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  • Why are FMS logs filled with 'play' event status code 408 for a failed webcast?

    - by Stu Thompson
    Recently we had a live webcast event go horribly wrong. I'm doing the technical post-mortem, with limited information. We know that the hardware encoder (a Digital Rapid Touch Stream Web HDI) was unable to send upstream at a sustained reliable high rate. What we don't know is if the encoder's connection was problematic (Zürich), or that of the streaming server (in Frankfurt). Unfortunately, I've got three different vendors all blaming each other (the CDN who runs the server, the on-site ISP and the on-site encoding team.) In the FMS log files I see a couple of interesting things: Zillions of Status Code 408 on play event entries for clients. Adobe's documentation stats that this "Stream stopped because client disconnected". ("Zillions" would be a ratio of 10 events for every individual IP address.) Several unpublish / (re)publish events per hour for the encoder I'd like to know if all those 408s could tell me with authority that the FMS server was starved for bandwidth, or that the encoding signal was starved (and hence the server was disconnecting clients.) Any clues?

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  • Why do most songs in my media collection play twice? - Corrupt media?

    - by Dean
    Problem: Whether I'm playing the media with Rhythmbox on Ubuntu, Winamp on Windows, or my Nokia N95's media player, most of my audio files (OK, maybe only 40%) play twice. Info: I have a 500GB external 2.5" WD HDD, with a 150GB primary FAT32 partition labeled MUSIC. Inside this, I have about 500 folders containing about 10,000 MP3/WMA/M4A/WAV files. I manage the drive using Ubuntu 9.10, and frequently copy data to/from it using RSYNC, or on windows, TotalCopy. The visual output is different in each media player, but it behaves as if the 1 MP3 has the same song on it twice, and as soon as it ends it begins again. Winamp shows that the song goes for 2x as long as it should, The N95's media player shows the progress bar off the right-hand-side of the screen when it begins playing (then jumps back to the left, then continues along...). Rhythmbox doesn't show me how long the song is, nor does the progress bar move along the screen. Plea: It seams to me somewhere along the lines my collection has become corrupt... but where? And how? and please someone tell me I can fix it!! TIA, Dean.

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  • Double Buffering for Game objects, what's a nice clean generic C++ way?

    - by Gary
    This is in C++. So, I'm starting from scratch writing a game engine for fun and learning from the ground up. One of the ideas I want to implement is to have game object state (a struct) be double-buffered. For instance, I can have subsystems updating the new game object data while a render thread is rendering from the old data by guaranteeing there is a consistent state stored within the game object (the data from last time). After rendering of old and updating of new is finished, I can swap buffers and do it again. Question is, what's a good forward-looking and generic OOP way to expose this to my classes while trying to hide implementation details as much as possible? Would like to know your thoughts and considerations. I was thinking operator overloading could be used, but how do I overload assign for a templated class's member within my buffer class? for instance, I think this is an example of what I want: doublebuffer<Vector3> data; data.x=5; //would write to the member x within the new buffer int a=data.x; //would read from the old buffer's x member data.x+=1; //I guess this shouldn't be allowed If this is possible, I could choose to enable or disable double-buffering structs without changing much code. This is what I was considering: template <class T> class doublebuffer{ T T1; T T2; T * current=T1; T * old=T2; public: doublebuffer(); ~doublebuffer(); void swap(); operator=()?... }; and a game object would be like this: struct MyObjectData{ int x; float afloat; } class MyObject: public Node { doublebuffer<MyObjectData> data; functions... } What I have right now is functions that return pointers to the old and new buffer, and I guess any classes that use them have to be aware of this. Is there a better way?

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  • SVN, Samba and Symbolic Links. How to get them all to play together?

    - by Camsoft
    I've got a website project under version control that relies on files from an unversioned directory on the same server via Symbolic Links. I'm currently storing the symbolic links in the repository. The idea is that if someone checks out a working copy on to the same server they can edit and test the working copy of the project before committing it back to the repository. When they checkout their working copy it successfully sets up the symlinks so that the entire site works when testing. The users that work on the project are Windows users, so I've set a samba shares on the server and then mapped them to network drives in Windows. People can edit their working copies directly on the server via network shares and then test them in the web browser before committing their changes back to the repository via TortoiseSVN. The Problem The problem I have is that Samba resolves the symlinks as expected but when a user tries to commit their changes back to the repository, TortoiseSVN thinks the linked files are part of the project and tries to commit the target files to the repository and not the symlinks themselves. I tried turning off symlink support in samba which means that the linked files cannot be resolved as I don't really want people to have access to the linked files nor do I want to import the linked files in the repository. The problem with this is that I get Can't stat '\webserver\projects\working\project\symlinked_file.php'. Access is denied Apart from the symlink problem everything else works 100% perfectly. Users can either checkout website projects to their machine and work on them (but can't test) or checkout them out to their space on the dev web server and work on them and fully test. So I don't want to change the workflow process, I just need a solution to the symbolic link issue. Many thanks. Originally posted on StackOverflow: http://stackoverflow.com/questions/2400917/svn-samba-and-symbolic-links-how-to-get-them-all-to-play-together

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  • Why does my Belkin Play router regularly stop working for a few minutes at a time?

    - by YeahStu
    I recently purchased a Belking Play dual-band router for my home. About every few hours, the router stops working or "cuts out" for several minutes before coming back online automatically. My old one did this as well. I figured out a main problem was my wireless home phone, which sends a 2.4GHz signal. Anytime someone would call the phone, my router would get interrupted. Therefore, I unplugged this phone and got a wired phone. Unfortunately, my wired phone has the same problem. Therefore, I unplugged the wired phone. Unfortunately, my router still has regular issues. I live in a home with neighbors within close proximity to me, so it might be possible that their devices are the ones causing me problems. How can I determine what is causing my router problems? I thought that the point of a dual-band router was that if a signal was interfering on one band then it would be uninterrupted on another. However, it seems that is not the case. Does anyone have any tips on how to troubleshoot this or any knowledge you can share to properly set my expectations?

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  • Limited user requires admin rights for plug and play printer?

    - by Kalamane
    I have a small fleet of laptops that aren't part of a domain running Windows XP Pro SP3 as limited users. They are used for printing different shipping documents. I have a script that runs when they start up that uses devcon and prntmngr to detect and install/configure the currently connected usb printers. This lets us deploy the laptops to any printing station with a USB printer and have the printer 'just work' for the end user employee. I've taken the original clone image and have added functionality to it. Since then I've discovered a bit of an issue with using HP LaserJet P1606dn printers. They have started asking for admin rights on setup. This is with and without the script running. Previously they would automatically install because I had installed WHQL plug and play drivers for them. I thought it might have to do with the HP Smart Install Utility but it happens when that is disabled. I don't have a good point to roll back to before this started happening because this was an issue on the image I took initially to start this upgrade. What could be causing this?

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  • Why is my custom view not appearing?

    - by user351469
    When I comment out setContentView(boardView); in my Game.java my custom view in BoardView works fine and displays everything nicely... but onSizeChanged never gets called in BoardView.java... so I can't read the device width and height at runtime. If I leave setContentView uncommented onSizeChanged works... but the screen is blank! I want to be able to read the screen width and height at runtime and set the sizes of my ImageViews at creation so they are the optimal size. public class Game extends Activity implements OnClickListener{ private BoardView boardView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); boardView = new BoardView(this); setContentView(boardView); // when this line disabled, it looks ok boardView.requestFocus(); } public class BoardView extends View { private final Game game; private float width; // width of one unit private float height; // height of one unit public BoardView(Context context){ super(context); this.game = (Game)context; setFocusable(true); setFocusableInTouchMode(true); LinearLayout maincontainer = new LinearLayout(game); maincontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT)); maincontainer.setGravity(Gravity.CENTER); maincontainer.setOrientation(LinearLayout.VERTICAL); maincontainer.setBackgroundColor(Color.BLACK); LinearLayout innercontainer = new LinearLayout(game); innercontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); innercontainer.setGravity(Gravity.CENTER); innercontainer.setOrientation(LinearLayout.HORIZONTAL); // declare a new table TableLayout layout = new TableLayout(game); layout.setLayoutParams(new TableLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); // build a grid of ImageViews in a TableLayout for (int f=1; f<=7; f++) { TableRow tr = new TableRow(game); for (int c=1; c<=7; c++) { ImageView b = new ImageView(game); b.setImageResource(R.drawable.neworb); b.setOnClickListener(game); tr.addView(b, 30,30); // I'd like to not use fixed values here } // for layout.addView(tr); } // for innercontainer.addView(layout); maincontainer.addView(innercontainer); game.setContentView(maincontainer); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh){ width = w/9f; height = width; super.onSizeChanged(w, h, oldw, oldh); } }

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  • 5.1 sound in Unity3d 3.5

    - by N0xus
    I'm trying to implement 5.1 surround sound in my game. I've set Unity's AudioManager to a default of 5.1 surround and loaded in a 6 channel audio clip that should play a sound in each of the different audio spots. However, when I go to run my game, all I get is flat sound coming out of my front two speakers. Even then, these don't play the sound they should (front speaker should play "front speaker" right should play "right speaker" and so). Both speakers just end up playing the entire sound file. I've tried looking to see if there is a parameter that I have missed, but information on how to set up 5.1 sound in Unity is lacking (or my google skills aren't that good) and I can't get it to work as intended. Could someone please either tell me what I'm missing, or point me in the right direction? My audio source is situated at point (0, 0, 0) with my camera also being in the same point. I've moved about the scene but the same thing happens as I've already described.

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  • Slick2D - Entities and rendering

    - by Zarkopafilis
    I have been trying to create my very first game for quite a while, followed some tutorials and stuff, but I am stuck at creating my entity system. I have made a class that extends the Entity class and here it is: public class Lazer extends Entity{//Just say that it is some sort of bullet private Play p;//Play class(State) private float x; private float y; private int direction; public Lazer(Play p, float x , float y, int direction){ this.p = p; this.x = x; this.y = y; this.direction = direction; p.ent.add(this); } public int getDirection(){ return direction; //this one specifies what value will be increased (x/y) at update } public float getX(){ return x; } public float getY(){ return y; } public void setY(float y){ this.y = y; } public void setX(float x){ this.x = x; } } The class seems pretty good , after speding some hours googling what would be the right thing. Now, on my Play class. I cant figure out how to draw them. (I have added them to an arraylist) On the update method , I update the lazers based on their direction: public void moveLazers(int delta){ for(int i=0;i<ent.size();i++){ Lazer l = ent.get(i); if(l.getDirection() == 1){ l.setX(l.getX() + delta * .1f); }else if(l.getDirection() == 2){ l.setX(l.getX() - delta * .1f); }else if(l.getDirection() == 3){ l.setY(l.getY() + delta * .1f); }else if(l.getDirection() == 4){ l.setY(l.getY() - delta * .1f); } } } Now , I am stuck at the render method. Anyway , is this the correct way of doing this or do I need to change stuff? Also I need to know if collision detection needs to be in the update method. Thanks in advance ~ Teo Ntakouris

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  • Why do I have an error when adding states in slick?

    - by SystemNetworks
    When I was going to create another state I had an error. This is my code: public static final int play2 = 3; and public Game(String gamename){ this.addState(new mission(play2)); } and public void initStatesList(GameContainer gc) throws SlickException{ this.getState(play2).init(gc, this); } I have an error in the addState. above the above code. I don't know where is the problem. But if you want the whole code it is here: package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Game extends StateBasedGame{ public static final String gamename = "NET FRONT"; public static final int menu = 0; public static final int play = 1; public static final int train = 2; public static final int play2 = 3; public Game(String gamename){ super(gamename); this.addState(new Menu(menu)); this.addState(new Play(play)); this.addState(new train(train)); this.addState(new mission(play2)); } public void initStatesList(GameContainer gc) throws SlickException{ this.getState(menu).init(gc, this); this.getState(play).init(gc, this); this.getState(train).init(gc, this); this.enterState(menu); this.getState(play2).init(gc, this); } public static void main(String[] args) { try{ AppGameContainer app =new AppGameContainer(new Game(gamename)); app.setDisplayMode(1500, 1000, false); app.start(); }catch(SlickException e){ e.printStackTrace(); } } } //SYSTEM NETWORKS(C) 2012 NET FRONT

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  • Parsing ip addresses in php

    - by user2938780
    I am trying to get the number of active connections (Real Time) from a log file by IP connected and having a Play status but instead, it's giving me the total number of IP with status play. The number doesn't decrease at all. Keeps on increasing as soon as a new ip is added. How can I fix it? Here my code: $stringToParse = file_get_contents('wowzamediaserver_access.log'); preg_match_all('/\d{1,3}\.\d{1,3}\.\d{1,3}\.\d{1,3}/', $stringToParse, $matchOP); echo "Number of connections: ".sizeof(array_unique($matchOP[0])); HERE IS THE LOG: 2013-10-30 14:54:36 CET stop stream INFO 200 account1 - _defaultVHost_ account1 _definst_ 149.21 streamURL 1935 fullStreamURL IP_ADDRESS_1 http (cupertino) - 2013-10-30 14:56:12 CET play stream INFO 200 account2 - _defaultVHost_ account1 _definst_ 149.21 streamURL 1935 fullStreamURL IP_ADDRESS_2 rtmp (cupertino) - 2013-10-30 14:58:23 CET stop stream INFO 200 account2 - _defaultVHost_ account1 _definst_ 149.21 streamURL 1935 fullStreamURL IP_ADDRESS_2 rtmp (cupertino) - 2013-10-30 14:58:39 CET play stream INFO 200 account1 - _defaultVHost_ account1 _definst_ 149.21 streamURL 1935 fullStreamURL IP_ADDRESS_1 http (cupertino) - 2013-10-30 14:59:12 CET play stream INFO 200 account2 - _defaultVHost_ account1 _definst_ 149.21 streamURL 1935 fullStreamURL IP_ADDRESS_2 rtmp (cupertino) - I want to be able to count the IP whenever it has a "PLAY" status and don't count it whenever it's "STOP" 2013-10-30 14:59:00 CET play stream INFO 200 tv2vielive - _defaultVHost_ tv2vielive _definst_ 0.315 [any] 1935 rtmp://tv2vie.zion3cloud.com:1935/tv2vielive 78.247.255.186 rtmp http://www.tv2vie.org/swf/flowplayer-3.2.16.swf WIN 11,7,700,202 92565864 3576 3455 1 0 0 0 tv2vielive - - - - - rtmp://tv2vie.zion3cloud.com:1935/tv2vielive/tv2vielive rtmp://tv2vie.zion3cloud.com:1935/tv2vielive/tv2vielive - rtmp://tv2vie.zion3cloud.com:1935/tv2vielive - 2013-10-30 14:59:04 CET stop stream INFO 200 tv2vielive - _defaultVHost_ tv2vielive _definst_ 4.75 [any] 1935 rtmp://tv2vie.zion3cloud.com:1935/tv2vielive 78.247.255.186 rtmp http://www.tv2vie.org/swf/flowplayer-3.2.16.swf WIN 11,7,700,202 92565864 3576 512571 1 7222 0 503766 tv2vielive - - - - - rtmp://tv2vie.zion3cloud.com:1935/tv2vielive/tv2vielive rtmp://tv2vie.zion3cloud.com:1935/tv2vielive/tv2vielive - rtmp://tv2vie.zion3cloud.com:1935/tv2vielive - Any solutions? I have even tried the first answer solution but getting "0" play connections. $stringToParse = file_get_contents('wowzamediaserver_access.log'); $pattern = '~^.* play.* ( ([0-9]{1,3}+\.){3,3}[0-9]{1,3}).*$~m'; preg_match_all($pattern, $stringToParse, $matches); echo count($matches[1]) . ' play actions'; But whenever I use my code, I am getting "Number of connections: xxxxx(actual count of IPs). My concern is that I only need the count of IPs with PLAY status. If that IP changes to STOP then it wont count.

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  • How to play mpg/3gp 5 sec video at start of application?

    - by Asad Ahmed
    I am developing an application in which i want to play a short 5 seconds video at the startup. which is the best format 3gp, mpg or something else? i have generated a title activity. I wanted to play the video before title. Help please!!! Below is the code of my title activity. public class Title extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.title); setTitle("M.I.S.T"); this.setTitleColor(Color.BLUE); View title = getWindow().findViewById(android.R.id.title); View titleBar = (View) title.getParent(); titleBar.setBackgroundColor(Color.YELLOW); Thread timer = new Thread(){ public void run(){ try{ sleep(3000); }catch (InterruptedException e){ e.printStackTrace(); }finally{ Intent open= new Intent("com.congestion6.asad.MENU"); startActivity(open); } } }; timer.start(); } protected void onPause() { // TODO Auto-generated method stub super.onPause(); finish(); } }

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  • How to define default values optional fields in play framework forms?

    - by natalinobusa
    I am implementing a web api using the scala 2.0.2 play framework. I would like to extract and validate a number of get parameters. And for this I am using a play "form" which allows me to define optional fields. Problem: For those optional fields, I need to define a default value if the parameter is not passed. The code is intended to parse correctly these three use cases: /test?top=abc (error, abc is not an integer) /test?top=123 (valid, top is 123) /test (valid, top is 42 (default value)) I have come up with the following code: def test = Action { implicit request => case class CData(top:Int) val p = Form( mapping( "top" -> optional(number) )((top) => CData($top.getOrElse(42))) ((cdata:CData) => Some(Some(cdata.top))) ).bindFromRequest() Ok("all done.") } The code works, but it's definitely not elegant. There is a lot of boiler plate going on just to set up a default value for a missing request parameter. Can anyone suggest a cleaner and more coincise solution?

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  • How to black out second monitor when playing a full screen game?

    - by Gary
    I've got two monitors. When I play a full screen game in my primary monitor, the second monitor still shows the Windows desktop. How can I black out the second monitor so that it doesn't show anything at all? My graphics card is from ATI. I'm running Windows 7 in Boot Camp on an iMac. I don't know if this makes a difference, however, as any solution to my question will do, really. For instance, is there a tiny app that I could run to disable the second monitor for a while? I'd rather not have to open Windows display settings every time I run a game and disable the monitor that way, though.

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  • Wii game bought in US, will it work on a PAL console in Europe?

    - by Stijn Sanders
    I can't seem to find a European online outlet that offers this Wii game I'm looking for. If I would buy it from a web-shop in the US, could I end up with a game that doesn't work well with my console? I'm worried because all games I have for the Wii so far have a prominent mention of "PAL" on the cover. I didn't notice "NTSC" on the photo's of the cover online, but I'm worried none the less. (And thought I'd ask it here first...) Also, does anyone happen to know if Belgian customs would add tax to shipments like this coming in from the US?

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  • How can I run a game server on a computer behind a NAT, if I have another computer not behind a NAT?

    - by Macha
    My home connection is part of a large NAT, outside my control. Inside my home, my router has a NAT, under my control. I control a public facing Linux VPS with one IP address, outside my home network. Ideally, what I'd like to do is set something up so that I connect my home computer to my VPS, and after that port X on my VPS leads to port Y on my home computer, for the purposes of running a game server of a game that does not run under Linux. Is this possible?

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  • I missed allowing ".NET Runtime Optimization Service" while installing a game — could there be any problems?

    - by MDLss
    I'm using ESET Smart Security 4 on Windows 7. I selected Interactive Mode so it asks me when something needs to connect to my PC. So when I was installing a game named League of Legends, I was away from my computer. When I came back, I saw that the download was finished but ESET was asking whether to allow .NET Runtime Optimization Service to connect my computer using port 80 TCP. So I selected Allow but It was too late because the download was already finished. I can play the game, but could it be bugged or broken or something?

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  • JavaScript audio not playing outside of jQuery function

    - by user1814016
    I know the question title doesn't make much sense, but I can't think of a better way to put it. I am a newbie to jQuery and I'm using this code to fade in a <div> and play a sound: $(document).ready(function(){ $('#speech').fadeIn('medium', function() { play('msg_appear'); var sptx = $('<p class="stext">').text('There is nothing here.'); $('#speech').append(sptx); $('.stext').typeOut({marker: '', delay: 22}); }); }); This code runs fine however the sound plays after the fade-in is complete. I wanted it to play while it was fading in, so I tried placing the play() call outside of the fade-in function like this: $(document).ready(function(){ play('msg_appear'); $('#speech').fadeIn('medium', function() { However, now it's not playing at all. There's no errors on the JavaScript console so I'm unsure if it's a syntax error, and probably something obvious, but I don't know what. play() is a function I found to play audio, here it is if it matters at all. I placed it in the same file the above code is; right above the $(document).ready(). function play(sound) { if (window.HTMLAudioElement) { var snd = new Audio(''); if(snd.canPlayType('audio/ogg')) { snd = new Audio(sound + '.ogg'); } else if(snd.canPlayType('audio/mp3')) { snd = new Audio(sound + '.mp3'); } snd.play(); } else { alert('HTML5 Audio is not supported by your browser!'); } }

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  • Looking for design/architecture suggestions for a simple HTML game.

    - by z-boss
    Imagine that HTML page is a game surface (see picture). User can have n number of boards (blue divs) on his page. Each board can be moved, re-sized, relabeled, created new and removed. Inside each board there are m number of figures (purple divs). Each of these user can move inside the board or to another board, re-size, change color and label, delete, add new. The goal of the game is not important, but let's say it is to rearrange figures in a certain way so that they disappear. But the goal of the programmer is to save the whole game surface in the database for every user of the site, and to load it later when he returns. So, how do I go about data exchange between client and the database? I'll give my idea in one of the answers.

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Which containers / graphics components to use in a simple Java Swing game?

    - by rize
    I'm creating a simple labyrinth game with Java + Swing. The game draws a randomized labyrinth on the screen, places a figure in the middle, and the player is then supposed to find the way out by moving the figure with arrow-keys. As for now, I'm using a plain background and drawing the walls of the labyrinth with Graphics.drawLine(). I have a custom picture of the figure in a .gif file, which I load as a BufferedImage object. However, I want the player to see only part of the labyrinth at a time, and the screen should follow the figure in the game, as the player moves around. I'm planning to do this by creating an Image object of the whole labyrinth when it is created, and then "cutting" a square around the current position of the figure and displaying this with Graphics.drawImage(). I'm new with Swing though, and I can't figure out how to draw the figure at different positions "above" the labyrinth without redrawing the whole thing. Which container/component should I use for the labyrinth and then for the figure to achieve this?

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  • Easiest, most fun way to program 2D games? Flash? XNA? Some other engine?

    - by Maxi
    Hi, this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple of small games but I'm doubtful of the performance. I would like to make a fairly large strategy game, with several hundred units fighting simultaneously, explosions and animations included. Also zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say that Flash is a good technology for making large 2D games easily? I really like Actionscript, and I love how easy everything is in Flash. There are several engines available which make it even easier. I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well, but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game to someone. If I use XNA, I would have to make all the tools myself, and I'd probably have to make them with WPF. (I'd love to make tools with Adobe AIR, but unfortunately the API's for image manipulation etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development? I prefer: C#, Actionscript. I don't mind using c++ if the toolset is above average, but I highly doubt that there is something out there like that. Please prove me wrong :) So summary: I'd like to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly, they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each platform separately. The editor usability is average, the product overall is good enough for most purposes, but learning it myself would be overkill. Shiva 3D. It looks good enough, but again: I don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • How to syncronize two animations without delays

    - by GeKi
    I have one character idle animation running inside a game in a loop, over and over again. A a certain time I trigger another animation to be played, for the same character. The second animation won't play immediately, as will be a discontinuity in my character animation. First I wait for the idle animation to finish and then I play my second animation. Now I have a smooth, continuous animation, BUT I have introduced a delay between my action and character animation. If I play the second animation right away as it is triggered, the character animation won't be continuous and smooth. I was thinking on breaking the idle animation in small pieces and also to have the same number of second action animations to match the last frame of the idle pieces. This won't solve the delay completely, only will minimize it a bit. So it's a magic formula of how can I get rid of this delay? Thanks.

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