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  • Unable to access jar. Why?

    - by SystemNetworks
    I was making a game in java and exported it as jar file. Then after that, I opeed jar splice. I added the libaries and exported jar. I added the natives then i made a main class. I created a fat jar and put it on my desktop. I'm using Mac OS X 10.8 Mountain Lion. When I put in the terminal, java -jar System Front.jar it says unable to access System Front.jar Even if i double click on the file, it doesen't show up! Help! I'm using slick. I added slick and lwjgl as libraries for the jar splice at the jars.

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  • Indicator menu require long press to open

    - by thor
    I am using 11.10 on my laptop and have a following issue: If I single click on items in notification area (or indicators), like messaging menu, sound menu, calendar, a menu appears and disappears as soon as mouse button is released. I need to do a long press then move pointer to menu area to be able to select items in it. Any clues to fix it? P.S. This is a fresh install but my home folder (thus settings) were restored from previous Ubuntu installation.

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  • I want to learn the basics of Game Development [on hold]

    - by Mary
    I have programming experience and I would like to know how to start building games. I'm interested in building games for desktops and Android tablets. Could you list the general steps of Game Building? From the more common programming languages used to the software and frameworks available at each stage? I'm just trying to get the big picture of all the different options and tools I have at my disposal. Please leave some book recommendations and useful links!

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  • circle - rectangle collision in 2D, most efficient way

    - by john smith
    Suppose I have a circle intersecting a rectangle, what is ideally the least cpu intensive way between the two? method A calculate rectangle boundaries loop through all points of the circle and, for each of those, check if inside the rect. method B calculate rectangle boundaries check where the center of the circle is, compared to the rectangle make 9 switch/case statements for the following positions: top, bottom, left, right top left, top right, bottom left, bottom right inside rectangle check only one distance using the circle's radius depending on where the circle happens t be. I know there are other ways that are definitely better than these two, and if could point me a link to them, would be great but, exactly between those two, which one would you consider to be better, regarding both performance and quality/precision? Thanks in advance.

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  • Large resolution differences

    - by Robin Betka
    I want to develop a game on multiple devices such as PC, Android or IOS. Want it to be in 1080p, but that means a massive scale down for the smartphones. I know how to do that, just render everything on a 1080p rendertarget and then render it on the screen smaller. But what should I do so that the scalling down doesn't look bad and blury? I can't do it vector based or anything because the sprites simply need a specific size. Should I make the sprites power of two size to get some nice mipmapping? And which other settings can I do? Or should I rather go with a lower resolution but then having a little bit worse look PC version? The performance seems not to be a problem for me, so would be sad not using 1080p because of other problems.

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  • PokeMMO. How they do it?

    - by RufioLJ
    Well PokeMMO is a JAVA game project which basically is the original FireRed title for the GBA made online. They know this type of projects don't last long because of the copyrighted material used, but they somehow made their client extract resources from ROMS. So they don't offer any copyrighted material on their download. I wonder what technique they could be using for this? All I know is that they use LWJGL.

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  • How to move a line of sprites in a sine wave?

    - by electroflame
    So, I'm spawning a horizontal line of enemies that I would like to have move in a nice wave. Currently I tried: Enemy.position.X += Enemy.velocity.X; Enemy.position.Y += -(float)Math.Cos(Enemy.position.X / 200) * 5; This...kind of works. But the wave is not a true wave. The top and bottom of one pass are not the same (e.g. 5 for the top, and -5 for the bottom (I don't mean literal points, I just meant that it's not symmetrical)). Is there a better way to do this? I would like the whole line to move in a wave, so it looks fluid. By that, I mean that it should look like each enemy is "following" the one in front of it. The code I posted does have this fluidity to it, but like I said, it's not a perfect wave. Any ideas? Thanks in advance.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • Making a game with responsive resolution

    - by alexandervrs
    I am making a game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD sprites/backgrounds which are a power of 2, so they scale nicely. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • Finding shapes in 2D Array, then optimising

    - by assemblism
    I'm new so I can't do an image, but below is a diagram for a game I am working on, moving bricks into patterns, and I currently have my code checking for rotated instances of a "T" shape of any colour. The X and O blocks would be the same colour, and my last batch of code would find the "T" shape where the X's are, but what I wanted was more like the second diagram, with two "T"s Current result      Desired Result [X][O][O]                [1][1][1] [X][X][_]                [2][1][_] [X][O][_]                [2][2][_] [O][_][_]                [2][_][_] My code loops through x/y, marks blocks as used, rotates the shape, repeats, changes colour, repeats. I have started trying to fix this checking with great trepidation. The current idea is to: loop through the grid and make note of all pattern occurrences (NOT marking blocks as used), and putting these to an array loop through the grid again, this time noting which blocks are occupied by which patterns, and therefore which are occupied by multiple patterns. looping through the grid again, this time noting which patterns obstruct which patterns That much feels right... What do I do now? I think I would have to try various combinations of conflicting shapes, starting with those that obstruct the most other patterns first.How do I approach this one? use the rational that says I have 3 conflicting shapes occupying 8 blocks, and the shapes are 4 blocks each, therefore I can only have a maximum of two shapes. (I also intend to incorporate other shapes, and there will probably be score weighting which will need to be considered when going through the conflicting shapes, but that can be another day) I don't think it's a bin packing problem, but I'm not sure what to look for. Hope that makes sense, thanks for your help

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  • Move a 2D square on y axis on android GLES2

    - by Dan
    I am trying to create a simple game for android, to start i am trying to make the square move down the y axis but the way i am doing it dosent move the square at all and i cant find any tutorials for GLES20 The on draw frame function in the render class updates the users position based on accleration dew to gravity, gets the transform matrix from the user class which is used to move the square down, then the program draws it. All that happens is that the square is drawn, no motion happens public void onDrawFrame(GL10 gl) { user.update(0.0, phy.AccelerationDewToGravity); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Re draws black background GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, user.SquareVB);//triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glUniformMatrix4fv(maPositionHandle, 1, false, user.getTransformMatrix(), 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } The update function in the player class is public void update(double vh, double vv) { Vh += vh; // Increase horrzontal Velosity Vv += vv; // Increase vertical velosity //Matrix.translateM(mMMatrix, 0, (int)Vh, (int)Vv, 0); Matrix.translateM(mMMatrix, 0, mMMatrix, 0, (float)Vh, (float)Vv, 0); }

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  • Constrained/penalized distance function

    - by sigma.z.1980
    Assume a character is located on a n by n grid and has to reach a certain entry on that grid. Its current position is (x1,y1). Also on the same grid is an enemy with coordinates (x2,y2). Each step algorithm randomly generates new candidate locations for the hero (if there are k candidates then there is a kx2 matrix of new potential locations. What I need is some distance objective function to compare the candidates. I'm currently using d1 - c * d2, where d1 is distance to the objective (measure in terms of number of pixels for each axis), d2 is distance to the enemy and c is some coefficient (this is very much like a set-up for Lagrangian). It's not working very well though. I'd be quite keen to learn how what constrained distance function are used for similar cases. Any suggestions are very much appreciated.

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • 2D vector graphic html5 framework

    - by Yury
    I trying to find html5 game framework by following criteria: 1)Real good performance. 2)Good support of vector graphic( objects which contains canvas elements -line, rec,bezierCurve etc.) 3)Easy port to mobile. Optional- Physics Engine. I found 1)Pixi.js- it looks like real good, but i didn't find any info about "vector objects" support. 2) i found "vector objects" support in paper.js I need something like these: http://paperjs.org/examples/chain/ and http://paperjs.org/examples/path-intersections/. But it looks like paper.js- not so good performance as pixi.js. And it is not game engine. Is there any good framework meets these requirements? P.S. I found similar question here Which free HTML5-based game engine meets these requirements?. But it was a long time ago. A lot of new things were created since 2011.

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  • Optimal sprite size for rotations

    - by Panda Pajama
    I am making a sprite based game, and I have a bunch of images that I get in a ridiculously large resolution and I scale them to the desired sprite size (for example 64x64 pixels) before converting them to a game resource, so when draw my sprite inside the game, I don't have to scale it. However, if I rotate this small sprite inside the game (engine agnostically), some destination pixels will get interpolated, and the sprite will look smudged. This is of course dependent on the rotation angle as well as the interpolation algorithm, but regardless, there is not enough data to correctly sample a specific destination pixel. So there are two solutions I can think of. The first is to use the original huge image, rotate it to the desired angles, and then downscale all the reaulting variations, and put them in an atlas, which has the advantage of being quite simple to implement, but naively consumes twice as much sprite space for each rotation (each rotation must be inscribed in a circle whose diameter is the diagonal of the original sprite's rectangle, whose area is twice of that original rectangle, supposing square sprites). It also has the disadvantage of only having a predefined set of rotations available, which may be okay or not depending on the game. So the other choice would be to store a larger image, and rotate and downscale while rendering, which leads to my question. What is the optimal size for this sprite? Optimal meaning that a larger image will have no effect in the resulting image. This is definitely dependent on the image size, the amount of desired rotations without data loss down to 1/256, which is the minimum representable color difference. I am looking for a theoretical general answer to this problem, because trying a bunch of sizes may be okay, but is far from optimal.

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Exporting .jar files with Jarsplice

    - by SystemNetworks
    Help! I'm Using Mac OS X 10.8 Mountain Lion and Using Eclipse. I'm using the library called Slick and Lwjgl. When i first exported it, it has a .jar file. I followed some You Tube Tutorials (Different, they don't have slick) It worked for them. I don't know why it dosen't work for me. Should i put Slick-util too? I didn't even use lwjgl btw. Please help!!! Jars I used(Libraries) Slick LWJGL(I didn't use it) Tutorials I followed TheCodingUniverse(Exporting) TheNewBoston(The Code and Set-up) Programs I used Eclipse IDE Java Jarsplice No warnings found or errors. It is perfect! But Nothing shows up in the screen everytime I pressed the jar(After Jarsplice) Help!!!

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • Creating a frozen bubble clone

    - by Vaughan Hilts
    This photo illustrates the environment: http://i.imgur.com/V4wbp.png I'll shoot the cannon, it'll bounce off the wall and it's SUPPOSED to stick to the bubble. It does at pretty much every other angle. The problem is always reproduced here, when hit off the wall into those bubbles. It also exists in other cases, but I'm not sure what triggers it. What actually happens: The ball will sometimes set to the wrong cell, and my "dropping" code will detect it as a loner and drop it off the stage. *There are many implementations of "Frozen Bubble" on the web, but I can't for the life of me find a good explanation as to how the algorithm for the "Bubble Sticking" works. * I see this: http://www.wikiflashed.com/wiki/BubbleBobble https://frozenbubblexna.svn.codeplex.com/svn/FrozenBubble/ But I can't figure out the algorithims... could anyone explain possibly the general idea behind getting the balls to stick? Code in question: //Counstruct our bounding rectangle for use var nX = currentBall.x + ballvX * gameTime; var nY = currentBall.y - ballvY * gameTime; var movingRect = new BoundingRectangle(nX, nY, 32, 32); var able = false; //Iterate over the cells and draw our bubbles for (var x = 0; x < 8; x++) { for (var y = 0; y < 12; y++) { //Get the bubble at this layout var bubble = bubbleLayout[x][y]; var rowHeight = 27; //If this slot isn't empty, draw if (bubble != null) { var bx = 0, by = 0; if (y % 2 == 0) { bx = x * 32 + 270; by = y * 32 + 45; } else { bx = x * 32 + 270 + 16; by = y * 32 + 45; } //Check var targetBox = new BoundingRectangle(bx, by, 32, 32); if (targetBox.intersects(movingRect)) { able = true; } } } } cellY = Math.round((currentBall.y - 45) / 32); if (cellY % 2 == 0) cellX = Math.round((currentBall.x - 270) / 32); else cellX = Math.round((currentBall.x - 270 - 16) / 32); Any ideas are very much welcome. Things I've tried: Flooring and Ceiling values Changing the wall bounce to a lower value Slowing down the ball None of these seem to affect it. Is there something in my math I'm not getting?

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  • How do i rotate a 2D picturebox according to my mouse

    - by Gwenda.T
    I would want to rotate my picturebox which contains an image. The image will just spin around following the mouse, but the position of the image is fixed. Any idea on how it should be done? Btw using Visual Studio 2012 C# Windows phone application for Windows Phone 8. I've did a little research on google but the other codes were from VS2012 using a WinForm But it's different now I'm not able to use their code. So I was hoping I could find some answer at here! Currently now I have this private void arrowHead_Tap(object sender, System.Windows.Input.GestureEventArgs e) { Duration Time_duration = new Duration(TimeSpan.FromSeconds(0.5)); Storyboard MyStory = new Storyboard(); MyStory.Duration = Time_duration; DoubleAnimation My_Double = new DoubleAnimation(); My_Double.Duration = Time_duration; MyStory.Children.Add(My_Double); RotateTransform MyTransform = new RotateTransform(); Storyboard.SetTarget(My_Double, MyTransform); Storyboard.SetTargetProperty(My_Double, new PropertyPath("Angle")); My_Double.To = 15; arrowHead.RenderTransform = MyTransform; arrowHead.RenderTransformOrigin = new Point(0.5, 0.5); //stackPanel1.Children.Add(image1); MyStory.Begin(); } This is my only way of tilting the image however now I want it to follow my mouse! Thanks!

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  • 2D Car Simulation with Throttle Linear Physics

    - by James
    I'm trying to make a simulation game for an automatic cruise control system. The system simulates a car on varying inclinations and throttle speeds. I've coded up to the car physics but these do note make sense. The dynamics of the simulation are specified as follows: a = V' - V T = (k1)V + ?(k2) + ma V' = (1 - (k1 / m) V) + T - ( k2 / m) * ? Where T = throttle position k1 = viscous friction V = speed V' = next speed ? = angle of incline k2 = m g sin ? a = acceleration m = mass Notice that the angle of incline in the equation is not chopped up by sin or cos. Even the equation for acceleration isn't right. Can anyone correct them or am I misinterpreting the physics?

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  • Beginner C# image loading woes - NullReferenceException

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load<Texture2D>("Cracked"); player1.playerBlock = Content.Load<Texture2D>("square"); player2.playerBlock = Content.Load<Texture2D>("square2"); }

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