I'm new to Javafx and I'm trying to make a game with it. For this I need a fluid motion of some objects on the screen. I'm not sure, which is the best way. I started a testfile with some rectangle. I wanted the rectangle to move along a path to the click position. I can make it appear there by just setting the position. So I thought I just could make smaller steps and then the motion would appear fluid. But it doesnt work this way. Either it is because the movement is to fast, so I would need to make the process wait (I wanted to use threads for that purpose) or it is because the java intepreter isn't sequentiell and therefore it just shows the final position. Maybe both or something I didn't come up with. Now I would like to know weather my thoughts on this topic are right and if there is a more elegant way to achieve my goal. I hope you can give me some advise! regards Felix
What you need to do for your car game is to read Daniel Shiffman's The Nature of Code, especially chapter 6.3 The Steering Force.
The book is very easy to understand. You can apply the code to JavaFX. I'll not go into details, you have to learn JavaFX yourself. So here's just the code:
You need an AnimationTimer in which you apply forces, move your objects depending on the forces and show your JavaFX nodes in the UI depending on the location of your objects.
Main.java
package application;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
public class Main extends Application {
static Random random = new Random();
Layer playfield;
List<Attractor> allAttractors = new ArrayList<>();
List<Vehicle> allVehicles = new ArrayList<>();
AnimationTimer gameLoop;
Vector2D mouseLocation = new Vector2D( 0, 0);
Scene scene;
MouseGestures mouseGestures = new MouseGestures();
@Override
public void start(Stage primaryStage) {
// create containers
BorderPane root = new BorderPane();
// playfield for our Sprites
playfield = new Layer( Settings.SCENE_WIDTH, Settings.SCENE_HEIGHT);
// entire game as layers
Pane layerPane = new Pane();
layerPane.getChildren().addAll(playfield);
root.setCenter(layerPane);
scene = new Scene(root, Settings.SCENE_WIDTH, Settings.SCENE_HEIGHT);
primaryStage.setScene(scene);
primaryStage.show();
// add content
prepareGame();
// add mouse location listener
addListeners();
// run animation loop
startGame();
}
private void prepareGame() {
// add vehicles
for( int i = 0; i < Settings.VEHICLE_COUNT; i++) {
addVehicles();
}
// add attractors
for( int i = 0; i < Settings.ATTRACTOR_COUNT; i++) {
addAttractors();
}
}
private void startGame() {
// start game
gameLoop = new AnimationTimer() {
@Override
public void handle(long now) {
// currently we have only 1 attractor
Attractor attractor = allAttractors.get(0);
// seek attractor location, apply force to get towards it
allVehicles.forEach(vehicle -> {
vehicle.seek( attractor.getLocation());
});
// move sprite
allVehicles.forEach(Sprite::move);
// update in fx scene
allVehicles.forEach(Sprite::display);
allAttractors.forEach(Sprite::display);
}
};
gameLoop.start();
}
/**
* Add single vehicle to list of vehicles and to the playfield
*/
private void addVehicles() {
Layer layer = playfield;
// random location
double x = random.nextDouble() * layer.getWidth();
double y = random.nextDouble() * layer.getHeight();
// dimensions
double width = 50;
double height = width / 2.0;
// create vehicle data
Vector2D location = new Vector2D( x,y);
Vector2D velocity = new Vector2D( 0,0);
Vector2D acceleration = new Vector2D( 0,0);
// create sprite and add to layer
Vehicle vehicle = new Vehicle( layer, location, velocity, acceleration, width, height);
// register vehicle
allVehicles.add(vehicle);
}
private void addAttractors() {
Layer layer = playfield;
// center attractor
double x = layer.getWidth() / 2;
double y = layer.getHeight() / 2;
// dimensions
double width = 100;
double height = 100;
// create attractor data
Vector2D location = new Vector2D( x,y);
Vector2D velocity = new Vector2D( 0,0);
Vector2D acceleration = new Vector2D( 0,0);
// create attractor and add to layer
Attractor attractor = new Attractor( layer, location, velocity, acceleration, width, height);
// register sprite
allAttractors.add(attractor);
}
private void addListeners() {
// capture mouse position
scene.addEventFilter(MouseEvent.ANY, e -> {
mouseLocation.set(e.getX(), e.getY());
});
// move attractors via mouse
for( Attractor attractor: allAttractors) {
mouseGestures.makeDraggable(attractor);
}
}
public static void main(String[] args) {
launch(args);
}
}
Then you need a general sprite class in which you accumulate the forces for acceleration, apply acceleration to velocity, velocity to location. Just read the book. It's pretty much straightforward.
package application;
import javafx.scene.Node;
import javafx.scene.layout.Region;
public abstract class Sprite extends Region {
Vector2D location;
Vector2D velocity;
Vector2D acceleration;
double maxForce = Settings.SPRITE_MAX_FORCE;
double maxSpeed = Settings.SPRITE_MAX_SPEED;
Node view;
// view dimensions
double width;
double height;
double centerX;
double centerY;
double radius;
double angle;
Layer layer = null;
public Sprite( Layer layer, Vector2D location, Vector2D velocity, Vector2D acceleration, double width, double height) {
this.layer = layer;
this.location = location;
this.velocity = velocity;
this.acceleration = acceleration;
this.width = width;
this.height = height;
this.centerX = width / 2;
this.centerY = height / 2;
this.view = createView();
setPrefSize(width, height);
// add view to this node
getChildren().add( view);
// add this node to layer
layer.getChildren().add( this);
}
public abstract Node createView();
public void applyForce(Vector2D force) {
acceleration.add(force);
}
public void move() {
// set velocity depending on acceleration
velocity.add(acceleration);
// limit velocity to max speed
velocity.limit(maxSpeed);
// change location depending on velocity
location.add(velocity);
// angle: towards velocity (ie target)
angle = velocity.heading2D();
// clear acceleration
acceleration.multiply(0);
}
/**
* Move sprite towards target
*/
public void seek(Vector2D target) {
Vector2D desired = Vector2D.subtract(target, location);
// The distance is the magnitude of the vector pointing from location to target.
double d = desired.magnitude();
desired.normalize();
// If we are closer than 100 pixels...
if (d < Settings.SPRITE_SLOW_DOWN_DISTANCE) {
// ...set the magnitude according to how close we are.
double m = Utils.map(d, 0, Settings.SPRITE_SLOW_DOWN_DISTANCE, 0, maxSpeed);
desired.multiply(m);
}
// Otherwise, proceed at maximum speed.
else {
desired.multiply(maxSpeed);
}
// The usual steering = desired - velocity
Vector2D steer = Vector2D.subtract(desired, velocity);
steer.limit(maxForce);
applyForce(steer);
}
/**
* Update node position
*/
public void display() {
relocate(location.x - centerX, location.y - centerY);
setRotate(Math.toDegrees( angle));
}
public Vector2D getVelocity() {
return velocity;
}
public Vector2D getLocation() {
return location;
}
public void setLocation( double x, double y) {
location.x = x;
location.y = y;
}
public void setLocationOffset( double x, double y) {
location.x += x;
location.y += y;
}
}
In the demo my sprite is just a triangle, I implemented a utility method to create it.
Vehicle.java
package application;
import javafx.scene.Node;
public class Vehicle extends Sprite {
public Vehicle(Layer layer, Vector2D location, Vector2D velocity, Vector2D acceleration, double width, double height) {
super(layer, location, velocity, acceleration, width, height);
}
@Override
public Node createView() {
return Utils.createArrowImageView( (int) width);
}
}
The demo has an attractor, in your case it'll be just a mouse click. Just click on the circle and drag it. The vehicles will follow it.
package application;
import javafx.scene.Node;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
public class Attractor extends Sprite {
public Attractor(Layer layer, Vector2D location, Vector2D velocity, Vector2D acceleration, double width, double height) {
super(layer, location, velocity, acceleration, width, height);
}
@Override
public Node createView() {
double radius = width / 2;
Circle circle = new Circle( radius);
circle.setCenterX(radius);
circle.setCenterY(radius);
circle.setStroke(Color.GREEN);
circle.setFill(Color.GREEN.deriveColor(1, 1, 1, 0.3));
return circle;
}
}
Here's the code for dragging:
MouseGestures.java
package application;
import javafx.event.EventHandler;
import javafx.scene.input.MouseEvent;
public class MouseGestures {
final DragContext dragContext = new DragContext();
public void makeDraggable(final Sprite sprite) {
sprite.setOnMousePressed(onMousePressedEventHandler);
sprite.setOnMouseDragged(onMouseDraggedEventHandler);
sprite.setOnMouseReleased(onMouseReleasedEventHandler);
}
EventHandler<MouseEvent> onMousePressedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
dragContext.x = event.getSceneX();
dragContext.y = event.getSceneY();
}
};
EventHandler<MouseEvent> onMouseDraggedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
Sprite sprite = (Sprite) event.getSource();
double offsetX = event.getSceneX() - dragContext.x;
double offsetY = event.getSceneY() - dragContext.y;
sprite.setLocationOffset(offsetX, offsetY);
dragContext.x = event.getSceneX();
dragContext.y = event.getSceneY();
}
};
EventHandler<MouseEvent> onMouseReleasedEventHandler = new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent event) {
}
};
class DragContext {
double x;
double y;
}
}
The playfield layer would be just some race track:
Layer.java
package application;
import javafx.scene.layout.Pane;
public class Layer extends Pane {
public Layer(double width, double height) {
setPrefSize(width, height);
}
}
Then you need some settings class
Settings.java
package application;
public class Settings {
public static double SCENE_WIDTH = 1280;
public static double SCENE_HEIGHT = 720;
public static int ATTRACTOR_COUNT = 1;
public static int VEHICLE_COUNT = 10;
public static double SPRITE_MAX_SPEED = 2;
public static double SPRITE_MAX_FORCE = 0.1;
// distance at which the sprite moves slower towards the target
public static double SPRITE_SLOW_DOWN_DISTANCE = 100;
}
The utility class is for creating the arrow image and for mapping values:
Utils.java
package application;
import javafx.scene.SnapshotParameters;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.image.WritableImage;
import javafx.scene.paint.Color;
import javafx.scene.paint.Paint;
import javafx.scene.shape.Polygon;
import javafx.scene.shape.StrokeLineCap;
import javafx.scene.shape.StrokeLineJoin;
public class Utils {
public static double map(double value, double currentRangeStart, double currentRangeStop, double targetRangeStart, double targetRangeStop) {
return targetRangeStart + (targetRangeStop - targetRangeStart) * ((value - currentRangeStart) / (currentRangeStop - currentRangeStart));
}
/**
* Create an imageview of a right facing arrow.
* @param size The width. The height is calculated as width / 2.0.
* @param height
* @return
*/
public static ImageView createArrowImageView( double size) {
return createArrowImageView(size, size / 2.0, Color.BLUE, Color.BLUE.deriveColor(1, 1, 1, 0.3), 1);
}
/**
* Create an imageview of a right facing arrow.
* @param width
* @param height
* @return
*/
public static ImageView createArrowImageView( double width, double height, Paint stroke, Paint fill, double strokeWidth) {
return new ImageView( createArrowImage(width, height, stroke, fill, strokeWidth));
}
/**
* Create an image of a right facing arrow.
* @param width
* @param height
* @return
*/
public static Image createArrowImage( double width, double height, Paint stroke, Paint fill, double strokeWidth) {
WritableImage wi;
double arrowWidth = width - strokeWidth * 2;
double arrowHeight = height - strokeWidth * 2;
Polygon arrow = new Polygon( 0, 0, arrowWidth, arrowHeight / 2, 0, arrowHeight); // left/right lines of the arrow
arrow.setStrokeLineJoin(StrokeLineJoin.MITER);
arrow.setStrokeLineCap(StrokeLineCap.SQUARE);
arrow.setStroke(stroke);
arrow.setFill(fill);
arrow.setStrokeWidth(strokeWidth);
SnapshotParameters parameters = new SnapshotParameters();
parameters.setFill(Color.TRANSPARENT);
int imageWidth = (int) width;
int imageHeight = (int) height;
wi = new WritableImage( imageWidth, imageHeight);
arrow.snapshot(parameters, wi);
return wi;
}
}
And of course the class for the vector calculations
Vector2D.java
package application;
public class Vector2D {
public double x;
public double y;
public Vector2D(double x, double y) {
this.x = x;
this.y = y;
}
public void set(double x, double y) {
this.x = x;
this.y = y;
}
public double magnitude() {
return (double) Math.sqrt(x * x + y * y);
}
public void add(Vector2D v) {
x += v.x;
y += v.y;
}
public void add(double x, double y) {
this.x += x;
this.y += y;
}
public void multiply(double n) {
x *= n;
y *= n;
}
public void div(double n) {
x /= n;
y /= n;
}
public void normalize() {
double m = magnitude();
if (m != 0 && m != 1) {
div(m);
}
}
public void limit(double max) {
if (magnitude() > max) {
normalize();
multiply(max);
}
}
static public Vector2D subtract(Vector2D v1, Vector2D v2) {
return new Vector2D(v1.x - v2.x, v1.y - v2.y);
}
public double heading2D() {
return Math.atan2(y, x);
}
}
Here's how it looks like.
The triangles (vehicles) will follow the circles (attractor) and slow down when they get close to it and stop then.