XNA -Please Help - Collide with angle object - C, C++, C# and Other Windows Phone Development

I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back.
Here is my complete code
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace collision
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D ballTexture;
Rectangle ballBounds;
Vector2 ballPosition;
Vector2 ballVelocity;
float ballSpeed = 30f;
Texture2D blockTexture;
Rectangle blockBounds;
Vector2 blockPosition;
private Vector2 origin;
KeyboardState keyboardState;
//Font
SpriteFont Font1;
Vector2 FontPos;
private String displayText;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2,
this.GraphicsDevice.Viewport.Height * 0.25f);
blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2,
this.GraphicsDevice.Viewport.Height /2);
ballVelocity = new Vector2(0, 1);
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
ballTexture = Content.Load<Texture2D>("ball");
blockTexture = Content.Load<Texture2D>("mirror");
//create rectangles based off the size of the textures
ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2),
(int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height);
blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2),
(int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height);
origin.X = blockTexture.Width / 2;
origin.Y = blockTexture.Height / 2;
// TODO: use this.Content to load your game content here
Font1 = Content.Load<SpriteFont>("SpriteFont1");
FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
///
private float RotationAngle;
float circle = MathHelper.Pi * 2;
float angle;
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
//check for collision between the ball and the block, or if the ball is outside the bounds of the screen
if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBound s))
{
//we have a simple collision!
//if it has hit, swap the direction of the ball, and update it's position
ballVelocity = -ballVelocity;
ballPosition += ballVelocity * ballSpeed;
}
else
{
//move the ball a bit
ballPosition += ballVelocity * ballSpeed;
}
//update bounding boxes
ballBounds.X = (int)ballPosition.X;
ballBounds.Y = (int)ballPosition.Y;
blockBounds.X = (int)blockPosition.X;
blockBounds.Y = (int)blockPosition.Y;
keyboardState = Keyboard.GetState();
float val = 1.568017f/90;
if (keyboardState.IsKeyDown(Keys.Space))
RotationAngle = RotationAngle + (float)Math.PI;
if (keyboardState.IsKeyDown(Keys.Left))
RotationAngle = RotationAngle - val;
angle = (float)Math.PI / 4.0f; // 90 degrees
RotationAngle = angle;
// RotationAngle = RotationAngle % circle;
displayText = RotationAngle.ToString();
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
// Find the center of the string
Vector2 FontOrigin = Font1.MeasureString(displayText) / 2;
spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f);
spriteBatch.Draw(ballTexture, ballPosition, Color.White);
spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f);
spriteBatch.End();
base.Draw(gameTime);
}
}
}

Do you have a github repo? I would like to help out but your wording is slightly confusing. You may have to update your collision to reflect changes in the X and Y axes seperately. I can try to replicate this and PM you my solution

Related

Help me with my first app - ')' expected

Hello, im having a problem. Theres an error that says ')' expected. I think the problem is at the onClick method:
public class MainActivity extends AppCompatActivity {
TextView totalTextView;
EditText percentageTxt;
EditText numberTxt;
#override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Toolbar toolbar = (Toolbar) findViewById(R.id.toolbar);
setSupportActionBar(toolbar);
totalTextView = (TextView) findViewById(R.id.totalTextView);
percentageTxt = (EditText) findViewById(R.id.percentageTxt);
numberTxt = (EditText) findViewById(R.id.numberTxt);
Button calcBtn = (Button) findViewById(R.id.calcBtn);
calcBtn.setOnClickListener(new View.OnClickListener() {
#override
public void onClick(View v) {
float percentage = Float.parseFloat(percentageTxt.getText().toString( ));
float dec = percentage / 100;
float total = dec * Float.parseFloat(numberTxt.getText().toString());
totalTextView.setText(Float.toString(total));
}
} /* Here it wants me to put a ')' or ';' */ };
}
On the line calcBtn.setOnClickListener(new... You still need a closing ). This closing ) and ; will go after the closing } of that same method call.
So that code block would look something like this:
Button calcBtn = (Button) findViewById(R.id.calcBtn);
calcBtn.setOnClickListener(new View.OnClickListener() { #override
public void onClick(View v) {
float percentage = Float.parseFloat(percentageTxt.getText().toString( ));
float dec = percentage / 100;
float total = dec * Float.parseFloat(numberTxt.getText().toString());
totalTextView.setText(Float.toString(total));
});
Hope that helps.
Now theres just a new problem. It says "illegal start of type" - (1) , and then " ')' expected" - (2).
__________________________________________________ _______________________
totalTextView = (TextView) findViewById(R.id.totalTextView);
percentageTxt = (EditText) findViewById(R.id.percentageTxt);
numberTxt = (EditText) findViewById(R.id.numberTxt);
Button calcBtn = (Button) findViewById(R.id.calcBtn);
calcBtn.setOnClickListener(new View.OnClickListener() { #override
public void onClick(View v) {
float percentage = Float.parseFloat(percentageTxt.getText().toString( ));
float dec = percentage / 100;
float total = dec * Float.parseFloat(numberTxt.getText().toString());
totalTextView.setText(Float.toString(total));
} /* (1) - First problem */ );
} /* (2) - Second problem */
k, I see the issue now.
you are missing a }. if your cursor is on the { or } it will highlight it and its match. If you do this you will see that you are needing another closing }. So it would look something like this:
public class MainActivity extends AppCompatActivity {
TextView totalTextView;
EditText percentageTxt;
EditText numberTxt;
#override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Toolbar toolbar = (Toolbar) findViewById(R.id.toolbar);
setSupportActionBar(toolbar);
totalTextView = (TextView) findViewById(R.id.totalTextView);
percentageTxt = (EditText) findViewById(R.id.percentageTxt);
numberTxt = (EditText) findViewById(R.id.numberTxt);
Button calcBtn = (Button) findViewById(R.id.calcBtn);
calcBtn.setOnClickListener(new View.OnClickListener() {
#override
public void onClick(View v) {
float percentage = Float.parseFloat(percentageTxt.getText().toString( ));
float dec = percentage / 100;
float total = dec * Float.parseFloat(numberTxt.getText().toString());
totalTextView.setText(Float.toString(total));
}
});
}
}

New to Forum, New to Android

Hey ladies and gents,
I'm new to your forums, seems it will be a helpful resource as I undertake this new project. I'm not new to programming, but i'm rusty. About 20 years ago I started with Qbasic, in high school i moved on to Visual Studio and C++. But I have been out of it for awhile now.
I started learning a little python to help my dad with his own program. But Decided I wanted to use Android Studio for my own. I have already started looking into tutorials, but have yet to see some information I am looking for. ( Or just don't recognize due to inexperience )
Traditionally, whats best to use for a multiscreen App? I am currently running windows in Fragments. I have a sidescreen that pops out with a menu button (works), windows slide out with options ( works ), when you select the option the window slides away (works) and it brings up the fragment so you can fill in forms (works.)
Inside my Fragments java file I have this
public class ac extends Fragment {
private EditText od_input;
private EditText sp_input;
private EditText hp_input;
private EditText sl_input;
private EditText hl_input;
private EditText return_input;
private EditText vent_input;
private TextView diag_output;
// TODO: Rename parameter arguments, choose names that match
// the fragment initialization parameters, e.g. ARG_ITEM_NUMBER
private static final String ARG_PARAM1 = "param1";
private static final String ARG_PARAM2 = "param2";
// TODO: Rename and change types of parameters
private String mParam1;
private String mParam2;
private OnFragmentInteractionListener mListener;
public ac() {
// Required empty public constructor
}
/**
* Use this factory method to create a new instance of
* this fragment using the provided parameters.
*
* #param param1 Parameter 1.
* #param param2 Parameter 2.
* #return A new instance of fragment ac.
*/
// TODO: Rename and change types and number of parameters
public static ac newInstance(String param1, String param2) {
ac fragment = new ac();
Bundle args = new Bundle();
args.putString(ARG_PARAM1, param1);
args.putString(ARG_PARAM2, param2);
fragment.setArguments(args);
return fragment;
}
EditText odtext;
EditText idtext;
EditText sptext;
EditText hptext;
EditText sltext;
EditText hltext;
EditText returntext;
EditText venttext;
#override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
if (getArguments() != null) {
mParam1 = getArguments().getString(ARG_PARAM1);
mParam2 = getArguments().getString(ARG_PARAM2);
}
}
#override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) {
View view = inflater.inflate(R.layout.fragment_ac, container, false);
// NOTE : We are calling the onFragmentInteraction() declared in the MainActivity
// ie we are sending "Fragment 1" as title parameter when fragment1 is activated
if (mListener != null) {
mListener.onFragmentInteraction("Air Conditioning");
}
// Here we will can create click listners etc for all the gui elements on the fragment.
// For eg: Button btn1= (Button) view.findViewById(R.id.frag1_btn1);
// btn1.setOnclickListener(...
//odtext = view.findViewById(R.id.odtext);
//idtext = (EditText) findViewById(R.id.idtext);
//sptext = view.findViewById(R.id.sptext);
//hptext = view.findViewById(R.id.hptext);
//sltext = view. findViewById(R.id.sltext);
//hltext = view.findViewById(R.id.hltext);
//returntext = view.findViewById(R.id.returntext);
//venttext = view.findViewById(R.id.venttext);
//TextView diagtext = view.findViewById(R.id.diagtext);
//diagtext.setText((CharSequence) odtext);
return view;
}
#override
public void onAttach(Context context) {
super.onAttach(context);
if (context instanceof OnFragmentInteractionListener) {
mListener = (OnFragmentInteractionListener) context;
} else {
throw new RuntimeException(context.toString()
+ " must implement OnFragmentInteractionListener");
}
}
#override
public void onDetach() {
super.onDetach();
mListener = null;
}
/**
* This interface must be implemented by activities that contain this
* fragment to allow an interaction in this fragment to be communicated
* to the activity and potentially other fragments contained in that
* activity.
* <p>
* See the Android Training lesson <a href=
* "http://developer.android.com/training/basics/fragments/communicating.html"
* >Communicating with Other Fragments</a> for more information.
*/
public interface OnFragmentInteractionListener {
// NOTE : We changed the Uri to String.
void onFragmentInteraction(String title);
}
}
Firstly, yes there is a lot of useless crapification going on. Was running different experiments and have not fully cleaned up yet.
But, as people type in the field I want to capture the inputs. Does this require a Listener? Can you capture as they type or do I need a button (Really, Really don't want a button)?
Also, I am unfamiliar with the layout of the java.
Oncreate is when the program boots up?
onCreateview is when the Fragment is booted up?
onattach is when the main activity is associated?
ondetach is when its associated from activity?
I don't fully understand yet where the best place is to add stuff, would it be after onattach?
Thanks for pointing me in the right directions guys.
Chris W.

Try and catch for a bmi calculator

Hello, I am new to the app making world and a pretty bad coder while we're at it.
my bmi calculator crashes on launch in the emulator.
here is my code:
package com.gilad_inc.myapplication;
import android.content.Context;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.Menu;
import android.view.MenuItem;
import android.view.View;
import android.widget.EditText;
import android.widget.TextView;
public class MainActivity extends AppCompatActivity {
EditText height, weight;
#override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
makwork();
ConvertDouble();
}
public void makwork()
{
height = (EditText) findViewById(R.id.Height);
weight = (EditText) findViewById(R.id.Weight);
}
public void ConvertDouble()
{
EditText height = this.height;
EditText weight = this.weight;
Double H = Double.parseDouble(height.getText().toString());
Double W = Double.parseDouble(weight.getText().toString());
}
public void buttonOnClick(View v) {
makwork();
ConvertDouble();
float h = Float.valueOf(height.getText().toString());
float w = Float.valueOf(weight.getText().toString());
/***
* Time for math!
* BMI is calculated
* (weigth in kg / (height in meter * height in meter)
* But since we want the user to input in CM, we just
* multiply it with 10 000 to get the correct value.
*/
double BMI = w / (h * h) * 10000;
TextView tvBMI = (TextView) findViewById(R.id.BMI);
tvBMI.setText("" + BMI);
}
#override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.menu_main, menu);
return true;
}
#override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
//noinspection SimplifiableIfStatement
if (id == R.id.action_settings) {
return true;
}
return super.onOptionsItemSelected(item);
}
}
how can I prevent it from crashing?

[Q] Probably easy but...accelerometer and random generator

Trying to use a random image generator as an action if accelerometer is utilized....different image each time the phone is shook.
import java.util.Random;
import android.app.Activity;
import android.hardware.SensorListener;
import android.hardware.SensorManager;
import android.os.Bundle;
import android.util.Log;
import android.widget.ImageView;
import android.widget.Toast;
public class ShakeActivity extends Activity implements SensorListener {
// For shake motion detection.
private SensorManager sensorMgr;
private long lastUpdate = -1;
private float x, y, z;
private float last_x, last_y, last_z;
private static final int SHAKE_THRESHOLD = 800;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
// start motion detection
sensorMgr = (SensorManager) getSystemService(SENSOR_SERVICE);
boolean accelSupported = sensorMgr.registerListener(this,
SensorManager.SENSOR_ACCELEROMETER,
SensorManager.SENSOR_DELAY_GAME);
if (!accelSupported) {
// on accelerometer on this device
sensorMgr.unregisterListener(this,
SensorManager.SENSOR_ACCELEROMETER);
}
}
protected void onPause() {
if (sensorMgr != null) {
sensorMgr.unregisterListener(this,
SensorManager.SENSOR_ACCELEROMETER);
sensorMgr = null;
}
super.onPause();
}
public void onAccuracyChanged(int arg0, int arg1) {
// TODO Auto-generated method stub
}
public void onSensorChanged(int sensor, float[] values) {
Log.d("sensor", "onSensorChanged: " + sensor);
if (sensor == SensorManager.SENSOR_ACCELEROMETER) {
long curTime = System.currentTimeMillis();
// only allow one update every 100ms.
if ((curTime - lastUpdate) > 100) {
long diffTime = (curTime - lastUpdate);
lastUpdate = curTime;
x = values[SensorManager.DATA_X];
y = values[SensorManager.DATA_Y];
z = values[SensorManager.DATA_Z];
float speed = Math.abs(x+y+z - last_x - last_y - last_z) / diffTime * 10000;
// Log.d("sensor", "diff: " + diffTime + " - speed: " + speed);
if (speed > SHAKE_THRESHOLD) {
ImageView imgView = new ImageView(this);
Random rand = new Random();
int rndInt = rand.nextInt(4) + 1; // n = the number of images, that start at idx 1
String imgName = "img" + rndInt;
int id = getResources().getIdentifier(imgName, "drawable", getPackageName());
imgView.setImageResource(id);
}
last_x = x;
last_y = y;
last_z = z;
}
}
}
}
Thanks in advance for help?

Why my items are not redrawn after invoking `invalidateViews()` ?

Why my items are not redrawn after invoking `invalidateViews()` ?
I ask because i try to refresh `listItems` after a bg-thread notify an image rsc was downloaded.
But nothing is updated. Only after exiting and re-entering the new icons are drawn.
I have an activity with `adapter` of type `SettingValueAdapter extends BaseAdapter`
it has a member:
`private SettingsValue[] values;`
it has two interesting methods:
#override
public View getView(int position, View view, ViewGroup parent) {
AddressItem ai= (AddressItem)getItem(position);
DriveToNativeManager dnm = DriveToNativeManager.getInstance();
if (view == null) {
LayoutInflater li = (LayoutInflater)getSystemService(Context.LAYOUT_IN FLATER_SERVICE);
view = li.inflate(R.layout.address_item, null);
}
view.setTag(R.id.addressItem,ai);
view.setTag(position);
view.findViewById(R.id.fullAddressItemCol).setVisi bility(View.VISIBLE);
view.findViewById(R.id.addressItemTouch).setVisibi lity(View.GONE);
view.findViewById(R.id.addressItemImage).setVisibi lity(View.GONE);
if (ai != null) {
...
}
view.findViewById(R.id.addressItemIconLayout).setV isibility(View.VISIBLE);
Drawable icon = ResManager.GetSkinDrawable(ai.getIcon() + ".bin");
((ImageView)view.findViewById(R.id.addressItemIcon )).setImageDrawable(icon);
..
}
I attach a callback to the bg-thread (c language) image downloading process.
The callback switches to the ui-thread and calls this `refreshList`:
public void refreshSearchIconsOnSearchActivity() {
Runnable refreshViewEvent = new Runnable() {
#override
public void run() {
Activity currentActivity = AppService.getActiveActivity();
if (currentActivity instanceof SearchActivity) {
Log.d("w", "refreshSearchIconsOnSearchActivity callback running in thread "
+ Thread.currentThread().getId() );
//results list
((SearchActivity) currentActivity).refreshList();
}
}
};
AppService.Post(refreshViewEvent);
}
However, the images are done downloading and are not refreshed on the activity.
They are refreshed only when I leave an re-enter the activity.
What am I missing?

Categories

Resources