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  • Matrix.CreateBillboard centre rotation problem

    - by Chris88
    I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: BasicEffect quadEffect; Drawing the quad shape: Left = Vector3.Cross(Normal, Up); Vector3 uppercenter = (Up * height / 2) + origin; LowerLeft = uppercenter + (Left * width / 2); LowerRight = uppercenter - (Left * width / 2); UpperLeft = LowerLeft - (Up * height); UpperRight = LowerRight - (Up * height); Where height and width are float values passed in (it draws a square) Draw method: quadEffect.View = camera.view; quadEffect.Projection = camera.projection; quadEffect.World = Matrix.CreateBillboard(Origin, camera.cameraPosition, Vector3.Up, camera.cameraDirection); GraphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>( PrimitiveType.TriangleList, Vertices, 0, 4, Indexes, 0, 2); } GraphicsDevice.BlendState = BlendState.Opaque; In the screenshots below i draw the image at Vector3(32f, 0f, 32f) The screenshots below show you the position of the quad in relation to the red cross. The red cross shows where it should be drawn http://i.imgur.com/YwRYj.jpg http://i.imgur.com/ZtoHL.jpg It rotates around the red cross position

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  • Getting an OBB out of another OBB?

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • Why does my int, booleans, doubles does not work?

    - by SystemNetworks
    As you see, my code does not work. When armor1 is true, it would add my life. goldA is another class. public void goldenArmor(GameContainer gc, StateBasedGame sbg, Graphics g) { if(armor1==true) { goldA.life = life; goldA.intelligence = intelligence; goldA.power = power; goldA.lifeLeft = lifeLeft; goldA.head(); goldA.body(); goldA.legs(); } } My other class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; /* Note: Copyright(C)2012 System Networks | Square NET | Julius Bryan Gambe. You cannot copy the style, story of the game and gameplay! To programmers: The int,doubles,strings,booleans are properly sorted out. Please don't mess it up. */ /* NOTE: We have loops but not for programming. The loop is: 1.show the world to user 2.Obtain input from the user 3.Shows the update, repeat step 1 */ import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; //contents: // public class GoldenArmor{ //get it from play public int life; public double intelligence; public int lifeLeft; public double power; public GoldenArmor() { // TODO Auto-generated constructor stub } //start here public void head() { life += 10; intelligence +=0.5; } public void body() { lifeLeft += 100; } public void legs() { power += 100; } } /* SYSTEM NETWORKS(C) 2012 NET FRONT */ The life, intelligence, power, lifeLeft are nothing but to use it as just reference to prevent stack overflow. And at my main class, it becomes my real booleans, int, doubles. How do I fix this? It does not add it to my normal int.

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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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  • How to make Box2D bodies automatically return to a initial rotation

    - by sm4
    I have two long Box2D bodies, that can collide while moving one of them around with MouseJoint. I want them to try to hold their position and rotation. Blue body is moved using MouseJoint (yellow) towards the Red body. Red body has another MouseJoint - Blue can push Red, but Red will try to return to the start point thanks to the MouseJoint - this works just fine. Both bodies correctly rotate along the middle. This is still as I want. I change the MouseJoint to move the Blue away. What I need is both bodies return to their initial rotation (green arrows) Desired positions and rotations Is there anything in Box2D that could do this automatically? The MouseJoint does that nicely for position. I need it in AndEngine (Java, Android) port, but any Box2D solution is fine. EDIT: By automatically I mean having something I can add to the object "Paddle" without the need to change game loop. I want to encapsulate this functionality to the object itself. I already have an object Paddle that has its own UpdateHandler which is being called from the game loop. What would be much nicer is to attach some kind of "spring" joint to both left and right sides of the paddle that would automatically level the paddle. I will be exploring this option soon.

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  • Multi-Threaded Pipelined Game Engine Data Synchronization Questions

    - by Douglas
    Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering Now let's say that the physics detects a collision between a bullet and a character in stage 1. Two frames later the game logic may choose to remove that bullet from the simulation, however none of the other copies of the data for the other pipeline stages will get this information. How is this sort of thing and other things like it get handled? Do you generally make changes like this to every pipeline stage's data at the end of a frame?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

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  • How can I generate a texture that looks like left-over tea leaves?

    - by Jedidja
    We are working on a project for iPhone and Windows Phone 7 where we'd like to be able to generate tea leaves at the bottom of a cup. It doesn't have to look photo-realistic, and actually cartoon-y is ok. What sort of techniques should we research to accomplish this? Are there any libraries (preferably in C, but we can translate) that would be helpful? Here are some samples pulled from a Google Image search

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • Using Behavior Trees and Events together

    - by weichsem
    I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some friendly some not. The player destroys a ship and the rest of the hostile ships should then start to retreat. How was should the shipWasDestroyed event effect the other ship's behavior trees so that they start running the retreat behavior? One way I could think of doing this is have all the conditions I care about be high level nodes that effectively state change the ship. This would mean I'd have to check all of these state change conditions on every frame the behavior tree was run, even if they are very rare occurrences. I'd prefer not doing this for performance and complexity reasons. From looking at the Halo papers on behavior trees it seems that they handled this by dynamically placing nodes into the tree when the event occurred. It seems like calculating where the new node should go could be problematic depending on the current state of the running behavior. How is this normally handled?

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  • Simple collision detection in Unity 2D

    - by N1ghtshade3
    I realise other posts exist with this topic yet none have gone into enough detail for me. I am attempting to create a 2D game in Unity using C# as my scripting language. Basically I have two objects, player and bomb. Both were created simply by dragging the respective PNG to the stage. I have set up touch controls to move player left and right; gravity of any kind is not needed as I only require it to move x units when I tap either the left or right side of the screen. This movement is stored in a script called playerController.cs and works just fine. I also have a variable health = 3 for player, which is stored in healthScript.cs. I am now at a point where I am stuck. I would like it so that when player collides with bomb, health decreases by one and the bomb object is destroyed. So what I tried doing is using a new script called playerPhysics.cs, I added the following: void OnCollisionEnter2D(Collision2D coll){ if(coll.gameObject.name=="bomb") GameObject.Destroy("bomb"); healthScript.health -= 1; } While I'm fairly sure I don't know the proper way to reference a variable in another script and that's why the health didn't decrease when I collided, bomb never disappeared from the stage so I'm thinking there's also a problem with my collision. Initially, I had simply attached playerPhysics.cs to player. After searching around though, it appeared as though player also needed a rigidBody attached to it, so I did that. Still no luck. I tried using a circleCollider (player is a circle), using a rigidBody2D, and using all manner of colliders on one and/or both of the objects. If you could please explain what colliders (if any) should be attached to which objects and whether I need to change my script(s), that would be much more helpful than pointing me to one of the generic documentation examples I've already read. Also, if it would be simple to fix the health thing not working that would be an added bonus but not exactly the focus of this question. Bear in mind that this game is 2D; I'm not sure if that changes anything. Thanks!

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  • Best practices of texture size

    - by psal
    I wanted to know how should I determine a good texture size ? Currently, I always create UV texture that are 1024x1024px but if I create for example, a big house with a 1024px texture size, it will looks pretty bad. So, should I create different texture size (512, 1024, ...) for different mesh size like this ? : or is it better to always do high-resolution texture and then reduce it in the software (ie : increase the LODBias settings in UDK reduce the size of the texture) ? Thanks for your answer. ps : sorry for my english !

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  • Multiple textures on a mesh created in blender and imported in xna

    - by alecnash
    I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through every mesh (for the cube its only one) and through every part but only the first image used in blender is displayed in every face. The code I am using to fetch the texture looks like that: foreach (ModelMesh m in model.Meshes) { foreach (Effect e in m.Effects) { foreach (var part in m.MeshParts) { e.CurrentTechnique = e.Techniques["Lambert"]; e.Parameters["view"].SetValue(camera.viewMatrix); e.Parameters["projection"].SetValue(camera.projectionMatrix); e.Parameters["colorMap"].SetValue(modelTextures[part.GetHashCode()]); } } m.Draw(); } Am I missing something?

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  • What can make a peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

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  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

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  • Using a particular font in a commercial game

    - by RCIX
    I'm working on a game I intend to sell, and I want to use this font. The license says: "You may NOT copy or distribute the font outside of the licensed household, company, school or institution. Please ask external contacts who want to use the font to purchase their own license at www.CheapProFonts.com." However, my plans are to use a tool to output a texture using this font to use as a bitmap font in my game. Does this mean I can do so, and sell my game with the font in it?

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  • Slick & NiftyGUI. Nifty initialize exception

    - by Romeo
    I found my self into trouble when trying to run a Slick game with a Nifty Game State. This is the code: @Override protected void initGameAndGUI(GameContainer container, StateBasedGame game) throws SlickException { initNifty(container, game); } If i run this i get: java.lang.IllegalStateException: The NiftyGUI was already initialized. Its illegal to do so twice. If i delete the call to initNifty() i get another exception:java.lang.IllegalStateException: NiftyGUI was not initialized.

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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