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  • 2D non-tile based map editor

    - by user5468
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • LibGDX drawing map using tiles without space

    - by Enayat Muradi
    I am making a board game. To draw the map on the board I use different tiles. On some screen the map looks good but on some other screens there is a space between the tiles. How can I do so there won't be any space between the tiles? I am designing my game with the size 480x800. To fit other screens I stretch it. My tiles looks like this: I draw the map using a for loop to draw the tile in different (x,y) position on screen. Here is what I mean with space between tiles: Screen with 240x400 Screen with 360x600, here there is no spacing between tiles. I use camera and the screen to draw I don't use stage. I have also tried to use Viewport but I get the same results. cam = new OrthographicCamera();cam.setToOrtho(true, gameWidth, gameHeight); batcher = new SpriteBatch(); batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); How can I do to solve the problem?

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  • Map Ctrl and Alt to mouse thumb buttons

    - by murphyslaw
    I'm running Ubuntu 12.04 and have a multi-button Microsoft mouse. I would like to map the CTRL and ALT modifier keys to the left and right thumb buttons of my mouse, respectively, so I can ctrl-click and alt-click without touching the keyboard. My thumb buttons are buttons 8 and 9. I tried the solution in this question: How do I configure a mouse thumb button? which explained how to map a double click to a thumb button - this worked for the double-click but I couldn't figure out how to modify the solution for CTRL and ALT I also tried this: How to map Ctrl/Shift to thumb buttons of Mouse? which used xdotools and xbindkeys. I modified the script to this: ~/.xbindkeysrc: "xdotool keydown alt" b:9 "xdotool keyup alt" release + alt + b:9 "xdotool keydown ctrl" b:8 "xdotool keyup ctrl" release + control + b:8 Which ALMOST works. It simulates a CTRL-key press when I click the left thumb button, but I can't actually hold the button and click at the same time - holding the thumb button seems to prevent it from listening to other input until it is released. Does anyone know how I can make my mouse thumb button actually work as a modifier key, so I can use thumb_button+click instead of CTRL-click?

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  • Software architecture map to aid cross team communication?

    - by locster
    I work in a company where multiple teams each work on different parts of a software product in a vaguely agile/scrum manner. Mostly the organisation works well but there have been instances where a team may make a change without realising its impact on other teams. Where dependence is known communication has been good, and where dependence is suspected then 'broadcast' emails and informal conversations have also worked well. But there exists a sub-set of tasks that fall between the cracks. Broadcast emails are likely not the solution as they would become too numerous such that the email signal/noise ratio would fall. I'm contemplating a solution that involves a sort of map of the software, which details all of the various parts of the system and loosely tries to place interacting and dependent parts near to each other. Each developer then updates their position on the map (today I'm working on X and Y), and therefore if two or more developers happen to be co-located (or proximate) on the map then we can see this each day and this could form the trigger for further discussion on possible overlap and conflict. Is such a method out there and in use? If so what is it and does it work? Otherwise, do you think such a scheme has merit?

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • In C, is it possible do free only an array first ou last position?

    - by user354959
    Hi there! I've an array, but I don't need its first (or last) position. So I point a new variable to the rest of the array, but I should free the array first/last position. For instance: p = read_csv_file(); q = p + 1; // I don't need the first CSV file field // Here I'd like to free only the first position of p return q; Otherwise I've to memcpy the array to other variable, excluding the first position, and then free the original array. Like this: p = read_csv_file(); q = (int*) malloc(sizeof(int) * (SOME_SIZE - 1)); memcpy(q, p+1, sizeof(int) * (SOME_SIZE - 1)); free(p); return q; But then I'll have the overhead of copying all the array. Is this possible to only free a single position of an array?

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  • how to merge multiple url/path into multidimensional array ?

    - by KelNoReem
    I have array like this: $path = array ( [0] => site\projects\terrace_and_balcony\mexico.jpg [1] => site\projects\terrace_and_balcony\new_york.jpg [2] => site\projects\terrace_and_balcony\berlin.jpg [3] => site\projects\terrace_and_balcony\Kentucky.jpg [4] => site\projects\terrace_and_balcony\Utah.jpg [5] => site\projects\terrace_and_balcony\Hawaii.jpg [6] => site\projects\private_gardens\mexico.jpg [7] => site\projects\private_gardens\new_york.jpg [8] => site\projects\private_gardens\berlin.jpg [9] => site\projects\private_gardens\Kentucky.jpg [10] => site\projects\private_gardens\Utah.jpg [11] => site\projects\private_gardens\Hawaii.jpg ) How to convert it to that: $path11 = array ( "site"=>array ( "projects"=>array ( "terrace_and_balcony"=>array ( "mexico.jpg", "new_york.jpg", "berlin.jpg", "Kentucky.jpg", "Utah.jpg", "Hawaii.jpg" ), "private_gardens"=>array ( "mexico.jpg", "new_york.jpg", "berlin.jpg", "Kentucky.jpg", "Utah.jpg", "Hawaii.jpg" ) ) ) );

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  • Can I use array_push on a SESSION array in php?

    - by zeckdude
    I have an array that I want on multiple pages, so I made it a SESSION array. I want to add a series of names and then on another page, I want to be able to use a foreach loop to echo out all the names in that array. This is the session: $_SESSION['names'] I want to add a series of names to that array using array_push like this: array_push($_SESSION['names'],$name); I am getting this error: array_push() [function.array-push]: First argument should be an array Can I use array_push to put multiple values into that array? Or perhaps there is a better, more efficient way of doing what I am trying to achieve?

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  • In C, is it possible do free only an array first or last position?

    - by user354959
    Hi there! I've an array, but I don't need its first (or last) position. So I point a new variable to the rest of the array, but I should free the array first/last position. For instance: p = read_csv_file(); q = p + 1; // I don't need the first CSV file field // Here I'd like to free only the first position of p return q; Otherwise I've to memcpy the array to other variable, excluding the first position, and then free the original array. Like this: p = read_csv_file(); q = (int*) malloc(sizeof(int) * (SOME_SIZE - 1)); memcpy(q, p+1, sizeof(int) * (SOME_SIZE - 1)); free(p); return q; But then I'll have the overhead of copying all the array. Is this possible to only free a single position of an array?

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  • NullReferenceException when accessing variables in a 2D array in Unity

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } I am not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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  • What is array portability?

    - by bobo
    From this page: http://www.doctrine-project.org/documentation/manual/1_2/en/working-with-models#dealing-with-relations:creating-related-records You can see that it says $obj['property']; is the recommended way of referring to an object's property in Doctrine for array portability purposes. I never heard about this term before and google did not come up with useful result. What is that?

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  • Changing array values in a VBA dictionary

    - by Pawan Jain
    Hi I have a piece of code that does not seem to do what it is expected to do. VBA Arrays are mutable by all means, but it seems that when they are stored into a Dictionary as values of some keys, they are not mutable anymore. Any ideas? Sub foo() Dim mydict As New Dictionary mydict.Add "A", Array(1, 2, 3) MsgBox mydict("A")(1) ' The above shows 2, which is fine mydict("A")(1) = 34 MsgBox mydict("A")(1) ' The above also shows 2, which is not fine End Sub

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  • sort associative array in awk - help?

    - by Richard
    Hi all, I have an associative array in awk that gets populated like this... chr_count[$3]++ When I try to print my chr_counts I use this: for (i in chr_count) { print i,":",chr_count[i]; } But not surprisingly, the order of i is not sorted in any way. Is there an easy way to iterate over the sorted "keys" of chr_count?

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  • Creating array with constant

    - by wrongusername
    I was working on a program in Netbeans on Linux using a gcc compiler when, upon switching to Visual C++ on Windows 7, the code failed to compile as Visual C++ says it expected constant expression on several lines. On Netbeans, I simply did something similar to char name[fullName.size()];, while on Visual C++, I tried, among other things, const int position = fullName.size(); char Name[position]; How can I create a constant to use for the array?

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  • jquery ajax, array and json

    - by sea_1987
    I am trying to log some input values into an array via jquery and then use those to run a method server side and get the data returned as JSON. The HTML looks like this, <div class="segment"> <div class="label"> <label>Choose region: </label> </div> <div class="column w190"> <div class="segment"> <div class="input"> <input type="checkbox" class="radio" value="Y" name="area[Nationwide]" id="inp_Nationwide"> </div> <div class="label "> <label for="inp_Nationwide">Nationwide</label> </div> <div class="s">&nbsp;</div> </div> </div> <div class="column w190"> <div class="segment"> <div class="input"> <input type="checkbox" class="radio" value="Y" name="area[Lancashire]" id="inp_Lancashire"> </div> <div class="label "> <label for="inp_Lancashire">Lancashire</label> </div> <div class="s">&nbsp;</div> </div> </div> <div class="column w190"> <div class="segment"> <div class="input"> <input type="checkbox" class="radio" value="Y" name="area[West_Yorkshire]" id="inp_West_Yorkshire"> </div> <div class="label "> <label for="inp_West_Yorkshire">West Yorkshire</label> </div> <div class="s">&nbsp;</div> </div> <div class="s">&nbsp;</div> </div> I have this javascript the detect whether the items are checked are not if($('input.radio:checked')){ } What I dont know is how to get the values of the input into an array so I can then send the information through AJAX to my controller. Can anyone help me?

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  • How to get depth of array in PHP?

    - by user198729
    'test2' => array 'name' => string 'ntuser.dat.LOG' (length=14) 'type' => string 'application/octet-stream' (length=24) 'tmp_name' => string 'D:\wamp\tmp\php224.tmp' (length=22) 'error' => int 0 'size' => int 0 The above should be depth of 2.

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  • after shuffle a list get array with jquery

    - by robertdd
    i want after i shuffle a list of images to get all the alt="" value in one array! but i get always the save value!why? $('ul').shuffle(); //this will shuffle the list var a = {}; $("ul img").each(function() { a[this.alt] = $(this).attr("alt"); }); $.operation(a, shuffle);

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  • weird array syntax

    - by dnagirl
    I'm trying to figure how a function I've been given works -- or rather doesn't work. The problematic areas include array notation like this: $small[$end[$i]{0}] I think the idea is to append "0" to the value of $end[$i] and use that for the index of $small. But it doesn't work in PHP5.3. Is this a deprecated syntax and is it trying to do what I think it is?

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