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  • Working with Tile Notifications in Windows 8 Store Apps – Part I

    - by dwahlin
    One of the features that really makes Windows 8 apps stand out from others is the tile functionality on the start screen. While icons allow a user to start an application, tiles provide a more engaging way to engage the user and draw them into an application. Examples of “live” tiles on part of my current start screen are shown next: I’ll admit that if you get enough of these tiles going the start screen can actually be a bit distracting. Fortunately, a user can easily disable a live tile by right-clicking on it or pressing and holding a tile on a touch device and then selecting Turn live tile off from the AppBar: The can also make a wide tile smaller (into a square tile) or make a square tile bigger assuming the application supports both squares and rectangles. In this post I’ll walk through how to add tile notification functionality into an application. Both XAML/C# and HTML/JavaScript apps support live tiles and I’ll show the code for both options.   Understanding Tile Templates The first thing you need to know if you want to add custom tile functionality (live tiles) into your application is that there is a collection of tile templates available out-of-the-box. Each tile template has XML associated with it that you need to load, update with your custom data, and then feed into a tile update manager. By doing that you can control what shows in your app’s tile on the Windows 8 start screen. So how do you learn more about the different tile templates and their respective XML? Fortunately, Microsoft has a nice documentation page in the Windows 8 Store SDK. Visit http://msdn.microsoft.com/en-us/library/windows/apps/hh761491.aspx to see a complete list of square and wide/rectangular tile templates that you can use. Looking through the templates you’ll It has the following XML template associated with it:  <tile> <visual> <binding template="TileSquareBlock"> <text id="1">Text Field 1</text> <text id="2">Text Field 2</text> </binding> </visual> </tile> An example of a wide/rectangular tile template is shown next:    <tile> <visual> <binding template="TileWideImageAndText01"> <image id="1" src="image1.png" alt="alt text"/> <text id="1">Text Field 1</text> </binding> </visual> </tile>   To use these tile templates (or others you find interesting), update their content, and get them to show for your app’s tile on the Windows 8 start screen you’ll need to perform the following steps: Define the tile template to use in your app Load the tile template’s XML into memory Modify the children of the <binding> tag Feed the modified tile XML into a new TileNotification instance Feed the TileNotification instance into the Update() method of the TileUpdateManager In the remainder of the post I’ll walk through each of the steps listed above to provide wide and square tile notifications for an application. The wide tile that’s shown will show an image and text while the square tile will only show text. If you’re going to provide custom tile notifications it’s recommended that you provide wide and square tiles since users can switch between the two of them directly on the start screen. Note: When working with tile notifications it’s possible to manipulate and update a tile’s XML template without having to know XML parsing techniques. This can be accomplished using some C# notification extension classes that are available. In this post I’m going to focus on working with tile notifications using an XML parser so that the focus is on the steps required to add notifications to the Windows 8 start screen rather than on external extension classes. You can access the extension classes in the Windows 8 samples gallery if you’re interested.   Steps to Create Custom App Tile Notifications   Step 1: Define the tile template to use in your app Although you can cut-and-paste a tile template’s XML directly into your C# or HTML/JavaScript Windows store app and then parse it using an XML parser, it’s easier to use the built-in TileTemplateType enumeration from the Windows.UI.Notifications namespace. It provides direct access to the XML for the various templates so once you locate a template you like in the documentation (mentioned above), simplify reference it:HTML/JavaScript var notifications = Windows.UI.Notifications; var template = notifications.TileTemplateType.tileWideImageAndText01; .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C# var template = TileTemplateType.TileWideImageAndText01;   Step 2: Load the tile template’s XML into memory Once the target template’s XML is identified, load it into memory using the TileUpdateManager’s GetTemplateContent() method. This method parses the template XML and returns an XmlDocument object:   HTML/JavaScript   var tileXml = notifications.TileUpdateManager.getTemplateContent(template); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C#  var tileXml = TileUpdateManager.GetTemplateContent(template);   Step 3: Modify the children of the <binding> tag Once the XML for a given template is loaded into memory you need to locate the appropriate <image> and/or <text> elements in the XML and update them with your app data. This can be done using standard XML DOM manipulation techniques. The example code below locates the image folder and loads the path to an image file located in the project into it’s inner text. The code also creates a square tile that consists of text, updates it’s <text> element, and then imports and appends it into the wide tile’s XML.   HTML/JavaScript var image = tileXml.selectSingleNode('//image[@id="1"]'); image.setAttribute('src', 'ms-appx:///images/' + imageFile); image.setAttribute('alt', 'Live Tile'); var squareTemplate = notifications.TileTemplateType.tileSquareText04; var squareTileXml = notifications.TileUpdateManager.getTemplateContent(squareTemplate); var squareTileTextAttributes = squareTileXml.selectSingleNode('//text[@id="1"]'); squareTileTextAttributes.appendChild(squareTileXml.createTextNode(content)); var node = tileXml.importNode(squareTileXml.selectSingleNode('//binding'), true); tileXml.selectSingleNode('//visual').appendChild(node); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C#var tileXml = TileUpdateManager.GetTemplateContent(template); var text = tileXml.SelectSingleNode("//text[@id='1']"); text.AppendChild(tileXml.CreateTextNode(content)); var image = (XmlElement)tileXml.SelectSingleNode("//image[@id='1']"); image.SetAttribute("src", "ms-appx:///Assets/" + imageFile); image.SetAttribute("alt", "Live Tile"); Debug.WriteLine(image.GetXml()); var squareTemplate = TileTemplateType.TileSquareText04; var squareTileXml = TileUpdateManager.GetTemplateContent(squareTemplate); var squareTileTextAttributes = squareTileXml.SelectSingleNode("//text[@id='1']"); squareTileTextAttributes.AppendChild(squareTileXml.CreateTextNode(content)); var node = tileXml.ImportNode(squareTileXml.SelectSingleNode("//binding"), true); tileXml.SelectSingleNode("//visual").AppendChild(node);  Step 4: Feed the modified tile XML into a new TileNotification instance Now that the XML data has been updated with the desired text and images, it’s time to load the XmlDocument object into a new TileNotification instance:   HTML/JavaScript var tileNotification = new notifications.TileNotification(tileXml); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C#var tileNotification = new TileNotification(tileXml);  Step 5: Feed the TileNotification instance into the Update() method of the TileUpdateManager Once the TileNotification instance has been created and the XmlDocument has been passed to its constructor, it needs to be passed to the Update() method of a TileUpdator in order to be shown on the Windows 8 start screen:   HTML/JavaScript notifications.TileUpdateManager.createTileUpdaterForApplication().update(tileNotification); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   XAML/C#TileUpdateManager.CreateTileUpdaterForApplication().Update(tileNotification);    Once the tile notification is updated it’ll show up on the start screen. An example of the wide and square tiles created with the included demo code are shown next:     Download the HTML/JavaScript and XAML/C# sample application here. In the next post in this series I’ll walk through how to queue multiple tiles and clear a queue.

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  • Perl to Ruby conversion (multidimensional arrays)

    - by Alex
    I'm just trying to get my head around a multidimensional array creation from a perl script i'm currently converting to Ruby, I have 0 experience in Perl, as in i opened my first Perl script this morning. Here is the original loop: my $tl = {}; for my $zoom ($zoommin..$zoommax) { my $txmin = lon2tilex($lonmin, $zoom); my $txmax = lon2tilex($lonmax, $zoom); # Note that y=0 is near lat=+85.0511 and y=max is near # lat=-85.0511, so lat2tiley is monotonically decreasing. my $tymin = lat2tiley($latmax, $zoom); my $tymax = lat2tiley($latmin, $zoom); my $ntx = $txmax - $txmin + 1; my $nty = $tymax - $tymin + 1; printf "Schedule %d (%d x %d) tiles for zoom level %d for download ...\n", $ntx*$nty, $ntx, $nty, $zoom unless $opt{quiet}; $tl->{$zoom} = []; for my $tx ($txmin..$txmax) { for my $ty ($tymin..$tymax) { push @{$tl->{$zoom}}, { xyz => [ $tx, $ty, $zoom ] }; } } } and what i have so far in Ruby: tl = [] for zoom in zoommin..zoommax txmin = cm.tiles.xtile(lonmin,zoom) txmax = cm.tiles.xtile(lonmax,zoom) tymin = cm.tiles.ytile(latmax,zoom) tymax = cm.tiles.ytile(latmin,zoom) ntx = txmax - txmin + 1 nty = tymax - tymin + 1 tl[zoom] = [] for tx in txmin..txmax for ty in tymin..tymax tl[zoom] << xyz = [tx,ty,zoom] puts tl end end end The part i'm unsure of is nested right at the root of the loops, push @{$tl->{$zoom}},{ xyz => [ $tx, $ty, $zoom ] }; I'm sure this will be very simple for a seasoned Perl programmer, thanks! `

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  • Appengine not liking my .jspx files

    - by Hans Westerbeek
    I have a little app that runs fine on local dev appengine, but appengine itself is not processing my .jspx files. The jspx files are in WEB-INF so they should not be excluded by appengine (as a static resource) I am using Apache Tiles to define my views. So the html produced looks like this: <html xmlns:jsp="http://java.sun.com/JSP/Page" xmlns:c="http://java.sun.com/jsp/jstl/core" xmlns:tiles="http://tiles.apache.org/tags-tiles" > <jsp:output omit-xml-declaration="yes"/> <jsp:directive.page contentType="text/html;charset=UTF-8" /> <jsp:directive.page isELIgnored="false"/> (etc etc) How can I solve this problem?

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  • How to optimize this SQL query for a rectangular region?

    - by Andrew B.
    I'm trying to optimize the following query, but it's not clear to me what index or indexes would be best. I'm storing tiles in a two-dimensional plane and querying for rectangular regions of that plane. The table has, for the purposes of this question, the following columns: id: a primary key integer world_id: an integer foreign key which acts as a namespace for a subset of tiles tileY: the Y-coordinate integer tileX: the X-coordinate integer value: the contents of this tile, a varchar if it matters. I have the following indexes: "ywot_tile_pkey" PRIMARY KEY, btree (id) "ywot_tile_world_id_key" UNIQUE, btree (world_id, "tileY", "tileX") "ywot_tile_world_id" btree (world_id) And this is the query I'm trying to optimize: ywot=> EXPLAIN ANALYZE SELECT * FROM "ywot_tile" WHERE ("world_id" = 27685 AND "tileY" <= 6 AND "tileX" <= 9 AND "tileX" >= -2 AND "tileY" >= -1 ); QUERY PLAN ------------------------------------------------------------------------------------------------------------------------------------------- Bitmap Heap Scan on ywot_tile (cost=11384.13..149421.27 rows=65989 width=168) (actual time=79.646..80.075 rows=96 loops=1) Recheck Cond: ((world_id = 27685) AND ("tileY" <= 6) AND ("tileY" >= (-1)) AND ("tileX" <= 9) AND ("tileX" >= (-2))) -> Bitmap Index Scan on ywot_tile_world_id_key (cost=0.00..11367.63 rows=65989 width=0) (actual time=79.615..79.615 rows=125 loops=1) Index Cond: ((world_id = 27685) AND ("tileY" <= 6) AND ("tileY" >= (-1)) AND ("tileX" <= 9) AND ("tileX" >= (-2))) Total runtime: 80.194 ms So the world is fixed, and we are querying for a rectangular region of tiles. Some more information that might be relevant: All the tiles for a queried region may or may not be present The height and width of a queried rectangle are typically about 10x10-20x20 For any given (world, X) or (world, Y) pair, there may be an unbounded number of matching tiles, but the worst case is currently around 10,000, and typically there are far fewer. New tiles are created far less frequently than existing ones are updated (changing the 'value'), and that itself is far less frequent that just reading as in the query above. The only thing I can think of would be to index on (world, X) and (world, Y). My guess is that the database would be able to take those two sets and intersect them. The problem is that there is a potentially unbounded number of matches for either for either of those. Is there some other kind of index that would be more appropriate?

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  • TileMap in Sprite kit tile size issue

    - by TazmanNZL
    I am loading a TMX tile map into sprite kit using JSTileMap and the issue I am having is that if I use a tileSet.png the tiles appear too big when displayed. If I use a [email protected] the tiles appear the correct size but my tmx map does not show correctly instead all I see is the tileSet in a grid. I have tried renaming the [email protected] to tileSet.png but once again the tiles appear too big. Can I use a [email protected] with JSTileMap? The tiles in both png files are 128x128 Any help is appreciated.

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  • Trouble with array of dictionaries, ruby

    - by user299450
    I am getting the following error. game.rb:46:in `play': undefined method `[]' for nil:NilClass (NoMethodError) from game.rb:45:in each' from game.rb:45:inplay' from game.rb:56 with this code, def play() currentTile = nil @tiles.each do |tile| if(tile['Name'] == 'Starting Square') currentTile = tile end puts("#{currentTile['Desciption']}") end end This is part of a text adventure game, I am playing with @tiles is an array of tiles that was read from a file. Each tile is a dictionary. Thanks for any help, I cant figure this out

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  • query regarding fixing the page size

    - by sukhada
    -- <f:subview id="header"> <tiles:insert definition="page.header" flush="false"/> </f:subview> <!-- </h:panelGroup>--> <h:panelGroup id="topMenu" > <tiles:insert definition="page.topMenu" flush="false"/> </h:panelGroup> <h:panelGroup id="pageContext"> <f:subview id="body"> <tiles:insert attribute="body" flush="false"/> </f:subview> </h:panelGroup> <f:facet name="footer"> <f:subview id="footer"> <tiles:insert definition="page.footer" flush="false"/> </f:subview> </f:facet> </h:panelGrid> this is structure or layout of page in tiles but m loading another page the it disturbing the layout the layout so how can i fix the page size?

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  • 2D game editor with SDK or open format (Windows)

    - by Edward83
    I need 2d editor (Windows) for game like rpg. Mostly important features for me: Load tiles as classes with attributes, for example "tile1 with coordinates [25,30] is object of class FlyingMonster with speed=1.0f"; Export map to my own format (SDK) or open format which I can convert to my own; As good extension feature will be multi-tile brush. I wanna to choose one or many tiles into one brush and spread it on canvas.

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  • Push back rectangle where collision happens

    - by Tifa
    I have a tile collision on a game I am creating but the problem is once a collision happens for example a collision happens in right side my sprite cant move to up and bottom :( thats because i set the speed to 0. I thinks its wrong. here is my code: int startX, startY, endX, endY; float pushx = 0,pushy = 0; // move player if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ dx=-1; currentWalk = leftWalk; } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ dx=1; currentWalk = rightWalk; } if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){ dy=-1; currentWalk = downWalk; } if(Gdx.input.isKeyPressed(Input.Keys.UP)){ dy=1; currentWalk = upWalk; } sr.setProjectionMatrix(camera.combined); sr.begin(ShapeRenderer.ShapeType.Line); Rectangle koalaRect = rectPool.obtain(); koalaRect.set(player.getX(), player.getY(), pw, ph /2 ); float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW if(dx> 0) { startX = endX = (int)(player.getX() + pw); } else { startX = endX = (int)(player.getX() ); } startY = (int)(player.getY()); endY = (int)(player.getY() + ph); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight()); if(koalaRect.overlaps(tile)) { //dx = 0; player.setX(oldX); // THIS LINE CHANGED Gdx.app.log("x","hit " + player.getX() + " " + oldX); break; } } if(dy > 0) { startY = endY = (int)(player.getY() + ph ); } else { startY = endY = (int)(player.getY() ); } startX = (int)(player.getX()); endX = (int)(player.getX() + pw); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { if(koalaRect.overlaps(tile)) { //dy = 0; player.setY(oldY); // THIS LINE CHANGED //Gdx.app.log("y","hit" + player.getY() + " " + oldY); break; } } sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2); sr.setColor(Color.GREEN); sr.end(); I want to push back the sprite when a collision happens but i have no idea how :D pls help

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  • Best way to solve tile drawing in 2D side scroller?

    - by TheCompBoy
    What i still can't figure out is which would be the more sane way / easier and faster way to draw the map on the screen.. I mean i will use many tiles for my maps in my side scroller.. But problem is should i make the maps in whole images like one .png file for each map (Example) or should i draw the tiles by code like a for loop in c++.. Which way is most recomended or where can i read about which way is the best.

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  • How to implement RLE into a tilemap?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Flixel - Animated Tilemaps

    - by nospoone
    I am using Flixel 2.55 and I am trying to animate a tilemap. I found this piece of code that apparently enables the use of sprites as tiles. From what I understand, this loops over the tilemap's graphic and replaces the tile's pixels with the sprite's pixels each time they change. I have implemented the class and it's working, but not completely; the tiles get replaced, but do not animate unless the camera moves. Here's the relevant parts from LevelLoader.as, which only instantiates the AnimatedTilemaps (piece of code from forum) and pushes sprites to the array. // AnimatedTile is just an extended FlxSprite private var _waterTop1:AnimatedTile; // Create ground tilemap _groundTilemap = new AnimatedTilemap(); _groundTilemap.loadMap(_rawXML.Ground, Assets.OverworldGround, 8, 8); FlxG.state.add(_groundTilemap); _waterTop1 = new AnimatedTile(8, 8, Assets.WaterTop, 100); // .Animate only adds and plays an animation, with a startAtFrame param. _waterTop1.Animate('run', [0...47], 10, true, 0); Now, it seems as though the sprites are updating. I tried tracing the update()s, and they are running for both the sprites and the tilemap. The sprites are even changing frames. Using only AnimatedTiles and hard placing them (giving a x and y) works and animates. What troubles me is that they only update when the camera moves. I've been on this for a week now and can't seem to put my finger on what's wrong. I am also open to other solutions to have animates tiles in a tilemap. If other details are needed, just ask. PS: Sorry for my english, I am not a native speaker...

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  • Silverlight Cream for November 21, 2011 -- #1171

    - by Dave Campbell
    In this Issue: Colin Eberhardt, Sumit Dutta, Morten Nielsen, Jesse Liberty, Jeff Blankenburg(-2-), Brian Noyes, and Tony Champion. Above the Fold: Silverlight: "PV Basics : Client-side Collections" Tony Champion WP7: "Pushpin Clustering with the Windows Phone 7 Bing Map control" Colin Eberhardt Shoutouts: Michael Palermo's latest Desert Mountain Developers is up Michael Washington's latest Visual Studio #LightSwitch Daily is up From SilverlightCream.com: Pushpin Clustering with the Windows Phone 7 Bing Map control Colin Eberhardt is back discussing Pushpins for a BingMaps app on WP7 and provides a utility class that clusters pushpins, allowing you to render 1000s of pins on an app ... all the explanation and all the code Part 22 - Windows Phone 7 - Tile Push Notification Part 22 in Sumit Dutta's WP7 series is about Tile Push Notification... nice tutorial with all the code listed Correctly displaying your current location Morten Nielsen demonstrates formatting the information from the GPS on your WP7 into something intelligible and useful Spiking the Pomodoro Timer Jesse Liberty put up a quick and dirty version of a Pomodoro timer for WP7.1 to explore the technical challenges of the Full Stack Phase 2 he's cranking up 31 Days of Mango | Day #11: Network Jeff Blankenburg's Number 10 in his 31 Days quest of WP7.1 is about the NetworkInformation namespace which gives you all sorts of info on the user's device network connection availability, type, etc. 31 Days of Mango | Day #11: Live Tiles Jeff Blankenburg takes off on Live Tiles for Day 11... big topic for a 1 day post, but he takes off on it... updating and Live Tiles too Working with Prism 4 Part 2: MVVM Basics and Commands Brian Noyes has part 2 of his Prism/MVVM series up at SilverlightShow... very nice tutorial on the basics of getting a view and viewmodel up, and setting up an ICommand to launch an Edit View... plus the code to peruse. PV Basics : Client-side Collections Tony Champion is startig a series on Silverlight 5 and Pivot Viewer... First up is some basics in dealing with the control in SL5 and talking about Client-side Collections... great informative tutorial and all the code Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • isometric drawing order with larger than single tile images - drawing order algorithm?

    - by Roger Smith
    I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a problem when drawing my objects to the screen as I get some tiles erroneously overlapping other tiles. The two solutions that I know of are either splitting the image into 1x1 tile segments or implementing my own draw order algorithm, for example by assigning each image a number. The image with number 1 is drawn first, then 2, 3 etc. Does anyone have advice on what I should do? It seems to me like splitting an isometric image is very non obvious. How do you decide which parts of the image are 'in' a particular tile? I can't afford to split up all of my images manually either. The draw order algorithm seems like a nicer choice but I am not sure if it's going to be easy to implement. I can't solve, in my head, how to deal with situations whereby you change the index of one image, which causes a knock on effect to many other images. If anyone has an resources/tutorials on this I would be most grateful.

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  • Implmenting RLE into a tilemap or how to create a large 3D array?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • BUILD 2013 Session&ndash;Alive With Activity

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/27/build-2013-sessionndashalive-with-activity.aspx Live tiles are what really add a ton of value to both Windows 8 and Windows Phone.  As a developer it is important that you leverage this capability in order to make your apps more informative and give your users a reason to keep opening the app to find out details hinted at by tile updates. In this session Kraig Brockschmidt cover a wide array of dos and don’ts for implementing live tiles.  I was actually worried whether I would get much out of this session when Kraig started it off with the fact that his background is in HTML5 based apps which I have little interest in, but the subject almost didn’t come up during his talk.  It focused on things like making sure you have all the right size graphics and implementing all of the tile event handlers.  The session went on to discuss the message format for push notification and implementing lock screen notification and badges. As with the other day 1 sessions it was like drinking from a fire hose, but it was good stuff.  Check it out when they post it on Channel 9. del.icio.us Tags: BUILD 2013,Live Tiles,Windows 8.1

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  • OGRE 3D: How to create very basic gameworld [on hold]

    - by skiwi
    I'm considering trying around to create an FPS (First person shooter), using the Ogre 3D engine. I have done the Basic Tutorials (except CEGUI), and have read through the Intermediate Tutorial, I understand some of the more advanced concepts, but I'm stuck with very simple concepts. First of all: I would want to use some tiles (square ones, with relative little height) as the floor, I guess I need to set up a loop to get those tiles done. But how would I go about creating those tiles exactly? Like making it to be their own mesh, and then I would need to find some texture. Secondly: I guess I can derive the camera and movement functions from the basic tutorial. But I'll be needing a "soldier" (anything does for now), what is the best way to create a moderately decent looking soldier? (Or obtain a decent one from an open library?) And thirdly: How can I ensure that the soldier is actually walking on the ground, instead of mid air? Will raycasting into the ground + adjust position based on that, suffice?

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • Win 8 start screen resolution

    - by Abhijith
    My screen resolution is 1280x1024 running Win 8 RP I formatted my computer and reinstalled Win 8 CP because I had too many BSODs. When I installed Win 8 CP and created a local account. I had 5(or 6) tiles per column. But once I switched to the Microsoft account to get my synced wallpaper and lock-screen, the Start screen resolution changed and I got a max 3 tiles per column. The size of all metro apps including the Settings app changed and became awkwardly bigger. Is there a way to get back 5 tiles per column? Essentially changing the resolution of the start screen?

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  • How can you easily determine the textureRect for tiled maps in SFML 2.0?

    - by ThePlan
    I'm working on creating a 2d map prototype, and I've come across the rendering bit of it. I have a tilesheet with tiles, each tile is 30x30 pixels, and there's a 1px border to delimitate them. In SFML the usual method of drawing a part of a tilesheet is declaring an IntRect with the rectangle coordinates then calling the setTextureRectangle() method to a sprite. In a small game it would work, but I have well over 45 tiles and adding more every day, I can't declare 45 intRects for every material, the map is not optimized yet, it would get even worse if I would have to call the setTextureRect() method, aside from declaring 45 rectangleInts. How could I simplify this task? All I need is a very simple and flexible solution for extracting a region of the tilesheet. Basically I have a Tile class. I create multiple instances of tiles (vectors) and each tile has a position and a material. I parse a map file and as I parse it I set the materials of the map according to the parsed map file, and all I need to do is render. Basically I need to do something like this: switch(tile.getMaterial()) { case GRASS: material_sprite.setTextureRect(something); window.draw(material_sprite); break; case WATER: material_sprite.setTextureRect(something); window.draw(material_sprite); break; // handle more cases }

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