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Author Topic: does the castle engine miss the TDrawableImage class and OnCollision event?  (Read 6948 times)

greenzyzyzy

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does the castle engine miss the TDrawableImage class and OnCollision event?
i can not find it..

greenzyzyzy

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well.i found the  TDrawableImage class is in the castle 6.5.
6.4 is TGLimage.
but second question is not solved.

Ñuño_Martínez

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I agree that Castle Engine is a little overwhelming.

I did a search and found this list of results. Not sure which one would help.

Anyway, Fire Madness sources are available in GitHub.  Just take a look.

If it doesn't help, a solution would be to manage it as a 3D game where al objects are in the same Z coordinate (not sure if this helps though).
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Handoko

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I ever installed Castle Engine. The default installation is bundled with many demos. Maybe you should examine the demos first to get the basic how it works.

Eugene Loza

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i found the  TDrawableImage class is in the castle 6.5.
6.4 is TGLimage.
Yes, indeed. TGlImage has been renamed to TDrawableImage in version 6.5 (which has a lot of improvements since 6.4 version, is quite stable and recommended to be used).
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does the castle engine miss ... OnCollision event?
This question is a bit more complicated, as it requires knowledge of "what collides with what". In case you're using TDrawableImages there's no such thing as a collision event, because it's just an image. Collision is a property of "physics" implementation. You can try checking these examples: https://github.com/castle-engine/castle-engine/tree/master/examples/physics --- they show how to implement collisions on 2D/3D objects.

(UPD)
If you want the most simplistic collisions (without using physics engine, which is not a simple feat to learn) you can use https://castle-engine.io/apidoc-unstable/html/CastleRectangles.TFloatRectangle.html#Collides - and detect if two rectangles on screen collide with one another. This approach is less accurate, but is much easier to understand and implement, and should be perfectly enough for a simple game like asteroids or arkanoid.
« Last Edit: August 08, 2020, 12:44:18 pm by Eugene Loza »
My FOSS games in FreePascal&CastleGameEngine: https://decoherence.itch.io/ (Sources: https://gitlab.com/EugeneLoza)

greenzyzyzy

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Quote
i found the  TDrawableImage class is in the castle 6.5.
6.4 is TGLimage.
Yes, indeed. TGlImage has been renamed to TDrawableImage in version 6.5 (which has a lot of improvements since 6.4 version, is quite stable and recommended to be used).
Quote
does the castle engine miss ... OnCollision event?
This question is a bit more complicated, as it requires knowledge of "what collides with what". In case you're using TDrawableImages there's no such thing as a collision event, because it's just an image. Collision is a property of "physics" implementation. You can try checking these examples: https://github.com/castle-engine/castle-engine/tree/master/examples/physics --- they show how to implement collisions on 2D/3D objects.

(UPD)
If you want the most simplistic collisions (without using physics engine, which is not a simple feat to learn) you can use https://castle-engine.io/apidoc-unstable/html/CastleRectangles.TFloatRectangle.html#Collides - and detect if two rectangles on screen collide with one another. This approach is less accurate, but is much easier to understand and implement, and should be perfectly enough for a simple game like asteroids or arkanoid.

thank you.I have found the collision example too.
It is here:     d:\laz4android2.0.0\castle-engine-snapshot\examples\physics\physics_2d_collisions
It is use TCastleScene class to do it. But TDrawableImage does not . TFloatRectangle is a good way too.And how about TSprite?
At last how to make a pixel level collision?

Eugene Loza

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And how about TSprite?
TSprite is just a sequence of TDrawableImages. So it works the same way.
So, yes, for physics collisions you need to use TCastleScene or its relatives like TCastleTransform.
Quote
At last how to make a pixel level collision?
This is a complicated problem, because you'll need to analyze each pixel of the sprite (which can be many on screen) which is "expensive" in terms of resources if it would be called every frame.
So in this way the best solution would be manually creating geometry that would enclose the 2D object. I.e. making a sprite not a rectangle, but shaped to fit or better approximate the form of the object.
Unfortunately, I didn't have an experience of doing anything like that yet, but it doesn't seem too hard and some assets (like Spine-exported jsons) can already have it under the hood.
Of course this "collision mesh" can be created automatically, but that's not too easy to implement and it would still generate a mesh less efficient than a powerful 2D/3D editor like DragonBones or Blender could do.
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greenzyzyzy

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And how about TSprite?
TSprite is just a sequence of TDrawableImages. So it works the same way.
So, yes, for physics collisions you need to use TCastleScene or its relatives like TCastleTransform.
Quote
At last how to make a pixel level collision?
This is a complicated problem, because you'll need to analyze each pixel of the sprite (which can be many on screen) which is "expensive" in terms of resources if it would be called every frame.
So in this way the best solution would be manually creating geometry that would enclose the 2D object. I.e. making a sprite not a rectangle, but shaped to fit or better approximate the form of the object.
Unfortunately, I didn't have an experience of doing anything like that yet, but it doesn't seem too hard and some assets (like Spine-exported jsons) can already have it under the hood.
Of course this "collision mesh" can be created automatically, but that's not too easy to implement and it would still generate a mesh less efficient than a powerful 2D/3D editor like DragonBones or Blender could do.

yes, what i need is shaped collision. no idea to implement it?  i see the TCastleScene with TCastleTransform is easy to implement it .
but it is need a few more codes. no easier idea?

greenzyzyzy

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Quote
And how about TSprite?
TSprite is just a sequence of TDrawableImages. So it works the same way.
So, yes, for physics collisions you need to use TCastleScene or its relatives like TCastleTransform.
Quote
At last how to make a pixel level collision?
This is a complicated problem, because you'll need to analyze each pixel of the sprite (which can be many on screen) which is "expensive" in terms of resources if it would be called every frame.
So in this way the best solution would be manually creating geometry that would enclose the 2D object. I.e. making a sprite not a rectangle, but shaped to fit or better approximate the form of the object.
Unfortunately, I didn't have an experience of doing anything like that yet, but it doesn't seem too hard and some assets (like Spine-exported jsons) can already have it under the hood.
Of course this "collision mesh" can be created automatically, but that's not too easy to implement and it would still generate a mesh less efficient than a powerful 2D/3D editor like DragonBones or Blender could do.

well, i found TRGBAlphaImage class have a method RowPtr( ) just like lazarus TBitmap.Scanline,
but now problem is how to convert TRGBAlphaImage to TDrawableImage or TDrawableImage to TRGBAlphaImage.
any one knows?

Eugene Loza

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what i need is shaped collision. no idea to implement it?
Unfortunately I didn't have any experience with that. However I've made procedural-generated meshes (and it wouldn't be too hard to generate them based on sprite contents, especially if it isn't animated), it's relatively easy, but requires you some knowledge of CGE internals.
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i found TRGBAlphaImage class have a method RowPtr( )
You even have a PixelPtr https://castle-engine.io/apidoc-unstable/html/CastleImages.TRGBAlphaImage.html#PixelPtr which gives you PVector4Byte pointer which you can change as you wish. However, note, that operating on a 256x256 pixel sprite will be 65536 operations on CPU. This is most certainly not something you want to do every frame. You can optimize this process (check e.g. how FillRectangle works), but overall, if you have a dozen of sprites on screen, it's a bad idea.
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how to convert TRGBAlphaImage to TDrawableImage or TDrawableImage to TRGBAlphaImage
Note the critical difference between the two: TDrawableImage is the image that uses GPU and video memory, and DRGBAlphaImage is the image is using CPU and computer RAM. I.e. you "load" your normal image, read from the disk into video card by https://castle-engine.io/apidoc-unstable/html/CastleGLImages.TDrawableImage.html#Create
You can get the TRGBAlphaImage image back by https://castle-engine.io/apidoc-unstable/html/CastleGLImages.TDrawableImage.html#Image (UPDATE) Note, that I'm not sure if this image is available in every situation, as it's possible that images created purely on GPU do not have a RAM copy.
« Last Edit: August 08, 2020, 06:49:27 pm by Eugene Loza »
My FOSS games in FreePascal&CastleGameEngine: https://decoherence.itch.io/ (Sources: https://gitlab.com/EugeneLoza)

greenzyzyzy

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well, i found a interesting demo with castle
here:
F:\laz4android2.0.0\castle-engine-snapshot\examples\tiled\strategy_game_demo
compile no problem.
the problem is running error.
is any body the same?

Eugene Loza

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the problem is running error.
What kind of a running (runtime I guess) error?
Just compiled it and tried - it worked fine, finished a session on hexagonal map.
Note, I'm a bit worried about:
Quote
F:\laz4android2.0.0\
Castle Game Engine requires its own build-tool for Android compilation. I don't think Laz4Android can pick up all the required libraries and package them correctly.
My FOSS games in FreePascal&CastleGameEngine: https://decoherence.itch.io/ (Sources: https://gitlab.com/EugeneLoza)

greenzyzyzy

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the problem is running error.
What kind of a running (runtime I guess) error?
Just compiled it and tried - it worked fine, finished a session on hexagonal map.
Note, I'm a bit worried about:
Quote
F:\laz4android2.0.0\
Castle Game Engine requires its own build-tool for Android compilation. I don't think Laz4Android can pick up all the required libraries and package them correctly.

runtime error. it can running enter the main window, when load a map ,the error happened 。 my engine ver is 6.5

greenzyzyzy

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the problem is running error.
What kind of a running (runtime I guess) error?
Just compiled it and tried - it worked fine, finished a session on hexagonal map.
Note, I'm a bit worried about:
Quote
F:\laz4android2.0.0\
Castle Game Engine requires its own build-tool for Android compilation. I don't think Laz4Android can pick up all the required libraries and package them correctly.


michalis

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I looked at the above error but cannot reproduce it.

Tried with
- FPC 3.2.0 on Linux/x86_64,
- FPC 3.2.0 on Windows/x86_64,
- FPC 3.0.4 on Windows/x86_64

-- in all cases strategy_game_demo works fine.

I had one idea for a potential source of problem (and I now fixed it in the engine). But any way I look at it -- if you just run unmodified example code from "examples/tiled/strategy_game_demo/", with unmodified data, then it should have worked anyway.

Actions:

1. Please use "vanilla" FPC and Lazarus, downloaded e.g. from https://www.freepascal.org/ or https://www.lazarus-ide.org/ or through fpcupdeluxe . I neved tested laz4android fork -- it is possible they did something incompatible there.

    Note that CGE has our own way to build Android APK (and packages for other platforms, e.g. iOS, Nintendo Switch) through our build tool. So it is not necessary, and not advised, to use any forks of FPC/Lazarus to get Android support. Just use the latest original releases of FPC/Lazarus :)

2. Please provide a log, so we can see details and spot eventual problems. The strategy_game_demo uses standard CGE logging, so on Windows the logs are just in C:\Users\<user-name>\AppData\Local\strategy_game_demo\strategy_game_demo.log .

 

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