I created a button image and I named it Texture2D btn_play. It is for a main menu and I want to press it to change the CurrentGameState.
My variables:
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D Tex_Btn_play;
Rectangle Rec_Btn_play;
enum Menu
{
MainMenu,
Playing,
Exit,
}
Menu CurrentGameState = Menu.MainMenu;
And the Update method:
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
if (Rec_Btn_play = TouchLocationState.Pressed);
// TODO: Add your update logic here
base.Update(gameTime);
}
The if (Rec_Btn_play = TouchLocationState.Pressed); Is wrong, I don't know why. Please help me solve this problem.
You need to find the touch locations and check if the rectangle intersects with that position
TouchCollection touchCollection = TouchPanel.GetState();
foreach (TouchLocation tl in touchCollection)
{
if (tl.State == TouchLocationState.Pressed)
{
if (Rct_Btn_Play.Contains(new Point(tl.Position.X,tl.Position.Y))
{
//DoStuff
}
}
}
Related
I am developing an AR app that allow you to move a ball by swiping the screen. I am able to detect the swipe but I am unsure how I can move the ball. so I want the ball to move from one position to another based on how long the screen is swipe. so when you swipe the ball is moved like been thrown.
Can any one help me out with this. thanks
To move a renderable, you can delete it at the old position and place it at the new one. Here is an example - this is button driven rather than swipe driven, but the movement can be used similarly. The code below works on the currently selected anchorNode - i.e. the user can select different nodes to move.
//Add a listener for the left button
FloatingActionButton leftButtom = findViewById(R.id.left_button);
leftButtom.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
//Move the anchor left
Log.d(TAG,"Moving anchor left");
if (currentSelectedAnchorNode != null) {
//Get the current Pose and transform it then set a new anchor at the new pose
Session session = arFragment.getArSceneView().getSession();
Anchor currentAnchor = currentSelectedAnchorNode.getAnchor();
Pose oldPose = currentAnchor.getPose();
Pose newPose = oldPose.compose(Pose.makeTranslation(-0.05f,0,0));
currentSelectedAnchorNode = moveRenderable(currentSelectedAnchorNode, newPose);
}
}
});
private AnchorNode moveRenderable(AnchorNode markAnchorNodeToMove, Pose newPoseToMoveTo) {
//Move a renderable to a new pose
if (markAnchorNodeToMove != null) {
arFragment.getArSceneView().getScene().removeChild(markAnchorNodeToMove);
anchorNodeList.remove(markAnchorNodeToMove);
} else {
Log.d(TAG,"moveRenderable - markAnchorNode was null");
return null;
}
Frame frame = arFragment.getArSceneView().getArFrame();
Session session = arFragment.getArSceneView().getSession();
Anchor markAnchor = session.createAnchor(newPoseToMoveTo.extractTranslation());
AnchorNode newMarkAnchorNode = new AnchorNode(markAnchor);
newMarkAnchorNode.setRenderable(andyRenderable);
newMarkAnchorNode.setParent(arFragment.getArSceneView().getScene());
anchorNodeList.add(newMarkAnchorNode);
return newMarkAnchorNode;
}
I'm trying to build a simple Flash game where the user drags a sombrero onto a cactus. I've got it so that when you drag the sombrero anywhere but the cactus, it snaps back to it's original position. I had it so when you drag it onto the cactus, it stays there.
What I want is when the user drags the sombrero onto the cactus, it takes you to a screen that says "YAY! Play again?" I put a gotoAndPlay() inside my if statement:
if(dropTarget.parent.name == "cactus")
{
//scaleX = scaleY = 0.2;
//alpha = 0.2;
//y = stage.stageHeight - height - -100;
//buttonMode = false;
//removeEventListener(MouseEvent.MOUSE_DOWN, down);
gotoAndPlay("playAgain");
trace("dropped on cactus");
}
else
{
returnToOriginalPosition();
}
I labeled my second frame as "playAgain." I get an error saying:
ArgumentError: Error #2109: Frame label playAgain not found in scene playAgain.
at flash.display::MovieClip/gotoAndPlay()
at net.dndgtal.Cactus_Game::sombrero/stageUp()
I have Googled and checked and double checked all the suggestions, but cannot get it to work. I don't have a scene "playAgain," only "scene1." I've tried specifying both the scene and the frame- that doesn't work either. And I tried just putting in gotoAndPlay(2), for frame two, but that just does nothing.
Am I missing something? Any help would be appreciated. Here is all of my code if that helps:
package net.dndgtal.Cactus_Game
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.Point;
public class sombrero extends MovieClip
{
protected var OriginalPosition:Point;
public function sombrero ()
{
OriginalPosition = new Point(x, y);
buttonMode = true;
addEventListener ( MouseEvent.MOUSE_DOWN, down );
//trace("sombrero constructor");
}
protected function down (event:MouseEvent):void
{
parent.addChild(this);
startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, stageUp);
//trace("DOWN");
}
protected function stageUp(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, stageUp);
stopDrag();
if (dropTarget)
{
if(dropTarget.parent.name == "cactus")
{
//scaleX = scaleY = 0.2;
//alpha = 0.2;
//y = stage.stageHeight - height - -100;
//buttonMode = false;
//removeEventListener(MouseEvent.MOUSE_DOWN, down);
gotoAndPlay("playAgain");
trace("dropped on cactus");
}
else
{
returnToOriginalPosition();
}
}
else
{
returnToOriginalPosition();
}
}
protected function returnToOriginalPosition(): void
{
x = OriginalPosition.x;
y = OriginalPosition.y;
}
}
}
Thanks! Let me know if you have any questions.
Your issue is likely one of scope. When you use gotoAndPlay("playAgain"), it will take the current timeline (scope), which is the sombrero class, and attempt to find a frame label or scene called "playAgain" on it's timeline.
Presumably, you want the main timeline to gotoAndPlay the frame label "playAgain", not the sombrero.
To access the main timeline, you can use MovieClip(root).gotoAndPlay("playAgain").
If it's not the main timeline, but the parent of sombrero, you can access it with MovieClip(parent).gotoAndPlay("playAgain")
If the relationship between the sombrero and whichever timeline your trying to advance is more complicated than that, then you could pass in a reference to it in your sombrero constructor:
private var targetTimeline:MovieClip;
public function sombrero (targetTimeline_:MovieClip)
{
targetTimeline = targetTimeline_;
//...rest of constructor code
And then:
if(dropTarget.parent.name == "cactus"){
targetTimeline.gotoAndPlay("playAgain");
And when you create the sombrero, pass in the target timeline:
var hat:sombrero = new sombrero(target);
Okay so I'm starting to make a main menu for a small flash game and to do this I want to use the mouse to click on buttons etc. I have a button class in which I create two rectangles: a rectangle for the button and a rectangle for the mouse based on its X and Y, 1 pixel by 1 pixel. I use Rectangle.Intersects to check if they are touching before seeing if left mouse button is down. Problem is, the thing the mouse position is relative to changes every time so no matter where the mouse button is on the screen, it's never the same co-ordinates as in a different build in that exact same position. I seriously just need ideas now as I'm running out. If I didn't explain it very well or you need further details to help please ask - I WOULD BE SO GRATEFUL.
Will post back if I find an answer
Update - Okay here's the button class
class OnScreenButton
{
public Texture2D texture;
Vector2 position;
Rectangle rectangle;
Color colour = new Color(255, 255, 255, 255);
public Vector2 size;
public OnScreenButton(Texture2D newtexture, GraphicsDevice graphics)
{
texture = newtexture;
// ScreenW = 500, ScreenH = 600
// Img W = 80, Img H = 20
size = new Vector2(graphics.Viewport.Width / 10, graphics.Viewport.Height / 30);
size = new Vector2(texture.Width, texture.Height);
}
bool down;
public bool isClicked;
public void Update(MouseState mouseState)
{
rectangle = new Rectangle((int)position.X, (int)position.Y, (int)size.X, (int)size.Y);
Rectangle mouseRectangle = new Rectangle(mouseState.X, mouseState.Y, 1, 1);
if (mouseRectangle.Intersects(rectangle))
{
if (colour.A == 255)
{
down = false;
}
if (colour.A == 0)
{
down = true;
}
if (down)
{
colour.A += 3;
}
else
{
colour.A -= 3;
}
if (mouseState.LeftButton == ButtonState.Pressed)
{
isClicked = true;
}
}
else if (colour.A < 255)
{
colour.A += 3;
isClicked = false;
colour.A = (255);
}
}
public void SetPosition(Vector2 newPos)
{
position = newPos;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, rectangle, colour);
}
}
}
(Sorry for weird formatting, brand new to stack overflow and the posting is still a little confusing)
Here is some other code I think is relevent...
Game.1 initializing stuff
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
protected override void Initialize()
{
// TODO: Add your initialization logic here
Mouse.WindowHandle = Window.Handle;
base.Initialize();
}
public Main()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
KeyboardState keyboardState;
MouseState mouseState;
Main menu update routine...
private void UpdateMainMenu(GameTime gameTime)
{
// Button options
if (buttonPlay.isClicked == true)
{
CreateNewGame();
currentGameState = GameState.playing;
}
buttonPlay.Update(mouseState);
if (buttonExit.isClicked == true)
{
this.Exit();
}
buttonExit.Update(mouseState);
// Press enter to play
if (keyboardState.IsKeyDown(Keys.Enter))
{
CreateNewGame();
currentGameState = GameState.playing;
}
}
Here's thee draw routine for main menu...
public void DrawMainMenu()
{
spriteBatch.Draw(mainMenuBackground, new Vector2(0, 0), Color.White);
buttonPlay.Draw(spriteBatch);
buttonExit.Draw(spriteBatch);
spriteBatch.DrawString(playerAmmoFont, String.Format("{0}", mouseState), new Vector2(0, 0), Color.White);
}
okay that's all I can think of
UPDATE - Okay so I know a few things that aren't the problem...
The whole of my button class is fine, I made a new project and inserted all the relevant code into it and it worked absolutely perfectly so I'm starting to think its something to do with the code positioning and the graphics device stuff although I still don't have a clue how to fix it.
the window appears at the same spot every time
there is no pattern to the change in coordinates at all
this is really annoying
UPDATE - OKAY. I spent a long time writing down the coordinates that I got each time I ran the code and stuck to cursor in the top right corner of the screen. Here is what I got.
(-203, -225)
(-253, -275)
(-53, -75)
(-103, -125)
(-153, -175)
(-203, -225)
(-253, -275)
(-53, -75)
(-103, -125)
(-153, -175)
(-203, -225)
(-253, -275)
(-53, -75)
(-103, -125)
(-153, -175)
(-203, -225)
(-253, -275)
(-53, -75)
(-103, -125)
(-153, -175)
(-203, -225)
(-78, -100)
(-128, -150)
(-178, -200)
(-228, -250)
(-28, -50)
(-53, -75)
(-103, -125)
(-153, -175) < AND FROM HERE THE PATTERN LOOPS ROUND.
I just don't get how the same code can execute a different bug on different executions like this.
Also, mouse.Wheel doesn't go up or down whereas it works on the project that I made to test the relevant code where the mouse position was relevant to the top left pixel of the game window.
UPDATE - EVEN MORE DAMN COMPLICATIONS - So I just rand it a few times again and the offset values are offset... the increase is the same but I got values like (-178, -200) then (-228, -250). I have also discovered that the mouse is not relative to the game window what so ever, if I jam the mouse in the top right corner of the screen and check the coordinates, then move the game window and do the same again, the coordinates don't change. Please please please help me, or tell me if I'm being stupid, or something. Thanks.
The mouse coordinates are relative to the monitor. Here is my general button class to try and work for your situation.
public class Button
{
public event EventHandler<EventArgs> Clicked;
public Vector2 Position { get; set;}
public Texture2D Texture { get; set;}
public Color Tint { get; set; }
public float Scale { get; set; }
public float Rotation { get; set; }
public int Width
{
get
{
if (texture == null)
return 0;
else
return texture.Width;
}
}
public int Height
{
get
{
if (texture == null)
return 0;
else
return texture.Height;
}
}
private void OnClick()
{
if (Clicked != null)
Clicked(this, EventArgs.Empty);
}
public Button(Vector2 position, Texture2D texture)
: base(parent)
{
Position = position;
Texture = texture;
Tint = Color.White;
Scale = 1.0f;
Rotation = 0.0f;
}
public bool HandleClick(Vector2 vector)
{
if (vector.X >= Position.X)
{
if (vector.X <= Position.X + Width)
{
if (vector.Y >= Position.Y)
{
if (vector.Y <= Position.Y + Height)
{
OnClick();
return true;
}
}
}
}
return false;
}
public bool HandleEntered(Vector2 vector)
{
if (vector.X >= Position.X)
{
if (vector.X <= Position.X + Width)
{
if (vector.Y >= Position.Y)
{
if (vector.Y <= Position.Y + Height)
{
return true;
}
}
}
}
return false;
}
public override void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Texture, Position, null, Tint, Rotation, Vector2.Zero, Scale, SpriteEffects.None, 0.0f);
}
Declare a button:
Button btn = new Button(position where you want the button, texture for the button);
btn.Clicked += () => { /* Handle button clicked code here */ };
In your update method inside your main game:
public void Update (GameTime gameTime)
{
MouseState mouseState = Mouse.GetState();
if(mouseState.LeftButton == ButtonState.Pressed) // check if mouse is clicked
{
btn.HandleClicked(new Vector2(mouseState.X, mouseState.Y)); // If true then the button clicked event will fire
// Here you can also change the color of the button if the button is currently clicked
}
// Here you can change the color of the button if the mouse is hover over the control
// Example:
btn.Tint = btn.HandleEntered(new Vector2(mouseState.X, mouseState.Y)) ? Color.White * 0.75f : Color.White;
}
Note: You can also use a rectangle for the button to adjust its size instead of strictly using the textures dimensions. Hope this gives some insight.
So here's what was going on: I had a bullet class in my game for every bullet shot. In this class I check whether the bullets hits nothing, hits the asteroid, or destroys the asteroids. If the latter is true then I would increment playerScore by 5. PlayerScore was a Game1 attribute so I thought the easiest way to do this would be to create a new Game1 in bullet.cs to allow me to refer to the variable. Deleting the "Main mainGame = new Main():" in Bullet.cs fixed this issue and I think the issue was coming from a new graphics device being made every single time I fired a single bullet.
Earlier, I had an issue with my Windows cursor being uncoordinated with the game and asked here how I could solve this. A member suggested me to hide the Windows cursor and create a custom game cursor, so I did this. However, a new problem occurred.
My game cursor is usually offset to the right of the Windows mouse, so when I want to move the game cursor to the left side of the window and click my left mouse button, it causes a disturbance to the game, such as bringing an application in the background to the top.
Here is a picture of what I mean: http://i.imgur.com/nChwToh.png
As you can see, the game cursor is offset to the right of the Windows cursor, and if I use game cursor to click on something on the left side of the window, the application in the background (Google Chrome in this case), will be brought up to the front, causing disturbance to the game.
Is there anything I can do to use my game cursor without any disturbances?
I have just tried to move everything out of their classes, all into the main Game class.
This fixed the problem, but does not give me an answer to WHY this happens.
The code is exactly the same, it's just organized to separate classes.
So, does anyone know why this is?
Why is using object-oriented programming instead of putting everything in the game class going mess up my mouse coordination and stuff?
Normally, you would have a texture for you in-game cursor where, for instance, the pixel at [16,16] is where you are "aiming" (the center of a crosshair, for instance). What you owuld to to draw this centered on the mouse is to use Mouse.GetState() to get the position, and then offset the drawing of your mouse-texture by the negative of the "center" of the "aim"-point.
so let's say we make a custom Mouse-Class:
public class GameMouse
{
public Vector2 Position = Vector2.Zero;
private Texture2D Texture { get; set; }
private Vector2 CenterPoint = Vector2.Zero;
public MouseState State { get; set; }
public MouseState PreviousState { get; set; }
//Returns true if left button is pressed (true as long as you hold button)
public Boolean LeftDown
{
get { return State.LeftButton == ButtonState.Pressed; }
}
//Returns true if left button has been pressed since last update (only once per click)
public Boolean LeftPressed
{
get { return (State.LeftButton == ButtonState.Pressed) &&
(PreviousState.LeftButton == ButtonState.Released); }
}
//Initialize texture and states.
public GameMouse(Texture2D texture, Vector2 centerPoint)
{
Texture = texture;
CenterPoint = centerPoint;
State = Mouse.GetState();
//Calling Update will set previousstate and update Position.
Update();
}
public void Update()
{
PreviousState = State;
State = Mouse.GetState();
Position.X = State.X;
Position.Y = State.Y;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(Texture, Position - CenterPoint, Color.White);
spriteBatch.End();
}
}
Here is the code for a project im working on, where an enemy moves back and forth at the bottom of the screen.
class enemy1
{
Texture2D texture;
public Vector2 position;
bool isAlive = false;
Random rand;
int whichSide;
public enemy1(Texture2D texture, Vector2 position)
{
this.texture = texture;
this.position = position;
}
public void Update()
{
if (isAlive)
{
if (whichSide == 1)
{
position.X += 4;
if (position.X > 1000 + texture.Width)
isAlive = false;
}
if (whichSide == 2)
{
position.X -= 4;
if (position.X < 0)
isAlive = false;
}
}
else
{
rand = new Random();
whichSide = rand.Next(1, 3);
SetInStartPosition();
}
}
private void SetInStartPosition()
{
isAlive = true;
if (whichSide == 1)
position = new Vector2(0 - texture.Width, 563 - texture.Height);
if (whichSide == 2)
position = new Vector2(1000 + texture.Width, 563 - texture.Height);
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, position, Color.White);
}
}
Now i want there to be a few enemys going back and forth but they start at differant positions so it looks like there is a few enemys going back and forth at the bottom of the screen. I have managed to draw a few other enemies on the screen, except they do not behave like the first enemy. They just are pictures on a screen not moving anywhere. So now all i have is the hero moving around and one enemy at the bottom of the screen, along with 5 other enemys sitting at the top of the screen doing nothing. How do i easily add a new sprite from a class that has the same behavior, at any time, while not making a billion variables to store them in?
Generally it's a good idea to have similar logic contained within the proper class, so if all Sprites where to do the same thing, then all you would need to do is put your movement code inside a public method and then call that method inside Update().
So, if your Sprite class looks something like this:
public class Sprite
{
private Vector2 Position;
public Sprite(Texture2D texture, Vector2 position)
{
Position = position;
}
//then just add this
public void MoveSprite(int amount)
{
position.X += amount;
}
}
Now, the object name "Sprite" is pretty generic, you will more than likely have many "Sprites" in your game.
So you're going to want to follow good OOP practices and maybe name this specific sprite something different and then have it derive from this class we're looking at right now. (But i'm not going to make design decisions for you)
This was a vague question, but that's my best shot at an answer for you.