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  • How do I detect multiple sprite collisions when there are >10 sprites?

    - by yao jiang
    I making a small program to animate the astar algorithm. If you look at the image, there are lots of yellow cars moving around. Those can collide at any moment, could be just one or all of them could just stupidly crash into each other. How do I detect all of those collisions? How do I find out which specific car has crash into which other car? I understand that pygame has collision function, but it only detects one collision at a time and I'd have to specify which sprites. Right now I am just trying to iterate through each sprite to see if there is collision: for car1 in carlist: for car2 in carlist: collide(car1, car2); This can't be the proper way to do it, if the car list goes to a huge number, a double loop will be too slow.

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  • Loading a new instance of a class through XML not working quite right

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Changing Palette for Day/Light Mode using GIMP

    - by J.C.
    Hello, Suppose I've a picture, which want to achieve day/light mode by changing 8bpp color palette. If I want the pixel index of my picture is always fixed for both day mode and night mode. For example, the 1st pixel index is 100. Which I can look up index 100 in day mode palette and night mode palette. How can I use GIMP to do so? My goal is to not update my pixel index of my picture. Also, as you see in two palette, they are not one one mapping. That is index 1 of the day mode palette and index 1 of the night mode palette may not used in the same pixel of the picture, how can I tackle this problem? Actually, my use case is as follow I want to use one 8bpp picture to achieve day/night mode by update only the color palette (without updating the pixel index). The advantage is I only have to prepare 2 256 byte palette rather than saving 2 big pictures in my limited data ram. Thanks a lot

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  • Approaches to timed puzzle elements

    - by ndg
    I'm working on a side scrolling game that has a number of timed puzzle elements. As a simple example: I have a number of moving platforms that have been setup to transition in a pattern. Ideally I'd like to ensure that as the player first approaches them, they are in an ideal state -- whereby the player can witness the full transition and more experienced players (i.e: speedrunners) can complete the puzzle immediately without having to wait for the current transition to complete. The issue here, in a nutshell, is that because these platforms begin transitioning at the start of the level, it's impossible to correctly calculate when the player is likely to stumble upon them. I've done a fair bit of Googling but haven't managed to turn up any decent resources with regards to solving a problem like this. The obvious solution is to only begin updating the objects when the player (or more likely: the camera) first encounters them. But this becomes difficult when you consider more complicated situations. It seems like potentially the easiest way of handling this is to have an invisible trigger volume that will tell any puzzle elements located inside of it that the player has 'arrived' upon first colliding with the player. But this would mean I'd have to logically group puzzle elements, which could become fairly messy in a hurry. Take, for instance, a puzzle that appears to the right of the screen. It may take the player a number of seconds to reach it. It would look strange if the elements involved were to remain stationary. But by the time the player arrives, it's likely things will be 'out of sync'. I wanted to post here in the hopes that others know of, or have implemented, a decent solution to this problem?

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  • How to stop a tap event from propagating in a XNA / Silverlight game

    - by Mech0z
    I have a game with Silverlight / XNA game where text and buttons are created in Silverlight while 3d is done in XNA. The Silverlight controls are drawn ontop of the 3D and I dont want a click on a button to interact with the 3D underneath So I have private void ButtonPlaceBrick_Tap(object sender, GestureEventArgs e) { e.Handled = true; But my gesture handling on the 3d objects still runs even though I have set handled to true. private void OnUpdate(object sender, GameTimerEventArgs e) { while (TouchPanel.IsGestureAvailable) { // Read the next gesture GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) How am I supposed to stop it from propagating?

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  • Unity: Spin wheels to move vehicle

    - by Paul Manta
    I am just getting started with Unity and I'd like to ask a question. If I have a "Vehicle" object that has two children: "FrontWheel" and "BackWheel" (both 'wheels' are cylinders), how should I set everything up such that I can move the entire vehicle by turning its wheels? When I apply a torque to "FrontWheel", the vehicle starts to move, but instead of the whole thing the moving together, the chassis is rolling on the cylinders and eventually falls off. How can I prevent it from doing that?

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  • Small adventure game

    - by Nick Rosencrantz
    I'm making a small adventure game where the player can walk through Dungeons and meet scary characters: The whole thing is 20 java classes and I'm making this a standalone frame while it could very well be an applet I don't want to make another applet since I might want to recode this in C/C++ if the game or game engine turns out a success. The engine is the most interesting part of the game, it controls players and computer-controlled characters such as Zombies, Reptile Warriors, Trolls, Necromancers, and other Persons. These persons can sleep or walk around in the game and also pick up and move things. I didn't add many things so I suppose that is the next thing to do is to add things that can get used now that I already added many different types of walking persons. What do you think I should add and do with things in the game? The things I have so far is: package adventure; /** * The data type for things. Subclasses will be create that takes part of the story */ public class Thing { /** * The name of the Thing. */ public String name; /** * @param name The name of the Thing. */ Thing( String name ) { this.name = name; } } public class Scroll extends Thing { Scroll (String name) { super(name); } } class Key extends Thing { Key (String name) { super(name); } } The key is the way to win the game if you figure our that you should give it to a certain person and the scroll can protect you from necromancers and trolls. If I make this game more Dungeons and Dragons-inspired, do you think will be any good? Any other ideas that you think I could use here? The Threadwhich steps time forward and wakes up persons is called simulation. Do you think I could do something more advanced with this class? package adventure; class Simulation extends Thread { private PriorityQueue Eventqueue; Simulation() { Eventqueue = new PriorityQueue(); start(); } public void wakeMeAfter(Wakeable SleepingObject, double time) { Eventqueue.enqueue(SleepingObject, System.currentTimeMillis()+time); } public void run() { while(true) { try { sleep(5); //Sov i en halv sekund if (Eventqueue.getFirstTime() <= System.currentTimeMillis()) { ((Wakeable)Eventqueue.getFirst()).wakeup(); Eventqueue.dequeue(); } } catch (InterruptedException e ) { } } } } And here is the class that makes up the actual world: package adventure; import java.awt.*; import java.net.URL; /** * Subklass to World that builds up the Dungeon World. */ public class DungeonWorld extends World { /** * * @param a Reference to adventure game. * */ public DungeonWorld(Adventure a) { super ( a ); // Create all places createPlace( "Himlen" ); createPlace( "Stairs3" ); createPlace( "IPLab" ); createPlace( "Dungeon3" ); createPlace( "Stairs5" ); createPlace( "C2M2" ); createPlace( "SANS" ); createPlace( "Macsal" ); createPlace( "Stairs4" ); createPlace( "Dungeon2" ); createPlace( "Datorsalen" ); createPlace( "Dungeon");//, "Ljushallen.gif" ); createPlace( "Cola-automaten", "ColaAutomat.gif" ); createPlace( "Stairs2" ); createPlace( "Fable1" ); createPlace( "Dungeon1" ); createPlace( "Kulverten" ); // Create all connections between places connect( "Stairs3", "Stairs5", "Down", "Up" ); connect( "Dungeon3", "SANS", "Down", "Up" ); connect( "Dungeon3", "IPLab", "West", "East" ); connect( "IPLab", "Stairs3", "West", "East" ); connect( "Stairs5", "Stairs4", "Down", "Up" ); connect( "Macsal", "Stairs5", "South", "Norr" ); connect( "C2M2", "Stairs5", "West", "East" ); connect( "SANS", "C2M2", "West", "East" ); connect( "Stairs4", "Dungeon", "Down", "Up" ); connect( "Datorsalen", "Stairs4", "South", "Noth" ); connect( "Dungeon2", "Stairs4", "West", "East" ); connect( "Dungeon", "Stairs2", "Down", "Up" ); connect( "Dungeon", "Cola-automaten", "South", "North" ); connect( "Stairs2", "Kulverten", "Down", "Up" ); connect( "Stairs2", "Fable1", "East", "West" ); connect( "Fable1", "Dungeon1", "South", "North" ); // Add things // --- Add new things here --- getPlace("Cola-automaten").addThing(new CocaCola("Ljummen cola")); getPlace("Cola-automaten").addThing(new CocaCola("Avslagen Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Iskall Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Cola Light")); getPlace("Cola-automaten").addThing(new CocaCola("Cuba Cola")); getPlace("Stairs4").addThing(new Scroll("Scroll")); getPlace("Dungeon3").addThing(new Key("Key")); Simulation sim = new Simulation(); // Load images to be used as appearance-parameter for persons Image studAppearance = owner.loadPicture( "Person.gif" ); Image asseAppearance = owner.loadPicture( "Asse.gif" ); Image trollAppearance = owner.loadPicture( "Loke.gif" ); Image necromancerAppearance = owner.loadPicture( "Necromancer.gif" ); Image skeletonAppearance = owner.loadPicture( "Reptilewarrior.gif" ); Image reptileAppearance = owner.loadPicture( "Skeleton.gif" ); Image zombieAppearance = owner.loadPicture( "Zombie.gif" ); // --- Add new persons here --- new WalkingPerson(sim, this, "Peter", studAppearance); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "John", studAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Sean", studAppearance ); new WalkingPerson(sim, this, "Reptile", reptileAppearance ); new LabAssistant(sim, this, "Kate", asseAppearance); new LabAssistant(sim, this, "Jenna", asseAppearance); new Troll(sim, this, "Troll", trollAppearance); new Necromancer(sim, this, "Necromancer", necromancerAppearance); } /** * * The place where persons are placed by default * *@return The default place. * */ public Place defaultPlace() { return getPlace( "Datorsalen" ); } private void connect( String p1, String p2, String door1, String door2) { Place place1 = getPlace( p1 ); Place place2 = getPlace( p2 ); place1.addExit( door1, place2 ); place2.addExit( door2, place1 ); } } Thanks

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  • Cannot convert parameter 1 from 'short *' to 'int *' [closed]

    - by Torben Carrington
    I'm trying to learn pointers and since I recently learned that short int takes up less memory [2 bytes as apposed to the long int's memory usage of 4 which is the default for int] I wanted to create a pointer that uses the memory address of a short integer. I'm following a tutorial in my book about Pointers and it's using the Swap function. The problem is I receive this error the moment I change everything from int to short int: error C2664: 'Swap' : cannot convert parameter 1 from 'short *' to 'int *' 1 Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast Since my code is so small here is the whole thing: void Swap(short int *sipX, short int *sipY) { short int siTemp = *sipX; *sipX = *sipY; *sipY = siTemp; } int main() { short int siBig = 100; short int siSmall = 1; std::cout << "Pre-Swap: " << siBig << " " << siSmall << std::endl; Swap(&siBig, &siSmall); std::cout << "Post-Swap: " << siBig << " " << siSmall << std::endl; return 0; }

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  • Is it better to hard code data or find an algorithm?

    - by OghmaOsiris
    I've been working on a boardgame that has a hex grid as the board (the upper right grid in the image below) Since the board will never change and the spaces on the board will always be linked to the same other spaces around it, should I just hard code every space with the values that I need? Or should I use various algorithms to calculate links and traversals? To be more specific, my board game is a 4 player game where each player has a 5x5x5x5x5x5 hex grid (again, the upper right grid in th eimage above). The object is to get from the bottom of the grid to the top, with various obstacles in the way, and each players being able to attack eachother from the edge of their grid onto other players based on a range multiplier. Since the players grid will never change and the distance of any arbitrary space from the edge of the grid will always be the same, should I just hard code this number into each of the spaces, or should I still use a breadth first search algorithm when players are attacking? The only con I can think of for hard coding everything is that I'm going to code 9+ 2(5+6+7+8) = 61 individual cells. Is there anything else that I'm missing that I should consider using more complex algorithms?

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  • Understanding normal maps on terrain

    - by JohnB
    I'm having trouble understanding some of the math behind normal map textures even though I've got it to work using borrowed code, I want to understand it. I have a terrain based on a heightmap. I'm generating a mesh of triangles at load time and rendering that mesh. Now for each vertex I need to calculate a normal, a tangent, and a bitangent. My understanding is as follows, have I got this right? normal is a unit vector facing outwards from the surface of the triangle. For a vertex I take the average of the normals of the triangles using that vertex. tangent is a unit vector in the direction of the 'u' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the x direction. So should be able to calculate this as simply the difference between vertices in the x direction to get a vector, (and normalize it). bitangent is a unit vector in the direction of the 'v' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the y direction. So should be able to calculate this as simply the difference between vertices in the y direction to get a vector, (and normalize it). However the code I have borrowed seems much more complicated than this and takes into account the actual values of u, and v at each vertex which I don't understand the need for as they increase in exactly the same direction as x, and y. I implemented what I thought from above, and it simply doesn't work, the normals are clearly not working for lighting. Have I misunderstood something? Or can someone explain to me the physical meaning of the tangent and bitangent vectors when applied to a mesh generated from a hightmap like this, when u and v texture coordinates map along the x and y directions. Thanks for any help understanding this.

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  • Why isn't my lighting working properly? Are my normals messed up?

    - by Radek Slupik
    I'm relatively new to OpenGL and I am trying to draw a 3D model (loaded from a 3ds file using lib3ds) using OpenGL with lighting, but about half of it is drawn in black. I set up the light as such: glEnable(GL_LIGHTING); glShadeModel(GL_SMOOTH); GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor); glEnable(GL_LIGHT0); GLfloat lightColor0[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 0.0f}; glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0); The model is in a VBO and drawn using glDrawArrays. The normals are in a separate VBO, and the normals are calculated using lib3ds_mesh_calculate_vertex_normals: std::vector<std::array<float, 3>> normals; for (std::size_t i = 0; i < model->nmeshes; ++i) { auto& mesh = *model->meshes[i]; std::vector<float[3]> vertex_normals(mesh.nfaces * 3); lib3ds_mesh_calculate_vertex_normals(&mesh, vertex_normals.data()); for (std::size_t j = 0; j < mesh.nfaces; ++j) { auto& face = mesh.faces[j]; normals.push_back(make_array(vertex_normals[j])); } } glBindBuffer(GL_ARRAY_BUFFER, normal_vbo_); glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(decltype(normals)::value_type), normals.data(), GL_STATIC_DRAW); The problem isn't the vertices; the model is drawn correctly when drawing it as a wireframe. I also fixed the normals in Blender using controlN. What could be the problem? Should I store the normals in a different order?

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  • How can I generate a navigation mesh for a tile grid?

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a grid of tiles, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid? My idea was to take the non-traversable tiles out and extend lines from there edges to make polygons... that's all I have got so far. Any advice?

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Level editor event system, how to translate event to game action

    - by Martino Wullems
    Hello, I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system. Let's say the player steps on a particulair tile that had the action "teleport" assigned to it in the editor. The teleport string is saved in the tile object as a variable. When creating the tilegrid an actionmanager class scans the action variable and assigns actions to the variable. public static class ActionManager { public static function ParseTileAction(tile:Tile) { switch(tile.action) { case "TELEPORT": //assign action here break; } } } Now this is an collision event, so I guess I should also provide an object to colide with the tile. But what if it would have to count for collision with all objects in the world? Also, checking for collisions in the actionmanager class doesn't seem very efficient. Am I even on the right track here? I'm new to game design so I could be completly off track. Any tips on how handeling and creating events using an editor is usually done would be great. The main problem i'm having is the Thanks in advance.

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  • Cocos2dx- Draw primitives(polygons) on Update

    - by Haider
    In my game I'm trying to draw polygons on on each step i.e. update method. I call draw() method to draw new polygon with dynamic vertices. Following is my code: void HelloWorld::draw(){glLineWidth(1);CCPoint filledVertices[] = {ccp(drawX1,drawY1),ccp(drawX2,drawY2), ccp(drawX3,drawY3), ccp(drawX4,drawY4)};ccDrawSolidPoly( filledVertices, 4, ccc4f(0.5f, 0.5f, 1, 1 ));} I call the draw() method from the update(float dt) method. The engine is behaving inconsistently i.e. sometimes it displays the polygons and on other occasions it does not. Is it the right approach to do such a task? If not what is the best way to display large number of primitives?

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  • Car-like Physics - Basic Maths to Simulate Steering

    - by Reanimation
    As my program stands I have a cube which I can control using keyboard input. I can make it move left, right, up, down, back, fourth along the axis only. I can also rotate the cube either left or right; all the translations and rotations are implemented using glm. if (keys[VK_LEFT]) //move cube along xAxis negative { globalPos.x -= moveCube; keys[VK_RIGHT] = false; } if (keys[VK_RIGHT]) //move cube along xAxis positive { globalPos.x += moveCube; keys[VK_LEFT] = false; } if (keys[VK_UP]) //move cube along yAxis positive { globalPos.y += moveCube; keys[VK_DOWN] = false; } if (keys[VK_DOWN]) //move cube along yAxis negative { globalPos.y -= moveCube; keys[VK_UP] = false; } if (FORWARD) //W - move cube along zAxis positive { globalPos.z += moveCube; BACKWARD = false; } if (BACKWARD) //S- move cube along zAxis negative { globalPos.z -= moveCube; FORWARD = false; } if (ROT_LEFT) //rotate cube left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT) //rotate cube right { rotX -=0.01f; ROT_RIGHT = false; } I render the cube using this function which handles the shader and position on screen: void renderMovingCube(){ glUseProgram(myShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(myShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin,camLookingAt,camNormalXYZ); ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos); ModelViewMatrix = glm::rotate(ModelViewMatrix,rotX, glm::vec3(0,1,0)); //manually rotate glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); movingCube.render(); glUseProgram(0); } The glm::lookAt function always points to the screens centre (0,0,0). The globalPos is a glm::vec3 globalPos(0,0,0); so when the program executes, renders the cube in the centre of the screens viewing matrix; the keyboard inputs above adjust the globalPos of the moving cube. The glm::rotate is the function used to rotate manually. My question is, how can I make the cube go forwards depending on what direction the cube is facing.... ie, once I've rotated the cube a few degrees using glm, the forwards direction, relative to the cube, is no longer on the z-Axis... how can I store the forwards direction and then use that to navigate forwards no matter what way it is facing? (either using vectors that can be applied to my code or some handy maths). Thanks.

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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  • Xna Loading Screens

    - by Cyral
    I'm making a 2D XNA game. I'd like to implement loading screens when stuff has to load for a while. Like when I login to an account, connect to the server, and generate worlds. I'm pretty sure it needs to be multithreaded, because I want to be able to do something like "Generating World 10%...11%...". GenerateWorld() { //Call StartLoading("Generating World"); or something //Starter generating, Updating progress... //End loading screen and fade into world } Help appreciated, I'm new.

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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  • Obtaining In game Warcraft III data to program standalone AI

    - by Slav
    I am implementing common purpose behavioral algorithm and would like to test it under my lovely Warcraft III game and watch how it will fight against real players. The problem is how to obtain information about in game state (units, structures, environment, etc. ). Algorithm needs access to hard drive and possibly distributed computing, that's why JASS (WC3 Editor language) usage doesn't solve the issue. Direct 3D hooking is an approach, but it wasn't done for WC3 yet and significant drawback is inability to watch online at how AI performs since it uses the viewport to issue commands. How in game data can be obtained to a different process in a fastest and easiest way? Thank you.

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  • What datastructure would you use for a collision-detection in a tilemap?

    - by Solom
    Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog. Whenever the player moves I then iterate over all these Blocks (that are in a specific range around the player) and check if a collision happened. This was my first rough idea on how to implement the collision-detection. Currently if the player moves I put more and more blocks in the HashMap until a specific "upper bound", then I clear it and start over. I was fully aware that it was not the brightest solution for the problem, but as said, it was a rough first implementation (I'm still learning a lot about game-design and the data-structure). What data-structure would you use to save the Blocks? I thought about a Queue or even a Stack, but I'm not sure, hence I ask.

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • cocos2d: syncing CCAnimation frames with Box2d Shape manipulations

    - by Hezi Cohen
    hi everybody! my cocos2d game currently has a ccsprite attached to a box2d body. during the game i apply different CCAnimations on my sprite, i would like to perform certain manipulations to the box2d body according to the frame currently displayed by the sprite (change rotation of the body, etc.) my current idea on implementing this is to subclass ccsprite and change the setDisplayFrame implementation but i thought somebody here probably did the same and already has a solution, so any suggestions on how to implement this? thanks!

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • 2D graphics - why use spritesheets?

    - by Columbo
    I have seen many examples of how to render sprites from a spritesheet but I havent grasped why it is the most common way of dealing with sprites in 2d games. I have started out with 2d sprite rendering in the few demo applications I've made by dealing with each animation frame for any given sprite type as its own texture - and this collection of textures is stored in a dictionary. This seems to work for me, and suits my workflow pretty well, as I tend to make my animations as gif/mng files and then extract the frames to individual pngs. Is there a noticeable performance advantage to rendering from a single sheet rather than from individual textures? With modern hardware that is capable of drawing millions of polygons to the screen a hundred times a second, does it even matter for my 2d games which just deal with a few dozen 50x100px rectangles? The implementation details of loading a texture into graphics memory and displaying it in XNA seems pretty abstracted. All I know is that textures are bound to the graphics device when they are loaded, then during the game loop, the textures get rendered in batches. So it's not clear to me whether my choice affects performance. I suspect that there are some very good reasons most 2d game developers seem to be using them, I just don't understand why.

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