Rubberband effect for scrolling containers - codenameone

I'd like to have a rubberband effect on scrolling containers for which I feel the "tensile scrolling" that is build into the Component base class is no sufficient replacement.
Is there a reasonably feasible way like disabling the default overscroll behavior in order to control the property scrollY in a way like in this example - How to create the rubberband effect?

Since there was no answer to my question I answer it myself. Beware that I am not an expert and therefore this might not fit Your purpose!
The default overscroll behaviour can be overridden by extending the Container class and overriding the pointer methods without calling their super methods.
Here is an example:
import com.codename1.ui.Component;
import com.codename1.ui.Container;
import com.codename1.ui.Form;
import com.codename1.ui.Graphics;
import com.codename1.ui.Label;
import com.codename1.ui.animations.Motion;
import com.codename1.ui.geom.Point;
import com.codename1.ui.layouts.BorderLayout;
import com.codename1.ui.layouts.BoxLayout;
public class FormOverscroll extends Form {
FormOverscroll() {
super("FormOverscroll");
setScrollable(false);
setLayout(new BorderLayout());
Container container = new Container(BoxLayout.y()) {
boolean bounce = false;
Motion motion = null;
Point pointPressed = null;
long millisPoint = 0;
int scrollYPressed = 0, scrollYPrevious = 0;
{
// setTensileDragEnabled(false);
setScrollableY(true);
}
#Override
protected boolean isStickyDrag() {
return true;
}
#Override
public void pointerPressed(int x, int y) {
pointPressed = new Point(x, y);
scrollYPressed = scrollYPrevious = getScrollY();
millisPoint = System.currentTimeMillis();
motion = null;
bounce = false;
}
#Override
public void pointerDragged(int x, int y) {
if (null == pointPressed) {
return;
}
int yDist = y - pointPressed.getY();
int scrollY = scrollYPressed - yDist;
if (scrollY < 0) {
Motion motionRubberband = Motion.createCubicBezierMotion(0, scrollY, getHeight(), 0f, 1.2f, 0.5f, 0.6f);
motionRubberband.setStartTime(0);
motionRubberband.setCurrentMotionTime(Math.abs(scrollY));
scrollY = motionRubberband.getValue();
}
setScrollY(scrollY);
}
float getVelocity(int scrollY) {
long millisNow = System.currentTimeMillis();
long timediff = millisNow - millisPoint;
float diff = scrollYPrevious - scrollY;
float velocity = (diff / timediff) * -1f;
scrollYPrevious = scrollY;
millisPoint = millisNow;
return velocity;
}
#Override
public void pointerReleased(int x, int y) {
if (null == pointPressed) {
return;
}
int yDist = y - pointPressed.getY();
int scrollY = scrollYPressed - yDist;
float velocity = getVelocity(scrollY);
motion = Motion.createFrictionMotion(scrollY, Integer.MIN_VALUE, velocity, 0.0007f);
motion.start();
getComponentForm().registerAnimated(this);
pointPressed = null;
}
#Override
public boolean animate() {
boolean animate = super.animate();
if (null != motion) {
int scrollY = motion.getValue();
setScrollY(scrollY);
int target = 0;
if (scrollY < target && !bounce) {
createRubberbandMotion(scrollY, target);
bounce = true;
motion.start();
}
int maxScrollY = Math.max(target, getScrollDimension().getHeight() - getHeight());
if (scrollY > maxScrollY && !bounce) {
createRubberbandMotion(scrollY, maxScrollY);
bounce = true;
motion.start();
}
scrollYPrevious = scrollY;
if (motion.isFinished()) {
motion = null;
}
return true;
}
return animate;
}
private void createRubberbandMotion(int source, int target) {
motion = Motion.createCubicBezierMotion(source, target, 500, 0.0f, 1.0f, 1.2f, 1.0f);
}
#Override
public Component getComponentAt(int x, int y) {
return this;
}
#Override
public void paint(Graphics aGraphics) {
super.paint(aGraphics);
}
};
for (int index = 0; index < 100; index++) {
container.add(new Label("Zeile " + index));
}
add(BorderLayout.CENTER, container);
}
}

Related

Combining two instantiate scripts (Unity 3D)

I need to combine the following scripts into one script containing two functions, one that instantiates the next prefab in the array and the other that instantiates the previous prefab in the array (it is a virtual tour app). Both should also destroy the current prefab. I could then call the functions via event triggers.
I have this code for the "next Prefab" script.
public GameObject[] Spheres;
int currentIndex = 0;
GameObject currentObject;
public Camera MainCamera;
void OnMouseDown()
{
if (Input.GetMouseButtonDown(0))
if (gameObject.tag == "ArrowNEXT")
{
Vector3 rayOrigin = MainCamera.ViewportToWorldPoint(new Vector3(0.1f, 0.1f, 0));
RaycastHit hit;
if (Physics.Raycast(rayOrigin, MainCamera.transform.forward, out hit))
{
if (hit.collider != null)
{
{
Destroy(currentObject);
currentIndex++;
if (currentIndex > Spheres.Length - 1) currentIndex = 0;
currentObject = Instantiate(Spheres[currentIndex]);
}
}
}
}
}
I need to combine it with the following:
using UnityEngine;
public class RayCastPrevFIX: MonoBehaviour
{
public GameObject[] Spheres;
int currentIndex = 0;
GameObject currentObject;
public Camera MainCamera;
void OnMouseDown()
{
if (Input.GetMouseButtonDown(0))
if (gameObject.tag == "ArrowPREV")
{
Vector3 rayOrigin = MainCamera.ViewportToWorldPoint(new Vector3(0.1f, 0.1f, 0));
RaycastHit hit;
if (Physics.Raycast(rayOrigin, MainCamera.transform.forward, out hit))
{
if (hit.collider != null)
{
{
Destroy(currentObject);
currentIndex--;
if (currentIndex < 0) currentIndex = Spheres.Length - 1;
currentObject = Instantiate(Spheres[currentIndex]);
}
}
}
}
}
}
How would I go about this? Any help is greatly appreciated.I have this so far:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SphereSwap : MonoBehaviour
{
public GameObject[] Spheres;
int currentIndex = 0;
GameObject currentObject;
public Camera MainCamera;
void Next()
{
Destroy(currentObject);
currentIndex++;
if (currentIndex > Spheres.Length - 1) currentIndex = 0;
currentObject = Instantiate(Spheres[currentIndex]);
}
void Previous()
{
Destroy(currentObject);
currentIndex--;
if (currentIndex < 0) currentIndex = Spheres.Length - 1;
currentObject = Instantiate(Spheres[currentIndex]);
}
}
You're on the right path, but you could shorten the code as well as use one function for both cases to avoid boilerplate:
using UnityEngine;
public class SphereSwap : MonoBehaviour
{
public GameObject[] Spheres;
int currentIndex = 0;
GameObject currentObject;
public Camera MainCamera;
const string ArrowPrevTag = "ArrowPREV";
const string ArrowNextTag = "ArrowNEXT";
private void HandleClick(bool next)
{
if(Spheres == null || Spheres.Length == 0)
{
Debug.Log($"Spheres list is empty, nothing to swap.");
return;
}
Vector3 rayOrigin = MainCamera.ViewportToWorldPoint(new Vector3(0.1f, 0.1f, 0));
RaycastHit hit;
if (Physics.Raycast(rayOrigin, MainCamera.transform.forward, out hit))
{
if (hit.collider != null)
{
// destroy current sphere.
Destroy(currentObject);
// go next or previous.
currentIndex += next ? 1 : -1;
// circular clamp if overflow
if (currentIndex < 0)
currentIndex = Spheres.Length - 1;
else if (currentIndex >= Spheres.Length)
currentIndex = 0;
// finally do instantiate.
currentObject = Instantiate(Spheres[currentIndex]);
}
}
}
private void OnMouseDown()
{
if (Input.GetMouseButtonDown(0))
{
// 'CompareTag' is more efficient than gameobject.tag == "sometag"
if (gameObject.CompareTag(ArrowNextTag))
HandleClick(true);
else if (gameObject.CompareTag(ArrowPrevTag))
HandleClick(false);
}
}
}

getSelectedIndex JComboBox

I have a school assignment to change a GUI Calculator from RadioButton to JComboBox. I have made the change but I have some issue.
The first is for some reason when I choose to calculate, it does not work
and I need it to be calculated directly after choosing option from the JComboBox.
I must use selected Index method as a part of the assignment.
Here is my code:
<code>
import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.text.DecimalFormat;
import javax.swing.JButton;
import javax.swing.JComboBox;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.border.TitledBorder;
public class TaschenrechnerGUIV2 extends JFrame{
private static final long serialVersionUID = 3006212012028893840L;
private JTextField eingabe1, eingabe2;
double x, y, ergebnis = 0;
String [] option = {"addition", "subtraktion", "multiplikation", "division"};//array JList
private JComboBox <String> optionComboBox = new JComboBox <String>(option);//need to import the JComboBox
private JButton schaltflaecheBerechnen, schaltflaecheBeenden;
private JLabel ausgabe;
class MeinListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
if (e.getActionCommand().equals("ende"))
System.exit(0);
if (e.getActionCommand().equals("rechnen"))
ausgabe.setText(berechnen());
if (e.getSource() instanceof JComboBox){
ausgabe.setText(berechnen());
}
}
}
public TaschenrechnerGUIV2(String titel) {
super(titel);
JPanel panelEinAus, panelBerechnung, panelButtons, gross;
panelEinAus = panelEinAusErzeugen();
panelBerechnung = panelBerechnungErzeugen();
panelButtons = panelButtonErzeugen();
gross = new JPanel();
gross.add(panelEinAus);
gross.add(panelBerechnung);
add(gross,BorderLayout.CENTER);
add(panelButtons, BorderLayout.EAST);
optionComboBox.setEnabled(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setVisible(true);
setResizable(false);
setLocationRelativeTo(null);
}
private JPanel panelEinAusErzeugen() {
JPanel tempPanel = new JPanel();
eingabe1 = new JTextField(10);
eingabe2 = new JTextField(10);
ausgabe = new JLabel("");
tempPanel.setLayout(new GridLayout(0,2,10,10));
tempPanel.add(new JLabel("Zahl 1:"));
tempPanel.add(eingabe1);
tempPanel.add(new JLabel("Zahl 2: "));
tempPanel.add(eingabe2);
tempPanel.add(new JLabel("Ergebnis: "));
tempPanel.add(ausgabe);
tempPanel.setBorder(new TitledBorder("Ein- und Ausgabe"));
return tempPanel;
}
private JPanel panelBerechnungErzeugen() {
JPanel tempPanel = new JPanel();
tempPanel.add(optionComboBox);//add the JComboBox to the panel
tempPanel.setLayout(new GridLayout(0,1));
tempPanel.setBorder(new TitledBorder("Operation: "));
return tempPanel;
}
private JPanel panelButtonErzeugen() {
JPanel tempPanel = new JPanel();
schaltflaecheBeenden = new JButton(" Beenden ");
schaltflaecheBeenden.setActionCommand("ende");
schaltflaecheBerechnen = new JButton("Berechnen");
schaltflaecheBerechnen.setActionCommand("rechnen");
tempPanel.setLayout(new GridLayout(0,1));
tempPanel.add(schaltflaecheBerechnen);
tempPanel.add(new JLabel());
tempPanel.add(schaltflaecheBeenden);
MeinListener listener = new MeinListener();
schaltflaecheBeenden.addActionListener(listener);
schaltflaecheBerechnen.addActionListener(listener);
optionComboBox.addActionListener(listener);//adding a listener to the JComboBox
return tempPanel;
}
private String berechnen() {
double x, y, ergebnis = 0;
boolean fehlerFlag = false;
try {
x = Double.parseDouble(eingabe1.getText());
}
catch (Exception NumberFormatException) {
fehlermeldung(eingabe1);
return ("Nicht definiert");
}
try {
y = Double.parseDouble(eingabe2.getText());
}
catch (Exception NumberFormatException) {
fehlermeldung(eingabe2);
return ("Nicht definiert");
}
if (optionComboBox.getSelectedIndex() ==0){
ergebnis = x + y;
}
if (optionComboBox.getSelectedIndex() ==1){
ergebnis = x - y;
}
if (optionComboBox.getSelectedIndex() ==2){
ergebnis = x * y;
}
if (optionComboBox.getSelectedIndex() ==3){
if(y !=0)
ergebnis = x / y;
}
else
fehlerFlag = true;
if (fehlerFlag == false) {
DecimalFormat formatFolge = new DecimalFormat("0.##");
return (formatFolge.format(ergebnis));
}
else return ("Nicht definiert"); }
private void fehlermeldung(JTextField eingabefeld) {
JOptionPane.showMessageDialog(this, "Ihre Eingabe ist nicht gültig","Eingabefehler", JOptionPane.ERROR_MESSAGE);
eingabefeld.requestFocus();
}
public static void main (String [] arg){
new TaschenrechnerGUIV2("Taschenrechner V2"); }}
</code>
You forgot to include what the ActionListener should listen to.
zB.
object set = e.getSorce();
if(set instanceof JComboBox){
if (optionComboBox.getSelectedIndex() ==0){
ergebnis = x + y;
}
if (optionComboBox.getSelectedIndex() ==1){
ergebnis = x - y;
}
if (optionComboBox.getSelectedIndex() ==2){
ergebnis = x * y;
}
if (optionComboBox.getSelectedIndex() ==3){
if(y !=0)
ergebnis = x / y;
}
}

How do i remove the milliseconds from my timer

I am making this game for school and I am trying to add a timer to levels. I have the timer working but not the way I want it to. It refreshes and it has milliseconds. I have searched every website for an answer but I can only find with dates and times or how do display them. I need the exact opposite.
package GameState;
import Main.GamePanel;
import TileMap.*;
import Entity.*;
import Entity.Enemies.*;
import Audio.AudioPlayer;
//timer imports
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.Timer;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
public class Level1State extends GameState {
private TileMap tileMap;
private Background bg;
private static int cnt;
private Player player;
private ArrayList<Enemy> enemies;
private ArrayList<Explosion> explosions;
private HUD hud;
private AudioPlayer bgMusic;
public Level1State(GameStateManager gsm) {
this.gsm = gsm;
init();
}
public void init() {
tileMap = new TileMap(30);
tileMap.loadTiles("/Tilesets/grasstileset.gif");
tileMap.loadMap("/Maps/level1-1.map");
tileMap.setPosition(0, 0);
tileMap.setTween(1);
bg = new Background("/Backgrounds/grassbg1.2.jpg", 0.1);
player = new Player(tileMap);
player.setPosition(100, 100);
populateEnemies();
explosions = new ArrayList<Explosion>();
hud = new HUD(player);
bgMusic = new AudioPlayer("/Music/level1-1.mp3");
bgMusic.play();
}
private void populateEnemies() {
enemies = new ArrayList<Enemy>();
Slugger s;
Point[] points = new Point[] {
new Point(200, 100),
new Point(860, 200),
new Point(1525, 200),
new Point(1680, 200),
new Point(1800, 200)
};
for(int i = 0; i < points.length; i++) {
s = new Slugger(tileMap);
s.setPosition(points[i].x, points[i].y);
enemies.add(s);
}
}
public void update() {
// update player
player.update();
tileMap.setPosition(
GamePanel.WIDTH / 2 - player.getx(),
GamePanel.HEIGHT / 2 - player.gety()
);
// set background
bg.setPosition(tileMap.getx(), tileMap.gety());
// attack enemies
player.checkAttack(enemies);
// update all enemies
for(int i = 0; i < enemies.size(); i++) {
Enemy e = enemies.get(i);
e.update();
if(e.isDead()) {
enemies.remove(i);
i--;
explosions.add(
new Explosion(e.getx(), e.gety()));
}
}
// update explosions
for(int i = 0; i < explosions.size(); i++) {
explosions.get(i).update();
if(explosions.get(i).shouldRemove()) {
explosions.remove(i);
i--;
}
}
}
public void draw(final Graphics2D g) {
// draw bg
bg.draw(g);
// draw tilemap
tileMap.draw(g);
// draw player
player.draw(g);
// draw enemies
for(int i = 0; i < enemies.size(); i++) {
enemies.get(i).draw(g);
}
// draw explosions
for(int i = 0; i < explosions.size(); i++) {
explosions.get(i).setMapPosition(
(int)tileMap.getx(), (int)tileMap.gety());
explosions.get(i).draw(g);
}
// draw hud
hud.draw(g);
ActionListener actListner = new ActionListener() {
public void actionPerformed(ActionEvent event) {
cnt += 1;
g.drawString("Counter = "+cnt, 120, 120);
}
};
Timer timer = new Timer(1000, actListner);
timer.start();
}
public void keyPressed(int k) {
if(k == KeyEvent.VK_LEFT) player.setLeft(true);
if(k == KeyEvent.VK_RIGHT) player.setRight(true);
if(k == KeyEvent.VK_UP) player.setUp(true);
if(k == KeyEvent.VK_DOWN) player.setDown(true);
if(k == KeyEvent.VK_W) player.setJumping(true);
if(k == KeyEvent.VK_E) player.setGliding(true);
if(k == KeyEvent.VK_R) player.setScratching();
if(k == KeyEvent.VK_F) player.setFiring();
}
public void keyReleased(int k) {
if(k == KeyEvent.VK_LEFT) player.setLeft(false);
if(k == KeyEvent.VK_RIGHT) player.setRight(false);
if(k == KeyEvent.VK_UP) player.setUp(false);
if(k == KeyEvent.VK_DOWN) player.setDown(false);
if(k == KeyEvent.VK_W) player.setJumping(false);
if(k == KeyEvent.VK_E) player.setGliding(false);
}
}
this is the part i need help with:
ActionListener actListner = new ActionListener() {
public void actionPerformed(ActionEvent event) {
cnt += 1;
g.drawString("Counter = "+cnt, 120, 120);
}
};
Timer timer = new Timer(1000, actListner);
timer.start();
Can anyone help me? I just can't get it to stop refreshing and it won't remove the milliseconds either.
Thank you in advance
P.S.
I have a feeling the first second runs way slower than the others.
P.P.S.: i have looked at "how to implement timers" but none of those worked and I found this one on a website that doesn't return an error.

Processing - Flock Boids avoid draggable objects

I'm working on a boids flocking project.
My goal is to have several draggable objects which have to be avoided by the boids.
There are several different flocks with a different starting position.
I managed to get the boids to avoid one draggable object. But I can't seem to make them avoid all. (using a for loop)
I really can't figure out why this won't do the trick..
I hope you could give me some suggestions.
the code:
int initBoidNum = 100; //amount of boids to start the program with
BoidList flock1, flock2, flock3;
Draggable draggable;
NullDraggableObject nullDraggableObject;
ArrayList draggables;
int id;
float[] xposs= new float[10];
float[] yposs= new float[10];
String turn;
void setup() {
size(1000, 700);
//create and fill the list of boids
flock1 = new BoidList(150, 0, 10, 100);
flock2 = new BoidList(150, 255, 10, 200);
flock3 = new BoidList(150, 150, 10, 300);
turn = "turn";
nullDraggableObject = new NullDraggableObject();
draggables = new ArrayList();
for (int i = 0; i < 10; i++) {
draggables.add(new DraggableObject(random(width), random(height/2)));
}
}
void draw() {
background(100, 60);
flock1.run();
flock2.run();
flock3.run();
stroke(255);
noFill();
draggable = nullDraggableObject;
for (id = 0; id < draggables.size (); id++) {
Draggable d = (Draggable)draggables.get(id);
d.draw();
if (d.isBeingMouseHovered()) {
draggable = d;
}
}
}
void mousePressed() {
draggable.mousePressed();
}
void mouseDragged() {
draggable.mouseDragged();
}
void mouseReleased() {
draggable.mouseReleased();
}
interface Draggable {
boolean isBeingMouseHovered();
boolean inside(float ix, float iy);
void draw();
void mousePressed();
void mouseDragged();
void mouseReleased();
}
class NullDraggableObject implements Draggable {
boolean isBeingMouseHovered() {
return false;
}
boolean inside(float ix, float iy) {
return false;
}
void draw() {
}
void mousePressed() {
}
void mouseDragged() {
}
void mouseReleased() {
}
}
public class DraggableObject implements Draggable {
float XX, YY;
float radius;
boolean drag;
float dragX, dragY;
DraggableObject(float _x, float _y) {
XX = _x;
YY = _y;
radius = 50;
drag = false;
dragX = 0;
dragY = 0;
}
boolean isBeingMouseHovered() {
return inside(mouseX, mouseY);
}
boolean inside(float ix, float iy) {
return (dist(XX, YY, ix, iy) < radius);
}
void draw() {
ellipseMode(CENTER);
ellipse(XX, YY, 2*radius, 2*radius);
String space = "__";
println(id);
println(XX);
println(YY);
xposs[id] = XX;
yposs[id] = YY;
}
void mousePressed() {
drag = inside(mouseX, mouseY);
if (drag) {
dragX = mouseX - XX;
dragY = mouseY - YY;
}
}
void mouseDragged() {
if (drag) {
XX = mouseX - dragX;
YY = mouseY - dragY;
}
}
void mouseReleased() {
drag = false;
}
}
class Boid {
//fields
PVector pos, vel, acc, ali, coh, sep; //pos, velocity, and acceleration in a vector datatype
float neighborhoodRadius; //radius in which it looks for fellow boids
float maxSpeed = 1; //maximum magnitude for the velocity vector
float maxSteerForce = .05; //maximum magnitude of the steering vector
float sMod, aMod, cMod; //modifiers for the three forces on the boid
float h; //hue
Boid(PVector inPos) {
pos = new PVector();
pos.set(inPos);
vel = new PVector(random(-1, 1), random(-1, 1));
acc = new PVector(0, 0);
neighborhoodRadius = 20;
sMod = 1;
aMod = 1;
cMod = 4;
}
Boid(PVector inPos, PVector inVel, float r) {
pos = new PVector();
pos.set(inPos);
vel = new PVector();
vel.set(inVel);
acc = new PVector(0, 0);
neighborhoodRadius = r;
}
void run(ArrayList bl) {
for (int i =0; i < 10; i++) {
acc.add(attract(new PVector(width/2, height/2), true));
acc.add(avoid(new PVector(xposs[i], yposs[i]), true));
if (i == 10) i = 0;
}
if (pos.x>width-10)acc.add(bounce(new PVector(width, pos.y), true));
if (pos.x<10) acc.add(bounce(new PVector(0, pos.y), true));
if (pos.y>height-10) acc.add(bounce(new PVector(pos.x, height), true));
if (pos.y<10) acc.add(bounce(new PVector(pos.x, 0), true));
ali = alignment(bl);
coh = cohesion(bl);
sep = seperation(bl);
for (int i =0; i < 10; i++) {
if (PVector.dist(new PVector(xposs[i], yposs[i]), pos)>180) {
acc.add(PVector.mult(ali, aMod));
acc.add(PVector.mult(coh, cMod));
acc.add(PVector.mult(sep, sMod));
}
if (PVector.dist(new PVector(xposs[i], yposs[i]), pos)<80) maxSpeed = 1000;
if (i == 10) i = 0;
}
if (PVector.dist(new PVector(width, height), pos)<60) maxSpeed = 1000;
if (PVector.dist(new PVector(0, 0), pos)<50) {
maxSpeed = 1000;
} else {
maxSpeed = 1;
}
move();
checkBounds();
render();
}
void move() {
vel.add(acc); //add acceleration to velocity
vel.limit(maxSpeed); //make sure the velocity vector magnitude does not exceed maxSpeed
pos.add(vel); //add velocity to position
acc.mult(0); //reset acceleration
}
void checkBounds() {
}
void render() {
pushMatrix();
translate(pos.x, pos.y);
rotate(atan2(vel.y, vel.x)); //rotate drawing matrix to direction of velocity
stroke(0);
noFill();
ellipse(0, 0, neighborhoodRadius/2, neighborhoodRadius/2);
noStroke();
fill(h);
//draw triangle
beginShape(TRIANGLES);
rect(0, 0, 6, 2);
endShape();
popMatrix();
}
//steering. If arrival==true, the boid slows to meet the target. Credit to Craig Reynolds
PVector steer(PVector target, boolean arrival) {
PVector steer = new PVector(); //creates vector for steering
if (!arrival) {
steer.set(PVector.sub(target, pos)); //steering vector points towards target (switch target and pos for avoiding)
steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
} else {
PVector targetOffset = PVector.sub(target, pos);
float distance=targetOffset.mag();
float rampedSpeed = maxSpeed*(distance/100);
float clippedSpeed = min(rampedSpeed, maxSpeed);
PVector desiredVelocity = PVector.mult(targetOffset, (clippedSpeed/distance));
steer.set(PVector.sub(desiredVelocity, vel));
}
return steer;
}
//avoid. If weight == true avoidance vector is larger the closer the boid is to the target
PVector avoid(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(pos, target)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(pos, target)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector attract(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(target, pos)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(target, pos)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector bounce(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(pos, target)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(pos, target)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector seperation(ArrayList boids) {
PVector posSum = new PVector(0, 0);
PVector repulse;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = PVector.dist(pos, b.pos);
if (d>0&&d<=neighborhoodRadius) {
repulse = PVector.sub(pos, b.pos);
repulse.normalize();
repulse.div(d);
posSum.add(repulse);
}
}
return posSum;
}
PVector alignment(ArrayList boids) {
PVector velSum = new PVector(0, 0);
int count = 0;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = PVector.dist(pos, b.pos);
if (d>0&&d<=neighborhoodRadius) {
velSum.add(b.vel);
count++;
}
}
if (count>0) {
velSum.div((float)count);
velSum.limit(maxSteerForce);
}
return velSum;
}
PVector cohesion(ArrayList boids) {
PVector posSum = new PVector(0, 0);
PVector steer = new PVector(0, 0);
int count = 0;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = dist(pos.x, pos.y, b.pos.x, b.pos.y);
if (d>0&&d<=neighborhoodRadius) {
posSum.add(b.pos);
count++;
}
}
if (count>0) posSum.div((float)count);
steer = PVector.sub(posSum, pos);
steer.limit(maxSteerForce);
return steer;
}
}
class BoidList {
ArrayList boids; //will hold the boids in this BoidList
float h; //for color
BoidList(int n, float ih, int xstart, int ystart) {
boids = new ArrayList();
h = ih;
for (int i=0; i<n; i++) {
boids.add(new Boid(new PVector(xstart, ystart)));
}
}
void run() {
for (int i=0; i<boids.size (); i++) {
Boid tempBoid = (Boid)boids.get(i); //create a temporary boid to process and make it the current boid in the list
tempBoid.h = h;
tempBoid.run(boids); //tell the temporary boid to execute its run method
}
}
}

Creating Enemy Cone of vision

I am trying to create a cone of vision for my enemy class. Right now it checks to see if the player is within a radius before moving towards them and will move around randomly if they are not. I want to give it vision so the enemy does not always rotate towards the player.
Enemy Class
package
{
import flash.automation.ActionGenerator;
import flash.events.Event;
import flash.geom.Point;
public class Enemy extends GameObject
{
var isDead:Boolean = false;
var speed:Number = 3;
var originalValue:Number = 50;
var changeDirection:Number = originalValue;
var checkDirection:Number = 49;
var numberGen:Number;
//var startTime:int = getTimer();
//var $timer = getTimer();
//var myTimer:int = getTimer();
//var moveTimer:int = timer - $timer;
public function Enemy()
{
super();
target = target_mc;
}
override public function update():void
{
movement();
}
private function movement():void
{
if (changeDirection >= 0)
{
if (changeDirection > checkDirection)
{
numberGen = (Math.random() * 360) / 180 * Math.PI;
}
var velocity:Point = new Point();
var $list:Vector.<GameObject > = getType(Player);
var $currentDistance:Number = Number.MAX_VALUE;
for (var i:int = 0; i < $list.length; i++)
{
var currentPlayer:GameObject = $list[i];
if (MathUtil.isWithinRange(currentPlayer.width,currentPlayer.x,currentPlayer.y,width,x,y))
{
var $delta:Point = new Point ;
$delta.x = currentPlayer.x - x;
$delta.y = currentPlayer.y - y;
if ($currentDistance > $delta.length)
{
$currentDistance = $delta.length;
velocity = $delta;
velocity.normalize(speed);
}
}
}
if(velocity.length == 0)
{
velocity = Point.polar(2, numberGen);
}
changeDirection--;
if (changeDirection == 0)
{
changeDirection = originalValue;
}
}
velocity.x = Math.floor(velocity.x * 10) * .1;
velocity.y = Math.floor(velocity.y * 10) * .1;
moveBy([Wall, Door], velocity.x, velocity.y, collides_mc);
var $collides:GameObject = collision([Player]);
if ($collides != null)
{
destroy();
}
if ($collides == null)
{
$collides = collision([Player],this);
if ($collides != null)
{
$collides.destroy();
}
}
rotation = (Math.atan2(velocity.y, velocity.x) * 180 / Math.PI);
collides_mc.rotation = -rotation;
trace($collides);
}
override public function onCollideX($collision:GameObject):void
{
}
override public function onCollideY($collision:GameObject):void
{
}
}
}
GameObject Class, which contains all the functions and Enemy extends it
package
{
import flash.display.DisplayObject;
import flash.events.Event;
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.sensors.Accelerometer;
import flashx.textLayout.elements.ListElement;
public class GameObject extends MovieClip
{
static public var list:Vector.<GameObject> = new Vector.<GameObject>;
protected var hitBox:Sprite;
public var target:MovieClip;
public function GameObject()
{
target=this;
list.push(this);
}
public function update():void
{
}
public function collision(typesColliding:Array, $target:DisplayObject = null):GameObject
{
if($target == null)
$target = target;
for (var i:int = list.length - 1; i >= 0; i--)
{
var item:GameObject = list[i], found:Boolean = false;
for (var f:int = typesColliding.length - 1; f >= 0; f--)
{
if (item is typesColliding[f])
{
found = true;
break;
}
}
if (found && $target.hitTestObject(item.target) && this != item)
{
return item;
}
}
return null;
}
public function moveBy(typesColliding:Array, $x:Number = 0, $y:Number = 0, $target:DisplayObject = null):void
{
var $collision:GameObject;
x += $x;
if (($collision = collision(typesColliding, $target)) != null)
{
x -= $x;
onCollideX($collision);
}
y += $y;
if (($collision = collision(typesColliding, $target)) != null)
{
y -= $y;
onCollideY($collision);
}
}
public function onCollideX($collision:GameObject):void
{
}
public function onCollideY($collision:GameObject):void
{
}
public function getType($class:Class):Vector.<GameObject>
{
var $list:Vector.<GameObject> = new Vector.<GameObject>;
for (var i:int = 0; i < list.length; i++)
{
if (list[i] is $class)
{
$list.push(list[i]);
}
}
return $list;
}
public function destroy():void
{
var indexOf:int = list.indexOf(this);
if (indexOf > -1)
list.splice(indexOf, 1);
if (parent)
parent.removeChild(this);
trace("removing item: "+this+" list: " + list.length + ": " + list);
}
}
}
Any help would be appreciated, thank you.
Changing radius of vision to the cone of vision simply requires computing (after checking the distance) the angle between the direction enemy is facing and the player. If this angle is smaller then some T, then it is in the cone of vision of angle 2T (due to symmetry).
This obviously ignores any walls/obstacles that should limit vision, but it should give you the general idea.

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