Search Results

Search found 1014 results on 41 pages for 'collision'.

Page 25/41 | < Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >

  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

    Read the article

  • Question regarding CGRectIntersectsRect and rotated rectangular image

    - by user309030
    Hi guys, I've got a long rectangular image which is rotated at different kind of angles. However the frame of the rectangular image does not rotate along with the image and instead, the rotation causes the frame to to become larger to fit the rotated image. So when I used CGRectIntersectsRect, the collision detection is totally off because the other image colliding with the rectangular image will collide before it even reaches the visible area of the rect image. In case you don't really know what I'm talking about, have a look at the ascii drawing: normal rectangular image frame, O - pixels, |, – - frame |----------| |OOOOOOOOOO| |----------| after rotation |----------| |O | | O | | O | | O | | O | | O | | O | | O | | O | |----------| I've read through some of the collision articles but all of them are talking about collision with a normal straight rectangle and what I really want is collision with a slanted image, preferably pixel collision detection. TIA for any suggestions made.

    Read the article

  • When is it safe to use a broken hash function?

    - by The Rook
    It is trivial to use a secure hash function like SHA256 and continuing to use md5 is reckless behavior. However, there are some complexities to hash function vulnerabilities that I would like to better understand. Collisions have been generated for md4 and md5. According to NIST md5() is not a secure hash function. It only takes 2^39th operations to generate a collision and should never be used for passwords. However SHA1 is vulnerable to a similar collision attack in which a collision can be found in 2^69 operations, where as brute force is 2^80th. No one has generated a sha1 collision and NIST still lists sha1 as a secure message digest function. So when is it safe to use a broken hash function? Even though a function is broken it can still be "big enough". According to Schneier a hash function vulnerable to a collsion attack can still be used as an HMAC. I believe this is because the security of an HMAC is Dependant on its secret key and a collision cannot be found until this key is obtained. Once you have the key used in a HMAC its already broken, so its a moot point. What hash function vulnerabilities would undermine the security of an HMAC? Lets take this property a bit further. Does it then become safe to use a very weak message digest like md4 for passwords if a salt is perpended to the password? Keep in mind the md4 and md5 attacks are prefixing attacks, and if a salt is perpended then an attacker cannot control the prefix of the message. If the salt is truly a secret, and isn't known to the attacker, then does it matter if its a appended to the end of the password? Is it safe to assume that an attacker cannot generate a collision until the entire message has been obtained? Do you know of other cases where a broken hash function can be used in a security context without introducing a vulnerability? (Please post supporting evidence because it is awesome!)

    Read the article

  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

    Read the article

  • Storing large array of tiles, but allowing easy access to data

    - by Cyral
    I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!) Currently, Each tile contains an Item along with other properties like how its rotated, if it has forground / background, etc. An Item is static and has properties like the name, tooltip, type of item, how much light it emits, the collision it does to player, etc. Examples: public class Item { public static List<Item> Items; public Collision blockCollisionType; public string nameOfItem; public bool someOtherVariable,etc,etc public static Item Air public static Item Stone; public static Item Dirt; static Item() { Items = new List<Item>() { (Stone = new Item() { nameOfItem = "Stone", blockCollisionType = Collision.Solid, }), (Air = new Item() { nameOfItem = "Air", blockCollisionType = Collision.Passable, }), }; } } Would be an Item, The array of Tiles would contain a Tile for each point, public class Tile { public Item item; //What type it is public bool onBackground; public int someOtherVariables,etc,etc } Now, Most would probably use an enum, or a form of ID to identify blocks. Well my system is really nice just to find out about an item. I can simply do tiles[x,y].item.Name To get the name for example. I realized my Item property of the tile is over 1000 Bytes! Wow! What I'm looking for is a way to use an ID (Int or byte depending on how many items) instead of an Item but still have a method for retreiving data about the type of item a tile contains.

    Read the article

  • How can I create and animate 2D skeletons for HTML5 Javascript games? [on hold]

    - by user414209
    I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. Also, there needs to be some collision detection system. I'm using createjs for coding but to design models/objects/animations, I need some other software. So I'm looking for a software that can: easily make custom animation of 2d objects. The objects structure(skeleton etc.) will be same once defined but need to be defined once. Can export the animations and models in a js readable format(preferably json) Collision detection can be done easily after the exported format is loaded in a game engine. For point 1, I'm looking for some generic skeleton based animation. Sprite-sheet based animations will be difficult for collision detection.

    Read the article

  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

    Read the article

  • Physics for moving blocks

    - by Gabson
    I'm working on a 2D game for windows phone where the player moves blocks around to bounce a laser beams. I need to create some simple physics for moving the blocks. For the moment I have a simple collision class, telling me if two rectangles collide. But that's not enough because when I'm moving a block the rectangle/rectangle function doesn't work. By Doesn't work i mean,I manage the collision but I don't how to stop the block mooving while the user sliding the block. The collision response for the block I want is if the user tries to slide it on another object, the block should slide up against the other object and not overlap. How would I go about implementing this functionality?

    Read the article

  • how to stop enemies from moving to one point when lots of them are chasing one object [duplicate]

    - by BBgun
    This question already has an answer here: Is there a simple way to stop enemies standing in the same spot? 8 answers i am making a top down game which lots of enemies are chasing one guy. then,enemies would move to one point without any collision,they just overlay each other. so ,is there any simple way to make them feel more real? make them not overlay with each other? ================================= i have tried the solution using boundbox to check collision, but i still very puzzled about what to do with the collision. i have a bad solution.it doesn't work well. my solution in simple: foreach(around_enemy_arr in other) { vector a = normalize(self.positionvector - other.positionvector); self.move_vector = self.move_vector + a; } this can work,but when plenty of enemies come very close to each other,they would shake. i am sooooo confused. please help.

    Read the article

  • How can you deflect a direction/magnitude vector based on a direction/magnitude vector and a collided triangle?

    - by JeanOTF
    So, I have a Triangle-AABB collision algorithm and I have it returning the triangle that the AABB collided with. I was hoping with the 3 vectors of the triangle and the direction/magnitude of the movement would let me determine a deflected vector so that when you run against the wall at an angle you move slower, depending on the angle of collision, but along side the wall. This would remove the sticky collision problem with only moving when there is not a collision. Any suggestions or references would be greatly appreciated! Thanks.

    Read the article

  • What technologies to use for a particle system with enormous calculation demand?

    - by Amir Rezaei
    I have a particle system with X particles. Each particle tests for collision with other particles. This gives X*X = X^2 collision tests per frame. For 60f/s, this corresponds to 60*X^2 collision detection per second. What is the best technological approach for these intensive calculations? Should I use F#, C, C++ or C#, or something else? The following are constraints The code is written in C# with the latest XNA Multi-threaded may be considered No special algorithm that tests the collision with the nearest neighbors or that reduces the problem The last constraint may be strange, so let me explain. Regardless constraint 3, given a problem with enormous computational requirement what would be the best approach to solve the problem. An algorithm reduces the problem; still the same algorithm may behave different depending on technology. Consider pros and cons of CLR vs native C.

    Read the article

  • hash fragments and collisions cont.

    - by Mark
    For this application I've mine I feel like I can get away with a 40 bit hash key, which seems awfully low, but see if you can confirm my reasoning (I want a small key because I want a small filename and the key will be converted to a filename): (Note: only accidental collisions a concern - no security issues.) A key point here is that the population in question is divided into groups, and a collision is only relevant if it occurs within the same group. A "group" is a directory on a user's system (the contents of files are hashed and a collision is only relevant if it occurs for files within the same directory). So with speculating roughly 100,000 potential users, say 2^17, that corresponds to 2^18 "groups" assuming 2 directories per user on average. So with a 40 bit key I can expect 2^(20+9) files created (among all users) before a collision occurs for some user somewhere. (Or IOW 2^((40+18)/2), due to the "birthday effect".) That's an average 4096 unique files created per user, for 2^17 users, before a single collision occurs for some user somewhere. And then that long again before another collision occurs somewhere (right?)

    Read the article

  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

    Read the article

  • Timestep schemes for physics simulations

    - by ktodisco
    The operations used for stepping a physics simulation are most commonly: Integrate velocity and position Collision detection and resolution Contact resolution (in advanced cases) A while ago I came across this paper from Stanford that proposed an alternative scheme, which is as follows: Collision detection and resolution Integrate velocity Contact resolution Integrate position It's intriguing because it allows for robust solutions to the stacking problem. So it got me wondering... What, if any, alternative schemes are available, either simple or complex? What are their benefits, drawbacks, and performance considerations?

    Read the article

  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

    Read the article

  • How to attach an object to a rotating circle?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in Cocos2d Box2d?

    Read the article

  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

    Read the article

  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

    Read the article

  • How to attach an object to a rotating circle in box2d cocos2d?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in cocos2d box2d?

    Read the article

  • sprite animation in openGL

    - by Sid
    I am facing problems on implementing sprite animation in opneGL ES. i've googled it and the only thing i am getting is the Tutorial implementing via Canvas. i know the way but i am having problems in implementing it. What i need : A sprite animation on collision detection. What i did : Collision Detection function working properly. PS : everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case.

    Read the article

  • Colliding Rects [migrated]

    - by user73400
    I have been working on this game, but I have a question when it comes to collision detection. Can I check for collision and have it return True: example: def collide(self, EnemyTank): tank_collision = pygame.sprite.collide_rect(self.rect, EnemyTank.rect) if tank_collision == True: return True And then make it perform an action like this: if player.collide == True: e_tank_x += 0 I am new to programming so please bear with me, I am trying as hard as I can and any comments or suggestions would also be very appreciated.

    Read the article

  • Namespaces are obsolete

    - by Bertrand Le Roy
    To those of us who have been around for a while, namespaces have been part of the landscape. One could even say that they have been defining the large-scale features of the landscape in question. However, something happened fairly recently that I think makes this venerable structure obsolete. Before I explain this development and why it’s a superior concept to namespaces, let me recapitulate what namespaces are and why they’ve been so good to us over the years… Namespaces are used for a few different things: Scope: a namespace delimits the portion of code where a name (for a class, sub-namespace, etc.) has the specified meaning. Namespaces are usually the highest-level scoping structures in a software package. Collision prevention: name collisions are a universal problem. Some systems, such as jQuery, wave it away, but the problem remains. Namespaces provide a reasonable approach to global uniqueness (and in some implementations such as XML, enforce it). In .NET, there are ways to relocate a namespace to avoid those rare collision cases. Hierarchy: programmers like neat little boxes, and especially boxes within boxes within boxes. For some reason. Regular human beings on the other hand, tend to think linearly, which is why the Windows explorer for example has tried in a few different ways to flatten the file system hierarchy for the user. 1 is clearly useful because we need to protect our code from bleeding effects from the rest of the application (and vice versa). A language with only global constructs may be what some of us started programming on, but it’s not desirable in any way today. 2 may not be always reasonably worth the trouble (jQuery is doing fine with its global plug-in namespace), but we still need it in many cases. One should note however that globally unique names are not the only possible implementation. In fact, they are a rather extreme solution. What we really care about is collision prevention within our application. What happens outside is irrelevant. 3 is, more than anything, an aesthetical choice. A common convention has been to encode the whole pedigree of the code into the namespace. Come to think about it, we never think we need to import “Microsoft.SqlServer.Management.Smo.Agent” and that would be very hard to remember. What we want to do is bring nHibernate into our app. And this is precisely what you’ll do with modern package managers and module loaders. I want to take the specific example of RequireJS, which is commonly used with Node. Here is how you import a module with RequireJS: var http = require("http"); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This is of course importing a HTTP stack module into the code. There is no noise here. Let’s break this down. Scope (1) is provided by the one scoping mechanism in JavaScript: the closure surrounding the module’s code. Whatever scoping mechanism is provided by the language would be fine here. Collision prevention (2) is very elegantly handled. Whereas relocating is an afterthought, and an exceptional measure with namespaces, it is here on the frontline. You always relocate, using an extremely familiar pattern: variable assignment. We are very much used to managing our local variable names and any possible collision will get solved very easily by picking a different name. Wait a minute, I hear some of you say. This is only taking care of collisions on the client-side, on the left of that assignment. What if I have two libraries with the name “http”? Well, You can better qualify the path to the module, which is what the require parameter really is. As for hierarchical organization, you don’t really want that, do you? RequireJS’ module pattern does elegantly cover the bases that namespaces used to cover, but it also promotes additional good practices. First, it promotes usage of self-contained, single responsibility units of code through the closure-based, stricter scoping mechanism. Namespaces are somewhat more porous, as using/import statements can be used bi-directionally, which leads us to my second point… Sane dependency graphs are easier to achieve and sustain with such a structure. With namespaces, it is easy to construct dependency cycles (that’s bad, mmkay?). With this pattern, the equivalent would be to build mega-components, which are an easier problem to spot than a decay into inter-dependent namespaces, for which you need specialized tools. I really like this pattern very much, and I would like to see more environments implement it. One could argue that dependency injection has some commonalities with this for example. What do you think? This is the half-baked result of some morning shower reflections, and I’d love to read your thoughts about it. What am I missing?

    Read the article

  • Generating Java classes out of XMLSchema.xsd using JAXB

    - by Christian Schulz
    I'm using jaxb to generate java classes out of a xml schema. The schema imports XMLSchema.xsd and its content is used as an element in the document. If I remove the import and the reference to "xsd:schema" respectively then the binding compiler generates successfully the classes. If I do not then it would produce the following errors, which are the same if I would try to generate Java classes from the XMLSchema.xsd only! C:\Users\me"%JAXB%/xjc" -extension -d tmp/uisocketdesc -p uis.jaxb uisocketdesc.xsd -b xml_binding_test.xml -b xml_binding_test_2.xml -b xml_binding_test_3.xml parsing a schema... compiling a schema... [ERROR] A class/interface with the same name "uis.jaxb.ComplexType" is already in use. Use a class customization to resolve this conflict. line 612 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Relevant to above error) another "ComplexType" is generated from here. line 440 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] A class/interface with the same name "uis.jaxb.Attribute" is already in use. Use a class customization to resolve this conflict. line 364 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Relevant to above error) another "Attribute" is generated from here. line 1020 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] A class/interface with the same name "uis.jaxb.SimpleType" is already in use. Use a class customization to resolve this conflict. line 2278 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Relevant to above error) another "SimpleType" is generated from here. line 2222 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] A class/interface with the same name "uis.jaxb.Group" is already in use. Use a class customization to resolve this conflict. line 930 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Relevant to above error) another "Group" is generated from here. line 727 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] A class/interface with the same name "uis.jaxb.AttributeGroup" is already in use. Use a class customization to resolve this conflict. line 1062 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Relevant to above error) another "AttributeGroup" is generated from here. line 1026 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] A class/interface with the same name "uis.jaxb.Element" is already in use. Use a class customization to resolve this conflict. line 721 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Relevant to above error) another "Element" is generated from here. line 647 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] Two declarations cause a collision in the ObjectFactory class. line 1020 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Related to above error) This is the other declaration. line 364 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] Two declarations cause a collision in the ObjectFactory class. line 2278 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Related to above error) This is the other declaration. line 2222 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] Two declarations cause a collision in the ObjectFactory class. line 930 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Related to above error) This is the other declaration. line 727 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] Two declarations cause a collision in the ObjectFactory class. line 440 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Related to above error) This is the other declaration. line 612 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] Two declarations cause a collision in the ObjectFactory class. line 1026 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Related to above error) This is the other declaration. line 1062 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] Two declarations cause a collision in the ObjectFactory class. line 647 of "http://www.w3.org/2001/XMLSchema.xsd" [ERROR] (Related to above error) This is the other declaration. line 721 of "http://www.w3.org/2001/XMLSchema.xsd" Failed to produce code.

    Read the article

  • CodePlex Daily Summary for Monday, May 24, 2010

    CodePlex Daily Summary for Monday, May 24, 2010New Projects(SocketCoder) Full Silverlight Web Video/Voice Conference: Is an open source project to develop full Silverlight Web Video/Voice Conference System in C# .NETabc123: Prueba Archetype Programming Language: See http://dvanderboom.wordpress.comBusiness Process Automation (BPA): BPA is a project initiative to develop an ERP which will integrate with work flow of an organization. It is build on the concept that all business ...Content Rendering: Content Rendering is a .NET 3.5 string template engine. The program uses reflection, an extensibility API and a template document, which has a cust...DTA Output Renamer: The DTA Output Renamer takes recommendations from the SQL Server Database Tuning Advisor (DTA) and updates the names of the indexes/statistics to b...Flexible Editing Toolkit: The Flexible Editing Toolkit aims to enable users who have coding experience in .Net to write own editors/tools using an easy-to-use framework and ...Fluent NHibernate, MVC 2: Projeto ultra simples desenvolvido em Asp.Net MVC 2 com Fluent NHibernate. Foram utilizadas camadas baseadas no DDD. Sample project to test DDD arc...GravityGame: Proyecto del capítulo del IGDA en el Tec de Monterrey Campus Sonora Norte. El objetivo es la creación de un primer juego para conocer cuales son l...Partner Relationship Management (PRM) Accelerator for Microsoft Dynamics CRM: R2 of the PRM accelerator for Microsoft Dynamics CRM.Posh-Hg: Mercurial integration for Windows PowershellSuiteMap: selfSvenska till Rövarspråket: Översätter svenska till rövarspråketTV4Home: This projects extends MediaPortal TV Server with a solution for MediaCenter clients, a Web-Interface and a WHS Add-In.User Profile WebPart: Use this webpart to display SharePoint User Profile information. VolumeMasterCmd: Command line application that will set the wave volume level. Usage: VolumeMaster | VolumeMaster [0-100] Display or set the wave volume level ...wawa cloud store service: 盖茨描述了云计算和云存储之间的区别。“人们老是会搞混。云存储是把你的文件存储到其他地方,进行备份,这和云计算是不同的。这两者都很了不起,都是很好的技术。” 他表示,“云存储的效能没有折扣,因此富于理性的存储经理将会考虑使用云存储技术。” 相反,他表示云计算则会有一些问题,延迟和带宽都可能会...XNA Collision Detection: A collision library which extracts the triangles from a given model, and tests for collision using multiple methods on all existing triangles. Thi...You Private Social Network: YourPrivateNet is for all people who are unsatisfied with how social networking giants, namely facebook, are dealing with privacy and the users dat...New ReleasesArchetype Programming Language: C Sharp 4.0 Grammar in M: This is a C# 4.0 grammar that I am using to learn about parsers and the process of generating ASTs, in preparation for doing the same for the Arche...CassiniDev - Cassini 3.5/4.0 Developers Edition: CassiniDev 3.5.1.4 and 4.0.1.4 beta3: Binary release includes: .net 3.5sp1 and 4.0 builds of Gui app, Console app, Library assembly and Visual Studio development server replacements f...ClosedXML - The easy way to OpenXML: ClosedXML 0.10: The current build has the following capabilities: Can create new workbooks Add worksheets Access cells using R1C1, A1, and mixed notations. A...CRM Web Service Toolkit: MSCRM4 Web Service Toolkit for JavaScript v2.0: MSCRM Web Service Toolkit for JavaScript v2.0. The release contains: CrmServiceToolkit.js (The uncompressed code) CrmServiceToolkit.min.js (The ...DBFramework: Kenly.DBFramework4.6.5.2: Kenly.DBFramework4.6.5.2eComic: eComic 2010.0.0.1: With the release of .NET 4.0 the system was upgraded. This upgrade involved starting the project over from scratch, so the installation package wil...Exchange 2010 RBAC Editor (RBAC GUI) - updated on 5/24/2010: RBAC Editor 0.9.3.1: Some bugs fixed, support added for unscopedtoplevel roles (still in progress), added logging capabilities Please use email address in About menu o...Hammock for REST: Hammock v1.0.4: v1.0.4 ChangesAdded handling for special characters in OAuth signatures (\r\n\t\b) Corrected an inconsistency in OAuth GET vs. POST when encoding...HKGolden Express: HKGoldenExpress (Build 201005231730): New features: (None) Bug fix: Fixed problem of unable to start new thread. Fixed problem of unable to show user icons due to incorrect path. ...Kurumsal Ofis Paketi: Kurumsal Ofis Paketi Sürüm 1.0: Kurumsal Ofis Paketi Sürüm 1.0MDownloader: MDownloader-0.15.15.59175: Fixed FileFactory implementation (FileFactory team doesn't give up); Fixed minor bugs.Munq: Tools for ASP.NET MVC: Munq IocContainer Version 2.0: The latest and greatest.NLog - Advanced .NET Logging: Nightly Build 2010.05.23.001: Changes since the last build:2010-05-23 00:01:19 Jarek Kowalski Made contition on <when /> required. Added unit tests. 2010-05-22 20:06:16 Jarek K...NUnit for Team Build: Version 2.0 Alpha 1: This version has experimental TFS 2010 support. I have been using it successfully with TFS 2010 for a few weeks now with no problems. It should be ...Partner Relationship Management (PRM) Accelerator for Microsoft Dynamics CRM: PRM Accelerator (R2) for Dynamics CRM 4.0: The Partner Relationship Management (PRM) Accelerator allows businesses to use Microsoft Dynamics CRM to distribute sales leads and centrally manag...Percussion Toolkit: Command line Note Detector 1.0: A command line tool for detecting note onsets in WAV files. Note: Currently only supports 32-bit float encoded Microsoft WAV files with a sample ...Percussion Toolkit: Reference Input Data Set (A): This release contains a set of input WAV files for testing note onset detection accuracy and effectiveness. The archive contains computer-generate...Percussion Toolkit: Rhythm Friend: Rhythm Friend is an interactive tool for practicing drum rudiments. It provides a simple metronome coupled with rhythm coach features.SharePoint List Field Manager: SharePoint List Field Manager: This is Version 2 of the SharePoint List Field Manager. First created for CorasWorks customers, we have decided to make it publically available to ...Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4.0 v1.2 Beta: - Added delay on hover events for both parent and child menus. - Parent menus now close automatically when child menu is clicked. - Updated referen...Software Is Hardwork: Sw. Is Hw. Lib. 3.0.0.x+03: Sw. Is Hw. Lib. 3.0.0.x+03 UNSUPPORTED, UNTESTED ALPHA RELEASE Code may disappear. This is just a preview of code that was in progress. Code is s...The Fastcopy Helper: The Fastcopy Helper 2.0: The Fastcopy Helper 2.0 This is a new method to run for it . Fastcopy同步辅助器 方案二 这个方案二,是使用了全新的方法进行磁盘文件扫描,和比较。速度飙升到最快!同时优化了很多细节的内容,使得性能大幅度提升。User Profile WebPart: UserProfileWebPart 1.0: Inititial release.VCC: Latest build, v2.1.30523.0: Automatic drop of latest buildVolumeMasterCmd: VolumeMaster 1.0: First release.XNA Collision Detection: XNA Static Collider: Provides collision detection between a Model and BoundingSphere, or a Model and Ray. An example of how to initialize a collision object: Collidee...xxfd1r4w96: 20100523: Приложението има следната функционалност: 1. Добавяне на сайта https://online.bulbank.bg в trusted sites. 2. Инсталиране на Bulbank Root Certificat...Yet another developer blog - Examples: Asynchronous Form in ASP.NET MVC: This sample application shows how to use jQuery Validation plugin for creating an asynchronous form in ASP.NET MVC 1 with client side validation. T...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryPHPExcelMicrosoft SQL Server Community & SamplesASP.NETMost Active ProjectsRawrpatterns & practices – Enterprise LibrarySqlServerExtensionsGMap.NET - Great Maps for Windows Forms & PresentationCaliburn: An Application Framework for WPF and Silverlightpatterns & practices: Windows Azure Security GuidanceCassiniDev - Cassini 3.5/4.0 Developers EditionNB_Store - Free DotNetNuke Ecommerce Catalog ModuleCodeReviewBlogEngine.NET

    Read the article

< Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >