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  • Attach my sprite with Box2d

    - by user919496
    I'm coding Javascript(HTML5) with Box2D. And I want to ask how to attach Sprite with Box2D. This is function My sprite: function My_Sprite() { this.m_Image = new Image(); this.m_Position = new Vector2D(0,0); this.m_CurFrame = 0; this.m_ColFrame = 0; this.m_Size = new Vector2D(0,0); this.m_Scale = new Vector2D(0,0); this.m_Rotation = 0; } My_Sprite.prototype.constructor = function (_Image_SRC) { this.m_Image.src = _Image_SRC; } My_Sprite.prototype.constructor = function (_Image_SRC,_Size,_Col) { this.m_Image.src = _Image_SRC; this.m_Size = _Size; this.m_ColFrame = _Col; this.m_Scale = new Vector2D(1, 1); } My_Sprite.prototype.Draw = function (context) { context.drawImage(this.m_Image, this.m_Size.X * (this.m_CurFrame % this.m_ColFrame), this.m_Size.Y * parseInt(this.m_CurFrame / this.m_ColFrame), this.m_Size.X, this.m_Size.Y, this.m_Position.X, this.m_Position.Y, this.m_Size.X * this.m_Scale.X, this.m_Size.Y * this.m_Scale.Y ); } and this is function Object : function Circle(type, angle, size) { // Circle.prototype = new My_Object(); // Circle.prototype.constructor = Circle; // Circle.prototype.parent = My_Object.prototype; this.m_den = 1.0; this.m_fri = 0.5; this.m_res = 0.2; fixDef.density = this.m_den; fixDef.friction = this.m_fri; fixDef.restitution = this.m_res; fixDef.shape = new b2PolygonShape; bodyDef.type = type; bodyDef.angle = angle; bodyDef.userData = m_spriteCircle; fixDef.shape = new b2CircleShape( Radius / SCALE //radius ); this.m_Body = world.CreateBody(bodyDef); this.m_Body.CreateFixture(fixDef); m_spriteCircle = new My_Sprite(); this.Init(); } Circle.prototype.Init = function () { m_spriteCircle.constructor("images/circle.png", new Vector2D(80, 80), 1); m_spriteCircle.m_CurFrame = 0; } Circle.prototype.Draw = function (context) { m_spriteCircle.Draw(context); } and I draw it : var m_Circle = new Circle(); m_Circle.Draw(context);

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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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  • How can I convert a StaticMesh to a custom class?

    - by Almo
    In the editor, we can place a StaticMesh, right-click it, select "Convert" and do "Convert to KActor". I have a subclass of KActor: class SubclassedKActor extends KActor placeable; var(PowerEnablers) bool m_bEnableChaos; var(PowerEnablers) bool m_bEnableCreate; var(PowerEnablers) bool m_bEnableForcePush; var(PowerEnablers) bool m_bEnableVortex; DefaultProperties { m_bEnableCreate=true; m_bEnableChaos=true; m_bEnableForcePush=true; m_bEnableVortex=true; } I want to be able to place a StaticMesh, right-click Convert and be able to select "Convert to SubclassedKActor". I have not been able to find out what populates the Convert menu.

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  • How do you set the movement speed of a sprite?

    - by rphello101
    I'm using Slick 2D/Java to play around with graphics. Getting an image to move is easy: Input input = gc.getInput(); if(input.isKeyDown(sprite.up)){ sprite.y--; }else if (input.isKeyDown(sprite.down)){ sprite.y++; }else if (input.isKeyDown(sprite.left)){ sprite.x--; }else if (input.isKeyDown(sprite.right)){ sprite.x++; } However, this is called on every update, so if you hold up, the sprite moves to the edge of the screen in a few hundred milliseconds. Since coordinates are integers, I can't add less than 1 to slow the sprite down. I'm assuming I must have to implement a timer of some sort or something. Any advice?

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  • How to manage enemy deplacement and shoot in a shmup?

    - by whatever
    I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies. But how to create good deplacements for enemies? A list of where-to-go points? gravitating around some fixed points (with ponderation, distance evaluation etc.)? Same question for the shoot patterns? Can you please put me on a track?

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  • Can XNA Content Pipeline split one content file into several .xnb?

    - by Zeta Two
    Let's say I have an xml file which looks like this <Weapons> <Weapon> <Name>Pistol</Name> ... </Weapon> <Weapon> <Name>MachineGun</Name> ... </Weapon> </Weapons> Would it be possible to use a custom importer/writer/reader to create two files, Pistol.xnb and MachineGun.xnb which I can load individually with Content.Load()? While writing this I realized I could just import a Weapon[] list and split them up with a helper, but I'm still wondering if this is possible?

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  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

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  • What is the primary use of Vertex Buffer Objects?

    - by sensae
    From what I've read, it seems VBOs are purely for performance. I'm working on a very rudimentary learning project in lwjgl and I'm just trying to figure out what more advanced features of the library I should be delving into, and what their use is. My understanding is that VBOs allow a person to keep vertexes in VRAM while they aren't currently being drawn in a scene. In my case, I'm just drawing quads and performance probably isn't a concern at all, but I'm trying to piece together what's happening under the hood. If I'm drawing quads directly, I'm drawing from the CPU memory, correct? Also, if I'm not doing any checks for visibility, does that mean I'm rendering absolutely everything in the "scene", regardless of whether its in view? Are VBOs a way to store objects and only render what's needed?

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  • Settlers-like terrain representation

    - by Olle
    Remember this beauty? I'm playing it now on my old Amiga 1200. My question is: How do you think they represented the terrain, data structure wise? Obviously it's some kind of points, with a height. Or hexagons. And how did they decide which dots were buildable? EDIT: I could rephrase the question to say "how do I achieve this kind of terrain", but I would still only be interested in how to do it on a machine with 1 MB of RAM and a 7 Mhz processor, because this is the machine i currently developing games for. If that seems like a vague or meaningless question to you, that's alright, but I'm still curious if someone has any knowledge about this.

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  • XNA + Windows Forms: How make them work together without making the trick of the custom GraphicsDeviceControl?

    - by Renann
    What I've found is a solution where you have to code a custom GraphicsDeviceControl to put inside the form (the well known tutorial from the APPHub), but that's not what I'm searching for. I would like to say that before start to right my question here, I "googled" a lot and I saw some questions here, but I couldn't find what I'm looking for. I would like to have the Draw/Update loops completly managed by XNAFrameWork (with XNA project and so), and not by a custom component. I hope you understand what I asked. Thanks in advance. Edit What's the most important thing for me and wasn't shown in the tutorial of APPHub is: where I have to put the input handling? That's one the problems that wasn't covered by the tutorial.

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  • How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework?

    - by Chris
    How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework? This sample (http://code.google.com/p/o3d/source/browse/trunk/samples_webgl/o3d-webgl-samples/simpleviewer/simpleviewer.html?r=215) uses the arcball for rotating the transform of an "object", but rather than apply this to a transform, I would like to apply the rotation to the camera's target, to create a first person style ability to look around the scene, as if the camera is inside the centre of the arcball instead of rotating from the outside. The code that is used in this sample is var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); The code that I am using which doesn't work var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); var cameraRotationMatrix4 = g_math.matrix4.lookAt(g_eye, g_target, [g_up[0], g_up[1] * -1, g_up[2]]); var cameraRotation = g_math.matrix4.setUpper3x3(cameraRotationMatrix4,g_thisRot); g_target = g_math.addVector(cameraRotation, g_target); where am I going wrong? Thanks

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  • Which optional features would you recommend for a raytracer? [closed]

    - by locks
    I'm developing a basic triangle mesh raytracer on a short deadline. This means I can't implement every feature I come across, so I'm looking for some feedback about which features you think are most important, taking into consideration the performance of the feature and how much punch it packs. I'm especially looking for optimization techniques that allow for a faster rendering and simple techniques that make a big impact on the final scene quality. Is there any chance of making it fast enough to run in realtime? Here are some example of features I've read about: Anti-aliasing Bounding box Sky box

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • Drawing line from sprite with a touch

    - by Kaizer
    I am working with cocos2d for the iPhone and I have a question about how to implement the following. I have a circle shaped sprite on my layer. When I touch the sprite and move my finger a line must be drawn from the sprite to where my finger is. When I move my finger on the screen the line must follow (straight line). When I release my finger the line should disappear. In a good looking way I should be able to restyle the line into an arrow. Can anyone move me in the right direction for this ? Kind regards

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  • Any faster method?

    - by rajeshverma423
    Manhattan distance is used to the center in chess code that uses an 0x88 board . 0x88 board is 128 square. public static final byte DISTANCE[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; Is there any other faster method instead of 0x88 to find distance?

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  • If I project a sphere in 3D will it be a circle?

    - by yuumei
    Assuming I have infinite vertices to represent the sphere, if I project the sphere from any position/scale in 3D to 2D, will it be a circle? I know it will not be a circle on the screen, because of scaling and different resolutions. But do field of view and aspect ratio effect the results? Edit: Sorry yes, I am talking about perspective projection. Seems the answer is no then, perspective will distort the sphere. Thanks!

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  • How do I get mouse x / y of the world plane in Unity?

    - by Discipol
    I am trying to make a tiled landscape. The terrain itself is not made from tiles but the world has a grid which I define. I would like to place boxes/rectangles which snap to this grid, at runtime, but in order for me to do that I must get a projection from the user screen to the real-world coordinates. I have tried various examples using the Ray class but nothing worked. It compiles and outputs a constant value no matter where I put the mouse. I have tried to add some tiles and try to detect them but no luck. I also tried with one plane as big as my world but still no luck. I am using C# but even a JS version would be helpful. This technique involves calculating which tile the mouse is under by the x and y positions. Perhaps detecting which tile itself is being pointed to would be a simpler task, at which point I can just retrieve its i/j properties. Update: I got it working thanks to some answers, but the ball freaks out towards the far end of the plane. Why is this? https://www.dropbox.com/sh/9pqnl30lm6uwm6h/AACc2JcbW16z6PuHFLLfCAX6a

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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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  • Getting velocity in only one plane (X) in Kismet (UDK)

    - by anna1987
    I'm trying to make a character in 2.5 platformer (in UDK) to "climb" a giant tree trunk by walking on a spiral staircase enveloped around the tree. When character goes right the tree rotates thru matinee sequence so it seems that the character is moving while in reality it is the tree that moves. I connected the matinee sequence playrate to the velocity of the character and its all good as long the character just moves left or right. When it jumps though, the velocity still affects the playrate - it should not as character moves up/down, not right/left. How do I set it up in Kismet so I get a float variable with velocity only in the X plane (horizontal)?

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  • COCOS2D-html5 MoveBy doesn't work

    - 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. Thank you in advance.

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  • I want to begin in this world, where can i meet information,help and people to start? [on hold]

    - by SYNOXYS
    So like the question says, I really want to begin to create something,or help creating something. I mess around with some 2d and 3d softwares like unity,gamemaker,UE... and tried to modelate (maya,3dmax),I use them a little,nothing professional, but all i've got is the sensation that i can't go really far. I feel like i am learning really slow, even having the will and some basics knows. But I want to change that, i want to really learn, to progress. I think that a good idea is meeting people like me, and start a non-commercial project or something. Thanks for your time,really. Greetings, SYNOXYS.

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  • How can I create a rectangular SDL surface filled with a particular color?

    - by user3689
    I'm learning SDL. I'd like to create rectangular surface filled with a flat color (not an image). Below is my code -- it compiles fine, but doesn't work. I'm passing the function these parameters: SDL_Surface* m_screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); SDL_FillRect( m_screen, &m_screen->clip_rect, SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF) ); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } What am I doing wrong here?

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  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

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  • cocos2dx beginner tutorials

    - by Skeith
    I have tried to start programing with coco2dx but i have no idea where to start and the tutorials are no very not very helpful. What i am looking for is some tutorials/guides on how to begin using cocos2dx for the total beginner. Things like how to setup a project and run it and how to do simple things like draw graphics on the screen, play sounds and get input. I am running on windows 7 and have been told by the cocos2dx wiki that this may cause problems so if anyone has a solution to this that would also be helpful.

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  • How do I convert screen coordinates to between -1 and 1?

    - by bbdude95
    I'm writing a function that allows me to click on my tiles. The origin for my tiles is the center, however, the mouse's origin is the top left. I need a way to transform my mouse coordinates into my tile coordinates. Here is what I already have (but is not working): void mouseClick(int button, int state, int x, int y) { x -= 400; y -= 300; float xx = x / 100; // This gets me close but the number is still high. float yy = y / 100; // It needs to be between -1 and 1 }

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