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  • iPhone game audio and background music

    - by Boon
    Have a few questions related to adding sounds to my game, specifically intro music (for splash), background music (loop) and button event sounds. Hope you can share your knowledge on this. 1) Should I use compressed sounds or uncompressed sounds? Or perhaps a combination of the two? Are there any limitations on the iPhone hardware that I should be aware of -- for example, the ability to play multiple compressed sounds? 2) What's the best audio format for my purpose? 3) For background music, I am thinking of using AVAudioPlayer. For button event sounds, I am thinking of using AudioServicesPlaySystemSound, what do you think? 4) Any other issues I should be aware of? Thank you!

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  • summer experiment: GWT & python for a trading game- arch question

    - by sadhu_
    Hi, As a summer learning experiment, I'm thinking of coding up a web front end for a trading game i wrote in python, that generates share prices and random snippets of text. I am sort of struggling with how this should work on the back-end though. I'd rather have my GWT client page interact with the python share price generator, than to try and re-code it in java. I suppose i could use an sqlite db, and then use jdbc to pick up the prices, but i was wondering if there is a better way, for me to be able to poll some python script either from my client page, or from the serverside java code ? I found this python wrapper, but i'm not sure how i could use it though: http://code.google.com/apis/visualization/documentation/dev/gviz_api_lib.html Thanks.

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  • How to permanently change a variable in a Python game loop

    - by Wehrdo
    I have a game loop like this: #The velocity of the object velocity_x = 0.09 velocity_y = 0.03 #If the location of the object is over 5, bounce off. if loc_x > 5: velocity_x = (velocity_x * -1) if loc_y > 5: velocity_y = (velocity_y * -1) #Every frame set the object's position to the old position plus the velocity obj.setPosition([(loc_x + velocity_x),(loc_y + velocity_y),0]) Basically, my problem is that in the if loops, I change the variable from its original value to the inverse of its old value. But because I declare the variable's value at the beginning of the script, the velocity variables don't stay on what I change it to. I need a way to change the variable's value permanently. Thank you!

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  • How to implement image map type interface for a game board in Java 6

    - by Billy
    My group project at school is to implement a style of monopoly in which students can buy courses and land on various squares and move around the board. This is not a regular square board so we were wondering if anyone had any ideas on how we would implement an image map or something like it to create many clickable regions not in a perfect square. I have attached the image of the game board. Just a way to start is needed, not lots of code or anything as we all know java pretty well. If anyone has any ideas that would be great. Image of board is here. http://imgur.com/fH5WC.png

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  • Free service that allows storing game data online?

    - by StackedCrooked
    I have created a small game in Java and I would like to add the ability for a player to publish his highscores online. I'm willing to write the server software myself (it's easy these days with Ruby Mongrel, or even C++). All I just need to have some sort hosting. One solution that immediately comes to mind is Amazon EC2. But that's kind of expensive for my needs. Since the requirements are very minimal (I don't even need a website, just a web service) I think there may be a cheaper solution out there. Does anyone know of a free or cheap provider for this kind of thing?

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  • Actionscript 3.0 platformer game

    - by Jez
    I have an flash game with the following code (http://pastie.org/9248528) When I run it, the player just falls and doesn't stop when he hits a platform. I tried debugging it and I had an error with moveCharacter's timer, but I don't know if that is the main problem. I put the player inside the wall and debugged it using breakpoints and it didn't detect that the player was inside the wall, skipping moving it to outside of the wall. If anyone has any ideas on what is wrong with my code then that would be great thanks!

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  • How to have game audio loop at a certain point

    - by Essential
    I have a storm in my game, and so I've made an ambient audio file which slowly grows into a storm and rain fades in, which then becomes a loopable storm audio file. Here is how I've done it: // Play intro clip and merge into main loop var introTime = stormIntro.length; AudioSource.PlayClipAtPoint( stormIntro, Vector3.zero, 0.7 ); Invoke( "StormMusic", introTime ); The way I'm currently trying to do it is get the length of the storm_intro audio clip, play the clip, and then invoke storm_loop to begin after the length of the intro has completed. This kinda works, but not really because there's occasionally a gap between the two. So how can I do it so the transition is seamless?

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  • Finding the longest road in a Settlers of Catan game algorithmically

    - by Jay
    I'm writing a Settlers of Catan clone for a class. One of the extra credit features is automatically determining which player has the longest road. I've thought about it, and it seems like some slight variation on depth-first search could work, but I'm having trouble figuring out what to do with cycle detection, how to handle the joining of a player's two initial road networks, and a few other minutiae. How could I do this algorithmically? For those unfamiliar with the game, I'll try to describe the problem concisely and abstractly: I need to find the longest possible path in an undirected cyclic graph.

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  • Google Chrome hardware acceleration making game run slow

    - by powerc9000
    So I have been working on a game in HTML5 canvas and noticed that the games lags and performs much slower when hardware acceleration is turned on in Google Chrome then when it is turned off. You can try for yourself here From doing some profiling I see that the problem lies in drawImage. More specifically drawing one canvas onto another. I do a lot of this. Hardware Acceleration on. Hardware Acceleration off. Is there something fundamental I am missing with one canvas to another? Why would the difference be that profound?

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  • Box2d: Set active and inactive

    - by Rosarch
    I'm writing an XNA game in C# using the XNA port of Box2d - Box2dx. Entities like trees or zombies are represented as GameObjects. GameObjectManager adds and removes them from the game world: /// <summary> /// Does the work of removing the GameObject. /// </summary> /// <param name="controller">The GameObject to be removed.</param> private void removeGameObjectFromWorld(GameObjectController controller) { controllers.Remove(controller); worldState.Models.Remove(controller.Model); controller.Model.Body.SetActive(false); } public void addGameObjectToWorld(GameObjectController controller) { controllers.Add(controller); worldState.Models.Add(controller.Model); controller.Model.Body.SetActive(true); } controllers is a collection of GameObjectController instances. worldState.Models is a collection of GameObjectModel instances. When I remove GameObjects from Box2d this way, this method gets called: void IContactListener.EndContact(Contact contact) { GameObjectController collider1 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureA().GetBody()); GameObjectController collider2 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureB().GetBody()); collisionRecorder.removeCollision(collider1, collider2); } worldQueryUtils: // this could be cached if we know bodies never change public GameObjectController gameObjectOfBody(Body body) { return worldQueryEngine.GameObjectsForPredicate(x => x.Model.Body == body).Single(); } This method throws an error: System.InvalidOperationException was unhandled Message="Sequence contains no elements" Source="System.Core" StackTrace: at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source) at etc Why is this happening? What can I do to avoid it? This method has been called many times before the body.SetActive() was called. I feel that this may be messing it up.

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  • The 10.6.3 os x update broke simulated key-presses for Nestopia.

    - by Lou Z.
    The iPhone app that I released is a wireless game controller, it translates touches on the device into key-presses on the networked Mac. This allowed for playing emulator (e.g. Nestopia) games using the iPhone as a controller. Of course, the day that I released it coincided with an os x update. After installing this update, the simulated key-presses no longer work in Nestopia! The crazier thing is, when I go to 'File Open' within Nestopia, I can cycle through the file list by hitting the up-arrow on my iphone controller; i.e. the simulated key-presses work in menu items, but not in the game itself. The code that I use to simulate keys is below. Given the list of changes here, can anyone identify which change would cause this problem? Thanks!! #define UP false #define DOWN true -(void)sendKey:(CGKeyCode)keycode andKeyDirection:(BOOL)keydirection{ CGEventRef eventRef = CGEventCreateKeyboardEvent(NULL, keycode, keydirection); CGEventPost(kCGSessionEventTap, eventRef); CFRelease(eventRef); }

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  • Code Own Socket Server or Use Red5/ElectroServer on Amazon EC2?

    - by Travis
    I've been thinking for a long time about working on a multiplayer game in Flash. I need updates frequently enough that ajax requests won't work so I need to use a socket server. The system will eventually have enough objects/players that I would consider it an MMO. I would like to set up a scalable system on Amazon's EC2. (Which probably effects my choice of server) This architecture would hopefully allow the game to grow without many changes over time. (Using a domain decomposition technique or something similar) Heres my internal debate: Should I a. Code my own socket server in C++ or Java? b. Use the free and open source Red5 socket server for Flash? or c. Pay the licensing fees and go for Electroserver? I consider myself a decent developer, but am at an impasse as to what road to go down. I'm not sure if I, could develop/would need, the features of one of the prepackaged socket servers. I'm also not sure if the prepackaged servers would work well in an Amazon EC2 environment and take full advantage of its features. Any help or guidance would be greatly appreciated.

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  • Animation not playing

    - by Tate Allen
    Hello again, I didn't say this last time but I am relatively new to iPhone programming and extremely new to iPhone game development so bear with me. In my game, when I tilt the device, the character moves and faces the correct direction, but does not animate. I am using an animated UIImageView. Here is the code: float newX = character.center.x + (accel.x * 12); if (newX 30 && newX < 290) character.center = CGPointMake(newX, character.center.y); if (accel.x < 0) { NSArray *imgArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"run3left.png"], [UIImage imageNamed:@"run1left.png"], [UIImage imageNamed:@"run2left.png"], [UIImage imageNamed:@"run1left.png"], nil]; character.animationImages = imgArray; character.animationDuration = 0.5; character.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:character]; [character startAnimating]; } if (accel.x > 0) { NSArray *imgArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"run3.png"], [UIImage imageNamed:@"run1.png"], [UIImage imageNamed:@"run2.png"], [UIImage imageNamed:@"run1.png"], nil]; character.animationImages = imgArray; character.animationDuration = 0.5; character.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:character]; [character startAnimating]; } }

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  • Turning off antialiasing in Löve2D

    - by cjanssen
    I'm using Löve2D for writing a small game. Löve2D is an open source game engine for Lua. The problem I'm encountering is that some antialias filter is automatically applied to your sprites when you draw it at non-integer positions. love.graphics.draw( sprite, x, y ) So when x or y is not round (for example, x=100.24), the sprite appears blurred. The same happens when the sprite size is not even, because (x,y) points to the center of the sprite. For example, a sprite which is 31x30 big will appear blurred again, because its pixels are painted in non-integer positions. Since I am using pixel art, I want to avoid this all the way, otherwise the art is destroyed by this effect. The workaround I am using so far is to force the coordinates to be round by littering the code with calls to math.floor(), and forcing all the sprites to have even sizes by adding a row or column of transparent pixels with the paint program, if needed. Is there some command to deactivate the antialiasing I can call at program startup?

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  • How to make a wxFrame behave like a modal wxDialog object

    - by dagorym
    Is is possible to make a wxFrame object behave like a modal dialog box in that the window creating the wxFrame object stops execution until the wxFrame object exits? I'm working on a small game and have run into the following problem. I have a main program window that hosts the main application (strategic portion). Occasionally, I need to transfer control to a second window for resolution of part of the game (tactical portion). While in the second window, I want the processing in the first window to stop and wait for completion of the work being done in the second window. Normally a modal dialog would do the trick but I want the new window to have some functionality that I can't seem to get with a wxDialog, namely a status bar at the bottom and the ability to resize/maximize/minimize the window (this should be possible but doesn't work, see this question How to get the minimize and maximize buttons to appear on a wxDialog object). As an addition note, I want the second window's functionality needs to stay completely decoupled from the primary window as it will be spun off into a separate program eventually. Has anyone done this or have any suggestions?

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  • Modelling deterministic and nondeterministic data separately

    - by Superstringcheese
    I'm working with the Microsoft ADO.NET Entity Framework for a game project. Following the advice of other posters on SO, I'm considering modelling deterministic and nondeterministic data separately. The idea for this came from a discussion on multiplayer games, but it seemed to make sense in a single-player scenario as well. Deterministic (things that aren't going to change during gameplay) Attributes (Strength, Agility, etc.) and their descriptions Skills and their descriptions and requirements Races, Factions, Equipment, etc. Base Attribute/Skill/Equipment loadouts for monsters Nondeterministic (things that will change a lot during gameplay) Beings' current AttributeModifers (Potion of Might = +10 Strength), current health and mana, etc. Player inventory, cash, experience, level Player quests states Player FactionRelationships ...and so on. My deterministic model would serve as a set of constants. My nondeterministic model would provide my on-the-fly operable data and would be serialized to a savegame file to maintain game state between play sessions. The data store will be an embedded SQL Compact database. So I might want to create relations between my Attributes table (deterministic model) and my BeingAttributeModifiers table (nondeterministic model), but how do I set that up across models? Det model/db Nondet model/db ____________ ________________________ |Attributes | |PlayerAttributeModifiers| |------------| |------------------------| |Id | |Id | |Name | |AttributeId | |Description | |SourceId | ------------ |Value | ------------------------ Should I use two separate models (edmx) that transact with a single database containing both deterministic-type and nondeterministic-type tables? Or should/can I use two separate databases in one model? Or two models each with their own database? With distinct models/dbs it seems like this will get really complicated and I'll end up fighting EF a lot, rolling my own transaction code, and generally losing out on a lot of the advantages of the framework. I know these are vague questions, I'm just looking for a sanity check before I forge ahead any further.

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  • How can I generate an "unlimited" world?

    - by snowlord
    I would like to create a game with an endless (in reality an extremely large) world in which the player can move about. Whether or not I will ever get around to implement the game is one matter, but I find the idea interesting and would like some input on how to do it. The point is to have a world where all data is generated randomly on-demand, but in a deterministic way. Currently I focus on a large 2D map from which it should be possible to display any part without knowledge about the surrounding parts. I have implemented a prototype by writing a function that gives a random-looking, but deterministic, integer given the x and y of a pixel on the map (see my recent question about this function). Using this function I populate the map with "random" values, and then I smooth the map using a simple filter based on the surrounding pixels. This makes the map dependent on a few pixels outside its edge, but that's not a big problem. The final result is something that at least looks like a map (especially with a good altitude color map). Given this, one could maybe first generate a coarser map which is used to generate bigger differences in altitude to create mountain ranges and seas. Anyway, that was my idea, but I am sure that there exist ways to do this already and I also believe that given the specification, many of you can come up with better ideas. EDIT: Forgot the link to my question.

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  • Is there a table of OpenGL extensions, versions, and hardware support somewhere?

    - by Thomas
    I'm looking for some resource that can help me decide what OpenGL version my game needs at minimum, and what features to support through extensions. Ideally, a table of the following format: 1.0 1.1 1.2 1.2.1 1.3 ... multitexture - ARB ARB core core texture_float - EXT EXT ARB ARB ... (Not sure about the values I put in, but you get the idea.) The extension specs themselves, at opengl.org, list the minimum OpenGL version they need, so that part is easy. However, many extensions have been accepted and became core standard in subsequent OpenGL versions, but it is very hard to find when that happened. The only way I could find is to compare the full OpenGL standards document for each version. On a related note, I would also very much like to know which extensions/features are supported by which hardware, to help me decide what features I can safely use in my game, and which ones I need to make optional. For example, a big honkin' table like this: MAX_TEXTURE_IMAGE_UNITS MAX_VERTEX_TEXTURE_IMAGE_UNITS ... GeForce 6xxx 8 4 GeForce 7xxx 16 8 ATi x300 8 4 ... (Again, I'm making the values up.) The table could list hardware limitations from glGet but also support for particular extensions, and limitations of such extension support (e.g. what floating-point texture formats are supported in hardware). Any pointers to these or similar resources would be hugely appreciated!

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  • Mouse management in JavaScript games

    - by Jakob
    Im using JavaScript, the HTML5 canvas-element and WebGL to make a simple 3D-game in first person view for fun. Ideally, I would like to control my movement by using the keyboard to move and the mouse to look around, like you usually do in FPS-games. As you probably understand, there are some limits to this in the browser, since the mouse cant be captured: When using the onmousemove event, no further movement will be detected when the mouse pointer reaches the border of my screen (which means that I wont be able to run in a circle for example) Seeing the mouse move across the screen is not the end of the world, but it is a little annoying From what I know, it's impossible to hide the mouse as well as setting it's position in JavaScript. Hence, my question is this: If we cant to those things, what can we do in order to get close to the desktop gaming experience when it comes to the mouse in the browser? And I mean right now, using current APIs. Not "what could be changed in some standard to make life easier". Also, I realize that I could use the keyboard to look around, but then we're back in 1995 when Quake were actually played like that. And of course I know that it would be easier to write a desktop application or use Flash at least, but Im trying to push JavaScript's limits here. Apart from those things, what are your suggestions? Any kind of reference, existing game, crazy idea, hack or even browser specific solution would be appreciated.

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  • Determining two lines in MATLAB

    - by Sanyi
    Hi! I am making the game planarity in MATLAB, and i am stuck where the program have to determine that is there any lines that are in inscision with each other. Any ideas how could the program find the inscision points. Heres my source for the game: > clear; clc; a=1; b=10; x=floor(rand(5,1)*(b-a+1)+a); y=floor(rand(5,1)*(b-a+1)+a); fig1=figure; set(fig1,'Color','w','Position',[100 100 500 500]) plot(x,y,'o','MarkerSize',12,'MarkerFaceColor','r'); axis([0 11 0 11]); axis off grid on; hold on; FirstPlayerLines=[]; SecondPlayerLines=[]; for a1=1:+1:2 for a2=5:-1:2 plot([x(a1) x(a2)],[y(a1) y(a2)],'Color','black','LineWidth',3); end end waitforbuttonpress

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  • Int Showing as Long Odd Value

    - by Josh Kahane
    Hi I am trying to send an int in my iphone game for game center multiplayer. The integer is coming up and appearing as an odd long integer value rather than the expected one. I have this in my .h: typedef enum { kPacketTypeScore, } EPacketTypes; typedef struct { EPacketTypes type; size_t size; } SPacketInfo; typedef struct { SPacketInfo packetInfo; int score; } SScorePacket; Then .m: Sending data: scoreData *score = [scoreData sharedData]; SScorePacket packet; packet.packetInfo.type = kPacketTypeScore; packet.packetInfo.size = sizeof(SScorePacket); packet.score = score.score; NSData* dataToSend = [NSData dataWithBytes:&packet length:packet.packetInfo.size]; NSError *error; [self.myMatch sendDataToAllPlayers: dataToSend withDataMode: GKMatchSendDataUnreliable error:&error]; if (error != nil) { // handle the error } Receiving: SPacketInfo* packet = (SPacketInfo*)[data bytes]; switch (packet->type) { case kPacketTypeScore: { SScorePacket* scorePacket = (SScorePacket*)packet; scoreData *score = [scoreData sharedData]; [scoreLabel setString:[NSString stringWithFormat:@"You: %d Challenger: %d", score.score, scorePacket]]; break; } default: CCLOG(@"received unknown packet type %i (size: %u)", packet->type, packet->size); break; } Any ideas? Thanks.

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  • How to determine which enemy is hit and destroy it alone

    - by Jon Ferriter
    http://jsfiddle.net/5DB6K/ I have this game being made where you shoot enemies from the sides of the screen. I've got the bullets moving and being removed when they reach the end of the screen (if they didn't hit any enemy) and removing the enemy when they collide with it. //------------collision----------------// if(shot === true){ bulletY = $('.bullet').position().top + 2; bulletX = $('.bullet').position().left + 2; $('.enemy').each(function(){ if($('.enemy').hasClass('smallEnemy')){ enemyY = $(this).position().top + 7; enemyX = $(this).position().left + 7; if(Math.abs(bulletY - enemyY) <= 9 && Math.abs(bulletX - enemyX) <=9){ $(this).remove(); score = score + 40; bulletDestroy(); } } }); } However, the bullet destroys every enemy if the collision check is right which isn't what I want. I want to check if the enemy has the class of either smallEnemy, medEnemy, or lrgEnemy and then do the collision check which is what I thought I had but it doesn't seem to work. Also, the game starts to lag the more and more time goes on. Would anyone know the reason for that?

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  • Problem with java and conditional (game of life)

    - by Muad'Dib
    Hello everybody, I'm trying to implement The Game of Life in java, as an exercise to learn this language. Unfortunately I have a problem, as I don't seem able to make this program run correctly. I implemented a torodial sum (the plane is a donut) with no problem: int SumNeighbours (int i, int j) { int value = 0; value = world[( i - 1 + row ) % row][( j - 1 + column ) % column]+world[( i - 1 + row ) % row][j]+world[( i - 1 + row ) % row][( j + 1 ) % column]; value = value + world[i][( j - 1 + column ) % column] + world[i][( j + 1 ) % column]; value = value + world[( i + 1 ) % row][( j - 1 + column ) % column] + world[( i + 1 ) % row][j]+world[ ( i+1 ) % row ][( j + 1 ) % column]; return value; } And it sums correctly when I test it: void NextWorldTest () { int count; int [][] nextWorld = new int[row][row]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); } System.out.println(); } world=nextWorld; } Unfortunately when I add the conditions of game of life (born/death) the program stop working correctly, as it seems not able anymore to count correctly the alive cells in the neighborhood. It counts where there are none, and it doesn't count when there are some. E.g.: it doesn't count the one below some living cells. It's a very odd behaviour, and it's been giving me a headache for 3 days now... maybe I'm missing something basic about variables? Here you can find the class. void NextWorld () { int count; int [][] nextWorld = new int[row][column]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); if ( ( world[i][j] == 0) && ( count == 3 ) ) { nextWorld[i][j] = 1; } else if ( ( world[i][j] == 1 ) && ( (count == 3) || (count == 2) )) { nextWorld[i][j] = 1; } else { nextWorld[i][j]=0; } } System.out.println(); } world=nextWorld; } } Am I doing something wrong? Below you can find the full package. package com.GaOL; public class GameWorld { int [][] world; int row; int column; public int GetRow() { return row; } public int GetColumn() { return column; } public int GetWorld (int i, int j) { return world[i][j]; } void RandomGen (int size, double p1) { double randomCell; row = size; column = size; world = new int[row][column]; for (int i = 0; i<row; i++ ) { for (int j = 0; j<column; j++ ) { randomCell=Math.random(); if (randomCell < 1-p1) { world[i][j] = 0; } else { world[i][j] = 1; } } } } void printToConsole() { double test = 0; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { if ( world[i][j] == 0 ) { System.out.print(" "); } else { System.out.print(" * "); test++; } } System.out.println(""); } System.out.println("ratio is " + test/(row*column)); } int SumNeighbours (int i, int j) { int value = 0; value = world[( i - 1 + row ) % row][( j - 1 + column ) % column]+world[( i - 1 + row ) % row][j]+world[( i - 1 + row ) % row][( j + 1 ) % column]; value = value + world[i][( j - 1 + column ) % column] + world[i][( j + 1 ) % column]; value = value + world[( i + 1 ) % row][( j - 1 + column ) % column] + world[( i + 1 ) % row][j]+world[ ( i+1 ) % row ][( j + 1 ) % column]; return value; } void NextWorldTest () { int count; int [][] nextWorld = new int[row][row]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); } System.out.println(); } world=nextWorld; } void NextWorld () { int count; int [][] nextWorld = new int[row][column]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); if ( ( world[i][j] == 0) && ( count == 3 ) ) { nextWorld[i][j] = 1; } else if ( ( world[i][j] == 1 ) && ( (count == 3) || (count == 2) )) { nextWorld[i][j] = 1; } else { nextWorld[i][j]=0; } } System.out.println(); } world=nextWorld; } } and here the test class: package com.GaOL; public class GameTestClass { public static void main(String[] args) { GameWorld prova = new GameWorld(); prova.RandomGen(10, 0.02); for (int i=0; i<3; i++) { prova.printToConsole(); prova.NextWorld(); } } }

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • Help me get my 3D camera to look like the ones in RTS

    - by rFactor
    I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games. Here is my Camera.cs class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace BB { public class Camera : Microsoft.Xna.Framework.GameComponent { public Matrix view; public Matrix projection; protected Game game; KeyboardState currentKeyboardState; Vector3 cameraPosition = new Vector3(600.0f, 0.0f, 600.0f); Vector3 cameraForward = new Vector3(0, -0.4472136f, -0.8944272f); BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity); // Light direction Vector3 lightDir = new Vector3(-0.3333333f, 0.6666667f, 0.6666667f); public Camera(Game game) : base(game) { this.game = game; } public override void Initialize() { this.view = Matrix.CreateLookAt(this.cameraPosition, this.cameraPosition + this.cameraForward, Vector3.Up); this.projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.game.renderer.aspectRatio, 1, 10000); base.Initialize(); } /* Handles the user input * @ param GameTime gameTime */ private void HandleInput(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; currentKeyboardState = Keyboard.GetState(); } void UpdateCamera(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; // Check for input to rotate the camera. float pitch = 0.0f; float turn = 0.0f; if (currentKeyboardState.IsKeyDown(Keys.Up)) pitch += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Down)) pitch -= time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Left)) turn += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Right)) turn -= time * 0.001f; Vector3 cameraRight = Vector3.Cross(Vector3.Up, cameraForward); Vector3 flatFront = Vector3.Cross(cameraRight, Vector3.Up); Matrix pitchMatrix = Matrix.CreateFromAxisAngle(cameraRight, pitch); Matrix turnMatrix = Matrix.CreateFromAxisAngle(Vector3.Up, turn); Vector3 tiltedFront = Vector3.TransformNormal(cameraForward, pitchMatrix * turnMatrix); // Check angle so we cant flip over if (Vector3.Dot(tiltedFront, flatFront) > 0.001f) { cameraForward = Vector3.Normalize(tiltedFront); } // Check for input to move the camera around. if (currentKeyboardState.IsKeyDown(Keys.W)) cameraPosition += cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.S)) cameraPosition -= cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.A)) cameraPosition += cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.D)) cameraPosition -= cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.R)) { cameraPosition = new Vector3(0, 50, 50); cameraForward = new Vector3(0, 0, -1); } cameraForward.Normalize(); // Create the new view matrix view = Matrix.CreateLookAt(cameraPosition, cameraPosition + cameraForward, Vector3.Up); // Set the new frustum value cameraFrustum.Matrix = view * projection; } public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { HandleInput(gameTime); UpdateCamera(gameTime); } } } The problem is that the initial view is looking in a horizontal direction. I would like to have an RTS like top down view (but with a slight pitch). Can you help me out?

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