I'm currently working on a Project where the user has to avoid Asteroids (drawn with ShapeRenderer) with a Spaceship(Sprite). The Asteroids are saved in a List Array. Now i'm trying to create a collision method when Sapceship and Asteroids collide. To make it as simple as possible i want to draw a Circle around the Spaceship and check for Collision. Eclipse says i have a I have a java.lang.IllegalStateException: begin must be called first
.
Asteroid Class:
public Circle getBounds()
{
return new Circle(p.x, p.y, radius);
}
Asteroids Class:
public void update()
{
for (Asteroid a : asteroids)
{
a.update(Gdx.graphics.getDeltaTime(), xMin, xMax, yMin, yMax);
}
for (int i = 0; i < anzahl; i++)
{
Asteroid a1 = asteroids.get(i);
for (int j = i + 1; j < anzahl; j++)
{
Asteroid a2 = asteroids.get(j);
float abstand = a1.abstand(a2);
if (abstand < a1.getRadius() + a2.getRadius())
{
berechneKollision(a1, a2);
}
}
}
}
public void render(ShapeRenderer renderer)
{
for (Asteroid a : asteroids)
{
renderer.setColor(1, 1, 0, 1);
renderer.circle(a.getP().x, a.getP().y, a.getRadius());
}
}
Spaceship Class:
public Circle getBounds(){
return new Circle(sprite.getX(), sprite.getY(), sprite.getWidth());
}
CollisionManager:
public class CollisionManager extends Asteroids {
private Spaceship s = new Spaceship();
public void checkCollisions(){
for(int i = 0; i < asteroids.size(); i++)
{
if(asteroids.get(i).getBounds().contains(s.getBounds()))
{
//asteroids.remove(asteroids);
System.out.println("KOLLISION");
}
}
}
}
Screen:
public abstract class Screen {
public abstract void create();
public abstract void render(SpriteBatch batch);
public abstract void update();
public abstract void update(ShapeRenderer renderer);
public abstract void update(OrthoCamera cam);
public abstract void resize(int width, int height);
public abstract void render(ShapeRenderer renderer);
public abstract void dispose(int width, int height);
public abstract void dispose();
public abstract void pause();
public abstract void resume();
public abstract void checkCollisions();
}
MenuScreen:
public class MenuScreen extends Screen {
private OrthoCamera cam;
private Spaceship spaceship;
private Asteroids asteroids;
CollisionManager cm;
.
.
.
public void checkCollisions()
{
cm.checkCollisions();
}
Main Class:
public class MyGdxGame implements ApplicationListener {
SpriteBatch batch;
ShapeRenderer renderer;
OrthoCamera cam;
public static int WIDTH = 1080 , HEIGHT = 720; // resolution
@Override
public void create() {
batch = new SpriteBatch();
renderer = new ShapeRenderer();
ScreenManager.setScreen(new MenuScreen());
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if(ScreenManager.getCurrentScreen() != null){
ScreenManager.getCurrentScreen().checkCollisions();
ScreenManager.getCurrentScreen().update();
ScreenManager.getCurrentScreen().update(renderer);
ScreenManager.getCurrentScreen().update(cam);
}
if(ScreenManager.getCurrentScreen() != null){
ScreenManager.getCurrentScreen().render(batch);
ScreenManager.getCurrentScreen().render(renderer);
}
}
You need to call
shaperenderer.begin(ShapeRenderer.ShapeType type)
before drawing and
shaperenderer.end();
after drawing end in render of astroids class.