I'm making a galaxian-like shooter, and my enemy objects have a destination Vector which they travel towards, using this bit of code:
position.X -= (Motion.X / Magnitude) * Speed;
position.Y -= (Motion.Y / Magnitude) * Speed;
Motion is worked out by:
this.Motion = InitialPosition - Destination;
This makes them travel in a straight line towards the destination.
However, I want to make them a bit more interesting, and travel on a sin or cos wave, a bit like Galaxian did.
How can I do this?
You might be better off defining a bezier curve for the movement function than simple functions like a sine wave. Galaxian certainly had more complex movements than that.
Here is a link to a primer on the maths of Bezier curves. It's quite a long document, but does a good job of covering the maths involved, with plenty of examples.
Hope that helps inspire you.
One way to do this would be to create an acceleration factor for the horizontal motion and add that factor to the horizontal speed every tick. So if your horizontal speed for a given enemy was 2 to begin, and your acceleration was -.01, then after 200 ticks the enemy would be going straight down, and after another 200 ticks it would be moving at a horizontal speed of -2. This will give a nice curve.
By determining the speed and acceleration randomly for each enemy (within certain limits determined by experimentation) you can create a nice looking variety of attack profiles without too much effort. This would give a very Galaxian-like motion.
You can do the same thing with the vertical as well, though, of course, the acceleration limits would be very different...for the horizontal acceleration you would probably want to determine a range that was equal in magnitude on either side of 0 (say -.02 to +.02), while for the vertical acceleration, you probably always want the ship to end up going down off the bottom of the screen, so you probably want that acceleration to always end up positive (or negative depending on how you're doing screen coordinates.)
You would do this by utilizing waypoint navigation, in line with your current motion code. You would calculate the waypoints by graphing the sine wave. You would do this by using something to the effect of Destination.Y = Math.Sin(Destination.X) - it's a little difficult to say for sure without seeing your code at large.
Creating an oscillator and moving the enemy (even without momentum) perpendicularly to its direction by an offset equals to the sine or cosine of the oscillator would be enough.
The following example, while working, is clearly just a guideline. I hope it can help you.
var dest = new PointF(200, 100);
var pos = new PointF(30, 140);
var oscAngle = 0d;
var dirAngle = Math.Atan2(dest.Y - pos.Y, dest.X - pos.X);
//Constants for your simulation
const int movSpeed = 2;
const int amp = 2;
const double frequency = Math.PI / 5;
//Inappropriate loop condition, change it to proper
while (true)
{
oscAngle += frequency;
//Scalar offset, you can use Cos as well
var oscDelta = Math.Sin(oscAngle);
//Linear movement
var stepVector = new SizeF((float)(Math.Cos(dirAngle) * movSpeed), (float)(Math.Sin(dirAngle) * movSpeed));
//Oscillating movement, making it transversal by adding 90° to the direction angle
var oscNormalAngle = dirAngle + Math.PI / 2;
//Vector for the oscillation
var oscVector = new SizeF((float)(Math.Cos(oscNormalAngle) * oscDelta) * amp, (float)(Math.Sin(oscNormalAngle) * oscDelta) * amp);
pos += stepVector + oscVector;
//Operate below
}
Related
How can I keep the diagonal speed to be the same as the horizontal and vertical speed without clamping any value or using ".normaized". I tryed to normalize the values but I lost the joystick values between 1 and 0. Here is my code :
void ListenInput()
{
Vector3 rightDirection = camera.right;
Vector3 frontDirection = camera.GetForwardFromAngleY();
move = new Vector2(
Input.GetAxis("Horizontal"),
Input.GetAxis("Vertical")
);
MoveCharacter(rightDirection * move.x);
MoveCharacter(frontDirection * move.y);
}
void MoveCharacter(Vector3 velocity)
{
transform.position += velocity * Time.deltaTime * runningSpeed;
}
Here, you should clamp the magnitude of the input Vector2.
For example with Vector2.ClampMagnitude() from the Unity API.
That will keep the input non-binary and prevent the diagonal from getting larger than purely horizontal/vertical inputs.
void ListenInput()
{
Vector3 rightDirection = camera.right;
Vector3 frontDirection = camera.GetForwardFromAngleY();
move = new Vector2(
Input.GetAxis("Horizontal"),
Input.GetAxis("Vertical")
);
move = Vector2.ClampMagnitude(move, 1f);
MoveCharacter(rightDirection * move.x);
MoveCharacter(frontDirection * move.y);
}
void MoveCharacter(Vector3 velocity)
{
transform.position += velocity * Time.deltaTime * runningSpeed;
}
If you normalize a vector you will make sure it's length is 1. This is a great way to avoid quirks like "diagonal movement is faster than normal movement".
However, the fact that the length is always 1 also means that there is no "move slowly" or "move at full speed" distinction from the joystick. When you say "I lost the joystick values between 1 and 0" is due to this fact.
One way developers get around this is by using a mathematical formula to scale the speed.
You could:
Use the largest value (horizontal or vertical) to control the speed
Use the smallest value
Use a combination of the two
Another way to do this is to store how long ago the movement started, then scale the speed based on that. This method has its own challenges, but is very familiar to players.
Examples
For instance, if I have:
horizontalInput = 1
verticalInput = 0.5
This means my normalized vector looks like this:
I could:
Use the largest value
Move at full speed (1) on the direction of my vector.
Use the smallest value
Move at half speed (0.5) on the direction of my vector.
Use a Use a combination of the two values
For this instance, lets use the following formula: (x+y)/2.
Move at 3/4 speed (0.75) on the direction of my vector.
NOTE: This formula will not "feel" as nice if you have x=0 and y=1, this is just an example. You most likely want to use Min, Max, Avg and if-clauses to control how the speed works.
You can use different formulas and different techniques to make the movement in your game feel like what you want, but take the time to analyze WHY it feels like that.
I'm trying to create a simple mouse emulator controlled by a joystick's right thumbstick. I was trying to have the mouse move in the direction the stick pointed with a smooth gradient of pressure values dictating speed, but I've hit a number of snags when trying to do so.
The first is how to accurately translate the angle into accurate X and Y values. I can't find a way to implement the angle correctly. The way I have it, the diagonals are likely to move considerably faster than the cardinals.
I was thinking I need something like Math.Cos(angle) for the X values, and Math.Sin(angle) for the Y values to increment the mouse, but I can't think of a way to set it up.
The second, is smooth movement of the mouse, and this is probably the more important of the two. Since the SetPosition() function only works with integers, the rate at which pixels move over time seems very limited. The code I have is very basic, and only registers whole number values of 1-10. That not only creates small 'jumps' in acceleration, but limits diagonal movement as well.
The goal would to have something like 10 pixels-per-second, with the program running at 100hz, and each cycle outputting 0.1 pixel movement.
I'd imagine I might be able to keep track of the pixel 'decimals' for the X and Y values and add them to the axes when they build to whole numbers, but I'd imagine there's a more efficient way to do so and still not anger the SetPosition() function.
I feel like Vector2 objects should get this done, but I don't know how the angle would fit in.
Sample code:
//Poll Gamepad and Mouse. Update all variables.
public void updateData(){
padOne = GamePad.GetState(PlayerIndex.One, GamePadDeadZone.None);
mouse = Mouse.GetState();
currentStickRX = padOne.ThumbSticks.Right.X;
currentStickRY = padOne.ThumbSticks.Right.Y;
currentMouseX = mouse.X;
currentMouseY = mouse.Y;
angle = Math.Atan2(currentStickRY, currentStickRX);
vectorX = (int)( currentStickRX*10 );
vectorY = (int)( -currentStickRY*10 );
mouseMoveVector.X = vectorX;
mouseMoveVector.Y = vectorY;
magnitude = Math.Sqrt( Math.Pow( (currentStickRX - 0), 2 ) + Math.Pow( (currentStickRY - 0), 2 ) );
if (magnitude > 1){
magnitude = 1;
}
//Get values not in deadzone range and re-scale them from 0-1
if(magnitude >= deadZone){
activeRange = (magnitude - deadZone)/(1 - deadZone);
}
Console.WriteLine(); //Test Code
}
//Move mouse in in direction at specific rate.
public void moveMouse(){
if (magnitude > deadZone){
Mouse.SetPosition( (currentMouseX + vectorX), (currentMouseY + vectorY));
}
previousStickRX = currentStickRX;
previousStickRY = currentStickRY;
previousActiveRange = activeRange;
}
Note: I'm using all the xna frameworks.
Anyway, apologies if I'm explaining these things incorrectly. I haven't been able to find a good resource for this, and the vector examples I searched only move in integer increments and from point A to B.
Any help with any part of this is greatly appreciated.
I haven't tried it myself but from my point of view, you should normalize the pad axis after reading them, that way diagonals would move the same speed as cardinals. And for the second part, I would keep track of the mouse in floating variables, such as a Vector2 and do the cast (maybe rounding better) when setting the mouse position.
public void Start()
{
mousePosV2 = Mouse.GetState().Position.ToVector2();
}
public void Update(float dt)
{
Vector2 stickMovement = padOne.ThumbSticks.Right;
stickMovement.Normalize();
mousePosV2 += stickMovement*dt*desiredMouseSpeed;
/// clamp here values of mousePosV2 according to Screen Size
/// ...
Point roundedPos = new Point(Math.Round(mousePosV2.X), Math.Round(mousePosV2.Y));
Mouse.SetPosition(roundedPos.X, roundedPos.Y);
}
I am testing the accelerometer code in Unity3D 4.3. What I want to do is simple change the object angle while tilting the ipad, to fake view angle like real live. Everything works fine except for the fact that the accelerometer is a bit too sensitive and I can see the GameObject is like of flickering even I put it on table. How can I make it less sensitive so that even when you hold with your hand the angle will change according to the tilt and the object remain steady?
Here are my code:
void Update () {
Vector3 dir = Vector3.zero;
dir.x = Mathf.Round(Input.acceleration.x * 1000.0f) / 1000.0f;
dir.y = Mathf.Round(Input.acceleration.y * 1000.0f) / 1000.0f;
dir.z = Mathf.Round(Input.acceleration.z * 1000.0f) / 1000.0f;
// clamp acceleration vector to the unit sphere
if (dir.sqrMagnitude > 1)
dir.Normalize();
// Make it move 10 meters per second instead of 10 meters per frame...
dir *= Time.deltaTime;
dir *= speed;
acx = dir.x;
acy = dir.y;
acz = dir.z;
transform.rotation = Quaternion.Euler(dir.y-20, -dir.x, 0);
}
You may need to use a low pass filter (s. Exponential Moving Average for a better description regarding software) before using the signal output. I always use native code to get accelerometer and gyroscope values on iPhone so I am not 100% sure how Unity handles this. But from what you are describing the values appear unfiltered.
A low pass filter calculate a weighted average from all your previous values. Having for example a filter factor on 0.1 your weighted average is:
Vector3 aNew = Input.acceleration;
float a = 0.1f * aNew + 0.9f * a;
This way your values are smoothed at the expense of a small delay. Running the accelerometer with 50 Hz you won't notice it.
I couldn't make Kay's example work as it was not multiplying the last part, so here's my small correction:
Vector3 aNew = Input.acceleration;
a = (0.1 * aNew) + (0.9 * a);
Okay, so I am trying to simulate the collision of balls on a 2-Dimensional plane. I can detect the collisions pretty easily using a simple comparison of positions and the sum of radii, however, sometimes the simulation gets ahead of itself and the circles overlap, which plays havoc with the rest of the simulation.
So I have figured that finding the normal vector between the two circles at the point of contact and adding onto the position vectors in that direction is what I need to do basically, and luckily I had a similar algorithm handling the velocity changes due to collisions so I adapted it thusly:
Vector2 normal = orgA.getCenterPosition() - orgB.getCenterPosition();
Vector2 tangent = new Vector2((normal.Y * -1), normal.X);
float diff = (orgA.getRadius() + orgB.getRadius()) - normal.Length();
normal.Normalize();
float PAn = Vector2.Dot(normal, orgA.position);
float PAt = Vector2.Dot(tangent, orgA.position);
PAn += diff;
float PBn = Vector2.Dot(normal, orgB.position);
float PBt = Vector2.Dot(tangent, orgB.position);
PBn -= diff;
Vector2 PA = (PAn * normal) + (PAt * tangent);
Vector2 PB = (PBn * normal) + (PBt * tangent);
orgA.position = PA;
orgB.position = PB;
The trouble is that when I run the simulation, and two balls meet, the whole thing goes crazy and they're suddenly going all over the shop.
Can anyone see the flaw in my algorithm? I've looked at it loads and I still can't find what's causing this.
Hey buddy i think what you need is a loop. Its going crazy because once the balls touch they are constantly being upgraded with a new logic....
im not amazing at this but try putting the collision in a loop... should look something like this:
if ( diff < (orb radius))
{
Vector2 PA = (PAn * normal) + (PAt * tangent);
Vector2 PB = (PBn * normal) + (PBt * tangent);
orgA.position = PA;
orgB.position = PB;
}
something like that... I really hope this helps a little :/
from my understanding is this is in your update method, so keep in mind update runs constantly every millisecond... so its fine when your getting the difference between the spheres and sizes but after they collide and you you want them to move in a certain way you are calculating the same equation over and over...
Better yet make a bool such as isCollided and make sure you switch that true/false according to that statement
hope it helps i have an example project of collision if you want i can send it to you, samerhachem#hotmail.com
Alright, so here's my problem.
I've been trying to create a sort of a visual day/night cycle in XNA, where I have an underlying class that updates and holds time and a Sky class which outputs a background based on the time that the class updates.
What I can't figure out though is how to make the moon/sun move in a curved upward arc that spans the screen based on what time of the day it is. The most problematic part is getting the Y axis to curve while the X axis moves as the time progresses.
Anyone that could help me here?
EDIT:
Alright, looks like Andrew Russels example helped me to do what I needed to do.
Although I had to expermient for a bit, I finally reached a suitable solution:
float Time = (float)Main.inGameTime.Seconds / (InGameTime.MaxGameHours * 60 * 60 / 2);
this.Position.X = Time * (Main.Viewport.X + Texture.Width * 2) - Texture.Width;
this.Position.Y = Main.Viewport.Y - (Main.Viewport.Y * (float)Math.Sin(Time * MathHelper.Pi) / 2) - (Main.Viewport.Y / 2) + 50;
Try looking at the Math.Sin or Math.Cos functions. These are the trigonometric functions you're looking for.
Something like this (giving a position for SpriteBatch):
float width = GraphicsDevice.Viewport.Width;
float height = GraphicsDevice.Viewport.Height;
float time = 0.5f; // assuming 0 to 1 is one day
Vector2 sunPosition = new Vector2(time * width,
height - height * (float)Math.Sin(time * width / MathHelper.TwoPi));
(Disclaimer: I haven't tested this code.)
There is also the Curve class.