I want to create 2d game. The game is similar to the Scale Puzzle. I've already created nearly all the functionality. Only the last remains.
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This is example.
And that's how I draw shapes.
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I click inside a white square, and after 1 seconds a square is drawn regardless of the position of the ball. (x,y).
Square is created programmatically, and it is added to the parent element "SquaresList" with name New Game Object.
How can i do, so that the violet field becomes larger, and in the middle of the screen.
I made it so that for every 3 clicks, "SquaresList" increases Scale by 0.25f, and get negative position of the ball. Example:
SquareList.transform.position = new Vector2(-ball.pos.x, -ball.pos.y)
This does not work correctly.
What options can be? (intersections, find the max/min point, math formulas) ?
Hi NoName :) Your method
SquareList.transform.position = new Vector2(-ball.pos.x, -ball.pos.y)
would work perfectly if your object does not inherit other objects and there positions. To fix this make sure that you reset the position of all other game objects that you use as containers.
Related
I am getting started with Unity and am just trying to get my head around the units. What are these units? It seems they are their own 'quantity' and to treat 2 units as 2 times the value of 1 unit.
Anyway - I am trying to workout how to optimally calculate transforms to objects sit exactly where I want them to.
In my scene I have a terrain and a cylinder as so:
As you can see my cylinder is floating. I want the cylinder to sit perfectly on top of the terrain.
My terrain is at the following transform: 0,0,0 and scale 0,0,0 (not sure how to tell it's dimensions yet).
My cylinder is part of a new object, as so:
My FirstPersonPlayer is at transform: 85.9,2.165,51.8 and scale 1,1,1. My Cylinder is at 'localposition' 0,0,0 and local scale 1.2,1.8,1.2
Now - the transform of FirstPersonPlayer on the y axis appears to be what I need to correct.
Currently it is set to 2.165 and is floating a bit above the terrain.
Through manually shifting it, around 1.85 looks about right - but I want to know how to calculate that, rather than doing a finger in the air 'that looks about right'.
Can anyone help me? (Before you suggest using gravity etc , I actually am, but don't want the player falling as soon as they start, however slight that may look or feel.
Many thanks,
As per #Nikola Dimitroff the answer is:
You don't have to compute anything, hold Shift + Control and drag the object. Every game engine ever made calls this "Snap to Ground"
I appreciate and agree with the other comments.
I am trying to understand how Unity decides what to draw first in a 2D game. I could just give everything an order in layer, but I have so many objects that it would be so much easier if it was just drawing in the order of the hierarchy. I could write a script that gives every object its index, but I also want to see it in editor.
So the question is, is there an option that I can check so that it uses the order in the hierarchy window as the default sorting order?
From your last screenshot I could see you are using SpriteRenderer.
The short answer to the question "is there an option that I can check so that it uses the order in the hierarchy window as the default sorting order?" would be no, there isn't by default*.
Sprite renderers calculates which object is in front of others in one of two ways:
By using the distance to the camera, this will draw the objects closest to the camera on top of the rest of the objects in that same order in layer, as per the docs:
Sprite Sort Point
This property is only available when the Sprite Renderer’s Draw Mode is set to Simple.
In a 2D project, the Main Camera is set to Orthographic Projection mode by default. In this mode, Unity renders Sprites in the order of their their distance to the camera, along the direction of the Camera’s view.
If you want to keep everything on the same sorting layer/order in layer you can change the order in which the objects appear by moving one of the two objects further away from the camera (this is probably further down the z axis). For example if your Cashew is on z = 0, and you place the walnut on z = 1 then the cashew will be drawn on top of the walnut. If Cashew is on z=0 and the walnut is on z = -1 then the walnut will be draw on top (Since negative is closer to the camera). If both of the objects are on z - 0 they are both equally as far away from the camera, so it becomes a coin toss for which object gets drawn in front, as it does not take into account the hierarchy.
The second way the order can be changed is by creating different sorting layers, and adjusting the order in layer in the sprite renderer component. But you already figured that out.
*However, that doesn't mean it cannot be done, technically...
If you feel adventurous there is nothing stopping you from making an editor script that automates setting the order in layer for you based on the position in the hierarchy. This script would loop through all the objects in your hierarchy, grab the index of the object in the hierarchy, and assign the index to the Order in Layer.
I don't think Unity has such feature (https://docs.unity3d.com/Manual/2DSorting.html).
Usually you shall define some Sorting Layers:
far background
background
foreground
and assign Sprite Renderer of each sprite to one of Sorting Layers
I really want to know how to find the EXACT frame of an SKSpriteNode if it is rotated. Currently, the frame of an SKSpriteNode looks like this:
This frame is the rect.frame.
However, this frame includes a lot of empty space due to its zRotation. I don't want this empty space and instead want the frame of exactly the SKSpriteNode.
This is what I want:
How can I achieve this? If you have any idea how to find this 'exact' frame of an SKSpriteNode, I would really like to know. Please use SWIFT.
Thank you
This can be done.
Put a dummy node at the bottom left of your sprite that you know the exact size of. Probably use a perfect square. Anchor it's bottom left to the bottom left of your parent. The parent is the one you want the exact size definition of.
From there, two ways:
Scale the dummy sprite to the size of the sprite you're curious about, and use those measurements to determine where the sprite is and what size it is at any point in time.
Put another dummy sprite at the top right of the parent. In this case you can use the midpoint of your two dummy objects, you don't need to use their edges perfectly. Now you can find the position of these two dummies, at any time, and figure out the size/shape/outline of your sprite in world space units.
Here's way 1 animated
i'm trying to do simple game in lazarus, but i'm stuck with one thing that i don't really want to overcomplicate. I have some circles on the screen (pretty small ones, 10pixels diameter) and i want to draw lines between two selected. So i thought i gonna make invisible hitboxes. I took care that two hitboxes doesn't intersect.
And i want to do simple drag and drop. If i drag circle or it's hitbox and drop it on another circle or it's hitbox i want to draw a line between those two circles. And my question is: is there a elegant way of knowing which circle belongs to a hitbox? Or maybe some other nice solution to this problem?
I'm not sure how exactly you have your setup, so the answer is quite generic.
You can start with the following:
Have a function to detect which circle is below cursor - CircleHitTest(X,Y: Integer): Integer;. If there's no circle at given XY - return -1.
Upon MouseDown detect which circle was under a cursor and store it's Id in variable DrawFrom.
Upon MouseUp detect which circle was under a cursor and store it's Id in variable DrawTo
If DrawFrom and DrawTo are two different and valid circles - draw a line between them.
I am trying to figure out how can you drag an image while constraining its movement along a certain path.
I tried several tricks including animation along a path, but couldn't get the animation to play and pause and play backwards - so that seems out of the question.
Any ideas ? anyone ?
What you're basically trying to do is match finger movement to a 'translation' transition.
As the user touches down and starts to move their finger you want to use the current touch point value to create a translation transform which you apply to your UIImageView. Here's how you would do it:
On touch down, save the imageview's starting x,y position.
On move, calculate the delta from old point to new one. This is where you can clamp the values. So you can ignore, say, the y change and only use the x deltas. This means that the image will only move left to right. If you ignore the x and use y, then it only moves up and down.
Once you have the 'new' calculated/clamped x,y values, use it to create a new transform using CGAffineTransformMakeTranslation(x, y). Assign this transform to the UIImageView. The image moves to that place.
Once the finger lifts, figure out the delta from the original starting x,y, point and the lift-off point, then adjust the ImageView's bounds and reset the transform to CGAffineTransformIdentity. This doesn't move the object, but it sets it so subsequent accesses to the ImageView use the actual position and don't have to keep adjusting for transforms.
Moving along on a grid is easy too. Just round out the x,y values in step 2 so they're a multiple of the grid size (i.e. round out to every 10 pixel) before you pass it on to make the translation transform.
If you want to make it extra smooth, surround the code where you assign the transition with UIView animation blocks. Mess around with the easing and timing settings. The image should drag behind a bit but smoothly 'rubber-band' from one touch point to the next.
See this Sample Code : Move Me