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  Trying to make a TweenMovement component  (Read 1082 times)
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Offline Nehifish

Innocent Bystander





« Posted 2012-04-27 22:06:09 »

I'm getting an unwanted teleporting effect and the fact that It will not walk unless i press the button again isnt anything I have wrapped my head around though.

Help would be appriciated.

I'm using Slick2d library and this entity component system http://slick.cokeandcode.com/wiki/doku.php?id=entity_tutorial

Here's the code:
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package rpggame.component.movement;

import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Input;
import org.newdawn.slick.geom.Vector2f;
import org.newdawn.slick.state.StateBasedGame;

import rpggame.component.Component;


public class TopDownMovement extends Component {

   float speed;
   float direction;
   Vector2f targetPosition;

   
   boolean headingUp = false;
   boolean headingDown = false;
   boolean headingLeft = false;
   boolean headingRight = false;
   
   
   public TopDownMovement(String id)
   {
     
      this.id = id;
     
   }
   
   public float getSpeed()
   {
     
      return speed;
   
   }
   
   public float getDirection()
   {
     
      return direction;
   
   }
   
   public boolean checkMoving()
   {
      if(!headingUp || !headingDown || !headingLeft || !headingRight)
      {
          System.out.println("Isnt moving");
          return false;
      }
     
      return true;
   }
   
   public void movement(GameContainer gc, int delta)
   {
      Input input = gc.getInput();
      Vector2f currentPosition = owner.getPosition();
      if(!checkMoving())
      {
         if(input.isKeyPressed(Input.KEY_W))
         {
            headingUp = true;
            targetPosition = currentPosition;
            targetPosition.y -= 32;
            advance(delta);
         }
      }
      else{
         advance(delta);
      }
   }
   
   public void advance(int delta)
   {
      Vector2f currentPosition = owner.getPosition();
      if(headingUp)
      {
         if(currentPosition != targetPosition)
         {
            currentPosition.y -= 1 * delta;
         }
         else{
            headingUp = false;
         }
      }
   }
   

   
   public void update(GameContainer gc, StateBasedGame sb, int delta)
   {
     
      movement(gc, delta);
     
   }
   
   
   
}
Offline ReBirth
« Reply #1 - Posted 2012-04-28 03:28:04 »

When a button is pressed, assign new target point to an entity and update them to move slowly (by using tick/delta) until they reach that target and stop.

Offline ra4king

JGO Kernel


Medals: 346
Projects: 3
Exp: 5 years


I'm the King!


« Reply #2 - Posted 2012-04-28 18:17:32 »

Your if statement in checkMoving() is wrong. You should be using && instead of ||.

However, that won't result in any change until you implement the other 3 directions in movement(...). Your whole design is faulty. Listen to ReBirth Smiley

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Offline epicbo

Senior Newbie





« Reply #3 - Posted 2012-04-30 22:43:29 »

lol hi! Cheesy You're the nehifish I know, right!?

I can help you over skype or something, lol.
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