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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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  • Game with changing logic

    - by rsprat
    I'm planing to develop a puzzle like mobile game (android/ios) with a different logic for each puzzle. Say, for example one puzzle could be a Rubik's cube and another one a ball maze. Many more new puzzles will appear during the life of the game, and I want the users to be able to play those new puzzles. The standard way for managing this would be through application updates. Each time a new puzzle or bunch of puzzles appear, create a new update for the app that the user can download. However, I would like to do it in a more transparent way. When a new puzzle appears, the basic info of the puzzle would be displayed in the app menu, and the user would be able to play it by just clicking it. What comes to my mind is that the app would automatically download a .dll or .jar and inject it in the application at runtime. Is that even possible? Are there any restrictions from the OS? Is there a better way for solving it? Thanks alot

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  • Flash CS4 [AS3]: Playing Card Deck Array

    - by Ben
    I am looking to make a card game in Flash CS4 using AS3 and I am stuck on the very first step. I have created graphics for a standard 52 card deck of playing cards and imported them into the library in Flash and then proceeded to convert them all to Movie Clips. I have also used the linkage to make them available in the code. The movie clips and the linkage are named in sequence, as in the Ace of Clubs would be C1, two of Diamonds is called D2, Jack of Spades is S11. (C = Clubs, D = Diamonds, S = Spades, H = Hearts and numbers 1 through 13 are the card values. 1 being Ace, 11 being Jack, 12 being Queen, 13 being King). As far as I know my next step would be to arrange the cards into an array. This is the part that I am having problems with. Can someone please point me in the right direction, what would be the best way to do this. Could you provide me with a bit of sample code as well? I have had a look at few tutorials online but they are all telling me different things, some are incomplete and the rest...well...they're just cr*ppy. Thanks in advance! Ben

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  • Paddle Movement using Box2D

    - by Anubhav Sharma
    Hello everybody, I'm making a game like Arkanoid and to move the ship with mouse, I'm using the following code : var mousex:int = costume.stage.mouseX; if (mousex < paddleWidth/2) mousex = paddleWidth/2; else if (mousex > PhysiVals.STAGE_WIDTH - paddleWidth/2) mousex = PhysiVals.STAGE_WIDTH - paddleWidth / 2; var idealLocation:Point = new Point(mousex, ypos); var directionToTravel:b2Vec2 = new b2Vec2((idealLocation.x -> costume.x) * PhysiVals.paddleSpeed, idealLocation.y-costume.y); directionToTravel.Multiply(1 / PhysiVals.RATIO); directionToTravel.Multiply(30); body.SetLinearVelocity(directionToTravel); Everything's going fine there! The paddle is moving the way it should! The problem is I want a little inclination towards the direction its moving and when it stops moving the angle of inclination should become zero. I tried playing with the angular velocity but I have no real idea how to do this! So Please help!

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Why are 3D game scenarios so big? and.. are them shareable? [closed]

    - by Néstor Sánchez A.
    First, I apologize if this is not the forum for these type of questions. I was wondering... 1- Why 3D games (such as GTA IV) uses so much gigabytes of space? And my half-answar was... because of their huge 3D scenarios. But wait! are not these scenarios made with vector graphics and textures? then.. why are so big??? 2- If they are so big... would really these companies make a whole new scenario for every new game they develop? that would be very inefficient. Doesn't exist "shareable" scenarios that can be used in different games and expanded to no rebuild a whole one (like "New York" or "Liberty City")???. I mean.. the scenarios is almost the same in terms of vertices, just with improved textures.

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  • Undeclared Scope in Rock Paper Scissors Simple Game

    - by Rianelle
    #include <iostream> #include <string> #include <cstdlib> #include <ctime> using namespace std; bool win; int winnings; int draws; int loses; string comChoice; string playerChoice; void winGame () { cout << "You won! Play again?" <<endl; cout << "Type y/n" <<endl; char x; cin >> x; if (x == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; win = true; } } void drawGame (){ ++draws; cout << "Draw! Try again" << endl; return; } void lose () { cout << "You lose! Try again?" <<endl; cout << "Type y/n" <<endl; char feedback; cin >> feedback; if (feedback == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; } } void beginGame() { cout << "Welcome to the Rock, Paper and Scissors Game!" <<endl; cout << "Let's begin. Type <rock, paper, scissors> for your choice!" <<endl; cin >> playerChoice; srand(time(0)); int randomizer = 1+(rand()%3); if (randomizer == 1) comChoice = "rock"; if (randomizer == 2) comChoice = "paper"; if (randomizer == 3) comChoice = "scissors"; do { if (playerChoice == comChoice) { drawGame(); } if (playerChoice == "rock" && comChoice == "paper") ++loses; lose(); if (playerChoice == "rock" && comChoice == "scissors") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "rock") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "scissors") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "rock") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "paper") ++winnings; winGame(); }while (win != true); } int main () { beginGame(); return 0; }

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • Card game in python

    - by matt1024
    What is the best way to store the cards and suits in python so that I can hold a reference to these values in another variable? For example, if I have a list called hand (cards in players hand), how could I hold values that could refer to the names of suits and values of specific cards, and how would these names and values of suits and cards be stored?

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  • Archery game programming algorithm

    - by Ricky
    I need the algorithm to animate the arrow based on 2 parameters, angle while shooting and power while drawing the bow. Ive tried to use y=asinx but it works only when shooting in up direction. Doesnt work well while shooting with straight or down direction. Thanks.

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  • [IOS SDK] retrieving scores from game center

    - by Sam
    I got this code from apple's developer site. How do i process the score information to be viewed in a like a UITableView or something? (void) retrieveTopTenScores { GKLeaderboard *leaderboardRequest = [[GKLeaderboard alloc] init]; if (leaderboardRequest != nil) { leaderboardRequest.playerScope = GKLeaderboardPlayerScopeGlobal; leaderboardRequest.timeScope = GKLeaderboardTimeScopeAllTime; leaderboardRequest.range = NSMakeRange(1,10); [leaderboardRequest loadScoresWithCompletionHandler: ^(NSArray *scores, NSError *error) { if (error != nil) { // handle the error. } if (scores != nil) { // process the score information. } }]; } }

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  • Good Tutorial To Learn C++ Development For Game Boy

    - by Nathan Campos
    I'm learning C++ with this book of Deitel: C++ How to Program, 5/e and some tutorials and resources of the internet, but i want to learn how i can develop Nintendo GameBoy Advance games using C++, but only in resources over the internet, because i don't want to spent money now with a thing that i only want to try.

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  • Why is Lua considered a game language?

    - by Hoffmann
    I have been learning about Lua in the past month and I'm absolutely in love with the language, but all I see around that is built with lua are games. I mean, the syntax is very simple, there is no fuss, no special meaning characters that makes code look like regex, has all the good things about a script language and integrates so painlessly with other languages like C, Java, etc. The only down-side I saw so far is the prototype based object orientation that some people do not like (or lack of OO built-in). I do not see how ruby or python are better, surely not in performance ( http://shootout.alioth.debian.org/gp4/benchmark.php?test=all&lang=lua&lang2=python ). I was planning on writting a web app using lua with the Kepler framework and Javascript, but the lack of other projects that use lua as a web language makes me feel a bit uneasy since this is my first try with web development. Lua is considered a kids language, most of you on stackoverflow probably only know the language because of the WoW addons. I can't really see why that is... http://lua-users.org/wiki/LuaVersusPython this link provides some insights on Lua against Python, but this is clearly biased.

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  • SET game odds simulation (MATLAB)

    - by yuk
    Here is an interesting problem for your weekend. :) I recently find the great card came - SET. Briefly, there are 81 cards with the four features: symbol (oval, squiggle or diamond), color (red, purple or green), number (one, two or three) or shading (solid, striped or open). The task is to find (from selected 12 cards) a SET of 3 cards, in which each of the four features is either all the same on each card or all different on each card (no 2+1 combination). In my free time I've decided to code it in MATLAB to find a solution and to estimate odds of having a set in randomly selected cards. Here is the code: %% initialization K = 12; % cards to draw NF = 4; % number of features (usually 3 or 4) setallcards = unique(nchoosek(repmat(1:3,1,NF),NF),'rows'); % all cards: rows - cards, columns - features setallcomb = nchoosek(1:K,3); % index of all combinations of K cards by 3 %% test tic NIter=1e2; % number of test iterations setexists = 0; % test results holder % C = progress('init'); % if you have progress function from FileExchange for d = 1:NIter % C = progress(C,d/NIter); % cards for current test setdrawncardidx = randi(size(setallcards,1),K,1); setdrawncards = setallcards(setdrawncardidx,:); % find all sets in current test iteration for setcombidx = 1:size(setallcomb,1) setcomb = setdrawncards(setallcomb(setcombidx,:),:); if all(arrayfun(@(x) numel(unique(setcomb(:,x))), 1:NF)~=2) % test one combination setexists = setexists + 1; break % to find only the first set end end end fprintf('Set:NoSet = %g:%g = %g:1\n', setexists, NIter-setexists, setexists/(NIter-setexists)) toc 100-1000 iterations are fast, but be careful with more. One million iterations takes about 15 hours on my home computer. Anyway, with 12 cards and 4 features I've got around 13:1 of having a set. This is actually a problem. The instruction book said this number should be 33:1. And it was recently confirmed by Peter Norvig. He provides the Python code, but I didn't test it. So can you find an error?

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  • Android P2P Multiplayer game (with a) XMPP/Google talk b) JXTA peerdroid c) other way)

    - by Kristof
    Hi, I am an android developer and I made some board games. Now i want to make some of my board games multiplayer. I don't want to create and host my own web service, so i thought about P2P. The first thing i found was the XMPP protocol, however it's not real P2P, but if i can use the existing google talk service, i'm ready to go. Is this possible while using your existing google account without interfering with the normal working of your google talk client? Then i heard about JXTA, a real P2P solution, and it's already ported from J2ME to Android (http://code.google.com/p/peerdroid/). Maybe i am overcomplexing things here (as i do sometimes) I just want to know the easiest way to do simple P2P for a boardgame. All your opinions are welcome! Thanks in advance

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  • What RESTful API would you use for a turn-based game server?

    - by Ross
    How would you model a turn-based game server as a RESTful API? For example, a chess server, where you could play a game of chess against another client of the same API. You would need some way of requesting and negotiating a game with the other client, and some way of playing the individual moves of the game. Is this a good candidate for a REST (RESTful) API? Or should this be modelled a different way?

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  • Display a ranking grid for game : optimization of left outer join and find a player

    - by Jerome C.
    Hello, I want to do a ranking grid. I have a table with different values indexed by a key: Table SimpleValue : key varchar, value int, playerId int I have a player which have several SimpleValue. Table Player: id int, nickname varchar Now imagine these records: SimpleValue: Key value playerId for 1 1 int 2 1 agi 2 1 lvl 5 1 for 6 2 int 3 2 agi 1 2 lvl 4 2 Player: id nickname 1 Bob 2 John I want to display a rank of these players on various SimpleValue. Something like: nickname for lvl Bob 1 5 John 6 4 For the moment I generate an sql query based on which SimpleValue key you want to display and on which SimpleValue key you want to order players. eg: I want to display 'lvl' and 'for' of each player and order them on the 'lvl' The generated query is: SELECT p.nickname as nickname, v1.value as lvl, v2.value as for FROM Player p LEFT OUTER JOIN SimpleValue v1 ON p.id=v1.playerId and v1.key = 'lvl' LEFT OUTER JOIN SimpleValue v2 ON p.id=v2.playerId and v2.key = 'for' ORDER BY v1.value This query runs perfectly. BUT if I want to display 10 different values, it generates 10 'left outer join'. Is there a way to simplify this query ? I've got a second question: Is there a way to display a portion of this ranking. Imagine I've 1000 players and I want to display TOP 10, I use the LIMIT keyword. Now I want to display the rank of the player Bob which is 326/1000 and I want to display 5 rank player above and below (so from 321 to 331 position). How can I achieve it ? thanks.

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  • Multiplayer game

    - by j-t-s
    Using either XNA OR just the usual c# win forms application, which would be the best way to create the feature that enables text messages to be sent from me to my friend over the internet? I don't know if this matters or not, but I now have 3 Mobile Broadband internet... so it's like... Wireless internet, does that matter?

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  • Opinions on platform game actor/background collision resolving

    - by Kawa
    Imagine the following scenario: I have a level whose physical structure is built up from a collection of bounding rectangles, combined with prerendered bitmap backgrounds. My actors, including the player character, all have their own bounding rectangle. If an actor manages to get stuck inside a level block, partially or otherwise, it'll need to be shifted out again, so that it is flush against the block. The untested technique I thought up during bio break is as follows: If an actor's box is found to intersect a level box, determine where the centerpoints of each rect are. If the actor's center is higher than the level box's, move the actor so that the bottom of the actor's rect is flush with the top of the level's rect, and vice versa if it's lower. Then do a similar thing horizontally. Opinions on that? Suggestions on better methods? Actually, the bounding rects are XNA BoundingBlocks with their Z spanning from -1 to 1, but it's still 2D gameplay.

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  • "Othello" game needs some clarification

    - by pappu
    I am trying to see if my understanding of "othello" fame is correct or not. According to the rules, we flip the dark/light sides if we get some sequence like X000X = XXXXX. The question I have is if in the process of flipping 0-X or X- 0, do we also need to consider the rows/columns/diagonals of newly flipped elements? e.g. consider board state as shown in above image(New element X is placed @ 2,3) When we update board, we mark elements from 2,3 to 6,3 as Xs but in this process elements like horizontal 4,3 to 4,5 and diagonal 2,3 to 4,5 are also eligible for update? so do we update those elements as well? or just the elements which have starting as 2,3 (i.e update rows/column/diagonal whose starting point is the element we are dealing with, in our case 2,3?) Please help me understand it

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