How to move an Sprite in Fling/Swipe direction(Diagonally) using AndEngine
I am working on a game in AndEngine
. In 开发者_JAVA百科that I am able to move an Object in Right to Left
, Top to Bottom
and vice-versa. But, my issue is that how can I move the Sprite object in the Direction of Fling
? It means if users Fling's in any direction the Sprite Object should move on the co-ordinates of the fling and should move on.
If anyone can suggest about, how to get the exact X and Y co-ordinates
would also do, I can manage to move the Sprite Object myself on the co-ordinates.
You can also see the VIDEO - Pirates Subs
In the video the Launcher
coming on the FLING
is what I am looking for, from any direction.
Thanks in Advance. Suri Sahani.
Well, you can try this code.....
float slope = (y2 - y1) / (x2 - x1);
float angle = (float) Math.atan(slope);
float angleInDegree = (float) Math.toDegrees(angle);
c = y1 - (slope * x1);
onFling() method look's like this, for all direction.
@Override
public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX,float velocityY) {
float c;
// Checks if LifeLine is there or not and enable or disable Fling
// Operation.
float sx = 0, sy = 0;
float x1 = e1.getX();
float y1 = e1.getY();
float x2 = e2.getX();
float y2 = e2.getY();
float slope = (y2 - y1) / (x2 - x1);
float angle = (float) Math.atan(slope);
float angleInDegree = (float) Math.toDegrees(angle);
c = y1 - (slope * x1);
/**
* bottom right to left top
*/
if (x1 > x2 && y1 > y2) {
sx = CAMERA_WIDTH;
sy = (slope * sx) + c;
missile = new Missile(sx, sy,
this.mFaceTextureRegionMissileLeftToRight);
missile.setVelocity(-(float) (600 * (Math.cos(angle))),
-(float) (600 * (Math.sin(angle))));
scene.getTopLayer().addEntity(missile);
missile.setRotation(angleInDegree + 180);
}
/**
* left top corner to right
*/
else if (x2 > x1 && y2 > y1) {
sx = -100;
sy = (slope * sx) + c;
missile = new Missile(sx, sy,
this.mFaceTextureRegionMissileLeftToRight);
missile.setVelocity((float) (300 * (Math.cos(angle))),
(float) (300 * (Math.sin(angle))));
scene.getTopLayer().addEntity(missile);
missile.setRotation(angleInDegree);
}
/**
* left bottom corner to right up
*/
else if (x2 > x1 && y1 > y2) {
sx = -100;
sy = (slope * sx) + c;
missile = new Missile(sx, sy,
this.mFaceTextureRegionMissileLeftToRight);
missile.setVelocity((float) (300 * (Math.cos(angle))),
(float) (300 * (Math.sin(angle))));
scene.getTopLayer().addEntity(missile);
missile.setRotation(angleInDegree);
}
/**
* Right corner to left bottom down
*/
else if (x1 > x2 && y2 > y1) {
sx = CAMERA_WIDTH;
sy = (slope * sx) + c;
missile = new Missile(sx, sy,
this.mFaceTextureRegionMissileLeftToRight);
missile.setVelocity((float) (-600 * (Math.cos(angle))),
-(float) (600 * (Math.sin(angle))));
scene.getTopLayer().addEntity(missile);
missile.setRotation(angleInDegree + 180);
}
return false;
}
I created this based on the example above:
ublic abstract class OnUpDownGestureListener implements OnTouchListener {
private final GestureDetector gdt = new GestureDetector(new GestureListener());
@Override
public boolean onTouch(final View v, final MotionEvent event) {
gdt.onTouchEvent(event);
return true;
}
private final class GestureListener extends SimpleOnGestureListener {
@Override
public boolean onSingleTapConfirmed(MotionEvent e) {
click();
return true;
}
@Override
public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) {
float x1 = e1.getX();
float y1 = e1.getY();
float x2 = e2.getX();
float y2 = e2.getY();
/**
* bottom right to left top
*/
if (x1 > x2 && y1 > y2) {
onBottomToTop();
}
/**
* left top corner to right
*/
else if (x2 > x1 && y2 > y1) {
onTopToBottom();
}
/**
* left bottom corner to right up
*/
else if (x2 > x1 && y1 > y2) {
onBottomToTop();
}
/**
* Right corner to left bottom down
*/
else if (x1 > x2 && y2 > y1) {
onTopToBottom();
}
return false;
}
}
public abstract void onRightToLeft();
public abstract void click();
public abstract void onLeftToRight();
public abstract void onBottomToTop();
public abstract void onTopToBottom();
}
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