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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

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  • Fast software color interpolating triangle rasterization technique

    - by Belgin
    I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. I'm specifically interested in rendering small triangles, like the ones from this 100k poly dragon: As you can see, the method I'm using is not perfect either, as it leaves small gaps from time to time (at least I think that's what's happening). I don't mind using assembly optimizations. Pseudocode or actual code (C/C++ or similar) is appreciated. Thanks in advance.

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • Can SpriteBatch be used to fill a polygon with a texture?

    - by can poyrazoglu
    I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with convex polygons (without diving into super math which is definitely not something I'm pretty good at). Are there any solutions for filling in a polygon in a basic way? I of course need something dynamic (I'll have a map editor that you can define polygons, and the game will render them (and collision detection will also use them but that's off topic), basically I can't accept solutions like "pre-calculated" bitmaps or anything like that. I need to draw a polygon with the segments provided, to the screen, using the SpriteBatch.

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  • Good 2D Platformer Physics

    - by Joe Wreschnig
    I have a basic character controller set up for a 2D platformer with Box2D, and I'm starting to tweak it to try to make it feel good. Physics engines have a lot of knobs to tweak, and it's not clear to me, writing with a physics engine for the first time, which ones I should use. Should jumping apply a force for several ticks? An impulse? Directly set velocity? How do I stop the avatar from sticking to walls without taking away all its friction (or do I take away all the friction, but only in the air)? Should I model the character as a capsule? A box with rounded corners? A box with two wheels? Just one big wheel? I feel like someone must have done this before! There seem to be very few resources available on the web that are not "baby's first physics", which all cut off where I'm hoping someone has already solved the issues. Most examples of physics engines for platformers have floaty-feeling controls, or in-air jumps, or easily exploitable behavior when temporary penetration is too high, etc. Some examples of what I mean: A short tap of jump jumps a short distance; a long tap jumps higher. Short skidding when stopping or reversing directions at high velocity. Standing stably on inclines (but maybe sliding down them when ducking). Analog speed when using an analog controller. All the other things that separate good platformers from bad platformers. Dare I suggest, stable moving platforms? I'm not really looking for "hey, do this." Obviously, the right thing to do is dependent on what I want in the game. But I'm hoping someone somewhere has gone through the possibilities and said "well technique A does feature X well, technique B does Y well, but that doesn't work with C", or has some worked examples beyond "if (key == space) character.impulse(0, 1)"

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  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • What is the best type of c# timer to use with an Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. An object will be selected, a menu choice will then be selected, and the timer will start. Several events will occur at different intervals during the duration of the timer. The events will be confined to changing the material of the selected object, and calling a 1 second sound effect like a chime or a bell. If the user wants to save or end the game before all the timers are done, the start of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will have a calculation done to see if the timer is then done, where the game will change the materials appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

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  • 3D zooming technique to maintain the relative position of an object on screen

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the view of the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed. I projected the 3D pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly? If some of you want to explain the math in detail, be my guest, I can understand these things well.

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  • Arbitrary projection matrix from 6 arbitrary frustum planes

    - by Doub
    A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube. The glOrtho and glFrustum use only 6 parameter to define such a projection, but impose several constraints on the frustum that will get projected to the clip cube: the near and far planes are parallel, the left and right planes intersect on a vertical line, and the top and bottom planes intersect on a horizontal lines, both lines being parallel to the near and far planes. I'd like to lift these restrictions. So, from the definition of the 6 frustum side planes (in whatever representation you see fit), how can I compute a general projection matrix?

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  • Where can I find free or buy "next-gen" 3D Assets?

    - by Valmond
    Usually I buy 3D Assets from sites like turbosquid.com or similar. My problem is that I have lately implemented glow, normal maps, specular (and specular power) maps and reflection maps and I can't find any models that use those techniques. So where can I find / buy "next gen" assets (at least models/items with a normal map)? I have checked for similar posts but those I found are about either free only or 2D or 'ordinary' 3D so I hope this is not a duplicate.

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  • Continuous Movement of gun bullet

    - by Siddharth
    I was using box2d for the movement of the body. When I apply gravity (0,0) the bullet continuously move but when I change gravity to the earth the behavior was changed. I also try to apply continuous force to the bullet body but the behavior was not so good. So please provide any suggestion to continuously move bullet body in earth gravity. currentVelocity = bulletBody.getLinearVelocity(); if (currentVelocity.len() < speed|| currentVelocity.len() > speed + 0.25f) { velocityChange = Math.abs(speed - currentVelocity.len()); currentVelocity.set(currentVelocity.x* velocityChange, currentVelocity.y*velocityChange); bulletBody.applyLinearImpulse(currentVelocity,bulletBody.getWorldCenter()); } I apply above code for the continuous velocity of the body. And also I did not able to find any setGravityScale method in the library.

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  • How to monetize and/or protect framework rights?

    - by Arthur Wulf White
    I made a game engine/framerwork for ActionScript 3 that allows very efficient and flexible level design for Platformers, Tower Defense game, RPG's, RTS and racing games. The algorithms I used are new and are not available in any other level editor I've seen. What are the best ways to benefit myself and others with my new framework? It is written for ActionScript 3 so unless I translate it to C# I'm guessing it will be decompiled and used by others. I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief.

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  • 2D Grid based game - how should I draw grid lines?

    - by Adam K Dean
    I'm playing around with a 2D grid based game idea, and I am using sprites for the grid cells. Let's say there is a 10 x 10 grid and each cell is 48x48, which will have sprites drawn there. That is fine. But in design mode, I'd like to have a grid overlay the screen. I can do this either with sprites (2x600 pixel image etc) or with primitives, but which is best? Should I really be switching between sprites and 3d/2d rendering? Like so: Thanks!

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  • Access Violation when trying to bind Vertex Object Array

    - by Paul
    I've just started digging into OpenGL and I've run into a problem trying to set a VOA. It's giving me a run-time error of : An unhandled exception of type 'System.AccessViolationException' At // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); I have searched the internet high and low for a solution and I haven't found one. The rest of my function looks like this: int main(array<System::String ^> ^args) { // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); return -1; } glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 0); // 4x antialiasing glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // We want OpenGL 3.3 glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL // Open a window and create its OpenGL context if( !glfwOpenWindow( 800, 600, 0,0,0,0, 32,0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); return -1; } // Initialize GLEW if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } glfwSetWindowTitle( "Game Engine" ); // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glfwEnable( GLFW_STICKY_KEYS );

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  • How do I implement movement in a WPF Adventure game?

    - by ZeroPhase
    I'm working on making a short WPF adventure game. The only major hurdle I have right now is how to animate objects on the screen correctly. I've experimented with DoubleAnimation and ThicknessAnimation both enable movement of the character, but the speed is a bit erratic. The objects I'm trying to move around are labels in a grid, I'm checking the mouse's position in terms of the canvas I have the grid in. Does anyone have any suggestions for coding the movement, while still allowing mouse clicks to pick up items when needed? It would be nice if I could continue using the Visual Studio GUI Editor. By the way, I'm fine with scrapping labels in a grid for a more ideal object to manipulate. Here's my movement code: ThicknessAnimation ta = new ThicknessAnimation(); The event handling movement: private void Hansel_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { ta.FillBehavior = FillBehavior.HoldEnd; ta.From = Hansel.Margin; double newX = Mouse.GetPosition(PlayArea).X; double newY = Mouse.GetPosition(PlayArea).Y; if (newX < Convert.ToDouble(Hansel.Margin.Left)) { //newX = -1 * newX; ta.To = new Thickness(0, newY, newX, 0); } else if (newY < Convert.ToDouble(Hansel.Margin.Top)) { newY = -1 * newY; } else { ta.To = new Thickness(newX, newY, 0, 0); } ta.Duration = new Duration(TimeSpan.FromSeconds(2)); Hansel.BeginAnimation(Grid.MarginProperty, ta); } ScreenShot with annotations: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps9d4a33cc.png ScreenShot with example movement: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps51f2359f.jpg

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  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

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  • How to manage my model

    - by Christophe Debove
    I have in my model, a list of Classes : Player, NonPlayerCharacter, Monster, Item, NonMovableItem etc With AndEngine I've a list of sprite for each piece of my model, How can I manage the relashionship between my model's classes and the graphical elements, what is the degree of abstaction recommended for my problem? One sprite for one Model or one Model for one Sprite or n for n for exemple If I do drag&drop have I to make abstraction of the Sprite Class, another exemple a map is a List of sprite or a list of element of my model?

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  • Problems with my slotgame

    - by Raiden2k
    I'm coding a slot game for learning. Here's the source code. My questions are below. unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Windows, FileUtil, Forms, Controls, Graphics, Dialogs, StdCtrls, ExtCtrls, ComCtrls, Menus, ActnList, Spin, FileCtrl; type { TForm1 } TForm1 = class(TForm) FloatSpinEdit1: TFloatSpinEdit; Guthabenlb: TLabel; s4: TLabel; s5: TLabel; s6: TLabel; s7: TLabel; s8: TLabel; s9: TLabel; Timer3: TTimer; Winlb: TLabel; Loselb: TLabel; slotbn: TButton; s1: TLabel; s2: TLabel; s3: TLabel; Timer1: TTimer; Timer2: TTimer; procedure FormCreate(Sender: TObject); procedure slotbnClick(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure Timer2Timer(Sender: TObject); procedure Timer3Timer(Sender: TObject); private { private declarations } FRollen : array [0..2, 0..9] of String; public { public declarations } end; var Form1: TForm1; wins,loses : Integer; guthaben : Double = 10; implementation {$R *.lfm} { TForm1 } procedure TForm1.slotbnClick(Sender: TObject); begin Guthaben := Guthaben - 1.00; Guthabenlb.Caption := FloatToStr(guthaben) + (' €'); Timer1.Enabled := True; Timer2.Enabled := True; slotbn.Enabled := false; end; procedure TForm1.FormCreate(Sender: TObject); var i: integer; j: integer; n: integer; digits: TStringlist; begin Digits := TStringList.Create; try for i := low(FRollen) to high(FRollen) do begin for j := low(FRollen[i]) to high(FRollen[i]) do Digits.Add(IntToStr(j)); for j := low(FRollen[i]) to high(FRollen[i]) do begin n := Random(Digits.Count); FRollen[i, j] := Digits[n]; Digits.Delete(n); end; end finally Digits.Free; end; for i:=low(FRollen) to high(FRollen) do begin end; end; //==================================================================================================\\ // Drehen der Slots im Zufallsmodus //==================================================================================================// procedure TForm1.Timer1Timer(Sender: TObject); begin s1.Caption := IntToStr(Random(9)); s2.Caption := IntToStr(Random(9)); s3.Caption := IntToStr(Random(9)); s4.Caption := IntToStr(Random(9)); s5.Caption := IntToStr(Random(9)); s6.Caption := IntToStr(Random(9)); s7.Caption := IntToStr(Random(9)); s8.Caption := IntToStr(Random(9)); s9.Caption := IntToStr(Random(9)); end; //==================================================================================================// //===================================================================================================\\ // Gewonnen / Verloren abfrage //===================================================================================================// procedure TForm1.Timer2Timer(Sender: TObject); begin Timer1.Enabled := False; Timer2.Enabled := false; if (s1.Caption = s5.Caption) and (s1.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s1.Caption = s4.Caption) and (s1.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s2.Caption = s5.Caption) and (s2.Caption = s8.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s6.Caption) and (s3.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s5.Caption) and (s3.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else Inc(loses); slotbn.Enabled := True; Loselb.Caption := 'Loses: ' + IntToStr(loses); Winlb.Caption := 'Wins: ' + IntTostr(Wins); end; procedure TForm1.Timer3Timer(Sender: TObject); begin if (guthaben = 0) or (guthaben < 0) then begin Timer3.Enabled := False; MessageBox(handle,'Du hast verloren!','Verlierer!',MB_OK); close(); end; end; //======================================================================================================\\ end. How can I replace the labels through icons 16 x 16 pixels? How can I adjust the winning sum according to the icons? (for example 3 crowns give you 40 € and 3 apples only 10 €) How can I adjust the winning sum with a sum for every round?

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  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

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  • Interacting with scene from controller/app delegate cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

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