This is a follow-up request to https://www.b4x.com/android/forum/threads/x2-solved-help-needed-regarding-object-collision.108455/
The animated graphic ("coin") should appear in several places on the playing field. The positions should correspond to those of certain tilemap objects ("TextVal...").
It is intended to create several clones from a single object ("coin") in Sub CreateObjects after traversing the templates. These clones should be placed next to the objects whose names begin with "TextVal".
How can I create multiple clones from an object defined in the tilemap?
(A relevant test project is attached.)
The enclosed test project is supposed to be a turn-based top down RPG board game for 2 characters.
Planned course: Players shall roll their dice alternately and advance the corresponding number of fields, sometimes choosing which way to go.
Since the interaction of the X2 framework components has not yet been sufficiently understood, concrete references to the required "best practices" would be needed.
The x2 examples were used to create the basic structures and load the graphics.
Planned course: Players shall roll their dice alternately and advance the corresponding number of fields, sometimes choosing which way to go.
Since the interaction of the X2 framework components has not yet been sufficiently understood, concrete references to the required "best practices" would be needed.
The x2 examples were used to create the basic structures and load the graphics.
B4X:
'
' Java source --> file:///.\Objects\src\b4j\gametest\sn\game.java
'
' ------- -------------- ------
'#CustomBuildAction: folders ready, %WINDIR%\System32\Robocopy.exe,"..\..\Shared Files" "..\Files"
' This is required to copy all files from the "Shared Files" folder to the "Files" folder of the respective platform.
' Erel --> https://www.b4x.com/android/forum/threads/xui2d-cross-platform-tips.96815/#content
' ------- -------------- ------
' ------- -------------- ------
' X2Test1 "Basic structures"
' x2notes --> https://www.b4x.com/android/forum/threads/some-notes-to-better-understand-the-xui2d-examples.107702/
' x2examples --> https://www.b4x.com/android/forum/threads/xui2d-example-pack.96454/
' @Gunter’s roadmap into the game dev world --> https://www.b4x.com/android/forum/threads/video-tutorial.99172/#post-624377
' ------- -------------- ------
#if B4A
'ignore DIP related warnings as they are not relevant when working with BitmapCreator.
#IgnoreWarnings: 6
#end if
Sub Class_Globals
'
Private ISDEBUG As Boolean = False ' It's easier to change it here instead of find it further down
'
' Collision filtering
' Gunther --> https://www.b4x.com/android/forum/threads/tool-collision-bits-and-masks-calculator-collision-filtering.103320/
Public const COLL_CATEGORY_PLAYER As Int = 0x0001 ' 0000000000000001 in binary
Public const COLL_CATEGORY_MONSTER As Int = 0x0002 ' 0000000000000010 in binary
Public const COLL_CATEGORY_SCENERY As Int = 0x0004 ' 0000000000000100 in binary
Public const COLL_MASK_PLAYERHITS_MONSTERORSCENERY As Int = 0xFFFE ' 1111111111111110 in binary
Public const COLL_MASK_MONSTERHITS_PLAYER As Int = 0xFFF9 ' 1111111111111001 in binary
Public const COLL_MASK_SCENERYHITS_PLAYER As Int = 0xFFF9 ' 1111111111111001 in binary
' The group index can be used to override the category/mask settings for a given set of fixtures.
' --> https://www.iforce2d.net/b2dtut/collision-filtering
Public const COLL_GROUP_PLAYER As Int = -1
Public const COLL_GROUP_MONSTER As Int = -2
Public const COLL_GROUP_SCENERY As Int = 1
' Basic x2 libraries that are needed in every game
Public xui As XUI 'ignore
Public X2 As X2Utils
Public world As B2World
' TileMap specific definitions
Public TileMap As X2TileMap
Public Const ObjectLayer As String = "Object Layer 1"
' ExtraClasses
Private mChar1 As Figure
Private mChar2 As Figure
' Parameters
Public const MotorCorrFacInitVal As Float = 0.03
Public const MotorCorrFacNormal As Float = 0.07
Public const MotorCorrFacEnd As Float = 0.06
' Gamestate
Private GameOverState As Boolean = False
Private CharIsMoving As Boolean = False
Private ActiveCharIndex As Int = 1
Private LastDiceRollVal As Int = 0
Private CharLastPositionIndex(3) As Int
Type PointXy(x As Float, y As Float)
Private Char1Points As List
Private Char2Points As List
' Bodies and joints
Private Border As X2BodyWrapper
Private MotorChar1 As B2MotorJoint
Private MotorChar2 As B2MotorJoint
Private PathMainBCForward As BCPath
Private PathMainBCBackwards As BCPath
Private PathWorld As List
' Private BrushRed As BCBrush
' Templates
Type FigureTemplates(Template As X2TileObjectTemplate, XPosition As Float)
Private FigureTemplatesList As List
Type PointTemplates(Template As X2TileObjectTemplate, XPosition As Float)
Private PointTemplatesList As List
Private PointTemplatesListLoop0 As List
Type TextTemplates (Template As X2TileObjectTemplate, XPosition As Float)
Private TextTemplatesList As List
Type LocationTemplates(Template As X2TileObjectTemplate, XPosition As Float)
Private LocationTemplatesList As List
' Layout elements
Private ivForeground As B4XView
Private ivBackground As B4XView
Public lblStats As B4XView
Private pnlTouch As B4XView
Private RadioButton1 As RadioButton' ####testingonly
Private RadioButton2 As RadioButton' ####testingonly
Private Button1 As Button' ####testingonly
Private Label2 As Label' ####testingonly
Private Pane1 As Pane' ####testingonly
Private Pane2 As Pane' ####testingonly
Private fx As JFX' ####testingonly
Private TempTestPane As Pane' ####testingonly
Private Label5 As Label' ####testingonly
' Private TextArea1 As TextArea ' Restitution
' Private TextArea3 As TextArea ' Friction
' Private TextArea4 As TextArea ' Density
' Private TextArea5 As TextArea ' Category bits
' Private TextArea6 As TextArea ' Mask bits
' Private TextArea7 As TextArea ' mcfA
' Private TextArea8 As TextArea ' mcfB
Private Label4 As Label ' coll pl1
Private Label12 As Label ' coll pl2
End Sub
Public Sub Initialize (Parent As B4XView)
'
' ──────────────────────────────────
' Preparations for Layout and Views
' ──────────────────────────────────
Parent.LoadLayout("GameLayout")
lblStats.TextColor = xui.Color_Black
lblStats.Color = 0x88ffffff
lblStats.Font = xui.CreateDefaultBoldFont(20)
CSSUtils.SetBackgroundColor(Pane1, fx.Colors.LightGray)' ####testingonly
CSSUtils.SetBackgroundColor(Pane2, fx.Colors.LightGray)' ####testingonly
' ──────────────────────────────────
' Preparations for World
' ──────────────────────────────────
world.Initialize("world", world.CreateVec2(0, 0))
X2.Initialize(Me, ivForeground, world)
Dim WorldWidth As Float = 36 'meters
Dim WorldHeight As Float = WorldWidth / 1 'same ratio as in the designer script (in GameLayout.bjl)!!!
X2.ConfigureDimensions(world.CreateVec2(WorldWidth / 2, WorldHeight / 2), WorldWidth)
' TextArea8.Text = MotorCorrFacNormal ' ####testingonly
' TextArea7.Text = MotorCorrFacEnd ' ####testingonly
' ──────────────────────────────────
' Preparations for movements
' ──────────────────────────────────
PathMainBCForward.Initialize(0, 0)
PathMainBCBackwards.Initialize(0, 0)
PathWorld.Initialize
' BrushRed = X2.MainBC.CreateBrushFromColor(xui.Color_Red)
CharLastPositionIndex(0) = -1 ' not used
CharLastPositionIndex(1) = 0 ' for Char1
CharLastPositionIndex(2) = 0 ' for Char2
Char1Points.Initialize
Char2Points.Initialize
' ──────────────────────────────────
' Preparations for graphics
' ──────────────────────────────────
GraphicCache_Put_Objects
GraphicCache_Put_Characters
' ──────────────────────────────────
' Preparations for screen
' ──────────────────────────────────
'SetBackground
CreateStaticBackground
'CreateBorder
' ──────────────────────────────────
' Preparations for sounds
' ──────────────────────────────────
X2.SoundPool.AddSound("rolldice", File.DirAssets, "dice-4.wav")
X2.SoundPool.AddSound("stepstone_1", File.DirAssets, "stepstone_1.wav")
'X2.SoundPool.AddSound("metal-clash", File.DirAssets, "metal-clash.wav")
X2.SoundPool.AddSound("Pickup__008", File.DirAssets, "Pickup__008.wav")
' ──────────────────────────────────
' Debug settings
' ──────────────────────────────────
If ISDEBUG Then
X2.EnableDebugDraw ' Comment out to disable debug drawing
End If
End Sub
Private Sub SetWorldCenter
' The map size will not be identical to the screen size.
' This happens because the tile size in (bc) pixels needs to be a whole number.
' So we need to update the world center and move the map to the center.
X2.UpdateWorldCenter(TileMap.MapAABB.Center)
End Sub
Public Sub WorldCenterUpdated (gs As X2GameStep)
'CreateEnemies
End Sub
private Sub SetBackground
'X2.SetBitmapWithFitOrFill(ivBackground, xui.LoadBitmapResize(File.DirAssets, "mybackgroundimage.jpg", ivBackground.Width / 2, ivBackground.Height / 2, False))
End Sub
Private Sub GraphicCache_Put_Objects
Log("#-Sub game.GraphicCache_Put_Objects")
'
Dim RowWidthPixel As Int = 32
Dim RowHeightPixel As Int = 32
Dim CollGraphHeightMeters As Int = 2
' -------------------------------
' Step-pads
' -------------------------------
Dim bc1 As BitmapCreator = X2.BitmapToBC(xui.LoadBitmap(File.DirAssets, "dungeon_tilesetmodrollo.png"), 1)
Dim bmp As B4XBitmap = bc1.Bitmap
Dim CollGraph1 As B4XBitmap = bmp.Crop(1 * 32, 18 * RowHeightPixel, 2 * RowWidthPixel, 2 * RowHeightPixel)
Dim CollGraph1List As List = X2.ReadSprites(CollGraph1, 1, 1, CollGraphHeightMeters, CollGraphHeightMeters)
X2.GraphicCache.PutGraphic("steppad_collision", Array(CollGraph1List.Get(0)) )
Dim bc2 As BitmapCreator = X2.BitmapToBC(xui.LoadBitmap(File.DirAssets, "dungeon_tilesetmodrollo.png"), 1)
Dim bmp As B4XBitmap = bc2.Bitmap
Dim CollGraph1 As B4XBitmap = bmp.Crop(5 * 32, 18 * RowHeightPixel, 2 * RowWidthPixel, 2 * RowHeightPixel)
Dim CollGraph1List As List = X2.ReadSprites(CollGraph1, 1, 1, CollGraphHeightMeters, CollGraphHeightMeters)
X2.GraphicCache.PutGraphic("steppad_normal", Array(CollGraph1List.Get(0)) )
End Sub
Private Sub GraphicCache_Put_Characters
Log("#-Sub game.GraphicCache_Put_Characters")
' -------------------------------
' Characters
' -------------------------------
' Use bitmap without the transparency placeholdercolor:
Dim bc As BitmapCreator = X2.BitmapToBC( xui.LoadBitmap(File.DirAssets, "RPGCharacterSprites32x32.png"), 1)
RemovePseudoTransparentColor(bc, "#ff00ff") ' pink, magenta
Dim bmp As B4XBitmap = bc.Bitmap
Dim NumberOfSprites As Int = 12
Dim RowWidth As Int = 32
Dim RowHeight As Int = 32
Dim CharHeightMeters As Int = 3
'
Dim RowOfChar1 As Int = 2
Dim character1 As B4XBitmap = bmp.Crop(0, RowHeight * RowOfChar1, NumberOfSprites * RowWidth, RowHeight)
Dim AllChar1 As List = X2.ReadSprites(character1, 1, NumberOfSprites, CharHeightMeters, CharHeightMeters)
X2.GraphicCache.PutGraphic("character1 front walking", Array(AllChar1.Get(0), AllChar1.Get(1), AllChar1.Get(2), AllChar1.Get(3)))
X2.GraphicCache.PutGraphic("character1 front standing", Array(AllChar1.Get(3)))
X2.GraphicCache.PutGraphic("character1 back walking", Array(AllChar1.Get(4), AllChar1.Get(5), AllChar1.Get(6), AllChar1.Get(7)))
X2.GraphicCache.PutGraphic("character1 back standing", Array(AllChar1.Get(7)))
X2.GraphicCache.PutGraphic("character1 side walking", Array(AllChar1.Get(8), AllChar1.Get(9), AllChar1.Get(10)) )
X2.GraphicCache.PutGraphic("character1 side standing", Array(AllChar1.Get(9)) )
'
Dim RowOfChar2 As Int = 3
Dim character2 As B4XBitmap = bmp.Crop(0, RowHeight * RowOfChar2, NumberOfSprites * RowWidth, RowHeight)
Dim AllChar2 As List = X2.ReadSprites(character2, 1, NumberOfSprites, CharHeightMeters, CharHeightMeters)
X2.GraphicCache.PutGraphic("character2 front walking", Array(AllChar2.Get(0), AllChar2.Get(1), AllChar2.Get(2), AllChar2.Get(3)))
X2.GraphicCache.PutGraphic("character2 front standing", Array(AllChar2.Get(3)))
X2.GraphicCache.PutGraphic("character2 back walking", Array(AllChar2.Get(4), AllChar2.Get(5), AllChar2.Get(6), AllChar2.Get(7)))
X2.GraphicCache.PutGraphic("character2 back standing", Array(AllChar2.Get(7)))
X2.GraphicCache.PutGraphic("character2 side walking", Array(AllChar2.Get(8), AllChar2.Get(9), AllChar2.Get(10)) )
X2.GraphicCache.PutGraphic("character2 side standing", Array(AllChar2.Get(9)) )
End Sub
Private Sub RemovePseudoTransparentColor(TilesBC As BitmapCreator, clrstring As String)
' Erel --> https://www.b4x.com/android/forum/threads/x2-how-to-use-transparent-color.108173/#post-676534
Dim clr As Int = 0xff000000 + Bit.ParseInt(clrstring.SubString(1), 16)
Dim ptranspm As PremultipliedColor
Dim trans As PremultipliedColor
Dim pm As PremultipliedColor
Dim argb As ARGBColor
TilesBC.ColorToARGB(clr, argb)
TilesBC.ARGBToPremultipliedColor(argb, ptranspm)
For y = 0 To TilesBC.mHeight - 1
For x = 0 To TilesBC.mWidth - 1
TilesBC.GetPremultipliedColor(x, y, pm)
If Bit.And(0xff, pm.r) = ptranspm.r And Bit.And(0xff, pm.g) = ptranspm.g And Bit.And(0xff, pm.b) = ptranspm.b And Bit.And(0xff, pm.a) = ptranspm.a Then
TilesBC.SetPremultipliedColor(x, y, trans)
End If
Next
Next
End Sub
Private Sub PositionObjects
' For Each LocationTemplateX As LocationTemplates In LocationTemplatesList
' ' Initial position on location-objects (works ok)
' Select Case True
' Case LocationTemplateX.Template.Name.ToLowerCase.EndsWith("c1")
' mChar1.bw.Body.SetTransform(LocationTemplateX.Template.Position, 0)
' Case LocationTemplateX.Template.Name.ToLowerCase.EndsWith("c2")
' mChar2.bw.Body.SetTransform(LocationTemplateX.Template.Position, 0)
' End Select
' Next
End Sub
private Sub CreateObjects
Log("#-Sub game.CreateObjects")
FigureTemplatesList.Initialize
PointTemplatesList.Initialize
PointTemplatesListLoop0.Initialize
TextTemplatesList.Initialize
LocationTemplatesList.Initialize
TempTestPane.RemoveAllNodes ' ####testingonly
Dim tempcounter_pt0 As Int = 0'####temp
Dim ol As X2ObjectsLayer = TileMap.Layers.Get(ObjectLayer)
For Each TileMapTemplateX As X2TileObjectTemplate In ol.ObjectsById.Values
'Log("#- x203, TileMapTemplateX.Name = " & TileMapTemplateX.Name)
If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("p") Then
Dim pt As PointTemplates
pt.Template = TileMapTemplateX
pt.XPosition = TileMapTemplateX.Position.X
pt.Template.FixtureDef.SetFilterBits(COLL_CATEGORY_SCENERY, COLL_MASK_SCENERYHITS_PLAYER)
PointTemplatesList.Add(pt)
Dim bwobj As X2BodyWrapper = TileMap.CreateObject(TileMapTemplateX)
bwobj.Graphicname = "steppad_normal"
If Not(TileMapTemplateX.Name.Contains(".")) And Not(TileMapTemplateX.Name.Contains("x")) Then
'Log("#- x250, " & $"${TileMapTemplateX.Name} --> PointTemplatesListLoop0(${tempcounter_pt0})= $1.0{pt.Template.Position.X}, $1.0{pt.Template.Position.Y} "$)
Dim xy0 As PointXy
xy0.Initialize
xy0.x = pt.Template.Position.X
xy0.y = pt.Template.Position.y
PointTemplatesListLoop0.Add(xy0)
tempcounter_pt0 = tempcounter_pt0 +1
End If
' ####testingonly
' Show the labels of points
Dim lblx As Label
lblx.Initialize("")
lblx.Text = TileMapTemplateX.Name
lblx.TextColor = fx.Colors.Yellow
lblx.Alignment = "CENTER"
Dim bp As B2Vec2 = X2.WorldPointToMainBC( TileMapTemplateX.Position.X, TileMapTemplateX.Position.Y)
Private DebugScale As Float = 1.1 ' found by trial and error
bp.MultiplyThis(DebugScale)
TempTestPane.AddNode(lblx, bp.X, bp.Y, 40dip, 40dip)
' /####testingonly
else If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("textval") Then
Dim tt As TextTemplates
tt.Template = TileMapTemplateX
tt.XPosition = TileMapTemplateX.Position.X
tt.Template.FixtureDef.SetFilterBits(COLL_CATEGORY_SCENERY, COLL_MASK_SCENERYHITS_PLAYER)
TextTemplatesList.Add(tt)
TileMap.CreateObject(TileMapTemplateX )
' ####testingonly
' Show the labels of text
Dim lblx As Label
lblx.Initialize("")
lblx.Text = TileMapTemplateX.Name.Replace("TextVal","")
If TileMapTemplateX.Name.ToLowerCase.StartsWith("textval") Then
lblx.TextSize = 20
Else
lblx.TextSize = 10
End If
lblx.TextColor = fx.Colors.Magenta
'lblx.Alignment = "CENTER_RIGHT"
lblx.Alignment = "CENTER"
Dim bp As B2Vec2 = X2.WorldPointToMainBC( TileMapTemplateX.Position.X, TileMapTemplateX.Position.Y)
Private DebugScale As Float = 1.1 ' found by trial and error
bp.MultiplyThis(DebugScale)
TempTestPane.AddNode(lblx, bp.X, bp.Y, 40dip, 40dip)
' /####testingonly
else If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("char") Then
Dim ft As FigureTemplates
ft.Template = TileMapTemplateX
ft.XPosition = TileMapTemplateX.Position.X
ft.Template.FixtureDef.SetFilterBits(COLL_CATEGORY_PLAYER, COLL_MASK_PLAYERHITS_MONSTERORSCENERY)
FigureTemplatesList.Add(ft)
Dim bwChX As X2BodyWrapper = TileMap.CreateObject(TileMapTemplateX)
bwChX.Body.BodyType = bwChX.Body.TYPE_DYNAMIC ' not "TYPE_KINEMATIC": You cannot use forces and motors with kinematic types.
If TileMapTemplateX.Name.ToLowerCase.EndsWith("1") Then
mChar1.Initialize(bwChX) ' Set the delegate (the class "Figure")
mChar1.FigureNameAndId = TileMapTemplateX.Name & "~" & TileMapTemplateX.id
mChar1.bw.Body.LinearDamping = 0.01
mChar1.bw.Body.SleepingAllowed = False
MotorChar1 = CreateMotor(mChar1)
else If TileMapTemplateX.Name.ToLowerCase.EndsWith("2") Then
mChar2.Initialize(bwChX) ' Set the delegate (the class "Figure")
mChar2.FigureNameAndId = TileMapTemplateX.Name & "~" & TileMapTemplateX.id
mChar2.bw.Body.LinearDamping = 0.01
mChar2.bw.Body.SleepingAllowed = False
MotorChar2 = CreateMotor(mChar2)
End If
else If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("loc") Then
Dim lt As LocationTemplates
lt.Template = TileMapTemplateX
lt.XPosition = TileMapTemplateX.Position.X
tt.Template.FixtureDef.SetFilterBits(COLL_CATEGORY_SCENERY, COLL_MASK_SCENERYHITS_PLAYER)
LocationTemplatesList.Add(lt)
TileMap.CreateObject(TileMapTemplateX)
else If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase = "border" Then
'nothing to do here. It is created in StartGame()
else If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("area") Then
TileMap.CreateObject(TileMapTemplateX)
else If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("coin") Then
' Creates the 1 and only object with the animated coin
Dim bwobjcoin1 As X2BodyWrapper = TileMap.CreateObject(TileMapTemplateX )
Else
Log("#- x313, " & $"Unhandled object --> id=${TileMapTemplateX.Id}, ${TileMapTemplateX.Name}"$)
End If
Next
FigureTemplatesList.SortType("XPosition", True)
PointTemplatesList.SortType("XPosition", True)
TextTemplatesList.SortType("XPosition", True)
LocationTemplatesList.SortType("XPosition", True)
' After all positions of the "TextVal" objects are determined:
' CLONE the 1 animated "coin" object to all postions of "TextVal" objects
For Each tt As TextTemplates In TextTemplatesList
CreateCloneFromBw(bwobjcoin1, tt.Template.Position.CreateCopy)
Next
End Sub
Sub CreateCloneFromBw(obj0 As X2BodyWrapper, TargetPosition As B2Vec2)
' Dim bwclone As X2BodyWrapper = obj0.Body.
' TileMap.CreateObject(obj0.Body.)
' ???
End Sub
Private Sub CreateStaticBackground
Dim bc As BitmapCreator
bc.Initialize(ivBackground.Width / xui.Scale / 2, ivBackground.Height / xui.Scale / 2)
'bc.FillGradient(Array As Int(0xFF001AAC, 0xFFC5A400), bc.TargetRect, "TOP_BOTTOM")
bc.FillGradient(Array As Int(0xFF61584C, 0xFF61584C), bc.TargetRect, "TOP_BOTTOM") ' brownish
X2.SetBitmapWithFitOrFill(ivBackground, bc.Bitmap)
End Sub
Private Sub CreateBorder
TileMap.CreateObject(TileMap.GetObjectTemplateByName(ObjectLayer, "border"))
End Sub
private Sub CreateMotor(character As Figure) As B2MotorJoint
' Erel --> https://www.b4x.com/android/forum/threads/x2-help-needed-regarding-object-movement.108390/#post-677540
Dim MotorDefForChar As B2MotorJointDef
MotorDefForChar.Initialize(Border.Body, character.bw.Body)
MotorDefForChar.MaxMotorForce = 1500
MotorDefForChar.CollideConnected = True 'let the Char collide with the borders
Dim mc As B2MotorJoint = X2.mWorld.CreateJoint(MotorDefForChar)
'mc.CorrectionFactor = 0.02
mc.CorrectionFactor = MotorCorrFacInitVal
Return mc
End Sub
' ────────────────────────────────────────────────────────────────────────────────────────────────
Public Sub Resize
X2.ImageViewResized
End Sub
Public Sub DrawingComplete
TileMap.DrawingComplete
End Sub
'Return True to stop the game loop.
Public Sub BeforeTimeStep (GS As X2GameStep) As Boolean
If GameOverState Then
Return True
End If
Return False
End Sub
Public Sub Tick (GS As X2GameStep)
'Log("#-Sub game.Tick, gs.GameTimeMs = " & GS.GameTimeMs)
TileMap.DrawScreen(Array("Tile Layer 1"), GS.DrawingTasks)
#region ---Move active character by motor
' Dim voff As B2Vec2 = X2.CreateVec2(0, 1.1) ' offset, so that the char is slightly beneath the pad
Dim voff As B2Vec2 = X2.CreateVec2(0, 0) ' offset, so that the char is slightly beneath the pad
Select Case ActiveCharIndex
Case 1
If Char1Points.Size > 0 Then
Dim NextPoint As B2Vec2 = Char1Points.Get(0)
NextPoint = NextPoint.CreateCopy
If Char1Points.Size < 2 Then
MotorChar1.CorrectionFactor = MotorCorrFacEnd
NextPoint.AddToThis(voff)
Else
MotorChar1.CorrectionFactor = MotorCorrFacNormal
End If
Dim vec As B2Vec2 = mChar1.bw.Body.Position.CreateCopy
vec.SubtractFromThis(NextPoint)
If vec.Length < 1 Then
Char1Points.RemoveAt(0)
If Char1Points.Size = 0 Then
PlayerFinished
End If
Else
MoveCharByMotorTo(ActiveCharIndex , NextPoint)
End If
End If
Case 2
' ~~ ~~ ~~ ~~ ~~ ~~ ~~
' duplicate code from "case 1" in order to avoid a timeconsuming call to a separate sub
' ~~ ~~ ~~ ~~ ~~ ~~ ~~
If Char2Points.Size > 0 Then
Dim NextPoint As B2Vec2 = Char2Points.Get(0)
NextPoint = NextPoint.CreateCopy
Dim vec As B2Vec2 = mChar2.bw.Body.Position.CreateCopy
If Char2Points.Size < 2 Then
MotorChar2.CorrectionFactor = MotorCorrFacEnd
NextPoint.AddToThis(voff)
Else
MotorChar2.CorrectionFactor = MotorCorrFacNormal
End If
vec.SubtractFromThis(NextPoint)
If vec.Length < 2 Then
Char2Points.RemoveAt(0)
If Char2Points.Size = 0 Then
PlayerFinished
End If
Else
MoveCharByMotorTo(ActiveCharIndex , NextPoint)
End If
End If
End Select
#end region
End Sub
private Sub PlayerFinished
CharIsMoving = False
SwapPlayer
End Sub
' ────────────────────────────────────────────────────────────────────────────────────────────────
Public Sub GameOver
X2.SoundPool.StopMusic
' X2.SoundPool.PlaySound("gameover")
X2.AddFutureTask(Me, "Set_GameOver", 3500, Null)
End Sub
Private Sub Set_GameOver (ft As X2FutureTask)
GameOverState = True
Sleep(500)
StartGame
End Sub
Public Sub StopGame
X2.SoundPool.StopMusic
X2.Stop
End Sub
Public Sub StartGame
If X2.IsRunning Then Return
X2.Reset
X2.UpdateWorldCenter(X2.CreateVec2(X2.ScreenAABB.Width / 2, X2.ScreenAABB.Height / 2))
GameOverState = False
' ──────────────────────────────────
' Preparations for Tilemap
' ──────────────────────────────────
TileMap.Initialize(X2, File.DirAssets, "TiledMapFile_proj01.json", ivBackground)
Dim TileSizeMeters As Float = X2.ScreenAABB.Height / TileMap.TilesPerColumn
TileMap.SetSingleTileDimensionsInMeters(TileSizeMeters, TileSizeMeters)
SetWorldCenter ' Update the world center based on the map size
TileMap.PrepareObjectsDef(ObjectLayer)
Border = TileMap.CreateObject2ByName(ObjectLayer, "border")
' ──────────────────────────────────
' Draw Tilemap
' ──────────────────────────────────
Dim tasks As List
tasks.Initialize
TileMap.Draw(Array("Tile Layer 1"), TileMap.MapAABB, tasks)
For Each dt As DrawTask In tasks
If dt.IsCompressedSource Then
TileMap.CurrentBC.DrawCompressedBitmap(dt.Source, dt.SrcRect, dt.TargetX, dt.TargetY)
End If
Next
' ──────────────────────────────────
' Preparations for bodies
' ──────────────────────────────────
CreateObjects
PositionObjects
' ActiveCharacterFigure = mChar1
' ──────────────────────────────────
' Preparations for Players
' ──────────────────────────────────
mChar1.CollectedItemsMap.Initialize
mChar2.CollectedItemsMap.Initialize
' ──────────────────────────────────
' Start the Main loop
' ──────────────────────────────────
X2.Start
End Sub
private Sub pnlTouch_Touch (Action As Int, X As Float, Y As Float)
' Click is on a "FormPoint": x and y are the form-coordinates topleft=0,0 and bottomright=formheight,formwidth
'
If Action = pnlTouch.TOUCH_ACTION_MOVE_NOTOUCH Then Return
Log("#-Sub pnlTouch_Touch, Action=" & Action & ", x=" & x & ", y=" & y)
Dim WorldPoint As B2Vec2 = X2.ScreenPointToWorld(X, Y)
Dim MainBCPoint As B2Vec2 = X2.WorldPointToMainBC(WorldPoint.X, WorldPoint.Y)
' If Action = pnlTouch.TOUCH_ACTION_DOWN Then
' Dim FirstPointBC As B2Vec2 = X2.WorldPointToMainBC(ActiveCharacterFigure.bw.Body.Position.X, ActiveCharacterFigure.bw.Body.Position.Y)
'
' ' CLONE the paths before modifying them.
' PathMainBCForward = PathMainBCForward.Clone
' PathMainBCForward.Reset(FirstPointBC.X, FirstPointBC.Y)
' PathMainBCBackwards = PathMainBCBackwards.Clone
' PathMainBCBackwards.Reset(FirstPointBC.X, FirstPointBC.Y)
' PathWorld.Clear
'
' End If
If PathWorld.Size > 0 Then
Dim PrevPoint As B2Vec2 = PathWorld.Get(PathWorld.Size - 1)
Dim distance As B2Vec2 = PrevPoint.CreateCopy
distance.SubtractFromThis(WorldPoint)
'to improve performance we skip very close points.
If distance.LengthSquared < 0.1 Then
Return
End If
End If
PathMainBCForward = PathMainBCForward.Clone
PathMainBCForward.LineTo(MainBCPoint.X, MainBCPoint.Y)
PathWorld.Add(WorldPoint)
End Sub
private Sub MoveCharByMotorTo (CharIndex As Int, vec As B2Vec2)
CharIsMoving = True
vec.SubtractFromThis(Border.Body.Position)
Select Case CharIndex
Case 1
MotorChar1.LinearOffset = vec
Case 2
MotorChar2.LinearOffset = vec
End Select
End Sub
private Sub FindAngleToTarget(Body As B2Body, Target As B2Vec2) As Float
If Abs(Body.Angle) > 2 * cPI Then
'make sure that the current angle is between -2*cPI to 2*cPI
Body.SetTransform(Body.Position, X2.ModFloat(Body.Angle, 2 * cPI))
End If
Dim angle As Float = ATan2(Target.Y - Body.Position.Y, Target.X - Body.Position.X) + cPI / 2
Dim CurrentAngle As Float = Body.Angle
'find the shortest direction
Dim anglediff As Float = angle - CurrentAngle
If anglediff > cPI Then
angle = -(2 * cPI - angle)
Else If anglediff < -cPI Then
angle = angle + 2 * cPI
End If
Return angle
End Sub
Private Sub World_BeginContact (Contact As B2Contact)
'must handle this event if we want to handle the PreSolve event.
' Log("#-")
' Log("#-Sub World_BeginContact")
If ActiveCharIndex = 1 Then
Dim bodies As X2BodiesFromContact = X2.GetBodiesFromContact(Contact, "char1")
else If ActiveCharIndex = 2 Then
Dim bodies As X2BodiesFromContact = X2.GetBodiesFromContact(Contact, "char2")
End If
If bodies <> Null Then
Log("#- x614, World_BeginContact, bodies.OtherBody.Name = " & bodies.OtherBody.Name)
'If bodies.OtherBody.Name.ToLowerCase.StartsWith("p") And bodies.OtherBody.GraphicName = "" Then
If bodies.OtherBody.Name.ToLowerCase.StartsWith("p") Then
Log("#- x679, stepstone_1")
X2.SoundPool.PlaySound("stepstone_1")
bodies.OtherBody.GraphicName = "steppad_collision"
bodies.OtherBody.SwitchFrameIntervalMs = 100
X2.AddFutureTask2(Me, "FuTask_StopPoint_Highlight", 1000, bodies.OtherBody, True)
else if bodies.OtherBody.Name.ToLowerCase.StartsWith("textval") Then
X2.SoundPool.PlaySound("Pickup__008")
X2.AddFutureTask2(Me, "FuTask_TextVal_Hit", 1000, bodies.OtherBody, True)
End If
End If
End Sub
Sub FuTask_TextVal_Hit (ft As X2FutureTask)
Dim bwhit As X2BodyWrapper = ft.Value
Dim HitValue As Int = bwhit.Name.SubString(7)
Log("#-Sub gm.FuTask_TextVal_Hit, bwhit.Name=" & bwhit.Name)
TextValScore(bwhit, HitValue)
If ActiveCharIndex = 1 Then
mChar1.ItemAddValue("collectedvalues", HitValue)
mChar2.ItemAddValue("collectedvalues", "-" & (HitValue/2))
else If ActiveCharIndex = 2 Then
mChar2.ItemAddValue("collectedvalues", HitValue)
mChar1.ItemAddValue("collectedvalues", "-" & (HitValue/2))
End If
UI_RefreshPlayerStates
End Sub
Sub FuTask_StopPoint_Highlight (ft As X2FutureTask)
Log("#-Sub gm.FuTask_StopPoint_Highlight")
Dim point As X2BodyWrapper = ft.Value
point.GraphicName = "steppad_normal"
End Sub
Public Sub TextValScore (bw As X2BodyWrapper, Score As Int)
' D:\_Rollo\rolloApps\_SchatzJäger\Shared Files\star coin rotate 1.png
' D:\_Rollo\rolloApps\_SchatzJäger\Shared Files\star coin rotate 2.png
' D:\_Rollo\rolloApps\_SchatzJäger\Shared Files\star coin rotate 3.png
' D:\_Rollo\rolloApps\_SchatzJäger\Shared Files\star coin rotate 4.png
' D:\_Rollo\rolloApps\_SchatzJäger\Shared Files\star coin rotate 5.png
' D:\_Rollo\rolloApps\_SchatzJäger\Shared Files\star coin rotate 6.png
End Sub
Private Sub World_PreSolve (Contact As B2Contact, OldManifold As B2Manifold)
' Log("#-Sub World_PreSolve")
' Dim BodyA As X2BodyWrapper = Contact.FixtureA.Body.Tag
' Dim BodyB As X2BodyWrapper = Contact.FixtureB.Body.Tag
' If BodyA.IsVisible = False Or BodyB.IsVisible = False Then Return
' Log("#- x637, BodyA.Name=" & BodyA.Name &", BodyB.Name=" & BodyB.Name)
' CheckMarioCollisions (Contact, X2.GetBodiesFromContact(Contact, "mario"))
' CheckEnemyCollisions(Contact, X2.GetBodiesFromContact(Contact, "enemy bug"))
' CheckEnemyCollisions(Contact, X2.GetBodiesFromContact(Contact, "enemy turtle"))
End Sub
Private Sub World_PostSolve (Contact As B2Contact, Impulse As B2ContactImpulse)
' Log("#-Sub World_PostSolve")
' Dim BodyA As X2BodyWrapper = Contact.FixtureA.Body.Tag
' Dim BodyB As X2BodyWrapper = Contact.FixtureB.Body.Tag
' If BodyA.IsVisible = False Or BodyB.IsVisible = False Then Return
' Log("#- x649, BodyA.Name=" & BodyA.Name &", BodyB.Name=" & BodyB.Name)
End Sub
private Sub ActiveCharacterSelect_SelectedChange(Selected As Boolean) ' ####testingonly
LastDiceRollVal = 0
If Not(Selected) Then Return
Dim rbx As RadioButton = Sender
Dim tagx As String = rbx.Tag
Select Case True
Case tagx.ToLowerCase = "rbc1"
ActiveCharIndex = 1
Case tagx.ToLowerCase = "rbc2"
ActiveCharIndex = 2
End Select
End Sub
private Sub SwapPlayer
Log("#-Sub game.SwapPlayer")
If CharIsMoving Then Return
If ActiveCharIndex =1 Then
RadioButton2.Selected = True
Else
RadioButton1.Selected = True
End If
' ' ####testingonly
' mChar1.bw.Body.FirstFixture.SetFilterBits(TextArea5.Text, TextArea6.Text)
' mChar1.bw.Body.FirstFixture.Density = TextArea4.Text
' mChar1.bw.Body.FirstFixture.Friction = TextArea3.Text
' mChar1.bw.Body.FirstFixture.Restitution = TextArea1.Text
' mChar2.bw.Body.FirstFixture.SetFilterBits(TextArea5.Text, TextArea6.Text)
' mChar2.bw.Body.FirstFixture.Density = TextArea4.Text
' mChar2.bw.Body.FirstFixture.Friction = TextArea3.Text
' mChar2.bw.Body.FirstFixture.Restitution = TextArea1.Text
' '/####testingonly
End Sub
private Sub Button1_Click ' ####testingonly
Log("#-")
Log("#- x708, ROLL DICE ~~~~~ # ~~~~~ # ~~~~~ # ~~~~~ # ~~~~~ # ~~~~~ O")
If CharIsMoving Then Return
X2.SoundPool.PlaySound("rolldice")
Sleep(200)
LastDiceRollVal = Rnd(3, 7)
Label2.Text = LastDiceRollVal
ActiveCharAdvance(LastDiceRollVal)
End Sub
Private Sub UI_RefreshPlayerStates
Log("#-Sub game.UI_RefreshPlayerStates")
Label4.Text = mChar1.ItemGet("collectedvalues", "0")
Label12.Text = mChar2.ItemGet("collectedvalues", "0")
' Log("#- x747, " & fcn.logm(mChar1.CollectedItemsMap))
' Log("#- x748, " & fcn.logm(mChar2.CollectedItemsMap))
End Sub
private Sub ActiveCharAdvance(NumberOfSteps As Int)
Log("#-Sub ActiveCharAdvance")
' Fill the CharPoints list that is used in Tick()
Dim NewPointTemplatesListIndex As Int = CharLastPositionIndex(ActiveCharIndex) +NumberOfSteps
Dim GotToPosIndex As Int = NewPointTemplatesListIndex Mod PointTemplatesListLoop0.Size
'####temp
Dim xy0 As PointXy = PointTemplatesListLoop0.Get(GotToPosIndex)
Label5.Text = $"ActiveCharIndex=${ActiveCharIndex}, ${CRLF}DiceRollVal=${LastDiceRollVal}, ${CRLF}MoveCharTo p${(GotToPosIndex +1)} = $1.0{xy0.x}, $1.0{xy0.y} "$ '####test
Log("#- x593, Label5.Text = " & Label5.Text.Replace(CRLF, TAB))
'/####temp
Dim TempList As List
TempList.Initialize
For i = CharLastPositionIndex(ActiveCharIndex) To NewPointTemplatesListIndex
Dim GotToPosIndex As Int = i Mod PointTemplatesListLoop0.Size
Dim xy0 As PointXy = PointTemplatesListLoop0.Get(GotToPosIndex)
TempList.Add(X2.CreateVec2(xy0.x, xy0.y) )
Next
Select Case ActiveCharIndex
Case 1
Char1Points.Initialize2(TempList)
Case 2
Char2Points.Initialize2(TempList)
End Select
CharLastPositionIndex(ActiveCharIndex) = GotToPosIndex
End Sub
'private Sub Touch_Object_P(ft As X2FutureTask)
' Dim Object_px As X2BodyWrapper = ft.Value
' Log("#-Sub game.Touch_Object_P, Object_px.Name = " & Object_px.Name)
' If Object_px.Name.ToLowerCase.StartsWith("p") Then
' X2.SoundPool.PlaySound("stepstone_1")
' Else If Object_px.Name.ToLowerCase.StartsWith("text") Then
' X2.SoundPool.PlaySound("metal-clash")
' End If
'End Sub
The animated graphic ("coin") should appear in several places on the playing field. The positions should correspond to those of certain tilemap objects ("TextVal...").
It is intended to create several clones from a single object ("coin") in Sub CreateObjects after traversing the templates. These clones should be placed next to the objects whose names begin with "TextVal".
B4X:
private Sub CreateObjects
...
Dim ol As X2ObjectsLayer = TileMap.Layers.Get(ObjectLayer)
For Each TileMapTemplateX As X2TileObjectTemplate In ol.ObjectsById.Values
If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("p") Then
...
else If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("textval") Then
Dim tt As TextTemplates
tt.Template = TileMapTemplateX
tt.XPosition = TileMapTemplateX.Position.X
TextTemplatesList.Add(tt)
TileMap.CreateObject(TileMapTemplateX )
...
else If TileMapTemplateX.FirstTime And TileMapTemplateX.Name.ToLowerCase.StartsWith("coin") Then
' Creates the 1 and only object with the animated coin
Dim bwobjcoin1 As X2BodyWrapper = TileMap.CreateObject(TileMapTemplateX )
...
Next
...
' After all positions of the "TextVal" objects are determined:
' CLONE the 1 animated "coin" object to all postions of "TextVal" objects
For Each tt As TextTemplates In TextTemplatesList
CreateCloneFromBw(bwobjcoin1, tt.Template.Position.CreateCopy)
Next
End Sub
Sub CreateCloneFromBw(obj0 As X2BodyWrapper, TargetPosition As B2Vec2)
' Dim bwclone As X2BodyWrapper = obj0.Body.
' TileMap.CreateObject(obj0.Body.)
' ???
End Sub
How can I create multiple clones from an object defined in the tilemap?
(A relevant test project is attached.)
Attachments
Last edited: