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  • Color based collision detection

    - by user1486826
    I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not an option, since creating many objects will severely affect performance. Bitmasking each planet will likely result in performance issues too, so the only candidate is color based collision detection, because I don't need to apply some sort of object to everything I want to check for collisions. Is any way to check the perimeter around the ship for a certain color?

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • Placing items randomly in a dynamically generated terrain

    - by Programlocura
    I'm currently working on a 'Tiny wings' like game. I've already asked about the angle of the items in curved lines and i solved (thank you for responses),i'm currently placing the items in random positions, but the terrain it's dynamically and i don't get this working. I've a vector with the points of the terrain, and i'm doing something similar to this (Iterating trough vector): if( _SPManager && i % 15 == 0 && i != 0 ) { if ( _settings.specialPoints && _currentPoints < _settings.specialPoints ) { _SPManager.addPoint( _hillsPosition[i].x , _hillsPosition[i].y ); _currentPoints++; } } But it isn't working as i expected. It isn't displaying the right number of items (Always shows less than i specified). How do i should place the items? Thanks :)

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  • How to calculate shot angle and velocity to hit a moving target?

    - by Guen
    I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will be after a distance and fires a projectile to meet it at that distance. Of course this means varying the projectile speed to meet the target. Does anyone have any tips for a simple-ish algorithm (optimal-ish) to calculate when the projectile needs to fire and where it needs to aim if it can only travel at a constant velocity? Say the projectile goes twice the speed of the target? The only way I can think of involves searching and seems quite large.

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  • How can I implement smooth rotation from one direction to another?

    - by user1759052
    I'm having a problem with animating rotations with 1Matrix.CreateRotationY() with my basic 3D game. Based on where you click the mouse, I want the 3D object to rotate to that direction and then move. I am using this to determine the target direction: float rot = (float)(Math.Atan2(X, Z)); It gives me the correct value, but I am not sure how to handle the rotation animation from current direction to new direction. I've tried a few things, but to no avail. Do you guys know of any good ways of solving this issue?

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  • Vector transform equation explanation

    - by cyberdemon
    I'm trying to understand the maths of moving points in a 3d space by making a game written in C#. I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two parts but am stuck on the 3rd. I know it's all really rudimentary stuff but I find Googling for help with equations really hard. The one I'm struggling with is: 0*(0.66,0.75) + 2*(-0.75, 0.66) = (-1.5, 1.3) How can anything multiplied by 0 not be 0? So my question is how does this look in code: x(a,b) + y(c,d) I know it's basic stuff but I just can't see it.

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  • MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

    - by Renann
    Yes, the question is is very difficult. This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects that need to be updated or, of course, monsters walking (which need to have their locations updated on the game client everytime), among other things. What should I do? Make a thread to handle things that can't be stopped no matter what? Code an "else" in the infinity loop where I update the other things when I don't have player's input to handle? Or even: should I only update the things that at least one player can see? These are just suggestions... I'm really confused about it. If there's a book that covers these things, I'd like to know. It's not that important, but I'm using the Lidgren lib, C# and XNA to code both server and client. Thanks in advance.

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  • what is the best way to add avoidance behaviour to an AI framework?

    - by SirYakalot
    I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of implementing avoidance behaviour. For example, if in the future I wanted to take away their weapons and have many of them wonder around in a crowd, how would I make them not hit / pass through each other, but instead avoid each other? two ideas I had would be to add steering behaviour and allow that to deviate from their path, or to use a dynamic pathfinding technique. Are there better ways? What is the more respected practice?

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  • Android best source codes [on hold]

    - by lynndragon
    1) I would like to know best and simple android source code sites or forum for game development.. Especially, animation, graphics are needed.. 2) By the way, I'm now learning Adobe Air for Android ... Is it useful? I mean Adobe Air do not need to know programming knowledge..but it's simple.. Weakness of Adobe Air apps are that AdobeAir.apk must be installed...If not, they cannot run.. So,how is yours suggestions? Please answer me....Regards

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  • Managing shots of the player

    - by Bitbridge
    I'm currently developing a 2D Jump'n'Run and the situation is the following: The player has different weapons he can collect and is then able to shoot the weapon's projectiles (laser, rockets, whatever). In my previous game (space shooter) I just had a manager class for all the weapon-shots, it stored them in a container and then updates and draws every single one. When the "shoot-event" occurred, the "ProjectileManager" was notified and it added the wanted projectile. The input for player action is handled in the player-class, so the player would have to know the manager to call the function of the manager. I also have a collisionManager, that checks for collisions between, for example, enemies and the projectiles and then notifies these objects. However, I somehow have the feeling, that I shouldn't use this approach and that there might be a better way to handle this. I know, the question is a bit vague, I'm pretty much just looking for input and ideas to improve my design.

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  • Directional Lights

    - by Setrio
    I'm working on a game idea (2D) that needs directional lights. Basically I want to add light sources that can be moved and the light rays interact with the other bodies on the scene. What I'm doing right now is some test where using sensors (box2d) and ccDrawLine I could achieve something similar to what I want. Basically I send a bunch of sensors from certain point and with raycast detect collisions, get the end points and draw lines over the sensors. Just want to get some opinions if this is a good way of doing this or is other better options to build something like this? Also I would like to know how to make a light effect over this area (sensors area) to provide a better looking light effect. Any ideas?

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  • Multiple buttons on screen

    - by Rajas
    I am not a game developer. I am a java developer. However I need some information and I am hoping you can help me. I want to build an app that has 3 buttons on the touch screen - 1,2 and 3. Depending on the screen input the user has to press or release button 3 but (s)he will have to keep either 1 or 2 depressed all the time. For example: Keep 1 pressed while operating button 3 or Keep 2 pressed while operating button 3. Please let me know if this is even doable. Best Regards, \|/

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  • How to setup Cocos2D-X (Android) under Mac OS X?

    - by Beast
    Hi I've made a small game for iPhone that I also want to run on Android but I'm having problems setting up Cocos2D-X for Android. I've downloaded and installed Android SDK and NDK (under my "/Users/username/Android"). Installed all necessary packages under SDK and created an Emulator. Copied Cocos2D-x under "/Users/username/cocos2dx". Installed Eclipse IDE with ADT Plugin. Opened "Users/username/cocos2dx/tests/build_native.sh" and changed "NDK_ROOT_LOCAL=/Users/username/Android/android-ndk", "COCOS2DX_ROOT_LOCAL=/Users/username/cocos2dx" to the values shown. On running the script using Terminal it compiles test project. What's next?

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  • Large Sprite Performance

    - by Iansen
    I've got a large Sprite generated using a set of vertices(x,y coordinates) and a bitmap pattern (using moveTo, lineTo, beginBitmapFill, endFill ...etc). It's about 15000 pixels wide and between 1500 - 2000 pixels high depending on the level -it's the terrain for a 2D game. My question is: what is the best way to display/move it on the stage - performance wise? Currently I'm just adding it to the stage as is...I get decent frame rate/ memory/ cpu usage but I want to optimize it for slower PCs. Any ideas? I've been reading a little about blitting but I'm not sure how to implement it in my case. Thanks.

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  • Disable Windows 8 edge gestures/hot corners for multi-touch applications while running in full screen

    - by Bondye
    I have a full screen AS3 game maby with Adobe AIR that runs in Windows 7. In this game it may not be easy to exit (think about kiosk mode, only exit by pressing esc and enter a password). Now I want this game to run in Windows 8. The game is working like expected but the anoying things are these edge gestures/hot corners (left, top, right, bottom) and the shortcuts. I've read articles but none helped me. People talk about registery edits, but I dont get this working + the user needs to restart his/hers computer. I want to open my game, turn off gestures/hot corners and when the game closes the gestures/hot corners need to come back available again. I have seen some applications doing the same what I want to accomplish. I found this so I am able to detect the gestures. But how to ignore they're actions? I also read ASUS Smart Gestures but this is for the touch-pad. And I have tried Classic Shell but I need to disable the edge gestures/hot corners without such programs, just on-the-fly. I also found this but I don't know how to implement this. HRESULT SetTouchDisableProperty(HWND hwnd, BOOL fDisableTouch) { IPropertyStore* pPropStore; HRESULT hrReturnValue = SHGetPropertyStoreForWindow(hwnd, IID_PPV_ARGS(&pPropStore)); if (SUCCEEDED(hrReturnValue)) { PROPVARIANT var; var.vt = VT_BOOL; var.boolVal = fDisableTouch ? VARIANT_TRUE : VARIANT_FALSE; hrReturnValue = pPropStore->SetValue(PKEY_EdgeGesture_DisableTouchWhenFullscreen, var); pPropStore->Release(); } return hrReturnValue; } Does anyone know how I can do this? Or point me into the right direction? I have tried some in C# and C++, but I aint a skilled C#/C++ developer. Also the game is made in AS3 so it will be hard to implement this in C#/C++. I work on the Lenovo aio (All in one) with Windows 8.

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  • Decrypting data from a secure socket

    - by Ronald
    I'm working on a server application in Java. I've successfully got past the handshake portion of the communication process, but how do I go about decrypting my input stream? Here is how I set up my server: import java.io.IOException; import java.net.ServerSocket; import java.net.Socket; import java.util.ArrayList; import java.util.HashMap; import javax.net.ServerSocketFactory; import javax.net.ssl.SSLServerSocket; import javax.net.ssl.SSLServerSocketFactory; import org.json.me.JSONException; import dictionary.Dictionary; public class Server { private static int port = 1234; public static void main(String[] args) throws JSONException { System.setProperty("javax.net.ssl.keyStore", "src/my.keystore"); System.setProperty("javax.net.ssl.keyStorePassword", "test123"); System.out.println("Starting server on port: " + port); HashMap<String, Game> games = new HashMap<String, Game>(); final String[] enabledCipherSuites = { "SSL_RSA_WITH_RC4_128_SHA" }; try{ SSLServerSocketFactory socketFactory = (SSLServerSocketFactory) SSLServerSocketFactory.getDefault(); SSLServerSocket listener = (SSLServerSocket) socketFactory.createServerSocket(port); listener.setEnabledCipherSuites(enabledCipherSuites); Socket server; Dictionary dict = new Dictionary(); Game game = new Game(dict); //for testing, creates 1 global game. while(true){ server = listener.accept(); ClientConnection conn = new ClientConnection(server, game, "User"); Thread t = new Thread(conn); t.start(); } } catch(IOException e){ System.out.println("Failed setting up on port: " + port); e.printStackTrace(); } } } I used a BufferedReader to get the data send from the client: BufferedReader d = new BufferedReader(new InputStreamReader(socket.getInputStream())); After the handshake is complete it appears like I'm getting encrypted data. I did some research online and it seems like I might need to use a Cipher, but I'm not sure. Any ideas?

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  • How to reconcile my support of open-source software and need to feed and house myself?

    - by Guzba
    I have a bit of a dilemma and wanted to get some other developers' opinions on it and maybe some guidance. So I have created a 2D game for Android from the ground up, learning and re factoring as I went along. I did it for the experience, and have been proud of the results. I released it for free as ad supported with AdMob not really expecting much out of it, but curious to see what would happen. Its been a few of months now since release, and it has become very popular (250k downloads!). Additionally, the ad revenue is great and is driving me to make more good games and even allowing me to work less so that I can focus on my own works. When I originally began working on the game, I was pretty new to concurrency and completely new to Android (had Java experience though). The standard advice I got for starting an Android game was to look at the sample games from Google (Snake, Lunar Lander, ...) so I did. In my opinion, these Android sample games from Google are decent to see in general what your code should look like, but not actually all that great to follow. This is because some of their features don't work (saving game state), the concurrency is both unexplained and cumbersome (there is no real separation between the game thread and the UI thread since they sync lock each other out all the time and the UI thread runs game thread code). This made it difficult for me as a newbie to concurrency to understand how it was organized and what was really running what code. Here is my dilemma: After spending this past few months slowly improving my code, I feel that it could be very beneficial to developers who are in the same position that I was in when I started. (Since it is not a complex game, but clearly coded in my opinion.) I want to open up the source so that others can learn from it but don't want to lose my ad revenue stream, which, if I did open the source, I fear I would when people released versions with the ad stripped, or minor tweaks that would fragment my audience, etc. I am a CS undergrad major in college and this money is giving me the freedom to work less at summer job, thus giving me the time and will to work on more of my own projects and improving my own skills while still paying the bills. So what do I do? Open the source at personal sacrifice for the greater good, or keep it closed and be a sort of hypocritical supporter of open source?

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  • CodePlex Daily Summary for Friday, June 10, 2011

    CodePlex Daily Summary for Friday, June 10, 2011Popular ReleasesZen4Sync, Orchestration and Test Load platform for SQL Server Merge Replication: Zen4Sync Report 1.0 - Excel Add-In: Zen4Sync Report is an Excel Add-In allowing you to generate reports based on the data generated by your Test Sessions. Choose a Zen4Sync Report release according to your version of Excel. The downloaded .zip archive contains all the resources needed to install the Zen4Sync Report Add-In for your version of Excel. For instrunctions on how to install, use and customize Zen4Sync Report, please see the Zen4Sync Report Guide.Candescent NUI: Candescent NUI Start Menu: This is the first version of the Candescent NUI Start Menu. There is currently only one item in the start menu by default (Windows Explorer). There is no user interface for configuration yet, but you can add programs yourself by adding lines to the file menu_config.csv. Please don't change the first line. Lines for programs have the following format: Name;Path Default Explorer;c:\windows\explorer.exe MyApp;c:\...\myapp.exe To show the menu, present your open hand to the kinect at a distan...Media Companion: MC 3.406b weekly: An minor issue was found with 3.406b, the fixed version is now posted.... Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. Refer to the documentation on this site for the Installation & Setup Guide Important! If you find MC not displaying movie data properly, please try a 'movie rebuild' to reload the data from the nfo's into MC's cache. Fixes Movies Readded movie preference to rename invalid or scene nfo's to info extension Fix crash during ...SCCM Client Actions Tool: SCCM Client Actions Tool v0.5.1: SCCM Client Actions Tool v0.5.1 is currently the most stable version and includes all of the functionality requested so far. It comes with following changes since last version: Fixed an incorrect path to x64 client setup folder. It comes as a ZIP file that contains three files: ClientActionsTool.hta – The tool itself. Cmdkey.exe – command line tool for managing cached credentials. This is needed for alternate credentials feature when running the HTA on Windows XP. Cmdkey.exe is natively a...Windows Azure VM Assistant: AzureVMAssist V1.0.0.5: AzureVMAssist V1.0.0.5 (Debug) - Test Release VersionSizeOnDisk: 1.8.0.3: Fix (issue 317): Main window icon loading error on windows server 2003 32bit runing on x86 cpu. Bypass of the Microsoft windows comexception.SketchFlow Template for Windows Phone: SketchFlow Template for Windows Phone 7: Initial release. Please make sure you are using a version of Blend with SketchFlow enabled and have also installed the the Mango developer tools for Windows Phone. fastJSON: v1.8: - Silverlight 4.0+ support merged - RegisterCustomType() for user defined serialization/deserialization without changing the source code open closed principalNetOffice - The easiest way to use Office in .NET: NetOffice Release 0.9: Changes: - fix examples (include issue 16026) - add new examples - 32Bit/64Bit Walkthrough is now available in technical Documentation. Includes: - Runtime Binaries and Source Code for .NET Framework:......v2.0, v3.0, v3.5, v4.0 - Tutorials in C# and VB.Net:..............................................................COM Proxy Management, Events, etc. - Examples in C# and VB.Net:............................................................Excel, Word, Outlook, PowerPoint, Access - COMAddi...Reusable Library: V1.1.3: A collection of reusable abstractions for enterprise application developerClosedXML - The easy way to OpenXML: ClosedXML 0.54.0: New on this release: 1) Mayor performance improvements. 2) AdjustToContents now take into account the text rotation. 3) Fixed issues 6782, 6784, 6788HTML-IDEx: HTML-IDEx .15 ALPHA: This release fixes line counting a little bit and adds the masshighlight() sub, which highlights pasted and inserted code.AutoLoL: AutoLoL v2.0.3: - Improved summoner spells are now displayed - Fixed some of the startup errors people got - Double clicking an item selects it - Some usability changes that make using AutoLoL just a little easier - Bug fixes AutoLoL v2 is not an update, but an entirely new version! Please install to a different directory than AutoLoL v1Host Profiles: Host Profiles 1.0: Host Profiles 1.0 Release Quickly modify host file Automatically flush dnsVidCoder: 0.9.2: Updated to HandBrake 4024svn. This fixes problems with mpeg2 sources: corrupted previews, incorrect progress indicators and encodes that incorrectly report as failed. Fixed a problem that prevented target sizes above 2048 MB.SharePoint Search XSL Samples: SharePoint 2010 Samples: I have updated some of the samples from the 2007 release. These all work in SharePoint 2010. I removed the Pivot on File Extension because SharePoint 2010 search has refiners that perform the same function.AcDown????? - Anime&Comic Downloader: AcDown????? v3.0 Beta5: ??AcDown?????????????,??????????????,????、????。?????Acfun????? ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??v3.0 Beta5 ?????????? ???? ?? ???????? ???"????????"?? ????????????? ????????/???? ?? ???"????"??? ?? ??????????? ?? ?? ??????????? ?? ?????????????????? ??????????????????? ???????????????? ????????????Discussions???????? ????AcDown??????????????VFPX: GoFish 4 Beta 1: Current beta is Build 144 (released 2011-06-07 ) See the GoFish4 info page for details and video link: http://vfpx.codeplex.com/wikipage?title=GoFishSterling NoSQL OODB for .NET 4.0, Silverlight 4 and 5, and Windows Phone 7: Sterling OODB v1.5: Welcome to the Sterling 1.5 RTM. This version is backwards compatible without modification to the 1.4 beta. For the 1.0, you will need to upgrade your database. Please see this discussion for details. You must modify your 1.0 code for persistence. The 1.5 version defaults to an in-memory driver. To save to isolated storage or use one of the new mechanisms, see the available drivers and pass an instance of the appropriate one to your database (different databases may use different drivers). ...patterns & practices: Project Silk: Project Silk Community Drop 10 - June 3, 2011: Changes from previous drop: Many code changes: please see the readme.mht for details. New "Application Notifications" chapter. Updated "Server-Side Implementation" chapter. Guidance Chapters Ready for Review The Word documents for the chapters are included with the source code in addition to the CHM to help you provide feedback. The PDF is provided as a separate download for your convenience. Installation Overview To install and run the reference implementation, you must perform the fol...New ProjectsAngry Apps: A game platform written on top of XNA Game Studio. The purpose of this project is to project a vanilla type Game project which can be used in many types of games.BLooD_ICQ: bloodicqCloud Fox: Cloud Fox is a Windows Phone application that allows you to view your Firefox Sync data on your mobile phone. It is similar to Firefox Home for iPhone. The current version will target phones running NoDo, but future versions will eventually require Mango. The application is developed in C# using Silverlight, Json.Net, Mvvm Light and Ninject.Configuration files Merger: This program is to help to merge different config files(environmental difference) and common config file into a single web.config/app.config. CRM 2011 Plugin Utilities: This project contains utilities from CRM 2011 plugins. Genera/calculate full name of a custom entity given the first, last and middle name.CUDA driver API: Making the CUDA driver API as simple to use as the runtime API. Almost.DBXMLTransfer: Command line application that: 1) extracts xml returned by a stored procedure to a file and 2) passes xml contained in a file to a stored procedure (which can use it for inserts & updates for example)Dot Generator: This is a project I did to generate numbers using the number of the dots in the number it self to get a visual representation of how big larg numbers areDRYlib.Net: DRY (Don't Repeat Yourself) -- or, in other words, code-reuse -- makes me create this Class Library so I don't have to keep creating the same code here and there. Feel free to use these snippets. I'm releasing them under a permissive license (Apache Public License 2.0). The DRYlib is created using Visual BASIC 2010 Express. What you can find in this DRYlib include, but not limited to: * CRC Hash algorithms * Simple, high-performance Integer extensions * Simple, oft-used Stri...DW.Configurations: DW.Configurations - Enables an easy handling of application settings Please see www.my.libraries.de for more information and documentation.DW.Game.MauMau: Its a MauMau game with the possibility to define all rules DW.Game.Sudoku: It's just a Sudoku gameDW.Interactivity: DW.Interactivity - Brings additional functionalities to WPF controls Please see www.my.libraries.de for more information and documentation.DW.Logging: DW.Logging - Supports an easy working with log files Please see www.my.libraries.de for more information and documentation.DW.Services: DW.Services - Brings standard services Please see www.my.libraries.de for more information and documentation.DW.SharpTools: DW.SharpTools - Brings additional possibilities to C# Please see www.my.libraries.de for more information and documentation.DW.UnitTests: DW.UnitTests - Gives some objects for easy UnitTests Please see www.my.libraries.de for more information and documentation.DW.WPFDev: DW.WPFDev - Some useful objects for developing custom controls and behaviors Please see www.my.libraries.de for more information and documentation.DW.WPFToolkit: DW.WPFToolkit - A custom controls library Please see www.my.libraries.de for more information and documentation.Elucidate: A GUI to drive the SnapRAID command line (All supported platforms): Definition: explain in detail Synonyms: annotate, clarify, clear, clear up, decode, demonstrate, enlighten, exemplify, explicate, expound, get across, illuminate, illustrate, interpret, make perfectly clear This will take on the task of creating a SnapRAID GUI to drive it's command line options, but give a little help and clarification (And logging) to guide the novice user.FixWordProperties for Office 2003, 2007 and 2010: Ken Getz originally wrote the FixWordProperties I believe in 2006. I had a a few extra requirements like the ability to unlock locked files, without passwords, using the office interop model, instead of word and a few more things that I needed in the winter of 2007.Information System Alumni Community: Here is our Internet Programming project. This site help alumni to always keep interact with their friends through this site.They can track his friend name, city, occupation and then interact with them to (whoa..like Social Network right!!).Go check this out int main code samples: Repository for all demos/samples posted at http://blog.r2d2rigo.es/english/LarX - XNA Game Engine: LarX is an XNA Game Engine, 2D and 3D, that uses SunBurn for Rendering, sgMotion for animations, and BEPU for Physics. It enables developers to write quicly AAA games.Membership, Role and Profile Providers for develop, debug, test: These ASP.NET providers for Membership, Roles and Profiles are valuable during development, debugging and testing due to the ease of creating, removing and changing users, user roles, etc. Music search engine: Ilovethismusic.com lets you listen & download music based on your mood, weather, or any type of expression you can think of. Just press Play.NicolasLight: This is for business projectOlympic.Magazine: sport supplements e-shop projectProject Obscura: Project Obscura is a game about to be in development by a group of friends, more data soon...RegularExpressionTest: .SalesManagementSystem: SalesManagementSystemShoozla: Very simple and powerful tool to search for missing covers. It finds album covers automatically and periodically. It uses LASTFM web service (website registration needed). WPF Application developed in C# following a MVVM design pattern.Silverlight Mind Map demo: A Mind Map control library and sample application created in Silveright. Although the library can be useful by itself, the main goal of this project is to server as a demo and reference application for Wiki that shows different Silverlight testing techniques. SketchFlow Template for Windows Phone: The SketchFlow Template for Windows Phone adds a new SketchFlow template for Expression Blend users, making it fast and easy to prototype Windows Phone applications.Smart Blog: Smart Blog ????,??ASP.NET??,?????Entity Framework、MVC 3.0(razor)、WCF???。???????SqlCE?????,????????,????、??。 SQLiteManager (sys_27): SQLiteManager makes for manage SQLite Database. It's developed in C#. (WPF and use MVVM-patern)testing access to TFS: This is a just a trivial set of test files to learn about TFS. I am testing each step of this process and will try to document it for others. Maybe this is obvious to others, but I am still learning TFS.TFS NuGetter: NuGetter is a TFS 2010 Build Activity designed to provide packaging and deployment management to projects destined for a NuGet Gallery.

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • Platform jumping problems with AABB collisions

    - by Vee
    See the diagram first: When my AABB physics engine resolves an intersection, it does so by finding the axis where the penetration is smaller, then "push out" the entity on that axis. Considering the "jumping moving left" example: If velocityX is bigger than velocityY, AABB pushes the entity out on the Y axis, effectively stopping the jump (result: the player stops in mid-air). If velocityX is smaller than velocitY (not shown in diagram), the program works as intended, because AABB pushes the entity out on the X axis. How can I solve this problem? Source code: public void Update() { Position += Velocity; Velocity += World.Gravity; List<SSSPBody> toCheck = World.SpatialHash.GetNearbyItems(this); for (int i = 0; i < toCheck.Count; i++) { SSSPBody body = toCheck[i]; body.Test.Color = Color.White; if (body != this && body.Static) { float left = (body.CornerMin.X - CornerMax.X); float right = (body.CornerMax.X - CornerMin.X); float top = (body.CornerMin.Y - CornerMax.Y); float bottom = (body.CornerMax.Y - CornerMin.Y); if (SSSPUtils.AABBIsOverlapping(this, body)) { body.Test.Color = Color.Yellow; Vector2 overlapVector = SSSPUtils.AABBGetOverlapVector(left, right, top, bottom); Position += overlapVector; } if (SSSPUtils.AABBIsCollidingTop(this, body)) { if ((Position.X >= body.CornerMin.X && Position.X <= body.CornerMax.X) && (Position.Y + Height/2f == body.Position.Y - body.Height/2f)) { body.Test.Color = Color.Red; Velocity = new Vector2(Velocity.X, 0); } } } } } public static bool AABBIsOverlapping(SSSPBody mBody1, SSSPBody mBody2) { if(mBody1.CornerMax.X <= mBody2.CornerMin.X || mBody1.CornerMin.X >= mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y <= mBody2.CornerMin.Y || mBody1.CornerMin.Y >= mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsColliding(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsCollidingTop(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; if(mBody1.CornerMax.Y == mBody2.CornerMin.Y) return true; return false; } public static Vector2 AABBGetOverlapVector(float mLeft, float mRight, float mTop, float mBottom) { Vector2 result = new Vector2(0, 0); if ((mLeft > 0 || mRight < 0) || (mTop > 0 || mBottom < 0)) return result; if (Math.Abs(mLeft) < mRight) result.X = mLeft; else result.X = mRight; if (Math.Abs(mTop) < mBottom) result.Y = mTop; else result.Y = mBottom; if (Math.Abs(result.X) < Math.Abs(result.Y)) result.Y = 0; else result.X = 0; return result; }

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  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • Random movement of wandering monsters in x & y axis in LibGDX

    - by Vishal Kumar
    I am making a simple top down RPG game in LibGDX. What I want is ... the enemies should wander here and there in x and y directions in certain interval so that it looks natural that they are guarding something. I spend several hours doing this but could not achieve what I want. After a long time of coding, I came with this code. But what I observed is when enemies come to an end of x or start of x or start of y or end of y of the map. It starts flickering for random intervals. Sometimes they remain nice, sometimes, they start flickering for long time. public class Enemy extends Sprite { public float MAX_VELOCITY = 0.05f; public static final int MOVING_LEFT = 0; public static final int MOVING_RIGHT = 1; public static final int MOVING_UP = 2; public static final int MOVING_DOWN = 3; public static final int HORIZONTAL_GUARD = 0; public static final int VERTICAL_GUARD = 1; public static final int RANDOM_GUARD = 2; private float startTime = System.nanoTime(); private static float SECONDS_TIME = 0; private boolean randomDecider; public int enemyType; public static final float width = 30 * World.WORLD_UNIT; public static final float height = 32 * World.WORLD_UNIT; public int state; public float stateTime; public boolean visible; public boolean dead; public Enemy(float x, float y, int enemyType) { super(x, y); state = MOVING_LEFT; this.enemyType = enemyType; stateTime = 0; visible = true; dead = false; boolean random = Math.random()>=0.5f ? true :false; if(enemyType == HORIZONTAL_GUARD){ if(random) velocity.x = -MAX_VELOCITY; else velocity.x = MAX_VELOCITY; } if(enemyType == VERTICAL_GUARD){ if(random) velocity.y = -MAX_VELOCITY; else velocity.y = MAX_VELOCITY; } if(enemyType == RANDOM_GUARD){ //if(random) //velocity.x = -MAX_VELOCITY; //else //velocity.y = MAX_VELOCITY; } } public void update(Enemy e, float deltaTime) { super.update(deltaTime); e.stateTime+= deltaTime; e.position.add(velocity); // This is for updating the Animation for Enemy Movement Direction. VERY IMPORTANT FOR REAL EFFECTS updateDirections(); //Here the various movement methods are called depending upon the type of the Enemy if(e.enemyType == HORIZONTAL_GUARD) guardHorizontally(); if(e.enemyType == VERTICAL_GUARD) guardVertically(); if(e.enemyType == RANDOM_GUARD) guardRandomly(); //quadrantMovement(e, deltaTime); } private void guardHorizontally(){ if(position.x <= 0){ velocity.x= MAX_VELOCITY; velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; velocity.y= 0; } } private void guardVertically(){ if(position.y<= 0){ velocity.y= MAX_VELOCITY; velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; velocity.x= 0; } } private void guardRandomly(){ if (System.nanoTime() - startTime >= 1000000000) { SECONDS_TIME++; if(SECONDS_TIME % 5==0) randomDecider = Math.random()>=0.5f ? true :false; if(SECONDS_TIME>=30) SECONDS_TIME =0; startTime = System.nanoTime(); } if(SECONDS_TIME <=30){ if(randomDecider && position.x >= 0) velocity.x= -MAX_VELOCITY; else{ if(position.x < World.mapWidth-width) velocity.x= MAX_VELOCITY; else velocity.x= -MAX_VELOCITY; } velocity.y =0; } else{ if(randomDecider && position.y >0) velocity.y= -MAX_VELOCITY; else velocity.y= MAX_VELOCITY; velocity.x =0; } /* //This is essential so as to keep the enemies inside the boundary of the Map if(position.x <= 0){ velocity.x= MAX_VELOCITY; //velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; //velocity.y= 0; } else if(position.y<= 0){ velocity.y= MAX_VELOCITY; //velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; //velocity.x= 0; } */ } private void updateDirections() { if(velocity.x > 0) state = MOVING_RIGHT; else if(velocity.x<0) state = MOVING_LEFT; else if(velocity.y>0) state = MOVING_UP; else if(velocity.y<0) state = MOVING_DOWN; } public Rectangle getBounds() { return new Rectangle(position.x, position.y, width, height); } private void quadrantMovement(Enemy e, float deltaTime) { int temp = e.getEnemyQuadrant(e.position.x, e.position.y); boolean random = Math.random()>=0.5f ? true :false; switch(temp){ case 1: velocity.x = MAX_VELOCITY; break; case 2: velocity.x = MAX_VELOCITY; break; case 3: velocity.x = -MAX_VELOCITY; break; case 4: velocity.x = -MAX_VELOCITY; break; default: if(random) velocity.x = MAX_VELOCITY; else velocity.y =-MAX_VELOCITY; } } public float getDistanceFromPoint(float p1,float p2){ Vector2 v1 = new Vector2(p1,p2); return position.dst(v1); } private int getEnemyQuadrant(float x, float y){ Rectangle enemyQuad = new Rectangle(x, y, 30, 32); if(ScreenQuadrants.getQuad1().contains(enemyQuad)) return 1; if(ScreenQuadrants.getQuad2().contains(enemyQuad)) return 2; if(ScreenQuadrants.getQuad3().contains(enemyQuad)) return 3; if(ScreenQuadrants.getQuad4().contains(enemyQuad)) return 4; return 0; } } Is there a better way of doing this. I am new to game development. I shall be very grateful to any help or reference.

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