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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Vertex data split into separate buffers or one one structure?

    - by kiba2
    Is it better to have all vertex data in one structure like this: class MyVertex { int x,y,z; int u,v; int normalx, normaly, normalz; } Or to have each component (location, normal, texture coordinates) in separate arrays/buffers? To me it always seemed logical to keep the data grouped together in one structure because they'd always be the same for each instance of a shared vertex and that seems to be true for things like character models (ex: the normal should be an average of adjacent normals for smooth lighting). One instance where this doesn't seem to work is other kinds of meshes like say a cube where the texture coordinates for each may be the same but that causes them to be different where the vertices are shared. Does everybody normally keep them separate? Won't this make them less space efficient if there needs to be an instance of texture coordinates and normals for each triangle vertex (They won't be indexed)? Can OpenGL even handle this mixing of indexed (for location) vs non-indexed buffers in the same VBO?

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  • Megaman and Protoman versus Decepticon Transformers [Video]

    - by Asian Angel
    What happens when Megaman infiltrates a Decepticon stronghold? Trouble with a capital S when Starscream shows up! Watch as Protoman arrives to help even up the odds in the battle against the Decepticons. Rockman and Transformers Stop motion : Go! Rockman! [via Geeks are Sexy] HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

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  • How to create a scripted sequence

    - by igrad
    Like countless other video games, I'd like to have scripted sequences in my game. Character 1 says something, the player replies, then a rock falls, that sorta stuff. I could find a way to do it, but I would like to use a common method, assuming there is one. My current thought is to have a separate file for each level of the game that contains all the possible scripted actions for that level. When the corresponding trigger is activated, the function is called. I think early Call of Duty games (up to CoD4) used something similar, but I'm not entirely sure.

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  • Advice about testing an application before release?

    - by Troy
    I would like to get some tips from peer developers about how you go about testing an application you developed, prior to release to QA. Keep in mind, this is a small scale application (requirements are verbal), and so doing formal testing processes wont work, especially, since your boss told you to develop this app quick, push it out the door. Despite the time restraints, I would like to make sure it is bug free, however, numerous times in the past, I have had the app sent back to me because clicking the "Reset" button, messes up the other controls alignment etc. I know there are people out there that develop small scale apps fast, and send them out with minimal bugs. How can I achieve that? I researched this post, but it didnt quite answer my question. Testing your code before releasing to QA

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  • c++ normalizing data sizes across systems

    - by Bocochoco
    I have a struct with three variables: two unsigned ints and an unsigned char. From my understanding, a c++ char is always 1 byte regardless of what operating system it is on. The same can't be said for other datatypes. I am looking for a way to normalize POD's so that when saved into a binary file, the resulting file is readable on any operating system that the code is compiled for. I changed my struct to use a 1-byte alignment by adding #pragma as follows: #pragma pack(push, 1) struct test { int a; } #pragma pack(pop) but that doesn't necessarily mean that int a is exactly 4 bytes on every os, I don't think? Is there a way to ensure that a file saved from my code will always be readable?

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  • How to align item to the very bottom within flexible box layout column?

    - by Christina Lacey
    So far I have the three columns laid out in a vertical box (can't post images yet so here's a link): http://imgur.com/4Y34c <div id="vbox"> <div id="blck1"></div> <div id="blck2"></div> <div id="blck3"><div id="yellow"></div><div id="blue"></div></div> </div> css #vbox{ display: box; box-orient: vertical; } #vbox > div { box-flex: 1; } The problem is that I don't know how to get the blue box to align to the bottom of the third column.. I tried all the alignment properties, i must be doing something wrong. Any ideas???

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  • How do you deal with transitions in animating walking?

    - by Aerovistae
    I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking? I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?

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  • Release Notes 12/12/2012

    This past week the CodePlex team worked on several fixes to improve the stability of our TFS infrastructure, including applying TFS 2012 Update 1. We apologize for the recent downtime. We are not completely out of the woods, but we appreciate your patience as we work through the issues. Additional Bug Fixes: Fixed several issues with character encoding within file paths. Fixed issue where the number of pull requests and forks were disappearing after selecting either link. Fixed issue blocking license changes when special characters exist in copyright holder field. Have ideas on how to improve CodePlex? Please visit our suggestions page! Vote for existing ideas or submit a new one. As always you can reach out to the CodePlex team on Twitter @codeplex or reach me directly @mgroves84

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  • Keyboard is not detecting as3

    - by Kaoru
    i got this problem, when i press 1 in keyboard, the function does not run, even i already declared it. How do i solve this? Here is the code: public function Character() { Constant.loaderMario.load(new URLRequest("mario.swf")); addEventListener(KeyboardEvent.KEY_DOWN, selectingPlayer); } private function selectingPlayer(event:KeyboardEvent):void { isoTextMario = new Word(); isoTextChocobo = new Word(); if (event.keyCode == Keyboard.NUMBER_1|| event.keyCode == 49) { Constant.marioSelected = true; if (Constant.marioSelected == true) { isoTextMario.marioCharacter(); addChild(isoTextMario); } } else if (event.keyCode == Keyboard.NUMBER_2 || event.keyCode == 50) { Constant.chocoboSelected = true; if (Constant.chocoboSelected == true) { isoTextChocobo.chocoboCharacter(); addChild(isoTextChocobo); } } }

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  • Human powered document processing

    - by Denivic
    I want to create a "Human powered document processing" website in a formed as a gaming mechanic that will prompt volunteers to weed out text missed by OCR (optical character reader) The challenge is that the OCR output often contains errors and omissions, which hampers searches. Manual corrections is needed to weed out these mistakes, so that the text become machine readable.. I want to accomplish these task by splitting dull repetitive task into tiny microtasks and distributing then to register contributors on my site. I want to digitalized pedigree books into an online database. I want to recreate recaptcha and http://www.digitalkoot.fi/en/splash all roll into one.. Help!!!! What programing languages is best needed to create a recapctch type website and is there any open source project similar to this I can use? I need a some directions to begin this project, so all and any help will be great.

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  • Multiple weapons for android game

    - by Z3r0
    I am trying to make a 3D game for android using the Rajawali engine to render the 3D graphics and blender for designing my models(exporting as .md2), and I want my character to be able to change weapons, armor, helm, etc. Rendering every possible animation would be too much: if I had 10 different weapons, 10 armor and 10 helm, I would have to create 1000 animations with every possible equipment and if I add boots to list it would be even worse. I read somewhere you can use bones for this; but in Android, I only get the object itself to work with. Does anyone has an idea how i can solve this? If I make the weapon a different object how do I parent it to my models in my game?

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  • Is there a faster way to draw text?

    - by mystify
    Shark complains about a big performance hit with this line, which takes like 80% of CPU time. I have a counter that is updated very frequently and performance seriously sucks. It's an custom UILabel subclass with -drawRect: implemented. Every time the counter value changes, this is used to draw the new text: [self.text drawInRect:textRect withFont:correctedFont lineBreakMode:self.lineBreakMode alignment:self.textAlignment]; When I comment this line out, performance rocks. Its smooth and fast. So Shark isn't wrong about this. But what could I do to improve this? Maybe go a level deeper? Does that make any sense? Probably drawing text is really so incredible heavy...?

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  • SQL binary value to PHP variable leading zeros

    - by Agony
    Using sql query to pull data from a mssql database results in a value that still has leading zeros. The data in database is stored as binary(13) - so it will pull all 13 digits. However the value is a text, so any leading zeros will generally show up as '?' in a form on the site - and in return will update wrong data to the database later. So what i need is to only select/display the text itself, not all 13 bytes. using: SELECT CONVERT(char,uilock_pw) AS uipwd FROM tbl_UserAccount or SELECT uilock_pw FROM tbl_UserAccount still adds the leading zeros to the char array. Example in database: 0x71776531323300000000000000 Would show up as: qwe123??????? But should be: qwe123 Im not even sure what character those ? represent. Using Echo results in a normal qwe123 - but not in a form.

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  • MATLAB: Can axes tick labels be accesed as text objects?

    - by yuk
    I'm curious is it possible to change text properties of tick labels independently of axes properties. Do they have handles? I'd like to control their position better, alignment, color, fonts, etc. I know I can substitute them with text labels, but it has some drawbacks. Any alternative solutions? Particularly, is it possible to put xticklabels between ticks, that are irregular? plot(1:100) set(gca,'xtick',[30 45 53 70 95]) grid on I need to put xticklabels in the middle between grids.

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  • How should I migrate DDL changes from one environment to the next?

    - by Rl
    I make DDL changes using SQL Developer's GUI. Problem is, I need to apply those same changes to the test environment. I'm wondering how others handle this issue. Currently I'm having to manually write ALTER statements to bring the test environment into alignment with the development environment, but this is prone to error (doing the same thing twice). In cases where there's no important data in the test environment I usually just blow everything away, export the DDL scripts from dev and run them from scratch in test. I know there are triggers that can store each DDL change, but this is a heavily shared environment and I would like to avoid that if possible. Maybe I should just write the DDL stuff manually rather than using the GUI?

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  • Cocos 2D - Hold down CCMenuItem

    - by Will Youmans
    I am using the following code to move a CCSprite left and right. -(id)init{ CCMenuItemImage * moveLeftButton = [CCMenuItemImage itemFromNormalImage:@"Move Left Button.png" selectedImage:@"Move Left Button.png" target:self selector:@selector(moveLeftVoid:)]; } -(void)moveLeftVoid{ id moveLeft = [CCMoveBy actionWithDuration:.3 position:ccp(-10, 0)]; [_mainSprite runAction:moveLeft]; } This does work, but only as a single tap. What I want for the CCSprite to move continously in that direction when the CCMenuItem is held down. Then when it's released the character stops moving. If you need to see more code, please just ask. :) Thanks

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  • Don’t Panic! Hides Applications, Erases Browser History, and More

    - by Jason Fitzpatrick
    Don’t Panic! is a free and portable Windows application that makes it easy to quickly hide windows, clear document and browser history, and otherwise mask your goofing off. It includes options for hiding and closing applications, clearing browser history as well as recent clearing the Recent Documents menu and the Recycle Bin. Application closure/hiding is governed by as simple blacklist; populate the blacklist and hit the panic button (or the user-customizable panic button shortcut, CTRL+P by default). Don’t Panic! is free portable application, Windows only. Hit up the link below to read more and grab a copy. Don’t Panic! [Portable Apps] How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Mixing HTML and STRUTS2 tags

    - by ryan
    I have a form which has both HMTL tags and struts tags. I use the HTML tags because of alignment issues with struts tags. <s:form action = "setNode" name = "processing" method ="POST"> <script> <!-- createTree(catArray); </script> <br/> <s:radio name="processOption" label="" list="{'Add','Move','Delete'}" ></s:radio> <s:textfield name="node" ></s:textfield> <s:submit name="Go" value=" Go " align="center" /> </s:form> the createTree function creates a tree form with HTML checkbox input types. The action triggers a java function. How do i see which checkboxes are checked?

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  • Why is it an issue that it takes 2 digits to represent the number 10 in decimal?

    - by Crizly
    So we use hexadecimal which has the advantage of going up to 15 in single digits A-F, but why is it an issue that it takes 2 digits to represent the number 10 in decimal? I was reading up about hexadecimal and I came across these 2 lines: Base 16 suggests the digits 0 to 15, but the problem we face is that it requires 2 digits to represent 10 to 15. Hexadecimal solves this problem by using the letters A to F. My question is, why do we care how many digits it takes to represent 15? What is the importance of this number, and how does denoting it with a single character have any value?

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  • Mouse on screen lags

    - by Jeggy
    I just made a fresh install of Ubuntu 13.10 64bit on my Dell XPS 15 laptop. My mouse lags/glitches/blinks each time something is loading in Ubuntu. when a youtube video is playing in the background it blinks all the time, and it also blinks for each character that I write, it's very annoying. It also blinks for each time the Blinking Cursor in a text field blinks. When I have just booted up my laptop it can be away for a second or more (than after it comes back it goes away for a second or more and this happends for awhile), so I have no chance of seeing the mouse on my screen.

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  • Small line-height cross-browser difference

    - by AESM
    So basicly my problem is that the line-heights in Firefox are a little bittle "larger" than in other browsers even though they're all fixed line-heights. For example, you have a block element which has a height from 100px and the line-height is set to 102px. Now, in Firefox the vertical alignment of text is perfect. But in the latest Chrome and Safari 4, the text stands 2px or so higher. Isn't there any way to fix this? Thanks.

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  • Why is "display: table-cell" messing up my div's?

    - by eric01
    I'm trying to center the strings "1","2" and "3" vertically as seen here: But when I use display: table-cell; vertical-align: middle; for all 3 div's, but then I get his unwanted result: HTML is <div id='alldivs'> <div id='red' class='each_div'>1</div> <div id='blue' class='each_div'>2</div> <div id='green' class='each_div'>3</div> </div> CSS is .each_div { width: 80px; height: 50px; text-align: center; display: table-cell; vertical-align: middle; } Demo How do I keep the 3 div's aligned vertically while keeping vertical alignment within each div?

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  • Why I cant be able to change the UITableViewCell detailTextLabel's frame?

    - by Simon
    Hi.. I am having a table view with default UITableViewCell of style UITableViewCellStyleValue2. I just want to move detailTextLabel few pixels to the right. I know it makes no sense to adjust its width and height :). I am trying to set detailTextLabel's frame with my x and y value. But its not affecting the its frame. I prefer to use default UITableViewCell, in this case, over a customized cell because the default UITableViewCell automatically manages the text alignment and centering of the labels.. How to change UITableViewCell detailTextLabel's frame? Am I allowed to change its frame? Thanks everyone..

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  • Does an inventory limit in an MMORPG make sense?

    - by Philipp
    I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of a maximum weight, a limited number of inventory slots, or a combination of both. Almost every MMORPG I ever played limits inventory space. But plausibility aside, is this really necessary from a gameplay point of view? Maybe it would in fact improve the game experience when I just let the players carry as much stuff as they want. tl;dr: What is the game development rationale behind limiting carrying capacity of player characters?

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