Looping moving background objective-C - objective-c

I am testing a background-loop animation where there will be to images both 1024x768 pixels in dimension, move leftwards, go offscreen, then jump back to the other side, and repeat.
I was able to do this by creating a constant speed for both background image to move (successful), and then I tried the following code to make it jump, but there was a problem:
if((background.center.x) < -511){
background.center = CGPointMake(1536, background.center.y);
}
if((background2.center.x) < -511){
background2.center = CGPointMake(1536, background2.center.y);
}
Somehow this is not working the way I expected. It leaves a few pixels of gap every time, and I am confused why. Does anyone know what's causing this to happen and how to fix it? Thanks!

It seems like you have forgotten to take into account the distance moved. The greater than expression might have been triggered because you moved to far. I guess your movement is larger than 1 pixel/frame.
I am not sure what kind of values that are feeding your movement but I think to take into account the movement you should do something like...
if ((background.center.x) < -511){
CGFloat dist = background.center.x + 512;
background.center = CGPointMake(1536+dist, background.center.y);
}
if ((background2.center.x) < -511){
CGFloat dist = background2.center.x + 512;
background2.center = CGPointMake(1536+dist, background2.center.y);
}

Rather than have the two images move (sort of) independently, I would keep track of a single backgroundPosition variable and then constantly update the position of both images relative to that one position. This should keep everything nice and tidy:
CGFloat const backgroundWidth = 1024;
CGFloat const backgroundSpeed = 2;
- (void)animateBackground {
backgroundPosition -= backgroundSpeed;
if (backgroundPosition < 0) {
backgroundPosition += backgroundWidth;
}
background1.center.x = backgroundPosition - backgroundWidth/2;
background2.center.x = backgroundPosition + backgroundWidth/2;
}

Related

Godot Inversing selected rectangle area made up of two Vector2 objects

This seems like a really simple question but I've been at this for a couple of hours and need an outsiders perspective.
I'm migrating a start of a game to Godot from Unity.
I'm selecting an area of tiles (startDragPosition, endDragPosition, both Vector2 objects) from a TileMap and setting them to a certain tile. Currently the dragging only works if the direction is top->bottom and left->right, so if the ending x and y are larger than the starting x and y
In Unity(C#) I had a few simple lines to flip the rectangle values if it was dragged in reverse.
if (end_x < start_x) {
int tmp = end_x;
end_x = start_x;
start_x = tmp;
}
if (end_y < start_y) {
int tmp = end_y;
end_y = start_y;
start_y = tmp;
}
However in when I try a similar approach in Godot it is not working for some reason. I'm thinking that I'm messing up somewhere earlier and any help would be appreciated. If there is an easier way of doing this please tell me I'm fairly new to Godot itself.
Here is the function responsible for dragging in my Godot script(GD)
func Drag():
if(Input.is_action_just_pressed("click")):
startDragPosition=get_global_mouse_position()
if(Input.is_action_pressed("click")):
endDragPosition=get_global_mouse_position()
print("01 START: "+String(stepify(startDragPosition.x-8,16)/16)+"_"+String(stepify(startDragPosition.y-8,16)/16))
print("01 END: "+String(stepify(endDragPosition.x-8,16)/16)+"_"+String(stepify(endDragPosition.y-8,16)/16))
if(endDragPosition.x<startDragPosition.x):
var temp = endDragPosition.x
endDragPosition.x=startDragPosition.x
startDragPosition.x=temp
if(endDragPosition.y<startDragPosition.y):
var temp = endDragPosition.y
endDragPosition.y=startDragPosition.y
startDragPosition.y=temp
for x in range(startDragPosition.x,endDragPosition.x):
for y in range(startDragPosition.y,endDragPosition.y):
get_node("../DragPreview").set_cell((stepify(x-8,16))/16,(stepify(y-8,16))/16,0)
#get_node("../DragPreview").update_bitmask_area(Vector2((stepify(x-8,16))/16,(stepify(y-8,16))/16))
if(Input.is_action_just_released("click")):
print("START: "+String(stepify(startDragPosition.x-8,16)/16)+"_"+String(stepify(startDragPosition.y-8,16)/16))
print("END: "+String(stepify(endDragPosition.x-8,16)/16)+"_"+String(stepify(endDragPosition.y-8,16)/16))
startDragPosition=null
endDragPosition=null
When you drag, you always write to endDragPosition.
When you drag to the left or drag up, and you update endDragPosition, it will have smaller coordinates than it had before. Because of that you swap the coordinates with startDragPosition… And then you keep dragging left or up, and that updates endDragPosition again. The original startDragPosition is lost.
Either you work with a copy when you are deciding the start and end:
var start = startDragPosition
var end = endDragPosition
if(end.x<start.x):
var temp = end.x
end.x=start.x
start.x=temp
if(end.y<start.y):
var temp = end.y
end.y=start.y
start.y=temp
for x in range(start.x,end.x):
for y in range(start.y,end.y):
# whatever
pass
Or you forget this swapping shenanigans, and give the loops a step:
var start = startDragPosition
var end = endDragPosition
for x in range(start.x,end.x,sign(end.x-start.x)):
for y in range(start.y,end.y,sign(end.y-start.y)):
# whatever
pass

Best way to do object collision?

I'm trying to do wall collision for objects and I've followed a tutorial that offers one method of doing collision.
This is the tutorial: https://www.youtube.com/watch?v=yZU1QJJdxgs
Currently, if the object detects a wall, instead of moving it's full distance, it moves pixel by pixel until it's against the wall. This worked well until I started trying to rotate the object with image_rotate, because it caused objects to get stuck in walls by either sliding against them or if they rotated into them.
I fixed this by using draw_sprite_ext instead and changing the rotation of the sprite itself and not the mask, which worked for about 20 minutes until it started causing more problems.
///obj_player Step
//Initialise Variables
hor_speed = 0;
ver_speed = 0;
accelerationspeed = 0.2;
decelerationspeed = 0.2;
maxspeed = 3;
pointdirection = 0;
//Get player's input
key_right = keyboard_check(ord("D"))
key_left = -keyboard_check(ord("A"))
key_up = -keyboard_check(ord("W"))
key_down = keyboard_check(ord("S"))
pointdirection = point_direction(x,y,mouse_x,mouse_y) + 270
hor_movement = key_left + key_right;
ver_movement = key_up + key_down;
//horizontal acceleration
if !(abs(hor_speed) >= maxspeed) {
hor_speed += hor_movement * accelerationspeed;
}
//horizontal deceleration
if (hor_movement = 0) {
if !(hor_speed = 0) {
hor_speed -= (sign(hor_speed) * decelerationspeed)
}
}
//vertical acceleration
if !(abs(ver_speed) >= maxspeed) {
ver_speed += ver_movement * accelerationspeed;
}
//vertical deceleration
if (ver_movement = 0) {
if !(ver_speed = 0) {
ver_speed -= (sign(ver_speed) * decelerationspeed)
}
}
//horizontal collision
if (place_meeting(x+hor_speed,y,obj_wall)) {
while(!place_meeting(x+sign(hor_speed),y,obj_wall)) {
x += sign(hor_speed);
}
hor_speed = 0;
}
//vertical collision
if (place_meeting(x,y+ver_speed,obj_wall)) {
while(!place_meeting(x,y+sign(ver_speed),obj_wall)) {
y += sign(ver_speed);
}
ver_speed = 0;
}
//move the player
x += hor_speed;
y += ver_speed;
///obj_player Draw
//rotate to look at cursor
draw_sprite_ext(spr_player, 0, x,y,image_xscale,image_yscale, pointdirection, image_blend, image_alpha);
I think the best way to rotate objects is through image_rotate, and I'd like to do it without getting stuff stuck in walls. Can my current method of collision be adapted to do this, or should I attempt to do it in a different way?
Your code looks fine, but if you're going to be rotating objects then you would also need to consider having a "knock back mechanic." Reason being is the player could be sitting next to this wall and if you rotate the object over them so they cant move, its not a fun time being stuck.
So you 'could' have the object that's rotating do a check before rotating and if objects are in the way then either stop it or push them back so they cant be within range.

Collision response for rectangles

I've been working on a physics engine for about a week now, being stuck for several days trying to work out how to resolve collisions.
My problem is that if there's a box stuck in the middle of 2 other boxes, or between a box and a wall, my application will get stuck in a while loop. It wont resolve the collisions.
This is my code (note: if collision is right side, it means that object A is colliding against object B with its right side. Distance is negative because the objects are inside eachother, and it's in x or y axis depending on side of collision. If you need more code, for example the collision class, which is simply a container of the 2 objects, i can provide that.):
edit: Code edited with new way of dealing with collisions:
//Move colliding objects so they don't collide anymore.
while (getCollidingAmount(objectVector)){
for (int i = 0; i < objectVector.size(); i++){
PhysicsObject* A = objectVector[i];
if (objectVector[i]->getPhysicsType() != PhysicsType::staticT && A->_collision.size() > 0){
Collision collision = A->_collision[A->getDeepestPenetrationCollisionIndex(A->_collision)];
PhysicsObject* B = collision.getObject();
switch (collision.getSide()){
case SideOfCollision::left:
case SideOfCollision::top:
//Opposite velocity
if (A->_saveVelocity.x < 0 && B->_saveVelocity.x > 0){
long double percentageOfVelocity = std::min(abs(B->_saveVelocity.x), abs(A->_saveVelocity.x)) /
std::max(abs(B->_saveVelocity.x), abs(A->_saveVelocity.x));
A->_position.x -= percentageOfVelocity*collision.getVectorPenetration().x;
A->_position.y -= percentageOfVelocity*collision.getVectorPenetration().y;
}
else{
A->_position.x -= collision.getVectorPenetration().x;
A->_position.y -= collision.getVectorPenetration().y;
}
break;
case SideOfCollision::right:
case SideOfCollision::bottom:
//Opposite velocity
if (A->_saveVelocity.x > 0 && B->_saveVelocity.x < 0){
long double percentageOfVelocity = 1 - std::min(abs(B->_saveVelocity.x), abs(A->_saveVelocity.x)) /
std::max(abs(B->_saveVelocity.x), abs(A->_saveVelocity.x));
A->_position.x -= percentageOfVelocity*collision.getVectorPenetration().x;
A->_position.y -= percentageOfVelocity*collision.getVectorPenetration().y;
}
else{
A->_position.x -= collision.getVectorPenetration().x;
A->_position.y -= collision.getVectorPenetration().y;
}
break;
}
updateCollisions(objectVector);
}
}
}
Update
Something wrong with my trigonometry in bottom and top collisions:
sf::Vector2<long double> Collision::getVectorPenetration() const{
long double x;
long double y;
long double velX = _object->getVelocity().x;
long double velY = _object->getVelocity().y;
long double angle = atan2(velY, velX);
if (_side == SideOfCollision::left || _side == SideOfCollision::right){
x = getDistance();
y = x * tan(angle);
return sf::Vector2<long double>(x, y);
}
else if (_side == SideOfCollision::top || _side == SideOfCollision::bottom){
y = getDistance();
x = y / tan(angle);
return sf::Vector2<long double>(x, y);
}
}
Update 2
Thanks to Aiman, i solved my issue. Updated my collisionResponse code aswell to match my new way of dealing with collisions. I'm having another issue now where gravity makes it so i can't move in X direction when touching another object. If anyone familiar with this issue wants to give any tips to solve it, i appreciate it :).
Update 3
So it seems gravity is not actually the problem since i can swap gravity to the x axis, and then be able to slide boxes along the walls. There seems to still be something wrong with the trigonometry.
I can think of many ways to approach the problem.
1-**The more complicated one is to **introduce friction. Here is how I'd implement it, though this is untested and there is a chance I missed something in my train of thought.
Every shape gets a friction constant, and according to those your objects slide when they collide.
First, you need to get the angle that is perpendicular to your surface. To do this, you just get the arctan of the the surface's normal slope. The normal is simply -1/m, where m is the slope of your surface (which you is the ratio/quotient of how much the surface extends in y to/by how much it extends in x). Let's call this angle sNormal for "surface normal". We may also need sAngle-"surface angle" for later (you find that by arctan(m)). There remains some ambiguity in the angle that has to do with whether you're talking about the 'front' or the 'back' of the surface. You'll have to deal with that manually.
Next, you need the angle of the trajectory your object flies in, which you already know how to find (atan2(y,x)). We'll call this angle oAngle for "object's surface angle". Next, you calculate deltaAngle = sNormal - oAngle. This angle represents how much momentum was not blocked completely by the surface. A deltaAngle of 0 means all momentum is gone, and a value of PI/2 or 90 means the 2 surfaces are in parallel touching each other not blocking any momentum at all. Anything in between, we interpolate:
newSpeed = objectSpeed * deltaAngle/(PI/2);
newVelocity.x = cos(sAngle) * objectSpeed;
newVelocity.y = sin(sAngle) * objectSpeed;
Now this assumes 0 friction. If we let a friction of 1 be the maximum friction which doesn't allow the object to "slide", we modify the newSpeed before we apply the newVelocity values, like so: newSpeed *= (1-friction);.
And there we have it! Just give your platform a friction value of less than 1 and your box will be able to slide. If you're dealing with upright boxes, then the surface angle is PI for top wall, 0 for the bottom, PI/2 for the right and -PI/2 for the left wall.
2-The simpler option is to subtract gravity from the object's y-velocity in the solver's calculation.

How to tell if CGImageRef is completely blank?

I'm writing an Objective-C algorithm that compares two images and outputs the differences.
Occasionally two identical images will be passed in. Is there a way to tell immediately from the resulting CGImageRef that it contains no data? (i.e. only transparent pixels).
The algorithm is running at > 20 fps so performance is a top priority.
You should go with CoreImage here.
Have a look at the "CIArea*" filters.
See Core Image Filter reference here: http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Reference/CoreImageFilterReference/Reference/reference.html
This will be A LOT faster than any of the previous approaches.
Let us know if this works for you.
From a performance perspective, you should incorporate this check into your comparison-algorithm. The most expensive operation when working on images is most of the time loading a small bit of the image into cache. Once you got it there, there are plenty of ways of working on the data really fast (SIMD), but the problem is that you need to evict and reload the cache with new data all the time, and this is computationally expensive. Now, if you already have been through every pixel of both images once in your algorithm, it would make sense to at the same time compute the SAD while you still got the data in cache. So in pseudo-code:
int total_sad = 0
for y = 0; y < heigth; y++
for x = 0; x < width; x+=16
xmm0 = load_data (image0 + y * width + x)
xmm1 = load_data (image1 + y * width + x)
/* this stores the differences (your algorithm) */
store_data (result_image + y * width + x, diff (xmm0, xmm1))
/* this does the SAD at the same time */
total_sad += sad (xmm0, xmm1)
if (total_sad == 0)
print "the images are identical!"
Hope that helps.
Not sure about this but if you can have a sample image of completly blank image already exists then,
UIImage *image = [UIImage imageWithCGImage:imgRef]; //imgRef is your CGImageRef
if(blankImageData == nil)
{
UIImage *blankImage = [UIImage imageNamed:#"BlankImage.png"];
blankImageData = UIImagePNGRepresentation(blankImage); //blankImageData some global for cache
}
// Now comparison
imageData = UIImagePNGRepresentation(image);// Image from CGImageRef
if([imageData isEqualToData:blankImageData])
{
// Your image is blank
}
else
{
// There are some colourful pixel :)
}

How to program smooth movement with the accelerometer like a labyrinth game on iPhone OS?

I want to be able to make image move realistically with the accelerometer controlling it, like any labyrinth game. Below shows what I have so far but it seems very jittery and isnt realistic at all. The ball images seems to never be able to stop and does lots of jittery movements around everywhere.
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
deviceTilt.x = 0.01 * deviceTilt.x + (1.0 - 0.01) * acceleration.x;
deviceTilt.y = 0.01 * deviceTilt.y + (1.0 - 0.01) * acceleration.y;
}
-(void)onTimer {
ballImage.center = CGPointMake(ballImage.center.x + (deviceTilt.x * 50), ballImage.center.y + (deviceTilt.y * 50));
if (ballImage.center.x > 279) {
ballImage.center = CGPointMake(279, ballImage.center.y);
}
if (ballImage.center.x < 42) {
ballImage.center = CGPointMake(42, ballImage.center.y);
}
if (ballImage.center.y > 419) {
ballImage.center = CGPointMake(ballImage.center.x, 419);
}
if (ballImage.center.y < 181) {
ballImage.center = CGPointMake(ballImage.center.x, 181);
}
Is there some reason why you can not use the smoothing filter provided in response to your previous question: How do you use a moving average to filter out accelerometer values in iPhone OS ?
You need to calculate the running average of the values. To do this you need to store the last n values in an array, and then push and pop values off the array when ever you read the accelerometer data. Here is some pseudocode:
const SIZE = 10;
float[] xVals = new float[SIZE];
float xAvg = 0;
function runAverage(float newX){
xAvg += newX/SIZE;
xVals.push(newX);
if(xVals.length > SIZE){
xAvg -= xVals.pop()/SIZE;
}
}
You need to do this for all three axis. Play around with the value of SIZE; the larger it is, the smoother the value, but the slower things will seem to respond. It really depends on how often you read the accelerometer value. If it is read 10 times per second, then SIZE = 10 might be too large.