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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • Can't register credit card with Microsoft Windows Azure

    - by user1083268
    I get the following error when trying to sign up for the Microsoft Azure 90-day free trial: We can't authorize the payment method. Please make sure the information is correct, or use another payment method. If you continue to get this message, please contact your financial institution. I've tried three different cards, two credit and one debit. Those cards are issued from two different banks. I've also tried the cards on two separate accounts. Someone from my work also confirmed that he could not sign up for the free trial either. Has anyone else had this problem? I haven't really seen much help searching Google and the support staff doesn't seem interested in helping people sign up for free accounts.

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  • Getting started with game development using js/html5

    - by joe
    Anyone have experience with game development using javascript and the html5 canvas element? So far I have found two libraries, are either of these worth using? http://tommysmind.com/ (XNA Port) http://gamequery.onaluf.org/ (jquery plugin) Does anyone have any other resources?

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  • Level Creator for iPhone Game

    - by atomical
    I'm making an iPhone game that has several maps with graphics attached. The graphics may allow the player to pass through them or block them. Is there an application for OS X that will allow me to pass some of this work off to a designer without having to reinvent the wheel and develop a map creator.

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  • Calculate minimum moves to solve a puzzle

    - by Luke
    I'm in the process of creating a game where the user will be presented with 2 sets of colored tiles. In order to ensure that the puzzle is solvable, I start with one set, copy it to a second set, then swap tiles from one set to another. Currently, (and this is where my issue lies) the number of swaps is determined by the level the user is playing - 1 swap for level 1, 2 swaps for level 2, etc. This same number of swaps is used as a goal in the game. The user must complete the puzzle by swapping a tile from one set to the other to make the 2 sets match (by color). The order of the tiles in the (user) solved puzzle doesn't matter as long as the 2 sets match. The problem I have is that as the number of swaps I used to generate the puzzle approaches the number of tiles in each set, the puzzle becomes easier to solve. Basically, you can just drag from one set in whatever order you need for the second set and solve the puzzle with plenty of moves left. What I am looking to do is after I finish building the puzzle, calculate the minimum number of moves required to solve the puzzle. Again, this is almost always less than the number of swaps used to create the puzzle, especially as the number of swaps approaches the number of tiles in each set. My goal is to calculate the best case scenario and then give the user a "fudge factor" (i.e. 1.2 times the minimum number of moves). Solving the puzzle in under this number of moves will result in passing the level. A little background as to how I currently have the game configured: Levels 1 to 10: 9 tiles in each set. 5 different color tiles. Levels 11 to 20: 12 tiles in each set. 7 different color tiles. Levels 21 to 25: 15 tiles in each set. 10 different color tiles. Swapping within a set is not allowed. For each level, there will be at least 2 tiles of a given color (one for each set in the solved puzzle). Is there any type of algorithm anyone could recommend to calculate the minimum number of moves to solve a given puzzle?

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  • Finding patterns in Puzzle games.

    - by José Joel.
    I was wondering, which are the most commonly used algorithms applied to finding patterns in puzzle games conformed by grids of cells. I know that depends of many factors, like the kind of patterns You want to detect, or the rules of the game...but I wanted to know which are the most commonly used algorithms in that kind of problems... For example, games like columns, bejeweled, even tetris. I also want to know if detecting patterns by "brute force" ( like , scanning all the grid trying to find three adyacent cells of the same color ) is significantly worst that using particular algorithms in very small grids, like 4 X 4 for example ( and again, I know that depends of the kind of game and rules ...) Which structures are commonly used in this kind of games ?

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  • restaurant menu card tutorial for drupal?

    - by fayer
    im new on drupal and want to make a menu for a restaurant showing all the dishes with photos, prices and descriptions in categories (japanese food, chinese food etc). i wonder if there are some great tutorials or modules for this? i cant find any on the web. thanks you

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  • Robust way to save/load objects with dependencies?

    - by mrteacup
    I'm writing an Android game in Java and I need a robust way to save and load application state quickly. The question seems to apply to most OO languages. To understand what I need to save: I'm using a Strategy pattern to control my game entities. The idea is I have a very general Entity class which e.g. stores the location of a bullet/player/enemy and I then attach a Behaviour class that tells the entity how to act: class Entiy { float x; float y; Behavior b; } abstract class Behavior { void update(Entity e); {} // Move about at a constant speed class MoveBehavior extends Behavior { float speed; void update ... } // Chase after another entity class ChaseBehavior extends Behavior { Entity target; void update ... } // Perform two behaviours in sequence class CombineBehavior extends Behavior { Behaviour a, b; void update ... } Essentially, Entity objects are easy to save but Behaviour objects can have a semi-complex graph of dependencies between other Entity objects and other Behaviour objects. I also have cases where a Behaviour object is shared between entities. I'm willing to change my design to make saving/loading state easier, but the above design works really well for structuring the game. Anyway, the options I've considered are: Use Java serialization. This is meant to be really slow in Android (I'll profile it sometime). I'm worried about robustness when changes are made between versions however. Use something like JSON or XML. I'm not sure how I would cope with storing the dependencies between objects however. Would I have to give each object a unique ID and then use these IDs on loading to link the right objects together? I thought I could e.g. change the ChaseBehaviour to store a ID to an entity, instead of a reference, that would be used to look up the Entity before performing the behaviour. I'd rather avoid having to write lots of loading/saving code myself as I find it really easy to make mistakes (e.g. forgetting to save something, reading things out in the wrong order). Can anyone give me any tips on good formats to save to or class designs that make saving state easier?

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  • iOS Development: Does the GameKit SDK allow you to retrieve achievements by players other than the local player?

    - by BeachRunnerJoe
    Hello. I'm building a game that uses Game Center to connect players and manage leaderboards and achievements. I see that you can retrieve leaderboard details for any player, but can you do the same with achievements? When the user finishes a match with an opponent, I'd like to give the user the option to view the opponents profile, including leaderboard scores and completed achievements. I haven't found anything in the docs that shows me how to retrieve achievement details for players other than the local player, am I missing it or is this currently not supported? Thanks so much for your help!

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  • Field contains foreign IDs for different tables

    - by Rich
    I am developing a php/mysql driven facebook game. I am stuck on an element the table design. When a user completes a task I want to trigger any number of events. I was thinking of something like so: tbl_events *event_id - serogate primary ID *task_id - foreign ID of the task just completed *event_type - what type of event e.g is it a facebook stream publish or a message to the user or does it unlock a new element of the game? *event_param - this is where it gets tricky... the event parameter is a problem for two reasons, 1) it will contain different foreign ids... dependent on the event_type and thus it will not be possible to join to x table. Meaning I would have to call two queries. 2) Most events require a single id or text, however some events require multiple parameters - like the facebook stream publish.

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  • different for lusses java

    - by Ayrton
    Hi I'm having some difficulties with the following problem: I'm making a little game where you're at a specific spot and each spot has each some possible directions. The available directions are N(ord),E(ast),S,W . I use the function getPosDirections to get the possible directions of that spot. The function returns the directions into an ArrayList e.g. for spot J3: [E,W] Now the game goes like this: 2 dices will be rolled so you get a number between 2 and 12, this number represents the number of steps you can make. What I want is an ArrayList of all the possible routes e.g.: I throw 3 and I'm currently at spot J3: [[E,N,E],[E,N,S],[E,S,E],[E,S,S],[W,N,E],[W,N,S],[W,S,E],[W,S,S]] How would obtain the last mentioned Array(list) Thanks in advance

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  • using wild card when listing directories in python

    - by user248237
    how can I use wild cars like '*' when getting a list of files inside a directory in Python? for example, I want something like: os.listdir('foo/*bar*/*.txt') which would return a list of all the files ending in .txt in directories that have bar in their name inside of the foo parent directory. how can I do this? thanks.

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  • Adding a Main Menu to a Game in Xcode

    - by MasenB
    I am about done with an Objective - C Sprite Kit Development course on Lynda, and I wanted to expand on the app the course had me make! It was made so that once I open the app, it started brick breaker, and then there are more classes for additional scenes like Game Over and Restart! I was wondering if someone could tell me how to make a Main Menu view controller that came before the Brick Breaker screen! Thanks, Masen

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  • I'm a PHP programmer, how easy will it be to "master" c++?

    - by ThinkingInBits
    I've been a PHP programmer for 8 or so years, I'm familiar with OOP and try to consider best practices whenever programming. I would like to pick up C++ to possibly enter the 'game development' field, where now I'm doing web dev. I'm not a school person, but was wondering what people think about self-taught math to complement learning c++ for game dev. The last math course I took was algebra 2. Should I start delving myself into pre-calculus? Are there any other suggestions you may have to ease the process?

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  • C++ code snippet for a new baby greeting card

    - by uvts_cvs
    A friend of mine sent me this code snippet to celebrate his new baby birth: void new_baby_name() { father_surname++; } The snippet is from his point of view, he is the father and the new baby get the surname from him. I answered with this: class father_name {}; class mother_name {}; class new_baby_name: public father_name, public mother_name {}; but I am not fully satisfied of my answer...

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  • different for loops java

    - by Ayrton
    I'm having some difficulties with the following problem: I'm making a little game where you're at a specific spot and each spot has each some possible directions. The available directions are N(ord),E(ast),S,W . I use the function getPosDirections to get the possible directions of that spot. The function returns the directions into an ArrayList<String> e.g. for spot J3: [E,W] Now the game goes like this: 2 dice will be rolled so you get a number between 2 and 12, this number represents the number of steps you can make. What I want is an ArrayList of all the possible routes e.g.: I throw 3 and I'm currently at spot J3: [[E,N,E],[E,N,S],[E,S,E],[E,S,S],[W,N,E],[W,N,S],[W,S,E],[W,S,S]] How would obtain the last mentioned Array(list)?

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  • C# A simple Hangman game

    - by Radostin Angelov
    I'm trying to create a simple Hangman game and i have gotten so far, to make it read all words from a text file, but I don't know how to make the code work for every single word. I have another project, working with 3/4 words but with repeating nested if statements. I want to make it as shorter as possible. This is the code i have so far : using System; using System.Linq; class Program { static void Main() { string[] words = System.IO.File.ReadAllLines(@"C:\Users\ADMIN\Desktop\Letters\Letters.txt"); int LengthOfArray = words.Length; Random rnd = new Random(); int random = rnd.Next(1, 3); char[] letters = words[random].ToCharArray(); bool WordIsHidden = true; char hiddenChar = '_'; char GuessedLetter = hiddenChar; var retry = true; while (retry = true) { Console.WriteLine(letters); letters = GuessedLetter.ToString().ToCharArray(); for (int i = 1; i <= LengthOfArray; i++) { Console.Write("{0} ", GuessedLetter); } Console.WriteLine("Enter a letter!"); char letter = char.Parse(Console.ReadLine()); if (words[random].Contains<char>(letter)) { WordIsHidden = false; GuessedLetter = letter; Console.Write(letters); } else { if (WordIsHidden == true) { Console.Write("You guessed wrong!"); } } } } } Also I'm trying to make the game show each letter, the user has guessed on it's corresponding position, but now the letter is one line higher than the rest of the word and it's not in it's right position. Edited: Here is the result : cat ___Enter a letter! a __ aaaEnter a letter! t aa tttEnter a letter! IF anyone have a clue for where does this come from and how can I fix it, any help will be greatly appreciated.

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  • Making interactive touch objects on Android

    - by Greenhouse_Gases
    I've never built a game before, and I've not programmed for Android before but am looking to do so over the summer by building a game. What type of object do I use for a shape that I want the user to be able to drag around the screen for instance using touch gestures? How do I tie together the MotionEvent, View and Graphics2D to make objects drawn on screen that can be interacted with? I imagine this will use ActionListeners / Handlers but I'm a bit confused at this stage... A simple breakdown of steps would be much appreciated. Thanks

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  • AS3/AIR: Managing Run-Time Image Data

    - by grey
    I'm developing a game with AS3 and AIR. I will have a large-ish quantity of images that I need to load for display elements. It would be nice not to embed all of the images that the game needs, thereby avoiding having them all in memory at once. That's okay in smaller projects, but doesn't make sense here. I'm curious about strategies for loading images during run time. Since all of the files are quite small and local ( in my current project ) loading them on request might be the best solution, but I'd like to hear what ideas people have for managing this. For bonus points, I'm also curious about solutions for loading images on-demand server-side as well.

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  • best way to implement a deck for a card game in python

    - by matt1024
    What is the best way to store the cards and suits in python so that I can hold a reference to these values in another variable? For example, if I have a list called hand (cards in players hand), how could I hold values that could refer to the names of suits and values of specific cards, and how would these names and values of suits and cards be stored?

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