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  • How to Hide the code of HTML5 games [closed]

    - by jeyanthinath
    Possible Duplicate: HTML5 game obfuscation I am begin to develop games in HTML5 and I had doubt that , when we use the game in online its source can be visible to others even if we use complex code and reference to java-script files , then what is the use of HTML5 even everyone can be able to download the code and still use their updated version Is it possible to hide the code of HTML5 in web page games OR there some other way it can made it not visible to the users !!! If not what is the use of HTML5 as it is open to user as well !!!

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  • What are the most common AI systems implemented in Tower Defense Games

    - by the_Dan
    I'm currently in the middle of researching on the various types of AI techniques used in tower defense type games. If someone could be help me in understanding the different types of techniques and their associated advantages. Using Google I already found several techniques. Random Map traversal Path finding e.g. Cost based Traversing Algorithms i.e. A* I have already found a great answer to this type of question with the below link, but I feel that this answer is tailored to FPS. If anyone could add to this and make it specific to tower defense games then I would be truly great-full. How is AI most commonly implemented in popular games? Example of such games would be: Radiant Defense Plant Vs Zombies - Not truly Intelligent, but there must be an AI system used right? Field Runners Edit: After further research I found an interesting book that may be useful: http://www.amazon.com/dp/0123747317/?tag=stackoverfl08-20

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • Algorithm allowing a good waypoint path following?

    - by Thierry Savard Saucier
    I'm more looking into how should I implement this, either a tutorial or even the name of the concept I'm missing. I'm pretty sure some basic pathfinding algorithm could help me here, but I dont know which one ... I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. But I want him to follow a predefine path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • Cropping a line (laser beam) in XNA

    - by electroflame
    I have a laser sprite that I wish to crop. I want to crop it so when it collides with an item, I can calculate the distance between the starting point, and the ending point, and only draw that. This eliminates the "overdraw" of a laser drawing past an item. Essentially, I'm trying to crop a line, but also keep that line "attached" to the nose of my ship. The line should not be drawn past the nose of my ship, that should be the starting point. There is no rotation to worry about. Currently, I thought that doing this through SpriteBatch would be best. This is my current Spritebatch code: spriteBatch.Draw(Laser.sprite, new Rectangle((int)Laser.position.X, (int)Laser.position.Y, Laser.sprite.Width, LaserHeight), new Rectangle(0, 0, (int)(Laser.sprite.Width), LaserHeight), new Color(255, 255, 255, (byte)MathHelper.Clamp(Laser.Alpha, 0, 255)), Laser.rotation, new Vector2(Laser.sprite.Width/2, LaserHeight/2), SpriteEffects.None, 0); But this doesn't quite work. It does only draw part of the sprite, but when LaserHeight is incremented, it lengthens the line in both ways! I believe this is due to some stupid error on my part with the Origin of the draw. Quick recap: I need to have my laser sprite drawn with the bottom of it at the nose of my ship, and then use LaserHeight to crop the image so only part of it is drawn. I have a feeling my explanation is a bit...lacking. So if you require more information, please say so and I will try to provide more information. Thanks in advance!

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  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

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  • How to change speed without changing path travelled?

    - by Ben Williams
    I have a ball which is being thrown from one side of a 2D space to the other. The formula I am using for calculating the ball's position at any one point in time is: x = x0 + vx0*t y = y0 + vy0*t - 0.5*g*t*t where g is gravity, t is time, x0 is the initial x position, vx0 is the initial x velocity. What I would like to do is change the speed of this ball, without changing how far it travels. Let's say the ball starts in the lower left corner, moves upwards and rightwards in an arc, and finishes in the lower right corner, and this takes 5s. What I would like to be able to do is change this so it takes 10s or 20s, but the ball still follows the same curve and finishes in the same position. How can I achieve this? All I can think of is manipulating t but I don't think that's a good idea. I'm sure it's something simple, but my maths is pretty shaky.

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  • How to move an UIView along a curved CGPath according to user dragging the view

    - by Felipe Cypriano
    I'm trying to build a interface that the user can move his finger around the screen an a list of images moves along a path. The idea is that the images center nevers leaves de path. Most of the things I found was about how to animate using CGPath and not about actually using the path as the track to a user movement. I need to objects to be tracked on the path even if the user isn't moving his fingers over the path. For example (image bellow), if the object is at the beginning of the path and the user touches anywhere on the screen and moves his fingers from left to right I need that the object moves from left to right but following the path, that is, going up as it goes to the right towards the path's end. This is the path I've draw, imagine that I'll have a view (any image) that the user can touch and drag it along the path, there's no need to move the finger exactly over the path. If the user move from left to right the image should move from left to right but going up if need following the path. This is how I'm creating the path: CGPoint endPointUp = CGPointMake(315, 124); CGPoint endPointDown = CGPointMake(0, 403); CGPoint controlPoint1 = CGPointMake(133, 187); CGPoint controlPoint2 = CGPointMake(174, 318); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, endPointUp.x, endPointUp.y); CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, endPointDown.x, endPointDown.y); Any idead how can I achieve this?

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  • OpenGL: Filtering/antialising textures in a 2D game

    - by futlib
    I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D games, but I don't see how most of that applies to 2D games - e.g. antisoptric filtering seems to make no sense, FSAA doesn't sound like the best bet either. I suppose this means texture filtering is my best option? Right now I'm using bilinear filtering, I think: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); From what I've read, I'd have to use mipmaps to use trilinear filtering, which would drive memory usage up, so I'd rather not. I know the final sizes of all the textures when they are loaded, so can't I somehow size them correctly at that point? (Using some form of texture filtering).

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  • stack management in CLR

    - by enableDeepak
    I understand the basic concept of stack and heap but great if any1 can solve following confusions: Is there a single stack for entire application process or for each thread starting in a project a new stack is created? Is there a single Heap for entire application process or for each thread starting in a project a new stack is created? If Stack are created for each thread, then how process manage sequential flow of threads (and hence stacks)

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  • Handling packet impersonating in client-server model online game

    - by TheDespite
    I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet from someone else and modify it to execute any non-critical action for another client. I am currently compressing all datagrams so that adds just a tad of security. Edit: One way I thought about was to send a unique "key" to the verified client every x_time and then the client has to add that to all of it's update packets until a new key is sent. Edit2: I should have mentioned that I am not concerned about whether the actions described in the packet are available to the client at the time, this is all checked by the server which I thought was obvious. I am only concerned about someone sending packets for another client.

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • How to use UILongPressGestureRecognizer with sprite drag & wait?

    - by ganesh
    May be it's asked before also but I couldn't find any good answer. Please tell me how this can be implemented with UILongPressGestureRecognizer? A user drags a sprite from X location to Y location. Then it waits at Y location (touch is not ended yet) for 1 or 2 secs and release the touch i.e touch is ended. In this case, shouldn't following states be triggered in below order for UILongPressGestureRecognizer: UIGestureRecognizerStateBegan UIGestureRecognizerStateChanged UIGestureRecognizerStateEnded ? My problem is if UIPanGestureRecognizer is also implemented to handle drags, UILongPressGesture is never triggered even after Long waits. Any thoughts?

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • Best algorithm for recursive adjacent tiles?

    - by OhMrBigshot
    In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag. Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes: void destroyAdjacentTiles(int x, int z) { int GridSize = Cubes.GetLength(0); int minX = x == 0 ? x : x-1; int maxX = x == GridSize - 1 ? x : x+1; int minZ = z == 0 ? z : z-1; int maxZ = z == GridSize - 1 ? z : z+1; Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ)); for (int curX = minX; curX <= maxX; curX++) { for (int curZ = minZ; curZ <= maxZ; curZ++) { if (Cubes[curX, curZ] != Cubes[x, z]) { Debug.Log(string.Format(" Checking: {0}, {1}", curX, curZ)); if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) { Destroy(Cubes[curX,curZ]); destroyAdjacentTiles(curX, curZ); } } } } }

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • Making a surface transparent from blackness of texture

    - by Dan the Man
    I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I don't want a cutout, because that cuts it off at a hard edge. This line of code doesn't seem to work. gl_FragColor = texture2D( vec4( _MainTex.r, _MainTex.g, _MainTex.b, _MainTex.a), vec2(textureCoordinates));

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  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

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  • spinning a 2d Cube

    - by Rahul Verma
    I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is that instead of coins I make my player collect magical cubes. But those cubes need to be spinning on one Diagonal, same can be seen in popular game Vector. Here is a screenshot. Can someone explaing the mathematics of such an animation

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  • If I use my own normal values, should I turn off winding order culling?

    - by Phil
    I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is culling half of them. However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer. Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

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  • Basic tutorial/introduction for 3d matrices, idealy in c++, without openGl or directX

    - by René Nyffenegger
    I am wondering if there is a simple tutorial that covers the basics of how to initialize rotation, translation and projection matrices, and how to multiply them, and how to get the screen coordinates afterwards for a 3d point. Idealy, the tutorial comes with compilable code and is not dependent on any 3rd party library. Searching the internet, I found lots of tutorials, so this is not the problem. Yet, it seemed all of these either covered openGl or directX, or they were theoretical in nature.

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  • What are the cons of using DrawableGameComponent for every instance of a game object?

    - by Kensai
    I've read in many places that DrawableGameComponents should be saved for things like "levels" or some kind of managers instead of using them, for example, for characters or tiles (Like this guy says here). But I don't understand why this is so. I read this post and it made a lot of sense to me, but these are the minority. I usually wouldn't pay too much attention to things like these, but in this case I would like to know why the apparent majority believes this is not the way to go. Maybe I'm missing something.

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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