I am building a horse racing game in Unity3D, I have problem with camera:
Currently, my camera only focuses on one fixed horse (ex, horse No 1), so it causes when this horse is far away from others then there will be only one horse appeared on screen, it is not good solution.
Anybody has some ideas on this?
Thanks,
You can think as you were making a movie: just place more cameras on the scene, and activate them one at a time. If you want a camera per horse, you could place a camera directly into the horse's prefab (assuming you have it), so that each newly instantiated horse has one of them. Then, you can write a function that permits the cameras' switch:
var cameras : GameObject[];
function SelectCamera (index : int) {
for (var i : int = 0; i < cameras.length; i++) {
if (i == index){
cameras[i].camera.active = true;
}else{
cameras[i].camera.active = false;
}
}
}
Related
I am making a game based on the game AZ on the website Y8, and I am having problems with tile collisions.
the player moves basically by giving it speed when up is pressed, then rotating left or right.
direction = image_angle;
if(keyForward)
{
speed = 2;
}
else speed = 0;
// rotate
if(keyRotateLeft)
{
image_angle = image_angle + 5;
}
if(keyRotateRight)
{
image_angle = image_angle - 5;
}
then I said when the player collides with the tile speed = 0. But the player gets stuck and can't move anymore. is there a better way to do this.
A simple approach would be as following:
Attempt to rotate
Check if you are now stuck in a wall
If you are, undo the rotation.
A more advanced approach would be to attempt pushing the player out of solids while rotating.
Alternatively, you may be able to get away with giving the player a circular mask and not rotating the actual mask (using a user-defined variable instead of image_angle).
I am creating a small game in the Unity game engine, and the map for the game is generated from a 2d tilemap. The tilemap contains so many tiles, though, is is very hard for a device like a phone to render them all, so the frame rate drops. The map is completely static in that the only moving thing in the game is a main character sprite and the camera following it. The map itself has no moving objects, it is very simple, there must be a way to render only the needed sections of it or perhaps just render the map in once. All I have discovered from researching the topic is that perhaps a good way to do it is buy using the Unity mesh class to turn the tilemap into a mesh. I could not figure out how to do this with a 2d tilemap, and I could not see how it would benefit the render time anyways, but if anyone could point me in the right direction for rendering large 2d tilemaps that would be fantastic. Thanks.
Tile system:
To make the tile map work I put every individual tile as a prefab in my prefab folder, with the attributes changed for 2d box colliders and scaled size. I attribute each individual prefab of the tile to a certain color on the RGB scale, and then import a png file that has the corresponding colors of the prefabs where I want them like this:
I then wrote a script which will place each prefab where its associated color is. It would look like this for one tile:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Map : MonoBehaviour {
private int levelWidth;
private int levelHeight;
public Transform block13;
private Color[] tileColors;
public Color block13Color;
public Texture2D levelTexture;
public PlayerMobility playerMobility;
// Use this for initialization
void Start () {
levelWidth = levelTexture.width;
levelHeight = levelTexture.height;
loadLevel ();
}
// Update is called once per frame
void Update () {
}
void loadLevel(){
tileColors = new Color[levelWidth * levelHeight];
tileColors = levelTexture.GetPixels ();
for (int y = 0; y < levelHeight; y++) {
for (int x = 0; x < levelWidth; x++) {
// if (tileColors [x + y * levelWidth] == block13Color) {
// Instantiate(block13, new Vector3(x, y), Quaternion.identity);
// }
//
}
}
}
}
This results in a map that looks like this when used with all the code (I took out all the code for the other prefabs to save space)
You can instantiate tiles that are in range of the camera and destroy tiles that are not. There are several ways to do this. But first make sure that what's consuming your resources is in fact the large number of tiles, not something else.
One way is to create an empty parent gameObject to every tile (right click in "Hierarchy" > Create Empty"
then attach a script to this parent. This script has a reference to the camera (tell me if you need help with that) and calculates the distance between it and the camera and instantiates the tile if the distance is less than a value, otherwise destroys the instance (if it's there).
It has to do this in the Update function to check for the distances every frame, or you can use "Coroutines" to do less checks (more efficient).
Another way is to attach a script to the camera that has an array with instances of all tiles and checks on their distances from the camera the same way. You can do this if you only have exactly one large tilemap because it would be hard to re-use this script if you have more than a large tilemap.
Also you can calculate the distance between the tile and the character sprite instead of the camera. Pick whichever is more convenient.
After doing the above and you still get frame-drops you can zoom-in the camera to include less tiles in its range but you'd have to recalculate the distances then.
I'm playing with libGdx, creating a simple platformer game. I'm using Tiled to create the map and the LibGdx tiledMap renderer.
It's a similar setup to the SuperKoalio libgdx example.
My Collision detection at the moment, it just determining whether the player has hit a tile to the right of it, above it or below it. When it detects a collision to the right, it sets the players state to standing.
Control of the player is done through the InputHandler. When the D key is pressed, it sets the players state to walking, when the key is released, it sets the state to standing.
My problem is, that if I'm holding down D, and I jump and hit a platform and stop, even when the player has dropped back down and should be able to continue moving, it won't, not until I release the D key and press it again. I can jump fine, but not walk.
Any ideas on why this is and how I can fix it? I've been staring at it for so long that I might be missing something obvious, in which case a fresh pair of eyes might help.
This is the code I've got right at the start of my player.update function to get the player moving.
if(state == State.Standing) {
velocity.x = 0;
} else if(state == State.Walking || state == State.Jumping) {
velocity.x = MAX_VELOCITY;
}
And this is an extract of the collision code :
for (Rectangle tile : tiles) {
if (playerRect.overlaps(tile)) {
state = State.Standing;
break;
}
}
Originally, the collision response set x velocity to 0, and the velocity was used to determine the state, which still produced the same problem.
Thanks
As your Collision-detection is allready working, the thing you need to change is the collision handling.
You set the Players state to Standing.
Instead of doing this you culd set a flag collision and in the update check this flag:
if(state == State.Standing || collision) {
velocity.x = 0;
} else if(state == State.Walking || state == State.Jumping) {
velocity.x = MAX_VELOCITY;
}
This way you know, if you don't move becuase you can't (collision==true) or if you don't move, because you don't press the key (state != State.Standing)
Of course you also need to know, when you don't collide anymore.
For this you could reset the collision flag after setting the velocity and recalculate it the next frame.
I'm a total newbie at flash.
I'm on flash CS6, and action script 2.0.
What I'm trying to do, is make it so that when a movie clip (bird_mc) collides with
another movie clip (missile_mc), then the movie jumps to a later frame.
My script below doesn't include missile_mc, and this is surely a problem, so how do
I get these two movie clips to when touch move the movie to another frame?
The bird_mc has action script to move up and down with the up and down arrow keys, and
the action script below is connected to frame 1.
Please help, I have no idea what is required to make this work, as I am a beginner!
My action script may be all completely wrong, so anything new or any edition of mine
is great.
Here is the action script on frame 1:
if (_root.bird_mc.hitTest(_x, _y, true)) {
_root.gotoAndStop(2);
}
If your movieClips and your actionScript code are all in frame 1:
this.onEnterFrame = function():Void {
if (bird_mc.hitTest(missile_mc._x, missile_mc._y, true)) {
gotoAndStop(2);
}
}
If you put your code within the movieclip missile_mc:
this.onEnterFrame = function():Void {
if (_parent.bird_mc.hitTest(_x, _y, true)) {
_parent.gotoAndStop(2);
}
}
I'm trying to write a basic game using Apple's Sprite Kit framework. So far, I have a ship flying around the screen, using SKPhysicsBody. I want to keep the ship from flying off the screen, so I edited my update method to make the ship's velocity zero. This works most of the time, but every now and then, the ship will fly off the screen.
Here's my update method.
// const int X_MIN = 60;
// const int X_MAX = 853;
// const int Y_MAX = 660;
// const int Y_MIN = 60;
// const float SHIP_SPEED = 50.0;
- (void)update:(CFTimeInterval)currentTime {
if (self.keysPressed & DOWN_ARROW_PRESSED) {
if (self.ship.position.y > Y_MIN) {
[self.ship.physicsBody applyForce:CGVectorMake(0, -SHIP_SPEED)];
} else {
self.ship.physicsBody.velocity = CGVectorMake(self.ship.physicsBody.velocity.dx, 0);
}
}
if (self.keysPressed & UP_ARROW_PRESSED) {
if (self.ship.position.y < Y_MAX) {
[self.ship.physicsBody applyForce:CGVectorMake(0, SHIP_SPEED)];
} else {
self.ship.physicsBody.velocity = CGVectorMake(self.ship.physicsBody.velocity.dx, 0);
}
}
if (self.keysPressed & RIGHT_ARROW_PRESSED) {
if (self.ship.position.x < X_MAX) {
[self.ship.physicsBody applyForce:CGVectorMake(SHIP_SPEED, 0)];
} else {
self.ship.physicsBody.velocity = CGVectorMake(0, self.ship.physicsBody.velocity.dy);
}
}
if (self.keysPressed & LEFT_ARROW_PRESSED) {
if (self.ship.position.x > X_MIN) {
[self.ship.physicsBody applyForce:CGVectorMake(-SHIP_SPEED, 0)];
} else {
self.ship.physicsBody.velocity = CGVectorMake(0, self.ship.physicsBody.velocity.dy);
}
}
}
At first, I used applyImpulse in didBeginContact to push the ship back. This made the ship bounce, but I don't want the ship to bounce. I just want it to stop at the edge.
What is the right way to make the ship stop once it reaches the edge? The code above works most of the time, but every now and then the ship shoots off screen. This is for OS X—not iOS—in case that matters.
Check out this link...
iOS7 SKScene how to make a sprite bounce off the edge of the screen?
[self setPhysicsBody:[SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame]]; //Physics body of Scene
This should set up a barrier around the edge of your scene.
EDIT:
This example project from Apple might also be useful
https://developer.apple.com/library/mac/samplecode/SpriteKit_Physics_Collisions/Introduction/Intro.html
Your code is not clear in what the velocity variables represent. Keep in mind that if the velocity is too high your ship will have travelled multiple points between updates. For example, your ship's X/Y is at (500,500) at the current update. Given a high enough velocity, your ship could be at (500,700) at the very next update. If you had your boundary set at (500,650) your ship would already be past it.
I suggest you do a max check on velocity BEFORE applying it to your ship. This should avoid the problem I outlined above.
As for bouncy, bouncy... did you try setting your ship's self.physicsBody.restitution = 0; ? The restitution is the bounciness of the physics body. If you use your own screen boundaries, then I would recommend setting those to restitution = 0 as well.
Your best bet would be to add a rectangle physics body around the screen (boundary). Set the collision and contact categories of the boundary and player to interact with each other. In the didBeginContact method you can check if the bodies have touched and, if they have, you can call a method to redirect the ship.
Your problem is that your update method may not be checking the location frequently enough before the ship gets off screen.
This will help you to define you screen edges in Swift.
self.physicsBody = SKPhysicsBody ( edgeLoopFromRect: self.frame )