So, I've been trying to get my character to look where my mouse cursor is, but it's not working and it's very inconsistent. I'm sorry I don't know how to show video.
Here's the code.
if (CanDirectionChange)
{
Direction.x = Input.GetAxisRaw("Horizontal");
Direction.y = Input.GetAxisRaw("Vertical");
Anim.SetFloat("X", MousePos.x);
Anim.SetFloat("Y", MousePos.y);
Anim.SetFloat("Speed", Direction.sqrMagnitude);
if (MousePos.x>=1 || MousePos.x>=-1 || MousePos.y<=1 || MousePos.y<=-1)
{
Anim.SetFloat("LastX", MousePos.x);
Anim.SetFloat("LastY", MousePos.y);
}
}
The Character looks where the LastX and LastY positions are.
Also the Animator looks like this.
I think the problem is in the incredibly confusing if statement.
if ( MousePos.x>=1 || MousePos.x>=-1 || MousePos.y<=1 || MousePos.y<=-1 )
is your current condition, but the Greater than sign is facing the same way both times. Because of the numerous conditions, your code essentially runs like this:
if ( MousePos.x>=1 || MousePos.y<=-1 )
because whenever MousPos.x is is bigger than 1, it is also bigger than -1, and when MousePos.y is smaller than -1 it is also smaller than 1.
Im assuming the function of the if statement is to prevent looking at it when the mouse cursor is close, so the proper way to do that is
float Dist = Mathf.Sqrt(Mathf.Pow((MousePos.x),2) + Mathf.Pow((MousePos.y), 2));
if (Dist >= LookAtDistance)
The reason behind the square roots and exponents is because it is a circle, where as previously it would have a square shaped ignorance range.
If you want your player to ignore the mouse based on a square shape, the code would look like:
if ( MousePos.x>=1 || MousePos.x<=-1 || MousePos.y>=1 || MousePos.y<=-1 )
Related
I'm using C# in Unity to make a game with a hexagonal grid. I'm trying to make the map in the shape of a hexagon rather than a rectangle. However, in order to do this with a grid, I need to apply 6 conditions (one for each side) to the rectangular grid to filter out the tiles which don't fall within the space we've determined to be within the hexagon. For instance, using pseudo-code:
foreach(tile in rectangle) { if((y <= 2/3*x + 0.5) && (condition2) && ...) { Debug.Log("It's a tile in the hexagon!") } }
I'm not great at trig, so I've been stumped on how to approach this for a while. In fact, I can't get a single condition down that would define a side of a hexagon (other than the top and the bottom stretches, which are done by default). Any help would be appreciated. Thanks!
(Additional information: the left and right sides are X and are 0.866 apart; top and bottom points are Z and are 1 apart but are fitted such that every other tile in a row is 0.25 closer to its adjacent row.)
I figured it out! I made a perfect hexagon in desmos: https://www.desmos.com/calculator/8tqplz09tt
Then, I converted this to code:
float standardUnitZ = ((mapSize.z * chunkSize.z) - 1f);
float normalUnitZ = standardUnitZ * (13f/15f);
float thisX = ((cz * mapSize.z) + hz);
float sqrt3 = (float)Math.Sqrt(3f);
if (
(theseFinalCoords.z >= (((1 - (13f / 15f)) * normalUnitZ) / 2))//1 BOTTOM
&& (theseFinalCoords.z <= normalUnitZ - (((1 - (13f/15f)) * normalUnitZ) / 2))//2 TOP
&& (theseFinalCoords.z <= sqrt3*thisX + (normalUnitZ / 2f))//3 TOP LEFT
&& (theseFinalCoords.z >= -sqrt3*thisX + (normalUnitZ / 2f))//4 BOTTOM LEFT
&& (theseFinalCoords.z <= -sqrt3*thisX + 2.2320508075f*normalUnitZ)//5 TOP RIGHT
&& (theseFinalCoords.z >= sqrt3*thisX - 1.2320508075*normalUnitZ)//6 BOTTOM RIGHT
)
A little more work to do possibly, but here's the final result:
I'm trying to find out if a point (mouse click) is within the boundaries of a box based on the top left x/y and bottom right x/y of the box. The position could be positive or negative. As you move up, y value increases, as you move down, y decreases. As you move right, x value increases, as you move left, x decreases.
Vector2 positions could be negative or positive depending on where is clicked.
I thought this would simply work but it doesn't seem to like negative numbers. Any suggestions? My brain is fried tonight after doing Vector arithmetic all night on other things. I wish I was one of you who seem to understand this without problem. ;)
if(point.x >= topLeft.x && point.y <= topLeft.y &&
point.x <= bottomRight.x && point.y >= bottomRight.y)
{
// is within box
}
Edit
Here is how the top left and bottom right are calculated. As it turns out, the problem was not with the above but rather I forgot to add the position.y to the top left calculation below.
Vector2 topLeft = new Vector2(transform.position.x - (transform.localScale.x/2),
transform.position.y + (transform.localScale.y/2));
Vector2 bottomRight = new Vector2(transform.position.x + (transform.localScale.x/2),
transform.position.y - (transform.localScale.y/2));
For anyone coming across this thread, the above check is correct.
Example 1:
Example 2:
I think you've wrongly inverted the boolean expression. It's easier to check for all cases where the click is outside the box.
Semantically, a certain point is outside of a rectangle if it is:
Higher than the highest point of the rectangle
Lower than the lowestpoint of the rectangle
More left than the left side of the rectangle
More right than the right side of the rectangle
If one of these is true, it's outside the box.
if(
clickPosition.x < topLeft.x
||
clickPosition.x > bottomRight.x
||
clickPosition.y < bottomRight.y
||
clickPosition.y > topLeft.y
)
{
//Now you're sure the click was outside the box.
}
Why not using a Rectangle and then check if it contains the point?
var rectangle = new Rectangle(-100,0,100,-100);
if(rectangle.Contains(-25,-25))
{
// is within box
}
For the rest, it appears your code should work. Then there may be a problem with the the assignment of the values of point, topLeft and bottomRight.
the problem with the negative numbers is that your top left isn't your top left
if you say
topY = max(corner1y, corner2y, corner3y)
bottomY = min (corner1y, corner2y, corner3y)
after that your check will work fine again.
I believe you're using the wrong signs on the Y checks.
If your topleft is 50, 100 and the bottom right is 100, 50, then 80 (y) still must be between 50 and 100, it doesn't matter which direction your Y is moving in relation to the screen, as long as you're also inverting your definition of top left.
if(point.x >= topLeft.x && point.y >= topLeft.y && //flipped sign in the second condition
point.x <= bottomRight.x && point.y <= bottomRight.y) //flipped sign in the second condition
{
// is within box
}
If you're not inverting your definition of top left, your original code is correct even for negative numbers.
I have a bouncing ball application and I have to extend it to prevent overlapping of the balls.
When ball overlaps another, they should move away as in real life.
I have to extend the given MoveBall method:
private void MoveBall()
{
prevX = x;
prevY = y;
x += xVelocity;
y += yVelocity;
// Is there too closed ball?
foreach (Ball ball in parentForm.balls)
{
distance = Math.Sqrt(Math.Pow((double)(ball.prevX - prevX), 2) +
Math.Pow((double)(ball.prevY- prevY), 2));
overlap = ((radius + ball.radius) - distance);// +ball.radius;
if (ball.id != this.id &&
ball.id != lastID &&
overlap > 0)
{
lastID = this.id;
if (xVelocity > 0) // roading right
{
xVelocity = -xVelocity;
x -= xVelocity - ball.xVelocity;
}
else if (xVelocity <= 0) // roading left
{
xVelocity = -xVelocity;
x += xVelocity + ball.xVelocity;
}
if (yVelocity > 0)
{ // going up
yVelocity = -yVelocity;
y -= yVelocity - ball.yVelocity;
}
else if (yVelocity <= 0) // down
{
yVelocity = -yVelocity;
y += yVelocity + ball.yVelocity;
}
}
}
// ***********************************************
// ***************** END MY CODE *****************
if (x > parentForm.Width - 10 - (radius) || x < 0)
{
if (x < 0) x = 0;
if (x > parentForm.Width - 10) x = parentForm.Width - 10 - radius;
xVelocity = -xVelocity;
}
if (y > parentForm.Height - 40 - (radius) || y < 0)
{
if (y < 0) y = 0;
if (y > parentForm.Height - 40) y = parentForm.Height - 40 - (radius);
yVelocity = -yVelocity;
}
}
x,y, xVelocity, yVelocity, radius, prevX, prevY declared as int.
overlap, distance as double.
When 2 overlap, they are getting stuck. Why?
Unfortunately, I can't upload all source code because there are lot of modules.
I'm using Visual C# Express 2010.
As no Question is asked explicitly, I will assume the question "Why are the balls sticking together?"
You have only shown one loop in source code, that's not enough ;-) To check all possible collisions, you need to check n*(n-1)/2 possible collisions. That is normally done with two loops. You have to put in careful measures to avoid handling the same collision twice.
The reason that your balls get stuck is that you handle the same collision multiple times. For example two balls colliding exactly horizontal: The left one has velocity 5 and x-position of 100. The other one shall have a position of 110 and velocity of -6. When the collision happens:
x is set to 105.
Collision detected: x is set to 104 and velocity to -5.
The other Ball handles the same collision:
He moves according to his velocity to position 104.
Collision handling: His velocity becomes 6 and position becomes 105.
The balls were at 100 and 110 resp. and have been moved to 104 and 105. While the velocities are now pointing away from each other, the collision handling in the following step will invert them again. So the positions are close together and the velocities are changing sign every frame. The balls seem "stuck to each other".
I hope the answer helps you to understand your problem. For a better implementation of an elastic collision (that handles each collision exactly once) look here: Ball to Ball Collision - Detection and Handling
Having stumbled upon similar issues when I made my first attempts at collision detection algorithms, I'll try to describe what I think is the problem here.
Maybe the balls move fast enough so that, before collision is even detected by your code, they are already partially "inside" each other. When collision detection comes and notices that, it does what it's supposed to do: change the planned trajectories of the objects according to the details of the collision that just happened. The problem is that, because these objects got sort-of "merged" before collision detection caught them, they can't get unstuck because collision detection is fired again, trapping them with each other.
If this is the source of the problem, then maybe the above code would work with a small enough velocity vector. Of course, that's not a real solution, but if it does work for very small velocities, it probably confirms my hypothesis and you have some idea regarding how to proceed.
I'm working on an assignment for uni where I have to create a Breakout game in Visual Studio 2010 using C# Win Forms. At the moment, I am concentrating on there being only one brick to be destroyed so I have the mechanics down before expanding on it.
To clarify about my current program: I am using a picture box as a Graphics object and a timer to create the animation effect. The ball can skip, at each frame, between 1 and 10 pixels — this is part of creating a random starting vector for the ball.
This works fine until it comes to checking if the ball has 'hit' the brick I have drawn. What I have is an if statement that checks if the ball is at any of the coordinates on the picture box that corresponds to the outline of the brick. I know that the logic is fine because it works some of the time. However, because of the variation in the 'jumping' of the ball's position, I need to add a buffer area of +/- 5 pixels to my if statement.
This is where the problem arises, because my if statement (two, really) is really complicated as it is:
// Checks if ball hits left side or top of brick
if (((x >= brickX) && (x <= (brickX + 50)) && (y == brickY)) ||
((y >= brickY) && (y <= (brickY + 20)) && (x == brickX)))
{
brickHit = true;
}
// Check if ball hits right side or bottom of brick
else if ((((x >= brickX) && (x <= brickX + 50)) && (y == (brickY + 20))) ||
(((y >= brickY) && (y <= brickY + 20)) && (x == brickX + 50)))
{
brickHit = true;
}
For clarification: x and y are the coordinates of the ball and brickX and brickY are the coordinates of the top-left corner of the rectangle brick (which is 50 pixels wide, 10 pixels high).
Is there any way to simplify the above if statements? If I can make them simpler, I know it'll be much easier to add in the 'buffer' (which only needs to be 5 pixels either side of the brick's outline' to allow for the ball's change in position).
If further clarification is needed, please ask — I'm writing this question at 5:12am so I know I might be a little unclear.
One way you could possible simplify this (and I may be misunderstanding your spec), but you can make a Rectangle out of the bounds of the brick and check the Contains for your x,y point.
Rectangle rec = new Rectangle(brickX, brickY, 50, 20);
rec.Offset(-5, -5);
rec.Inflate(10, 10);
if (rec.Contains(new Point(x,y))
{
brickHit = true;
}
brickHit = new Rectangle(brickX,brickY,50,20).Contains(x,y);
Adding a buffer:
int buffer = 5;
brickHit = new Rectangle(brickX,brickY,50,20).Inflate(buffer,buffer).Contains(x,y);
The Rectagle class can come in handy sometimes.
This worked for me:
var rect1 = new System.Drawing.Rectangle(pictureBox1.Location,
pictureBox1.Size);
var rect2 = new System.Drawing.Rectangle(pictureBox2.Location,
pictureBox2.Size);
if (rect1.IntersectsWith(rect2))
{
//code when collided
}
I am stuck trying to figure out how to alter my collision detection to work correctly, i got all my wall objects stacked inside a List and then when the player moves i loop thru each wall object and call the DetectCollision method, this returns true or false depending on if the object is inside the wall or not.
Wall detect collision (X- and Y-coordinate is the position of the wall)
public bool DetectCollision(float x, float y)
{
if ((x >= this.XCoordinate && x <= (this.XCoordinate + this.BlockWidth)) && (y >= this.YCoordinate && y <= (this.YCoordinate + this.BlockHeight)))
return true;
else
return false;
}
So in my player function when the player tries to move, i add the movement to a temporary X,Y coordinate and check if those Collide against the wall, if they do nothing happens, otherwise i move the player.
But i have noticed that it doesn't work as it should be, if i add a piece of wall inside of the gamefield it only checks the bottom right corner for collision detection?
Player movement method:
float x, y;
if (direction == Direction.E)
{
x = LiveObjects.player.XCoordinate - MovementSpeed;
y = LiveObjects.player.YCoordinate;
}
else if (direction == Direction.W)
{
x = LiveObjects.player.XCoordinate + MovementSpeed;
y = LiveObjects.player.YCoordinate;
}
else if (direction == Direction.N)
{
x = LiveObjects.player.XCoordinate;
y = LiveObjects.player.YCoordinate - MovementSpeed;
}
else
{
x = LiveObjects.player.XCoordinate;
y = LiveObjects.player.YCoordinate + MovementSpeed;
}
if (GameMechanics.DetectWallCollision(x, y) || GameMechanics.DetectWallCollision((x + LiveObjects.player.BlockWidth), (y + LiveObjects.player.BlockHeight))
{
OnPlayerInvalidMove(null, new PlayerEventArgs());
return;
}
and the loop for DetectWallCollision is just:
foreach (Wall wall in LiveObjects.walls)
{
if (wall.DetectCollision(x, y))
return true;
}
return false;
Any ideas?
I'm assuming there isn't anything in your world that is infinitely small (i.e. is the size of a pixel). To have true bounding box collision, you've got to consider the size of both objects, not just one.
boolean intersectsEntity(Entity e)
{
return (e.position.x <= position.x + size.x) &&
(e.position.y <= position.y + size.y) &&
(e.position.x + e.size.x >= position.x) &&
(e.position.y + e.size.y >= position.y);
}
That's of course assuming an Entity has a vector for its position and for its size. So size.x == width, and size.y == height.
There is something that disturbs me, you said that the DetectCollision method gets the position of the wall - but if I interpret your code correctly you hand to the DetectWallCollision the x and y parameter which is the position (after movement) of the player and hand that position down to the DetectCollision method...
have you debugged your code to see what coordinates are passed to the collision methods and traced the routes your if-statements are going?
if it is not possible to debug your code for whatever reason - write a trace file - I think the solution will fall into your lap ;)
Your east and west are the wrong way around. With a coordinate system of 0,0 at the top left, increasing positively as you move down or to the right, then a movement West would normally mean a movement left, which means decreasing values of X, and the reverse for East. You are doing the opposite.