Reputation: 761
So I figured out on how to move something in a curve, when you have 3 points. I move my sprite in a curve like this:
The following code is in render method, which loops every tick.
if (ship.isMoving()){
// Normalized direction vector towards target
Vector2 dir = ship.getEndPoint().cpy().sub(ship.getLinearVector()).nor();
// Move towards target by adding direction vector multiplied by speed and delta time to linearVector
ship.getLinearVector().add(dir.scl(2 * Gdx.graphics.getDeltaTime()));
// calculate step based on progress towards target (0 -> 1)
float step = 1 - (ship.getEndPoint().dst(ship.getLinearVector()) / ship.getDistanceToEndPoint());
if (ship.getCurrentPerformingMove() != MoveType.FORWARD) {
// step on curve (0 -> 1), first bezier point, second bezier point, third bezier point, temporary vector for calculations
Bezier.quadratic(ship.getCurrentAnimationLocation(), step, ship.getStartPoint().cpy(),
ship.getInbetweenPoint().cpy(), ship.getEndPoint().cpy(), new Vector2());
}
else {
Bezier.quadratic(ship.getCurrentAnimationLocation(), step, ship.getStartPoint().cpy(),
new Vector2(ship.getStartPoint().x, ship.getEndPoint().y), ship.getEndPoint().cpy(), new Vector2());
}
// check if the step is reached to the end, and dispose the movement
if (step >= 0.99f) {
ship.setX(ship.getEndPoint().x);
ship.setY(ship.getEndPoint().y);
ship.setMoving(false);
System.out.println("ENDED MOVE AT "+ ship.getX() + " " + ship.getY());
}
else {
// process move
ship.setX(ship.getCurrentAnimationLocation().x);
ship.setY(ship.getCurrentAnimationLocation().y);
}
// tick rotation of the ship image
if (System.currentTimeMillis() - ship.getLastAnimationUpdate() >= Vessel.ROTATION_TICK_DELAY) {
ship.tickRotation();
}
}
When I run this, 80% of the time it runs smoothly with no problem, but sometimes it will run and just have some weird lag between the 2 moves (if i do first curve and then another curve), like something is fishy there that I don't understand.
Did I use the delta wrong?
Upvotes: 0
Views: 237
Reputation: 236
As @Tenfour04 commented on your question. It's probably the garbage collector that kicks in and creates the lag. Do not create new objects inside the update/render loop.
// instance variable tmp
private Vector2 tmp = new Vector2();
// dir is now a reference to tmp no new objects allocated
Vector2 dir = this.tmp.set(ship.getEndPoint()).sub(ship.getLinearVector()).nor();
// the same thing with Bezier.quadratic equation
// only the currentAnimationLocation and tmp will be modified in the method
Bezier.quadratic(
ship.getCurrentAnimationLocation(), step, ship.getStartPoint(),
ship.getInbetweenPoint(), ship.getEndPoint(), this.tmp
);
Upvotes: 1