I am looking for, but I can´t find it.
An example would be Vampires Dawn 1&2 from 2005....
15  Game Development / Game Mechanics / Re: Game Movement Howto? on: 2014-12-22 20:36:25
Quote
All of that needs to be dealt with in the pathfinder, and is probably a headache. You'd need to send the pathfinder things like the Sprites width/height, so it can say: Ok this guy is 64 in height (2 tiles high lets say) so all tiles he can stand on MUST have an empty tile above it, or w/e.
I already was afraid that I have todo that like that....

let´s say on my tile can be objects, which are not visitable. How should I calculate this?
Because at the moment I only look at the tiles, if they are visitable or not.
how should I do it when an Tile is lets say to 50% visitable.
-Then I would need to check every tile for objects, but how should I store this in my Path?
Should I then store pixel values to go?
16  Game Development / Game Mechanics / Game Movement Howto? on: 2014-12-21 22:52:32
Hello,
I am after an time again in game dev and I have an question about the movement of entities.

The game is orthogonal and with tiles.

I have implemented A* which searches an valid path to an mouse click. And i am operationg on nodes=tiles. Where I don´t knew if it´s very intelligent. So I have an path object.
I don´t knew how to move then.
Normal keyboard input is working.
I am just multiplying the world.delta with the velocity and add it to position.

1.) Movement from tile to tile
lets say i am only going from Tile to Tile. How should I do this if I don´t want that an step happens after one tick?

2.) pixel movement
When in my Path are only "the tiles to go" stored, how should i move pixelish?
Sure, I knew the tileSize.
But I don´t knew how I should go automatically.

The only idea I had was:
get the Node
calc it´s pixel value
set the velocity to the max speed
and then go to the next position
check if outside the node
begin again util list empty
if node.pixel != current.pos -> go util click.pos

But I have the feeling that there is something missing and that it´s not an very nice way todo so.
And how sould I go if one tile is partly solid?
Let´s say my spirte is 32x64 pixels and my tiles 32x32.
A* calulated an valid path, but if I go there my sprite will collide with an object, because it´s above the valid Tile.

I hope it´s understandable what I wrote...

17  Discussions / Miscellaneous Topics / Looking for an Repo & Tutorials on: 2014-07-03 23:48:46
Hello,
I had have found an (Java)? Game Project on an Code Hosting Site and found it very useful, but I am not able to find it anymore.
It was an bigger one and I believe a clone of Dwarf Fortress. It followed mainly the ECS Model. Would be great if someone knews it.

And furthermore I am looking for more games which are implemented as an Component System.
18  Game Development / Newbie & Debugging Questions / Re: Colission Detection + ECS on: 2013-10-08 17:02:31
Okay, thx.
Updated the first post, hope somebody can now imagine what I am doing. But I basiclly guess that my Player has such a bad behaviour, due to the Input of more than one Key.
19  Game Development / Newbie & Debugging Questions / Re: Colission Detection + ECS on: 2013-10-07 18:41:32
Well, has nobody an clue whats wrong?
20  Game Development / Newbie & Debugging Questions / Colission Detection + ECS on: 2013-10-05 20:53:14
Hey I wrote a while back a Colission Detection which works more or less.
The problem is that if i am pressing up and left or right and above me is a colission Tile my Sprite goes the whole way right/left to the last colission Tile and I dont get why.

And how can I make it more intuitive? Because I want to be able to rotate Sprite, so they are not just looking in one of the four directions.

atm, I am doing it so:
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TiledMapTileLayer colissionLayer = (TiledMapTileLayer) gameMap.getLayers().get("colission");

        Vector3 colissionTile = null;
        if (colissionLayer != null || colissionOn) {
            if (pseudoPlayer == null) this.pseudoPlayer = new Player(player.getPostition(), player.getImage());
            pseudoPlayer.setFacing(player.getFacing());
            pseudoPlayer.setX(player.getX());
            pseudoPlayer.setY(player.getY());
            pseudoPlayer.update(elpasedTime);
            colissionTile = Collision.getTileColission(pseudoPlayer, colissionLayer, "blocked");
        }
        if (colissionTile == null) {
            player.update(elpasedTime);
        } else {
            switch (player.getFacing()) {
                case RIGHT:
                    player.setX(colissionTile.x - player.getWidth() - 1);
                    break;
                case LEFT:
                    player.setX(colissionTile.x + getTileSize() + 1);
                    break;
                case UP:
                    player.setY(colissionTile.y - player.getHeight() - 1);
                    break;
                case DOWN:
                    player.setY(colissionTile.y + getTileSize() + 1);
                    break;
            }
        }

    public static Vector3 getTileColission(IEntiy entity, TiledMapTileLayer layer, String term) {
        float y = entity.getY(), x = entity.getX();
        float TILE_SIZE = layer.getTileWidth();

        int tileX = (int) (x / TILE_SIZE);
        int tileY = (int) (y / TILE_SIZE);

        Vector3 tileA = new Vector3(x, y, 0);
        Vector3 ereg = new Vector3(0, 0, 0);
        int width = (int) entity.getWidth();
        int height = (int) entity.getHeight();

        tileA.x = tileX * TILE_SIZE;
        tileA.y = tileY * TILE_SIZE;
        if (intersects(entity, tileA, 32, 32) && !tileisFree(tileX, tileY, layer, term)) {


            return ereg.set(World.tilesToPixels(tileX, (int) TILE_SIZE), World.tilesToPixels(tileY, (int) TILE_SIZE), 0);
        }

        x += width;
        tileX = (int) (x / TILE_SIZE);
        if (intersects(entity, tileA, 32, 32) && !tileisFree(tileX, tileY, layer, term)) {
            return ereg.set(World.tilesToPixels(tileX, (int) TILE_SIZE), World.tilesToPixels(tileY, (int) TILE_SIZE), 0);
        }

        x -= width;
        y += height;
        tileY = (int) (y / TILE_SIZE);
        tileX = (int) (x / TILE_SIZE);
        if (intersects(entity, tileA, 32, 32) && !tileisFree(tileX, tileY, layer, term)) {
            return ereg.set(World.tilesToPixels(tileX, (int) TILE_SIZE), World.tilesToPixels(tileY, (int) TILE_SIZE), 0);
        }

        x += width;
        tileX = (int) (x / TILE_SIZE);
        if (intersects(entity, tileA, 32, 32) && !tileisFree(tileX, tileY, layer, term)) {
            return ereg.set(World.tilesToPixels(tileX, (int) TILE_SIZE), World.tilesToPixels(tileY, (int) TILE_SIZE), 0);
        }

        return null;
    }

So, how can I avoid that?


I recently discovered Entity Systems and like the concept so far.
How should I make an Colission System? And how to communicate between the Systems?
I thought about just processing the Movement System and then a collide System. If in the collide System a colission is detected it would set the sprite to the next safe place.
How to make an InputComponent? I thought about making just an COmponent with a List<Input.keys, Gameaction> this is then rendered by an System which checks if and key of the COmponent is pressend and then takes the GameAction and performs and Action depending on the GameAction.


Edit PseudoCode:

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method1(){
if(checkifColissionLayer){
    generate pseudoPlayer; set values to values of Player
    update pseudoPlayer;
    Vector3 clollTile= checkColission(pseudoPlayer)   //collTile is bottom left pixel of Tile
}
if(colltile==null) player.update;  //no colission
else
adjust player position depending on Direction he moved last
so, if the player last pressed up and there is an colission -> above me is an colissionTile -> calculate nearest pixel to the colissionTile
}

Vector3 checkColission(Player p,Layer l, String term){ //l... The layer where colissionTiles are exppected;  term... the property of a Tile if is colidable
tileX,TileY = The Tile, the player is standing on

calculate for all four corners the pixel Position and then change it back to the x,y coordinate of the Tile
if the player intersects with this Tile and the Tile is not free -> return bottom left Vector of the Tile the colission happened.

}

I already read many articles about Colission Detection, but didnt undersand them. So developed this one for my own. Although I knew that its not very sophisticated.
21  Game Development / Newbie & Debugging Questions / Re: libGdx HUD/ UI + PathFinding on: 2013-09-06 17:46:25
Ahh slider, right.
But how to add there the "HP"? So draw the background/borders and then how do i fill it? I see that there is an setter for that, but how to draw em? Maybe something with the draw() and then make the batch red?
BTW, is there an Bug? If I set disabled true, I am still able to change the value.


Yeah the Algorithms is not the Problem, more libgdx.
It makes Cells into TiledMapLayers and TiledTiles into Cells and Layers int MapLayers. So, what should I take to create an easy Map for the Pathfinder? It also seems taht the TileLayers dont have the same size as the created Map, at least if the TileLayer is not so big as the map.
So, from which class can i get the stuff?

Yeah i hardcoded some sizes, but they didnt aplly. Either on the texture or on the Widget.
22  Games Center / Featured Games / Re: Blue Saga on: 2013-09-05 19:53:48
yeah, I don´t knew wif u knew it already, but there seems to be a bug with the new login.

I used "forgot password" and generated a new one, but the client always told me, that the Account has to be activated.
And now I am even not able to send a mail, I am always getting an:
Quote
Message could not be sent.Mailer Error: Could not instantiate mail function.
Error.

Would be great if someone could report it to the Admin.
23  Game Development / Newbie & Debugging Questions / Re: libGdx HUD/ UI + PathFinding on: 2013-09-05 18:04:28
Thanks, but i still dont get it.

So, i should make an Image with the full HP/MP and instantiiate it as an Image, okay.
But how then i set the pixxels inside the Bar? The only thing i can think about is taking something like a Progressbar, but yeah that wouldnt be very handy...

And is there maybe an easy way to get to the informations of an TiledMap?
Only to get to the Tilesize I do :
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TiledMapTileLayer layer= (TiledMapTileLayer)gameMap.getLayers().get(0);
       return layer.getTileWidth();

Especially; If there is an way how to get the Tile I am standing or clicking? Currently I am just divididing the position tru the Tile Size, but its not very sophisticated...
24  Game Development / Newbie & Debugging Questions / libGdx HUD/ UI + PathFinding on: 2013-09-02 20:45:13
Hello, I would like to know how it is possible to make an Interface in libgdx? I knew the Channel from dermetfan and some Tutorials, but I don´t get it to 100%.

Is it possible to set a screen ontop of another Screen or do I have to use Stage for the UI?

Lets say I want to make an hp/mp bar what would I have todo to draw this? Currently I am doing it just like this
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    Table playerInfo = new Table();
        //playerInfo.top().left();
        playerInfo.defaults().space(3f);
        playerInfo.pad(10f, 10f, 0, 0);
        playerInfo.debug();
        playerInfo.setPosition(0, Gdx.graphics.getHeight());
        playerInfo.size(200f, -100f);
        playerInfo.add(new Label("HP: ", skin)).size(25f, 20f);
        playerInfo.add(new Label("", skin)).size(75f, 20f).row();
        playerInfo.add(new Label("MP: ", skin)).size(25f, 20f);
        playerInfo.add(new Label("", skin)).size(75f, 20f).row();


In order to use an normal Image like in every common Game how todo? Especially I dont get how to draw the pixel, when the bar is not full. So, would it be correct to draw the bar surronding and load it then per LabelStyle? So the Background? Or just an different Class? How then i draw the red pixels according to the health?

How do i do it that it looks like an Window? ....Ah I can make an Window Class and then add to it an Table, great.
How can I make the positions better? When u look at the above example, its very annoying with the fixed sizes, is there somekind of Layout possible?

Well for Pathfinding Algorithms I need the Map data, so should i read everytime from the Tiledmap from libgdx or make an own Map Class and then fill it with an 2d Array just if the Tile is blocked or free?
25  Game Development / Newbie & Debugging Questions / Re: [LibGdx]Doesn´t understand Camera + Noob Questions on: 2013-08-19 20:36:28
Well, okay I think I will try and ask in the official forum.

Just one thing.
Im creating with my Starterclass a tileTestGame, which extends game then setting screen to GameScreen which implements Screen. The GameScreen creates the World and Worldrenderer. and in the render() of the GameScreen the render() from WorldRenderer is called.
Can there be anything wrong?
26  Game Development / Newbie & Debugging Questions / Re: [LibGdx]Doesn´t understand Camera + Noob Questions on: 2013-08-18 22:24:22
Hmm thanks.
I also thought about Spritebatches at the start, but the code seemed okay.

Maybe I am misunderstanding the answer there, but aren´t I doing that?
Everytime the render() is creating an Spritebatch and closes it. So there shouldn´t be two Batches open at the same time.? https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/maps/tiled/renderers/BatchTiledMapRenderer.java
27  Game Development / Newbie & Debugging Questions / Re: [LibGdx]Doesn´t understand Camera + Noob Questions on: 2013-08-18 19:21:50
lol, well just thought to use the newest stable one, didn´t thought that the nighly is so far ahead.

Now, using the nightly one. I am doing the same like before, but in the render:

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  camera.position.set(player.getX() + player.getImage().getWidth() / 2, player.getY() + player.getImage().getHeight()/2, 0);
        camera.update();
        tileMapRenderer.setView(camera);
 tileMapRenderer.render(new int[]{0});
        spriteBatch.begin();
        spriteBatch.draw(player.getImage(), player.getX(), player.getY());
        spriteBatch.end();
        //foreGround
        tileMapRenderer.render(new int[]{1});


Now nothing is displayed only my Player on a blank frame. If I throw away the camera.pos.... it´s the same as from the beginning, the map is correctly showed but (of course) no followment.

28  Game Development / Newbie & Debugging Questions / Re: [LibGdx]Doesn´t understand Camera + Noob Questions on: 2013-08-16 16:46:19
Waa, sorry I haven´t seen that somebody postet something.

Hmm okay, I haven´t known OrthogonalTiledMapRenderer yet, but I am also not able to use it, it just doesn´t find the package??? I have even no maps package.

Quote
Read the code carefully, it is not the same. Wink
Nope, still can´t see a difference. LoL

Well I made a new Project, only for loading and rendering, but it´s still the same, here is the code:

create()
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 map = world.map;
  atlas = world.atlas;
  tileMapRenderer = new TileMapRenderer(map, atlas, 32, 32);
camera = new OrthographicCamera();
spriteBatch = new SpriteBatch();
 camera.setToOrtho(false, map.tileWidth * 20, map.tileHeight * 20);
 Texture image = new Texture(Gdx.files.internal("assets/images/player.png"));
 initInputActions();
 player = new Player(new Vector3(0, 100, 0), image);
Gdx.input.setInputProcessor(manager);


render()
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Gdx.gl.glClearColor(1, 1, 1, 1);
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
        processInput();
        player.update(Gdx.graphics.getDeltaTime());


      //to follow the player
        camera.unproject(new Vector3(player.getX(), player.getY(), 0));
        camera.position.set(player.getX(), player.getY(), 0);

        isOnMap();

        camera.update();
        spriteBatch.setProjectionMatrix(camera.combined);

        //background
        tileMapRenderer.render(camera, new int[]{0});


        spriteBatch.begin();
        spriteBatch.draw(player.getImage(), player.getX(), player.getY());
        spriteBatch.end();

        //foreGround
        tileMapRenderer.render(camera, new int[]{1});


With this it´s still starting at 60% of the x-coordinate.
Which is normal because I am setting the position Vector in 8&9 to the player position.
And it seems that the position Vector in OrthoCam is calculated from the middle of the screen (I don´t understand the Code of OrthoCam correctly).

But even if i try to change the Vector with the screen width and height or just with control structures I am not able to set it correctly.

So, even if i set the cam.pos =0 like above and i debug this it just says 0 if I move the player away from the map. Without the if it says a minus value.
29  Game Development / Newbie & Debugging Questions / Re: [LibGdx]Doesn´t understand Camera + Noob Questions on: 2013-08-11 17:02:17
Yes, thats right, I want to follow the player.
Sorry, no English native Wink

Quote
EDIT: Well now that i read your post again, the camera allways assumes a bottom/left position

Thanks, i already figured it out, but I still doesn´t understand that when i call in my render() cam.position.set(...), it seems that is then the middle of the screen and i can´t find anything related to that in https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/OrthographicCamera.java.

@Otreum
I really don´t understand your code, because its the same as mine?
I can´t get an null value because the x and y in Vector3 is public.

My Problem:
If I am doing it like that:

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 camera.unproject(new Vector3(player.position.x,player.position.y,0));
       camera.position.set(player.position.x,player.position.y, 0);
camera.update();
        spriteBatch.setProjectionMatrix(camera.combined);

In the render Method, my Player is centered and the Cam also follows him, but I see this annoying blank space where no map is, like i explained in the first post. But if i do away this two rows my map starts correct at (0,0) in the frame, but (of course) I don´t follow the player then.

Now, I did many debuggins and it seems that the camera is related/mapped/linked with the map, because if i create my Player at (0,100,9) it is correctly placed on the map, but of course the map ist only at ~50% of the frame. Then when I give out my cam position it tells my at the start the x=0, yeah
When i am going with the player to the left (so to the blank space) it remains 0 if i am going to the right it goes up more than 1280.

So it seems that i have to set my map correctly at (0,0; related to the frame), but I don´t know howto do.
30  Game Development / Newbie & Debugging Questions / Re: [LibGdx]Doesn´t understand Camera + Noob Questions on: 2013-08-08 18:20:05
Great thank you, so I was mostly correct with my thoughts.

But^^
In the API stands that setToOrtho dividides the viewport by two and the cam is centered there, but if I give it widht or with/2, there is no difference whats showed. Why?

So I have to call unproject() everytime i click on a object, just with the coordinates the Listener delivers me?

I still want to follow my player. But, when I add in my render Method the code to follow him the blak space appears and I am not able to undo this with any if,else construct.

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 camera.unproject(new Vector3(player.position.x,player.position.y,0));
       camera.position.set(player.position.x,player.position.y, 0);
         if(camera.position.x>width) camera.position.x=width;
         else if(camera.position.x<0)camera.position.x=0;

        camera.update();
        spriteBatch.setProjectionMatrix(camera.combined);


And is this x Position now calculated from the bottom left corner or from the middle of the screen?
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