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  • Need help with a memory management problem in my game model

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. //in the .h file @property(nonatomic,retain) NSMutableArray *fencePoleArray; @property(nonatomic,retain) NSMutableArray *fencePoleImageArray; @property(nonatomic,retain) NSMutableArray *fenceImageArray; //in the .m file - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray. Point is to remove all the objects in the NSMutableArrays but keep the array itself so it can be reused later. -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } So the problem here is, everything works fine until checkFence is called the 2nd time after endOpenState is called. So its like tap_screen - tap_screen - press_button_to_call_endOpenState - tap screen - tap_screen - crash What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • Flash ne sera pas disponible sur Android 4.1, Adobe annonce le retrait de l'application de Google Play dès le 15 août

    Flash ne sera pas disponible sur Android 4.1 Adobe annonce le retrait de l'application de Google Play dès le 15 août Mise à jour du 02/07/2012, par Hinault Romaric Le lecteur Flash ne sera pas disponible pour Android 4.1, la prochaine version du système d'exploitation mobile présentée la semaine dernière lors du Google I/O. Adobe avait annoncé en fin d'année dernière qu'il arrêtait avec le développement de Flash pour les plateformes mobiles (lire ci-avant). C'est donc sans surprise que l'éditeur dans un billet de blog a déclaré qu'il n'y aurait pas de certification de Flash pour Android 4.1. Le programm...

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • A* (A-star) implementation in AS3

    - by Bryan Hare
    Hey, I am putting together a project for a class that requires me to put AI in a top down Tactical Strategy game in Flash AS3. I decided that I would use a node based path finding approach because the game is based on a circular movement scheme. When a player moves a unit he essentially draws a series of line segments that connect that a player unit will follow along. I am trying to put together a similar operation for the AI units in our game by creating a list of nodes to traverse to a target node. Hence my use of Astar (the resulting path can be used to create this line). Here is my Algorithm function findShortestPath (startN:node, goalN:node) { var openSet:Array = new Array(); var closedSet:Array = new Array(); var pathFound:Boolean = false; startN.g_score = 0; startN.h_score = distFunction(startN,goalN); startN.f_score = startN.h_score; startN.fromNode = null; openSet.push (startN); var i:int = 0 for(i= 0; i< nodeArray.length; i++) { for(var j:int =0; j<nodeArray[0].length; j++) { if(!nodeArray[i][j].isPathable) { closedSet.push(nodeArray[i][j]); } } } while (openSet.length != 0) { var cNode:node = openSet.shift(); if (cNode == goalN) { resolvePath (cNode); return true; } closedSet.push (cNode); for (i= 0; i < cNode.dirArray.length; i++) { var neighborNode:node = cNode.nodeArray[cNode.dirArray[i]]; if (!(closedSet.indexOf(neighborNode) == -1)) { continue; } neighborNode.fromNode = cNode; var tenativeg_score:Number = cNode.gscore + distFunction(neighborNode.fromNode,neighborNode); if (openSet.indexOf(neighborNode) == -1) { neighborNode.g_score = neighborNode.fromNode.g_score + distFunction(neighborNode,cNode); if (cNode.dirArray[i] >= 4) { neighborNode.g_score -= 4; } neighborNode.h_score=distFunction(neighborNode,goalN); neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; insertIntoPQ (neighborNode, openSet); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); } else if (tenativeg_score <= neighborNode.g_score) { neighborNode.fromNode=cNode; neighborNode.g_score=cNode.g_score+distFunction(neighborNode,cNode); if (cNode.dirArray[i]>=4) { neighborNode.g_score-=4; } neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; openSet.splice (openSet.indexOf(neighborNode),1); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); insertIntoPQ (neighborNode, openSet); } } } trace ("fail"); return false; } Right now this function creates paths that are often not optimal or wholly inaccurate given the target and this generally happens when I have nodes that are not path able, and I am not quite sure what I am doing wrong right now. If someone could help me correct this I would appreciate it greatly. Some Notes My OpenSet is essentially a Priority Queue, so thats how I sort my nodes by cost. Here is that function function insertIntoPQ (iNode:node, pq:Array) { var inserted:Boolean=true; var iterater:int=0; while (inserted) { if (iterater==pq.length) { pq.push (iNode); inserted=false; } else if (pq[iterater].f_score >= iNode.f_score) { pq.splice (iterater,0,iNode); inserted=false; } ++iterater; } } Thanks!

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  • Astar implementation in AS3

    - by Bryan Hare
    Hey, I am putting together a project for a class that requires me to put AI in a top down Tactical Strategy game in Flash AS3. I decided that I would use a node based path finding approach because the game is based on a circular movement scheme. When a player moves a unit he essentially draws a series of line segments that connect that a player unit will follow along. I am trying to put together a similar operation for the AI units in our game by creating a list of nodes to traverse to a target node. Hence my use of Astar (the resulting path can be used to create this line). Here is my Algorithm function findShortestPath (startN:node, goalN:node) { var openSet:Array = new Array(); var closedSet:Array = new Array(); var pathFound:Boolean = false; startN.g_score = 0; startN.h_score = distFunction(startN,goalN); startN.f_score = startN.h_score; startN.fromNode = null; openSet.push (startN); var i:int = 0 for(i= 0; i< nodeArray.length; i++) { for(var j:int =0; j<nodeArray[0].length; j++) { if(!nodeArray[i][j].isPathable) { closedSet.push(nodeArray[i][j]); } } } while (openSet.length != 0) { var cNode:node = openSet.shift(); if (cNode == goalN) { resolvePath (cNode); return true; } closedSet.push (cNode); for (i= 0; i < cNode.dirArray.length; i++) { var neighborNode:node = cNode.nodeArray[cNode.dirArray[i]]; if (!(closedSet.indexOf(neighborNode) == -1)) { continue; } neighborNode.fromNode = cNode; var tenativeg_score:Number = cNode.gscore + distFunction(neighborNode.fromNode,neighborNode); if (openSet.indexOf(neighborNode) == -1) { neighborNode.g_score = neighborNode.fromNode.g_score + distFunction(neighborNode,cNode); if (cNode.dirArray[i] >= 4) { neighborNode.g_score -= 4; } neighborNode.h_score=distFunction(neighborNode,goalN); neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; insertIntoPQ (neighborNode, openSet); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); } else if (tenativeg_score <= neighborNode.g_score) { neighborNode.fromNode=cNode; neighborNode.g_score=cNode.g_score+distFunction(neighborNode,cNode); if (cNode.dirArray[i]>=4) { neighborNode.g_score-=4; } neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; openSet.splice (openSet.indexOf(neighborNode),1); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); insertIntoPQ (neighborNode, openSet); } } } trace ("fail"); return false; } Right now this function creates paths that are often not optimal or wholly inaccurate given the target and this generally happens when I have nodes that are not path able, and I am not quite sure what I am doing wrong right now. If someone could help me correct this I would appreciate it greatly. Some Notes My OpenSet is essentially a Priority Queue, so thats how I sort my nodes by cost. Here is that function function insertIntoPQ (iNode:node, pq:Array) { var inserted:Boolean=true; var iterater:int=0; while (inserted) { if (iterater==pq.length) { pq.push (iNode); inserted=false; } else if (pq[iterater].f_score >= iNode.f_score) { pq.splice (iterater,0,iNode); inserted=false; } ++iterater; } } Thanks!

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  • flex 4: swfloader - how to mute game completly

    - by ufk
    Hiya. Ive read some answers here regarding muting swfloader volume but none of the examples would work in flex 4. I tried doinf the following: this._swfGame.source=url; this._swfGame.soundTransform = new SoundTransform(0.0); this would shut down the volume of the preloader, but when the game starts the volume is back to normal. i tried adding the following to the previous code: this._swfGame.addEventListener(Event.COMPLETE,this._configSwf); private function _configSwf(event:Event):void { this._swfGame.removeEventListener(Event.COMPLETE, _configSwf); var soundTransform:SoundTransform = new SoundTransform(0.0); // TODO: set proper volume this._swfGame.soundTransform = soundTransform; } but i got the same results. any ideas? thanks!

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  • Changing enum in a different class for screen

    - by user2434321
    I'm trying to make a start menu for my game and my code uses Enum's to moniter the screen state. Now i want to change the screenstate declared in the main class, in my Background class Screen screen = new Screen(); is declared in the Game1 class Background(ref screen); This is in the update method for the Background Class KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; } } For some reason when I play this and I hit the enter button the Background class's screen is changed but the main class's screen isn't how can i change this? EDIT 1* class Background { private Texture2D background; private Rectangle backgroundRect; private Texture2D arrow; private Rectangle arrowRect; private Screen screen; private MenuState menuState; private bool isPressed = false; public Screen getScreenState(ref Screen screen) { this.screen = screen; return this.screen; } public Background(ref Screen screen) { this.screen = screen; } public void Update() { KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; case Screen.Pause: break; case Screen.Over: break; } } public void LoadStartContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("startBackground"); arrow = Content.Load<Texture2D>("arrow"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); arrowRect = new Rectangle(450, 225, arrow.Width, arrow.Height); screen = Screen.Start; } public void LoadPlayContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("Background"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); screen = Screen.Play; } public void LoadOverContent(ContentManager Content, GraphicsDeviceManager graphics) { } public void Draw(SpriteBatch spritebatch) { if (screen == Screen.Start) { spritebatch.Draw(background, backgroundRect, Color.White); spritebatch.Draw(arrow, arrowRect, Color.White); } else spritebatch.Draw(background, backgroundRect, Color.White); } } Thats my background class!

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  • updating score in card game

    - by Confused
    I am a total beginner with python. I need help updating the score of a card game. The scoring works as follows: Player A or B has a pair: score += 1 Player A asks Player B (vice versa) for a card and that player has it: score += 1 Player B doesn't have it, Player A has to draw a card. If there is pair after draw: score += 2 I have the logic down but I don't really know how to connect it together. I tried manually adding the scores in my functions, but it get's messy and complicated :( I assume I would have to make a new function for the score and call them in my other functions? I would appreciate the guidance, Thank-you!

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Complicated idea - how to create car racing for my RPG game's players

    - by Donator
    So, I want to create car racing for my RPG game's players. Player can create race and choose how many participants can participate in race. After race is being created, other people can join it. When the maximum participants are collected, race begins. My idea, when the last participant joins, then instantly choose the winner (who's car is the best, that person wins), but how can I do it? If I choose to pick the winner after the last participant joins, then I have to put many queries in one page (select data from table, then delete the race, then select players' cars' statistics and pick the winner and then again, using mysql, send message to everyone). But this idea is really not optimal and it will lag cruelly for that last person. Maybe you have any ideas how I can avoid lag and make it more optimal. Thank you very much.

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  • GraphicsDevice is null in my XNA Windows Game project

    - by indyK1ng
    Hello All, I have just started trying to make a simple game with XNA 3.1 to help myself learn C# and XNA. I have run into a bit of an interesting problem, however. In all of the tutorials, one is supposed to pass GraphicsDevice when instantiating a new spriteBatch object like this: spriteBatch = new SpriteBatch(GraphicsDevice); One might even do this: GraphicsDevice objGraphics = new graphics.GraphicsDevice; spriteBatch = new SpriteBatch(objGraphics); where graphics is the GraphicsDeviceManager. However, no matter which version I try, I always get an ArgumentNullException when I try to pass the GraphicsDevice object to spriteBatch's constructor. Almost every tutorial I have found gives the first one and only one mentioned the second option. Has anyone else run into a similar error or know what could be causing this? I am working in Windows 7 x64 with Visual Studio 2008.

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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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  • 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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  • How to play two or more videos side by side in a syncronized fashion in Linux?

    - by Grumbel
    I have two (or more) video files that I want to play side by side. I could do that simply by opening them in two seperate windows, but that would also seperate all the controls (play/pause/forward/...). I want to play them in a synchronized fashion so that pause/forwarding/... works on both videos simultaneously so that they always stay at the same timecode and they don't go out of sync. How would I accomplish that in Linux? This is needed for viewing only, so compositing them into a new video file first should be avoided if possible, but if there isn't an easy way to do that, I welcome answers doing it with composition as well.

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  • How do I make my play/pause keyboard button work correctly in iTunes 10 on Windows?

    - by EvilChookie
    First and foremost, I have mmKeys installed correctly. My iTunes works almost perfect while minimized to the tray. My problem is with the play/pause button on my Wireless Comfort Keyboard 5000. When iTunes does not have focus (like it's minimized, or if it isn't the application I'm active in, like right now while typing this) the play pause button toggles twice. So, I'll push the pause button - and the song that is playing will pause, but a split second later will start up again. If the song is paused, and I push play, the song will immediately pause again. In order to get the key to work correctly, I must give iTunes focus, and then push the button. Here's a video I created on youtube: http://www.youtube.com/watch?v=POh6Gbm5QZI OS: Windows 7 x64 iTunes: 10.0.0.68 Intellitype: 8.0 Edit: Apparently I have intellitype 8.0 instead of 7.1

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  • How do I force Windows to play sound through the speakers only when a USB headset isn't connected?

    - by Phoexo
    I'm using a speaker set connected through the green audio jack and a headset which I connect through USB. My problem is that every time I connect/disconnect my headset, I have to go through a lot of settings/restart some programs to make the sound go through the speakers again. What I want is to have audio play through the headset when it's connected, but if I disconnect the headset, I want the audio to automatically play through the speakers. For example, if I connect/disconnect the headset while listening to music, I have to restart the application to make the music play through the correct speaker/headset, and it shouldn't be that inconvenient. (I found this somewhat relevant topic, but the problem is that it doesn't really give an answer. (Also, it is 2 years old.))

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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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