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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • How to resolve concurrent ramp collisions in 2d platformer?

    - by Shaun Inman
    A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky walls/floors). Solid bodies are resolved by testing the body-in-motion's new X with the old Y and adjusting if necessary before testing the new X with the new Y, again adjusting if necessary. Works great. Ramps (rectangles with a flag set indicating bottom-left, bottom-right, etc) are resolved by calculating the ratio of penetration along the x-axis and setting a new Y accordingly (with some checks to make sure the body-in-motion isn't attacking from the tall or flat side, in which case the ramp is treated as a normal rectangle). This also works great. Side-by-side ramps, eg. \/ and /\, work fine but things get jittery and unpredictable when a top-down ramp is directly above a bottom-up ramp, eg. < or > or when a bottom-up ramp runs right up to the ceiling/top-down ramp runs right down to the floor. I've been able to lock it down somewhat by detecting whether the body-in-motion hadFloor when also colliding with a top-down ramp or hadCeiling when also colliding with a bottom-up ramp then resolving by calculating the ratio of penetration along the y-axis and setting the new X accordingly (the opposite of the normal behavior). But as soon as the body-in-motion jumps the hasFloor flag becomes false, the first ramp resolution pushes the body into collision with the second ramp and collision resolution becomes jittery again for a few frames. I'm sure I'm making this more complicated than it needs to be. Can anyone recommend a good resource that outlines the best way to address this problem? (Please don't recommend I use something like Box2d or Chipmunk. Also, "redesign your levels" isn't an answer; the body-in-motion may at times be riding another body-in-motion, eg. a platform, that pushes it into a ramp so I'd like to be able to resolve this properly.) Thanks!

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  • How can I generate signed distance fields (2D) in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time: There's something else:

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  • Is there a library that handles hexagon tiled 2D maps?

    - by Pete Mancini
    It would represent a map that is semi-square of arbitrary size. It would have a simple system for representation of the map coordinates such as 0101 (first column, 1st hex). I'd want the map to be able to tell me the distance between two points, and what other hexes lay between those two points as a list or array. I don't care as much about the language but c# or python would be ideal. Does one exist?

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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • How to set orthgraphic matrix for a 2d camera with zooming?

    - by MahanGM
    I'm using ID3DXSprite to draw my sprites and haven't set any kind of camera projection matrix. How to setup an orthographic projection matrix for camera in DirectX which it would be able to support zoom functionality? D3DXMATRIX orthographicMatrix; D3DXMATRIX identityMatrix; D3DXMatrixOrthoLH(&orthographicMatrix, nScreenWidth, nScreenHeight, 0.0f, 1.0f); D3DXMatrixIdentity(&identityMatrix); device->SetTransform(D3DTS_PROJECTION, &orthographicMatrix); device->SetTransform(D3DTS_WORLD, &identityMatrix); device->SetTransform(D3DTS_VIEW, &identityMatrix); This code is for initial setup. Then, for zooming I multiply zoom factor in nScreenWidth and nScreenHeight.

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  • 2d ball collision code problem XNA, over accelerated balls and stick together sometimes. help please? [closed]

    - by Sivan
    public static void Collision(Ball ball1, Ball ball2) { Vector3 x = new Vector3((ball1.BallPosition.X - ball2.BallPosition.X), (ball1.BallPosition.Y - ball2.BallPosition.Y), 0); x.Normalize(); Vector3 v1 = new Vector3(ball1.Speed, 0); float x1 = Vector3.Dot(x, v1); Vector3 v1x = x * x1; Vector3 v1y = v1 - v1x; x = -x; Vector3 v2 = new Vector3(ball2.Speed, 0); float x2 = Vector3.Dot(x, v2); Vector3 v2x = x * x2; Vector3 v2y = v2 - v2x; float m1 = 12, m2 = 4; float combinedMass = m1 + m2; Vector3 newVelA = (v1x * ((m1 - m2) / combinedMass)) + (v2x * ((2f * m2) / combinedMass)) + v1y; Vector3 newVelB = (v1x * ((2f * m1) / combinedMass)) + (v2x * ((m2 - m1) / combinedMass)) + v2y; ball1.Speed = new Vector2(newVelA.X, newVelA.Y); ball2.Speed = new Vector2(newVelB.X,newVelB.Y ); }

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • I need beginner help on loading an image (2D). I have an error

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load("Cracked"); player1.playerBlock = Content.Load("square"); player2.playerBlock = Content.Load("square2"); }

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  • after Bios screen appears, the purple screen appears with a red circle and a white line through it, saying cannot load Ubuntu 2D

    - by Felix
    After the Bios screen appears, the purple screen appears and says, "cannot load Ubuntu2D" Log off. Logging off is my only option. I am operating on a Dell Insoirion 11.10 Ubuntu system. I deleted the gnome because I read in the forum it slowed down the computer and I wanted to watch movies. I deleted Unity as well because I read terrible things about it and that it was not necessary for me. I realize my experimention in learning by adding and deleting things were not proper. I was just trying to learn and fix my sound. Please help. Thanks.

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  • What is causing this behavior with the movement of Pong Ball in 2D? [closed]

    - by thegermanpole
    //edit after running it through the debugger it turned out i had the display function set to x,x...TIL how to use a debugger I've been trying to teach myself C++ SDL with the lazyfoo tutorial and seem to have run into a roadblock. The code below is the movement function of my Dot class, which controls the ball. The ball seems to ignore yvel and moves with xvel to the bottom right. The code should be pretty readable, the rest of the relevant facts are: All variables are names Constants are in caps dotrad is the radius of my dot yvel and xvel are set to 5 in the constructor The dot is created at x and y equal to 100 When I comment out the x movement block it doesn't move, but if i comment out the y movement block, it keeps on going down to the right. void Dot::move() { if(((y+yvel+dotrad) <= SCREEN_HEIGHT) && (0 <= (y-dotrad+yvel))) { y+=yvel; } else { yvel = -1*yvel; } if(((x+xvel+dotrad) <= SCREEN_WIDTH) && (0 <= (x-dotrad+xvel))) { x +=xvel; } else { xvel = -1*xvel; } }

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  • Creating a simple 2d game with C++: Where to go first? [on hold]

    - by Lucas Vieira
    I'm starting to build a little school project. (I have a prior experience with php, python and java, and i'm learning c++ now). My part is simple, create a game, like this pong http://www.ponggame.org/ The problem is that I've never programmed a game before. I was looking the possibilities, maybe use QT? Or is there other library better for my case? Since i don't want to reinvent the wheel, where to start with? Thank you, guys!

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  • How can I calculate the angle between two 2D vectors?

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating two vectors, v, the facing direction of ship 1, and w, the vector pointing from the position of ship 1 to ship 2. I am then calculating the angle between these two vectors using the formula arccos((v · w) / (|v| · |w|)) The problem I'm having is that arccos only returns values between 0° and 180°. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • How to make an Image still when at position at Slick 2D?

    - by SystemNetworks
    For example, I want to put a building down. if I press 2, it will show the building near the character and it is moving with my character. I have done that. Now I wanted to know how do i put it down and stop following my character? I have something called shiftX and shiftY (Which is the position of my character) And my character looks like it is moving because the map and images itself is moving which i call, probePositionX and probePositionY.

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  • April 2013 Release of the Ajax Control Toolkit

    - by Stephen.Walther
    I’m excited to announce the April 2013 release of the Ajax Control Toolkit. For this release, we focused on improving two controls: the AjaxFileUpload and the MaskedEdit controls. You can download the latest release from CodePlex at http://AjaxControlToolkit.CodePlex.com or, better yet, you can execute the following NuGet command within Visual Studio 2010/2012: There are three builds of the Ajax Control Toolkit: .NET 3.5, .NET 4.0, and .NET 4.5. A Better AjaxFileUpload Control We completely rewrote the AjaxFileUpload control for this release. We had two primary goals. First, we wanted to support uploading really large files. In particular, we wanted to support uploading multi-gigabyte files such as video files or application files. Second, we wanted to support showing upload progress on as many browsers as possible. The previous version of the AjaxFileUpload could show upload progress when used with Google Chrome or Mozilla Firefox but not when used with Apple Safari or Microsoft Internet Explorer. The new version of the AjaxFileUpload control shows upload progress when used with any browser. Using the AjaxFileUpload Control Let me walk-through using the AjaxFileUpload in the most basic scenario. And then, in following sections, I can explain some of its more advanced features. Here’s how you can declare the AjaxFileUpload control in a page: <ajaxToolkit:ToolkitScriptManager runat="server" /> <ajaxToolkit:AjaxFileUpload ID="AjaxFileUpload1" AllowedFileTypes="mp4" OnUploadComplete="AjaxFileUpload1_UploadComplete" runat="server" /> The exact appearance of the AjaxFileUpload control depends on the features that a browser supports. In the case of Google Chrome, which supports drag-and-drop upload, here’s what the AjaxFileUpload looks like: Notice that the page above includes two Ajax Control Toolkit controls: the AjaxFileUpload and the ToolkitScriptManager control. You always need to include the ToolkitScriptManager with any page which uses Ajax Control Toolkit controls. The AjaxFileUpload control declared in the page above includes an event handler for its UploadComplete event. This event handler is declared in the code-behind page like this: protected void AjaxFileUpload1_UploadComplete(object sender, AjaxControlToolkit.AjaxFileUploadEventArgs e) { // Save uploaded file to App_Data folder AjaxFileUpload1.SaveAs(MapPath("~/App_Data/" + e.FileName)); } This method saves the uploaded file to your website’s App_Data folder. I’m assuming that you have an App_Data folder in your project – if you don’t have one then you need to create one or you will get an error. There is one more thing that you must do in order to get the AjaxFileUpload control to work. The AjaxFileUpload control relies on an HTTP Handler named AjaxFileUploadHandler.axd. You need to declare this handler in your application’s root web.config file like this: <configuration> <system.web> <compilation debug="true" targetFramework="4.5" /> <httpRuntime targetFramework="4.5" maxRequestLength="42949672" /> <httpHandlers> <add verb="*" path="AjaxFileUploadHandler.axd" type="AjaxControlToolkit.AjaxFileUploadHandler, AjaxControlToolkit"/> </httpHandlers> </system.web> <system.webServer> <validation validateIntegratedModeConfiguration="false"/> <handlers> <add name="AjaxFileUploadHandler" verb="*" path="AjaxFileUploadHandler.axd" type="AjaxControlToolkit.AjaxFileUploadHandler, AjaxControlToolkit"/> </handlers> <security> <requestFiltering> <requestLimits maxAllowedContentLength="4294967295"/> </requestFiltering> </security> </system.webServer> </configuration> Notice that the web.config file above also contains configuration settings for the maxRequestLength and maxAllowedContentLength. You need to assign large values to these configuration settings — as I did in the web.config file above — in order to accept large file uploads. Supporting Chunked File Uploads Because one of our primary goals with this release was support for large file uploads, we added support for client-side chunking. When you upload a file using a browser which fully supports the HTML5 File API — such as Google Chrome or Mozilla Firefox — then the file is uploaded in multiple chunks. You can see chunking in action by opening F12 Developer Tools in your browser and observing the Network tab: Notice that there is a crazy number of distinct post requests made (about 360 distinct requests for a 1 gigabyte file). Each post request looks like this: http://localhost:24338/AjaxFileUploadHandler.axd?contextKey={DA8BEDC8-B952-4d5d-8CC2-59FE922E2923}&fileId=B7CCE31C-6AB1-BB28-2940-49E0C9B81C64 &fileName=Sita_Sings_the_Blues_480p_2150kbps.mp4&chunked=true&firstChunk=false Each request posts another chunk of the file being uploaded. Notice that the request URL includes a chunked=true parameter which indicates that the browser is breaking the file being uploaded into multiple chunks. Showing Upload Progress on All Browsers The previous version of the AjaxFileUpload control could display upload progress only in the case of browsers which fully support the HTML5 File API. The new version of the AjaxFileUpload control can display upload progress in the case of all browsers. If a browser does not fully support the HTML5 File API then the browser polls the server every few seconds with an Ajax request to determine the percentage of the file that has been uploaded. This technique of displaying progress works with any browser which supports making Ajax requests. There is one catch. Be warned that this new feature only works with the .NET 4.0 and .NET 4.5 versions of the AjaxControlToolkit. To show upload progress, we are taking advantage of the new ASP.NET HttpRequest.GetBufferedInputStream() and HttpRequest.GetBufferlessInputStream() methods which are not supported by .NET 3.5. For example, here is what the Network tab looks like when you use the AjaxFileUpload with Microsoft Internet Explorer: Here’s what the requests in the Network tab look like: GET /WebForm1.aspx?contextKey={DA8BEDC8-B952-4d5d-8CC2-59FE922E2923}&poll=1&guid=9206FF94-76F9-B197-D1BC-EA9AD282806B HTTP/1.1 Notice that each request includes a poll=1 parameter. This parameter indicates that this is a polling request to get the size of the file buffered on the server. Here’s what the response body of a request looks like when about 20% of a file has been uploaded: Buffering to a Temporary File When you upload a file using the AjaxFileUpload control, the file upload is buffered to a temporary file located at Path.GetTempPath(). When you call the SaveAs() method, as we did in the sample page above, the temporary file is copied to a new file and then the temporary file is deleted. If you don’t call the SaveAs() method, then you must ensure that the temporary file gets deleted yourself. For example, if you want to save the file to a database then you will never call the SaveAs() method and you are responsible for deleting the file. The easiest way to delete the temporary file is to call the AjaxFileUploadEventArgs.DeleteTemporaryData() method in the UploadComplete handler: protected void AjaxFileUpload1_UploadComplete(object sender, AjaxControlToolkit.AjaxFileUploadEventArgs e) { // Save uploaded file to a database table e.DeleteTemporaryData(); } You also can call the static AjaxFileUpload.CleanAllTemporaryData() method to delete all temporary data and not only the temporary data related to the current file upload. For example, you might want to call this method on application start to ensure that all temporary data is removed whenever your application restarts. A Better MaskedEdit Extender This release of the Ajax Control Toolkit contains bug fixes for the top-voted issues related to the MaskedEdit control. We closed over 25 MaskedEdit issues. Here is a complete list of the issues addressed with this release: · 17302 MaskedEditExtender MaskType=Date, Mask=99/99/99 Undefined JS Error · 11758 MaskedEdit causes error in JScript when working with 2-digits year · 18810 Maskededitextender/validator Date validation issue · 23236 MaskEditValidator does not work with date input using format dd/mm/yyyy · 23042 Webkit based browsers (Safari, Chrome) and MaskedEditExtender · 26685 MaskedEditExtender@(ClearMaskOnLostFocus=false) adds a zero character when you each focused to target textbox · 16109 MaskedEditExtender: Negative amount, followed by decimal, sets value to positive · 11522 MaskEditExtender of AjaxtoolKit-1.0.10618.0 does not work properly for Hungarian Culture · 25988 MaskedEditExtender – CultureName (HU-hu) > DateSeparator · 23221 MaskedEditExtender date separator problem · 15233 Day and month swap in Dynamic user control · 15492 MaskedEditExtender with ClearMaskOnLostFocus and with MaskedEditValidator with ClientValidationFunction · 9389 MaskedEditValidator – when on no entry · 11392 MaskedEdit Number format messed up · 11819 MaskedEditExtender erases all values beyond first comma separtor · 13423 MaskedEdit(Extender/Validator) combo problem · 16111 MaskedEditValidator cannot validate date with DayMonthYear in UserDateFormat of MaskedEditExtender · 10901 MaskedEdit: The months and date fields swap values when you hit submit if UserDateFormat is set. · 15190 MaskedEditValidator can’t make use of MaskedEditExtender’s UserDateFormat property · 13898 MaskedEdit Extender with custom date type mask gives javascript error · 14692 MaskedEdit error in “yy/MM/dd” format. · 16186 MaskedEditExtender does not handle century properly in a date mask · 26456 MaskedEditBehavior. ConvFmtTime : function(input,loadFirst) fails if this._CultureAMPMPlaceholder == “” · 21474 Error on MaskedEditExtender working with number format · 23023 MaskedEditExtender’s ClearMaskOnLostFocus property causes problems for MaskedEditValidator when set to false · 13656 MaskedEditValidator Min/Max Date value issue Conclusion This latest release of the Ajax Control Toolkit required many hours of work by a team of talented developers. I want to thank the members of the Superexpert team for the long hours which they put into this release.

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  • Accessing 2D array and passing string to label.text

    - by Amir
    Hi. I'm trying to create 2D array and initialize it with NSStrings. When I try to copy content of a cell from the array to a label.text, the application crashes. NSMutableArray *array = [NSMutableArray arrayWithCapacity:0]; [array addObject:[NSMutableArray arrayWithObjects: [NSArray arrayWithObjects: @"0-0", @"0-1", @"0-2", nil], [NSArray arrayWithObjects: @"1-0", @"1-1", @"1-2", nil], [NSArray arrayWithObjects: @"2-0", @"2-1", @"2-2", nil], nil]]; label.text = [[array objectAtIndex:0] objectAtIndex:0]; Any idea why and what am I doing wrong?

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  • 2D World design question

    - by Maciek
    I'm facing a problem which is probably extremely common in game-design. Let's assume that we've got a 2D world The world's size is M x N rect The world may contain some items in it The items have (x,y) coords The world can be browsed via a window that is physically (m x n) large. The browser window can be zoomed in / out The browser window can be panned up/down + left right, while in the extents of the world's rect. How should I go about implementing this? I'm especially concerned about the browser window. Can anyone recommend any good reads ? This is not a homework - it's more of a task which I've set myself to complete.

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  • Surface Detection in 2d Game?

    - by GamiShini
    I'm working on a 2D Platform game, and I was wondering what's the best (performance-wise) way to implement Surface (Collision) Detection. So far I'm thinking of constructing a list of level objects constructed of a list of lines, and I draw tiles along the lines. ( http://img375.imageshack.us/img375/1704/lines.png ). I'm thinking every object holds the ID of the surface that he walks on, in order to easily manipulate his y position while walking up/downhill. Something like this: //Player/MovableObject class MoveLeft() { this.Position.Y = Helper.GetSurfaceById(this.SurfaceId).GetYWhenXIs(this.Position.X) } So the logic I use to detect "droping/walking on surface" is a simple point (player's lower legs)-touches-line (surface) check (with some safety approximation - let`s say 1-2 pixels over the line). Is this approach OK? I`ve been having difficulty trying to find reading material for this problem, so feel free to drop links/advice.

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  • WPF component for 2D tree diagram

    - by pdm2011
    I'm looking for a well-documented, supported WPF component that provides an API for visualisation of 2D tree diagrams. Ideally something easy to use, customisable (i.e. supports various flavours of nodes and splines) and preferably with automated layout control. Tools that look good so far are GoXam (http://www.nwoods.com/components/silverlight-wpf/goxam-overview.htm) and yFiles WPF (http://www.yworks.com/en/products_yfileswpf_about.html). Just wondering if anyone has experience with either of these, or can recommend an alternative? Thanks!

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  • declaring a 2D array of pointer objects

    - by Tyler Stennette
    I'm having a tough time figuring out how to instantiate a 2D array of pointer objects. Here is how I'm doing it: Pieces* chessBoard[9][9]; When I want to set it to an actual object pointer, I'm doing the following: chessBoard[1][1] = new Rook(p1Rook); Rook is a class that inherits attributes from the Pieces class and p1Rook is a char variable set to 'R'. This class also implements virtual functions (not pure virtual) from Pieces such as move() or getPiece() that are unique to the particular chess piece. However, when I compile my program, I get the following error: ChessBoard.cpp:69: error: expected type-specifier before ‘Rook’ ChessBoard.cpp:69: error: cannot convert ‘int*’ to ‘Pieces*’ in assignment Can someone please explain what I should change to get rid of this rather annoying persistent error? I would appreciate it.

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  • Rewriting a simple Pygame 2D drawing function in C++

    - by Dominic Bou-Samra
    I have a 2D list of vectors (say 20x20 / 400 points) and I am drawing these points on a screen like so: for row in grid: for point in row: pygame.draw.circle(window, white, (particle.x, particle.y), 2, 0) pygame.display.flip() #redraw the screen This works perfectly, however it's much slower then I expected. I want to rewrite this in C++ and hopefully learn some stuff (I am doing a unit on C++ atm, so it'll help) on the way. What's the easiest way to approach this? I have looked at Direct X, and have so far followed a bunch of tutorials and have drawn some rudimentary triangles. However I can't find a simple (draw point).

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  • XNA 2d camera with arbitrary zoom center

    - by blooop
    I have a working 2D camera in XNA with these guts: ms = Mouse.GetState(); msv = new Vector2(ms.X, ms.Y); //screenspace mouse vecor pos = new Vector2(0, 0); //camera center of view zoom_center = cursor; //I would like to be able to define the zoom center in world coords offset = new Vector2(scrnwidth / 2, scrnheight / 2); transmatrix = Matrix.CreateTranslation(-pos.X, -pos.Y, 0) * Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(offset.X, offset.Y, 0); inverse = Matrix.Invert(transmatrix); cursor = Vector2.Transform(msv, inverse); //the mouse position in world coords I can move the camera position around and change the zoom level (with other code that I have not pasted here for brevity). The camera always zooms around the center of the screen, but I would like to be able to zoom about an arbitrary zoom point (the cursor in this case), like the indie game dyson http://www.youtube.com/watch?v=YiwjjCMqnpg&feature=player_detailpage#t=144s I have tried all the combinations that make sense to me, but am completely stuck.

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  • Visit neighbor of a position in a 2d-array

    - by Martin
    I have the following two dimensional array: static int[,] arr = new int[5, 5] { { 00, 00, 00, 01, 00 }, { 00, 00, 01, 01, 00 }, { 00, 00, 01, 01, 00 }, { 00, 00, 01, 01, 00 }, { 00, 00, 00, 01, 00 }, }; I have to a implement a method called Hit(int x, int y). When we hit a 0 in the array (i.e. Hit(0, 0), Hit(1, 1), but not Hit(3, 0)) I would like all the adjacent zeros to the zero we hit to be incremented by 10. So if I call Hit(1, 1), the array should become the following. static int[,] arr = new int[5, 5] { { 10, 10, 10, 01, 00 }, { 10, 10, 01, 01, 00 }, { 10, 10, 01, 01, 00 }, { 10, 10, 01, 01, 00 }, { 10, 10, 10, 01, 00 }, }; Any idea how I could implement that? It sounds to me like a Depth First Search/Recursive sort-of algorithm should do the job, but I haven't been able to implement it for an 2d array. Thanks for the help!

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  • Quartz 2D animating text?

    - by coure06
    i have to animate text around a circle. The text will also scale up/down. Whats the best approach to accomplish this? (i am using Quartz 2D) My approach is: -- Calculate point using sin and cos methods. -- Move Pen there and draw text with alpha and size. -- Clear the screen -- Calculate next point using sin and cos methods. -- Move pen there and draw text with alpha and size. -- clear the screen so on... any better way?

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  • Finding the sum of 2D Arrays in Ruby

    - by Bragaadeesh
    Hi, I have an array of two dimensional Arrays. I want to create a new two dimensional array which finds the sum of these values in the 2D arrays. Sum at x,y of new array = Sum at x,y of arr1 + Sum at x,y of arr2 + .... |1,2,4| |1,1,1| |1,1,1| |2,4,6| |1,1,1| |1,1,1| |2,4,6| |1,1,1| |1,1,1| |2,4,6| |1,1,1| |1,1,1| Now adding the above two dimensional arrays will result in, |3,4,6| |4,6,8| |4,6,8| |4,6,8| How to achieve this in Ruby (not in any other languages). I have written a method, but it looks very long and ugly.

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