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  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

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  • Why is my partition claiming to be out of space?

    - by Dr C
    My file system claims to only have 4.5 GB left. While my OS (a folder with in file system) still has 75.2 GB left. I put something near 130 GB on my Ubuntu partition, it should have enough space. I confirmed that I can put things in OS that exceed the space in available file systems, but that makes no sense, OS is listed as a folder inside of file system, why would it have more space than it's parent folder? What is going on? Here is the output of df: Filesystem 1K-blocks Used Available Use% Mounted on /dev/sda5 113773200 103741440 4252408 97% / udev 2004600 4 2004596 1% /dev tmpfs 804756 848 803908 1% /run none 5120 0 5120 0% /run/lock none 2011884 436 2011448 1% /run/shm /dev/sda2 127526908 54045584 73481324 43% /media/OS /dev/sda3 39144708 89016 39055692 1% /media/DATA`

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  • How to convert .avi video to .mp4(for Motorola Milestone, Android 2.3.4) with Avidemux

    - by kv1dr
    I open .avi video with Avidemux and I set Video format to MPEG-4 AVC(under Configure, Bitrate tab I choose "Single Pass - Bitrate (Average)" and Target bitrate to 256 kb/s, under Filters I choose MPlayer resize to 480x360 and I also add a subtitles) audio format to AAC (Faac)(Under Configure, I choose Bitrate 96) and format to MP4(like a image below). When Avidemux convert video to .mp4 format I can play the file on my copmuter, but on my phone I can't. When I want to play it on my phone with native video player, it just show the error something like "Can't play this video". So the question is how to convert .avi video to .mp4 with Avidemux(because I want to have subtitles inside movie) to be playable with android phone(Android version 2.3.4) with native player. Any help will be highly appreciated. :)

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  • What sort of leaderboard for my game?

    - by Martin
    I recently published a word game for Windows Phone and I am really happy to have some players. The game is entirely offline and at the end of a game, the player's score is published to a server. I'm collecting the scores to build a leaderboard. Right now, I don't believe that the leaderboard I offer to my users is appropriate. I essentially accumulate the score of all the games of a user for a given day and that becomes their score. So if Player 1 plays 3 games and gets 100, 150 and 200 points, its score for the day is 450 points. I would like to get your ideas and opinion. How do I keep my game challenging and engaging with a good leaderboard? Should I continue accumulating the score for a day? Should I just keep the best score? Thanks!

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  • Typical collision detection

    - by marcg11
    I would like to know how is the typical collision detection of most games. For example, you control a character which can move in 2 dimensional directions (except up and down). Now lets asume he walks into a wall, most of the games depending on character angle and the BB normal face will only stop the player in one axis, but will continue moving in the other along the wall axis. How is that done? I've only managed to stop the character from going through the wall by seting the position to the last one in the past frame if the new position colllisions the bounding box. But this just makes the player stop sharply and unrealisticly.

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  • Do we need to adopt a black-box asset our project is inheriting from its predecessor?

    - by Tom Anderson
    Our client has an eCommerce site which was developed by an in-house team, and is now showing its age. I work for a firm brought in as external contractors to build a replacement. Part of the current site is a Flash viewer applet which displays media about the product - zoom-able images, 360-degree views, movies, and so on. We need to show the same media the current site does, so we are simply reusing the viewer. The viewer is embedded on a page in the usual way, and told what media to show by means of an XML file it loads from our server, which is pretty simple for us to generate. We've got this working; it was pretty straightforward. But what else do we need to do? The thing is, as far as we're concerned, the viewer is a binary blob which is served from the client's content-distribution network. We embed it, feed it some XML, and it does its job, but we have no power over its internals. It's completely opaque to us - a black box. We can use it to do what it does, but we can't change it, so if we ever need to do something different, we're stuffed. We're building this site for the client, and when we're done, we'll hand it over for them to maintain. We won't be doing the maintenance ourselves. There's a small team within the client who are working as part of our team, and who will be the ones doing the maintenance. That team only includes one person from the team that built the old site, and it's not someone who knows the image viewer. The people who do know the image viewer are not slated to join our team when our system replaces theirs - they'll be moved to other projects. The documentation on the viewer is extremely thin, and as far as i know doesn't cover the internals at all. My worry is that if someone doesn't take some positive action, all knowledge of the internal workings of the viewer - even down to where the source code for it is - will be lost. It's possible it already has been. Is this something to worry about? If so, whose job is it to worry about it? What should they do about it once they've got worried?

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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  • Google I/O 2012 - Monetizing Digital Goods with Google Wallet

    Google I/O 2012 - Monetizing Digital Goods with Google Wallet Joel Leitch, Dan Zink, Pali Bhat Whether you're a game developer selling virtual goods or currencies, or a media developer selling news content, videos, music or any other premium digital media, having an simple way to process payments from your customers is important. In this session, we will walk through an explanation of Google Wallet for digital goods, the new features, and the improved pricing model for developers. In addition, Kabam will share their experience with Google Wallet and best practices for integration. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 307 13 ratings Time: 44:31 More in Science & Technology

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  • Getting 500 Error when trying to access Rails application through Apache2

    - by cojones
    Hey, I'm using Apache2 as proxy and mongrel_cluster as server for my Rails applications. When I try to access it by typing in the url I get a 500 "Internal Server Error" but when try to locally access the website with "lynx http://localhost:8200" it works. This is my config: <Proxy balancer://sportfreundewitold_cluster> BalancerMember http://127.0.0.1:8200 BalancerMember http://127.0.0.1:8201 </Proxy> # httpd [example.org] dmn entry BEGIN. <VirtualHost x.x.x.x:80> <IfModule suexec_module> SuexecUserGroup vu2025 vu2025 </IfModule> ServerAdmin [email protected] DocumentRoot /var/www/virtual/example.org/htdocs/current/public ServerName example.org ServerAlias www.example.org example.org *.example.org vu2025.admin.roughneck-media.de Alias /errors /var/www/virtual/example.org/errors/ RedirectMatch permanent ^/ftp[\/]?$ http://admin.roughneck-media.de/ftp/ RedirectMatch permanent ^/pma[\/]?$ http://admin.roughneck-media.de/pma/ RedirectMatch permanent ^/webmail[\/]?$ http://admin.roughneck-media.de/webmail/ RedirectMatch permanent ^/ispcp[\/]?$ http://admin.roughneck-media.de/ ErrorDocument 401 /errors/401.html ErrorDocument 403 /errors/403.html ErrorDocument 404 /errors/404.html ErrorDocument 500 /errors/500.html ErrorDocument 503 /errors/503.html <IfModule mod_cband.c> CBandUser example.org </IfModule> # httpd awstats support BEGIN. # httpd awstats support END. # httpd dmn entry cgi support BEGIN. ScriptAlias /cgi-bin/ /var/www/virtual/example.org/cgi-bin/ <Directory /var/www/virtual/example.org/cgi-bin> AllowOverride AuthConfig #Options ExecCGI Order allow,deny Allow from all </Directory> # httpd dmn entry cgi support END. <Directory /var/www/virtual/example.org/htdocs/current/public> # httpd dmn entry PHP support BEGIN. # httpd dmn entry PHP support END. Options -Indexes Includes FollowSymLinks MultiViews AllowOverride All Order allow,deny Allow from all </Directory> # httpd dmn entry PHP2 support BEGIN. <IfModule mod_php5.c> php_admin_value open_basedir "/var/www/virtual/example.org/:/var/www/virtual/example.org/phptmp/:/usr/share/php/" php_admin_value upload_tmp_dir "/var/www/virtual/example.org/phptmp/" php_admin_value session.save_path "/var/www/virtual/example.org/phptmp/" php_admin_value sendmail_path '/usr/sbin/sendmail -f vu2025 -t -i' </IfModule> <IfModule mod_fastcgi.c> ScriptAlias /php5/ /var/www/fcgi/example.org/ <Directory "/var/www/fcgi/example.org"> AllowOverride None Options +ExecCGI -MultiViews -Indexes Order allow,deny Allow from all </Directory> </IfModule> <IfModule mod_fcgid.c> Include /etc/apache2/mods-available/fcgid_ispcp.conf <Directory /var/www/virtual/example.org/htdocs> FCGIWrapper /var/www/fcgi/example.org/php5-fcgi-starter .php Options +ExecCGI </Directory> <Directory "/var/www/fcgi/example.org"> AllowOverride None Options +ExecCGI MultiViews -Indexes Order allow,deny Allow from all </Directory> </IfModule> # httpd dmn entry PHP2 support END. Include /etc/apache2/ispcp/example.org.conf RewriteEngine On # Make sure people go to www.myapp.com, not myapp.com RewriteCond %{HTTP_HOST} ^myapp\.com$ [NC] RewriteRule ^(.*)$ http://www.myapp.com$1 [R=301,L] # Yes, I've read no-www.com, but my site already has much Google-Fu on # www.blah.com. Feel free to comment this out. # Uncomment for rewrite debugging #RewriteLog logs/myapp_rewrite_log #RewriteLogLevel 9 # Check for maintenance file and redirect all requests RewriteCond %{DOCUMENT_ROOT}/system/maintenance.html -f RewriteCond %{SCRIPT_FILENAME} !maintenance.html RewriteRule ^.*$ /system/maintenance.html [L] # Rewrite index to check for static RewriteRule ^/$ /index.html [QSA] # Rewrite to check for Rails cached page RewriteRule ^([^.]+)$ $1.html [QSA] # Redirect all non-static requests to cluster RewriteCond %{DOCUMENT_ROOT}/%{REQUEST_FILENAME} !-f RewriteRule ^/(.*)$ balancer://mongrel_cluster%{REQUEST_URI} [P,QSA,L] # Deflate AddOutputFilterByType DEFLATE text/html text/plain text/xml application/xml application/xhtml+xml text/javascript text/css BrowserMatch ^Mozilla/4 gzip-only-text/html BrowserMatch ^Mozilla/4\.0[678] no-gzip BrowserMatch \\bMSIE !no-gzip !gzip-only-text/html # Uncomment for deflate debugging #DeflateFilterNote Input input_info #DeflateFilterNote Output output_info #DeflateFilterNote Ratio ratio_info #LogFormat '"%r" %{output_info}n/%{input_info}n (%{ratio_info}n%%)' deflate #CustomLog logs/myapp_deflate_log deflate </VirtualHost> # httpd [example.org] dmn entry END. Does anyone know what could be wrong with it?

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  • Disable auto-mount for particular partitions on usb drives

    - by nealmcb
    I have a big USB disk with 3 partitions: one for backup and two other bootable ones for installing and testing new distros. I want the backup partition automounted on boot. But I don't want the two test partitions automounted. Despite my use of "noauto" in /etc/fstab, something (gnome?) seems to be mounting them when I plug the drive it. LABEL=mybook /srv/backup ext4 defaults 0 2 LABEL=mybook-root /media/mybook-root ext4 user,noauto 0 2 LABEL=mybook-spare /media/mybook-spare ext4 user,noauto 0 2 In previous Ubuntu distributions it seems that it was possible to configure gnome so it would avoid mounting particular partitions on removable drives like USB: gnome-mount --write-settings --mount-options noauto --device /dev/sda1 This is no longer available in Lucid (when did it go away?) Is there another way to do this now?

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  • How can I make a browser trust my SSL certificate when I request resources from an external server?

    - by William David Edwards
    I have installed an SSL certificate on one of my domains and it works perfectly, but on some pages I include a Google Font, which causes my certificate icon to change in: instead of: The reason, according to Google Chrome (translated with Google Translate): Your connection to xxxxxx is encrypted with 128-bit encryption. This page includes other resources which are not secure. These resources can be viewed by others while in transit and can be modified to fit. So how can I make the browser 'trust' my SSL certificate, even though I request an external resource from Google Fonts? And also, does it matter that I use links like these: <link rel='stylesheet' id='et-shortcodes-css-css' href='https://xxxxxx/wp-content/themes/Divi/epanel/shortcodes/css/shortcodes.css?ver=3.0' type='text/css' media='all' /> instead of <link rel='stylesheet' id='et-shortcodes-css-css' href='wp-content/themes/Divi/epanel/shortcodes/css/shortcodes.css?ver=3.0' type='text/css' media='all' /> Thanks!

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating? What strategies are effective to combat this kind of cheating? I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change

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  • Achieving more fluent movement

    - by Robin92
    I'm working on my first OpenGL 2D game and I've just locked the framerate of my game. However, the way objects move is far from satisfying: they tend to lag, which is shown in this video. I've thought how more fluent animation can be achieved and started getting segmentation faults due to accessing the same object by two different threads. I've tried the following threads' setting: Drawing, creating new objects Moving player, moving objects, deleting objects Currently my application uses this setting: Drawing, creating new objects, moving objects, deleting object Moving player Any ideas would be appreciated. EDIT: I've tried increasing the FPS limit but lags are noticeable even at 200 fps.

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  • Tiny Wings - Placing items

    - by Federico
    I'm currently developing a Flash game like 'Tiny Wings'. I have a lot of work done, but i'm currently working on placing the items ( coins and obstacles ) on the terrain. My player it is moving on a auto-generated terrain (based on Emanuele Feronato's tutorials) so every time the player's x position is greater than (screenWidth + x) another hill is generated and so on. I'm currently having problems placing the items in a correct angle and put 5 or more items together on a hill. Could you please help me with this? Thanks, Regards. PS: This is the URL to the Emanuele Feronato post and the code to make the hills http://www.emanueleferonato.com/2011/10/04/create-a-terrain-like-the-one-in-tiny-wings-with-flash-and-box2d-%E2%80%93-adding-more-bumps/

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  • Server for online browser game

    - by Tim Rogers
    I am going to be making an online single player browser game. The online element is needed so that a player can login and store the state of their game. This will include things like what buildings have been made and where they have been positioned as well as the users personal statistics and achievements. At this point in time, I am expecting all of the game logic to be performed client side So far, I am thinking I will use flash for creating the client side of the game. I am also creating a MySQL database to store all the users information. My question is how do I connect the two. Presumably I will need some sort of server application which will listen for incoming requests from any clients, perform the SQL query and then return the data. Does anyone have any recommendations of what technology/language to use?

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  • Server-side Input

    - by Thomas
    Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the server has the final say on the position. This generally works really well, except for one big problem: falling off edges. Basically, if a player is walking towards an edge, say a cliff, and stops right before going off the edge, sometimes a second later, he'll be teleported off of the edge. This is because the "I stopped pressing W" packet is sent after the server processes the information. Here's a lag diagram to help you understand what I mean: http://i.imgur.com/Prr8K.png I could just send a "W Pressed" packet each frame for the server to process, but that would seem to be a bandwidth-costly solution. Any help is appreciated!

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  • jquery intercept

    - by zurna
    In another question's discussion, I became aware of intercepting clicks and updating area without refreshing the whole page. Problem is, the following code seems correct to me and I dont receive any errors but data taken from another page is not displayed at all. Please advise. main page $('ul.thumbs li.pagination a').live('click', function() { var pageNumber = parseInt($(this).text().replace(/[^0-9]/g, '')); $(function ViewImages() { $.ajax({ type: "GET", url: "/FLPM/cp/images.cs.asp?Process=ViewImages&PAGEID=" + pageNumber, success: function(data) { $("#ViewImages").html(data); }, error: function (XMLHttpRequest, textStatus, errorThrown) { $("#ViewImages").html('.'); } }); }); return false; }); <div id="ViewImages"> </div> page where data lays <ul class="thumbs"> <li> <a href="#" class="thumb"><img src="/FLPM/media/news/images/5P2B4K5M_sm.jpg" alt="Forest Flowers" class="floatLeft" /></a> <br /> <a href="?Process=DeleteImage&IMAGEID=21" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a href="#" class="thumb"><img src="/FLPM/media/news/images/6Z3L5U6W_sm.jpg" alt="Forest" class="floatLeft" /></a> <br /> <a href="?Process=DeleteImage&IMAGEID=20" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a href="#" class="thumb"><img src="/FLPM/media/news/images/8O5A7J8M_sm.jpg" alt="Dock" class="floatLeft" /></a> <br /> <a href="?Process=DeleteImage&IMAGEID=19" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a href="#" class="thumb"><img src="/FLPM/media/news/images/9Q6B3Q4S_sm.jpg" alt="Desert Landscape" class="floatLeft" /></a> <br /> <a href="?Process=DeleteImage&IMAGEID=18" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a href="#" class="thumb"><img src="/FLPM/media/news/images/5B2N4W5Z_sm.jpg" alt="Creek" class="floatLeft" /></a> <br /> <a href="?Process=DeleteImage&IMAGEID=17" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li class="pagination">1.&nbsp;</li> <li class="pagination"><a href="2">2.</a>&nbsp;</li> </ul>

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  • How do I draw video frames onto the screen permanently using XNA?

    - by izb
    I have an app that plays back a video and draws the video onto the screen at a moving position. When I run the app, the video moves around the screen as it plays. Here is my Draw method... protected override void Draw(GameTime gameTime) { Texture2D videoTexture = null; if (player.State != MediaState.Stopped) videoTexture = player.GetTexture(); if (videoTexture != null) { spriteBatch.Begin(); spriteBatch.Draw( videoTexture, new Rectangle(x++, 0, 400, 300), /* Where X is a class member */ Color.White); spriteBatch.End(); } base.Draw(gameTime); } The video moves horizontally acros the screen. This is not exactly as I expected since I have no lines of code that clear the screen. My question is why does it not leave a trail behind? Also, how would I make it leave a trail behind?

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • How would I balance a multiplayer competitive game

    - by Simon
    I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games. The game I have in mind involves a neutral player that has to achieve a goal, with two supporting "deity" players who are one of 'good' and 'evil' - One of the deity players would try to help the player achieve their goal, while the other would try to thwart them. Any thoughts or pointers on how I can ensure the deities are balanced? If you want me to expand, I will, just didn't want to give away too much of the game play before I finish it.

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  • Mount to /dev/sdb1 without password

    - by Jarmo
    I am unable to mount a USB drive (or SD card) to my system without root access. When I plug in a USB drive, it is visible in the left column of Nautilus, but when I click on it to open it, I receive the error message Unable to mount 2.1 GB Filesystem Error mounting: mount exited with exit code 1: helper failed with: mount: only root can mount /dev/sdb1 on /media/sdb1 I am able to mount the drive using sudo mount -w /dev/sdb1, but this causes problems for operations such as creating startup discs, which requires unmounting and remounting the drive. I suspect this problem may be caused by the fact that when I upgraded from 11.10 to 12.04, I had an SD card plugged in. This caused the system to stall during later startups, as it could not find this drive. I remedied this by editing a line of /etc/fstab to read /dev/sdb1 /media/sdb1 vfat noauto 0 0 However, I am dual booting Ubuntu with Windows XP, and I have no problem mounting the C: drive of the Windows system without root access, so I feel that this is a problem related to the mount point rather than mounting in general.

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  • Shumway : Mozilla lance son implémentation JavaScript et HTML5 de Flash, les démos du projet disponibles

    Shumway : Mozilla lance son implémentation JavaScript de Flash les utilisateurs peuvent tester le projet open source basé sur les technos du Web Même si HTML5 est vu comme un remplaçant de Flash, il existe encore une grande quantité de contenu Flash sur le Web. Pour permettre le rendu de ces contenus sans avoir besoin du lecteur Flash Player, Mozilla a lancé le projet Shumway. Shumway est une machine virtuelle écrite en JavaScript, couplé avec les technologies HTML5, qui permet le rendu des fichiers SWF sans avoir besoin de Flash Player. Shumway est construit avec deux objectifs principaux selon un billet de blog de Mozilla : faire avancer le Web ouvert en toute séc...

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  • Tips for communication between JS browser game and node.js server?

    - by Petteri Hietavirta
    I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would consists of position of each player, direction, velocity and such. The player movements are simple force physics, so I should be able to extrapolate movements before next update from server. Any tips or best practices on the communications side? I guess web sockets are the way to go. Should I send information in every pass of the game loop or with specified intervals? Also, I don't mind if it doesn't work with older browsers.

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  • ubuntu 12.04 refuses to install with windows 7

    - by Amitabh Pandey
    I have a desktop computer with windows 7 installed on it . Recently I downloaded ubuntu 12.04 and burned the iso image on a new blank DVD . After successfully burning DVD , I booted from the DVD. Ubutu interface appeared asking me to either choose try ubuntu or install ubuntu . I chose to install ubuntu. Again on next screen I choose to install ubuntu inside windows 7. After pressing continue button the following message appeared : " checking battery state .............. ok checking for running unattended upgrades : acpid : exiting speech dispatcher disabled ; edit /etc/default/ speech -dispatcher Asking all remaining processes to terminate ............. ok Please remove installation media and close the tray (if any) then press enter : " Now the problem is that when I remove the installation media ( ie the DVD ) and press enter then instead of installing ubuntu the computer reboots into windows 7 !!! I am a newbie to ubuntu and therefore do not know much about it . What should I do?

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