Search Results

Search found 1612 results on 65 pages for 'jon ball'.

Page 1/65 | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Ball to Ball Collision - Detection and Handling

    - by Simucal
    With the help of the Stack Overflow community I've written a pretty basic-but fun physics simulator. You click and drag the mouse to launch a ball. It will bounce around and eventually stop on the "floor". My next big feature I want to add in is ball to ball collision. The ball's movement is broken up into a x and y speed vector. I have gravity (small reduction of the y vector each step), I have friction (small reduction of both vectors each collision with a wall). The balls honestly move around in a surprisingly realistic way. I guess my question has two parts: What is the best method to detect ball to ball collision? Do I just have an O(n^2) loop that iterates over each ball and checks every other ball to see if it's radius overlaps? What equations do I use to handle the ball to ball collisions? Physics 101 How does it effect the two balls speed x/y vectors? What is the resulting direction the two balls head off in? How do I apply this to each ball? Handling the collision detection of the "walls" and the resulting vector changes were easy but I see more complications with ball-ball collisions. With walls I simply had to take the negative of the appropriate x or y vector and off it would go in the correct direction. With balls I don't think it is that way. Some quick clarifications: for simplicity I'm ok with a perfectly elastic collision for now, also all my balls have the same mass right now, but I might change that in the future. In case anyone is interested in playing with the simulator I have made so far, I've uploaded the source here (EDIT: Check the updated source below). Edit: Resources I have found useful 2d Ball physics with vectors: 2-Dimensional Collisions Without Trigonometry.pdf 2d Ball collision detection example: Adding Collision Detection Success! I have the ball collision detection and response working great! Relevant code: Collision Detection: for (int i = 0; i < ballCount; i++) { for (int j = i + 1; j < ballCount; j++) { if (balls[i].colliding(balls[j])) { balls[i].resolveCollision(balls[j]); } } } This will check for collisions between every ball but skip redundant checks (if you have to check if ball 1 collides with ball 2 then you don't need to check if ball 2 collides with ball 1. Also, it skips checking for collisions with itself). Then, in my ball class I have my colliding() and resolveCollision() methods: public boolean colliding(Ball ball) { float xd = position.getX() - ball.position.getX(); float yd = position.getY() - ball.position.getY(); float sumRadius = getRadius() + ball.getRadius(); float sqrRadius = sumRadius * sumRadius; float distSqr = (xd * xd) + (yd * yd); if (distSqr <= sqrRadius) { return true; } return false; } public void resolveCollision(Ball ball) { // get the mtd Vector2d delta = (position.subtract(ball.position)); float d = delta.getLength(); // minimum translation distance to push balls apart after intersecting Vector2d mtd = delta.multiply(((getRadius() + ball.getRadius())-d)/d); // resolve intersection -- // inverse mass quantities float im1 = 1 / getMass(); float im2 = 1 / ball.getMass(); // push-pull them apart based off their mass position = position.add(mtd.multiply(im1 / (im1 + im2))); ball.position = ball.position.subtract(mtd.multiply(im2 / (im1 + im2))); // impact speed Vector2d v = (this.velocity.subtract(ball.velocity)); float vn = v.dot(mtd.normalize()); // sphere intersecting but moving away from each other already if (vn > 0.0f) return; // collision impulse float i = (-(1.0f + Constants.restitution) * vn) / (im1 + im2); Vector2d impulse = mtd.multiply(i); // change in momentum this.velocity = this.velocity.add(impulse.multiply(im1)); ball.velocity = ball.velocity.subtract(impulse.multiply(im2)); } Source Code: Complete source for ball to ball collider. Binary: Compiled binary in case you just want to try bouncing some balls around. If anyone has some suggestions for how to improve this basic physics simulator let me know! One thing I have yet to add is angular momentum so the balls will roll more realistically. Any other suggestions? Leave a comment!

    Read the article

  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

    Read the article

  • Mass Ball-to-Ball Collision Handling (as in, lots of balls)

    - by BlueThen
    Update: Found out that I was using the radius as the diameter, which was why the mtd was overcompensating. Hi, StackOverflow. I've written a Processing program awhile back simulating ball physics. Basically, I have a large number of balls (1000), with gravity turned on. Detection works great, but my issue is that they start acting weird when they're bouncing against other balls in all directions. I'm pretty confident this involves the handling. For the most part, I'm using Jay Conrod's code. One part that's different is if (distance > 1.0) return; which I've changed to if (distance < 1.0) return; because the collision wasn't even being performed with the first bit of code, I'm guessing that's a typo. The balls overlap when I use his code, which isn't what I was looking for. My attempt to fix it was to move the balls to the edge of each other: float angle = atan2(y - collider.y, x - collider.x); float distance = dist(x,y, balls[ID2].x,balls[ID2].y); x = collider.x + radius * cos(angle); y = collider.y + radius * sin(angle); This isn't correct, I'm pretty sure of that. I tried the correction algorithm in the previous ball-to-ball topic: // get the mtd Vector2d delta = (position.subtract(ball.position)); float d = delta.getLength(); // minimum translation distance to push balls apart after intersecting Vector2d mtd = delta.multiply(((getRadius() + ball.getRadius())-d)/d); // resolve intersection -- // inverse mass quantities float im1 = 1 / getMass(); float im2 = 1 / ball.getMass(); // push-pull them apart based off their mass position = position.add(mtd.multiply(im1 / (im1 + im2))); ball.position = ball.position.subtract(mtd.multiply(im2 / (im1 + im2))); except my version doesn't use vectors, and every ball's weight is 1. The resulting code I get is this: PVector delta = new PVector(collider.x - x, collider.y - y); float d = delta.mag(); PVector mtd = new PVector(delta.x * ((radius + collider.radius - d) / d), delta.y * ((radius + collider.radius - d) / d)); // push-pull apart based on mass x -= mtd.x * 0.5; y -= mtd.y * 0.5; collider.x += mtd.x * 0.5; collider.y += mtd.y * 0.5; This code seems to over-correct collisions. Which doesn't make sense to me because in no other way do I modify the x and y values of each ball, other than this. Some other part of my code could be wrong, but I don't know. Here's the snippet of the entire ball-to-ball collision handling I'm using: if (alreadyCollided.contains(new Integer(ID2))) // if the ball has already collided with this, then we don't need to reperform the collision algorithm return; Ball collider = (Ball) objects.get(ID2); PVector collision = new PVector(x - collider.x, y - collider.y); float distance = collision.mag(); if (distance == 0) { collision = new PVector(1,0); distance = 1; } if (distance < 1) return; PVector velocity = new PVector(vx,vy); PVector velocity2 = new PVector(collider.vx, collider.vy); collision.div(distance); // normalize the distance float aci = velocity.dot(collision); float bci = velocity2.dot(collision); float acf = bci; float bcf = aci; vx += (acf - aci) * collision.x; vy += (acf - aci) * collision.y; collider.vx += (bcf - bci) * collision.x; collider.vy += (bcf - bci) * collision.y; alreadyCollided.add(new Integer(ID2)); collider.alreadyCollided.add(new Integer(ID)); PVector delta = new PVector(collider.x - x, collider.y - y); float d = delta.mag(); PVector mtd = new PVector(delta.x * ((radius + collider.radius - d) / d), delta.y * ((radius + collider.radius - d) / d)); // push-pull apart based on mass x -= mtd.x * 0.2; y -= mtd.y * 0.2; collider.x += mtd.x * 0.2; collider.y += mtd.y * 0.2; Thanks. (Apologies for lack of sources, stackoverflow thinks I'm a spammer)

    Read the article

  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

    Read the article

  • JÖN JÖN JÖN!!! Oracle BI EE 11g Launch júliusban

    - by Fekete Zoltán
    A bejelentésre már nem kell sokat várni. Minden rajongó mélyet lélegezhet. JÖN JÖN JÖN az Oracle Business Intelligence Enterprise Edition 11g! Az Oracle INFORMATION INDEPTH NEWSLETTERS, Enterprise Performance Management and Business Intelligence Edition, June 2010 számában is olvashatunk a témáról: Oracle Readies for Oracle Business Intelligence Enterprise Edition 11g Launch . Ki tudja pontosan megmondani, hányat kell addig aludni a bejelentésig? :) A válaszokat comment formájában kérem! Mind funkciókban, mind külalakban és használhatóságban nagy lépés lesz az új verzió. A bejelentés: London: Oracle Business Intelligence Enterprise Edition 11g Launch Miért is NAGY UGRÁS ez? Még visszatérek a témára. Addig is várom a kommenteket.

    Read the article

  • 2D Ball Collisions with Corners

    - by Aaron
    I'm trying to write a 2D simulation of a ball that bounces off of fixed vertical and horizontal walls. Simulating collisions with the faces of the walls was pretty simple--just negate the X-velocity for a vertical wall or the Y-velocity for a horizontal wall. The problem is that the ball can also collide with the corners of the walls, where a horizontal wall meets with a vertical wall. I have already figured out how to detect when a collision with a corner is occurring. My question is how the ball should react to this collision--that is, how its X and Y velocities will change as a result. Here's a list of what I already know or know how to find: *The X and Y coordinates of the ball's center during the frame when a collision is detected *The X and Y components of the ball's velocity *The X and Y coordinates of the corner *The angle between the ball's center and the corner *The angle in which the ball is traveling just before the collision *The amount that the ball is overlapping the corner when the collision is detected I'm guessing that it's best to pretend that the corner is an infinitely small circle, so I can treat a collision between the ball and that circle as if the ball were colliding with a wall that runs tangent to the circles at the point of collision. It seems to me that all I need to do is rotate the coordinate system to line up with this imaginary wall, reverse the X component of the ball's velocity under this system, and rotate the coordinates back to the original system. The problem is that I have no idea how to program this. By the way, this is an ideal simulation. I'm not taking anything like friction or the ball's rotation into account. I'm using Objective-C, but I'd really just like a general algorithm or some advice. Many thanks if anyone can help!

    Read the article

  • How do I change folder timestamps recursively?

    - by MonkeyWrench32
    I was wondering if anyone knows how to change the timestamps of folders recursively based on the latest timestamp found of the files in that folder. So for example: jon@UbuntuPanther:/media/media/MP3s/Foo Fighters/(1997-05-20) The Colour and The Shape$ ls -alF total 55220 drwxr-xr-x 2 jon jon 4096 2010-08-30 12:34 ./ drwxr-xr-x 11 jon jon 4096 2010-08-30 12:34 ../ -rw-r--r-- 1 jon jon 1694044 2010-04-18 00:51 Foo Fighters - Doll.mp3 -rw-r--r-- 1 jon jon 3151170 2010-04-18 00:51 Foo Fighters - Enough Space.mp3 -rw-r--r-- 1 jon jon 5004289 2010-04-18 00:52 Foo Fighters - Everlong.mp3 -rw-r--r-- 1 jon jon 5803125 2010-04-18 00:51 Foo Fighters - February Stars.mp3 -rw-r--r-- 1 jon jon 4994903 2010-04-18 00:51 Foo Fighters - Hey, Johnny Park!.mp3 -rw-r--r-- 1 jon jon 4649556 2010-04-18 00:52 Foo Fighters - Monkey Wrench.mp3 -rw-r--r-- 1 jon jon 5216923 2010-04-18 00:51 Foo Fighters - My Hero.mp3 -rw-r--r-- 1 jon jon 4294291 2010-04-18 00:52 Foo Fighters - My Poor Brain.mp3 -rw-r--r-- 1 jon jon 6778011 2010-04-18 00:52 Foo Fighters - New Way Home.mp3 -rw-r--r-- 1 jon jon 2956287 2010-04-18 00:51 Foo Fighters - See You.mp3 -rw-r--r-- 1 jon jon 2730072 2010-04-18 00:51 Foo Fighters - Up in Arms.mp3 -rw-r--r-- 1 jon jon 6086821 2010-04-18 00:51 Foo Fighters - Walking After You.mp3 -rw-r--r-- 1 jon jon 3033660 2010-04-18 00:52 Foo Fighters - Wind Up.mp3 The folder "(1997-05-20) The Colour and The Shape" would have its timestamp set to 2010-04-18 00:52. Thanks in advance!

    Read the article

  • 1136: Incorrect number of arguments. Expected 0.? AS3 Flash Cs4

    - by charmaine
    Basically i am working through a book called..Foundation Actionscript 3.0 Animation, making things move. i am now on Chapter 9 - collision detection. On two lines of my code i get the 1135 error, letting me know that i have an incorrect number of arguments. Can anybody help me out on why this may be? package { import flash.display.Sprite; import flash.events.Event; public class Bubbles extends Sprite { private var balls:Array; private var numBalls:Number = 10; private var centerBall:Ball; private var bounce:Number = -1; private var spring:Number = 0.2; public function Bubbles() { init(); } private function init():void { balls = new Array(); centerBall = new Ball(100, 0xcccccc); addChild(centerBall); centerBall.x = stage.stageWidth / 2; centerBall.y = stage.stageHeight / 2; for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff); ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 6 - 3; ball.vy = Math.random() * 6 - 3; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = balls[i]; move(ball); var dx:Number = ball.x - centerBall.x; var dy:Number = ball.y - centerBall.y; var dist:Number = Math.sqrt(dx * dx + dy * dy); var minDist:Number = ball.radius + centerBall.radius; if(dist < minDist) { var angle:Number = Math.atan2(dy, dx); var tx:Number = centerBall.x + Math.cos(angle) * minDist; var ty:Number = centerBall.y + Math.sin(angle) * minDist; ball.vx += (tx - ball.x) * spring; ball.vy += (ty - ball.y) * spring; } } } ***private function move(ball:Ball):void*** { ball.x += ball.vx; ball.y += ball.vy; if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } ***if(ball.y + ball.radius > stage.stageHeight)*** { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } } } The bold parts are the lines im having trouble with! please help..thanks in advance!!

    Read the article

  • 1136: Incorrect number of arguments. Expected 0.? AS3 Flash Cs4 (Round 2)

    - by charmaine
    (I have asked this before but I dont think I was direct enough with my question and therefore it did not get resolved so here goes again!) I am working through a book called Foundation Actionscript 3.0 Animation, making things move. I am now on Chapter 9 - Collision Detection. On two lines of my code I get the 1135 error, letting me know that I have an incorrect number of arguments. I have highlighted the two areas in which this occurs with asterisks: package { import flash.display.Sprite; import flash.events.Event; public class Bubbles extends Sprite { private var balls:Array; private var numBalls:Number = 10; private var centerBall:Ball; private var bounce:Number = -1; private var spring:Number = 0.2; public function Bubbles() { init(); } private function init():void { balls = new Array(); ***centerBall = new Ball(100, 0xcccccc);*** addChild(centerBall); centerBall.x = stage.stageWidth / 2; centerBall.y = stage.stageHeight / 2; for(var i:uint = 0; i < numBalls; i++) { ***var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff);*** ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 6 - 3; ball.vy = Math.random() * 6 - 3; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = balls[i]; move(ball); var dx:Number = ball.x - centerBall.x; var dy:Number = ball.y - centerBall.y; var dist:Number = Math.sqrt(dx * dx + dy * dy); var minDist:Number = ball.radius + centerBall.radius; if(dist < minDist) { var angle:Number = Math.atan2(dy, dx); var tx:Number = centerBall.x + Math.cos(angle) * minDist; var ty:Number = centerBall.y + Math.sin(angle) * minDist; ball.vx += (tx - ball.x) * spring; ball.vy += (ty - ball.y) * spring; } } } private function move(ball:Ball):void { ball.x += ball.vx; ball.y += ball.vy; if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } if(ball.y + ball.radius > stage.stageHeight) { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } } } I think this is due to the non-existance of a Ball.as, when reading the tutorial I assumed it meant that I had to create a movie clip of a ball on stage and then export it for actionscript with the class name being Ball, however when flicking back through the book I saw that a Ball.as already existed, stating that I may need to use this again later on in the book, this read: package { import flash.display.Sprite; public class Ball extends Sprite { private var radius:Number; private var color:uint; public var vx:Number=0; public var vy:Number=0; public function Ball(radius:Number=40, color:uint=0xff0000) { this.radius=radius; this.color=color; init(); } public function init():void { graphics.beginFill(color); graphics.drawCircle(0, 0, radius); graphics.endFill(); } } } This managed to stop all the errors appearing however, it did not transmit any of the effects from Bubbles.as it just braught a Red Ball on the center of the stage. How would I alter this code in order to work in favour of Bubbles.as? Please Help! Thanks!

    Read the article

  • Are there any ball tracking algorithms/patterns around in game programming

    - by user214626
    Hello, I am a newbie to game programming,I would need the suggestions and help of the wonderful people around here. I have set of players, and a ball, the players can kick the ball around the ground (not yet a football game, neither a foosball game too ).Are there any algorithms/ patterns for addressing the problems with tracking the ball and taking decisions, Is that too much to ask.What I was looking at is something like a collision detection algorithm for the common problem of 2 objects interacting with one another.

    Read the article

  • XNA C# Rectangle Intersect Ball on a Square

    - by user2436057
    I made a Game like Peggle Deluxe using C# and XNA for lerning. I have 2 rectangles a ball and a square field. The ball gets shoot out with a cannon and if the Ball hits the Square the Square disapears and the Ball flys away.But the Ball doesent spring of realistically, it sometimes flys away in a different direction or gets stuck on the edge. Thads my Code at the moment: public void Update(Ball b, Deadline dl) { ArrayList listToDelete = new ArrayList(); foreach (Field aField in allFields) { if (aField.square.Intersects(b.ballhere)) { listToDelete.Add(aField); Punkte = Punkte + 100; float distanceX = Math.Abs(b.ballhere.X - aField.square.X); float distanceY = Math.Abs(b.ballhere.Y - aField.square.Y); if (distanceX < distanceY) { b.myMovement.X = -b.myMovement.X; } else { b.myMovement.Y = -b.myMovement.Y; } } } It changes the X or Y axis depending on how the ball hits the Square but not everytimes. What could cause the problem? Thanks for your answer. Greetings from Switzerland.

    Read the article

  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

    Read the article

  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

    Read the article

  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

    Read the article

  • Collisions between moving ball and polygons

    - by miguelSantirso
    I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D game in which I need to perform collisions between a ball and simple polygons. The polygons are defined as an array of vertices. I have implemented the collisions with the bounding boxes of the polygons (that was easy) and I need to refine that collision in the cases where the ball collides with the bounding box. The ball can move quite fast and the polygons are not too big so I need to perform continuous collisions. I am looking for a method that allows me to detect if the ball collides with a polygon and, at the same time, calculate the new direction for the ball after bouncing in the polygon. (I am using XNA, in case that helps)

    Read the article

  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

    Read the article

  • accessing object variables in javascript

    - by user1452370
    So, I just started javascript and everything was working fine till i came to objects. This peace of code is supposed to create a bouncing ball in a html canvas with javascript but it doesn't work. var canvas = document.getElementById("myCanvas"); var ctx = canvas.getContext("2d"); //clear function clear() { ctx.clearRect(0, 0, canvas.width, canvas.height); } here is my ball object //ball var ball = { x: canvas.width / 2, getX: function() { return x; }, setX: function(a) { x = a; }, y: canvas.height / 2, getY: function() { return y; }, setY: function(a) { y = a; }, mx: 2, getMx: function() { return mx; }, my: 4, getMy: function() { return my; }, r: 10, getR: function() { return r; } }; code to draw my ball function drawBall() { ctx.beginPath(); ctx.arc(ball.getX, ball.getY, ball.getR, 0, Math.PI * 2, true); ctx.fillStyle = "#83F52C"; ctx.fill(); } function circle(x, y, r) { ctx.beginPath(); ctx.arc(x, y, r, 0, Math.PI * 2, true); ctx.fillStyle = "#83F52C"; ctx.fill(); } //draws ball and updates x,y cords function draw() { clear(); drawBall(); if (ball.getX() + ball.getMx() >= canvas.width || ball.getX()+ ball.getMx() <= 0) { ball.setMx(-ball.getMx()); } if (ball.getY() + ball.getMy() >= canvas.height|| ball.getY()+ ball.getMy() <= 0) { ball.setMy(-ball.getMy()); } ball.setX(ball.getX() + ball.getMx()); ball.setY(ball.getY() + ball.getMy()); } set interval function init() { return setInterval(draw, 10); } init();

    Read the article

  • 2D Gaming - How to reflect a ball off the bat?

    - by sid
    Hi there I am pretty new to XNA & game dev and am stuck at ball reflection. My ball is reflecting once it hits the bat, but only in one angle, no matter which angle the bat is at. Here's the code: if (BallRect.Intersects(BatRect)) { Vector2 NormBallVelocity = Ball.velocity; NormBallVelocity.Normalize(); NormBallVelocity = Vector2.Reflect(Ball.velocity, NormBallVelocity); Ball.velocity = NormBallVelocity; } The ball is retracting its way back. How do I make it look like the ball is reflecting off the bat? I have seen other posts but they are on 3D front I am too new to translate it to 2D terms... Thanks Sid

    Read the article

  • C# in Depth, Third Edition by Jon Skeet, Manning Publications Co. Book Review

    - by Compudicted
    Originally posted on: http://geekswithblogs.net/Compudicted/archive/2013/10/24/c-in-depth-third-edition-by-jon-skeet-manning-publications.aspx I started reading this ebook on September 28, 2013, the same day it was sent my way by Manning Publications Co. for review while it still being fresh off the press. So 1st thing – thanks to Manning for this opportunity and a free copy of this must have on every C# developer’s desk book! Several hours ago I finished reading this book (well, except a for a large portion of its quite lengthy appendix). I jumped writing this review right away while still being full of emotions and impressions from reading it thoroughly and running code examples. Before I go any further I would like say that I used to program on various platforms using various languages starting with the Mainframe and ending on Windows, and I gradually shifted toward dealing with databases more than anything, however it happened with me to program in C# 1 a lot when it was first released and then some C# 2 with a big leap in between to C# 5. So my perception and experience reading this book may differ from yours. Also what I want to tell is somewhat funny that back then, knowing some Java and seeing C# 1 released, initially made me drawing a parallel that it is a copycat language, how wrong was I… Interestingly, Jon programs in Java full time, but how little it was mentioned in the book! So more on the book: Be informed, this is not a typical “Recipes”, “Cookbook” or any set of ready solutions, it is rather targeting mature, advanced developers who do not only know how to use a number of features, but are willing to understand how the language is operating “under the hood”. I must state immediately, at the same time I am glad the author did not go into the murky depths of the MSIL, so this is a very welcome decision on covering a modern language as C# for me, thank you Jon! Frankly, not all was that rosy regarding the tone and structure of the book, especially the the first half or so filled me with several negative and positive emotions overpowering each other. To expand more on that, some statements in the book appeared to be bias to me, or filled with pre-justice, it started to look like it had some PR-sole in it, but thankfully this was all gone toward the end of the 1st third of the book. Specifically, the mention on the C# language popularity, Java is the #1 language as per https://sites.google.com/site/pydatalog/pypl/PyPL-PopularitY-of-Programming-Language (many other sources put C at the top which I highly doubt), also many interesting functional languages as Clojure and Groovy appeared and gained huge traction which run on top of Java/JVM whereas C# does not enjoy such a situation. If we want to discuss the popularity in general and say how fast a developer can find a new job that pays well it would be indeed the very Java, C++ or PHP, never C#. Or that phrase on language preference as a personal issue? We choose where to work or we are chosen because of a technology used at a given software shop, not vice versa. The book though it technically very accurate with valid code, concise examples, but I wish the author would give more concrete, real-life examples on where each feature should be used, not how. Another point to realize before you get the book is that it is almost a live book which started to be written when even C# 3 wasn’t around so a lot of ground is covered (nearly half of the book) on the pre-C# 3 feature releases so if you already have a solid background in the previous releases and do not plan to upgrade, perhaps half of the book can be skipped, otherwise this book is surely highly recommended. Alas, for me it was a hard read, most of it. It was not boring (well, only may be two times), it was just hard to grasp some concepts, but do not get me wrong, it did made me pause, on several occasions, and made me read and re-read a page or two. At times I even wondered if I have any IQ at all (LOL). Be prepared to read A LOT on generics, not that they are widely used in the field (I happen to work as a consultant and went thru a lot of code at many places) I can tell my impression is the developers today in best case program using examples found at OpenStack.com. Also unlike the Java world where having the most recent version is nearly mandated by the OSS most companies on the Microsoft platform almost never tempted to upgrade the .Net version very soon and very often. As a side note, I was glad to see code recently that included a nullable variable (myvariable? notation) and this made me smile, besides, I recommended that person this book to expand her knowledge. The good things about this book is that Jon maintains an active forum, prepared code snippets and even a small program (Snippy) that is happy to run the sample code saving you from writing any plumbing code. A tad now on the C# language itself – it sure enjoyed a wonderful road toward perfection and a very high adoption, especially for ASP development. But to me all the recent features that made this statically typed language more dynamic look strange. Don’t we have F#? Which supposed to be the dynamic language? Why do we need to have a hybrid language? Now the developers live their lives in dualism of the static and dynamic variables! And LINQ to SQL, it is covered in depth, but wasn’t it supposed to be dropped? Also it seems that very little is being added, and at a slower pace, e.g. Roslyn will come in late 2014 perhaps, and will be probably the only main feature. Again, it is quite hard to read this book as various chapters, C# versions mentioned every so often only if I only could remember what was covered exactly where! So the fact it has so many jumps/links back and forth I recommend the ebook format to make the navigations easier to perform and I do recommend using software that allows bookmarking, also make sure you have access to plenty of coffee and pizza (hey, you probably know this joke – who a programmer is) ! In terms of closing, if you stuck at C# 1 or 2 level, it is time to embrace the power of C# 5! Finally, to compliment Manning, this book unlike from any other publisher so far, was the only one as well readable (put it formatted) on my tablet as in Adobe Reader on a laptop.

    Read the article

  • Bouncing ball isssue

    - by user
    I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped bouncing. How should I modify the code to fix this issue? ballPos = D3DXVECTOR2( 50, 100 ); velocity = 0; accelaration = 3.0f; isBallUp = false; void GameClass::Update() { velocity += accelaration; ballPos.y += velocity; if ( ballPos.y >= 590 ) isBallUp = true; else isBallUp = false; if ( isBallUp ) { ballPos.y = 590; velocity *= -1; } // Graphics Rendering m_Graphics.BeginFrame(); ComposeFrame(); m_Graphics.EndFrame(); }

    Read the article

  • How to give a ball a following texture trailing effect

    - by Evan Kohilas
    How do I draw copies of the leading texture so that there is a line of the leading ball following behind it? (that don't collide) So far I have tried to create the effect by placing another graphic 2 pixels off the graphic, but I don't see the second ball being drawn. spriteBatch.Draw(ballTexture, ballPos, null, Color.White, 0.0f, new Vector2(Ballpos.X +2, ballPos.Y +2), ballSize, SpriteEffects.None, 0); Thanks.

    Read the article

  • Keep Your Eye on the Ball

    - by [email protected]
    With the FIFA World Cup 2010 in South Africa almost a week underway, the soccer fans all around the World are talking about at least 2 things. That typical vuvuzela sound and the new Jabulani ball, saying it moves unpredictably, is difficult to handle and somehow the altitude of the World Cup stadiums also seem to be a contributing factor.(Picture taken from http://www.flickr.com/photos/warrenski/4143923059/ under a Creative Commons license)Although the FIFA states that it hasn't received any official complaints, the end users don't seem to be very happy with this new ball. This brings me to a comparison with IT management and testing. When you're in a situation where you're introducing a new product, in IT terms, introducing a new application, you would like to test all possible scenarios that your end users could be using and experiencing. However, that's a very time and resource intensive process to do for every application change or update.  It's like getting ready for the big game but you have no game plan.That's why a new approach has been developed. One that's based on the 80/20 rule. Testing 80% of the application will cost about 20% of the efforts. The remaining 20% of your application will not be tested before deployment, but monitored with a real user monitoring solution immediately after deployment. These tools track all user experiences, including error messages and the performance and availability metrics from an end user perspective. Should any anomaly occur, you would be able to repair it quickly so you and your end users can get back into the game.These real user sessions can be easily converted into testing scripts, so the 80% of the application testing can be complimented with the remaining 20%.Oracle Enterprise Manager 11g group of products offers both the real user monitoring solution with Oracle Real User Experience Insight, as well as the required testing solution with Oracle Application Testing Suite. Visit our Oracle Enterprise Manager 11g resource center and find out how it's Business-Driven IT Management approach will help you keep your eye on your business ball.Happy World Cup.

    Read the article

  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

    Read the article

1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >