I'm writing a game, and I need to make up a rope. I maked it by b2RopeJoint, but there I have not found an opportunity to make it elastic.
Then I looked for b2DistanceJoint, everything is cool with the elasticity, but I can't find an ability to set a limit only to the maximum distance (without minimum one).
How can I do it?
Try this.
-(void) CreateElasticRope {
//=======Params
// Position and size
b2Vec2 lastPos = b2Vec2(4,4); //set position first body
float widthBody = 0.35;
float heightBody = 0.1;
// Body params
float density = 0.05;
float restitution = 0.5;
float friction = 0.5;
// Distance joint
float dampingRatio = 0.0;
float frequencyHz = 0;
// Rope joint
float kMaxWidth = 1.1;
// Bodies
int countBodyInChain = 15;
b2Body* prevBody;
//========Create bodies and joints
for (int k = 0; k < countBodyInChain; k++) {
b2BodyDef bodyDef;
if(k==0 ) bodyDef.type = b2_staticBody; //first body is static
else bodyDef.type = b2_dynamicBody;
bodyDef.position = lastPos;
lastPos += b2Vec2(2*widthBody, 0); //modify b2Vect for next body
bodyDef.fixedRotation = YES;
b2Body* body = world->CreateBody(&bodyDef);
b2PolygonShape distBodyBox;
distBodyBox.SetAsBox(widthBody, heightBody);
b2FixtureDef fixDef;
fixDef.density = density;
fixDef.restitution = restitution;
fixDef.friction = friction;
fixDef.shape = &distBodyBox;
body->CreateFixture(&fixDef);
body->SetHealth(9999999);
body->SetLinearDamping(0.0005f);
if(k>0) {
//Create distance joint
b2DistanceJointDef distJDef;
b2Vec2 anchor1 = prevBody->GetWorldCenter();
b2Vec2 anchor2 = body->GetWorldCenter();
distJDef.Initialize(prevBody, body, anchor1, anchor2);
distJDef.collideConnected = false;
distJDef.dampingRatio = dampingRatio;
distJDef.frequencyHz = frequencyHz;
world->CreateJoint(&distJDef);
//Create rope joint
b2RopeJointDef rDef;
rDef.maxLength = (body->GetPosition() - prevBody->GetPosition()).Length() * kMaxWidth;
rDef.localAnchorA = rDef.localAnchorB = b2Vec2_zero;
rDef.bodyA = prevBody;
rDef.bodyB = body;
world->CreateJoint(&rDef);
} //if k>0
prevBody = body;
} //for
}
There's a 2.2 style ropejoint implementation here: https://github.com/aaronfarr/box2Dweb
You can use both a rope joint and a distance joint together. Make the distance of the rope joint a bit longer than the distance joint.
From the Box2D testbed example, I modified the "Web" example as follows:
#ifndef ELASTICROPE_H
#define ELASTICROPE_H
#define NUM_JOINTS 7
#define NUM_LINKS 8
class ElasticRope : public Test
{
public:
ElasticRope()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2CircleShape shape;
shape.m_radius = 0.8f;
// create bodies
for (int b = 0; b < NUM_LINKS; b++) {
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(5.0f, NUM_LINKS-b);
m_bodies[b] = m_world->CreateBody(&bd);
m_bodies[b]->CreateFixture(&shape, 5.0f);
}
for (int j = 0; j < NUM_JOINTS; j++) {
b2DistanceJointDef jd;
b2Vec2 p1, p2, d;
jd.frequencyHz = 5.0f;
jd.dampingRatio = 1.0f;
jd.bodyA = m_bodies[j];
jd.bodyB = m_bodies[j+1];
m_joints[j] = m_world->CreateJoint(&jd);
}
}
}
void Step(Settings* settings)
{
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "This demonstrates an elastic rope.");
m_textLine += DRAW_STRING_NEW_LINE;
}
void JointDestroyed(b2Joint* joint)
{
for (int32 i = 0; i < 8; ++i)
{
if (m_joints[i] == joint)
{
m_joints[i] = NULL;
break;
}
}
}
static Test* Create()
{
return new ElasticRope;
}
b2Body* m_bodies[NUM_LINKS];
b2Joint* m_joints[NUM_JOINTS];
};
#endif // ELASTICROPE_H
Its far from perfect, but may be a starting point.
Related
I am trying to de-pixellate an image over time, which is working. However when this has finished, I want the mouse to go back to its original point and start again, forever. I have tried loop commands with no luck.
I can only get this code to work in version 2.2.1
import java.awt.Robot;
PImage img;
int pixls = 0;
int x, y, yinc;
int XOffset = 0;
int YOffset = 30;
int counter = YOffset;
Robot robot;
void setup() {
size(900, 900);
//noCursor();
noStroke();
img = loadImage("p.jpg");
img.resize(900, 900);
//surface.setLocation(XOffset, YOffset);
}
void draw() {
loadPixels();
frameRate(14);
pixls = (int)map(mouseY, height, 20, 250, 20); //pixellation
for (int i = 0; i < pixls; i++) {
for (int j = 0; j < pixls; j++) {
float r = red(img.pixels[(height/pixls)*j*width+(width/pixls)*i]);
float g = green(img.pixels[(height/pixls)*j*width+(width/pixls)*i]);
float b = blue(img.pixels[(height/pixls)*j*width+(width/pixls)*i]);
fill(r, g, b);
rect((width/pixls)*i, (height/pixls)*j, width/pixls, height/pixls);
yinc = (height/pixls)*j;
}
}
try {
robot = new Robot();
robot.mouseMove(XOffset*2, counter); //counter is start of mouse
if (counter > height + YOffset)
{
counter = YOffset + 30; // +30 for menubar
}
}
catch (Exception e) {
//println("error = ", e);
}
counter++;
}
The following should work in Processing 2.2.1. It uses an old method for finding the XOffset and YOffset of the app's window.
/*
Will work in Processing 2.2.1
*/
import java.awt.Robot;
Robot robot;
PImage img;
int pixls = 0;
int x, y, yinc;
int XOffset = 0;
int YOffset = 0;
int counter = 0;
void setup() {
size(710, 710);
// noCursor();
noStroke();
img = loadImage("myImage.jpg");
img.resize(710, 710);
}
void draw() {
int XOffset = frame.getLocationOnScreen().x;
int YOffset = frame.getLocationOnScreen().y;
pixls = (int)map(mouseY, 0, height, 5, 350);
for (int i = 0; i < pixls; i++) {
for (int j = 0; j < pixls; j++) {
float r = red(img.pixels[(height/pixls)*j*width+(width/pixls)*i]);
float g = green(img.pixels[(height/pixls)*j*width+(width/pixls)*i]);
float b = blue(img.pixels[(height/pixls)*j*width+(width/pixls)*i]);
fill(r, g, b);
rect((width/pixls)*i, (height/pixls)*j, width/pixls, height/pixls);
yinc = (height/pixls)*j;
}
}
try {
robot = new Robot();
robot.mouseMove(XOffset + 10, counter);
if (counter > height + YOffset + 30) {
counter = YOffset + 30; // + 30 for menubar
}
} catch (Exception e) {
println("error = ", e);
}
counter++;
}
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 7 years ago.
Improve this question
I'm trying to make a game where my character (Homer Simpson) has to collect falling objects (donuts) and avoid falling toxic-tanks. Right now my score increments every time he gets a donut, but I wish to make the donut disappear afterwards. Can anyone help me with that?
This is my code so far:
PImage bg2; //background image
PImage homer; //image of homer
homer homer1;
int numberOfToxic = 3; //number of falling toxic tanks
int numberOfDonut = 3; //number of falling donuts
int score; //the score
Toxic[] toxic; //array for the toxic that will fall
PImage t;
Donut[] donut; //array for the donuts that will fall
PImage d;
void setup() {
size(600,500); //size of the window
bg2 = loadImage("bg2.jpg"); //uploading the background image
homer = loadImage("homer.gif"); //uploading the character image
t = loadImage("toxictank.png");
d = loadImage("donut.png");
PFont louiseFont;
louiseFont = loadFont("chalk.vlw"); //loading the font I've chosen
textFont(louiseFont); //the current font being used in the game
toxic = new Toxic[numberOfToxic];
for (int i = 0; i < numberOfToxic; i++) {
toxic[i] = new Toxic();
}
donut = new Donut[numberOfDonut];
for(int i = 0; i < numberOfDonut; i++) {
donut[i] = new Donut();
}
score = 0; //the score starts at 0
}
void draw() {
background(bg2);
homer1 = new homer(mouseX-70, 350, 140, 150, homer); //mouseX makes the hero move on the x axis and 350 defines where it is on the y axis. -70 center the mouse on the image/hero
homer1.drawHomer(); //call the function homer(hero)
//Making the taxictanks fall
for(int i = 0; i < toxic.length; i++) {
toxic[i].update();
toxic[i].drawToxic();
if(toxic[i].position.y > 500) {
toxic[i].reset();
}
}
//Making the donuts fall
for(int i = 0; i < donut.length; i++) {
donut[i].update2();
donut[i].drawDonut();
if(donut[i].position2.y > 500) {
donut[i].reset2();
}
//Collecting points if Homer eats donuts
if(abs(donut[i].position2.y - homer1.y) <= 2 && abs(donut[i].position2.x-40 - homer1.x)<=40) {
score ++;
println("ok");
}
}
fill(#0D128B); //color of text
textSize(20); //size of text
text("SCORE: " + nf(score, 1), 20, 40); //score points - tells how to use the text in the game
}
//class with height, width x, y positions and the hero image
class homer {
int x;
int y;
int hWidth;
int hHeight;
PImage homer;
homer(int x, int y, int hWidth, int hHeight, PImage homer) {
this.x = x;
this.y = y;
this.hWidth = hWidth;
this.hHeight = hHeight;
this.homer = homer;
}
void drawHomer() {
image(this.homer, this.x, this.y, this.hWidth, this.hHeight);
}
}
class Toxic { //all the variables for toxic
PImage t;
PVector position;
float speed;
float size;
//constructor of toxic
Toxic() {
t = loadImage("toxictank.png");
position = new PVector(random(width), random(height));
speed = 4;
size = 20;
}
void update() {
position.y += speed;
}
void drawToxic() {
for(int i = 1; i < 3; i++) {
image(t, position.x, position.y);
}
}
void reset() {
position.x = random(width);
position.y = 0 - 50;
speed = 4;
size = 20;
}
}
class Donut { //all variables for donut
PImage d;
PVector position2;
float speed2;
float size2;
boolean falling;
int timeToDisplay;
int fallingSpeed;
Donut() { //constructor of donut
d = loadImage("donut.png");
position2 = new PVector(random(width), random(height));
speed2 = 4;
size2 = 40;
falling = false;
timeToDisplay = (int)random(2.60);
fallingSpeed = (int)random(2.5);
}
void update2() {
position2.y += speed2;
}
void drawDonut() {
for(int i = 1; i < 3; i++) {
image(d, position2.x, position2.y);
}
}
void reset2() {
position2.x = random(width);
position2.y = 0 - 50;
speed2 = 4;
size2 = 20;
}
}
Just set the variables in the instance of Donut so that it goes back to the top of the screen, or isn't drawn at all. You already have a reset2() function that does that. Something like this:
if(abs(donut[i].position2.y - homer1.y) <= 2 && abs(donut[i].position2.x-40 - homer1.x)<=40) {
score ++;
donut[i].reset2();
println("ok");
}
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
}
}
}
friends, I am coding using opencv. I want to find three largest contour in picture/video, I have write code that can find two largest contour, I have difficulty in finding third largest, so I need your suggestions,Merry Christmas!
Here is my core code, how to change.
CvSeq *cont = 0
cvFindContours( tempImg, storage, &cont, sizeof(CvContour),
CV_RETR_TREE, CV_CHAIN_APPROX_SIMPLE, cvPoint(0,0) );
CvSeq *contmax = 0;
CvSeq *contmax2 = contmax;
for(;cont;cont = cont->h_next) //get the two max area, and mark
{
area = fabs(cvContourArea( cont, CV_WHOLE_SEQ ));
printf("area == %lf\n", area);
if(area > maxArea)
{
contmax2 = contmax;
max2Area = maxArea;
contmax = cont;
maxArea = area;
}
else if(area > max2Area && area < maxArea)
{
contmax2 = cont;
max2Area = area;
}
}
CvRect aRect = cvBoundingRect( contmax, 0 );
CvRect bRect = cvBoundingRect( contmax2, 0 );
What about this?:
#define N 3
double maxArea[N] = {0};
CvSeq *countours[N], *tmp_cont;
double tmp_area;
for(;cont;cont = cont->h_next)
{
area = fabs(cvContourArea(cont, CV_WHOLE_SEQ));
printf("area == %lf\n", area);
for(int i = N-1; i >= 0; --i)
{
if(area > maxArea[i])
{
maxArea[i] = area;
countours[i] = cont;
for(int j = (i-1); j >= 0; --j)
{
if(maxArea[j] < maxArea[j+1])
{
tmp_area = maxArea[j+1];
tmp_cont = contours[j+1];
maxArea[j+1] = maxArea[j];
contours[j+1] = contours[j];
maxArea[j] = tmp_area;
contours[j] = tmp_cont;
}
}
break;
}
}
}
My program that I built using Unity3D sporadically freezes, and this action freezes my computer. I'm unable to pinpoint the root cause. I had placed logs all over my project, but the game failed to freeze.
Has any Unity3D developer experience their apps sporadically freeze in the manner in which I am describing? Does anyone have any ideas or suggestions?
Due to a 30K character limit, the below object has been modified slightly. This is the object I believe contains a flaw, but I am unable to identify this flaw.
public class gamePlayController : MonoBehaviour {
void Start () {
int i = 0;
int selectedPlayers = PlayerPrefs.GetInt("TotalPlayers");
foreach( GameObject touchable in GameObject.FindGameObjectsWithTag("Touchable") )
{
touchable.SetActive(false);
touchable.AddComponent(typeof(PlayerCollisionDispatcher));
PlayerCollisionDispatcher nextDispatcher = touchable.GetComponent<PlayerCollisionDispatcher>();
nextDispatcher.currentGameObject = touchable;
nextDispatcher.gameObject.AddComponent("AudioSource");
for(i = 0; i < this.m_Players.Count; i++)
{
if(string.Compare(touchable.name, this.m_Players[i].name) < 0)
{
break;
}
}
if(i < this.m_Players.Count)
{
this.m_Players.Insert(i, touchable);
}
else
{
this.m_Players.Add(touchable);
}
}
while(this.m_Players.Count > selectedPlayers)
{
this.m_Players.RemoveRange(selectedPlayers, this.m_Players.Count - selectedPlayers);
}
this.restartGame();
}
void OnGameTimer(object sender, ElapsedEventArgs e)
{
}
void Update() {
Vector3 vector = m_ArialCamera.camera.transform.position;
vector.x = Mathf.Abs((1500 * this.m_ArialView.x) - 1500) + 250;
vector.y = (600 * this.m_ArialView.y) + 100;
vector.z = (1500 * this.m_ArialView.z) + 250;
m_ArialCamera.camera.transform.position = vector;
if(this.m_IsGameOver)
{
Application.LoadLevel("Replay Screen");
}
else if(this.m_SimulateCamera)
{
this.SimulateCamera();
}
else if(m_AutoPluck)
{
this.AutoPluck();
}
else if(Time.timeScale != 0.0f && this.m_Dispatcher && this.m_Dispatcher.didObjectStop)
{
this.determineTurnOutcome();
}
else if(Time.timeScale != 0.0f && this.m_Dispatcher && this.m_Dispatcher.didObjectMove)
{
this.m_Dispatcher.trackMovementProgress();
}
else if(Time.timeScale != 0.0f && this.m_Dispatcher
&& this.m_Players[this.m_PlayerIndex].rigidbody.velocity.magnitude > 15.0f
&& this.m_Dispatcher.didPluck)
{
this.m_Dispatcher.didObjectMove = true;
}
}
void restartGame()
{
this.m_PlayerIndex = -1;
foreach( GameObject touchable in this.m_Players)
{
GameObject startField = GameObject.FindWithTag ("StartField");
touchable.SetActive(false);
touchable.rigidbody.useGravity = false;
touchable.rigidbody.velocity = Vector3.zero;
touchable.rigidbody.AddForce(Vector3.zero);
touchable.rigidbody.AddTorque(Vector3.zero);
if(startField)
{
Vector3 nextPoint = startField.renderer.bounds.center;
nextPoint.y = 11.0f;
touchable.transform.position = nextPoint;
}
touchable.rigidbody.useGravity = true;
}
this.startNextPlayer();
}
void startNextPlayer()
{
bool isActivePlayerReady = true;
do{
if(this.m_PlayerIndex != -1)
{
audioPlayer.PlayAudio("Audio/Next Player");
}
this.m_PlayerIndex = (this.m_PlayerIndex + 1)%this.m_Players.Count;
this.m_Dispatcher = this.m_Players[this.m_PlayerIndex].GetComponent<PlayerCollisionDispatcher>();
if(this.m_Dispatcher && !this.m_Dispatcher.isGameOver && !this.m_Dispatcher.didEnterMud)
{
if(!this.m_Players[this.m_PlayerIndex].activeSelf)
{
this.m_Dispatcher.startGame();
this.m_Players[this.m_PlayerIndex].SetActive(true);
}
this.m_Dispatcher.startTurn();
}
}
while(!isActivePlayerReady);
Vector3 vector = this.m_Players[this.m_PlayerIndex].transform.position;
vector.x = (1500 * this.m_ArialView.x) + 250;
vector.y = 300;
vector.z = (1500 * this.m_ArialView.z) + 250;
m_ArialCamera.camera.transform.position = vector;
this.setAnnouncement("Player " + this.m_Players[this.m_PlayerIndex].name + "'s Turn");
if(this.m_PlayerIndex != 0)
{
this.m_IsSimulating = PlayerPrefs.GetInt("SimulatePlayer" + this.m_Players[this.m_PlayerIndex].name);
this.m_IsSimulating = 1;
}
else
{
this.m_IsSimulating = 0;
}
GameObject mainCamera = GameObject.FindWithTag ("MainCamera");
MouseOrbit mo = null;
if(mainCamera)
{
mo = mainCamera.GetComponent<MouseOrbit>();
}
if(this.m_IsSimulating >= 1)
{
this.StartSimulation();
if(mo)
{
mo.DoFreeze = true;
}
}
else
{
if(mo)
{
mo.DoFreeze = false;
}
}
}
void StartSimulation()
{
System.Random random = new System.Random();
StringBuilder sb = new StringBuilder();
int randomNumber = 0;
//determine either the player object or the next block
if(this.m_Dispatcher.isKiller)
{
m_SimulateToObject = this.m_Players[randomNumber%this.m_Players.Count];
randomNumber = random.Next(0, 100);
}
else
{
sb.AppendFormat("{0:D2}", this.m_Dispatcher.targetScore);
Debug.Log("target score=" + sb.ToString());
foreach(GameObject scoreField in GameObject.FindGameObjectsWithTag("ScoreField"))
{
if(scoreField.name == sb.ToString())
{
m_SimulateToObject = scoreField;
break;
}
}
}
this.m_IsTargetInitiallyVisible = false;
this.m_SimulationTimer = new System.Timers.Timer();
this.m_SimulationTimer.Elapsed+=new ElapsedEventHandler(TriggerCameraSimulation);
this.m_SimulationTimer.Interval=2500;
this.m_SimulationTimer.Enabled=true;
}
void TriggerCameraSimulation(object sender, ElapsedEventArgs e)
{
this.m_SimulationTimer.Enabled = false;
this.m_SimulationTimer.Dispose();
this.m_SimulateCamera = true;
}
void SimulateCamera()
{
GameObject mainCamera = GameObject.FindWithTag ("MainCamera");
MouseOrbit mo = null;
this.m_SimulationTimer.Enabled = false;
this.m_SimulationTimer.Dispose();
if(mainCamera)
{
mo = mainCamera.GetComponent<MouseOrbit>();
if(!this.m_IsTargetInitiallyVisible)
{
mo.IsManualMove = true;
mainCamera.transform.position = this.m_Players[this.m_PlayerIndex].transform.position;
mainCamera.transform.LookAt(this.m_SimulateToObject.transform, Vector3.up);
this.m_IsTargetInitiallyVisible = true;
}
else if(this.m_SimulateCamera)
{
if(mo.getDistance() >= 10.0f)
{
this.m_SimulateCamera = false;
}
mo.setDistance(-0.001f);
}
}
if(!this.m_SimulateCamera)
{
this.m_SimulationTimer = new System.Timers.Timer();
this.m_SimulationTimer.Elapsed+=new ElapsedEventHandler(TriggerSimulatedPluck);
this.m_SimulationTimer.Interval=2000;
this.m_SimulationTimer.Enabled=true;
}
}
void TriggerSimulatedPluck(object sender, ElapsedEventArgs e)
{
this.m_SimulationTimer.Enabled = false;
this.m_SimulationTimer.Dispose();
this.m_AutoPluck = true;
}
void AutoPluck()
{
System.Random random = new System.Random();
GameObject mainCamera = GameObject.FindWithTag ("MainCamera");
MouseOrbit mo = null;
float applyForce = 0.0f;
float slope = 0.00028648399272739457f;
float y_int = 0.2908366193449838f;
Vector3 vTorque = Vector3.zero;
int simulateId = PlayerPrefs.GetInt("SimulatePlayer" + this.m_Players[this.m_PlayerIndex].name);
int seed = (5 * ((int)(SimulationOptions.Pro) - simulateId));
int xSeed = 0;
int ySeed = 0;
int zSeed = 0;
int sign = random.Next(1, 1000)%2;
int range = random.Next(1, 1000)%seed;
int myValue = 0;
this.m_SimulationTimer.Enabled = false;
this.m_SimulationTimer.Dispose();
if(mainCamera)
{
mo = mainCamera.GetComponent<MouseOrbit>();
mo.IsManualMove = false;
}
this.m_AutoPluck = false;
if(simulateId >= 1)
{
float distance = Vector3.Distance(this.m_Players[this.m_PlayerIndex].transform.position,
this.m_SimulateToObject.transform.position);
if(simulateId != (int)(SimulationOptions.Pro))
{
myValue = random.Next(1, 6);
seed = (int)(myValue * ((int)(SimulationOptions.Pro) - simulateId));
sign = random.Next(1, 2);
range = random.Next(1, seed);
if(random.Next(1, 1000)%3 == 0)
{
distance += (sign == 1 ? range : -range);
}
}
vTorque.x = (float)(random.Next(1, 90));
vTorque.y = (float)(random.Next(1, 90));
vTorque.z = (float)(random.Next(1, 90));
applyForce = (slope * distance) + y_int;
this.m_Dispatcher.pluckObject(applyForce, vTorque);
}
}
void determineTurnOutcome()
{
int number = -1;
bool canActivePlayerContinue = false;
bool isAutoReward = false;
bool didElinimatePlayer = false;
foreach(GameObject nextObject in this.m_Players)
{
PlayerCollisionDispatcher nextDispatcher = nextObject.GetComponent<PlayerCollisionDispatcher>();
if(nextObject.activeSelf && !nextDispatcher.isGameOver && !nextDispatcher.isActive)
{
if(nextDispatcher.currentScore == nextDispatcher.targetScore)
{
nextDispatcher.totalScore = nextDispatcher.targetScore;
int.TryParse(nextDispatcher.name, out number);
nextDispatcher.targetScore++;
if(nextDispatcher.totalScore >= 13 || nextDispatcher.targetScore > 13)
{
nextDispatcher.totalScore = 13;
nextDispatcher.targetScore = 13;
nextDispatcher.isKiller = true;
this.setMaterial(nextDispatcher.renderer, "killers", nextDispatcher.name);
}
else
{
this.setMaterial(nextDispatcher.renderer, "numbers", nextDispatcher.name);
}
}
else if(nextDispatcher.didKillerCollide && (nextDispatcher.didLeaveBoard || nextDispatcher.didLeaveBounds))
{
this.setMaterial(nextDispatcher.renderer, "eliminated", nextDispatcher.name);
nextDispatcher.isGameOver = true;
didElinimatePlayer = true;
}
else if(nextDispatcher.didPlayerCollide && (nextDispatcher.didLeaveBoard || nextDispatcher.didLeaveBounds))
{
if(int.TryParse(nextDispatcher.name, out number))
{
nextDispatcher.targetScore = 1;
nextDispatcher.totalScore = 0;
}
}
else if(nextDispatcher.didEnterMud)
{
this.setMaterial(nextDispatcher.renderer, "mudd", nextDispatcher.name);
nextDispatcher.isKiller = false;
}
else if(nextDispatcher.isInMud && !nextDispatcher.didEnterMud)
{
isAutoReward = true;
}
else
{
this.setMaterial(nextDispatcher.renderer, "numbers", nextDispatcher.name);
}
}
nextDispatcher.transferStates();
}
if(this.m_Dispatcher.isKiller && !didElinimatePlayer)
{
this.setMaterial(this.m_Dispatcher.renderer, "numbers", this.m_Dispatcher.name);
this.m_Dispatcher.totalScore = 0;
this.m_Dispatcher.targetScore = 1;
this.m_Dispatcher.isKiller = false;
}
else if(this.m_Dispatcher.didEnterMud)
{
this.setMaterial(this.m_Dispatcher.renderer, "mud", this.m_Dispatcher.name);
}
else if(this.m_Dispatcher.currentScore == this.m_Dispatcher.targetScore || isAutoReward)
{
this.m_Dispatcher.totalScore = this.m_Dispatcher.targetScore;
canActivePlayerContinue = true;
this.m_Dispatcher.consecutivePops++;
int.TryParse(this.m_Dispatcher.name, out number);
this.m_Dispatcher.targetScore++;
this.setMaterial(this.m_Dispatcher.renderer, "numbers", this.m_Dispatcher.name);
}
else
{
this.setMaterial(this.m_Dispatcher.renderer, "numbers", this.m_Dispatcher.name);
}
this.isWinnerAnnounced();
if(!this.m_IsGameOver && !canActivePlayerContinue)
{
this.m_Dispatcher.endTurn();
this.startNextPlayer();
}
else if(canActivePlayerContinue)
{
this.m_Dispatcher.transferStates();
this.m_Dispatcher.isActive = true;
this.m_Dispatcher.didObjectMove = false;
this.m_Dispatcher.didObjectStop = false;
if(this.m_IsSimulating >= 1)
{
this.StartSimulation();
}
}
this.m_ForceValue = 0.0f;
}
void isWinnerAnnounced()
{
StringBuilder sb = new StringBuilder();
int totalPlayers = 0;
string winner = string.Empty;
int number = -1;
int totalPlayersInMud = 0;
foreach(GameObject nextObject in this.m_Players)
{
PlayerCollisionDispatcher nextDispatcher = nextObject.GetComponent<PlayerCollisionDispatcher>();
if(!nextDispatcher.isGameOver)
{
totalPlayers++;
winner = nextObject.name;
}
if(nextDispatcher.isInMud)
{
totalPlayersInMud++;
}
}
if(totalPlayers == 1)
{
if(winner != string.Empty && int.TryParse(winner, out number))
{
sb.AppendFormat("Congratulations Player {0}", number);
PlayerPrefs.SetString("WinningPlayer", sb.ToString());
}
else
{
PlayerPrefs.SetString("WinningPlayer", "Congratulations");
}
this.m_IsGameOver = true;
}
else if(totalPlayersInMud == this.m_Players.Count)
{
PlayerPrefs.SetString("WinningPlayer", "All players are stuck in the mud!");
this.m_IsGameOver = true;
}
}
void setMaterial(Renderer renderer, string state, string playerId)
{
StringBuilder sbNextImage = new StringBuilder();
sbNextImage.AppendFormat("Materials/playerObjects/{0}/{1}", state, playerId);
Material newMat = Resources.Load(sbNextImage.ToString(), typeof(Material)) as Material;
if(newMat)
{
renderer.material = newMat;
}
else
{
Debug.Log("FAILED to set material: " + sbNextImage.ToString());
}
}
void setAnnouncement(string text)
{
this.m_IsAnnouncement = true;
this.m_AnnouncementHeight = (int)(Screen.height * 0.5);
this.m_AnnouncementText = text;
}
void OnGUI() {
GUIStyle labelStyle = GUI.skin.label;
int number = -1;
StringBuilder scoreDetails = new StringBuilder();
StringBuilder turnDetails = new StringBuilder();
float x = 0;
float y = 0;
float w = 64.0f;
float h = 32.0f;
float alpha = 1.0f;
if(this.m_IsAnnouncement)
{
this.displayAnnouncement();
}
labelStyle.normal.textColor = new Color(1.0f, 1.0f, 1.0f, alpha);
Texture2D texture = new Texture2D(32, 32, TextureFormat.ARGB32, false);
for(int i = 0; i < 32; i++)
{
for(int j = 0; j < 32; j++)
{
texture.SetPixel(i, j, new Color(0.0f, 0.0f, 0.0f, 0.25f));
}
}
texture.Apply();
labelStyle.normal.background = texture;
if(this.m_DoShowScore)
{
foreach(GameObject nextObject in this.m_Players)
{
PlayerCollisionDispatcher nextDispatcher = nextObject.GetComponent<PlayerCollisionDispatcher>();
int.TryParse(nextDispatcher.name, out number);
if(nextDispatcher.isGameOver)
{
scoreDetails.AppendFormat("\tPlayer {0}: Game Over\n", number);
}
else if(nextDispatcher.didEnterMud)
{
scoreDetails.AppendFormat("\tPlayer {0}: In The Mudd\n", number);
}
else if(nextDispatcher.isKiller)
{
scoreDetails.AppendFormat("\tPlayer {0}: Killer\n", number);
}
else
{
scoreDetails.AppendFormat("\tPlayer {0}: {1}\n", number, nextDispatcher.totalScore);
}
}
GUI.Label (new Rect (0, 0, 225, 100), scoreDetails.ToString());
}
w = 64.0f;
h = 32.0f;
x = Screen.width - w;
y = Screen.height - h;
if(GUI.Button (new Rect (x, y, w, h), "Menu"))
{
audioPlayer.PlayAudio("Audio/Click");
this.m_IsMenuShowing = !this.m_IsMenuShowing;
}
if(this.m_IsMenuShowing)
{
w = (64.0f * this.m_MenuText.Length);
h = 32.0f;
x = Screen.width - w - 64.0f;
y = Screen.height - h;
int selOption = GUI.Toolbar(new Rect(x, y, w, h), this.m_MenuOption, this.m_MenuText);
if(selOption != this.m_MenuOption)
{
audioPlayer.PlayAudio("Audio/Click");
this.m_MenuOption = -1;
this.m_IsMenuShowing = !this.m_IsMenuShowing;
switch(selOption)
{
case (int)(MenuOptions.ArialViewOption): //arial
this.m_ArialCamera.SetActive(!this.m_ArialCamera.activeSelf);
break;
case (int)(MenuOptions.VolumeOption): //mute
int muteVolume = PlayerPrefs.GetInt("MuteVolume");
muteVolume = (muteVolume + 1)%2;
PlayerPrefs.SetInt("MuteVolume", muteVolume);
if(muteVolume == 0)
{
this.m_MenuText[(int)(MenuOptions.VolumeOption)] = "Mute";
}
else
{
this.m_MenuText[(int)(MenuOptions.VolumeOption)] = "Volume";
}
break;
case (int)(MenuOptions.PauseOption): //pause
if(Time.timeScale == 0.0f)
{
this.setAnnouncement("Continuing Game Play");
Time.timeScale = this.m_Speed;
this.m_MenuText[(int)(MenuOptions.PauseOption)] = "Pause";
}
else
{
this.setAnnouncement("Game Is Paused");
Time.timeScale = 0.0f;
this.m_MenuText[(int)(MenuOptions.PauseOption)] = "Play";
}
break;
case (int)(MenuOptions.ScoresOption): //scores
this.m_DoShowScore = !this.m_DoShowScore;
break;
case (int)(MenuOptions.RestartOption): //restart
Time.timeScale = this.m_Speed;
this.restartGame();
break;
case (int)(MenuOptions.QuitOption): //quit
Application.LoadLevel("Opening Screen");
break;
default:
break;
}
}
}
if(this.m_ArialCamera.activeSelf)
{
x = Screen.width * 0.7f - 10.0f;
y = 0;
w = 10.0f;
h = Screen.height * 0.3f;
this.m_ArialView.z = GUI.VerticalSlider (new Rect(x, y, w, h), this.m_ArialView.z, 1.0f, 0.0f);
x = Screen.width * 0.7f;
y = Screen.height * 0.3f;
w = Screen.width * 0.3f;
h = 10.0f;
this.m_ArialView.x = GUI.HorizontalSlider (new Rect(x, y, w, h), this.m_ArialView.x, 1.0f, 0.0f);
x = Screen.width * 0.7f;
y = Screen.height * 0.3f + 12.0f;
w = Screen.width * 0.3f;
h = 10.0f;
this.m_ArialView.y = GUI.HorizontalSlider (new Rect(x, y, w, h), this.m_ArialView.y, 1.0f, 0.0f);
}
int.TryParse(this.m_Players[this.m_PlayerIndex].name, out number);
turnDetails.AppendFormat("\tPlayer {0}'s Turn\n", number);
turnDetails.AppendFormat("\tNext Goal: {0}\n", this.m_Dispatcher.targetScore);
GUI.Label (new Rect (0, Screen.height - 100, 225, 100), turnDetails.ToString());
if(!this.m_Dispatcher.didObjectMove && m_IsSimulating == 0)
{
x = 250.0f;
y = Screen.height - 190.0f;
w = 30.0f;
h = 150.0f;
this.m_ForceValue = GUI.VerticalSlider (new Rect(x, y, w, h), m_ForceValue, 1.0f, 0.0f);
x = 250.0f;
y = Screen.height - 30.0f;
w = 100.0f;
h = 30.0f;
if(GUI.Button (new Rect(x, y, w, h), "Pluck!"))
{
System.Random random = new System.Random();
Vector3 vTorque = Vector3.zero;
int xSeed = 0;
int ySeed = 0;
int zSeed = 0;
xSeed = (random.Next(1, 45));
ySeed = (random.Next(1, 45));
zSeed = (random.Next(1, 45));
vTorque = new Vector3(xSeed, ySeed, zSeed);
this.m_Dispatcher.pluckObject(this.m_ForceValue, vTorque);
}
}
}
void displayAnnouncement()
{
float x = 0;
float y = 0;
float w = 0;
float h = 0;
float alpha = 1.0f;
GUIStyle announcementStyle = null;
GUIStyle labelStyle = null;
announcementStyle = new GUIStyle();
labelStyle = GUI.skin.label;
labelStyle.normal.textColor = new Color(1.0f, 1.0f, 1.0f, alpha);
x = (int)(Screen.width * 0.25);
y = (int)m_AnnouncementHeight;
w = (int)(Screen.width * 0.5);
h = 100;
alpha = (float)m_AnnouncementHeight/(float)(Screen.height * 0.5);
announcementStyle.fontSize = 32;
announcementStyle.alignment = TextAnchor.MiddleCenter;
announcementStyle.fontStyle = FontStyle.BoldAndItalic;
announcementStyle.normal.textColor = new Color(1.0f, 1.0f, 1.0f, alpha);
GUI.Label (new Rect (x, y, w, h), this.m_AnnouncementText, announcementStyle);
if(Time.timeScale != 0.0f)
{
if((this.m_AnnouncementHeight + h) <= 0)
{
this.m_IsAnnouncement = false;
this.m_AnnouncementHeight = (int)(Screen.height * 0.5);
}
else
{
this.m_AnnouncementHeight -= 1;
}
}
}
}
-----------
I believe I have narrowed the freezing down. Simulated testing results is leading me to believe that my problem is inside the OnGUI() method. I have commented that method out all together, and my app is operating smoothly. I'll figure this out, unless someone beats me to the root cause and solution.
I solved it...
My initial suspicions were correct: the problem did lie within the OnGUI() method. I moved the following source code to the Start() method. It made sense, since I'm only building a transparent background texture once.:
Texture2D texture = new Texture2D(32, 32, TextureFormat.ARGB32, false);
for(int i = 0; i < 32; i++)
{
for(int j = 0; j < 32; j++)
{
texture.SetPixel(i, j, new Color(0.0f, 0.0f, 0.0f, 0.25f));
}
}
texture.Apply();