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  • OpenGL ES, orthopgraphics projection and viewport

    - by DarkDeny
    I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That tutorial is quite good, but I miss some parts of a puzzle. Ray creates orthographic projection using some magic numbers like 480 and 320. It is not clear to me why did he take these numbers, and as far as I can see - sprite is not mapped to the ipad simulator screen one-to-one pixel. I tried to play with parameters with which ortho matrix is created, but I cannot figure out what math is here. How can I calculate numbers (bottom, top, left, right, close, far) which will be parameters to orthographic projection matrix creation and have sprite on the screen shown in its original size?

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  • Resources for a fighting game

    - by David
    As the title says, I need resources for a 2D fighting game for the PC. The game is being made by me and two close friends. I'm thinking of using the FlatRedBall engine and either Allegro Sprite Editor or Amiga DPaint for the sprites, but I don't know is there is anything better for a more or less beginner in video game making. So my questions are as follows, what would be the best engine to use so that we could also sell the game later on, (I don't really care what language I'd have to use) and what would be the best thing to use for sprite creating? I would really appreciate any help given.

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  • What is a good method for coloring textures based on a palette in XNA?

    - by Bob
    I've been trying to work on a game with the look of an 8-bit game using XNA, specifically using the NES as a guide. The NES has a very specific palette and each sprite can use up to 4 colors from that palette. How could I emulate this? The current way I accomplish this is I have a texture with defined values which act as indexes to an array of colors I pass to the GPU. I imagine there must be a better way than this, but maybe this is the best way? I don't want to simply make sure I draw every sprite with the right colors because I want to be able to dynamically alter the palette. I'd also prefer not to alter the texture directly using the CPU.

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  • Android opengles 2.0 :different resolutions rendering and input

    - by kkan
    I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But all of this works for a fixed projection matrix, but android has a lot of screen sizes. Q1)Would this be an okay method to scale up/down the drawing? 1)Draw the whole screen to a texture. 2)Draw the above texture as a quad to the device. I found the above through some searching, not sure if it's the best one, are there any alternatives? Q2)How do you handle inputs for different resolutions? I currently get the position of a touch and use it raw. Would it be okay to get the position, and then scale the position to size of the texture used for rendering, and the perform calculations on it? Thanks.

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  • what is the easiest way to make a hitbox that rotates with it's texture

    - by Matthew Optional Meehan
    In xna when you have a sprite that doesnt rotate it's very easy to get the four corner of a sprite to make a hitbox, but when you do a rotation the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collission examples but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want. What do you guys think is the best approach becuase I am looking to complete this work by the end of the week.

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • 2D fighting bounding boxes

    - by user36420
    I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications. None of this has yet been implemented but is all theory. My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.) With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient. While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

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  • Best way to determine surface normal for a group of pixels?

    - by Paul Renton
    One of my current endeavors is creating a 2D destructible terrain engine for iOS Cocos2D (See https://github.com/crebstar/PWNDestructibleTerrain ). It is in an infant stages no doubt, but I have made significant progress since starting a couple weeks ago. However, I have run into a bit of a performance road block with calculating surface normals. Note: For my destructible terrain engine, an alpha of 0 is considered to not be solid ground. The method posted below works just great given small rectangles, such as n < 30. Anything above 30 causes a dip in the frame rate. If you approach 100x100 then you might as well read a book while the sprite attempts to traverse the terrain. At the moment this is the best I can come up with for altering the angle on a sprite as it roams across terrain (to get the angle for a sprite's orientation just take dot product of 100 * normal * (1,0) vector). -(CGPoint)getAverageSurfaceNormalAt:(CGPoint)pt withRect:(CGRect)area { float avgX = 0; float avgY = 0; ccColor4B color = ccc4(0, 0, 0, 0); CGPoint normal; float len; for (int w = area.size.width; w >= -area.size.width; w--) { for (int h = area.size.height; h >= -area.size.height; h--) { CGPoint pixPt = ccp(w + pt.x, h + pt.y); if ([self pixelAt:pixPt colorCache:&color]) { if (color.a != 0) { avgX -= w; avgY -= h; } // end inner if } // end outer if } // end inner for } // end outer for len = sqrtf(avgX * avgX + avgY * avgY); if (len == 0) { normal = ccp(avgX, avgY); } else { normal = ccp(avgX/len, avgY/len); } // end if return normal; } // end get My problem is I have sprites that require larger rectangles in order for their movement to look realistic. I considered doing a cache of all surface normals, but this lead to issues of knowing when to recalculate the surface normals and these calculations also being quite expensive (also how large should the blocks be?). Another smaller issue is I don't know how to properly treat the case when length is = 0. So I am stuck... Any advice from the community would be greatly appreciated! Is my method the best possible one? Or should I rethink the algorithm? I am new to game development and always looking to learn new tips and tricks.

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  • How can you represent equip-able items in a 2d game?

    - by ThePlan
    I've been working on an item system for a post-apocalyptic RPG, with diablo as inspiration, and it would be awesome if I could visually represent an item that can be equipped on the player sprite. I was thinking you could have a player sprite with certain animations, then the equipped item would be drawn as if it was on the player with the same animations, so it syncs with the player animations but that couldn't work very smoothly, I imagine there's a better system. How can you graphically represent an item worn on the player, which moves like he does, and looks as if he's wearing it? I'm not asking you how to do it in framework X or platform X (altho if you REALLY need it, I'm using Allegro 5 with codeblocks on win XP) but instead I'm asking you how to generally program such an idea.

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  • MouseEvent.CLICK not working? (AS3)

    - by Jake
    ok so here's my code in AS3, I'd like to know why when i actually click on the picture, nothing happens. And if any of you have great tutorial of what to learn after classes/functions in AS3, let me know =D : package { import flash.display.Bitmap; import flash.display.Sprite; import flash.display.Shape; import flash.events.MouseEvent; public class Main extends Sprite { [Embed(source="../Pics/Picture.png")] private var HeroClass:Class; private var hero:Bitmap = new HeroClass(); public function Main():void { addChild(hero); hero.addEventListener(MouseEvent.CLICK, onClick); function onClick(e:MouseEvent):void { trace("hey"); hero.visible = false; } } } }

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  • How do I render an animation where some frames appear twice?

    - by hustlerinc
    I am animating a sprite. The sprite has 7 different frames, but the animation is 10 frames long. This is because 3 of the original frames appear twice in the animation: 3 -> 4 -> 5 -> 6 -> 4 -> 3 -> 2 -> 1 -> 0 -> 2 Frames 2, 3 and 4 appear twice. This avoids having to store duplicate frames in the spritesheet. How can I render the animation in this sequence with repeated frames?

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  • AS3 - At exactly 23 empty alpha channels, images below stop drawing

    - by user46851
    I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap which doesn't have this problem, please speak up so we can try to find the origin of the problem. I prepared a small test class that demonstrates what I mean. You can change the integer value at line 20 in order to see the three tests I came up with to clearly show the problem. Is there any kind of workaround, or is this just a limit that I have to work with? Has anyone experienced this before? Is it possible I'm doing something wrong, despite the bare-bones implementation? package { import flash.display.Sprite; import flash.events.Event; import flash.display.Bitmap; import flash.display.BitmapData; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point Test(3); } private function Test(testInt:int):void { if(testInt==1){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var i:int = 0; i < 22; i++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==2){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var j:int = 0; j < 23; j++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==3){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var k:int = 0; k < 22; k++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } var M:Bitmap = new Bitmap(new BitmapData(100, 100, true, 0x00000000)); M.x += 50; M.y += 50; addChild(M); } } } }

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Physics don't apply on a unique body AndEngine

    - by Kanga
    I am developing a game in AndEngine so far I managed to create everything I wanted for my sprite that was connected to a BoxBody. I was rotating it moving it everything was great. I wanted my collision detection to be more precise so I changed from boxBody to unique irregular shaped body. I found all the vertices and I just replaced the newly created irregular shaped body with the boxbody everywhere in my code. Not only that the image of the sprite is not in place but all the physics and maths I was doing for movement and physics wont work. Please help me :(. Thanks in advance.

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { // TODO Auto-generated method stub if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • Adding gesture recognizer (or dragging) to CCSprite

    - by user339946
    I'm trying to allow a CCSprite to be dragged across the screen. I've succeeded so far by doing it on a Layer level (from this tutorial). However, this only allows ONE sprite to be dragged at a time as the method implementation can only identify a single sprite to move at a time. I'd like to be able to perhaps add a gesture recognizer or somehow implement ccTouchesBegan/Moved in my own little CCSprite subclass. However, from what I understand, you can't just add gesture recognizers to CCSprites. ccTouchMoved are also not available on CCSprites?? Really confused as to how to implement touches on Cocos2D. What is the easiest way to add some position translation code to a CCSprite so it can be dragged around? Thanks!

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • Why doesn't MoveBy work in this example?

    - by ufo
    I'd like to run an action on a sprite using the MoveBy action. After lots of attempts, I can't achieve the goal... I have issues with the MoveBy in 2 different projects, so maybe I'm missing something in the setup... But I can't figure what! The instruction is like this: this.platform1Sprite.runAction(cc.MoveBy.create(1, cc.p(200, 0))); I don't get any error, simply it doesn't work. platform1Sprite is a Sprite. But even with a LabelTTF it doesn't work: var MoveToAction = cc.MoveTo.create(2.5, cc.p(size.width / 2, size.height / 2)); this.creditLabel.runAction(MoveToAction); For this last snippet, you can view my complete code here: http://pastebin.com/fGbW4LLH

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  • Resource Managers - Are they any good?

    - by The Communist Duck
    Hey. I've seen many a time in source code, things like this [well, this is more of a pseudo C++ idea of mine] type defshared_ptr ResourcePtr;// for ease ResourcePtr sound1 = resourceManager.Get("boom.ogg"); sound1-Play(); ResourcePtr sprite = resourceManager.Get("sprite.png"); I was just wondering how useful a class like this was, something that: Loaded media files Stored them in memory Did this at the start of a level - loading screen. Cleaned up Rather than having a system of: Resources are held by entities only, or loose. Responsible for own load into memory. The first is a 'manager' as such; something I feel indicates it's wrong to use. However, it allows for something like a vector of resource names to be passed, rather than having to scramble around finding everything that needs to be loaded.

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  • Linux C++: Linker is outputting strange errors

    - by knight666
    Alright, here is the output I get: arm-none-linux-gnueabi-ld --entry=main -dynamic-linker=/system/bin/linker -rpath-link=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -L/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -nostdlib -lstdc++ -lm -lGLESv1_CM -rpath=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -rpath=../../YoghurtGum/lib/Android -L./lib/Android intermediate/Alien.o intermediate/Bullet.o intermediate/Game.o intermediate/Player.o ../../YoghurtGum/bin/YoghurtGum.a -o bin/Galaxians.android intermediate/Game.o: In function `Galaxians::Init()': /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:45: undefined reference to `__cxa_end_cleanup' /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:44: undefined reference to `__cxa_end_cleanup' intermediate/Game.o:(.ARM.extab+0x18): undefined reference to `__gxx_personality_v0' intermediate/Game.o: In function `Player::Update()': /media/YoghurtGum/Tests/Galaxians/src/Player.h:41: undefined reference to `__cxa_end_cleanup' intermediate/Game.o:(.ARM.extab.text._ZN6Player6UpdateEv[_ZN6Player6UpdateEv]+0x0): undefined reference to `__gxx_personality_v0' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum4GameE[_ZTIN10YoghurtGum4GameE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' intermediate/Game.o:(.rodata._ZTI6Player[_ZTI6Player]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum6EntityE[_ZTIN10YoghurtGum6EntityE]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum6ObjectE[_ZTIN10YoghurtGum6ObjectE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' intermediate/Game.o:(.rodata._ZTI6Bullet[_ZTI6Bullet]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTI5Alien[_ZTI5Alien]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata+0x20): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' ../../YoghurtGum/bin/YoghurtGum.a(Sprite.o):(.rodata._ZTIN10YoghurtGum16SpriteDataOpenGLE[_ZTIN10YoghurtGum16SpriteDataOpenGLE]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' ../../YoghurtGum/bin/YoghurtGum.a(Sprite.o):(.rodata._ZTIN10YoghurtGum10SpriteDataE[_ZTIN10YoghurtGum10SpriteDataE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' make: *** [bin/Galaxians.android] Fout 1 Here's an error I managed to decipher: intermediate/Game.o: In function `Galaxians::Init()': /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:45: undefined reference to `__cxa_end_cleanup' /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:44: undefined reference to `__cxa_end_cleanup' This is line 43 through 45: Assets::AddSprite(new Sprite("media\\ViperMarkII.bmp"), "ship"); Assets::AddSprite(new Sprite("media\\alien.bmp"), "alien"); Assets::AddSprite(new Sprite("media\\bat_ball.bmp"), "bullet"); So, what seems funny to me is that the first new is fine (line 43), but the second one isn't. What could cause this? intermediate/Game.o: In function `Player::Update()': /media/YoghurtGum/Tests/Galaxians/src/Player.h:41: undefined reference to `__cxa_end_cleanup' Another issue with new: Engine::game->scene_current->AddObject(new Bullet(m_X + 10, m_Y)); I have no idea where to begin with the other issues. These are my makefiles, They're a giant mess because I'm just trying to get it to work. Static library: # ====================================== # # # # YoghurtGum static library # # # # ====================================== # include ../YoghurtGum.mk PROGS = bin/YoghurtGum.a SOURCES = $(wildcard src/*.cpp) #$(YG_PATH_LIB)/libGLESv1_CM.so \ #$(YG_PATH_LIB)/libEGL.so \ YG_LINK_OPTIONS = -shared YG_LIBRARIES = \ $(YG_PATH_LIB)/libc.a \ $(YG_PATH_LIB)/libc.so \ $(YG_PATH_LIB)/libstdc++.a \ $(YG_PATH_LIB)/libstdc++.so \ $(YG_PATH_LIB)/libm.a \ $(YG_PATH_LIB)/libm.so \ $(YG_PATH_LIB)/libui.so \ $(YG_PATH_LIB)/liblog.so \ $(YG_PATH_LIB)/libGLESv2.so \ $(YG_PATH_LIB)/libcutils.so \ YG_OBJECTS = $(patsubst src/%.cpp, $(YG_INT)/%.o, $(SOURCES)) YG_NDK_PATH_LIB = /home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib all: $(PROGS) rebuild: clean $(PROGS) # remove all .o objects from intermediate and all .android objects from bin clean: rm -f $(YG_INT)/*.o $(YG_BIN)/*.a copy: acpy ../$(PROGS) $(PROGS): $(YG_OBJECTS) $(YG_ARCHIVER) -vq $(PROGS) $(YG_NDK_PATH_LIB)/crtbegin_static.o $(YG_NDK_PATH_LIB)/crtend_android.o $^ && \ $(YG_ARCHIVER) -vr $(PROGS) $(YG_LIBRARIES) $(YG_OBJECTS): $(YG_INT)/%.o : $(YG_SRC)/%.cpp $(YG_COMPILER) $(YG_FLAGS) -I $(GLES_INCLUDES) -c $< -o $@ Test game project: # ====================================== # # # # Galaxians # # # # ====================================== # include ../../YoghurtGum.mk PROGS = bin/Galaxians.android YG_COMPILER = arm-none-linux-gnueabi-g++ YG_LINKER = arm-none-linux-gnueabi-ld YG_PATH_LIB = ./lib/Android YG_LIBRARIES = ../../YoghurtGum/bin/YoghurtGum.a YG_PROGS = bin/Galaxians.android GLES_INCLUDES = ../../YoghurtGum/src ANDROID_NDK_ROOT = /home/oem/android-ndk-r3 NDK_PLATFORM_VER = 5 YG_NDK_PATH_LIB = $(ANDROID_NDK_ROOT)/build/platforms/android-$(NDK_PLATFORM_VER)/arch-arm/usr/lib YG_LIBS = -nostdlib -lstdc++ -lm -lGLESv1_CM #YG_COMPILE_OPTIONS = -g -rdynamic -Wall -Werror -O2 -w YG_COMPILE_OPTIONS = -g -Wall -Werror -O2 -w YG_LINK_OPTIONS = --entry=main -dynamic-linker=/system/bin/linker -rpath-link=$(YG_NDK_PATH_LIB) -L$(YG_NDK_PATH_LIB) $(YG_LIBS) SOURCES = $(wildcard src/*.cpp) YG_OBJECTS = $(patsubst src/%.cpp, intermediate/%.o, $(SOURCES)) all: $(PROGS) rebuild: clean $(PROGS) clean: rm -f intermediate/*.o bin/*.android $(PROGS): $(YG_OBJECTS) $(YG_LINKER) $(YG_LINK_OPTIONS) -rpath=$(YG_NDK_PATH_LIB) -rpath=../../YoghurtGum/lib/Android -L$(YG_PATH_LIB) $^ $(YG_LIBRARIES) -o $@ $(YG_OBJECTS): intermediate/%.o : src/%.cpp $(YG_COMPILER) $(YG_COMPILE_OPTIONS) -I ../../YoghurtGum/src/GLES -I ../../YoghurtGum/src -c $< -o $@ Any help would be appreciated.

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  • Javascript phsyics in a 2d space

    - by eroo
    So, I am working on teaching myself Canvas (HTML5) and have most of a simple game engine coded up. It is a 2d representation of a space scene (planets, stars, celestial bodies, etc). My default "Sprite" class has a frame listener like such: "baseClass" contains a function that allows inheritance and applies "a" to "this.a". So, "var aTest = new Sprite({foo: 'bar'});" would make "aTest.foo = 'bar'". This is how I expose my objects to each other. { Sprite = baseClass.extend({ init: function(a){ baseClass.init(this, a); this.fields = new Array(); // list of fields of gravity one is in. Not sure if this is a good idea. this.addFL(function(tick){ // this will change to be independent of framerate soon. // and this is where I need help // gobjs is an array of all the Sprite objects in the "world". for(i = 0; i < gobjs.length; i++){ // Make sure its got setup correctly, make sure it -wants- gravity, and make sure it's not -this- sprite. if(typeof(gobjs[i].a) != undefined && !gobjs[i].a.ignoreGravity && gobjs[i].id != this.id){ // Check if it's within a certain range (obviously, gravity doesn't work this way... But I plan on having a large "space" area, // And I can't very well have all objects accounted for at all times, can I? if(this.distanceTo(gobjs[i]) < this.s.size*10 && gobjs[i].fields.indexOf(this.id) == -1){ gobjs[i].fields.push(this.id); } } } for(i = 0; i < this.fields.length; i++){ distance = this.distanceTo(gobjs[this.fields[i]]); angletosun = this.angleTo(gobjs[this.fields[i]])*(180/Math.PI); // .angleTo works very well, returning the angle in radians, which I convert to degrees here. // I have no idea what should happen here, although through trial and error (and attempting to read Maths papers on gravity (eeeeek!)), this sort of mimics gravity. // angle is its orientation, currently I assign a constant velocity to one of my objects, and leave the other static (it ignores gravity, but still emits it). this.a.angle = angletosun+(75+(distance*-1)/5); //todo: omg learn math if(this.distanceTo(gobjs[this.fields[i]]) > gobjs[this.fields[i]].a.size*10) this.fields.splice(i); // out of range, stop effecting. } }); } }); } Thanks in advance. The real trick is that one line: { this.a.angle = angletosun+(75+(distance*-1)/5); } This is more a physics question than Javascript, but I've searched and searched and read way to many wiki articles on orbital mathematics. It gets over my head very quickly. Edit: There is a weirdness with the SO formatting; forgives me, I is noobie.

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  • [C] Texture management / pointer question

    - by ndg
    I'm working on a texture management and animation solution for a small side project of mine. Although the project uses Allegro for rendering and input, my question mostly revolves around C and memory management. I wanted to post it here to get thoughts and insight into the approach, as I'm terrible when it comes to pointers. Essentially what I'm trying to do is load all of my texture resources into a central manager (textureManager) - which is essentially an array of structs containing ALLEGRO_BITMAP objects. The textures stored within the textureManager are mostly full sprite sheets. From there, I have an anim(ation) struct, which contains animation-specific information (along with a pointer to the corresponding texture within the textureManager). To give you an idea, here's how I setup and play the players 'walk' animation: createAnimation(&player.animations[0], "media/characters/player/walk.png", player.w, player.h); playAnimation(&player.animations[0], 10); Rendering the animations current frame is just a case of blitting a specific region of the sprite sheet stored in textureManager. For reference, here's the code for anim.h and anim.c. I'm sure what I'm doing here is probably a terrible approach for a number of reasons. I'd like to hear about them! Am I opening myself to any pitfalls? Will this work as I'm hoping? anim.h #ifndef ANIM_H #define ANIM_H #define ANIM_MAX_FRAMES 10 #define MAX_TEXTURES 50 struct texture { bool active; ALLEGRO_BITMAP *bmp; }; struct texture textureManager[MAX_TEXTURES]; typedef struct tAnim { ALLEGRO_BITMAP **sprite; int w, h; int curFrame, numFrames, frameCount; float delay; } anim; void setupTextureManager(void); int addTexture(char *filename); int createAnimation(anim *a, char *filename, int w, int h); void playAnimation(anim *a, float delay); void updateAnimation(anim *a); #endif anim.c void setupTextureManager() { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { textureManager[i].active = false; } } int addTextureToManager(char *filename) { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { if(!textureManager[i].active) { textureManager[i].bmp = al_load_bitmap(filename); textureManager[i].active = true; if(!textureManager[i].bmp) { printf("Error loading texture: %s", filename); return -1; } return i; } } return -1; } int createAnimation(anim *a, char *filename, int w, int h) { int textureId = addTextureToManager(filename); if(textureId > -1) { a->sprite = textureManager[textureId].bmp; a->w = w; a->h = h; a->numFrames = al_get_bitmap_width(a->sprite) / w; printf("Animation loaded with %i frames, given resource id: %i\n", a->numFrames, textureId); } else { printf("Texture manager full\n"); return 1; } return 0; } void playAnimation(anim *a, float delay) { a->curFrame = 0; a->frameCount = 0; a->delay = delay; } void updateAnimation(anim *a) { a->frameCount ++; if(a->frameCount >= a->delay) { a->frameCount = 0; a->curFrame ++; if(a->curFrame >= a->numFrames) { a->curFrame = 0; } } }

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  • Adding Spark button in ActionScript project

    - by PM
    Hello, I have a button skin in spark created in Catalyst. Now I want to apply this skin to my project of type ActionScript project. When I add a simple spark button to my sprite then it's not showing there. Can anyone help me to figure out how to add a Spark.Button in a Sprite? Best Regards

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  • Pure Actionscript 3 Adobe Air Application main class constructor not being called

    - by SilverCode
    I'm writing an Air application using only Actionscript, and Flex3 SDK as the compiler. Everything compiles and runs fine under adl, but when the final air file is built and installed, the main class is never initialized. For instance: package { import flash.display.Sprite; public class main extends Sprite { public function main() { trace("Init"); } } } When run under ADL, "Init" will be output to the console, but when installed and run, nothing happens (the constructor for class main is never called).

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  • Loop through children and display each, as3

    - by VideoDnd
    How do I loop through all of my children, and display each? I would like to know the best way to do this. my children and containerfive children, one plays every sec, 1,2,3, etc. var square1:Square1 = new Square1; var square2:Square2 = new Square2; var square3:Square3 = new Square3; var square4:Square4 = new Square4; var square5:Square5 = new Square5; var container:Sprite = new Sprite; addChild(container); container.addChild(square1) container.addChild(square2) container.addChild(square3) container.addChild(square4) container.addChild(square5) my timer var timly:Timer = new Timer(1000, 5); timly.start(); timly.addEventListener(TimerEvent.TIMER, onLoop); Note: Tried for loop, numChildren -1, and visibility ERROR 'access of undefined property' //Thomas's idea var timly:Timer = new Timer(1000, 10); timly.start(); timly.addEventListener(TimerEvent.TIMER, onLoop, false, 0, true); // var square1:Square1 = new Square1; square1.visible = false container.addChild(square2) var square2:Square2 = new Square2; square2.visible = false container.addChild(square3) var square3:Square3 = new Square3; square3.visible = false container.addChild(square3) var square4:Square4 = new Square4; square4.visible = false container.addChild(square4) var square5:Square5 = new Square5; square5.visible = false container.addChild(square5) var container:Sprite = new Sprite; this.addChild(container); var curCount:Number = 100; // function collectChildren(container:DisplayObjectContainer):Array { var len:int = container.numChildren; var mySquaresArray:Array = []; for (var i:int = 0; i < len; i++) { mySquaresArray.push(container.getChildAt(i).name); } return mySquaresArray; } // function onLoop( e:Event ) { curCount = e.target.currentCount; if( curCount > 1 ) { var previous_square = curCount -2; mySquaresArray[previous_square].visible = false; } var current_square = curCount - 1; mySquaresArray[current_square].visible = true; }

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