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  • Python pixel manipulation library

    - by silinter
    So I'm going through the beginning stages of producing a game in Python, and I'm looking for a library that is able to manipulate pixels and blit them relatively fast. My first thought was pygame, as it deals in pure 2D surfaces, but it only allows pixel access through pygame.get_at(), pygame.set_at() and pygame.get_buffer(), all of which lock the surface each time they're called, making them slow to use. I can also use the PixelArray and surfarray classes, but they are locked for the duration of their lifetimes, and the only way to blit them to a surface is to either copy the pixels to a new surface, or use surfarray.blit_array, which requires creating a subsurface of the screen and blitting it to that, if the array is smaller than the screen (if it's bigger I can just use a slice of the array, which is no problem). I don't have much experience with PyOpenGL or Pyglet, but I'm wondering if there is a faster library for doing pixel manipulation in, or if there is a faster method, in Pygame, for doing pixel manupilation. I did some work with SDL and OpenGL in C, and I do like the idea of adding vertex/fragment shaders to my program. My program will chiefly be dealing in loading images and writing/reading to/from surfaces.

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  • Flex redrawing background when Scrolling, degrafa: How ?.

    - by coulix
    Hi Everyone, I am using a canvas which has a degrafa background, so far so good. However when scrolling apears the background (degrafa grid) does not get redrawn. In the code the bg strokes are linked to the container height. The thing is container.height does not change even when scrolling. How do i get the heigh of the whole area so i can set the new height to my degrafa background ? it looks like this. <mx:Canvas id="blackBoard" width="100%" height="100%" x="0" y="0" backgroundColor="#444444" clipContent="true"> <!-- Degrafa Surface --> <degrafa:Surface id="boardSurfaceContainer"> <degrafa:strokes> <degrafa:SolidStroke id="whiteStroke" color="#EEE" weight="1" alpha=".2"/> </degrafa:strokes> <!-- Grid drawing --> <degrafa:GeometryGroup id="grid"> <degrafa:VerticalLineRepeater count="{blackBoard.width / ApplicationFacade.settings.GRID_SIZE}" stroke="{whiteStroke}" x="0" y="0" y1="{blackBoard.height}" offsetX="0" offsetY="0" moveOffsetX="{ApplicationFacade.settings.GRID_SIZE}" moveOffsetY="0"/> <degrafa:HorizontalLineRepeater count="{blackBoard.height / ApplicationFacade.settings.GRID_SIZE}" stroke="{whiteStroke}" x="0" y="0" x1="{blackBoard.width}" offsetX="0" offsetY="0" moveOffsetX="0" moveOffsetY="{ApplicationFacade.settings.GRID_SIZE}"/> </degrafa:GeometryGroup> </degrafa:Surface>

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  • Should I define a single "DataContext" and pass references to it around or define muliple "DataConte

    - by Nate Bross
    I have a Silverlight application that consists of a MainWindow and several classes which update and draw images on the MainWindow. I'm now expanding this to keep track of everything in a database. Without going into specifics, lets say I have a structure like this: MainWindow Drawing-Surface Class1 -- Supports Drawing DataContext + DataServiceCollection<T> w/events Class2 -- Manages "transactions" (add/delete objects from drawing) Class3 Each "Class" is passed a reference to the Drawing Surface so they can interact with it independently. I'm starting to use WCF Data Services in Class1 and its working well; however, the other classes are also going to need access to the WCF Data Services. (Should I define my "DataContext" in MainWindow and pass a reference to each child class?) Class1 will need READ access to the "transactions" data, and Class2 will need READ access to some of the drawing data. So my question is, where does it make the most sense to define my DataContext? Does it make sense to: Define a "global" WCF Data Service "Context" object and pass references to that in all of my subsequent classes? Define an instance of the "Context" for each Class1, Class2, etc Have each method that requires access to data define its own instance of the "Context" and use closures handle the async load/complete events? Would a structure like this make more sense? Is there any danger in keeping an active "DataContext" open for an extended period of time? Typical usecase of this application could range from 1 minute to 40+ minutes. MainWindow Drawing-Surface DataContext Class1 -- Supports Drawing DataServiceCollection<DrawingType> w/events Class2 -- Manages "transactions" (add/delete objects from drawing) DataServiceCollection<TransactionType> w/events Class3 DataServiceCollection<T> w/events

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  • Database implementation question?

    - by gundam
    consider a disk with a sector size of 512 bytes, 2000 tracks/surface, 50 sectors/track, 5 doubled sided platters, average seek time is 10 msec. Assume a block size of 1024-byte is selected. Assume a file that contains 100,000 records of 100-byte each is to be stored on the disk, and NONE of the reocd can be spanned 2 blocks. How many blocks are needed to store the entire file?? If the file is arranged sequentially on disk, how many surfaces are required?? Now, i have calculated that 10,000 blocks are needed to store 100,000 records. But i am not sure how to find out the answer of the surfaces required. I only calculated the capacity of track is 25KB and capacity of surface is 50,000 KB But I don't know how to calculate the number of surfaces... Could anyone help me how to get the answer? Thanks a lot!!

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  • Database implementation question? [closed]

    - by gundam
    consider a disk with a sector size of 512 bytes, 2000 tracks/surface, 50 sectors/track, 5 doubled sided platters, average seek time is 10 msec. Assume a block size of 1024-byte is selected. Assume a file that contains 100,000 records of 100-byte each is to be stored on the disk, and NONE of the reocd can be spanned 2 blocks. How many blocks are needed to store the entire file?? If the file is arranged sequentially on disk, how many surfaces are required?? Now, i have calculated that 10,000 blocks are needed to store 100,000 records. But i am not sure how to find out the answer of the surfaces required. I only calculated the capacity of track is 25KB and capacity of surface is 50,000 KB But I don't know how to calculate the number of surfaces... Could anyone help me how to get the answer? Thanks a lot!!

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  • DirectX: Render to a screen buffer without using a render target

    - by knight666
    Hello, I'm writing an open source 2D game engine, and I want to support as many devices and platforms as possible. I currently only have Windows Mobile though. I'm rendering using DirectX Mobile, with DirectDraw as a fallback path. However, I've run into a bit of trouble. It seems that while the reference driver supports createRenderTarget, many many many physical devices do not. I need some way to render to the screen without using a render target, because I render sprites using textured quads, but I also need to be able to draw individual pixels. This is how I do it right now: // save old values if (Error::Failed(m_D3DDevice->GetRenderTarget(&m_D3DOldTarget))) { ERROR_EXPLAIN("Could not retrieve backbuffer."); return false; } // clear render surface if (Error::Failed(m_D3DDevice->SetRenderTarget(m_D3DRenderSurface, NULL))) { ERROR_EXPLAIN("Could not set render target to render texture."); return false; } if (Error::Failed (m_D3DDevice->Clear( 0, NULL, // target rectangle D3DMCLEAR_TARGET, D3DMCOLOR_XRGB(0, 0, 0), // clear color 1.0f, 0 ) ) ) { ERROR_EXPLAIN("Failed to clear render texture."); return false; } D3DMLOCKED_RECT render_rect; if (Error::Failed(m_D3DRenderSurface->LockRect(&render_rect, NULL, NULL))) { ERROR_EXPLAIN("Failed to lock render surface pixels."); } else { m_D3DBackSurf->SetBuffer((Pixel*)render_rect.pBits); m_D3DRenderSurface->UnlockRect(); } // begin scene if (Error::Failed(m_D3DDevice->BeginScene())) { ERROR_EXPLAIN("Failed to start rendering."); return false; } // ===================== // example rendering // ===================== // some other stuff, but the most important part of rendering a sprite: device->SetTexture(0, m_Texture)); device->SetStreamSource(0, m_VertexBuffer, sizeof(Vertex)); device->DrawPrimitive(D3DMPT_TRIANGLELIST, 0, 2); // plotting a pixel Surface* target = (Surface*)Device::GetRenderMethod()->GetRenderTarget(); buffer = target->GetBuffer(); buffer[somepixel] = MAKECOLOR(255, 0, 0); // end scene if (Error::Failed(device->EndScene())) { ERROR_EXPLAIN("Failed to end scene."); return false; } // clear screen if (Error::Failed(device->SetRenderTarget(m_D3DOldTarget, NULL))) { ERROR_EXPLAIN("Couldn't set render target to backbuffer."); return false; } if (Error::Failed(device->GetBackBuffer ( 0, D3DMBACKBUFFER_TYPE_MONO, &m_D3DBack ) ) ) { ERROR_EXPLAIN("Couldn't retrieve backbuffer."); return false; } RECT dest = { 0, 0, Device::GetWidth(), Device::GetHeight() }; if (Error::Failed( device->StretchRect ( m_D3DRenderSurface, NULL, m_D3DBack, &dest, D3DMTEXF_NONE ) ) ) { ERROR_EXPLAIN("Failed to stretch render texture to backbuffer."); return false; } if (Error::Failed(device->Present(NULL, NULL, NULL, NULL))) { ERROR_EXPLAIN("Failed to present device."); return false; } I'm looking for a way to do the same thing (render sprites using hardware acceleration and plot pixels on a buffer) without using a render target. Thanks in advance.

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  • OpenGL alpha blending issue with back face visible.

    - by Max
    I'm trying to display "transparent" surfaces (not closed volumes) with both the front face and back face are visible (not culled). For example displaying a cone or cylinder where the transparency is applied on both sides. There are some visible artifacts where some part of the surface does not seems to be handling the alpha values correctly. The issue it seems is when I (opengl) is trying to apply the alpha from the front side of the surface to the backside of the surface. (when both the inside/outside of the surface is visible). void init() { glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 10.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 0.0, 5.0, /* eye is at (0,0,5) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in positive Y direction */ glTranslatef(0.0, 0.6, -1.0); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_diffuse); glLightfv(GL_LIGHT2, GL_POSITION, light2_position); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glFrontFace( GL_CW ); glShadeModel(GL_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } void draw () { static GLfloat amb[] = {0.4f, 0.4f, 0.4f, 0.0f}; static GLfloat dif[] = {1.0f, 1.0f, 1.0f, 0.0f}; static GLfloat back_amb[] = {0.4f, 0.4f, 0.4f, 1.0f}; static GLfloat back_dif[] = {1.0f, 1.0f, 1.0f, 1.0f}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_LIGHT1); glDisable(GL_LIGHT2); amb[3] = dif[3] = 0.5f;// cos(s) / 2.0f + 0.5f; glMaterialfv(GL_FRONT, GL_AMBIENT, amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, dif); glMaterialfv(GL_BACK, GL_AMBIENT, back_amb); glMaterialfv(GL_BACK, GL_DIFFUSE, back_dif); glPushMatrix(); glTranslatef(-0.3f, -0.3f, 0.0f); glRotatef(angle1, 1.0f, 5.0f, 0.0f); glutSolidCone(1.0, 1.0, 50, 2 ); glPopMatrix(); ///... SwapBuffers(wglGetCurrentDC()); // glutSwapBuffers(); } The code is based on : http://www.sgi.com/products/software/opengl/examples/glut/examples/source/blender.c tinyurled links to 2 images on flickr showing the issue (but from out production code, not the above code, but both have the same kind of problems): http://flic.kr/p/99soxy and http://flic.kr/p/99pg18 Thanks. Max.

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  • Podcast: The Invisible UI : Natural User Interfaces with Josh Blake

    - by craigshoemaker
    Josh Blake of Infostrat joins Pixel8 to discuss NUI development in .NET. Josh is the author of the upcoming book Multitouch on Windows from Manning. Reaching far beyond theory and the niche market of Microsoft Surface, NUI development is now possible with Silverlight and WPF development on Windows 7 and Windows 7 Mobile devices. Subscribe to the podcast! The Natural User Interface (NUI) was a prominent force at MIX10. What is NUI? Wikipedia defines it as: Natural user interface, or NUI, is the common parlance used by designers and developers of computer interfaces to refer to a user interface that is effectively invisible, or becomes invisible with successive learned interactions, to its users. The word natural is used because most computer interfaces use artificial control devices whose operation has to be learned. A NUI relies on a user being able to carry out relatively natural motions, movements or gestures that they quickly discover control the computer application or manipulate the on-screen content. The most descriptive identifier of a NUI is the lack of a physical keyboard and/or mouse. In our interview Josh demystifies what NUI is, makes a distinction between gestures and manipulations, and talks about what is possible today for NUI development. For more from Josh make sure to check out his book: and watch his MIX Presentation: Developing Natural User Interfaces with Microsoft Silverlight and WPF 4 Touch Resources Mentioned in the Show Check out the following videos that show the roots and future of NUI development: Jeff Han's Multi-Touch TED Presentation Microsoft Surface Project Natal MIX10 Day 2 Keynote A few times during our talk Bill Buxton’s work is mentioned. To see his segment of the MIX10 day 2 keynote, click below:

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  • Building a Windows Phone 7 Twitter Application using Silverlight

    - by ScottGu
    On Monday I had the opportunity to present the MIX 2010 Day 1 Keynote in Las Vegas (you can watch a video of it here).  In the keynote I announced the release of the Silverlight 4 Release Candidate (we’ll ship the final release of it next month) and the VS 2010 RC tools for Silverlight 4.  I also had the chance to talk for the first time about how Silverlight and XNA can now be used to build Windows Phone 7 applications. During my talk I did two quick Windows Phone 7 coding demos using Silverlight – a quick “Hello World” application and a “Twitter” data-snacking application.  Both applications were easy to build and only took a few minutes to create on stage.  Below are the steps you can follow yourself to build them on your own machines as well. [Note: In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] Building a “Hello World” Windows Phone 7 Application First make sure you’ve installed the Windows Phone Developer Tools CTP – this includes the Visual Studio 2010 Express for Windows Phone development tool (which will be free forever and is the only thing you need to develop and build Windows Phone 7 applications) as well as an add-on to the VS 2010 RC that enables phone development within the full VS 2010 as well. After you’ve downloaded and installed the Windows Phone Developer Tools CTP, launch the Visual Studio 2010 Express for Windows Phone that it installs or launch the VS 2010 RC (if you have it already installed), and then choose “File”->”New Project.”  Here, you’ll find the usual list of project template types along with a new category: “Silverlight for Windows Phone”. The first CTP offers two application project templates. The first is the “Windows Phone Application” template - this is what we’ll use for this example. The second is the “Windows Phone List Application” template - which provides the basic layout for a master-details phone application: After creating a new project, you’ll get a view of the design surface and markup. Notice that the design surface shows the phone UI, letting you easily see how your application will look while you develop. For those familiar with Visual Studio, you’ll also find the familiar ToolBox, Solution Explorer and Properties pane. For our HelloWorld application, we’ll start out by adding a TextBox and a Button from the Toolbox. Notice that you get the same design experience as you do for Silverlight on the web or desktop. You can easily resize, position and align your controls on the design surface. Changing properties is easy with the Properties pane. We’ll change the name of the TextBox that we added to username and change the page title text to “Hello world.” We’ll then write some code by double-clicking on the button and create an event handler in the code-behind file (MainPage.xaml.cs). We’ll start out by changing the title text of the application. The project template included this title as a TextBlock with the name textBlockListTitle (note that the current name incorrectly includes the word “list”; that will be fixed for the final release.)  As we write code against it we get intellisense showing the members available.  Below we’ll set the Text property of the title TextBlock to “Hello “ + the Text property of the TextBox username: We now have all the code necessary for a Hello World application.  We have two choices when it comes to deploying and running the application. We can either deploy to an actual device itself or use the built-in phone emulator: Because the phone emulator is actually the phone operating system running in a virtual machine, we’ll get the same experience developing in the emulator as on the device. For this sample, we’ll just press F5 to start the application with debugging using the emulator.  Once the phone operating system loads, the emulator will run the new “Hello world” application exactly as it would on the device: Notice that we can change several settings of the emulator experience with the emulator toolbar – which is a floating toolbar on the top right.  This includes the ability to re-size/zoom the emulator and two rotate buttons.  Zoom lets us zoom into even the smallest detail of the application: The orientation buttons allow us easily see what the application looks like in landscape mode (orientation change support is just built into the default template): Note that the emulator can be reused across F5 debug sessions - that means that we don’t have to start the emulator for every deployment. We’ve added a dialog that will help you from accidentally shutting down the emulator if you want to reuse it.  Launching an application on an already running emulator should only take ~3 seconds to deploy and run. Within our Hello World application we’ll click the “username” textbox to give it focus.  This will cause the software input panel (SIP) to open up automatically.  We can either type a message or – since we are using the emulator – just type in text.  Note that the emulator works with Windows 7 multi-touch so, if you have a touchscreen, you can see how interaction will feel on a device just by pressing the screen. We’ll enter “MIX 10” in the textbox and then click the button – this will cause the title to update to be “Hello MIX 10”: We provide the same Visual Studio experience when developing for the phone as other .NET applications. This means that we can set a breakpoint within the button event handler, press the button again and have it break within the debugger: Building a “Twitter” Windows Phone 7 Application using Silverlight Rather than just stop with “Hello World” let’s keep going and evolve it to be a basic Twitter client application. We’ll return to the design surface and add a ListBox, using the snaplines within the designer to fit it to the device screen and make the best use of phone screen real estate.  We’ll also rename the Button “Lookup”: We’ll then return to the Button event handler in Main.xaml.cs, and remove the original “Hello World” line of code and take advantage of the WebClient networking class to asynchronously download a Twitter feed. This takes three lines of code in total: (1) declaring and creating the WebClient, (2) attaching an event handler and then (3) calling the asynchronous DownloadStringAsync method. In the DownloadStringAsync call, we’ll pass a Twitter Uri plus a query string which pulls the text from the “username” TextBox. This feed will pull down the respective user’s most frequent posts in an XML format. When the call completes, the DownloadStringCompleted event is fired and our generated event handler twitter_DownloadStringCompleted will be called: The result returned from the Twitter call will come back in an XML based format.  To parse this we’ll use LINQ to XML. LINQ to XML lets us create simple queries for accessing data in an xml feed. To use this library, we’ll first need to add a reference to the assembly (right click on the References folder in the solution explorer and choose “Add Reference): We’ll then add a “using System.Xml.Linq” namespace reference at the top of the code-behind file at the top of Main.xaml.cs file: We’ll then add a simple helper class called TwitterItem to our project. TwitterItem has three string members – UserName, Message and ImageSource: We’ll then implement the twitter_DownloadStringCompleted event handler and use LINQ to XML to parse the returned XML string from Twitter.  What the query is doing is pulling out the three key pieces of information for each Twitter post from the username we passed as the query string. These are the ImageSource for their profile image, the Message of their tweet and their UserName. For each Tweet in the XML, we are creating a new TwitterItem in the IEnumerable<XElement> returned by the Linq query.  We then assign the generated TwitterItem sequence to the ListBox’s ItemsSource property: We’ll then do one more step to complete the application. In the Main.xaml file, we’ll add an ItemTemplate to the ListBox. For the demo, I used a simple template that uses databinding to show the user’s profile image, their tweet and their username. <ListBox Height="521" HorizonalAlignment="Left" Margin="0,131,0,0" Name="listBox1" VerticalAlignment="Top" Width="476"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel Orientation="Horizontal" Height="132"> <Image Source="{Binding ImageSource}" Height="73" Width="73" VerticalAlignment="Top" Margin="0,10,8,0"/> <StackPanel Width="370"> <TextBlock Text="{Binding UserName}" Foreground="#FFC8AB14" FontSize="28" /> <TextBlock Text="{Binding Message}" TextWrapping="Wrap" FontSize="24" /> </StackPanel> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> Now, pressing F5 again, we are able to reuse the emulator and re-run the application. Once the application has launched, we can type in a Twitter username and press the  Button to see the results. Try my Twitter user name (scottgu) and you’ll get back a result of TwitterItems in the Listbox: Try using the mouse (or if you have a touchscreen device your finger) to scroll the items in the Listbox – you should find that they move very fast within the emulator.  This is because the emulator is hardware accelerated – and so gives you the same fast performance that you get on the actual phone hardware. Summary Silverlight and the VS 2010 Tools for Windows Phone (and the corresponding Expression Blend Tools for Windows Phone) make building Windows Phone applications both really easy and fun.  At MIX this week a number of great partners (including Netflix, FourSquare, Seesmic, Shazaam, Major League Soccer, Graphic.ly, Associated Press, Jackson Fish and more) showed off some killer application prototypes they’ve built over the last few weeks.  You can watch my full day 1 keynote to see them in action. I think they start to show some of the promise and potential of using Silverlight with Windows Phone 7.  I’ll be doing more blog posts in the weeks and months ahead that cover that more. Hope this helps, Scott

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  • Manually writing a dx11 tessellation shader

    - by Tudor
    I am looking for resources on what are the steps of manually implementing tessellation (I'm using Unity cg). Today it seems that it is all the rage to hide most of the gpu code far away and use rather rigid simplifications such as unity's SURFace shaders. And it seems useless unless you're doing supeficial stuff. A little background: I have procedurally generated meshes (using marching cubes) which have quality normals but no UVs and no Tangents. I have successfully written a custom vertex and fragment shader to do triplanar texture and bumpmap projection as well as some custom stuff (custom lighting, procedurally warping the texture for variation etc). I am using the GPU Gems book as reference. Now I need to implement tessellation, but It seems I must calculate the tangents at runtime by swizzling normals (ctrl+f this in gems: <normal.z, normal.y, -normal.x>) before the tessellator gets them. And I also need to keep my custom vert+frag setup (with my custom parameters/textures being passed between them) - so apparently I cannot use surface shaders. Can anyone provide some guidence?

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Frederick .NET User Group June 2010 Meeting

    - by John Blumenauer
    FredNUG is pleased to announce our June speaker will be Pete Brown.  Pete was one FredNUG’s first speakers when the group started and we’re very happy to have him visiting us again to present on Silverlight!  On June 15th @ 6:30 PM, we’ll start with a Visual Studio 2010 Launch with pizza, swag and a presentation about what makes Visual Studio 2010 great.  Then, starting at 7 PM, Pete Brown will present “What’s New in Silverlight 4.”  It looks like a evening filled with newness!   The scheduled agenda is:   6:30 PM - 7:15 PM – Visual Studio 2010 Launch Event plus Pizza/Social Networking/Announcements 7:15 PM - 8:30 PM - Main Topic: What’s New in Silverlight 4 with Pete Brown  Main Topic:  What’s New in Silverlight 4? Speaker Bio: Pete Brown is a Senior Program Manager with Microsoft on the developer community team led by Scott Hanselman, as well as a former Microsoft Silverlight MVP, INETA speaker, and RIA Architect for Applied Information Sciences, where he worked for over 13 years. Pete's focus at Microsoft is the community around client application development (WPF, Silverlight, Windows Phone, Surface, Windows Forms, C++, Native Windows API and more). From his first sprite graphics and custom character sets on the Commodore 64 to 3d modeling and design through to Silverlight, Surface, XNA, and WPF, Pete has always had a deep interest in programming, design, and user experience. His involvement in Silverlight goes back to the Silverlight 1.1 alpha application that he co-wrote and put into production in July 2007. Pete has been programming for fun since 1984, and professionally since 1992. In his spare time, Pete enjoys programming, blogging, designing and building his own woodworking projects and raising his two children with his wife in the suburbs of Maryland. Pete's site and blog is at 10rem.net, and you can follow him on Twitter at http://twitter.com/pete_brown Twitter: http://twitter.com/pete_brown Facebook: http://www.facebook.com/pmbrown Pete is a founding member of the CapArea .NET Silverlight SIG. (Visit the CapArea. NET Silverlight SIG here )    8:30 PM - 8:45 PM – RAFFLE! Please join us and get involved in our .NET developers community!

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  • Silverlight Cream for May 30, 2010 -- #873

    - by Dave Campbell
    In this Issue: Matthias Shapiro, Colin Blair(-2-), Mike Snow, Marlon Grech, Victor Gaudioso. Shoutout: If you're going to be anywhere near Mission Viejo, California on June 19th, set your calendar for this Victor Gaudioso event: New Speaking Event: Microsoft Book Signing/Silverlight 4 Presentation SilverLaw has another example of his Flexible surface app up: Drag & Drop Flexible Surface - Silverlight 4 From SilverlightCream.com: Silverlight 4 Binding and StringFormat in XAML Matthias Shapiro has a discussion posted about StringFormat binding in Silverlight 4 ... he dug in hard on this... well worth a read. View Model Collection Properties for WCF RIA Services Colin Blair is discussing some possibilities for exposing collections of entities from the ViewModel... his favorite: PagedCollectionView. The next post discusses this deeper. Advanced Paged Collection View Colin Blair continues in more depth on the PagedCollectionView, this time handling paging, sorting, and multiple loads. Silverlight Tip of the day #25 – Detecting Validation Errors on Submit Mike Snow's latest Tip of the Day is up and is about validation - specifically validating after your user has pressed "OK" INotifyPropertyChanged… I am fed up of handling events just to know when a property changed Marlon Grech has an Rx-less solution to code notifications of properties changing... this is a WPF and Silverlight solution and all the code is downloadable. New Silverlight Video Tutorial: How to Add Multiple BitmapEffects to One Object Victor Gaudioso's latest outing is in response to a query from a reader and is a video tutorial showing how to add multiple bitmap effects to one object. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Xamarin Designer for Android Article

    - by Wallym
    The latest version of Mono for Android includes a long-awaited design surface. Learn how it works.It's interesting to look at the needs of various segments of developers. When I first start looking at an environment, the first thing I need to understand is the UI. I'm not magically born with some knowledge about the environment and don't learn well by just reading, so I need some help in getting started. I found this was true when I started Windows based development in the early 1990s, Dynamic Web in the late 1990s, ASP.NET in 2000, Silverlight/WPF, iPhone and Android. I find that getting up to speed with a UI is the single biggest deterrent for someone learning a platform. I find that as a beginner I need the features provided by a design surface. It's only as I grow and become comfortable with a platform that I find that building a UI by hand is more productive. Even as I get more advanced, I still can learn from a designer, so it has value as I grow into a platform.I hope that this article helps you as you dive into Android Development.

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  • Bing brings Twitter aggregation to search results

    - by jamiet
    I read with interest today a post on the Bing blog Get the Latest on Twitter with Bing Social Search which describes how tweets are soon going to show up in Bing search results. On the surface that isn’t very interesting, Google has been doing this for a while, but of particular interest to myself was the following screenshot: We can see at the bottom of a search result for “TMZ” that Bing is showing us the most popular TMZ stories as determined by the number of tweets that contain links to them. This is great. Bing are applying a principle that those of us in the Business Intelligence (BI) trade have known for ages: a piece of data in isolation is not very interesting but when you aggregate a lot of that data you find the trends that actually matter and when you surface that data in a meaningful way then people can derive real value from it. That sounds obvious but this new Bing feature is the first time I have seen the principle applied in a useful way to tweets and I applaud them for that; its certainly a lot more useful than the pointless constant tweet scroll that you see on Google. What a shame its going to be, yet again from Bing, a US-only feature. @Jamiet Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • How to create water like in new super mario bros?

    - by user1103457
    I assume the water in New super mario bros works the same as in the first part of this tutorial: http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/ But in new super mario bros the water also has constant waves on the surface, and the splashes look very different. What's also a difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. When I refer to the splashes in new super mario bros I am referring to the splashes that the player creates when jumping in and out of the water. For reference you could use this video: http://www.ign.com/videos/2012/11/17/new-super-mario-bros-u-3-star-coin-walkthrough-sparkling-waters-1-waterspout-beach just after 00:50, when the camera isn't moving you can get a good look at the water and the constant waves. there are also some good examples of the splashes during that time. How do they create the constant waves and the splashes? I am programming in XNA. (I have tried this myself but couldn't really get it all to work well together) (and as bonus questions: how do they create the light spots just under the surface of the waves, and how do they texture the deeper parts of the water? This is the first time I try to create water like this.)

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  • Arbitrary Rotation about a Sphere

    - by Der
    I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the xz projection of the current position (i.e. rotation about the y axis), and phi is the angle from the y-axis to the position. I explained that poorly, but it is essentially theta = yaw, phi = pitch Vector3 position = new Vector3(0,0,1); position.X = (float)Math.Sin(phi) * (float)Math.Sin(theta); position.Y = (float)Math.Sin(phi) * (float)Math.Cos(theta); position.Z = (float)Math.Cos(phi); position *= r; I believe this is accurate, however I could be wrong. I need to be able to move in an arbitrary pseudo two dimensional direction around the surface of a sphere at the origin of world space with radius r. For example, holding W should move around the sphere in an upwards direction relative to the orientation of the player. I believe I should be using a Quaternion to represent the position/orientation on the sphere, but I can't think of the correct way of doing it. Spherical geometry is not my strong suit. Essentially, I need to fill the following block: public void Move(Direction dir) { switch (dir) { case Direction.Left: // update quaternion to rotate left break; case Direction.Right: // update quaternion to rotate right break; case Direction.Up: // update quaternion to rotate upward break; case Direction.Down: // update quaternion to rotate downward break; } }

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  • How Mars Lost Its Atmosphere [Video]

    - by Jason Fitzpatrick
    Scientists have long theorized that Mars once had an atmosphere and surface water–but where did it go? This video showcases one of their theories about Mars’ vanished water reserves. Courtesy of NASA and the NASAexplorer channel: When you take a look at Mars, you probably wouldn’t think that it looks like a nice place to live. It’s dry, it’s dusty, and there’s practically no atmosphere. But some scientists think that Mars may have once looked like a much nicer place to live, with a thicker atmosphere, cloudy skies, and possibly even liquid water flowing over the surface. So how do you go from something like this–to something like this? NASA’s MAVEN spacecraft will give us a clearer idea of how Mars lost its atmosphere, and scientists think that several processes have had an impact. For more information about MAVEN, check out the mission page here. NASA – MAVEN: Mars Atmospheric Loss How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate instance of the extended thread class each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • Changes to the LINQ-to-StreamInsight Dialect

    - by Roman Schindlauer
    In previous versions of StreamInsight (1.0 through 2.0), CepStream<> represents temporal streams of many varieties: Streams with ‘open’ inputs (e.g., those defined and composed over CepStream<T>.Create(string streamName) Streams with ‘partially bound’ inputs (e.g., those defined and composed over CepStream<T>.Create(Type adapterFactory, …)) Streams with fully bound inputs (e.g., those defined and composed over To*Stream – sequences or DQC) The stream may be embedded (where Server.Create is used) The stream may be remote (where Server.Connect is used) When adding support for new programming primitives in StreamInsight 2.1, we faced a choice: Add a fourth variety (use CepStream<> to represent streams that are bound the new programming model constructs), or introduce a separate type that represents temporal streams in the new user model. We opted for the latter. Introducing a new type has the effect of reducing the number of (confusing) runtime failures due to inappropriate uses of CepStream<> instances in the incorrect context. The new types are: IStreamable<>, which logically represents a temporal stream. IQStreamable<> : IStreamable<>, which represents a queryable temporal stream. Its relationship to IStreamable<> is analogous to the relationship of IQueryable<> to IEnumerable<>. The developer can compose temporal queries over remote stream sources using this type. The syntax of temporal queries composed over IQStreamable<> is mostly consistent with the syntax of our existing CepStream<>-based LINQ provider. However, we have taken the opportunity to refine certain aspects of the language surface. Differences are outlined below. Because 2.1 introduces new types to represent temporal queries, the changes outlined in this post do no impact existing StreamInsight applications using the existing types! SelectMany StreamInsight does not support the SelectMany operator in its usual form (which is analogous to SQL’s “CROSS APPLY” operator): static IEnumerable<R> SelectMany<T, R>(this IEnumerable<T> source, Func<T, IEnumerable<R>> collectionSelector) It instead uses SelectMany as a convenient syntactic representation of an inner join. The parameter to the selector function is thus unavailable. Because the parameter isn’t supported, its type in StreamInsight 1.0 – 2.0 wasn’t carefully scrutinized. Unfortunately, the type chosen for the parameter is nonsensical to LINQ programmers: static CepStream<R> SelectMany<T, R>(this CepStream<T> source, Expression<Func<CepStream<T>, CepStream<R>>> streamSelector) Using Unit as the type for the parameter accurately reflects the StreamInsight’s capabilities: static IQStreamable<R> SelectMany<T, R>(this IQStreamable<T> source, Expression<Func<Unit, IQStreamable<R>>> streamSelector) For queries that succeed – that is, queries that do not reference the stream selector parameter – there is no difference between the code written for the two overloads: from x in xs from y in ys select f(x, y) Top-K The Take operator used in StreamInsight causes confusion for LINQ programmers because it is applied to the (unbounded) stream rather than the (bounded) window, suggesting that the query as a whole will return k rows: (from win in xs.SnapshotWindow() from x in win orderby x.A select x.B).Take(k) The use of SelectMany is also unfortunate in this context because it implies the availability of the window parameter within the remainder of the comprehension. The following compiles but fails at runtime: (from win in xs.SnapshotWindow() from x in win orderby x.A select win).Take(k) The Take operator in 2.1 is applied to the window rather than the stream: Before After (from win in xs.SnapshotWindow() from x in win orderby x.A select x.B).Take(k) from win in xs.SnapshotWindow() from b in     (from x in win     orderby x.A     select x.B).Take(k) select b Multicast We are introducing an explicit multicast operator in order to preserve expression identity, which is important given the semantics about moving code to and from StreamInsight. This also better matches existing LINQ dialects, such as Reactive. This pattern enables expressing multicasting in two ways: Implicit Explicit var ys = from x in xs          where x.A > 1          select x; var zs = from y1 in ys          from y2 in ys.ShiftEventTime(_ => TimeSpan.FromSeconds(1))          select y1 + y2; var ys = from x in xs          where x.A > 1          select x; var zs = ys.Multicast(ys1 =>     from y1 in ys1     from y2 in ys1.ShiftEventTime(_ => TimeSpan.FromSeconds(1))     select y1 + y2; Notice the product translates an expression using implicit multicast into an expression using the explicit multicast operator. The user does not see this translation. Default window policies Only default window policies are supported in the new surface. Other policies can be simulated by using AlterEventLifetime. Before After xs.SnapshotWindow(     WindowInputPolicy.ClipToWindow,     SnapshotWindowInputPolicy.Clip) xs.SnapshotWindow() xs.TumblingWindow(     TimeSpan.FromSeconds(1),     HoppingWindowOutputPolicy.PointAlignToWindowEnd) xs.TumblingWindow(     TimeSpan.FromSeconds(1)) xs.TumblingWindow(     TimeSpan.FromSeconds(1),     HoppingWindowOutputPolicy.ClipToWindowEnd) Not supported … LeftAntiJoin Representation of LASJ as a correlated sub-query in the LINQ surface is problematic as the StreamInsight engine does not support correlated sub-queries (see discussion of SelectMany). The current syntax requires the introduction of an otherwise unsupported ‘IsEmpty()’ operator. As a result, the pattern is not discoverable and implies capabilities not present in the server. The direct representation of LASJ is used instead: Before After from x in xs where     (from y in ys     where x.A > y.B     select y).IsEmpty() select x xs.LeftAntiJoin(ys, (x, y) => x.A > y.B) from x in xs where     (from y in ys     where x.A == y.B     select y).IsEmpty() select x xs.LeftAntiJoin(ys, x => x.A, y => y.B) ApplyWithUnion The ApplyWithUnion methods have been deprecated since their signatures are redundant given the standard SelectMany overloads: Before After xs.GroupBy(x => x.A).ApplyWithUnion(gs => from win in gs.SnapshotWindow() select win.Count()) xs.GroupBy(x => x.A).SelectMany(     gs =>     from win in gs.SnapshotWindow()     select win.Count()) xs.GroupBy(x => x.A).ApplyWithUnion(gs => from win in gs.SnapshotWindow() select win.Count(), r => new { r.Key, Count = r.Payload }) from x in xs group x by x.A into gs from win in gs.SnapshotWindow() select new { gs.Key, Count = win.Count() } Alternate UDO syntax The representation of UDOs in the StreamInsight LINQ dialect confuses cardinalities. Based on the semantics of user-defined operators in StreamInsight, one would expect to construct queries in the following form: from win in xs.SnapshotWindow() from y in MyUdo(win) select y Instead, the UDO proxy method is referenced within a projection, and the (many) results returned by the user code are automatically flattened into a stream: from win in xs.SnapshotWindow() select MyUdo(win) The “many-or-one” confusion is exemplified by the following example that compiles but fails at runtime: from win in xs.SnapshotWindow() select MyUdo(win) + win.Count() The above query must fail because the UDO is in fact returning many values per window while the count aggregate is returning one. Original syntax New alternate syntax from win in xs.SnapshotWindow() select win.UdoProxy(1) from win in xs.SnapshotWindow() from y in win.UserDefinedOperator(() => new Udo(1)) select y -or- from win in xs.SnapshotWindow() from y in win.UdoMacro(1) select y Notice that this formulation also sidesteps the dynamic type pitfalls of the existing “proxy method” approach to UDOs, in which the type of the UDO implementation (TInput, TOuput) and the type of its constructor arguments (TConfig) need to align in a precise and non-obvious way with the argument and return types for the corresponding proxy method. UDSO syntax UDSO currently leverages the DataContractSerializer to clone initial state for logical instances of the user operator. Initial state will instead be described by an expression in the new LINQ surface. Before After xs.Scan(new Udso()) xs.Scan(() => new Udso()) Name changes ShiftEventTime => AlterEventStartTime: The alter event lifetime overload taking a new start time value has been renamed. CountByStartTimeWindow => CountWindow

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate thread each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • Meaning of offset in pygame Mask.overlap methods

    - by Alan
    I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges. It's a situation in which a moving ball should hit a completely unmovable wall and instantly stop moving. Since the ball sometimes moves multiple pixels per screen refresh, it it possible that it enters the wall with more that half its surface when the collision is detected, in which case i want to shift it position back to the point where it only touches the edges of the wall. Here is the conceptual image it: I decided to implement this with masks, and thought that i could supply the masks of both objects (wall and ball) and get the surface (as a square) of their intersection. However, there is also the offset parameter which i don't understand. Here are the docs for the method: Mask.overlap Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap. Mask.overlap(othermask, offset) -> x,y The overlap tests uses the following offsets (which may be negative): +----+----------.. |A | yoffset | +-+----------.. +--|B |xoffset | | : :

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  • Blogging from Office RT

    - by Dennis Vroegop
    During the last Build conference all attendees were given a brand new sparkling exciting Surface RT device (I love that machine despite its name but that's beside the point). On it came a version of Office 2013 RT, or better: the preview version. Now, I translated that term "Preview" to "Beta". Which is OK, since I've been using a lot of beta products from Microsoft and they all were great. And then I wanted to post a blogposting from Word. I knew I could, I have been doing this for a long time (I prefer Live Writer but that isn't available on Windows 8 RT). So I wrote the entry and hit "Publish". Instead of my blogsite I got a nice non-descriptive error telling me I couldn't post. So I fired up my other (Intel based) Win8 tablet, opened Word RT Preview, it loaded my blogpost (you've got to love the automatic synchronization through Skydrive) and tried from that machine. Same error. So, I installed Live Writer (remember, the other machine is Intel based) and posted from there. That worked like a charm. Apparently, there was something wrong with Word. I gave up and didn't think about it anymore. Yet… what you're reading now is written in Word 2013 RT on my Surface RT. So what did do? Simple: I updated from the Preview version to the final version. That's all there was to it. So…. If you're still on the preview I urge you to upgrade. You need to go to the "classic desktop update" window instead of going through the Windows Store App style update since Office is a desktop system, but once you do that you'll have the full version as well. Happy blogging!

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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