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  • Why is my animation getting aborted?

    - by Homer_Simpson
    I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can call the animation class like this: Animation Playeranimation; Playeranimation = new Animation(TimeSpan.FromSeconds(2.5f), 80, 40, Animation.Sequences.forwards, 0, 5, false, true); //updating the animation public void Update(GameTime gametime) { Playeranimation.Update(gametime); } //drawing the animation public void Draw(SpriteBatch batch) { playeranimation.Draw(batch, PlayerAnimationSpritesheet, PosX, PosY, 0, SpriteEffects.None); } The class Lion.cs can call the animation class with the same code, only the animation parameters are changing because it's another animation that should be played: Animation Lionanimation; Lionanimation = new Animation(TimeSpan.FromSeconds(2.5f), 100, 60, Animation.Sequences.forwards, 0, 8, false, true); Other classes can call the animation class with the same code like the Player class. But sometimes I have some trouble with the animations. If an animation is running and then shortly afterwards another class calls the animation class too, the second animation starts but the first animation is getting aborted. In this case, the first animation couldn't run until it's end because another class started a new instance of the animation class. Why is an animation sometimes getting aborted when another animation starts? How can I solve this problem? My animation class: public class Animation { private int _animIndex, framewidth, frameheight, start, end; private TimeSpan PassedTime; private List<Rectangle> SourceRects = new List<Rectangle>(); private TimeSpan Duration; private Sequences Sequence; public bool Remove; private bool DeleteAfterOneIteration; public enum Sequences { forwards, backwards, forwards_backwards, backwards_forwards } private void forwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } private void backwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void forwards_backwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void backwards_forwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } public Animation(TimeSpan duration, int frame_width, int frame_height, Sequences sequences, int start_interval, int end_interval, bool remove, bool deleteafteroneiteration) { Remove = remove; DeleteAfterOneIteration = deleteafteroneiteration; framewidth = frame_width; frameheight = frame_height; start = start_interval; end = end_interval; switch (sequences) { case Sequences.forwards: { forwards(); break; } case Sequences.backwards: { backwards(); break; } case Sequences.forwards_backwards: { forwards_backwards(); break; } case Sequences.backwards_forwards: { backwards_forwards(); break; } } Duration = duration; Sequence = sequences; } public void Update(GameTime dt) { PassedTime += dt.ElapsedGameTime; if (PassedTime > Duration) { PassedTime -= Duration; } var percent = PassedTime.TotalSeconds / Duration.TotalSeconds; if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) Remove = true; _animIndex = (int)Math.Round(percent * (SourceRects.Count)); } else { _animIndex = (int)Math.Round(percent * (SourceRects.Count - 1)); } } public void Draw(SpriteBatch batch, Texture2D Textures, float PositionX, float PositionY, float Rotation, SpriteEffects Flip) { if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) return; } batch.Draw(Textures, new Rectangle((int)PositionX, (int)PositionY, framewidth, frameheight), SourceRects[_animIndex], Color.White, Rotation, new Vector2(framewidth / 2.0f, frameheight / 2.0f), Flip, 0f); } }

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • Super slow and laggy?

    - by Mystogan
    I'm a native Windows user, running 7 Home Premium atm. In the past I installed Ubuntu 10 on my netbook I believe, but was a bit 'scared' by it. Anyways, I made a partition on my desktop pc, 100gb and installed Ubuntu 12.10 on it. It was pretty slow first thought it had to install updates or something, so I rebooted it. Now after the login it looks like everything freezes, I can move my mouse only ,but that's it! I can see my desktop and launcher, but the task bar doesn't display time and misc system info, only a black bar, I downloaded the android SDK pack and installed vlc media player before I rebooted. My computer info: - 1tb HDD - 8gb ddr3 ram - ATI Radeon 4890 videocard (1gb) - AMD Phenom 2 x4 black 3,2ghz CPU(64 bits) Thanks in advantage!

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  • Protecting the integrity of a game state while minimizing amount of data sent

    - by espais
    I'm developing a game in PHP/jQuery, and naturally have to be wary of any sort of data coming from the client. At present, I have tables of data representing the map (2D roguelike), monsters, items, and player(s). Initially, my thought was to simply package it all in a JSON object and send it every game tick, however when actually looking at the data I realized that's quite a large packet to be sending. So, my question is what is a good approach for minimizing data sent to the client? Obviously I would need to figure out some way of validating whatever it sends back. Initially we'd hoped to do some minimal verification on the client-side, but each time we thought of one thing we could do it is immediately invalidated with tools like Firebug. Kind of an open question I realize, but we want to get this right before we move on with our implementation so we don't have to shoehorn in bugfixes later on.

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  • Starcraft 2 not displaying map in game

    - by AntiFX
    I installed Starcraft II wings of liberty via playonlinux, it installed fine, it starts up fine, but when I go into a game the map does not show, it is just black, but all my buildings/units/mineral line shows up, but everything else is black, also all the abilities do not have any graphics, and I can not see my player portrait in the menus. I am on a 32 bit version of ubuntu 12.04 with wine 1.5.10 I think it is probably a missing package I need to install...but I have no clue which one it would be, or if it is even that. Can anyone help? Thank you in advance!

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • How to make a scrolling background?

    - by Liamh101
    I'm making a Shooter game like "1943" and "Jamestown". I was wondering how I would make the background scroll up to simulate moving forward. I would also like it to scroll slightly to the left and right when the player reaches the sides of the screen. Finally, how would I make this efficient? I was thinking about using a animated GIF or to make a looping BitMap. Please could someone help me out. (I am Using Visual Basic 2010) Thanks!

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  • Youtube controls (sound, etc) not functional in full-screen mode: is that normal?

    - by mlvljr
    When playing youtube videos full-screen, I can't mouse-interact with the player controls, except for the slider (only single-clicking on the video works as play/pause, but not double-click, interestingly, so the only way to leave full-screen mode is via Escape). Is this behavior known? What can I do about it? I'm on Ubuntu 12.04, using Google's Chrome browser. P.S. If that matters, some other flash players I've tried also display the same problem, so this may be an issue with Google-supplied Flash plugin. Thanks in advance.

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  • can't control pianobar after using echo

    - by Ubuntuusr22222
    I have a script that starts pianobar (pandora player) and autoloads into tty2 after booting. I'm running Ubuntu Precise 12.04. it's a pretty simple script: #!bin/bash sleep 5 echo "2" | pianobar This works, it selects station 2 and begins playing... but when I try to type in commands it doesn't work (like pushing "p" for pause.) It'll show the letter for a second, then hide it. If I try to exit with ctrl+z it just sits there and I can't use it at all. If I run this it works fine but doesn't auto-select the second station: #!bin/bash sleep 5 pianobar Is there anyway to write this so it will automatically input "2" and then allow me to control from there? Or am I stuck with having to select 2 every time I boot up?

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  • My ubuntu 11.10 gets weird lately

    - by The questioner
    I have quite a lot problems lately(about 2 weeks) running Ubuntu 11.10. First, flash playback in chrome hangs and lags all the time. While in Firefox is better, but still lags. Playing video files in the preinstalled Movie Player lags too. Second, I've turned automatic on and in some occasions, after I switched the computer on and successfully loaded the desktop, however, in just a minute or so, the screen just got black out and directed me back to the login page. I thinks there are bugs, please tell me how to correct those. Sysinfo: CPU: i5-2400 MB: GA H61M D2P B3 (no video card) Drive: Intel 320 40GB Thanks. p.s. should I upgrade to 12.04??

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  • XNA tempory pause

    - by Marivs
    I need to do a temporary pause. If I do a collision with an enemy I want to pause the game for 1.5 seconds. Take a look here to my code: bool tPause; float timer; public ovveride Update(GameTime gameTime) { if(!tPause) { //... if(enemy.rectangle.Intersects(player.rectangle)) { timer+=(float)gameTime.ElapsedGameTime.TotalMilliseconds; tPause=true; if(timer>1500) { tPause=false; timer=0; } } //... } } It doesn't function.

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  • Physics for moving blocks

    - by Gabson
    I'm working on a 2D game for windows phone where the player moves blocks around to bounce a laser beams. I need to create some simple physics for moving the blocks. For the moment I have a simple collision class, telling me if two rectangles collide. But that's not enough because when I'm moving a block the rectangle/rectangle function doesn't work. By Doesn't work i mean,I manage the collision but I don't how to stop the block mooving while the user sliding the block. The collision response for the block I want is if the user tries to slide it on another object, the block should slide up against the other object and not overlap. How would I go about implementing this functionality?

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  • Monitor resolution can't be saved

    - by Iztok
    Today I installed Lubuntu 13.10 on Vmware Player (inside Windows). I change the Monitor setting (resolution) from default 800x600 to 1680x1050. It works. Beside Apply, I also press Save button. "Changes are saved" appears. But - after restart, the resolution is again in 800x600. I also opened /etc/xdg/lxsession/Lubuntu/autostart and add (it was empty before) one line: @xrandr --mode 1680x1050 After restart the default resolution is back again. Any idea?

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  • Windows 8 : Google sort son application de recherche pour contrer Bing et prépare le terrain à ses services concurrents de Microsoft

    Windows 8 : Google sort son application de recherche Pour contrer Bing et préparer le terrain pour ses services concurrents de Microsoft La recherche par défaut de Windows 8 est bien évidemment Bing. On ne sait pas si la justice décidera de s'attaquer à cette application, comme elle l'a fait pour Internet Explorer ou le Media Player, mais on sait une chose : Google a déjà réagi. Et de la meilleure manière qui soit : pas devant les tribunaux donc, mais avec une application maison. Tout comme pour la version iOS, Google Search for Windows 8 est gratuit, propose la recherche vocale et tous les raccourcis vers les services hébergés de Google. Dont Gmail, Calendar , Maps ...

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  • What is a good format for a 3d topview map?

    - by Tinco
    I am building a 3d topview game like GTA2. In this game the ground is mostly one level (except for tunnels and highways). Most of the ground is also city so the ground is usually covered by either roads or buildings. The buildings are simple 3d models which the player can walk around on. Most of the gameplay is 2d. How should I model the map? I have considered the following options: Bitmaps, I think this gives problems when I want to add data smaller than a tile. Also the problem of bridges and tunnels seems hard to solve with this. Polygons, define all roads, terrain types, buildings with polygons and save that along with physics and texture information. What approach would you take or have you ever implemented this or know of an implementation?

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  • Driver inversion

    - by Val
    I have a GUI game, which is driven by user every time it clicks the mouse. Every time user clicks a square on a board, the board state is updated (we re-compute the score, the player to make next move and legal movements it can make) and repainted. Both mouse click, state recomputation and painting are handled in the GUI thread. Now, suppose that I want to train AI to play without GUI. That is, game engine should consume next move by simply calling AI's makeMove function in one thread. This would allow to play millions of games per second automatically. GUI may just screenshot some arbitrary states time after time. How do you switch to this strategy?

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  • Implementing hitbox polygon

    - by Delusional Logic
    I'm creating a shooter, it's still very early, but i'm implementing some polygon hitboxes. So far i have created a polygon class, and i'm looking into how i can hook it onto my player. I'm trying to stay away from having a Tick() function in my polygon class, and I would rather not update the position every tick (it would clutter up my tick functions). At the same time I would really like to have the positions in there somehow (it has a drawing function, and i will be using it for hit detection) How would i go about implementing this polygon object into my entities?

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  • XNA Load/Unload logic (contentmanager?)

    - by Rhinan
    I am trying to make a point-and-click adventure game with XNA, starting off simple. My experience with XNA is about a month old now, know how the classes and inheritance works (basic stuff). I have a problem where I cannot understand how I should load and unload the textures and game objects in the game, when the player transitions to another level. I've googled this 10 times, but all I find is hard coding while I don't even understand the basics of unloading yet. All I want, is transitioning to another level (replacing all the sprites with new ones). Thanks in advance

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  • How to hide assets from user? ( e.g.: a png file )

    - by burninggramma
    I think the title is quite self-explaining, still this is a big area I think, so let me drop a few words: I've got a simple experiment game project going, and I want to make sure, that the user isn't messing with the game assets like player skin etc. In my opinion the best way would be that on production I would merge all the assets into one file and the application would check the hash of that file, so it could detect the corrupted data. Is this an acceptable practice? There must be sum libraries / applications which are targeting this problem, could you guide me on this? Project details: unix/linux, c++, sdl

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  • 4oD (UK) - Can't stream

    - by lordqwerty
    I'm using the most up-to-date version of firefox and flash player. When I go on 4oD and press play I used to get the loading screen showing forever with nothing playing. I then had a search and someone suggested to turn off Ad-Block. So I did and it plays the advertisements. Once the last ad has played it does nothing. Has anyone else got this problem? Has anyone managed to fix it? Any help would be appreciated. Thanks.

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  • Android Gyroscope

    - by MrThys
    For a game I am trying to create for Android I am looking for a way to use/access the gyroscope to move the player left or right. Does anyone know how to do this, or where to find a tutorial?

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  • iPhone OS 3.2 - How to register for notifcations that may not be available

    - by cdstamper
    So I'm trying to register for the MPMoviePlayerDidExitFullscreenNotification notification in my universal app (iPhone and iPad). Problem is, OS 3.1.3 doesn't support this notification, and just crashes. I've tried version checking, like so: if ([MPMoviePlayerController instancesRespondToSelector:@selector(setShouldAutoplay:)]) {//Check for shouldSetAutoplay, this ensures that we are running at least 3.2 [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(playerDidFinish:) name:(NSString*)class2 object:[self player]]; Doesn't work, still crashes. How do I do this?

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  • Scaling VideoView on Android

    - by Mumbles
    I am creating a video player on android and am having trouble resizing the video. I am trying to make it so that when i click the video it goes to full screen covering everything and if i click again it goes back to the smaller size with other buttons on the screen. I have seen another similar problem and an answer from haseman (http://stackoverflow.com/questions/2068242/does-android-support-scaling-video) and I think this would work but am not sure how to achieve this, Any help would be much appreciated

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  • IIS Smooth Streaming Manifest Bad Request Error

    - by snatch-02
    Hi, I installed IIS Media Services 3.0, and the Big Buck Bunny sample, but when I try to get the manifest file (http://localhost/Big_Buck_Bunny/Big Buck Bunny.ism/Manifest), I get 400.0 Bad Request error from the SmoothHandler. So the default.html appears in the browser, but the SL player shows error while trying to read the manifest. Anyone knows what can be the problem?

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