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  • Glitch when moving camera in OpenGL

    - by CG
    I am writing a tile-based game engine for the iPhone and it works in general apart from the following glitch. Basically, the camera will always keep the player in the centre of the screen, and it moves to follow the player correctly and draws everything correctly when stationary. However whilst the player is moving, the tiles of the surface the player is walking on glitch as shown: Compared to the stationary (correct): Does anyone have any idea why this could be? Thanks for the responses so far. Floating point error was my first thought also and I tried slightly increasing the size of the tiles but this did not help. Changing glClearColor to red still leaves black gaps so maybe it isn't floating point error. Since the tiles in general will use different textures, I don't know if vertex arrays can be used (I always thought that the same texture had to be applied to everything in the array, correct me if I'm wrong), and I don't think VBO is available in OpenGL ES. Setting the filtering to nearest neighbour improved things but the glitch still happens every ten frames or so, and the pixelly result means that this solution is not viable anyway. The main difference between what I'm doing now and what I've done in the past is that this time I am moving the camera rather than the stationary objects in the world (i.e. the tiles, the player is still being moved). The code I'm using to move the camera is: void Camera::CentreAtPoint( GLfloat x, GLfloat y ) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(x - size.x / 2.0f, x + size.x / 2.0f, y + size.y / 2.0f, y - size.y / 2.0f, 0.01f, 5.0f); glMatrixMode(GL_MODELVIEW); } Is there a problem with doing things this way and if so is there a solution?

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  • Show a SplashScreenScene before to GameScene?

    - by lisovaccaro
    I want to add a splash screen to my game. I created a SplashScene.sks and a SplashScene.swift file. I'm trying to load my SplashScene before GameScene but I cannot manage to do it. How should I do this? This is what I'm trying now: class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = self.view as SKView skView.ignoresSiblingOrder = true /* Set the scale mode to scale to fit the window */ var scene = SplashScreenScene() // Present SplashScreenScene first scene.scaleMode = .AspectFill skView.presentScene(scene) } Then on my SplashScreenScene: class SplashScreenScene: SKScene { override func didMoveToView(view: SKView) { self.size = view.bounds.size self.anchorPoint = CGPointMake(0.5, 0.5) var background = SKSpriteNode(imageNamed:"LaunchImage") self.addChild(background) // Start timer to load next scene NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("changeScene"), userInfo: nil, repeats: false) } func changeScene() { let scene = GameScene() view.presentScene(scene) } } This is very close to the solution, however for some reason when I do this my game becomes laggy (if I present GameScene directly the game runs fine).

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  • Targeting all subclassed CCSprites (cocos2d)

    - by Joethemonkey101
    I'm working on a method to end the level, but to do so, I have to see that all of the enemy character have been killed. If my enemies are CCSprites, how do I make a method that detects if all of them are dead? I'm tracking their health with an int called enemyHp. For example, this is an if statement I made to remove the enemy if (enemy.enemyHp <= 0) { To recap - I want to make a method that detects when all enemies have been killed. Thanks

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  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • How can I resize a set of sprite images?

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to resize series of sprites upon instantiation of the class they're located in. I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft = wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); }

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  • How to slow down a sprite that updates every frame?

    - by xiaohouzi79
    I am going through a Allegro 5 tutorial which has a game loop. There is also a variable "active" which determines if a key is being held down. Thus if the left key is being held down active is on and it begins looping through the row on the sprite sheet that corresponds to moving left. The problem is that this logic is checked everytime the loop is performed thus at approximately 60 fps the three images that are used to do the left walking animation cycle round super fast which means my character looks like it is in a rush. Total beginner question: so what is the correct way to slow down the transition between sprites so that the walking looks like it is done at a moderate pace. Here is the code used to transition across the sprite between the three different phases of the person walking: if (active) { sourceX += al_get_bitmap_width(player) / 3; } else { sourceX = 32; } if (sourceX >= al_get_bitmap_width(player)) { sourceX = 0; } I can kind of guess what it should be in plain English: update sourceX only every certain part of a second but I can't think of how to put this into code.

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • WebLogic 12c and Mobile Platform sales kits

    - by JuergenKress
    At our WebLogic Community Workspace (WebLogic Community membership required) you can find the latest sales plays to update your sales team. Kits include a overview presentation to train your sales teams, cheat sheets for your pocket and customer ppt presentations: WebLogic 12c FY15 sales resources FY15 CAF Sales Opportunities Webcast - PPT WebLogic Platform-as-a-Service | Customer Presentation Cheat Sheet WebLogic Coherence Best for Oracle Database - Customer Presentation | Cheat Sheet Capture New Java Projects - Customer Presentation | Cheat Sheet Upsell EM for WebLogic - Customer Presentation | Cheat Sheet WebLogic for ODA - Customer Presentation | Cheat Sheet Mobile Platform 12c FY15 sales resources FY15 Oracle Mobile Platform Sales Opportunities Webcast -| PPT Oracle Mobile Strategy (CVC Deck) - Customer Presentation Develop New Mobile Apps - Customer Presentation | Cheat Sheet Mobilize Enterprise Apps - Customer Presentation | Cheat Sheet Mobile Security - Customer Presentation | Cheat Sheet Download: FY15 Mobile Sales Play Content - ZIP (61Mb) Please use these documents in the spirit of our joint partnership. Please do NOT publish any WebLogic 121.3 and the Mobile Platform details before general availability. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress,sales,sales plays,sales kit

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  • In Excel, given a worksheet "A", how do you create a sheet "B" that has a subset of the rows in "A"?

    - by user32706
    In Excel 2007, I have a sheet full of data "A". One of the columns in sheet "B" is called "Valid" and has either "yes" or "no". I've created a second sheet "B". It's easy to make each row in "A" appear in "B" if the row is valid using an 'if' statement in each cell. But if it's invalid, there's a blank row. I need "B" to show only the rows from "A" that are valid. TWO BIG CAVEATS: - No macros - No filtering (for long and complicated reasons). I feel like it might be possible with vlookup used cleverly, but so far, I'm stumped.

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  • Why doesn't variable img increase?

    - by Annette B
    I can upload image but the sprite name remains pict1 each time I upload another image. Why doesn't imgVal function increase? function imgVal() { img += 1; trace("image: pict" + img); } imgVal(); _fla.lights_mc.visible=false; _fla.lights_mc.stop(); _fla.pre_mc.fill_mc.stop(); _fla.pre_mc.visible=false; var sprite:Sprite=new Sprite(); sprite.addChild(loader); sprite.name = "pict" + img; //trace(sprite.name); _fla.myBorder.box.addChild(sprite); I'd like each sprite to be given a new name like pict1, pict2, pict3, etc but img variable is not increasing. I think this is where my problem occurs. Would someone please help?

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  • Cocos2d:How to Zoom-in Zoom-out effect on a Sprite image?

    - by user187532
    Hello everyone, I am developing module where-in i pick the image from photo library and put into a Sprite. I want to implement Zoom-in, Zoom-out kind of effect for a Sprite image, same like camera album images zoom in/out effect. Could someone please guide me how do i implement it? I see somewhere is that, i have to detect two touch events in TouchBegan and then Adjust the Sprite Scale size to up or down based on the distance of two fingers touch event values. Could someone please tell me, How do i detect two fingers touch values in TouchBegan? How to allow to touch and Zoom-in/out of Sprite image by user? Please give me samples. I tried already some stuff (http://groups.google.com/group/cocos2d-iphone-discuss/browse_thread/thread/61808fd6b578e5e1?hide_quotes=no&utoken=9AdrAzkAAABFNHPPibbeOSHIuKOkxTWQ066onEraO3W2r08xbUjNmAwT6_SsyC2n0d69MF_vYn77vPb7MuI5eIWgjrXT32Kd) but doesn't work for my requirement. Thank you.

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  • Is it possible to billboard a sprite using a transformation matrix?

    - by Ross
    None of the current topics on billboarding seemed to answer this question. But, given a sprite (or quad) that has it's own 4x4 transformation matrix a camera with a view matrix (a standard 4x4 transformation matrix) is it possible to compute a 4x4 transformation matrix such that when the quad's matrix is multiplied with this matrix it has an orientation of looking at the camera? Thank you in advance.

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  • How do I implement collision detection with a sprite walking up a rocky-terrain hill?

    - by detectivecalcite
    I'm working in SDL and have bounding rectangles for collisions set up for each frame of the sprite's animation. However, I recently stumbled upon the issue of putting together collisions for characters walking up and down hills/slopes with irregularly curved or rocky terrain - what's a good way to do collisions for that type of situation? Per-pixel? Loading up the points of the incline and doing player-line collision checking? Should I use bounding rectangles in general or circle collision detection?

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  • How to get location of sprite placed on rotating circle in cocos2d android?

    - by Real_steel4819
    I am developing a game using cocos2d and i got stuck here when finding location of sprite placed on rotating circle on background, so that when i hit at certain position on circle its not getting hit at wanted position,but its going away from it and placing target there.I tried printing the position of hit on spriteMoveFinished() and ccTouchesEnded(). Its giving initial position and not rotated position. CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY())); This is what i am using to get location.

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  • What is best way to manage all images in a big project, inline images, background images, css sprite images?

    - by metal-gear-solid
    How do you manage all images in a big project, inline images, background images, css sprite images? Do you follow any naming convention? Do you create sub-folders to manage images? In a big project how to make it easy to find for new people in the development team if any images which they want to use (because it's in new PSD they received from designer) is already available in images folder of project and how they can find it easily.

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  • Any thoughts on how to create a true 'punch-out' area in a Sprite?

    - by rhtx
    I've been working on this for awhile, now. You might also call it a 'reverse mask', or an 'inverse mask'. Basically, I'm creating a view window within a display object. I need to allow objects on the stage that are under the window to be able to interact with the mouse. This is similar to a WPF question: http://stackoverflow.com/questions/740994/use-wpf-object-to-punch-hole-in-another, which has a much shorter write-up. I've got a Class called PunchOutShield, which creates a Sprite that covers the stage (or over some desired area). The Sprite's Graphics object is filled using the color and transparency of Flex's modal screen. The result is a screen that looks like the screen which appears behind a modal PopUp. PunchOutShield has a method called punch, which takes two arguments - the first is a Shape object, which defines the shape of the punch-through area; the second is a Point object, which indicates where to position the punch-through area. It took some experimenting, but I found that I can successfully create a punch-out area (i.e. - the modal screen does not display within the bounds of the given Shape). To do this, I set cacheAsBitmap to true on the Sprite that is used to create the modal screen, and also on the Shape object, which is added to the modal screen Sprite's displayList. If I set the blend mode of the Shape to ERASE, a completely transparent area is created in the modal screen. So far, great. The problem is that Shape does not subclass InteractiveObject, so there is no way to set mouseEnabled = false on it. And so, it prevents interaction between the mouse and any objects that are visible through the punch-out area. On top of that, InteractiveObject isn't available to look at, so I can't see if there is a way to borrow what it's doing to provide the mouseEnabled functionality and apply it to a subclass of Shape. I've tried using another Sprite object, rather than a Shape object, but the blending doesn't work out correctly. I'm not sure why there is a difference, but the Shape object seems to somehow combine with the parenting Sprite, allowing the ERASE blendMode to effect the desired punch-out visual appearance. It wouldn't be the end of the world if I had to draw up the screen with a series of rectangles so that the punch-out area was just simply not drawn, but that approach won't work if the punch-out area is complex. Or round. Any thoughts on this approach, or on an alternative approach?

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  • How to handle the Date column of excel sheet in C# code?

    - by Lalit
    Hi I am reading the Excel sheet in c# using interop services. My excel sheet have the date columns of formate dd/mm/yyyy. while reading , runtime i am getting some different values for each cell as :38840,38808,39873...so n so... what does that mean? please help.How to handle the date columns of the excel sheet in C#. please guide me.

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  • Rendering of graphics different depending on DisplayObject position

    - by jedierikb
    When drawing vertical lines with a non-integer x-value (e.g., 1.75) to a sprite, the lines are drawn differently based on the non-integer x-value of the sprite. In the picture below are two pairs of very close together vertical lines. As you can see, they look very different. This is frustrating, especially when animating the sprite. Any ideas how ensure that sprites-with-non-integer-positions' graphics will visually display the same way regardless of the sprite position? package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; public class tmp extends Sprite { private var _sp1:Sprite; private var _sp2:Sprite; public function tmp( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; _sp1 = new Sprite( ); drawButt( _sp1 ); _sp1.x = 100; _sp1.y = 100; _sp2 = new Sprite( ); drawButt( _sp2 ); _sp2.x = 100; _sp2.y = 200; addChild( _sp1 ); addChild( _sp2 ); addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { var nx:Number = _sp2.x + .1; if (nx > 400) { nx = 100; } _sp2.x = nx; } private function drawButt( sp:Sprite ):void { sp.graphics.clear( ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1, 1 ); sp.graphics.lineTo( 1, 100 ); sp.graphics.lineStyle( 1, 0, 1, true ); sp.graphics.moveTo( 1.75, 1 ); sp.graphics.lineTo( 1.75, 100 ); } } }

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  • Edit CSS WITH DELPHI

    - by Grant
    I use Delphi 2010 . I am useing twebbrowser to load up HTML source and view . Now I want to click on an area(Background, Links,etc) in the webbrowser and get the styling in the CSS file that styles the HTML. Example I click on the H3 region and I want to be taken to the h3{ color: white; } in the CSS. Any help at all is much appreciated this is hard for me to figure out.

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  • iphone cocos2d sprites disappearing

    - by jer
    I've been working on a game and implementing the physics stuff with chipmunk. All was going fine on the cocos2d part until the integration with chipmunk. A bit of background: The game is a game with blocks. Levels are defined in a property list, where positions, size of the blocks, gravitational forces, etc., are all defined for each block to be shown in the level. The problem is with the blocks showing up. I have a method on my BlockLayer class which is part of my game's main scene. Upon creation of the layer, the property list is read, and all the blocks are created. The following method is called to create the blocks: - (void)createBlock:(Block*)block withAssets:(NSBundle*)assets { Sprite* sprite; switch(block.blockColour) { case kBlockColourGreen: sprite = [Sprite spriteWithFile:[assets pathForResource:@"green" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourOrange: sprite = [Sprite spriteWithFile:[assets pathForResource:@"orange" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourRed: sprite = [Sprite spriteWithFile:[assets pathForResource:@"red" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourBlue: sprite = [Sprite spriteWithFile:[assets pathForResource:@"blue" ofType:@"png" inDirectory:@"Blocks"]]; break; } sprite.position = block.bounds.origin; [self addChild:sprite]; if(block.blockColour == kBlockColourGreen || block.blockColour == kBlockColourRed) space-gravity = cpvmult(cpv(0, 10), 1000); cpVect verts[] = { cpv(-block.bounds.size.width, -block.bounds.size.height), cpv(-block.bounds.size.width, block.bounds.size.height), cpv(block.bounds.size.width, block.bounds.size.height), cpv(block.bounds.size.width, -block.bounds.size.height) }; cpBody* blockBody = cpBodyNew([block.mass floatValue], INFINITY); blockBody-p = cpv(block.bounds.origin.x, block.bounds.origin.y); blockBody-v = cpvzero; cpSpaceAddBody(space, blockBody); cpShape* blockShape = cpPolyShapeNew(blockBody, 4, verts, cpvzero); blockShape-e = 0.9f; blockShape-u = 0.9f; blockShape-data = sprite; cpSpaceAddShape(space, blockShape); } With the above code, the sprites never show up. However, if I comment out the "cpSpaceAddBody(space, blockBody);" line, the sprites show up. The position and size of the blocks are stored in the "bounds" property of instances of the Block class, which is a CGRect. Not sure if it's important, but the orientation of the app is in landscape left, and all the coordinates are based on that orientation. Any help would be greatly appreciated.

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  • Are there cheat sheets for misc source code management tools?

    - by Alex_coder
    I'm looking for something similar to Pacman Rosetta, which explains how to achieve similar tasks using different source code management tools. Sometimes docs for a certain SCM contain examples comparing that particular SCM to a couple of others. But I'm looking for a central place that contains maximum available information. Example: one uses bzr and knows that 'bzr pull' syncs a local repo by fetching new content from a remote repo. One want to know how to do that with git. One finds the git command, he knows the keyword. Since the keyword is known, one can proceed straight to git docs, he knows what to read about, he doesn't have to waste time by searching the git docs. I understand this might be not the only way people use to learn a new SCM tool. If you use other approaches, please do tell.

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