andengine move a sprite on given path - andengine

I want to move a rabbit on given path. then I have created a rabbit in right side and the carrot is and left right. I have given the path but that rabbit move auto, I used pathmodifer.
final AnimatedSprite stayrabit = new AnimatedSprite(CAMERA_WIDTH - 58, 90,32,32, this.mrabitTextureRegion, this.getVertexBufferObjectManager()) {
final Path path = new Path(10).to(CAMERA_WIDTH - 58, 90).to(10, 90);
}
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
//this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
PathModifier pathModifier = new PathModifier(20, path);
this.registerEntityModifier(pathModifier);
return true;
}

use this code on onAreaTouched method like this -
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
if(pSceneTouchEvent.getAction() == TouchEvent.ACTION_UP)
{
MoveXModifier mod = new MoveXModifier(pDuration, your mouse x position, your carrot x position );
this.registerEntityModifier(mod);
return true;
}
and register touch area of sprite to scene.

Related

AndEngine : Showing All sprites images same

enter image description hereI have 4 sprites. I am placing all 4 sprites in different place on the mobile screen. But it is taking the last added sprite image that is (sprite4.png) all the sprites images(sprite1.png, sprite2.png, sprite3.png and sprite4.png).
In short its displaying all the sprite images same.
The code is given below, please share your experience
// the below code is running without error but displaying same images in all the sprites
package com.example.test1;
import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.Background;
import org.andengine.entity.sprite.Sprite;
import org.andengine.entity.util.FPSLogger;
import org.andengine.input.touch.TouchEvent;
import org.andengine.opengl.texture.TextureOptions;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
import org.andengine.opengl.texture.region.ITextureRegion;
/*;
* (c) 2010 Nicolas Gramlich
* (c) 2011 Zynga
*
* #author Nicolas Gramlich
* #since 15:13:46 - 15.06.2010
*/
public class Puzzle extends GameActivity {
// ===========================================================
// Constants
// ===========================================================
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
final Scene scene = new Scene();
// ===========================================================
// Fields
// ===========================================================
private BitmapTextureAtlas mBitmapTextureAtlas;
private ITextureRegion spriteTextureRegion1;
private ITextureRegion spriteTextureRegion2;
private ITextureRegion spriteTextureRegion3;
private ITextureRegion spriteTextureRegion4;
// ===========================================================
// Constructors
// ===========================================================
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
#Override
public EngineOptions onCreateEngineOptions() {
// Toast.makeText(this, "Touch & Drag the face!", Toast.LENGTH_LONG).show();
final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
}
#Override
public void onCreateResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 96, 96, TextureOptions.BILINEAR);
this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 0, 0);
this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 0);
this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 0, 0);
// scene.attachChild(sprite1);
this.mBitmapTextureAtlas.load();
}
#Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
/* set sprite1 positions on screen */
final float sprite1_posX = (40);
final float sprite1_posY = (40);
final Sprite sprite1 = new Sprite(sprite1_posX, sprite1_posY, this.spriteTextureRegion1, this.getVertexBufferObjectManager()) {
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
//sprite1.setScale(3);
scene.attachChild(sprite1);
scene.registerTouchArea(sprite1);
scene.setTouchAreaBindingOnActionDownEnabled(true);
/* set sprite2 positions on screen */
final Sprite sprite2 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight()*3 + 10), this.spriteTextureRegion2, this.getVertexBufferObjectManager()) {
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
//sprite2.setScale(3);
scene.attachChild(sprite2);
scene.registerTouchArea(sprite2);
scene.setTouchAreaBindingOnActionDownEnabled(true);
/* set sprite3 positions on screen */
final Sprite sprite3 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight() + 20), this.spriteTextureRegion3, this.getVertexBufferObjectManager()) {
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
// sprite3.setScale(3);
scene.attachChild(sprite3);
scene.registerTouchArea(sprite3);
scene.setTouchAreaBindingOnActionDownEnabled(true);
/* set sprite3 positions on screen */
final Sprite sprite4 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight() + 30), this.spriteTextureRegion4, this.getVertexBufferObjectManager()) {
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
// sprite4.setScale(3);
scene.attachChild(sprite4);
scene.registerTouchArea(sprite4);
scene.setTouchAreaBindingOnActionDownEnabled(true);
return scene;
}
}
Oh sorry I know what is the problem:
this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 0, 0);
this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 0);
this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 0, 0);
At the end, where you put 0, 0 - you declare where your region should be located on the Texture atlas. Imagine stickers you put on the sheet of paper. You put one, then on this you put another, and third and fourth. This way you can see only the one that is on top. So you have to put your regions in different places of the texture atlas. If all your images are 40x40 it should look like this (also your atlas might be bigger (512x512):
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 512, 512, TextureOptions.BILINEAR);
this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 50, 0);
this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 50);
this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 50, 50);

Sprite long click in andengine

I am using an animated sprite and want to perform some action on its long click events, but it is not working. Please help guys...
AnimatedSprite playBtn = new AnimatedSprite(MainActivity.CAMERA_WIDTH/2, MainActivity.CAMERA_HEIGHT - 100, activity.tTextureRegion3, activity.getVertexBufferObjectManager())
{
#Override
public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float X, float Y)
{
if (pSceneTouchEvent.isActionDown())
{
scoreInc = scoreInc + 10;
score.setText("Score: " + scoreInc);
width = width + 5;
progressRectangle();
return true;
}
return false;
};
};
this.registerTouchArea(playBtn);
this.setTouchAreaBindingOnActionDownEnabled(true);
I have used this
#Override
public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float X, float Y)
{
switch(pSceneTouchEvent.getAction()) {
case TouchEvent.ACTION_MOVE:{ //Done my Work}
and it worked

Touch and Drag Sprite in Andengine

I'm trying to make a sprite so when you touch it and drag your finger, the sprite follows your movement. I've tried to follow the AndEngine examples, but they are part of GLES1. I'm using GLES2.
Within my code, the onAreaTouched is being called, but it is not continuously being called to update the sprite with my finger.
Thanks in advance.
public class RectangleFactory extends Sprite {
public float randomNumber;
public RectangleFactory(float pX, float pY, ITextureRegion pTextureRegion,
VertexBufferObjectManager pVertexBufferObjectManager) {
super(pX, pY, pTextureRegion, pVertexBufferObjectManager);
// TODO Auto-generated constructor stub
Random random = new Random();
randomNumber = (float) random.nextInt(BallShakeActivity.CAMERA_WIDTH);
};
#Override
public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float X, float Y)
{
Log.d("Mark", "circles are touched");
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
if(pSceneTouchEvent.isActionMove()){
Log.d("Mark", "finger is moving");
}
return true;
};
#Override
protected void onManagedUpdate(final float pSecondsElapsed){
if(this.mY > 0f){
}
else{
Random random = new Random();
randomNumber = (float) random.nextInt(BallShakeActivity.CAMERA_WIDTH);
this.setPosition(randomNumber, 800f);
}
super.onManagedUpdate(pSecondsElapsed);
}
}
You can find some examples, including a touch-drag example, for AndEngine GLES2 in the AndEngineExamples repository on Nicolas' Github page.
https://github.com/nicolasgramlich/AndEngineExamples
The examples seem to be mostly for the GLES2 branch but there may also be some examples for the GLES2-AnchorCenter branch as well.
Some of the code works with GLES1/master branch but you're mostly on your own for examples for that branch.

Need help on Android car game [closed]

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I'm developing a 2D car game for my University project.
I have developed it up to the point that user's car can move and traffic cars come from above. But I have no clue about how to destroy the user's car when it collied with a traffic car. Can anyone tell how to detect collision and after that how to destroy it.
public class MainActivity extends BaseGameActivity{
Scene scene; // declare a scene object
protected static final float CAMERA_WIDTH = 800; // define camera width
protected static final float CAMERA_HEIGHT = 520; //define camera height
/*----- background -----------*/
BitmapTextureAtlas backbitmapTextureAtlas; // declare a bitmap texture
ITextureRegion backiTextureRegion; // declare a i texture region to hold image
Sprite backsPlayer; // sprite to display the image
PhysicsWorld backpWorld;
SensorManager backsensor;
Vector2 backvec;
ITexture backparallax_background;
protected VertexBufferObjectManager backvbom;
org.andengine.engine.camera.Camera camera;
/*----- /background -----------*/
/*----user's car---------*/
BitmapTextureAtlas bitmapTextureAtlas;
ITextureRegion iTextureRegion;
Vector2 vec;
PhysicsWorld pWorld;
SensorManager sensor;
Sprite sPlayer;
/*----/user's car---------*/
/*------ traffic cars----------*/
BitmapTextureAtlas bitmapTextureAtlasTraffic1;
ITextureRegion iTextureRegionTraffic1;
Sprite sPlayerTraffic1;
BitmapTextureAtlas bitmapTextureAtlasTraffic2;
ITextureRegion iTextureRegionTraffic2;
Sprite sPlayerTraffic2;
BitmapTextureAtlas bitmapTextureAtlasTraffic3;
ITextureRegion iTextureRegionTraffic3;
Sprite sPlayerTraffic3;
BitmapTextureAtlas bitmapTextureAtlasTraffic4;
ITextureRegion iTextureRegionTraffic4;
Sprite sPlayerTraffic4;
MoveXModifier mod1;
MoveXModifier mod2;
MoveXModifier mod3;
MoveXModifier mod4;
/*------ /traffic cars----------*/
#Override
public EngineOptions onCreateEngineOptions() {
// TODO Auto-generated method stub
camera = new org.andengine.engine.camera.Camera(0,0,CAMERA_WIDTH,CAMERA_HEIGHT); // create camera
EngineOptions options= new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH,CAMERA_HEIGHT), camera); //create engine options
return options;
}
#Override
public void onCreateResources(
OnCreateResourcesCallback pOnCreateResourcesCallback)
throws Exception {
// TODO Auto-generated method stub
/* ---------------parallax back code------------------*/
backparallax_background = new AssetBitmapTexture(this.getTextureManager(), this.getAssets(), "gfx/back2.png");
backiTextureRegion = TextureRegionFactory.extractFromTexture(this.backparallax_background);
this.backparallax_background.load();
/* ---------------/parallax back code------------------*/
loadGfx(); // load user's car
loadTraffic();
pOnCreateResourcesCallback.onCreateResourcesFinished();
}
/*--------load traffic cars------------*/
private void loadTraffic() {
// TODO Auto-generated method stub
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); // give the path of image folder
bitmapTextureAtlasTraffic1 = new BitmapTextureAtlas(getTextureManager(), 256, 256);// create a bit map to hold the picture and give size according to the image
iTextureRegionTraffic1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(bitmapTextureAtlasTraffic1, this, "traffic1.png", 0,0);
bitmapTextureAtlasTraffic1.load();
//----- traffic 2--------------
bitmapTextureAtlasTraffic2 = new BitmapTextureAtlas(getTextureManager(), 256, 256);// create a bit map to hold the picture and give size according to the image
iTextureRegionTraffic2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(bitmapTextureAtlasTraffic2, this, "traffic2.png", 0,0);
bitmapTextureAtlasTraffic2.load();
//----- traffic 3--------------
bitmapTextureAtlasTraffic3 = new BitmapTextureAtlas(getTextureManager(), 256, 256);// create a bit map to hold the picture and give size according to the image
iTextureRegionTraffic3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(bitmapTextureAtlasTraffic3, this, "traffic3.png", 0,0);
bitmapTextureAtlasTraffic3.load();
//----- traffic 4--------------
bitmapTextureAtlasTraffic4 = new BitmapTextureAtlas(getTextureManager(), 256, 256);// create a bit map to hold the picture and give size according to the image
iTextureRegionTraffic4 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(bitmapTextureAtlasTraffic4, this, "traffic4.png", 0,0);
bitmapTextureAtlasTraffic4.load();
}
/*--------load user's car------------*/
private void loadGfx() {
// TODO Auto-generated method stub
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); // give the path of image folder
bitmapTextureAtlas = new BitmapTextureAtlas(getTextureManager(), 256, 256);// create a bit map to hold the picture and give size according to the image
iTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(bitmapTextureAtlas, this, "usercar.png", 0,0);
bitmapTextureAtlas.load();
}
/*--------load user's car------------*/
#Override
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)
throws Exception {
// TODO Auto-generated method stub
scene = new Scene(); // create the object of scene
/*------ parallax background---------*/
final AutoParallaxBackground auto_background = new AutoParallaxBackground(0, 0, 0, 200);
final Sprite background_sprite = new Sprite(0,0, this.backiTextureRegion,backvbom);
auto_background.attachParallaxEntity(new ParallaxEntity(1.7f,background_sprite));
scene.setBackground(auto_background);
pOnCreateSceneCallback.onCreateSceneFinished(scene);
}
#Override
public void onPopulateScene(Scene pScene,
OnPopulateSceneCallback pOnPopulateSceneCallback) throws Exception {
// TODO Auto-generated method stub
// set traffic car1
sPlayerTraffic1 = new Sprite(10,350,iTextureRegionTraffic1,this.mEngine.getVertexBufferObjectManager());
sPlayerTraffic2 = new Sprite(300,280,iTextureRegionTraffic2,this.mEngine.getVertexBufferObjectManager());
sPlayerTraffic3 = new Sprite(400,190,iTextureRegionTraffic3,this.mEngine.getVertexBufferObjectManager());
sPlayerTraffic4 = new Sprite(50,70,iTextureRegionTraffic4,this.mEngine.getVertexBufferObjectManager());
mod1=new MoveXModifier(5,-600,800){
#Override
protected void onModifierFinished(IEntity pItem) {
// TODO Auto-generated method stub
Random r = new Random();
int y = r.nextInt(370-350)+350;// set y randomly
int speed = r.nextInt(3-2)+3; // set speed randomly
sPlayerTraffic1.setY(y); // set y
int x = r.nextInt(800-500)+200; // set x randomly
x = -x;
mod1.reset(speed, x, 800);
super.onModifierFinished(pItem);
}
};// moving down the traffic1 car
mod2=new MoveXModifier(4,200,800){
#Override
protected void onModifierFinished(IEntity pItem) {
// TODO Auto-generated method stub
Random r = new Random();
int y = r.nextInt(300-285)+285; // set y randomly
int speed = r.nextInt(5-3)+3; // set speed randomly
sPlayerTraffic2.setY(y); // set y
int x = r.nextInt(600-200)+200; // set x randomly
x = -x;
mod2.reset(speed, x, 800);
super.onModifierFinished(pItem);
}
};// moving down the traffic2 car
mod3=new MoveXModifier(3,-600,800){
#Override
protected void onModifierFinished(IEntity pItem) {
// TODO Auto-generated method stub
Random r = new Random();
int y = r.nextInt(190-150)+150;
int speed = r.nextInt(3-2)+2;
if(speed == 2){
y = 150;
}
sPlayerTraffic3.setY(y);
int x = r.nextInt(2000-800)+800;
x = -x;
mod3.reset(speed, x, 800);
super.onModifierFinished(pItem);
}
};// moving down the traffic3 car
mod4=new MoveXModifier(3,50,800){
#Override
protected void onModifierFinished(IEntity pItem) {
// TODO Auto-generated method stub
Random r = new Random();
int y = r.nextInt(100-70)+70;
int speed = r.nextInt(3-2)+2;
sPlayerTraffic4.setY(y);
int x = r.nextInt(600-200)+200;
x = -x;
mod4.reset(speed, x, 800);
super.onModifierFinished(pItem);
}
};// moving down the traffic4 car
sPlayerTraffic1.registerEntityModifier(mod1);
sPlayerTraffic2.registerEntityModifier(mod2);
sPlayerTraffic3.registerEntityModifier(mod3);
sPlayerTraffic4.registerEntityModifier(mod4);
//now set the x,y coordination of the image to display the right position we want
sPlayer = new Sprite(500,350,iTextureRegion,this.mEngine.getVertexBufferObjectManager()){ // user's car x,y
// touch event for user's car
#Override
public boolean onAreaTouched(org.andengine.input.touch.TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY)
{
this.setPosition(500 , pSceneTouchEvent.getY());
//website code
this.setPosition(pSceneTouchEvent.getX(),
this.getY());
//Detects if player is outside of bounds
final float width = this.getWidth();
final float height = this.getHeight();
float x = pSceneTouchEvent.getX() - width / 2 ;
float y = pSceneTouchEvent.getY() - height / 2;
if (x < 0)
x = 0;
if (y < 65) // right side of the road
y = 65;
if (x > (CAMERA_WIDTH - width))
x = CAMERA_WIDTH - width;
if (y > (CAMERA_HEIGHT - height-70)) // left side of the road
y = (CAMERA_HEIGHT - height-70);
this.setPosition(500, y);
return true;
}
};
//touch ----------------------------------------------------------
scene.registerTouchArea(sPlayer);
//-----------------------------------------------------------------
this.scene.attachChild(sPlayer);
this.scene.attachChild(sPlayerTraffic1);
this.scene.attachChild(sPlayerTraffic2);
this.scene.attachChild(sPlayerTraffic3);
this.scene.attachChild(sPlayerTraffic4);
pOnPopulateSceneCallback.onPopulateSceneFinished();
}
}
private ContactListener createContactListener()
{
ContactListener contactListener = new ContactListener()
{
#Override
public void beginContact(Contact contact)
{
final Fixture x1 = contact.getFixtureA();
final Fixture x2 = contact.getFixtureB();
if(x1==PlayerBody && x2==EnemyBody){
DestroyMethod();
}
}
};
return contactListener;
}
YourPhysicsWorld.setContactListener(createContactListener());
private void DestroyMethod(){
YourPhysicsWorld.destroyBody(EnemyBody);
}

JavaFX: Make dragged node visible

I want to drag and drop nodes between flowpanes. I implemented the drag and drop in this way:
public class TouchTask extends BorderPane{
setOnDragDetected(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
Dragboard dragboard = startDragAndDrop(TransferMode.ANY);
ClipboardContent clipboardContent = new ClipboardContent();
clipboardContent.putString(TASK_DRAG_KEY);
dragboard.setContent(clipboardContent);
event.consume();
}
});
}
The drag and drop works fine, but the problem is, that the node is not moved during the drag and drop gesture. I wanted to implement this drag and drop so that the node has the same position as the mouse during the gesture.
I tried to implement this in the following way:
onMousePressedProperty().set(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
// record the current mouse X and Y position on Node
mousex = event.getSceneX();
mousey = event.getSceneY();
x = getLayoutX();
y = getLayoutY();
if (isMoveToFront()) {
toFront();
}
}
});
onMouseDraggedProperty().set(new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
// Get the exact moved X and Y
double offsetX = event.getSceneX() - mousex;
double offsetY = event.getSceneY() - mousey;
x += offsetX;
y += offsetY;
double scaledX = x;
double scaledY = y;
setLayoutX(scaledX);
setLayoutY(scaledY);
// again set current Mouse x AND y position
mousex = event.getSceneX();
mousey = event.getSceneY();
event.consume();
}
});
But with this solution, the node is only moved for like 3 pixel and then it stops.