Raycasting to make an enemy jump - javascript

As stated above, I am trying to build a simple game, but I can't seem to get the enemies moving correctly. The game is a Minecraft style block-based game. The code I am using so far makes the enemy start following me when I get within a certain distance and stop following once I get a certain distance away.
The problem I am having with this script is that the enemy sort of floats off into the distance when I escape him. More importantly, I cannot for the life of me get the enemy to jump. I know that I should be using two Raycasts for this: one to detect a block in front which will make the enemy jump and another to detect below the enemy and let him fall to the level below if there is no collier at his feet? I have no idea how to go about implementing this and some help would be greatly appreciated.
The code I have thus far can be seen below:
var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var range : float=10f;
var range2 : float=10f;
var stop : float=0;
var myTransform : Transform; //current transform data of this enemy
function Awake() {
myTransform = transform; //cache transform data for easy access/preformance
}
function Start() {
target = GameObject.FindWithTag("1Player").transform; //target the player
}
function Update () {
//rotate to look at the player
var distance = Vector3.Distance(myTransform.position, target.position);
if (distance<=range2 && distance>=range) {
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position),
rotationSpeed*Time.deltaTime);
} else if (distance <= range && distance > stop) {
//move towards the player
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position),
rotationSpeed*Time.deltaTime);
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
} else if (distance <= stop) {
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position),
rotationSpeed*Time.deltaTime);
}
//lock rotation on x and y axis to zero
myTransform.eulerAngles = new Vector3(0f, myTransform.eulerAngles.y, 0);
}

The design can change really a lot. It depends how clever AI do you want ? And how realistic it should be. Firstly you should check distance and as I saw you did that. The question is what if there is a wall or something ? Maybe they are so close to each other but there is a wall between them. This is why you need raycast. So you send a raycast from enemy to player. If there is no obstacle between them AI can decide that "aye I should come after you". But here is another problem for being realistic. What if its not looking to you ? If the AI can spot the player when it looks somewhere else, it is not that cool right ? So you also check if the player is in front of the AI. Maybe we can do it like this :
var heading = target.position - transform.position;
var dot: float = Vector3.Dot(heading, transform.forward);
so if dot is -1 we can say it is directly behind and +1 means in front of it. Well, now another problem. If player should be in front of the AI to be spotted then AI can not stand right ? It should move and turn around randomly. We can work on that later if you gonan need it.
Now another problem what if you hide after an object ? What it should do ? I mean when you are running if something came between you and AI, since raycast will fail it will stop following you right ? What we can do for it ? My sugesstion store the last position of the player which AI saw. And at least go to there to check if AI can find the player there. If it cant, it may keep moving randomly. By doing this it will looks more realistic I believe.
Edit: Lol I realised that i just improved you design and forgot to answer what exactly you asked.
Firstly AI shoudl know if it is grounded or not. What we need to know first distance to ground when we send raycast we gonan need it.
var distanceToGround = GetComponent<Collider>().bounds.extents.y;
function boolean isGrounded(){
return Physics.Raycast(transform.position, -Vector3.up, distanceToGround + 0, 1);
}
AI should send a raycast not from its head more like below the knees. Not send it too far away just a little distance will be enough. It is just to understand it there is an obstacle. And also send another raycast but this time now below the knees. From the jump height. And if it dont hit anything we can decide that there is an obstacle (first raycast says that) but AI can jump over it (second raycast says that). After deciding it, if AI also grounded that means it can jump and pass trough the obstacle.
Lets say this is the part 1. If you want me to keep telling, I can write another part for you. Have a nice day !

Related

struggling to create a smooth-moving snake in p5 js - tail catching up to head

I'm putting together a p5 sketch with little wiggling snakes that move randomly across the screen.
Unfortunately, the tail keeps catching up to the head every time it does a sharpish turn.
Here is the function I'm using to calculate the move, I've tried with a few different ways of calculating the speed, fixed numbers, relative to the snake's length.
It's supposed to work by moving the snakes head (points[3]) in a semi-random direction and then having each body point move towards the one before it by the same amount. This isn't working, and I feel there's something wrong with my algorithm itself. I'm not familiar with these kinds of intermediate random-walks, so I've just been going by guesswork for the most part.
this["moveCurve"] = function() {
let newDir = this["oldDir"] + (random() - 1/2)*PI/6;
let velocity = createVector(1,0);
velocity.setMag(5);
velocity.setHeading(newDir);
this["points"][3].add(velocity);
for (let i = 2; i >= 0; i--) {
this["points"][i].add(p5.Vector.sub(this["points"][i + 1],this["points"][i]).setMag(5));
}
this["oldDir"] = newDir;
}
If you have any idea what I could do to make this work properly, I'd love to hear your advice. Thanks!
This does look like an algorithmic issue / not a bug with how you implemented it.
Here's my go at explaining why the gap between two points must decrease in this algorithm:
Let's consider just a two point snake, with two points Hi (head) and Ti (tail) at an initial locations Hi: (20, 0), and Ti: (0, 0). So, the heading here is 0 radians.
What happens when moveCurve is called? A new heading is chosen (let's use PI/2, a right angle to make it easy to imagine) and using a fixed velocity of 5 we calculate a new position for the head of (20, 5), let's call it Hf. T also moves, but it also moves toward Hf at the same 5 unit velocity, ending up at about (4.85, 1.21). The distance between these two final positions is now 15.62657, which is smaller than the initial distance.
To visualize this, think of the triangle formed between Ti, Hi, and Hf. Ti, and Hi, form the base of this triangle. Ti will move along the hypotenuse to get to Tf, while Hi will move along the other side. The directions they are moving in form an angle which is smaller than PI radians and both points are moving at the same speed so intuitively the points must be getting closer together.
So how to solve this? Well if we consider our tiny snake's movement, the tail moved in a decent direction but too far. One solution might be to scale the velocity vector in order to maintain a fixed distance between points instead of using a fixed velocity. For example instead of stepping 5 units along the hypotenuse from Ti toward Hf in the example, you could step 20 units along the hypotenuse from Hf toward Ti. I'm not sure how this would work out for your snake, just an idea!
Keep slithering!
Fortunately, it turns out p5's documentation itself had the answer for me. By adapting the code from here to use p5 Vectors, I was able to get it all working.
The segLengths property is defined when the object is made, just takes the distances between all the points.
this["moveCurve"] = function() {
let newDir = this["oldDir"] + (random() - 1/2)*PI/6;
let velocity = p5.Vector.fromAngle(newDir).setMag(5);
this["points"][3].add(velocity);
for (let i = 2; i >= 0; i--) {
this["points"][i].set(p5.Vector.sub(this["points"][i+1], p5.Vector.fromAngle(p5.Vector.sub(this["points"][i+1],this["points"][i]).heading()).setMag(this["segLengths"][i])));
}
this["oldDir"] = newDir;
}
I might spend a little time trying to clean up the code a bit, it's a jot messy for my tastes at the moment. But it works.

in my JS game, the ball not going smooth angled. always making curve move. how can i fix it?

I'm making html+js game. In my game ball comes from on right with that code
for(let i = 0; i < this.loop.length; i++){
let ballNow = this.loop[i];
ballNow.x -= ballNow.speed;
and if character.x == ball.x, ball goes through. this is not problem.
but I try to give an angle to ball. like that
const dif = ball.loop[i].x - footballer.x - footballer.width/2;
ballNow.x += dif;
ball making curve. because every frame reference the ballNow.x and refresh himself i guess. For example when I wrote ballNow.x += 2, the ball going like what I want.
I tried 2 solutions. I think about this is reference problem and I tried object.assign and object.create methods. But always "dif" increased and ball made curve.
Ball going like this and what i want
What should I write for the ball going angled without curve move?
Note: I shouldn't use any library.

Three.js - Spawn an object every x seconds and move each object forward (along Z)

I am making an endless runner style game using Three.js. The basic set up of the scene and idea for the game is a long moving road with cars coming towards you that you have to dodge out of the way of. I am still at the early stages of creating this game, and so my first problem is that I need the hero character (who is dodging the cars) to seem like he is moving forwards, and at the same time have the cars seem like they are moving (faster) towards the hero character.
My thinking was to create road strip objects (the white lines in the middle of a road), and have them move towards the hero character, who is at (0, 0), at a certain speed.
I have successfully created a road strip object and positioned it at the very back of the road (RoadStrip.mesh.position.z = -5000;). Here is my code for that:
var objectRoadStrip = function() {
this.mesh = new THREE.Object3D();
this.mesh.name = "roadStrip";
geomRoadStrip = new THREE.BoxGeometry(20, 11, 300);
matRoadStrip = new THREE.MeshPhongMaterial({color: Colors.white});
RoadStrip = new THREE.Mesh(geomRoadStrip, matRoadStrip);
RoadStrip.name = 'roadStripName';
this.mesh.add(RoadStrip);
}
function createRoadStrip() {
new objectRoadStrip();
RoadStrip.position.y = -72.5;
RoadStrip.position.z = -5000;
scene.add(RoadStrip);
}
In the render() function, which is the function that loops over every frame and is called last to make sure the camera and scene update every frame, I am able to successfully move this strip forwards along the z axis by 10 every time render() is called. I also added some code so that when the RoadStrip touches (0,0), it is removed from the scene. See this below:
function render(){
// moves RoadStrip towards (0,0). When it reaches z = -150, remove that strip from the scene
if (RoadStrip.position.z <= -150) {
RoadStrip.position.z += 10;
} else {
scene.remove(RoadStrip);
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
I have also added the following code to the init() function which creates a RoadStrip when the scene is created, and the continues to create a RoadStrip every 10 seconds (roughly every time the RoadStrip reaches (0,0).
createRoadStrip();
setInterval( function() {
createRoadStrip();
}, 10000);
This is similar to the effect I'm going for, but read The Problem section below where I explain what I truly need.
The Problem
I need to spawn a RoadStrip every x amount of seconds (still to be decided once I get it working, but lets say 3 seconds for now) continuously. Each RoadStrip needs to move towards (0,0) with z += 10 independently. When a RoadStrip instance reaches (0,0), it should be removed from the scene, but other RoadStrips should continue to spawn regardless every 3 seconds at the original position (z = -5000).
My Attempts / Solution Ideas
I've done a lot of reading on this, trawling through code from other people's endless runner games and reading through SO answers but nothing seems to have worked. Below are some of the things I have tried, or some things that I feel would work but I am not doing right/don't have a good understanding of:
Idea: Instead of calling the createRoadStrip() function inside a setInterval, push a RoadStrip object to an array every 3 seconds, and then call that array and move the array along the z axis by += 10.
Possible solution help: I tried changing the setInterval to less than 2 seconds instead of 10 seconds. This caused the RoadStrip to move along the Z axis for 2 seconds as expected, but of course, after 2 seconds another RoadStrip was spawned, and so the first RoadStrip stopped moving along the Z axis, and the new one did instead (for 2 seconds as well) and this process repeated infinitely. This is so close to what I need, but I need each RoadStrip to continue moving, and be remove from the scene when it reaches (0,0)
Thanks for taking the time to read my Question, I look forward to your solutions!
Examples of similar style games: First, Second.
Thanks to #prisoner849 and his link to this thread, I managed to find the solution to the problem, and so I am writing an answer here for anyone who comes across this with the same problem in the future!
I read through the thread and found a link to this JSFiddle, that includes a successful animation similar to the one I was trying to achieve, and I would highly suggest studying the code of that JSFiddle to fully understand how to create an endless runner effect.
Here is a detailed explanation of how to do this:
Instead of infinitely creating objects and have them animate forwards until they reach the end point and disappear (like I originally thought was the right solution), you have to create an array of objects and animate that instead.
Here is my code for doing this:
var roadStripArray = []
function objectRoadStrip() {
for (var i = 0; i < 100; i++) {
geomRoadStrip = new THREE.BoxGeometry(20, 11, 500);
matRoadStrip = new THREE.MeshPhongMaterial({color: Colors.white});
RoadStrip = new THREE.Mesh(geomRoadStrip, matRoadStrip);
RoadStrip.position.set(0, -72.5, -150 - i * 1250);
RoadStrip.receiveShadow = true;
scene.add(RoadStrip);
roadStripArray.push(RoadStrip);
}
}
The for loop has the code i < 100 as my road is quite long and therefore needs a lot of strips
This code:
RoadStrip.position.set(0, -72.5, 0 - i * 1250);
sets the position of each strip to be different from each other, and the number 1250 is the distance between each strip
After creating the objects, you must animate them in the render() function. You have to set them to move along the Z axis, and then create an if statement that says "if any strip reaches the end point (where you want it to disappear), reset it's position back to the start (i.e. the start of the road for me). This means you are constantly looping through your array of objects, and therefore don't infinitely create them.
Here is the code that animates the strips:
// loop that runs every frame to render scene and camera
var clock = new THREE.Clock();
var time = 0;
var delta = 0;
var direction = new THREE.Vector3(0, 0, 1);
var speed = 2000; // units a second - 2 seconds
function render(){
requestAnimationFrame(render);
delta = clock.getDelta();
time += delta;
roadStripArray.forEach(function(RoadStrip){
RoadStrip.position.addScaledVector(direction, speed * delta);
if (RoadStrip.position.z >= 10000) {
RoadStrip.position.z = -10000;
} else {
}
});
renderer.render(scene, camera);
}
The code that moves each strip is:
RoadStrip.position.addScaledVector(direction, speed * delta);
You can read more about .addScaledVector here, but essentially this is the code that animates the strip.
The if statement then checks if the strip touches 10000 (i.e. the end of the road), and if it does, sets the position of that strip to -10000. That strip then moves back towards the end point along the Z axis.
We wrap this all in a forEach function to loop through each RoadStrip in the array and animate them all in the same way. We need to animate them individually so that we can detect when one of them reaches the end of the road.
Thanks, hope this helps!
Usually this kind of scenario is best handled with some kind of particle-system like approach: you don't insert/remove objects continuously to the scene but create a set of objects during initialization, let's say the player can only see 10 road stripes at a time, and your game logic is always moving those 10 stripes, updating positions as needed, once one strip goes out of the field of view, it is recycled at the begining and so on. I don't think you will find a canned solution that does exactly what you are looking for, you would need to come up with the update logic that suits best your game.
I have an example of custom particle system there. Once a particle is getting out of scope, it is made available for the system when it needs to emit a new particle. The number of particle in the pool is always constant and can be defined by the user here just for testing purpose. A similar approach can be used to manipulate your infinite stripes. The repo for that code is available at https://github.com/leefsmp/Particle-System but you can find many other particle system implementations out there, this one is a bit specific to my needs.
Hope that helps.

How to check if an object is hitting another object during animation.

Hello and thanks for your time and help. I am building a mini golf game using HTML 5 Canvas. I have a golf ball that is able to be hit around with a specific power and direction and stoping and slowing down accordingly.
However, i am stuck on finding a optimal way of detecting wether the ball is hitting or over an obstacle on the course. I have each of the obstacle objects stored in an array. So it is easy to access the x,y,height, and width of the object. I was thinking it would be best to have a for loop that goes through each of the objects checking if the ball is hitting any of them during animation. Also the x and y of the golf ball is easily accessible, its values are stored in a dictionary.
Any suggestions of testing to see if any of the obstacles are being hit?
Here is the code on how i am testing for the boundaries and having the ball bounce back correctly
function animateGolfBall(timestamp){
if(powerBar.widthChange != 0){
context.clearRect(0, 0, canvasTag.width, canvasTag.height);
if (golfBall.x > canvasTag.width - 5 || golfBall.x < 5 ) {
golfBall.angle = 180 - golfBall.angle;
updateGolfBall();
drawEverything();
}
else if (golfBall.y > canvasTag.height - 5 || golfBall.y < 5) {
golfBall.angle = 360 - golfBall.angle;
updateGolfBall();
drawEverything();
}
else{
updateGolfBall();
drawEverything();
}
window.requestAnimationFrame(animateGolfBall);
powerBar.widthChange -= 1;
}
else{
golfBall.isMoving = false;
drawEverything();
}
}
Here is the code where the obstacles are being redrawn, and where i believe the check should be placed to see if the golf ball is hitting them
function drawObstacle(){
for(var i = 0; i < obsticles.length; i++){
obsticles[i].createSquare(obsticles[i].squareX/canvasTag.width,
obsticles[i].squareY/canvasTag.height,
obsticles[i].squareWidth/canvasTag.width,
0,
obsticles[i].squareHeight/canvasTag.height,
0,"pink",3,"yellow");
// if { need help with logic here
//And what to put here, and how ever many logical statements will be needed
// }
}
Any help or tips would be much appreciated. If you need more code or i wasn't clear on something please let me know and ill update my question.
This is called collision detection. There are many ways to deal with collisions. Depending on the shape of your objects (are they circles or squares or car-shaped) and what you want to happen when a collision occurs. Does the ball bounce back? Does it stop? Is it of the most importance that the collision is detected at the edge of the object?
You can read about simple collision detection working with either square or circle shaped objects here.

Why does my my gravity work in this?

http://davzy.com/gameA/
I can't figure out a smart way to get gravity. Now with this it detects which block the character is over but it does't drop to that block!
Is there a better way to do gravity? I'd like to do this without a game library.
I don't know what you mean by "get gravity"; your question is unclear. I assume that if you can detect when the block is over, you can use the following formula:
s(t) = ut + 1/2at2
Where s is the distance at time t, u is the initial velocity (which in your case would be zero), and a is the acceleration (on Earth this is 9.8m/s2). Essentially you would be adjusting the top position of your object based on the value you get at time t (so original top position of object + s(t)). I would imagine you would use some sort of animation loop. Perhaps a setInterval. Maybe others with more experience in Javascript animation can chime in about the best way to implement this. However, this would be the formula that you would be using to figure out where the object is at time t, if it falls.
Basically gravity in a platformer goes like this:
var currentGrav = 0.0;
var gravAdd = 0.5; // add this every iteration of the game loop to currentGrav
var maxGrav = 4.0; // this caps currentGrav
var charPosY = getCharPosY(); // vertical position of the character, in this case the lower end
var colPosY = getColDow(); // some way to get the vertical position of the next "collision"
for(var i = 0; i < Math.abs(Math.ceil(currentGrav)); i++) { // make sure we have "full pixel" values
if (charPosY == colPosY) {
onGround = true;
break; // we hit the ground
}
onGround = false;
charPosY++;
}
Now to jump one could simply do this:
if (jumpKeyPressed && onGround) {
currentGrav = -5.0; //
}
You can, if you want(and understand C), check out my game for a basic platformer(with moving platforms) here:
http://github.com/BonsaiDen/Norum/blob/master/sources/character.c

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