Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Create a random, sine graph like landscape sprite

Lets say I have this sprite:

Sample sprite

And I created a random landscape during runtime:

Dynamic runtime landscape

And then, I want to tile the area below the line with the sprite:

enter image description here

This is the game ground, therefore it should also be a physics object (In Box2D).

Here, he given a sample of how to make this a physics body. So, how do I do the graphics part in code?

EDIT: Looking in the AndEngine examples, file RepeatingSpriteBackgroundExample.java, it's not exactly what I need but should I stick to this idea and change the RepeatingSpriteBackground class for my needs? I don't think that would be the best method however...

Thanks in advance.

like image 247
Jong Avatar asked Nov 28 '11 15:11

Jong


1 Answers

I don't really know about Box2D or AndEngine, but I thought this was an interesting problem and made a custom SurfaceView that can draw a random "terrain" like the one in your picture. (Hopefully it will be of use to you or someone else, at least I learnt some new stuff :p)

Single colour terrain: screenshot Tiled background-terrain: screenshot The tiled bitmap:
resource bitmap

My code is as follows:

public class PathView extends SurfaceView implements SurfaceHolder.Callback{
private class DrawingRunnable implements Runnable{
    private final static int minPointsOnScreen = 3;
    SurfaceHolder surfaceHolder;
    Random rand = new Random();

    private Path path;
    private Paint pathPaint;
    Bitmap background;
    private Paint tilePaint;        

    volatile boolean running = false;

    int width;
    int height;
    int maxHeight;

    protected DrawingRunnable(SurfaceHolder sh){
        surfaceHolder = sh;

        pathPaint = new Paint();
        pathPaint.setColor(0xFF000000);
        pathPaint.setStrokeWidth(4);

        tilePaint = new Paint();
    }

    protected void createPath(){
        path = new Path();
        path.setFillType(Path.FillType.WINDING);

        path.setLastPoint(0, height);
        int lastX = 0, lastY = height - rand.nextInt(maxHeight);
        path.lineTo(lastX,lastY);

        int newX=lastX, newY=lastY;

        do{ 
            lastX = newX; lastY = newY;
            newX += rand.nextInt(width/minPointsOnScreen);
            newY = height - rand.nextInt(maxHeight);
            path.cubicTo(
                    interpolateLinear(lastX, newX, 0.333f),
                    lastY,
                    interpolateLinear(lastX, newX, 0.666f),
                    newY,
                    newX, newY);
        }while(newX <= width);

        path.lineTo(width, height);
    }

    private int interpolateLinear(int start, int end, float part){
        return (int) (start*(1-part) + end*part);
    }

    @Override
    public void run(){
        while(running){
            Canvas c = null;
            try{
                c = surfaceHolder.lockCanvas(null);
                synchronized (surfaceHolder) { 
                    doDraw(c); 
                }
            } finally{ if(c!=null) surfaceHolder.unlockCanvasAndPost(c); }
            SystemClock.sleep(40);
        }
    }

    private void doDraw(Canvas c){
        c.drawColor(0xFFFFFFFF);
        //c.drawPath(path, pathPaint); //Use this to draw a single-colour. (First screenshot)
        c.clipPath(path);
        for(int y = 0; y+background.getHeight() < height+background.getHeight(); y+=background.getHeight()){
            for(int x = 0; x+background.getWidth() < width+background.getWidth(); x+=background.getWidth()){
                c.drawBitmap(background, x, y, tilePaint);
            }
        }
    }
}

private ExecutorService exec;
private SurfaceHolder holder;
private DrawingRunnable drawer;

public PathView(Context c){ super(c); init(c); }
public PathView(Context c, AttributeSet as){ super(c, as); init(c); }
public PathView(Context c, AttributeSet as, int defStyle){ super(c, as, defStyle); init(c); }

private void init(Context c){
    exec = Executors.newSingleThreadExecutor();
    holder = getHolder();
    holder.addCallback(this);
}

public void surfaceCreated(SurfaceHolder sh){
    if( drawer == null ){
        drawer = new DrawingRunnable(holder);
        drawer.width = getWidth();
        drawer.height = getHeight();
        drawer.maxHeight = drawer.height/2;
        drawer.createPath();
        drawer.background = BitmapFactory.decodeResource(getResources(), R.drawable.tile);
    }
    drawer.running = true;
    exec.execute(drawer);
}
public void surfaceDestroyed(SurfaceHolder sh){
    drawer.running = false;
}
public void surfaceChanged(SurfaceHolder sh, int format, int width, int height){}
}

If this is of any help to you you'll probably have to play around with the parameters to get shapes that suits your needs and most likely add a parameter for minimum distance between points etc. It is also a good idea to optimize the drawing of the background a bit, like drawing from the bottom up to the maximum height of the terrain, to minimize drawing to invisible areas. I should also be possible to reduce the amount of calls to getHeight() and getWidth().

Cheers!

like image 185
Jave Avatar answered Oct 22 '22 04:10

Jave