Search Results

Search found 19182 results on 768 pages for 'game engine'.

Page 217/768 | < Previous Page | 213 214 215 216 217 218 219 220 221 222 223 224  | Next Page >

  • Current tasks count at Appengine Task Queue

    - by splix
    Are there any ways to get count of current unfinished tasks at Google Appengine development server? I need it for making my integration test. I found a way to get this when running it local (just in mem), as described at appengine docs. But when i'm running it as a standalone server, from maven, this doesn't work. Just because library appengine-testing conflicts with Appengine SDK classes, and i can't use those classes together, when running sdk dev server.

    Read the article

  • Actionscript 2.0 Functions problem

    - by Joshua
    I have two problems. The first problem is with the following functions; when I call the function in (enterFrame), it doesn't work: onClipEvent (load) { function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } function guardSightCollision(guardName, guardSightName) { if (_root.guardName.guardSightName.hitTest(_x, _y+radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x, _y-radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x-radius, _y, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x+radius, _y, true)) { failwhale(1); } } } onClipEvent (enterFrame) { guardSightCollision(guard1, guard1Sight); } Why doesn't it work?... The second problem lies in the failFrom variable: function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } How do I make failFrom a "global" variable in that it can be accessed anywhere (from actionscript in frames and even movieclips)...Right now, when I try to trace failFrom in a different frame, it is "undefined".

    Read the article

  • Access violation reading location 0x00184000.

    - by numerical25
    having troubles with the following line HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); it appears the CreateBuffer method is having troubles reading &mVB. mVB is defined in box.h and looks like this ID3D10Buffer* mVB; Below is the code it its entirety. this is all files that mVB is in. //Box.cpp #include "Box.h" #include "Vertex.h" #include <vector> Box::Box() : mNumVertices(0), mNumFaces(0), md3dDevice(0), mVB(0), mIB(0) { } Box::~Box() { ReleaseCOM(mVB); ReleaseCOM(mIB); } float Box::getHeight(float x, float z)const { return 0.3f*(z*sinf(0.1f*x) + x*cosf(0.1f*z)); } void Box::init(ID3D10Device* device, float m, float n, float dx) { md3dDevice = device; mNumVertices = m*n; mNumFaces = 12; float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; std::vector<Vertex> vertices(mNumVertices); for(DWORD i = 0; i < m; ++i) { float z = halfDepth - (i * dx); for(DWORD j = 0; j < n; ++j) { float x = -halfWidth + (j* dx); float y = getHeight(x,z); vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); if(y < -10.0f) vertices[i*n+j].color = BEACH_SAND; else if( y < 5.0f) vertices[i*n+j].color = LIGHT_YELLOW_GREEN; else if (y < 12.0f) vertices[i*n+j].color = DARK_YELLOW_GREEN; else if (y < 20.0f) vertices[i*n+j].color = DARKBROWN; else vertices[i*n+j].color = WHITE; } } D3D10_BUFFER_DESC vbd; vbd.Usage = D3D10_USAGE_IMMUTABLE; vbd.ByteWidth = sizeof(Vertex) * mNumVertices; vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER; vbd.CPUAccessFlags = 0; vbd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices; HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); //create the index buffer std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face int k = 0; for(DWORD i = 0; i < m-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = i*n+j; indices[k+1] = i*n+j+1; indices[k+2] = (i*1)*n+j; indices[k+3] = (i*1)*n+j; indices[k+4] = i*n+j+1; indices[k+5] = (i*1)*n+j+1; k+= 6; } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices; HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB)); } void Box::Draw() { UINT stride = sizeof(Vertex); UINT offset = 0; md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset); md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); md3dDevice->DrawIndexed(mNumFaces*3, 0 , 0); } //Box.h #ifndef _BOX_H #define _BOX_H #include "d3dUtil.h" Box.h class Box { public: Box(); ~Box(); void init(ID3D10Device* device, float m, float n, float dx); void Draw(); float getHeight(float x, float z)const; private: DWORD mNumVertices; DWORD mNumFaces; ID3D10Device* md3dDevice; ID3D10Buffer* mVB; ID3D10Buffer* mIB; }; #endif Thanks again for the help

    Read the article

  • Displaying "broken" sprites?

    - by Roman
    I'm quite new to the world of 2D-Engines. I figured out how to load images and display those as sprites and stuff, but theres one question that bugs me. For instance, when a "rocket" hits an object it will deal damage to it and leave a crater behind. I'd like to have the crater shown on that object. That would require "skipping" some of the pixels of that image when rendering, doesn't it? My question is, how would you do such a thing? What data strcture would you use to save this? How to display a "broken" sprite?

    Read the article

  • Any strategies for assessing the trade-off between CPU loss and memory gain from compression of data

    - by indiehacker
    Are very large TextProperties a burden? Should they be compressed? Say I have a information stored in 2 attributes of type TextProperty in my datastore entities. The strings are always the same length of 65,000 characters and have lots of repeating integers, a sample appearing as follows: entity.pixel_idx = 0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5....etc. entity.pixel_color = 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,...etc. So these above could also be represented using much less storage memory by compressing say using only each integer and the length of its series ( '0,8' for '0,0,0,0,0,0,0,0') but then its takes time and CPU to compress and decompress? Any general ideas? Are there some tricks for testing different attempts to the problem?

    Read the article

  • Appengine filter inequality and ordering fails

    - by davezor
    I think I'm overlooking something simple here, I can't imagine this is impossible to do. I want to filter by a datetime attribute and then order the result by a ranking integer attribute. When I try to do this: query.filter("submitted >=" thisweek).order("ranking") I get the following: BadArgumentError: First ordering property must be the same as inequality filter property, if specified for this query; received ranking, expected submitted Huh? What am I missing? Thanks.

    Read the article

  • ClassNotFoundException: org.datanucleus.store.appengine.jpa.DatastorePersistenceProvider

    - by Kiva
    I try to start an Google appengine application in my eclipse. I have the Google plugin and I set the sdk for my application. But, when I start this one, I get the following error: java.lang.ClassNotFoundException: org.datanucleus.store.appengine.jpa.DatastorePersistenceProvider However, this class is present in the sdk which is present in my classpath. Why Appengine doesn't find this class ? Thanks.

    Read the article

  • what this `^` mean here in solr

    - by Rahul Mehta
    I am confuse her but i want to clear my doubt. I think it is stupid question but i want to know. Use a TokenFilter that outputs two tokens (one original and one lowercased) for each input token. For queries, the client would need to expand any search terms containing upper case characters to two terms, one lowercased and one original. The original search term may be given a boost, although it may not be necessary given that a match on both terms will produce a higher score. text:NeXT ==> (text:NeXT^10 OR text:next) what this ^ mean here . http://wiki.apache.org/solr/SolrRelevancyCookbook#Relevancy_and_Case_Matching

    Read the article

  • pythonpath issue? "python2.5: can't open file 'dev_appserver.py': [Errno 2] No such file or director

    - by Linc
    I added this line to my .bashrc (Ubuntu 9.10): export PYTHONPATH=/opt/google_appengine/ And then I ran the dev_appserver through python2.5 on Ubuntu like this: $ python2.5 dev_appserver.py guestbook/ python2.5: can't open file 'dev_appserver.py': [Errno 2] No such file or directory As you can see, it can't find dev_appserver.py even though it's in my /opt/google_appengine/ directory. Just to make sure it's not a permissions issue I did this: sudo chmod a+rwx dev_appserver.py To check whether it's been added to the system path for python2.5 I did this: $ python2.5 Python 2.5.5 (r255:77872, Apr 29 2010, 23:59:20) [GCC 4.4.1] on linux2 Type "help", "copyright", "credits" or "license" for more information. >>> import sys >>> for line in sys.path: print line ... /usr/local/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg /opt/google_appengine/demos /opt/google_appengine /usr/local/lib/python25.zip ... The directory shows up in this list so I don't understand why it can't be found when I type: $ python2.5 dev_appserver.py guestbook/ I'm new to Python so I would appreciate any help. Thanks.

    Read the article

  • How Does WordPress Block Search Engines?

    - by Sarfraz
    Hello, If you go to wordpress admin and then settings-privacy, there are two options asking you whether you want to allow your blog to be searched though by seach engines and this option: I would like to block search engines, but allow normal visitors How does wordpress actually block search bots/crawlers from searching through this site when the site is live?

    Read the article

  • Recommendations with hierarchical data on non-relational databases?

    - by Luki
    I'm developing an web application that uses a non-relational database as a backend (django-nonrel + AppEngine). I need to store some hierarchical data (projects/subproject_1/subproject_N/tasks), and I'm wondering which pattern should I use. For now I thought of: Adjacency List (store the item's parent id) Nested sets (store left and right values for the item) In my case, the depth of nesting for a normal user will not exceed 4-5 levels. Also, on the UI, I would like to have a pagination for the items on the first level, to avoid to load too many items at the first page load. From what I understand so far, nested sets are great when the hierarchy is used more for displaying. Adjacency lists are great when editing on the tree is done often. In my case I guess I need the displaying more than the editing (when using nested sets, even if the display would work great, the above pagination could complicate things on editing). Do you have any thoughts and advice, based on your experience with the non-relational databases?

    Read the article

  • C# Changing Objects within a List

    - by kwong22
    Hi, I'm having a little problem changing members of an object in a list using a found index. So this is the method I am currently working with: static void addToInventory(ref List<baseItem> myArray, baseItem item, float maxAmount, ref float currentAmount) { if (currentAmount + item.getWeight() <= maxAmount) { Console.WriteLine("item.Quantity = {0}", item.Quantity); if (myArray.Contains(item)) { Console.WriteLine("Item ({0}) already exists", item.Name); int id = myArray.IndexOf(item); myArray[id].Quantity += item.Quantity;//Change occurs in this line, item.Quantity becomes the same as myArray[id].Quantity } else { Console.WriteLine("Adding new item ({0})", item.Name); myArray.Add(item); } currentAmount += item.getWeight(); } else { Console.WriteLine("Inventory full"); } myArray.Sort(); } This method takes several parameters including the inventory/list. I check if the item fits in and if it does, I see if there is another item of the same name in the list, find the index, and add more of the item. However, the quantity of the item added suddenly becomes the same as the quantity of the item in the list. For some reason, this also changes the quantity of the item outside of the list. So therefore, instead of quantities adding up like this: 1, 2, 3, 4, they add up like this: 1, 2, 4, 8. I've just started to learn how to use lists so if there is anything I'm missing, don't hesitate to criticize. Thanks in advance.

    Read the article

  • GAE Task Queue rate

    - by bach
    Hi, Is there a way to guarantee a task to be performed in X minutes (or after X min) ? (rate would mean the intervals between tasks but what about the first task, would the first task starts after the 'rate' time?)

    Read the article

  • my window's handle is unused and cannot be evaluated

    - by numerical25
    I am trying to encapsulate my Win32 application into a class. My problem occurs when trying to initiate my primary window for the application below is my declaration and implementation... I notice the issue within my class method InitInstance(); declaration #pragma once #include "stdafx.h" #include "resource.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: int m_width; int m_height; ATOM RegisterEngineClass(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name bool InitWindow(); bool InitDirectX(); bool InitInstance(); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); int Run(); }; implementation #include "stdafx.h" #include "RenderEngine.h" HINSTANCE RenderEngine::m_hInst = NULL; bool RenderEngine::InitWindow() { RenderEngine::m_hInst = NULL; // Initialize global strings LoadString(m_hInst, IDS_APP_TITLE, m_szTitle, MAX_LOADSTRING); LoadString(m_hInst, IDC_RENDERENGINE, m_szWindowClass, MAX_LOADSTRING); if(!RegisterEngineClass()) { return false; } if(!InitInstance()) { return false; } return true; } ATOM RenderEngine::RegisterEngineClass() { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = RenderEngine::WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = m_hInst; wcex.hIcon = LoadIcon(m_hInst, MAKEINTRESOURCE(IDI_RENDERENGINE)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_RENDERENGINE); wcex.lpszClassName = m_szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } LRESULT CALLBACK RenderEngine::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(m_hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } bool RenderEngine::InitInstance() { m_hWnd = NULL;// When I step into my code it says on this line 0x000000 unused = ??? expression cannot be evaluated m_hWnd = CreateWindow(m_szWindowClass, m_szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, m_hInst, NULL); if (!m_hWnd)// At this point, memory has been allocated unused = ??. It steps over this { return FALSE; } if(!ShowWindow(m_hWnd, m_nCmdShow))// m_nCmdShow = 1 and m_hWnd is still unused and expression {//Still cannot be evaluated. This statement is true. and shuts down. return false; } UpdateWindow(m_hWnd); return true; } // Message handler for about box. INT_PTR CALLBACK RenderEngine::About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; } int RenderEngine::Run() { MSG msg; HACCEL hAccelTable; hAccelTable = LoadAccelerators(m_hInst, MAKEINTRESOURCE(IDC_RENDERENGINE)); // Main message loop: while (GetMessage(&msg, NULL, 0, 0)) { if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return (int) msg.wParam; } and my winMain function that calls the class // RenderEngine.cpp : Defines the entry point for the application. #include "stdafx.h" #include "RenderEngine.h" // Global Variables: RenderEngine go; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. RenderEngine::m_hInst = hInstance; go.m_nCmdShow = nCmdShow; if(!go.InitWindow()) { return 0; } go.Run(); return 0; }

    Read the article

  • Google AppEngine + Local JUnit Tests + Jersey framework + Embedded Jetty

    - by xamde
    I use Google Appengine for Java (GAE/J). On top, I use the Jersey REST-framework. Now i want to run local JUnit tests. The test sets up the local GAE development environment ( http://code.google.com/appengine/docs/java/tools/localunittesting.html ), launches an embedded Jetty server, and then fires requests to the server via HTTP and checks responses. Unfortunately, the Jersey/Jetty combo spawns new threads. GAE expects only one thread to run. In the end, I end up having either no datstore inside the Jersey-resources or multiple, having different datastore. As a workaround I initialise the GAE local env only once, put it in a static variable and inside the GAE resource I add many checks (This threads has no dev env? Re-use the static one). And these checks should of course only run inside JUnit tests.. (which I asked before: "How can I find out if code is running inside a JUnit test or not?" - I'm not allowed to post the link directly here :-|)

    Read the article

  • how many color combinations in a 24 bit image

    - by numerical25
    I am reading a book and I am not sure if its a mistake or I am misunderstanding the quote. It reads... Nowadays every PC you can buy has hardware that can render images with at least 16.7 million individual colors. Rather than have an array with thousands of color entries, the images instead contain explicit color values for each pixel. A 24-bit display, of course, uses 24 bits, or 3 bytes per pixel, for color information. This gives 1 byte, or 256 distinct values each, for red, green, and blue. This is generally called true color, because 256^3 (16.7 million) He says 1 byte is equal to 256 distinct values. 1 byte = 8 bits. 8^2 bits = 64 distinct colors right ?? It's not adding up right to me. I know it might be something simple to understand, but I don't understand.

    Read the article

  • how many color combinations in a 24 bit image

    - by numerical25
    I am reading a book and I am not sure if its a mistake or I am misunderstanding the quote. It reads... Nowadays every PC you can buy has hardware that can render images with at least 16.7 million individual colors. Rather than have an array with thousands of color entries, the images instead contain explicit color values for each pixel. A 24-bit display, of course, uses 24 bits, or 3 bytes per pixel, for color information. This gives 1 byte, or 256 distinct values each, for red, green, and blue. This is generally called true color, because 256^3 (16.7 million) He says 1 byte is equal to 256 distinct values. 1 byte = 8 bits. 8^2 bits = 64 combinations of colors right ?? It's not adding up right to me. I know it might be something simple to understand, but I don't understand.

    Read the article

  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

    Read the article

  • Which is quicker? Memcache or file query? (using maxmind geoip.dat file)

    - by tomcritchlow
    Hi, I'm using Python on Appengine and am looking up the geolocation of an IP address like this: import pygeoip gi = pygeoip.GeoIP('GeoIP.dat') Location = gi.country_code_by_addr(self.request.remote_addr) (pygeoip can be found here: http://code.google.com/p/pygeoip/) I want to geolocate each page of my app for a user so currently I lookup the IP address once then store it in memcache. My question - which is quicker? Looking up the IP address each time from the .dat file or fetching it from memcache? Are there any other pros/cons I need to be aware of? For general queries like this, is there a good guide to teach me how to optimise my code and run speed tests myself? I'm new to python and coding in general so apologies if this is a basic concept. Thanks! Tom

    Read the article

  • How to handle existing indexed Mixed Case url's?

    - by marcusstarnes
    I have an asp.net web forms application that has been live for a number of years and as such has quite a lot of indexed content on google. Ideally, I'd prefer that all Url's for the website are in lowercase but I understand that having 2 versions of the same content indexed in search engines (MixedCase.aspx and mixedcase.aspx) will be bad for seo. I was wondering: a) Should I just leave everything in its current Mixed Case form and never change it? OR b) I can change the code so everything is in lowercase from here on in, BUT, is there a way of doing this so as the search engines are aware of this change and don't penalise me?

    Read the article

  • Turbogears 2 vs Django - any advice on choosing replacement for Turbogears 1?

    - by michela
    I have been using Turbogears 1 for prototyping small sites for the last couple of years and it is getting a little long in the tooth. Any suggestions on making the call between upgrading to Turbogears 2 or switching to something like Django? I'm torn between the familiarity of the TG community who are pretty responsive and do pretty good documentation vs the far larger community using Django. I am quite tempted by the built-in CMS features and the Google AppEngine support. Any advice? Thanks .M.

    Read the article

  • How can I get an NPC to move randomly in XNA?

    - by Fishwaffles
    I basically want a character to walk in one direction for a while, stop, then go in another random direction. Right now my sprites look but don't move, randomly very quickly in all directions then wait and have another seizure. I will post the code I have so far in case that is useful. class NPC: Mover { int movementTimer = 0; public override Vector2 direction { get { Random rand = new Random(); int randDirection = rand.Next(8); Vector2 inputDirection = Vector2.Zero; if (movementTimer >= 50) { if (randDirection == 4) { inputDirection.X -= 1; movingLeft = true; } else movingLeft = false; if (randDirection == 1) { inputDirection.X += 1; movingRight = true; } else movingRight = false; if (randDirection == 2) { inputDirection.Y -= 1; movingUp = true; } else movingUp = false; if (randDirection == 3) { inputDirection.Y += 25; movingDown = true; } else movingDown = false; if (movementTimer >= 100) { movementTimer = 0; } } return inputDirection * speed; } } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerframe) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerframe) { } public override void Update(GameTime gameTime, Rectangle clientBounds) { movementTimer++; position += direction; if (position.X < 0) position.X = 0; if (position.Y < 0) position.Y = 0; if (position.X > clientBounds.Width - frameSize.X) position.X = clientBounds.Width - frameSize.X; if (position.Y > clientBounds.Height - frameSize.Y) position.Y = clientBounds.Height - frameSize.Y; base.Update(gameTime, clientBounds); } }

    Read the article

< Previous Page | 213 214 215 216 217 218 219 220 221 222 223 224  | Next Page >