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  • non randomic enemy movement implementation

    - by user601836
    I would like to implement enemy movement on a X-Y grid. Would it be a good idea to have a predefined table with an initial X-Y position and a predefined "surveillance path"? Each enemy will follow its path until it detects a player, at this point it will start chasing it using a chasing algorithm. According to a friend of mine this implementation is good because the design of a good path will provide to the user a sort of reality sensation.

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  • Game Editor - When screen is clicked, how do you identify which object that is clicked?

    - by Deukalion
    I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the screen and I click the screen I want to be able to identify "which" of these objects you clicked. What is the best method for this? Since having two objects one behind the other, it should be able to recognize the one in front and not the one behind it and also if I rotate the camera and click on the one behind it - it should identify it and not the first one. Are there any smart ways to go about this?

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  • Tic-Tac-Toe game AI

    - by David Jones
    I'm looking into creating a simple tic tac toe/noughts and crosses game in Actionscript3 and am trying to understand the ideas behind the AI used in a game like this. I've seen some simplistic examples online but from what I've read a game tree or something like minimax is the best way to go about this. Can anyone help explain or reference any good examples of this? I've seen that there is a library called as3ds - data structures for game developers which has a number of classes that might help tie this together? Any info/examples or help is much appreciated.

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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • Finding diagonal objects of an object in 3d space

    - by samfisher
    Using Unity3d, I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from their adjacent objects (even with the diagonal objects) which means (distance between 4 & K) == (distance between K & 3) = (distance between 2 & K) 1 2 3 4 K 5 6 7 8 I want to remove 1,3,6,8 from array (the diagonal objects). How can I check that at runtime? my problem is the order of objects {1-8} is not known so I need to check each object's position with K to see if it is a diagonal object or not. so what check should I put with the GameObjects (K and others) to verify if this object is in diagonal position Regards, Sam

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • iPhone 3d Model format: .h file, .obj, or some other?

    - by T Reddy
    I'm beginning to write an iPhone game using OpenGL-ES and I've come across a problem with deciding what format my 3D models should be in. I've read (link escapes me at the moment) that some developers prefer the models compiled in Objective-C .h files. Still, others prefer having .obj as these are more portable (i.e., for deployment on non-iPhone platforms). Various 3D game engines seem to support many(?) formats, but I'm not going to use any of these engines as I would like to actually learn OpenGL-ES. Am I putting myself at a disadvantage here by not using a packaged engine? Thanks!

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  • Better way to go up/down slope based on yaw?

    - by CyanPrime
    Alright, so I got a bit of movement code and I'm thinking I'm going to need to manually input when to go up/down a slope. All I got to work with is the slope's normal, and vector, and My current and previous position, and my yaw. Is there a better way to rotate whether I go up or down the slope based on my yaw? Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.toDegrees(Math.cos(Math.toRadians(yaw))); move.z = (float)-Math.toDegrees(Math.sin(Math.toRadians(yaw))); move.normalise(); if(move.z < 0 && slopeNormal.z > 0 || move.z > 0 && slopeNormal.z < 0){ if(move.x < 0 && slopeNormal.x > 0 || move.x > 0 && slopeNormal.x < 0){ move.y += slopeVec.y; } } if(move.z > 0 && slopeNormal.z > 0 || move.z < 0 && slopeNormal.z < 0){ if(move.x > 0 && slopeNormal.x > 0 || move.x < 0 && slopeNormal.x < 0){ move.y -= slopeVec.y; } } move.scale(movementSpeed * delta); Vector3f.add(pos, move, pos);

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  • Recommended 2D Game Engine for prototyping

    - by Thomas Dufour
    What high-level game engine would you recommend to develop a 2D game prototype on windows? (or mac/linux if you wish) The kind of things I mean by "high-level" includes (but is definitely not limited to): not having to manage low-level stuff like screen buffers, graphics contexts having an API to draw geometric shapes well, I was going to omit it but I guess being based on an actual "high-level" language is a plus (automatic resource management and the existence a reasonable set of data structures in the standard library come to mind). It seems to me that Flash is the proverbial elephant in the room for this query but I'd very much like to see different answers based on all kinds of languages or SDKs.

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  • Locomotion-system with irregular IK

    - by htaunay
    Im having some trouble with locomtions (Unity3D asset) IK feet placement. I wouldn't call it "very bad", but it definitely isn't as smooth as the Locomotion System Examples. The strangest behavior (that is probably linked to the problem) are the rendered foot markers that "guess" where the characters next step will be. In the demo, they are smooth and stable. However, in my project, they keep flickering, as if Locomotion changed its "guess" every frame, and sometimes, the automatic defined step is too close to the previous step, or sometimes, too distant, creating a very irregular pattern. The configuration is (apparently)Identical to the human example in the demo, so I guessing the problem is my model and/or animation. Problem is, I can't figure out was it is =S Has anyone experienced the same problem? I uploaded a video of the bug to help interpreting the issue (excuse the HORRIBLE quality, I was in a hurry).

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  • Very slow direct3D texture sampling

    - by __dominic
    Hi, So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures based on the color channels from the blend map. Anyway, I am getting a massive frame rate drop when I sample more than 1 texture, I'm going from 120+ fps to just under 50. This is the HLSL code responsible for the slow down: float3 ground = tex2D(GroundTex, multiTex).rgb; float3 stone = tex2D(StoneTex, multiTex).rgb; float3 grass = tex2D(GrassTex, multiTex).rgb; float3 blend = tex2D(BlendMapTex, blendMap).rgb; Am I doing it wrong ? If anyone has any info or tips about texture sampling or anything, that would be nice. Thanks.

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  • Why do I have an error when adding states in slick?

    - by SystemNetworks
    When I was going to create another state I had an error. This is my code: public static final int play2 = 3; and public Game(String gamename){ this.addState(new mission(play2)); } and public void initStatesList(GameContainer gc) throws SlickException{ this.getState(play2).init(gc, this); } I have an error in the addState. above the above code. I don't know where is the problem. But if you want the whole code it is here: package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Game extends StateBasedGame{ public static final String gamename = "NET FRONT"; public static final int menu = 0; public static final int play = 1; public static final int train = 2; public static final int play2 = 3; public Game(String gamename){ super(gamename); this.addState(new Menu(menu)); this.addState(new Play(play)); this.addState(new train(train)); this.addState(new mission(play2)); } public void initStatesList(GameContainer gc) throws SlickException{ this.getState(menu).init(gc, this); this.getState(play).init(gc, this); this.getState(train).init(gc, this); this.enterState(menu); this.getState(play2).init(gc, this); } public static void main(String[] args) { try{ AppGameContainer app =new AppGameContainer(new Game(gamename)); app.setDisplayMode(1500, 1000, false); app.start(); }catch(SlickException e){ e.printStackTrace(); } } } //SYSTEM NETWORKS(C) 2012 NET FRONT

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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  • How should I determine direction from a phone's orientation & accelerometer?

    - by Manoj Kumar
    I have an Android application which moves a ball based on the orientation of the phone. I've been using the following code to extract the data - but how do I use it to determine what direction the ball should actually travel in? public void onSensorChanged(int sensor, float[] values) { // TODO Auto-generated method stub synchronized (this) { Log.d("HIIIII :- ", "onSensorChanged: " + sensor + ", x: " + values[0] + ", y: " + values[1] + ", z: " + values[2]); if (sensor == SensorManager.SENSOR_ORIENTATION) { System.out.println("Orientation X: " + values[0]); System.out.println("Orientation Y: " + values[1]); System.out.println("Orientation Z: " + values[2]); } if (sensor == SensorManager.SENSOR_ACCELEROMETER) { System.out.println("Accel X: " + values[0]); System.out.println("Accel Y: " + values[1]); System.out.println("Accel Z: " + values[2]); } } }

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  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

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  • Wheel Joint Implementation in AndEngine

    - by Siddharth
    I am currently developing car game in AndEngine. In which I was using revolute joint for car wheel and chassis attachment. But my friend suggest me that use wheel joint for that purpose for better behavior of the car. In AndEnginen I didn't found the wheel joint implementation. So what I have to do for wheel joint implementation. I think I have to manually update the box2d library for this purpose but I don't know how many things get updated. Please suggest me some guidance on achieving better car behavior in AndEngine.

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  • How to play many sounds at once in OpenAL

    - by Krom Stern
    I'm developing an RTS game and I would like to add sounds to it. My choice has landed on OpenAL. I have plenty of units which from time to time make sounds: fSound.Play(sfx_shoot, location). Sounds often repeat, e.g. when squad of archers shoots arrows, but they are not synced with each other. My questions are: What is the common design pattern to play multiple sounds in OpenAL, when some of them are duplicate? What are the hardware limitations on sounds count and tricks to overcome them?

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  • Could someone explain in detail simplex /or perlin noise?

    - by Ryan Szemplinski
    I am really interested in perlin/simplex noise but I am having a difficult time understanding it. I am not very good at math but I am willing to learn because it interests me greatly. If someone is willing to dedicate there time into this I would be immensely appreciative of this. To be more concise, an explanation of functions and some calculation inside the functions would be nice to understand. Thanks in advance!

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  • Why isn't my other two constant buffers being updated to the shader?

    - by Paul Ske
    I posted previously before about my two dynamic buffers not being dynamically updating the constant shader. The tessellation buffer isn't working because I have to manually update the tessellation factor inside the hull shader. I believe the camera position isn't updating either because when I perform distance adaptation the far edges are more tessellated then the what's truly in front of the camera. I have all the buffers set to dynamic. Inside the render loop I have them set as: ID3D11Buffer *multiBuffers[3]; devcon->VSSetConstantBuffers(0,3,multiBuffers); ... devcon->DSSetConstantBuffers(0,3,multiBuffers); I only got that from a directX Sample. Inside the shader file I have the three cbuffer structs. cbuffer ConstantBuffer { float4x4 WorldMatrix; float4x4 viewMatrix; float4x4 projectionMatrix; float4x4 modelWorldMatrix; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } Am I missing something or would anyone know why wouldn't my buffers update to the shader file?

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  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

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  • Do I need "cube subclasses" to represent the blocks in a Minecraft-like world?

    - by stighy
    I would like to try to develop a very simple game like Minecraft for my own education. My main problem at the moment is figuring out how to model classes that represent the world, which will be made of blocks of various types (such as dirt, stone and sand). I am thinking of creating the following class structure: Cube (with proprerties like color, strength, flammable, gravity) with subclasses: Dirt Stone Sand et cetera My question is, do I need the Cube subclasses or a single class Cube sufficient?

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  • Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • How to make my sprite jump properly?

    - by Matthew Morgan
    I'm currently working on a 2D platformer in XNA. I have, however been having some trouble with creating a fully functional jumping algorithm. This is what I have so far: if (keystate.IsKeyDown(Keys.W)) if (onGround = true) //"onground" is true when the collision between the main sprite and the ground is detected { spritePosition.Y = velocity.Y = -5; } So, the problem I am now having is that as soon as the jump starts the variable "onGround" = false and the sprite is brought back the ground by the simple gravity I have implemented. The other problem I have is creating a limit to the height after which the sprite should automatically return to the ground. Any advice or suggestions would be greatly appreciated.

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