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  • How do I draw video frames onto the screen permanently using XNA?

    - by izb
    I have an app that plays back a video and draws the video onto the screen at a moving position. When I run the app, the video moves around the screen as it plays. Here is my Draw method... protected override void Draw(GameTime gameTime) { Texture2D videoTexture = null; if (player.State != MediaState.Stopped) videoTexture = player.GetTexture(); if (videoTexture != null) { spriteBatch.Begin(); spriteBatch.Draw( videoTexture, new Rectangle(x++, 0, 400, 300), /* Where X is a class member */ Color.White); spriteBatch.End(); } base.Draw(gameTime); } The video moves horizontally acros the screen. This is not exactly as I expected since I have no lines of code that clear the screen. My question is why does it not leave a trail behind? Also, how would I make it leave a trail behind?

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  • Would someone please explain Octree Collisions to me?

    - by A-Type
    I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will occur between planets, ships, asteroids, and the sun. Each of these objects can be subdivided into 'chunks', which I have implemented to speed up rendering (the vertices can and will change often at runtime, so I've separated the buffers). These subdivisions also have bounding primitives to test for collision. All of these objects are made of blocks (yeah, it's that kind of game). Blocks can also be tested for rough collisions, though they do not have individual bounding primitives for memory reasons. I think the rough testing seems to be sufficient, though. So, collision needs to be fairly precise; at block resolution. Some functions rely on two blocks colliding. And, of course, attacking specific blocks is important. Now what I am struggling with is filtering my collision pairs. As I said, I've read a lot about Octrees, but I'm having trouble applying it to my situation as many tutorials are vague with very little code. My main issues are: Are Octrees recalculated each frame, or are they stored in memory and objects are shuffled into different divisions as they move? Despite all my reading I still am not clear on this... the vagueness of it all has been frustrating. How far do Octrees subdivide? Planets in my game are quite large, while asteroids are smaller. Do I subdivide to the size of the planet, or asteroid (where planet is in multiple divisions)? Or is the limit something else entirely, like number of elements in the division? Should I load objects into the octrees as 'chunks' or in the whole, then break into chunks later? This could be specific to my implementation, I suppose. I was going to ask about how big my root needed to be, but I did manage to find this question, and the second answer seems sufficient for me. I'm afraid I don't really get what he means by adding new nodes and doing subdivisions upon adding new objects, probably because I'm confused about whether the tree is maintained in memory or recalculated per-frame.

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  • Actor and Sprite, who should own these properties?

    - by Gerardo Marset
    I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a menu, an invisible instance that controls score, etc) and Sprite is used for animated (or not) images with transparency (or not). The actor may have an assigned sprite that represents it on the screen, which may change during the game. E.g. in a top-down action game you may have an actor with a sprite of a little guy that changes when attacking, walking, and facing different directions, etc. Currently the actor has x and y properties (its coordinates in the screen), while the sprite has an index property (the number of the frame currently being shown by the sprite). Since the sprite doesn't know which actor it belongs to (or if it belongs to an actor at all), the actor must pass its x and y coordinates when drawing the sprite. Also, since a actors may reset its sprite each frame (and usually do), the sprite's index property must be passed from the old to the new sprite like so (pseudocode): function change_sprite(new_sprite) old_index = my.sprite.index my.sprite = new_sprite() my.sprite.index = old_index % my.sprite.frames end I always thought this was kind of cumbersome, but it never was a big problem. Now I decided to add support for more properties. Namely a property to draw the sprite rotated, a property to draw it flipped, it a property draw it stretched, etc. These should probably belong to the sprite and not the actor, but if they do, the actor would have to pass them from the old to the new sprite each time it changes... On the other hand, if they belonged to the actor, the actor would have to pass each property to the sprite when drawing it (since the sprite doesn't know which actor it belongs to, and it shouldn't, since sprites aren't just meant to be used by actors, really). Another option I thought of would be having an extra class that owns all these properties (plus index, x and y) and links an actor with a sprite, but that doesn't come without drawbacks. So, what should I do with all these properties? Thanks!

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • OpenGL 2D Rasterization Sub-Pixel Translations

    - by Armin Ronacher
    I have a tile based 2D engine where the projection matrix is an orthographic view of the world without any scaling applied. Thus: one pixel texture is drawn on the screen in the same size. That all works well and looks nice but if the camera makes a sub-pixel movement small lines appear between the tiles. I can tell you in advance what does not fix the problem: GL_NEAREST texture interpolation GL_CLAMP_TO_EDGE What does “fix” the problem is anchoring the camera to the nearest pixel instead of doing a sub-pixel translation. I can live with that, but the camera movement becomes jerky. Any ideas how to fix that problem without resorting to the rounding trick I do currently?

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  • Material, Pass, Technique and shaders

    - by Papi75
    I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( nameInShader, valueInMaterialOrOther ); } private: Blend blendmode; ///< Alpha, Add, Multiply, … Color ambient; Color diffuse; Color specular; DrawingMode drawingMode; // Line Triangles, … Program* program; std::map<string, TexturePacket> textures; // List of textures with TexturePacket = { Texture*, vec2 offset, vec2 scale} }; How can I handle the link between the Shader and the Material? (sendToShader method) If the user want to send additionals informations to the shader (like time elapsed), how can I allow that? (User can't edit Material class) Thanks!

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • Make pygame's frame rate faster

    - by Smashery
    By profiling my game, I see that the vast majority of the execution time of my hobby game is between the blit and the flip calls. Currently, it's only running at around 13fps. My video card is fairly decent, so my guess is that pygame is not using it. Does anyone know of any graphics/display options I need to set in pygame to make this faster? Or is this just something that I have to live with since I've chosen pygame?

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  • How do I create a camera?

    - by Morphex
    I am trying to create a generic camera class for a game engine, which works for different types of cameras (Orbital, GDoF, FPS), but I have no idea how to go about it. I have read about quaternions and matrices, but I do not understand how to implement it. Particularly, it seems you need "Up", "Forward" and "Right" vectors, a Quaternion for rotations, and View and Projection matrices. For example, an FPS camera only rotates around the World Y and the Right Axis of the camera; the 6DoF rotates always around its own axis, and the orbital is just translating for a set distance and making it look always at a fixed target point. The concepts are there; implementing this is not trivial for me. SharpDX seems to have has already Matrices and Quaternions implemented, but I don't know how to use them to create a camera. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts.

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  • Beginner question about vertex arrays in OpenGL

    - by MrDatabase
    Is there a special order in which vertices are entered into a vertex array? Currently I'm drawing single textures like this: glBindTexture(GL_TEXTURE_2D, texName); glVertexPointer(2, GL_FLOAT, 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, coordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); where vertices has four "xy pairs". This is working fine. As a test I doubled the sizes of the vertices and coordinates arrays and changed the last line above to: glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); since vertices now contains eight "xy pairs". I do see two textures (the second is intentionally offset from the first). However the textures are now distorted. I've tried passing GL_TRIANGLES to glDrawArrays instead of GL_TRIANGLE_STRIP but this doesn't work either. I'm so new to OpenGL that I thought it's best to just ask here :-) Cheers!

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • Need a bounding box for CCSprite that includes all children/subchildren

    - by prototypical
    I have a CCSprite that has CCSprite children, and those CCSprite children have CCSprite children. The contentSize property doesn't seem to include all children/subchildren, and seems to only work for the base node. I could write a recursive method to traverse a CCSprite for all children/subchildren and calculate a proper boundingbox, but am curious as to if I am missing something and it's possible to get that information without doing so. I'l be a little surprised if such a method doesn't exist, but I can't seem to find it.

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • Particle effect after the bullet

    - by Siddharth
    In my game, I fire a bullet from the gun along with that I generate a particle behind the bullet so that I look like fire effect after the bullet. But my problem is that the position I got from the bullet was distance in place. So basically I want to say that the bullet speed was high for that reason I got coordinate for the particle generation was far from each other like dot dot effect. But I want continuous flow of particle behind the bullet. So please provide any guidance for my problem

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  • How can I show a texture in a separate window in an XNA game?

    - by John
    I'm playing around with random map generation and what I want to do is: Input a command to generate a random map. A texture will be created resembling the generation, each pixel resembling each tile. A new window will pop-up, without removing the original one, that will contain the texture. I know how to do this except for the last part. Would someone please tell me how to create a new window and draw a texture to this window?

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Move a 2D square on y axis on android GLES2

    - by Dan
    I am trying to create a simple game for android, to start i am trying to make the square move down the y axis but the way i am doing it dosent move the square at all and i cant find any tutorials for GLES20 The on draw frame function in the render class updates the users position based on accleration dew to gravity, gets the transform matrix from the user class which is used to move the square down, then the program draws it. All that happens is that the square is drawn, no motion happens public void onDrawFrame(GL10 gl) { user.update(0.0, phy.AccelerationDewToGravity); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Re draws black background GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, user.SquareVB);//triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glUniformMatrix4fv(maPositionHandle, 1, false, user.getTransformMatrix(), 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } The update function in the player class is public void update(double vh, double vv) { Vh += vh; // Increase horrzontal Velosity Vv += vv; // Increase vertical velosity //Matrix.translateM(mMMatrix, 0, (int)Vh, (int)Vv, 0); Matrix.translateM(mMMatrix, 0, mMMatrix, 0, (float)Vh, (float)Vv, 0); }

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  • Pixmaps, ByteBuffers, and Textures....Oh my

    - by odaymichael
    My ultimate goal is to take a specific region of the screen, and redraw it somewhere else. For example, take a square from the upper left hand corner of the screen and redraw it on the lower right hand corner, so that it is basically a copy of that screen section; kind of like a minimap, but at the same scale as the original. I have looked in to pixmaps and bytebuffers. Also maybe copying that region from the backbuffer somehow. Wondering the best way to go about this. Any help is appreciated. I am using opengl es and libgdx for what it's worth.

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  • Calculate the intersection depth between a rectangle and a right triangle

    - by Celarix
    all. I'm working on a 2D platformer built in C#/XNA, and I'm having a lot of problems calculating the intersection depth between a standard rectangle (used for sprites) and a right triangle (used for sloping tiles). Ideally, the rectangle will collide with the solid edges of the triangle, and its bottom-center point will collide with the sloped edge. I've been fighting with this for a couple of days now, and I can't make sense of it. So far, the method detects intersections (somewhat), but it reports wildly wrong depths. How does one properly calculate the depth? Is there something I'm missing? Thanks!

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. My question: Where am i going wrong in my code, and how do i solve it so i have my map looking like it should and my player moving as it should as well as my player returning the correct tileID it is standing on or moving too. Thanks Again ALSO Here is a link to my whole code: prototype

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Variables in static library are never initialized. Why?

    - by Coyote
    I have a bunch of variables that should be initialized then my game launches, but must of them are never initialized. Here is an example of the code: MyClass.h class MyClass : public BaseObject { DECLARE_CLASS_RTTI(MyClass, BaseObject); ... }; MyClass.cpp REGISTER_CLASS(MyClass) Where REGISTER_CLASS is a macro defined as follow #define REGISTER_CLASS(className)\ class __registryItem##className : public __registryItemBase {\ virtual className* Alloc(){ return NEW className(); }\ virtual BaseObject::RTTI& GetRTTI(){ return className::RTTI; }\ }\ \ const __registryItem##className __registeredItem##className(#className); and __registryItemBase looks like this: class __registryItemBase { __registryItemBase(const _string name):mName(name){ ClassRegistry::Register(this); } const _string mName; virtual BaseObject* Alloc() = 0; virtual BaseObject::RTTI& GetRTTI() = 0; } Now the code is similar to what I currently have and what I have works flawlessly, all the registered classes are registered to a ClassManager before main(...) is called. I'm able to instantiate and configure components from scripts and auto-register them to the right system etc... The problem arrises when I create a static library (currently for the iPhone, but I fear it will happen with android as well). In that case the code in the .cpp files is never registered. Why is the resulting code not executed when it is in the library while the same code in the program's binary is always executed? Bonus questions: For this to work in the static library, what should I do? Is there something I am missing? Do I need to pass a flag when building the lib? Should I create another structure and init all the __registeredItem##className using that structure?

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