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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • CodePlex Daily Summary for Thursday, June 06, 2013

    CodePlex Daily Summary for Thursday, June 06, 2013Popular ReleasesReliability Modeling and Prediction: Reliability Prediction v2.0.1: Including the reliability modeling schema and the reliability prediction tool. Including case studies (Reporting service and WebScan system). Check Readme.txt for a quick tutorial.Virtual Sport for Sport Team: Virtual Sport Website: This is the website to manage a sports team. Through this website you can manage the members of the team, from players to staff, schedules, and more. and for supporter, be able more easily get to know team through the this websiteChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.3 for VS2012: V2.3 - Release Date 6/5/2013 Items addressed in this 2.3 release Fixed bad namespace for BusinessController in one of the C# templates. Updated documentation in all templates. Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesPulse: Pulse 0.6.7.0: A number of small bug fixes to stabilize the previous Beta. Sorry about the never ending "New Version" bug!ZXMAK2: Version 2.7.5.3: - debugger: add LPC indicator (last executed opcode pc) - add host joystick support (written by Eltaron) - change file extension for CMOS PENTEVO to "cmos" - add hardware value monitor (see Memory Map for PENTEVO/ATM/PROFI)QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.Harvester - Debug Viewer for Trace, NLog & Log4Net: v2.0.1 (.NET 4.0): Minor Updates Fixed incorrect process naming being displayed if process ID reassigned before cache invalidated. Fixed incorrect event type/source for TraceListener.TraceData methods. Updated NLog package references. Official Documentation Moved to GitHub http://cbaxter.github.com/Harvester Official Source Moved to GitHub https://github.com/cbaxter/HarvesterSuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.93: Added -esc:BOOL switch (CodeSettings.AlwaysEscapeNonAscii property) to always force non-ASCII character (ch > 0x7f) to be escaped as the JavaScript \uXXXX sequence. This switch should be used if creating a Symbol Map and outputting the result to the a text encoding other than UTF-8 or UTF-16 (ASCII, for instance). Fixed a bug where a complex comma operation is the operand of a return statement, and it was looking at the wrong variable for possible optimization of = to just .Document.Editor: 2013.22: What's new for Document.Editor 2013.22: Improved Bullet List support Improved Number List support Minor Bug Fix's, improvements and speed upsPHPExcel: PHPExcel 1.7.9: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated.Droid Explorer: Droid Explorer 0.8.8.10 Beta: Fixed issue with some people having a folder called "android-4.2.2" in their build-tools path. - 16223 Magick.NET: Magick.NET 6.8.5.402: Magick.NET compiled against ImageMagick 6.8.5.4. These zip files are also available as a NuGet package: https://nuget.org/profiles/dlemstra/patterns & practices: Data Access Guidance: Data Access Guidance Drop3 2013.05.31: Drop 3DotNet.Highcharts: DotNet.Highcharts 2.0 with Examples: DotNet.Highcharts 2.0 Tested and adapted to the latest version of Highcharts 3.0.1 Added new chart types: Arearange, Areasplinerange, Columnrange, Gauge, Boxplot, Waterfall, Funnel and Bubble Added new type PercentageOrPixel which represents value of number or number with percentage. Used for sizes, width, height, length, etc. Removed inheritances in YAxis option classes. Closed issues: 682: Missing property - XAxisPlotLinesLabel.Text 688: backgroundColor and plotBackgroundColor are...DirectX Tool Kit: May 2013: May 30, 2013 Added more GeometricPrimitives: Cone, Tetrahedron, Octahedron, Dodecahedron, Icosahedron Updated to support loading new metadata from DDS files (if present) Fixed bug with loading of WIC 32bpp RGBE format images Fixed bug when skipping mipmaps in a 1D or 2D array texture DDS fileNew Projectsabang: ????????Alex Develop Kit: ????????C#?????????。AnaLog - Analyse Logique: Software for logical equations analyse. App Excess: App Platform for Windows.Associativy Frontend Engines Administration: Frontend Engines Administration module for the Associativy (http://associativy.com) Orchard graph platform.ATDD Applied (Example): Sample code for Nordic Testing Days 2013 workshop - Acceptance Test Driven Development Applied: An Intro to ATDD using Jasmine and SpecFlowAzCAD: AzCAD is a free CAD program.BVVD Project: SOURCE CODECrzy Engine: C# and XNA ORPG Game Development engine.Custom Pong: Custom PongEDID Puller: Simple C# application showing how to get the EDIDs of the connected monitors to a PC, in particular the manufacturer and model of the display device.GooMUI: A desktop player for the Google Play Music service that runs on Windows.Had: HadIIS Express GUI: The GUI for IISExpress (version 7.5 and 8.0) jean0605jabbrchangbranch: ddjQueryBuddy Port to .Net 4.0+: Upgrading the project to current dot net will make using this app easier for some folks!Kinopoly: Dieses Projekt ist eine Arbeit der Berufschule Bern, GIBB. Das Ziel ist es das berühmte Spiel Monopoly im Film Theme als eine Clientapplikation zu realisieren.Magic Engine - 2D and 3D engine developed by school students: Magic Engine - 2D and 3D engine developed by school studentsMetrics calculation: Calculates metrics with the use of Driven Metrics.Metro WPF: Metro WPF provides a set of controls and styles for you to build your metro style WPF applications.mysitie: this is unknown error site Native API Test Command-Line Utility: A command-line utility that allows the user to call native API function interactively and experiment with how they function.prakark06052013Hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark06052013Tfs01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakarkGit06052013Git01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [url:http://www.example.com] {"Do QlikView Extension - Animated Scatter Chart: Animated scatter chart for QlikView, inspired by D3js.orgREADPDB(Program Database Reader): This tool uses the Microsoft Debug Interface Access Software Development Kit (DIA SDK) to parser PDB file SelfProject: Just For TestSlWfDesign: 11212SSZZ: SSZZ is a tool for Data Analysistest project codeplex: This is a testtesttom06052013git01: dfdstesttom06052013hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.testtom06052013tfs01: gfdgfdthree: It's a personal project.Validation Rules Framework for C++: C++ framework for rule creation, validation and management.

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  • Best practices for implementing collectible virtual item "packs"?

    - by Glenn Barnett
    I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including: Setting clear player expectations as to what can be obtained in the pack Limiting pack supply to increase demand and control inflation Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?

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  • Auto-tiling with Yoshi's Island style tiles

    - by Boreal
    I'm creating a 2D platformer and I'd like to implement an auto-tiling system. Normally, this wouldn't be particularly difficult. However, I'd like to have tiles like in Yoshi's Island, where the graphics extend past the actual collidable tile's boundaries. Consider this image: Although the eggs and the Piranha Plant are clearly resting on the ground, the flower tiles continue behind them, out of the collidable tile. I know that it would be simple to do by hand, but extremely time consuming. Using an auto-tiling algorithm would save me a lot of time and boredom, but I'm not sure where to start.

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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  • Drawing lines in 3D space

    - by DeadMG
    When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same vertex declaration and shader/stream setup as for my D3DPT_TRIANGLELIST rendering which works absolutely correctly. How can I use D3DPT_LINELIST to render some lines in 3D space? Edit: Oopsie, forgot my codeses. Here's my raw Draw call. D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData))); D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1)); D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3))); D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size())); D3DCALL(device->SetIndices(LineIndices)); PerInstanceData* data; std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end()); D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD)); std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) { data->Color = D3DXColor(ptr->Colour); D3DXMATRIXA16 Translate, Scale, Rotate; D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z); D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1); D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation)); data->World = Scale * Rotate * Translate; }); D3DCALL(PerBoneBuffer->Unlock()); D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1)); Here's my vertex declaration: D3DVERTEXELEMENT9 BasicMeshVertices[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; The LineIndices are just 0, 1 and the LineVerts are just {0,0,0} and {1,0,0}, to represent a unit 3D line along the X axis.

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  • Struggling to get set up with JOGL2.0

    - by thecoshman
    I guess that Game Dev' is a more sensible place for my problem then SO. I did have JOGL1.1 set up and working, but I soon discovered that it did not support the latest OpenGL, so I started work on upgrading to JOGL2.0 it's not gone too well. Firstly, is it worth me trying to get JOGL to work, or should I just move over to LWJGL? I am fairly comfortable with OpenGL (via C++) and from what I did get working with JOGL1.1, I seem to be OK adapting to it. Assuming that I stick with JOGL, am I foolish for trying to use JOGL2.0? From what I can gather, JOGL2.0 is still in beta, but I am willing to go with it as I want to make use of the latest OpenGL I can. I have been using the Eclipse IDE and have set up a user library for JOGL, here is a screen shot of the configuration and I have added this user library to my own Eclipse project. the system variable %JOGL_HOME% points to "C:\Users\edacosh\Downloads\JOGL2.0" so that should work fine. Now, the problem I actually having, when I try to run my code, on the line GLProfile glp = GLProfile.getDefault(); The code stops with the following message... Exception in thread "main" java.lang.NoClassDefFoundError: com/jogamp/common/jvm/JVMUtil at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1145) at DiCE.DiCE.<init>(DiCE.java:33) at App.<init>(App.java:17) at App.main(App.java:12) Caused by: java.lang.ClassNotFoundException: com.jogamp.common.jvm.JVMUtil at java.net.URLClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 4 more I have also set my project to ensure that it is using jre6 along with jdk6, as I was having some issues. I hope I have given you enough information to be able to help me. It probably doesn't help that I am rather new to Java, been developing in C++ for ages. Thanks

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  • android: How to apply pinch zoom and pan to 2D GLSurfaceView

    - by mak_just4anything
    I want to apply pinch zoom and panning effect on GLSurfaceView. It is Image editor, so It would not be 3D object. I tried to implement using these following links: https://groups.google.com/forum/#!topic/android-developers/EVNRDNInVRU Want to apply pinch and zoom to GLSurfaceView(3d Object) http://www.learnopengles.com/android-lesson-one-getting-started/ These all are links for 3D object rendering. I can not use ImageView as I need to work out with OpenGL so, had to implement it on GLSurfaceView. Suggest me or any reference links are there for such implementation. **I need it for 2D only.

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  • Game window systems and internal frames

    - by 2080
    I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. in Java the AWT/Swing libraries used to manage these and other graphical elements, such as buttons,or is this to restrictive (speed, graphical possibilities?)) A special example would be EVE Online, where the client can use the ingame windows like on a normal desktop.

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  • How to change the sprite colors

    - by Mr_Qqn
    In my rhythm game, I have a note object which can be of different colors depending on the note chart. I could use a sprite sheet with all the different color variations I use, but I would prefer to parametrize this. (For information, a note sprite is compound with one main color, for example a red note has only red, light red and dark red.) So, how to change the colors of a sprite basing on a new color ? I'm working with opengl, but any algorithm or math explanation will do. :) Thanks

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  • Raycasting mouse coordinates to rotated object?

    - by SPL
    I am trying to cast a ray from my mouse to a plane at a specified position with a known width and length and height. I know that you can use the NDC (Normalized Device Coordinates) to cast ray but I don't know how can I detect if the ray actually hit the plane and when it did. The plane is translated -100 on the Y and rotated 60 on the X then translated again -100. Can anyone please give me a good tutorial on this? For a complete noob! I am almost new to matrix and vector transformations.

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  • Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat

    - by Fraser
    I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); Quaternion b = getRotation(Matrix.Invert(m)); I would expect a and b to be identical (or inverses of each other). However, it looks like q1 = (x, y, -z, -w) while q2 = (-x, -y, w, z). In other words, the Z and W components have been switched for some reason. Note: getRotation() decomposes the transform matrix and returns just the rotation part of it (I've tried normalizing the result; it does nothing). The matrix m is a complete transform matrix and contains a translation (and possibly a scale) as well as a rotation. I'm using D3DXMatrixDecompose to do the actual decomposition.

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  • Quadtree collapsing

    - by Caius Eugene
    Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous subdivisions to collapse back up, so that only one area is subdivided at a time? This is what mine looks like: (1. initial mouse click) (2. another mouse click) The aim to to eventually track the position of my mouse and subdivide the area it is in dynamically. THE OVERALL aim it to use this to create a terrain mesh and subdivide based on the camera. But I've gone right back to basics to get an understanding of how this will work. Any advice would be grand! - Caius

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  • adapting a Unity gravitational script to allow moons

    - by PartyMix
    I'm using this script: http://wiki.unity3d.com/index.php/Simple_planetary_orbits to get a solar system going in Unity, but it doesn't seem to support creating bodies that orbit other moving bodies (or I am using it incorrectly). Any idea about how to modify it so that it does (or just use it correctly)? I've been beating my head against this problem for a couple hours, and I really don't feel like I have any idea what I'm doing. Thanks in advance.

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  • Advantages and disadvantages of libgdx [on hold]

    - by Paul
    I've been an android developer for a while and am thinking about getting into gaming. While looking for a game dev framework, I thought libgdx provides very friendly documentation and functionality. So I would like to use it if there is no big obstacle. But when I tried to see how many developers employ this library, I could find not that many. Is there anything wrong with this library? In other words, I would like to know its advantages or disadvantages from any experienced developer. UPDATE: After reviewing its documentations and trying to build simple games with libgdx, I decided to go with it as its documentations are good enough and its community is very active. What I liked the most is that it provides a bunch of demo games that I can learn a lot from.

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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

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  • How to make an arc'd, but not mario-like jump in python, pygame [duplicate]

    - by PythonInProgress
    This question already has an answer here: Arc'd jumping method? 2 answers Analysis of Mario game Physics [closed] 6 answers I have looked at many, many questions similar to this, and cannot find a simple answer that includes the needed code. What i am trying to do is raise the y value of a square for a certain amount of time, then raise it a bit more, then a bit more, then lower it twice. I cant figure out how to use acceleration/friction, and might want to do that too. P.S. - can someone tell me if i should post this on stackoverflow or not? Thanks all! Edit: What i am looking for is not mario-like physics, but a simple equation that can be used to increase then decrease height over the time over a few seconds.

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  • Geometry Shader input vertices order

    - by NPS
    MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, 2nd vertex of the triangle processed, another vertex of an adjacent triangle and so on... So if I wanted to create a pass-through shader (i.e. output the same triangle I got on input and nothing else) I should return vertices 0, 2 and 4. Is that correct? Well, apparently it isn't because I did just that and when I ran my app the vertices were flickering (like changing positions/disappearing/showing again or sth like that). But when I instead output vertices 0, 1 and 2 the app rendered the mesh correctly. I could provide some code but it seems like the problem is in the input vertices order, not the code itself. So what order do input vertices to the GS come in?

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Identify which CCSprite is touched in Cocos2d

    - by PeterK
    I am trying to learn Cocos2d and is experimenting with Ray Wenderlich tutorial whack-a-mole: www.raywenderlich.com/2560/how-to-create-a-mole-whacking-game-with-cocos2d-part-1 In this tutorial three CCSprite's are popping up and you should click on them... However, i am trying to identify which mole, rat in my case, is popping up and place a CCSprite above that. Initially this looked like an easy task but i am failing. I am trying to NSLog LEFT HIT. i would guess the problem is in the If-statement and the last "227" height parameter. The left rat boundingBox = {{99.5, 146.5}, {165, 227}} (from NSLog). The key code is in the ccTouchBegan function: -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; for (CCSprite *rat in rats) { if (rat.userData == FALSE) continue; if (CGRectContainsPoint(rat.boundingBox, touchLocation)) { //left: rat boundingBox = {{99.5, 146.5}, {165, 227}} //mid: rat boundingBox = {{349.5, 146.5}, {165, 227}} //right: rat boundingBox = {{599.5, 146.5}, {165, 227}} //>>>>Here is where i try to get a hit<<<< if (CGRectContainsPoint(CGRectMake(99.5, 146.55, 165, 227), touchLocation)) { NSLog(@">>>>HIT LEFT<<<<<"); } I would really appreciate a few ideas how to get this to work.

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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