Search Results

Search found 25377 results on 1016 pages for 'development 4 0'.

Page 494/1016 | < Previous Page | 490 491 492 493 494 495 496 497 498 499 500 501  | Next Page >

  • 2D XNA Game Engine with a Good Wiki [closed]

    - by gcx
    I'm a newbie game developer. I'm planning to develop a XBOX (with a Kinect to double the fun) game. I've researched some 2D game engines that i can use in my project. After some research I've found IceCream engine and it looks delicious with its Milkshake editor. But I can't seem to find "working" game source examples for that engine and its own website's tutorial is not very sufficent. (If you are familiar with this engine) do you know any community that has helpful resources for this particular engine? If not, which engines do you recommend (that has a great wiki) for a XNA based XBOX - Kinect game?

    Read the article

  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

    Read the article

  • C++ and SDL Trouble Creating a STL Vector of a Game Object

    - by Jackson Blades
    I am trying to create a Space Invaders clone using C++ and SDL. The problem I am having is in trying to create Waves of Enemies. I am trying to model this by making my Waves a vector of 8 Enemy objects. My Enemy constructor takes two arguments, an x and y offset. My Wave constructor also takes two arguments, an x and y offset. What I am trying to do is have my Wave constructor initialize a vector of Enemies, and have each enemy given a different x offset so that they are spaced out appropriately. Enemy::Enemy(int x, int y) { box.x = x; box.y = y; box.w = ENEMY_WIDTH; box.h = ENEMY_HEIGHT; xVel = ENEMY_WIDTH / 2; } Wave::Wave(int x, int y) { box.x = x; box.y = y; box.w = WAVE_WIDTH; box.y = WAVE_HEIGHT; xVel = (-1)*ENEMY_WIDTH; yVel = 0; std::vector<Enemy> enemyWave; for (int i = 0; i < enemyWave.size(); i++) { Enemy temp(box.x + ((ENEMY_WIDTH + 16) * i), box.y); enemyWave.push_back(temp); } } I guess what I am asking is if there is a cleaner, more elegant way to do this sort of initialization with vectors, or if this is right at all. Any help is greatly appreciated.

    Read the article

  • Dealing with multiple animation state in one sprite sheet image using html5 canvas

    - by Sora
    I am recently creating a Game using html5 canvas .The player have multiple state it can walk jump kick and push and multiple other states my question is simple but after some deep research i couldn't find the best way to deal with those multiple states this is my jsfiddle : http://jsfiddle.net/Z7a5h/5/ i managed to do one animation but i started my code in a messy way ,can anyone show me a way to deal with multiple state animation for one sprite image or just give a useful link to follow and understand the concept of it please .I appreciate your help if (!this.IsWaiting) { this.IsWaiting = true; this.lastRenderTime = now; this.Pos = 1 + (this.Pos + 1) % 3; } else { if (now - this.lastRenderTime >= this.RenderRate) this.IsWaiting = false; }

    Read the article

  • No idea of how to simulate car crashes

    - by user2332868
    I have a simple car game with all the basic collision detection and movement in Unity with C#. But when I was building the "engine" for the game I didn't include a detail I later decided to include. I want the possibility so that cars can get damaged and so that the model can change. For example the car looked like it was new and after a crash it looks like a wreck. Please help me by pointing to some resources or by telling me approximate ways of implementing this new feature. Thanks!

    Read the article

  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

    Read the article

  • Gosu ruby windows no allocator for Image [on hold]

    - by user2812818
    I am trying to run the Gosu tutorial on Windows XP for ruby 1.93 It quits with `new': allocator undefined for Gosu::Image (TypeError) when trying to initialize a new Image: require 'gosu' require 'rubygems' class GameWindow < Gosu::Window def initialize super(640, 480, false) self.caption = "Gosu Tutorial Game" @background_image = Gosu::Image.new(self, "/media/123.bmp", true) end end I made sure the image is there and is png/bmp. I know it is something simple, maybe to do with the DLL's required? just not sure what.... thanks sgv

    Read the article

  • Mesh with Alpha Texture doesn't blend properly

    - by faulty
    I've followed example from various place regarding setting OutputMerger's BlendState to enable alpha/transparent texture on mesh. The setup is as follows: var transParentOp = new BlendStateDescription { SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseDestinationAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.Zero, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, }; I've made up a sample that display 3 mesh A, B and C, where each overlaps one another. They are drawn sequentially, A to C. Distance from camera where A is nearest and C is furthest. So, the expected output is that A see through and saw part of B and C. B will see through and saw part of C. But what I get was none of them see through in that order, but if I move C closer to the camera, then it will be semi transparent and see through A and B. B if move closer to camera will see A but not C. Sort of reverse. So it seems that I need to draw them in reverse order where furthest from camera is drawn first then nearest to camera is drawn last. Is it suppose to be done this way, or I can actually configure the blendstate so it works no matter in which order i draw them? Thanks

    Read the article

  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

    Read the article

  • 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.

    Read the article

  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in?

    Read the article

  • How can be data oriented programming applied for GUI system?

    - by Miro
    I've just learned basics of Data oriented programming design, but I'm not very familiar with that yet. I've also read Pitfalls of Object Oriented Programming GCAP 09. It seems that data oriented programming is much better idea for games, than OOP. I'm just creating my own GUI system and it's completely OOP. I'm thinking if is data oriented programming design applicable for structured things like GUI. The main problem I see is that every type widget has different data, so I can hardly group them into arrays. Also every type of widget renders differently so I still need to call virtual functions.

    Read the article

  • Changing coordinate system from Z-up to Y-up

    - by Jari Komppa
    Blender's coordinate system is different from what I'm used to, in that Z points upwards instead of Y. What would be the simplest way of converting all the world data (so that all animations, texture coordinates, etc still work) so that Y points upwards? Clarification: Object positions are defined as matrices, so just switching translation/rotation/scale information in matrices is not a trivial task.

    Read the article

  • Handling buildings in isometric tile based games

    - by MustSeeMelons
    A simple question, to which i couldn't find a definitive answer - how to manage buildings on a tiled map? Should the building be sliced in to tiles or one big image? EDIT: The game is being built from scratch using C++/SDL 2.0, it will be a turn based strategy, something like Fallout 1 & 2 without the hex grid, a simple square grid, where the Y axis is squished by 50%. Buildings can span multiple tiles, the characters move tile by tile. For now, the terrain is completely flat. Some basic functionality is in place, so I'm aiming to advancing the terrain and levels them selves - adding buildings, gates, cliffs, not sure about the elevation.

    Read the article

  • Java enum pairs / "subenum" or what exactly?

    - by vemalsar
    I have an RPG-style Item class and I stored the type of the item in enum (itemType.sword). I want to store subtype too (itemSubtype.long), but I want to express the relation between two data type (sword can be long, short etc. but shield can't be long or short, only round, tower etc). I know this is wrong source code but similar what I want: enum type { sword; } //not valid code! enum swordSubtype extends type.sword { short, long } Question: How can I define this connection between two data type (or more exactly: two value of the data types), what is the most simple and standard way? Array-like data with all valid (itemType,itemSubtype) enum pairs or (itemType,itemSubtype[]) so more subtype for one type, it would be the best. OK but how can I construct this simplest way? Special enum with "subenum" set or second level enum or anything else if it does exists 2 dimensional "canBePairs" array, itemType and itemSubtype dimensions with all type and subtype and boolean elements, "true" means itemType (first dimension) and itemSubtype (second dimension) are okay, "false" means not okay Other better idea Thank you very much!

    Read the article

  • Trying to create a sphere in UDK on which I can stand

    - by Dave
    Trying to build a globe in UDK, but when I do (create a sphere), my player falls straight through it. How do I make a sphere that I can walk on? Every other shape (cube, cone...etc) work just fine. -- Edit: Specifically, I want to build a CSG/Brush sphere, not a mesh sphere. It appears to work just fine if I set the "sphere exptrapolation" to 1 or 2, but if I bump it up to 3 or higher, I fall right through. I literally created 2 spheres next to each other, one set at "2" and one at "3" - I can walk from the top of the "2" sphere and jump onto the "3" sphere, but I fall right through it.

    Read the article

  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

    Read the article

  • Partial Shader Signatures HLSL D3D11 C++

    - by ThePhD
    I had been debugging a problem I was having in a single shader file with 2 functions in it. I'm using DirectX 11, vs_5_0 and ps_5_0. I have stripped it down to its basic components to understand what was going wrong with the shaders, because the different named components of the Pixel and Vertex shaders were swapping the data being input: void QuadVertex ( inout float4 position : SV_Position, inout float4 color : COLOR0, inout float2 tex : TEXCOORD0 ) { // ViewProject is a 4x4 matrix, // just included here to show the simple passthrough of the data position = mul(position, ViewProjection); } And a Pixel Shader: float4 QuadPixel ( float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { // Color is filled with position data and tex is // filled with color values from the Vertex Shader return color; } The ID3D11InputLayout and associated C++ code correctly compiles the shaders and sets them up with some simple primitive data: data[0].Position.x = 0.0f * 210; data[0].Position.y = 1.0f * 160; data[0].Position.z = 0.0f; data[1].Position.x = 0.0f * 210; data[1].Position.y = 0.0f * 160; data[1].Position.z = 0.0f; data[2].Position.x = 1.0f * 210; data[2].Position.y = 1.0f * 160; data[2].Position.z = 0.0f; data[0].Colour = Colors::Red; data[1].Colour = Colors::Red; data[2].Colour = Colors::Red; data[0].Texture = Vector2::Zero; data[1].Texture = Vector2::Zero; data[2].Texture = Vector2::Zero; When used with the shader, the float4 color always ended up with the position data, and the float2 tex always ended up with the color data. After a moment, I figured out that the shader's input and output signatures needed to be in the correct order and the correct format and be laid out in the exact order of the output from the Vertex Shader, regardless of the semantics: float4 QuadPixel ( float4 pos : SV_Position, float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { return color; } After finding this out, My question is: Why don't the semantics map the appropriate components when going from Vertex Shader to Pixel Shader? Is there any way that I can make it so certain semantics are always mapped to other semantics, or do I always have to follow the rigid Shader Signature (in this case, Position, Color, and Texture) ? As a side note for why I'm asking: I know that when using XNA, my shader signatures for functions could differ in position and even drop items from Vertex Shader to Pixel Shader function parameters, having only the COLOR0 and TEXCOORD0 components being used (and it would still match up correctly). However, I also know that XNA relied on DX9 (and maybe a little DX10) implementation, and that maybe this kind of flexibility no longer exists in DX11?

    Read the article

  • How to tile multiple procedurally generated textures?

    - by Burhuc
    I'm trying to develop a procedural tile generator for a game, mostly for the ground tiles, instead of using "hand-drawn" tiles. To achieve this I'm using Perlin noise and a sine wave with multiple parameters, which already gives me pretty nice results. I don't want to generate 1 tile and repeat that one forever for one ground type, but I want to avoid recurrences, so I'm generating n different tiles. The problem I'm having now is that I want to tile the generated textures (smooth transitions). At the moment I have this: 4 256x256 textures. I thought a simple method would be to just add the positions of the different tiles to the noise generation algorithm, so that, when creating the 4 256x256 textures, it would behave like it would create a 512x512 texture, but that somehow didn't work as intented. So how can I tile those textures?

    Read the article

  • How to make natural-looking paths with A* on a grid?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

    Read the article

  • What has the most efficient intersection test against an AABB tree - OBB, Cylinder or Capsule?

    - by identitycrisisuk
    I'm currently trying to find collisions in 3D between a tighter volume than an AABB and a tree of AABB volumes. I just need to know whether they are intersecting, no closest distance or collision response. An OBB, Cylinder or Capsule would all roughly fit these purposes but Cylinder and Capsule were the first thing I thought of, which I have found little information about detecting intersections online. Am I right in thinking that they would always be more complex to perform Separating Axis Tests on even though they might seem like simpler shapes? I figure by the time I get my head around SAT for curved shapes I could have done the thing with OBBs but I wanted to find out for sure.

    Read the article

  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

    Read the article

  • Design: How to model / where to store relational data between classes

    - by Walker
    I'm trying to figure out the best design here, and I can see multiple approaches, but none that seems "right." There are three relevant classes here: Base, TradingPost, and Resource. Each Base has a TradingPost which can offer various Resources depending on the Base's tech level. Where is the right place to store the minimum tech level a base must possess to offer any given resource? A database seems like overkill. Putting it in each subclass of Resource seems wrong--that's not an intrinsic property of the Resource. Do I have a mediating class, and if so, how does it work? It's important that I not be duplicating code; that I have one place where I set the required tech level for a given item. Essentially, where does this data belong? P.S. Feel free to change the title; I struggled to come up with one that fits.

    Read the article

  • NVidia control panel SSAO not working

    - by János Turánszki
    I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable it. With this I could enable SSAO for some other games, but not every one. I know this technique requires the depth buffer and (optionally) a normal map texture to sample information from which I already have access to given I have a deferred renderer working. After that I actually thought to roll back to a previous version of my game which still uses forward rendering so the depth buffer is actually bound to the backbuffer which I render to from the get-go so that maybe the NVidia control panel would somehow make use of it. It was not working with forward rendering either. (I also tried FXAA in the control panel and that works - but it doesn't need any depth or normal texture) So my question is that how can I enable this function so that it would work by enabling it in the NVidia control panel?

    Read the article

  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

    Read the article

< Previous Page | 490 491 492 493 494 495 496 497 498 499 500 501  | Next Page >