First off I have looked around and I can see many posts about this and they all point towards the Z position of the text, however I have changed this to minus and positive and my text is always drawn behind my GUITexture.
So this is what I have setup
My GUI has 4 text boxes
Score
Lives
Level
Time
Now I have an object called GameManager which uses this code below to draw my two GUI sprites
void OnGUI()
{
float screenHeight = Screen.height / 12f * 1.5f;
GUI.DrawTexture (new Rect (0, 0, Screen.width * 2, screenHeight), textureBand);
GUI.DrawTexture (new Rect (0, Screen.height - screenHeight, Screen.width * 2, screenHeight), textureBand);
}
However what ever I do my text is always drawn below my GUITexture so I can never see my text, could I get a little help with this one.
If you're drawing into the same location, you need to specify the depth of each draw to make sure they're sorted correctly. Take a look at the unity docs here:
http://docs.unity3d.com/ScriptReference/GUI-depth.html
Set a higher depth value for the textures you want drawn further back (behind the text) like so:
GUI.depth = 1;
Related
So there is a problem that whenever I use Physics.OverlapBox to check how many objects in that area exist it always output 0.
Here is my stripped down code:
void Update () {
a();
}
void a()
{
Collider[] c = Physics.OverlapBox(new Vector3(10, 10,10), new Vector3(-10, -10, -10));
Debug.Log(c.Length);
}
My scene setup:
A simple cube placed at position(0,0,0) with scale of (1,1,1)
An empty object where I attach this script
As you can see, my OverlapBox bounds are much bigger than my cube, so it should find my cube, right? Well, no. The output I get from the console is 0.
One more thing: if I set the scale of that cube to something higher than 40 in all axis, the script finally detects my cube and outputs 1.
How do I get this working so the script would find my cube with default scale?
I had this same issue. I was using TransformVector to calculate the size of my box:
Vector3 size = itemTransform.TransformVector(itemCollider.size / 2);
Collider[] results = Physics.OverlapBox(itemTransform.position, size);
The results weren't consistent. I realised that TransformVector was returning negative values for the size so I simply had to Mathf.Abs the Vector:
Vector3 size = itemTransform.TransformVector(itemCollider.size / 2);
size.x = Mathf.Abs(size.x);
size.y = Mathf.Abs(size.y);
size.z = Mathf.Abs(size.z);
Collider[] results = Physics.OverlapBox(itemTransform.position, size);
According to the documentation, you are setting the size of the overlapping box to -20, -20, -20, which is not quite logic. It could explain why you have to set the scale of your cube to something bigger than 40, 40, 40.
Also, Physics-related operations should be processed in the FixedUpdate function instead of the Update one
I'm making a GUI for my game and now I'm stuck on animations. I need to scale a font up when the mouse hovers over it and scale it down when it's not. Here's my code:
// Update()
if (!IsDisabled)
{
elapsedSecondsFast = (float)gameTime.ElapsedGameTime.TotalSeconds * 3;
if (Size.Contains(InputManager.MouseRect))
{
scale += elapsedSecondsFast;
if (scale >= 1.05f) scale = 1.05f;
}
else
{
scale -= elapsedSecondsFast;
if (scale <= 1.0f) scale = 1.0f;
}
}
// Draw()
if ((PrimaryFont != null) && (SecondaryFont != null) && (!string.IsNullOrEmpty(Text)))
{
if (IsHovered) TextOutliner.DrawBorderedText(spriteBatch, SecondaryFont, Text, new Vector2(TextRectangle.X, TextRectangle.Y), ForeColor, 0.0f, new Vector2((SecondaryFont.MeasureString(Text).X / 2 * scale - SecondaryFont.MeasureString(Text).X / 2), (SecondaryFont.MeasureString(Text).Y / 2 * scale - SecondaryFont.MeasureString(Text).Y / 2)), scale);
else TextOutliner.DrawBorderedText(spriteBatch, PrimaryFont, Text, new Vector2(TextRectangle.X, TextRectangle.Y), ForeColor, 0.0f, new Vector2(PrimaryFont.MeasureString(Text).X / 2 * scale - PrimaryFont.MeasureString(Text).X / 2, (PrimaryFont.MeasureString(Text).Y / 2 * scale - PrimaryFont.MeasureString(Text).Y / 2)), scale);
}
The above is a GUIElement class which is inherited by my Button class. Let me explain my code briefly:
PrimaryFont and SecondaryFont are 2 SpriteFonts that use the same
font but a different size. This gives me the scale up/down animation I need without blurring my PrimaryFont.
TextRectangle and Size are 2 different Rectangles. Since my button has a texture and text I decided not to draw text on the texture file but have the game position my text over the texture to "fake" the effect. So TextRectangle is the size and location of button text and Size is size and location of button texture. TextRectangle has its center point in the center of the Button texture. So far I have been using magic numbers to achieve this. This is the core of the problem here.
You can see my origin, I passed it to the DrawBorderedText method of my TextOutliner class. The attributes are in the same order as if it were a spriteBatch.DrawString() call, only without SpriteEffects and layerDepth.
The Problem
Since I'm scaling the font (origin = center I think) it will no longer be in the center of the button. And since I have been using magic numbers to position the un-scaled text over the center of the button texture, I don't want to be forced to do the same thing for scaled text. I'm looking for an algorithm that would always position the text in the middle of my 270x72 texture, no matter if the text is scaled or not, while keeping the scale animation shown above, for each instance of the Button class. Preferably to have its origin point in the center.
Edit
So should I draw like this:
if (IsHovered) TextOutliner.DrawBorderedText(spriteBatch, SecondaryFont, Text, new Vector2(TextRectangle.X, TextRectangle.Y), ForeColor, 0.0f, new Vector2((SecondaryFont.MeasureString(Text).X / 2), (SecondaryFont.MeasureString(Text).Y / 2)), scale);
else TextOutliner.DrawBorderedText(spriteBatch, PrimaryFont, Text, new Vector2(TextRectangle.X, TextRectangle.Y), ForeColor, 0.0f, new Vector2(PrimaryFont.MeasureString(Text).X / 2, (PrimaryFont.MeasureString(Text).Y / 2)), scale);
and then draw the button's text at btn.Size.Width / 2, btn.Size.Height / 2, (int)MainGame.GameFontLarge.MeasureString("Play").X / 2, (int)MainGame.GameFontLarge.MeasureString("Play").Y / 2
So I eventually found the algorithm by myself and finally eliminated the need of using magic numbers for position of the text. Here's my technique:
TextOutliner.DrawBorderedText(spriteBatch, Font, Text, new Vector2(Size.X + ((Size.Width - Font.MeasureString(Text).X) / 2), Size.Y + ((Size.Height - Font.MeasureString(Text).Y)) / 2), ForeColor, 0.0f, new Vector2((Font.MeasureString(Text).X / 2 * scale - Font.MeasureString(Text).X / 2), (Font.MeasureString(Text).Y / 2 * scale - Font.MeasureString(Text).Y / 2)), scale);
I couldn't take the scale out of the origin equation as #LibertyLocked suggested, because the font was scaling from top-left point upon Mouse Hover and not the center as I want it to.
My scene is 2048 x 1152, and the camera never moves. When I create a rectangle with the following:
timeBarRect = new Rect(220, 185, Screen.width / 3, Screen.height / 50);
Its position changes depending on the resolution of my game, so I can't figure out how to get it to always land where I want it on the screen. To clarify, if I set the resolution to 16:9, and change the size of the preview window, the game will resize at ratios of 16:9, but the bar will move out from where it's supposed to be.
I have two related questions:
Is it possible to place the Rect at a global coordinate? Since the screen is always 2048 x 1152, if I could just place it at a certain coordinate, it'd be perfect.
Is the Rect a UI element? When it's created, I can't find it in the hierarchy. If it's a UI element, I feel like it should be created relative to a canvas/camera, but I can't figure out a way to do that either.
Update:
I am realizing now that I was unclear about what is actually being visualized. Here is that information: Once the Rect is created, I create a texture, update the size of that texture in Update() and draw it to the Rect in OnGui():
timeTexture = new Texture2D (1, 1);
timeTexture.SetPixel(0,0, Color.green);
timeTexture.Apply();
The texture size being changed:
void Update ()
{
if (time < timerMax) {
playerCanAttack = false;
time = time + (10 * Time.deltaTime);
} else {
time = timerMax;
playerCanAttack = true;
}
The actual visualization of the Rect, which is being drawn in a different spot depending on the size of the screen:
void OnGUI(){
float ratio = time / 500;
float rectWidth = ratio * Screen.width / 1.6f;
timeBarRect.width = rectWidth;
GUI.DrawTexture (timeBarRect, timeTexture);
}
I don't know that I completely understand either of the two questions I posed, but I did discover that the way to get the rect's coordinates to match the screen no matter what resolution was not using global coordinates, but using the camera's coordinates, and placing code in Update() such that the rect's coordinates were updated:
timeBarRect.x = cam.pixelWidth / timerWidth;
timeBarRect.y = cam.pixelHeight / timerHeight;
I have a 2D image of a tanks body (top down) that can be moved left-right across the screen.
On top, there's a second image of the tanks turret. This turret can be rotated across the screen edge following the users mouse movement along the Y axis.
When the user presses'Enter' a bullet appears and moves across the screen at the angle of the turret. However, whilst the angle is fine, the bullet's position seems to vary a lot. At times, it sites where it should (in the centre of the cannon) however, as you move the mouse it seems to get offsetted.
Edit: For some strange reason, my pictures don't seem to be showing up - so here is a direct link: http://img824.imageshack.us/img824/7093/khte.png
Edited Code:
Tank Fire
if (keyBoardState.IsKeyDown(Keys.Enter))
{
shell.Initialize(rotation, new Vector2(location.X + 25, location.Y - 15));
shell.makeAlive();
}
(It is initialized with the location of the tank (+25, -25) so it appears at the end of the turrent. having this set at the tanks location (shell.Initialize(rotation, location);) seems to make no difference to the offset.)
Bullet/Shell:
public void Update(GameTime gameTime)
{
if (alive)
{
movement.X -= speed * (float)Math.Cos(rotation);
movement.Y -= speed * (float)Math.Sin(rotation);
location.X += (int)movement.X;
location.Y += (int)movement.Y;
}
}
public void Draw(SpriteBatch spriteBatch)
{
if (alive)
{
spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
spriteBatch.Draw(texture, location, null, Color.White, rotation - MathHelper.PiOver2, new Vector2(texture.Width / 2, texture.Height / 2), 1.0f, SpriteEffects.None, 0f);
spriteBatch.End();
}
}
If you're trying to get your bullet to rotate about your tank, than I personally draw the bullet on top of the tank do the exact same thing that you do after you've fired your bullet(but with a greater magnitude) to displace it,
But if you want to use the origin parameter of SpriteBatch.Draw, than I'd imagine that it would look something like this:
given the following datapoints:
this.origin = new Vector2(texture.Width / 2, texture.Height / 2);
tank.origin = new Vector2(texture.Width / 2, texture.Height / 2);
// and this is what you'd pass into your sprite-batch.draw method
originToDraw = (tank.position + tank.origin)-(this.position + this.origin)
And you also have to initialize your bullet's position to the appropriate starting point Since I don't actually know where rotation comes from, I can't know for sure, but if it's the angle between your tank and the mouse, than I'd imagine it'd be the following
this.startingPosition = tank.position + tank.origin - this.origin
I asume that shell is a Bullet instance if yes your problem is the origin in Bullet class. It should have set this value in LoadTextures method
public void LoadTextures(Texture2D texture)
{
this.texture = texture;
this.origin = new Vector2(texture.Width, texture.Height);
}
And a little extra in Bullet.Draw method:
spriteBatch.Draw(texture, location, null, Color.White, rotation - 1.5f, origin, 1.0f, SpriteEffects.None, 0f);
change 1.5f to MathHelper.PiOver2 it is more accure when you want to rotate something 90 degrees
You have a nasty roundoff problem here.
You compute the velocity in floating point but switch to integers for the bullet's location. The problem is that while ON AVERAGE the errors even out any given bullet is going to either round up or round down every time.
Lets take an extreme case: The bullet is fired 25 degrees off the vertical axis and it's moving at two pixels per update cycle. Strangely enough the bullet flies directly down the axis.
Or an even more extreme case. The speed is 1/3 pixel per cycle. The bullet stands still.
I'm working on an RPG game that has a Top-Down view. I want to load a picture into the background which is what the character is walking on, but so far I haven't figured out how to correctly have the background redraw so that it's "scrolling". Most of the examples I find are auto scrolling.
I want the camera to remained centered at the character until you the background image reaches its boundaries, then the character will move without the image re-drawing in another position.
Your question is a bit unclear, but I think I get the gist of it. Let's look at your requirements.
You have an overhead camera that's looking directly down onto a two-dimensional plane. We can represent this as a simple {x, y} coordinate pair, corresponding to the point on the plane at which the camera is looking.
The camera can track the movement of some object, probably the player, but more generally anything within the game world.
The camera must remain within the finite bounds of the game world.
Which is simple enough to implement. In broad terms, somewhere inside your Update() method you need to carry out steps to fulfill each of those requirements:
if (cameraTarget != null)
{
camera.Position = cameraTarget.Position;
ClampCameraToWorldBounds();
}
In other words: if we have a target object, lock our position to its position; but make sure that we don't go out of bounds.
ClampCameraToBounds() is also simple to implement. Assuming that you have some object, world, which contains a Bounds property that represents the world's extent in pixels:
private void ClampCameraToWorldBounds()
{
var screenWidth = graphicsDevice.PresentationParameters.BackBufferWidth;
var screenHeight = graphicsDevice.PresentationParameters.BackBufferHeight;
var minimumX = (screenWidth / 2);
var minimumY = (screnHeight / 2);
var maximumX = world.Bounds.Width - (screenWidth / 2);
var maximumY = world.Bounds.Height - (screenHeight / 2);
var maximumPos = new Vector2(maximumX, maximumY);
camera.Position = Vector2.Clamp(camera.Position, minimumPos, maximumPos);
}
This makes sure that the camera is never closer than half of a screen to the edge of the world. Why half a screen? Because we've defined the camera's {x, y} as the point that the camera is looking at, which means that it should always be centered on the screen.
This should give you a camera with the behavior that you specified in your question. From here, it's just a matter of implementing your terrain renderer such that your background is drawn relative to the {x, y} coordinate specified by the camera object.
Given an object's position in game-world coordinates, we can translate that position into camera space:
var worldPosition = new Vector2(x, y);
var cameraSpace = camera.Position - world.Postion;
And then from camera space into screen space:
var screenSpaceX = (screenWidth / 2) - cameraSpace.X;
var screenSpaceY = (screenHeight / 2) - cameraSpace.Y;
You can then use an object's screen space coordinates to render it.
Your can represent the position in a simple Vector2 and move it towards any entity.
public Vector2 cameraPosition;
When you load your level, you will need to set the camera position to your player (Or the object it should be at)
You will need a matrix and some other stuff, As seen in the code below. It is explained in the comments. Doing it this way will prevent you from having to add cameraPosition to everything you draw.
//This will move our camera
ScrollCamera(spriteBatch.GraphicsDevice.Viewport);
//We now must get the center of the screen
Vector2 Origin = new Vector2(spriteBatch.GraphicsDevice.Viewport.Width / 2.0f, spriteBatch.GraphicsDevice.Viewport.Height / 2.0f);
//Now the matrix, It will hold the position, and Rotation/Zoom for advanced features
Matrix cameraTransform = Matrix.CreateTranslation(new Vector3(-cameraPosition, 0.0f)) *
Matrix.CreateTranslation(new Vector3(-Origin, 0.0f)) *
Matrix.CreateRotationZ(rot) * //Add Rotation
Matrix.CreateScale(zoom, zoom, 1) * //Add Zoom
Matrix.CreateTranslation(new Vector3(Origin, 0.0f)); //Add Origin
//Now we can start to draw with our camera, using the Matrix overload
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default,
RasterizerState.CullCounterClockwise, null, cameraTransform);
DrawTiles(spriteBatch); //Or whatever method you have for drawing tiles
spriteBatch.End(); //End the camera spritebatch
// After this you can make another spritebatch without a camera to draw UI and things that will not move
I added the zoom and rotation if you want to add anything fancy, Just replace the variables.
That should get you started on it.
However, You will want to make sure the camera is in bounds, and make it follow.
Ill show you how to add smooth scrolling, However if you want simple scrolling see this sample.
private void ScrollCamera(Viewport viewport)
{
//Add to the camera positon, So we can see the origin
cameraPosition.X = cameraPosition.X + (viewport.Width / 2);
cameraPosition.Y = cameraPosition.Y + (viewport.Height / 2);
//Smoothly move the camera towards the player
cameraPosition.X = MathHelper.Lerp(cameraPosition.X , Player.Position.X, 0.1f);
cameraPosition.Y = MathHelper.Lerp(cameraPosition.Y, Player.Position.Y, 0.1f);
//Undo the origin because it will be calculated with the Matrix (I know this isnt the best way but its what I had real quick)
cameraPosition.X = cameraPosition.X -( viewport.Width / 2);
cameraPosition.Y = cameraPosition.Y - (viewport.Height / 2);
//Shake the camera, Use the mouse to scroll or anything like that, add it here (Ex, Earthquakes)
//Round it, So it dosent try to draw in between 2 pixels
cameraPosition.Y= (float)Math.Round(cameraPosition.Y);
cameraPosition.X = (float)Math.Round(cameraPosition.X);
//Clamp it off, So it stops scrolling near the edges
cameraPosition.X = MathHelper.Clamp(cameraPosition.X, 1f, Width * Tile.Width);
cameraPosition.Y = MathHelper.Clamp(cameraPosition.Y, 1f, Height * Tile.Height);
}
Hope this helps!