Search Results

Search found 14397 results on 576 pages for 'math mode'.

Page 20/576 | < Previous Page | 16 17 18 19 20 21 22 23 24 25 26 27  | Next Page >

  • What is the best practice when coding math class/functions ?

    - by Isaac Clarke
    Introductory note : I voluntarily chose a wide subject. You know that quote about learning a cat to fish, that's it. I don't need an answer to my question, I need an explanation and advice. I know you guys are good at this ;) Hi guys, I'm currently implementing some algorithms into an existing program. Long story short, I created a new class, "Adder". An Adder is a member of another class representing the physical object actually doing the calculus , which calls adder.calc() with its parameters (merely a list of objects to do the maths on). To do these maths, I need some parameters, which do not exist outside of the class (but can be set, see below). They're neither config parameters nor members of other classes. These parameters are D1 and D2, distances, and three arrays of fixed size : alpha, beta, delta. I know some of you are more comfortable reading code than reading text so here you go : class Adder { public: Adder(); virtual Adder::~Adder(); void set( float d1, float d2 ); void set( float d1, float d2, int alpha[N_MAX], int beta[N_MAX], int delta[N_MAX] ); // Snipped prototypes float calc( List& ... ); // ... inline float get_d1() { return d1_ ;}; inline float get_d2() { return d2_ ;}; private: float d1_; float d2_; int alpha_[N_MAX]; // A #define N_MAX is done elsewhere int beta_[N_MAX]; int delta_[N_MAX]; }; Since this object is used as a member of another class, it is declared in a *.h : private: Adder adder_; By doing that, I couldn't initialize the arrays (alpha/beta/delta) directly in the constructor ( int T[3] = { 1, 2, 3 }; ), without having to iterate throughout the three arrays. I thought of putting them in static const, but I don't think that's the proper way of solving such problems. My second guess was to use the constructor to initialize the arrays Adder::Adder() { int alpha[N_MAX] = { 0, -60, -120, 180, 120, 60 }; int beta[N_MAX] = { 0, 0, 0, 0, 0, 0 }; int delta[N_MAX] = { 0, 0, 180, 180, 180, 0 }; set( 2.5, 0, alpha, beta, delta ); } void Adder::set( float d1, float d2 ) { if (d1 > 0) d1_ = d1; if (d2 > 0) d2_ = d2; } void Adder::set( float d1, float d2, int alpha[N_MAX], int beta[N_MAX], int delta[N_MAX] ) { set( d1, d2 ); for (int i = 0; i < N_MAX; ++i) { alpha_[i] = alpha[i]; beta_[i] = beta[i]; delta_[i] = delta[i]; } } My question is : Would it be better to use another function - init() - which would initialize arrays ? Or is there a better way of doing that ? My bonus question is : Did you see some mistakes or bad practice along the way ?

    Read the article

  • Complicated programming and math tasks online. Any?

    - by Tom
    Maybe it is not very thematic question in here, but I guess it will be interesting not only to me. I hope. So, I just want to get some cool tasks to do using programming languages or just pen and sheet of paper. I guess it can lead to improving my ability to do better code (more optimal I mean.) Do you know any websites where I can find it? Thanks.

    Read the article

  • Math - Convert Arbitrary Length to Range From -1.0 to 1.0?

    - by TheDarkIn1978
    how can i convert a length into a range of -1.0 to 1.0? example: my stage is 440px in length and accepts mouse events. i would like to click in the middle of the stage, and rather than an output of X = 220, i'd like it to be X = 0. similarly, i'd like the real X = 0 to become X = -1.0 and the real X = 440 to become X = 1.0. i don't have access to the stage, so i can't simply center-register it, which would make this process a lot easier. also, it's not possible to dynamically change the actual size of my stage, so i'm looking for a formula that will translate the mouse's real X coordinate of the stage to evenly fit within a range from -1 to 1.

    Read the article

  • Mixed Mode C++ DLL function call failure when app launched from network share. Called from unmanage

    - by Steve
    Mixed-mode DLL called from native C application fails to load: An unhandled exception of type 'System.IO.FileLoadException' occurred in Unknown Module. Additional information: Could not load file or assembly 'XXSharePoint, Version=0.0.0.0, Culture=neutral, PublicKeyToken=e0fbc95fd73fff47' or one of its dependencies. Failed to grant minimum permission requests. (Exception from HRESULT: 0x80131417) My environment is: Native C application calling a mixed mode C++ DLL, which then loads a C# DLL.. This works correctly when loaded from a local drive, but when launched from a network drive, it fails with the above messages. The call to LoadLibrary succeeds, as does the GetProcAddress. The load error happens when I call the function. I have digitally signed the C application, and I've performed "strong name" signing on the 2 DLLs. The PublickKeyToken in the message above does match the named DLL. I have also issued the CASPOLcommands on my client to grant FullTrust to that strong name keytoken. When that failed to work, I tried the CASPOL command to grant FullTrust to the URL of the network drive (including path to my application's directory); no change in results. I tried removing all dependencies, so that there was just the initial mixed-mode DLL... I replaced the bodies of all the functions with just a return of a "success" integer value. Results unchanged. Only when I changed it from Mixed Mode to Win32, and changed the Configuration Properties General Common Language Runtime Support from "Common Language Runtime Support" to "No Common Language Runtime Support" did calling the DLL produce the expected result (just returned the "success" integer return value).

    Read the article

  • Silverlight - round doubles away from zero

    - by Cornel
    In Silverlight the Math.Round() method does not contain an overload with 'MidpointRounding' parameter. What is the best approach to round a double away from zero in Silverlight in this case? Example: Math.Round(1.4) = 1 Math.Round(1.5) = 2 Math.Round(1.6) = 2

    Read the article

  • SQL SERVER – Change Database Access to Single User Mode Using SSMS

    - by pinaldave
    I have previously written about how using T-SQL Script we can convert the database access to single user mode before backup. I was recently asked if the same can be done using SQL Server Management Studio. Yes! You can do it from database property (Write click on database and select database property) and follow image. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • How to detect 2D line on line collision?

    - by Vish
    I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. For reference this is a similar game to the one I'm making: Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect, I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with/without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance.

    Read the article

  • Detect line line collision in an Untangled game

    - by Vish
    Pardon me if this is a repeat question,but I've been searching google for vain since the past few days, I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. Similiar game : Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect , I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with / without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance. Vishnu Ajit

    Read the article

  • Question about Target parameter of Matrix.CreateLookAt

    - by manning18
    I have a newbie question that's causing me a little bit of confusion when experimenting with cameras and reading other peoples implementations - does this parameter represent a point or a vector? In some examples I've seen people treat it like a specific point they are looking at (eg a position in the world), other times I see people caching the orientation of the camera in a rotation matrix and simply using the Matrix.Forward property as the "target", and other times it's a vector that's the result of targetPos - camPos and also I saw a camPos + orientation.Forward I was also just playing around with hard-coded target positions with same direction eg 1 to 10000 with no discernible difference in what I saw in the scene. Is the "Target" parameter actually a position or a direction (irrespective of magnitude)? Are there any subtle differences in behaviors, common mistakes or gotchas that are associated with what values you provide, or HOW you provide this paramter? Are all the methods I mentioned above equivalent? (sorry, I've only recently started and my math is still catching up)

    Read the article

  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

    Read the article

  • Date calculation algorithm

    - by Julian Cuevas
    I'm working on a project to schedule a machine shop, basically I've got everything covered BUT date calculations, I've got a method called schedule (working on PHP here): public function schedule($start_date, $duration_in_minutes) Now my problem is, currently I'm calculating end time manually because time calculations have the following rules: During weekdays, work with business hours (7:00 AM to 5:00 PM) Work on Saturdays from 7:00 AM to 2:00 PM Ignore holidays (in Colombia we have A LOT of holidays) I already have a lookup table for holidays, I also have a Java version of this algorithm that I wrote for a previous version of the project, but that one's also manual. Is there any way to calculate an end time from a start time given duration?, my problem is that I have to consider the above rules, I'm looking for a (maybe?) math based solution, however I currently don't have the mind to devise such a solution myself. I'll be happy to provide code samples if necessary.

    Read the article

  • dash width after screen rotation (tablet mode)

    - by St.W.
    I use a convertible thinkpad (x201t) and magick-rotation to rotate the screen by 90 degrees in tablet mode. Therefore after rotation the screen's width is only 800 points (the ordinary resolution is 1200x800). The Dash does not adapt to this new state and therefore if I click on it, it is oversized and I cannot reach the applications/files/buttons on its side. Is there a way to tell the Dash that it should only ever use a width of 800 pixels, or any other solution to automatically adapt its size when rotating?

    Read the article

  • Breakout... Getting the ball reflection X angle when htitting paddle / bricks

    - by Steven Wilson
    Im currently creating a breakout clone for my first ever C# / XNA game. Currently Ive had little trouble creating the paddle object, ball object, and all the bricks. The issue im currently having is getting the ball to bounce off of the paddle and bricks correctly based off of where the ball touches the object. This is my forumala thus far: if (paddleLocation.Intersects(ballLocation)) { position.Y = paddleLocation.Y - texture.Height; motion.Y *= -1; // determine X motion.X = 1 - 2 * (ballLocation.X - paddleLocation.X) / (paddleLocation.Width / 2); } The problem is, the ball goes the opposite direction then its supposed to. When the ball hits the left side of the paddle, instead of bouncing back to the left, it bounces right, and vise versa. Does anyone know what the math equation is to fix this?

    Read the article

  • No GRUB Screen or recovery mode on Boot after 12.04 Upgrade

    - by Nick
    I tried the live boot CD and boot-repair, also loaded the Desktop install CD, and it looks like all partitions check out OK. However, when I try to boot Linux (the only bootable partition on the computer) I get a blank screen. Every so often the screen give me something akin to: Assuming write through cache Asking for cache data failed it appears to start booting, then hangs. Ctrl+Alt+Delete shuts down the machine The last message during boot is "STarting TiMidity++ ALSA midi emulation... [OK]" I used boot-repair to generate a boot info report. One thing looks odd to me- it reports a missing core.img on /dev/sda1. Here is the full info: Boot Info Script 0.61.full + Boot-Repair extra info [Boot-Info August 2nd 2012] ============================= Boot Info Summary: =============================== = Grub2 (v1.99) is installed in the MBR of /dev/sda and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks for (,msdos1)/boot/grub on this drive. = Windows is installed in the MBR of /dev/sdb. sda1: __________________________________________ File system: ext4 Boot sector type: Grub2 (v1.99) Boot sector info: Grub2 (v1.99) is installed in the boot sector of sda1 and looks at sector 18406911 of the same hard drive for core.img, but core.img can not be found at this location. Operating System: Ubuntu 12.04.1 LTS Boot files: /boot/grub/grub.cfg /etc/fstab /boot/extlinux/extlinux.conf /boot/grub/core.img sda2: __________________________________________ File system: Extended Partition Boot sector type: - Boot sector info: sda5: __________________________________________ File system: swap Boot sector type: - Boot sector info: sdb1: __________________________________________ File system: ntfs Boot sector type: Windows XP: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Boot files: ============================ Drive/Partition Info: ============================= Drive: sda _______________________________________ Disk /dev/sda: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/sda1 * 63 307,339,514 307,339,452 83 Linux /dev/sda2 307,339,515 312,576,704 5,237,190 5 Extended /dev/sda5 307,339,578 312,576,704 5,237,127 82 Linux swap / Solaris Drive: sdb _______________________________________ Disk /dev/sdb: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/sdb1 2,048 625,142,447 625,140,400 7 NTFS / exFAT / HPFS "blkid" output: ____________________________________ Device UUID TYPE LABEL /dev/loop0 squashfs /dev/sda1 11b4d633-7863-40b2-a6ca-da5f82c3ad0b ext4 /dev/sda5 cb8d65f4-8cf9-4088-b804-e3dea2151033 swap /dev/sdb1 349E7C109E7BC8BE ntfs Personal1 ================================ Mount points: ================================= Device Mount_Point Type Options /dev/sdb1 /media/Personal1 fuseblk (rw,nosuid,nodev,allow_other,blksize=4096,default_permissions) /dev/sr0 /live/image iso9660 (ro,noatime) ...(a bunch of config file info- let me know if anyone wants to see it!) But usually I just get "Cannot Display This Video Mode", which I know means the video output is not usable by the monitor. I'm looking for a way to get into a recovery mode.I'd really like to avoid wiping the drive. Any thoughts?

    Read the article

  • Problem with OpenGL or Unity, need Gnome fallback mode

    - by William Wind
    This question is in two parts, and I have been searching the web for days to find answers. With no luck I thought I'd drop by and ask for your help. Here goes: 1.) I'm running Ubuntu 13.04 and one day last week Unity suddenly wound't work. After the login screen, I was either faced with an all black and non-responsive screen, or sometimes it booted and I could see my desktop wallpaper (and add and remove icons/folders from the desktop). But there was no menu in the left hand side and no top bar :-( However I could still enter the terminal. I borrowed my dad's laptop and looked for a solution online. About two days later I gave up (I'm still kind of a n00b at Linux) and found a way to install Gnome Fallback, via the terminal. When I used it, I had the same problem. [clue #1] Missing menues. But if I rebooted into Gnome Fallback mode with no effects. It worked. Great! I have used that for some days now, while still trying to fix the original problem with either Unity or OpenGl or whatever went wrong in the first place. With no luck. After giving up on my search for a fix (I know that came out wrong) -- I decided to reinstall Ubuntu 13.04 from a CD. But! After that I was left where I began. When booting into my account, it only shows the desktop wallpaper and the icons. I can click and enter the folders, but not go into the menues. Last time I fixed it with Gnome Fallback mode, because I could enter the terminal and the PC was automatically online, via wireless network. But not this time, I can't get online. So: 1.) How do I via the LiveCD Ubuntu version (the one I'm using right now) install Gnome Fallback unto the harddrive based system? 2.) If impossible. How can I access the wireless Internet via the terminal, so I can install Gnome Fallback, from the "broken" Unity session. 3.) Is there any other things that I should try? Please help me, PS: My GFX-card is an ATI Radeon something and I have install and used the "Redwood" drive (I think its called) for many weeks prior to the shutdown.

    Read the article

  • Hardware Virtualization no longer required for Windows 7 XP Mode

    - by Jonathan Kehayias
    One of my frustrations in upgrading to Windows 7 last year was that Virtual PC no longer worked since I didn’t have Hardware Virtualization on my CPU.  This really drove my transition entirely to VMware Workstation on my personal laptop.  I recently reinstalled my work laptop (with permission) on Windows 7 Enterprise and figured I’d give XP Mode a look since this machine has Hardware Virtualization enabled.  I was surprised to find that Hardware Virtualization was no longer required,...(read more)

    Read the article

  • LTSP thin client to single user mode

    - by DJC
    Is it possible to boot a LTSP thin client to single user mode? I've updated the default entry under /var/lib/tftpboot/ltsp/i386/pxelinux.cfg to read as follows: - append ro initrd=initrd.img root=/dev/nbd0 init=/sbin/init-ltsp nomodeset quiet splash **single** plymouth:force-splash vt.handoff=7 nbdroot=:ltsp_i386 This kind of works! I see the boot progress to the point where it asks me to either enter the root password or Ctrl+D to bypass. However, the boot process just seems to continue without providing an chance to do either.

    Read the article

  • my application icon won't show in Ubuntu 12.04 session fallback mode

    - by Nelson Teixeira
    I have a Python application that shows a systray icon, but it just won't appear in Ubuntu 12.04 session fallback mode (Gnome Classic WITH effects). It appears in 10.04, and in 12.04 with Unity. The problem is just in Gnome Classic. I've already set: gsettings set com.canonical.Unity.Panel systray-whitelist "['all']" and I installed indicator-applet-complete but Alt-Win-right click won't work Anyone has any idea what can be wrong ?

    Read the article

  • Hardware Virtualization no longer required for Windows 7 XP Mode

    - by Jonathan Kehayias
    One of my frustrations in upgrading to Windows 7 last year was that Virtual PC no longer worked since I didn’t have Hardware Virtualization on my CPU.  This really drove my transition entirely to VMware Workstation on my personal laptop.  I recently reinstalled my work laptop (with permission) on Windows 7 Enterprise and figured I’d give XP Mode a look since this machine has Hardware Virtualization enabled.  I was surprised to find that Hardware Virtualization was no longer required,...(read more)

    Read the article

  • How to Disable Compatibility Mode in Internet Explorer

    - by Taylor Gibb
    Compatibility mode in IE is a feature that helps you view webpages that were designed for previous versions of the browser, however having it enabled can break newer sites that were designed for modern browsers. Here’s how to disable it and make sure it only runs for older sites. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

    Read the article

  • Deforming surfaces

    - by Constantin
    I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far. Regardless of the shape from the surface (planes, cubes, spheres…), I want to have small indentations at the positions from game-entitys (players, enemys, objects…). It's kind of complicated to explain, so I illustrated what I'm talking about (here is an example with an sphere): So, the surfaces should be able to deforming themselfs a little bit (to apear like an really soft bed or sofa). My surfaces need probably an high vertices count to get an smooth deforming, but my big problem is the math for calculating this deforming… I'm programming in C/C++ with OpenGL, but will be fine with any advices in the right direction. Any help would be highly appreciated,

    Read the article

  • How to use Cambria as basic font when math symbols are needed?

    - by Jukka K. Korpela
    I first thought one could use Cambria for copy text (in Word), switching to Cambria Math only when needed (when a character is needed that is not present in Cambria). This does not seem to work that well. For example, if I need the minus-or-plus sign “±”, I cannot take it from Cambria, but if I use it from Cambria Math, it has a shape rather different from the style of “±”, “+”, and “–” in the text, if it is written in Cambria. Similarly, the multiplication sign “×” is much larger in Cambria Math than in Cambria. The obvious solution would be to use Cambria Math as copy text font, for uniformity. But Cambria Math lacks italic and bold. (Word’s formula editor uses Cambria Math by default and can do italic and bold, but it gets them from Plane 1 – they are special mathematic italic and mathematic bold characters, not italic and bold glyphs for normal characters.) Is there any better approach than using Cambria Math for copy text and switching to Cambria when italic or bold is needed?

    Read the article

  • How to get audio spectrum analysis?

    - by Mrwolfy
    I need to find or create a tool that analyzes the audio spectrum of a sound file (like a .wav or .mp3). I need to output the "volume" or power of x number of frequency bands and output the data as text. This will be used to produce a visualization, a graphic equalizer like you'd see on a stereo. I am currently looking at python to do it. My question is are there some tools out there that would do this (signal processing), like math works or others? I don't have any experience with them so any advice would be appreciated.

    Read the article

  • Fixing a collision detection bug in Slick2D

    - by Jesse Prescott
    My game has a bug with collision detection. If you go against the wall and tap forward/back sometimes the game thinks the speed you travelled at is 0 and the game doesn't know how to get you out of the wall. My collision detection works by getting the speed you hit the wall at and if it is positive it moves you back, if it is negative it moves you forward. It might help if you download it: https://rapidshare.com/files/1550046269/game.zip Sorry if I explained badly, it's hard to explain. float maxSpeed = 0.3f; float minSpeed = -0.2f; float acceleration = 0.002f; float deacceleration = 0.001f; float slowdownSpeed = 0.002f; float rotateSpeed = 0.08f; static float currentSpeed = 0; boolean up = false; boolean down = false; boolean noKey = false; static float rotate = 0; //Image effect system static String locationCarNormal; static String locationCarFront; static String locationCarBack; static String locationCarBoth; static boolean carFront = false; static boolean carBack = false; static String imageRef; boolean collision = false; public ComponentPlayerMovement(String id, String ScarNormal, String ScarFront, String ScarBack, String ScarBoth) { this.id = id; playerBody = new Rectangle(900/2-16, 700/2-16, 32, 32); locationCarNormal = ScarNormal; locationCarFront = ScarFront; locationCarBack = ScarBack; locationCarBoth = ScarBoth; imageRef = locationCarNormal; } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); playerBody.transform(Transform.createRotateTransform(2)); float hip = currentSpeed * delta; float unstuckspeed = 0.05f * delta; if(carBack && !carFront) { imageRef = locationCarBack; ComponentImageRender.updateImage(); } else if(carFront && !carBack) { imageRef = locationCarFront; ComponentImageRender.updateImage(); } else if(carFront && carBack) { imageRef = locationCarBoth; ComponentImageRender.updateImage(); } if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_LEFT)) { rotate -= rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_UP)) { if(!collision) { up = true; noKey = false; if(currentSpeed < maxSpeed) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 1; } } else if(input.isKeyDown(Input.KEY_DOWN) && !collision) { down = true; noKey = false; if(currentSpeed > minSpeed) { currentSpeed -= slowdownSpeed; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { noKey = true; if(currentSpeed > 0) { currentSpeed -= deacceleration; } else if(currentSpeed < 0) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } if(entityCollisionWith()) { collision = true; if(currentSpeed > 0 || up) { up = true; currentSpeed = 0; carFront = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate-180)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate-180)); } else if(currentSpeed < 0 || down) { down = true; currentSpeed = 0; carBack = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 0; } } else { collision = false; up = false; down = false; } if(currentSpeed >= -0.01f && currentSpeed <= 0.01f && noKey && !collision) { currentSpeed = 0; } } public static boolean entityCollisionWith() throws SlickException { for (int i = 0; i < BlockMap.entities.size(); i++) { Block entity1 = (Block) BlockMap.entities.get(i); if (playerBody.intersects(entity1.poly)) { return true; } } return false; } }

    Read the article

< Previous Page | 16 17 18 19 20 21 22 23 24 25 26 27  | Next Page >