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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Where i must put .xnb files in mono game project using VS2010?

    - by user23899
    Hello there my problem was describe below In the "The Content Pipeline" paragraph http://blogs.msdn.com/b/bobfamiliar/archive/2012/08/07/windows-8-xna-and-monogame-part-3-code-migration-and-windows-8-feature-support.aspx#comments Author describe how fix it using VS2012 put xnb files to \AppX\Content folder but i use VS2010 and mono game templates for it and there is no folders like this so where i must put this asstes to run game correctly

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  • BoundingBox Intersection Problems

    - by Deukalion
    When I try to render two cubes, same sizes, one beside the other. With the same proportions (XYZ). My problem is, why do a Box1.BoundingBox.Contains(Box2.BoundingBox) == ContaintmentType.Intersects - when it clearly doesn't? I'm trying to place objects with BoundingBoxes as "intersection" checking, but this simple example clearly shows that this doesn't work. Why is that? I also try checking height of the next object to be placed, by checking intersection, adding each boxes height += (Max.Y - Min.Y) to a Height value, so when I add a new Box it has a height value. This works, but sometimes due to strange behavior it adds extra values when there isn't anything there. This is an example of what I mean: BoundingBox box1 = GetBoundaries(new Vector3(0, 0, 0), new Vector3(128, 64, 128)); BoundingBox box2 = GetBoundaries(new Vector3(128, 0, 0), new Vector3(128, 64, 128)); if (box1.Contains(box2) == ContainmentType.Intersects) { // This will be executed System.Windows.Forms.MessageBox.Show("Intersects = True"); } if (box1.Contains(box2) == ContainmentType.Disjoint) { System.Windows.Forms.MessageBox.Show("Disjoint = True"); } if (box1.Contains(box2) == ContainmentType.Contains) { System.Windows.Forms.MessageBox.Show("Contains = True"); } Test Method: public BoundingBox GetBoundaries(Vector3 position, Vector3 size) { Vector3[] vertices = new Vector3[8]; vertices[0] = position + new Vector3(-0.5f, 0.5f, -0.5f) * size; vertices[1] = position + new Vector3(-0.5f, 0.5f, 0.5f) * size; vertices[2] = position + new Vector3(0.5f, 0.5f, -0.5f) * size; vertices[3] = position + new Vector3(0.5f, 0.5f, 0.5f) * size; vertices[4] = position + new Vector3(-0.5f, -0.5f, -0.5f) * size; vertices[5] = position + new Vector3(-0.5f, -0.5f, 0.5f) * size; vertices[6] = position + new Vector3(0.5f, -0.5f, -0.5f) * size; vertices[7] = position + new Vector3(0.5f, -0.5f, 0.5f) * size; return BoundingBox.CreateFromPoints(vertices); } Box 1 should start at x -64, Box 2 should start at x 64 which means they never overlap. If I add Box 2 to 129 instead it creates a small gap between the cubes which is not pretty. So, the question is how can I place two cubes beside eachother and make them understand that they do not overlap or actually intersect? Because this way I can never automatically check for intersections or place cube beside eachother.

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  • How to prevent "underwater sight" in games

    - by CPP_Person
    In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water doesn't exist and the player is... flying slowly with water sounds? Is there a logical way to solve this? An algorithm? Doesn't seem like any solution has come up yet since many games still have this. I don't want to make the same mistake.

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • XNA Sprite Clipping Incorrectly During Rotation

    - by user1226947
    I'm having a bit of trouble getting my sprites in XNA to draw. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen. However, it seems to make this decision before it applies a rotation. This rotation can mean that even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen. My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)? sb.Draw(mSpriteTexture, mPosition, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);

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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • Rending 2D Tile World (With Player In The Middle)

    - by Mick
    What I have at the moment is a series of data structures I'm using, and I would like to render the world onto the screen (just the visible parts). I've actually already done this several times (lots of rewrites), but it's a bit buggy (rounding seems to make the screen jump ever so slightly every x tiles the player walks past). Basically I've been confusing myself heavily on what I feel should be a pretty simple problem... so here I am asking for some help! OK! So I have a 50x50 array holding the tiles of the world. I have the player position as 2 floats, x ([0, 49]) and y ([0, 49]) in that array. I have the application size exactly in pixels (x and y). I have an arbitrary TILE_SIZE static int (based on screen pixels). What I think is heavily confusing me is using a 2d orthogonal projection in opengl which maps (0,0) to the top left of the screen and (SCREEN_SIZE_X, SCREEN_SIZE_Y) to the bottom right of the screen. gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0, getActualWidth(), getActualHeight(), 0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); The map tiles are set so that the (0,0) in the array is the bottom left. And the player has to be in the middle on the screen (SCREEN_SIZE_X/2, SCREEN_SIZE_Y/2). What I've been doing so far is trying to render 1-2 tiles more all around what would be displayed on the screen so that I don't have to worry about figuring out rendering half a tile from the top left, depending where the player is. It seems like such an easy problem but after spending about 40+hours on it rewriting it many times I think I'm at a point where I just can't think clearly anymore... Any help would be appreciated. It would be great if someone can provide some very basic pseudo code on keeping the player in the middle when your projection is mapped to screen coordinates and only rendering basically the tiles that you would be any be see. Thanks!

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  • How can I protect my save data from casual hacking?

    - by Danran
    What options are there for saving game data in a secure manner? I'm interested in solutions specifically tailored for C++. I'm looking for something that is fast and easy to use. I'm only concerned about storing simple information such as Which levels are and are not unlocked The user's score for each level I'm curious again to know what's out there to use, any good libraries to use that give me nice, secure game data files that the average player can't mess with. I just found this here which looks very nice, but it would be great to get some opinions on potential other libraries/options out there.

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  • What's the best way to add some particle or laser effects to an already animated character?

    - by Scott
    I just purchased some rigged and animated robot characters from 3drt for a game I'm making in unity. I would like to be able to add some weapon effects to the characters. For example, I would like for the robots to be able to shot lasers out of the hands at enemies. I have know idea where to even start with this task as I'm more of a programmer than a graphics guy. Can some experienced developers / designers please point me in a good direction? Thanks. Note: As of right now I have maya and blender installed on my computer.

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  • How do I properly center Nifty GUI elements on screen?

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works well until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. It's always in the upper left corner, so far I can only see the lower right part of the text. How can I center the text element in the center of the screen?

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  • Are there any OpenGL ES 2.0 examples for JOGL?

    - by fjdutoit
    I've scoured the internet for the last few hours looking for an example of how to run even the most basic OpenGL ES 2 example using JOGL but "by Jupiter!" it has been a total fail. I tried converting the android example from the OpenGL ES 2.0 Programming Guide examples (and at the same time looking at the WebGL example -- which worked fine) yet without any success. Are there any examples out there? If anyone else wants some extra help regarding this question see this thread on the official Jogamp forum.

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  • Detailed Modern Opengl Tutorial?

    - by Kogesho
    I am asking for a specific modern opengl tutorial. I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most tutorials use only one object), as well as imported 3d objects and collision detection for them. It should also avoid stuff that won't be used. Arcysnthesis for example gives a new concept, and after teaching it, in the next tutorial, it explains how bad it is for performance and introduces another method. Do you know any?

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  • How to design the scenarios in a platform game?

    - by ReyLitch
    I am developing a 3D platform game like Metroid Fusion with XNA. I have many classes for different elements as models, game screens, postprocessing and so on. Now I want to start designing the scenarios but I think that the scenarios needed in a platform game are not as conventional (by conventional I say something like this). I am very lost and not know where to start and how to structure it. Thanks in advance.

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in? Edit - I'll expand the question, because I hadn't taken the first comment into account. What would the proper method of handling this be in the case that a user has disabled custom fonts?

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  • How do I make this ad execution?

    - by Maggie
    I am doing research on replicating an ad execution - http://www.digitalbuzzblog.com/gol-airlines-mobile-controlled-banner-game/ It's a simple "game" involving using the phone as a forward/back/left/right controller for a car in flash on the internet. I've started reading on P2P, but I'm finding such a vast amount of information and non specific to what I need that it's hard for me to sort through. Does anyone know any tutorials or can shed some light on how I might go about making a very simple mobile controller for a flash game?

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  • How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?

    - by Sion Sheevok
    This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules when drawing objects in the game world. Draw all opaque objects, front-to-back. Draw all alpha-blended objects, back-to-front. Some of the major parameters to batch by, as I understand it, are textures, vertex buffers, and index buffers. It seems that, as long as you are adhering to the above two rules, there's little to be done in regards to batching. I see one possibility to batch, while still adhering to the above two rules. Opaque objects can still be drawn out of depth-order, because drawing them front-to-back is merely a fillrate optimization, meanwhile state changes may very well be far more expensive than the overdraw of drawing out of depth-order. However, non-opaque objects, those that require alpha-blending at least, must be drawn back-to-front in order to avoid rendering artifacts. Is the loss of the fillrate optimization for opaques worth the state batching optimization?

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  • I need help with a timer for a text based game, i need to include a mysql query to it, but not sure how.

    - by Hijumper
    i would like to add a mysql query somewhere in my timer code so that everytime it restarts then 1 item would be added to the database, i can get it to show how many items you have gotten since the timer has been running, but im not quite sure how to add it into a mysql database, any help would be appreciated :D heres my timer code thus far: <head> <script type="text/javascript"> var c=10; var mineCount = 0; var t; var timer_is_on=0; function timedCount() { document.getElementById('txt').value = c; c = c - 1; if (c <= -1) { mineCount++; var _message = "You have mined " + mineCount + " iron ore" + (((mineCount > 1) ? "s" : "") + "!"); document.getElementById('message').innerHTML = _message; startover(); } } function startover() { c = 10; clearTimeout(t); timer_is_on=0; doMining(); } function doMining() { if (!timer_is_on) { timer_is_on = true; t = setInterval(function () { timedCount(); }, 1000); } } </script> <SPAN STYLE="float:left"> <form> <input type="button" value="Mining" onClick="doMining()"> <input type="text" id="txt"> </form> </SPAN> <html> <center> <div id='message'></div>

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  • How to detect collisions between sprite and a user generated shape of some sort?

    - by Huwell
    How to detect a collision between a sprite and a user generated shape of some sort. For example. There are some objects on the screen. The user takes their finger and draws an circle shape around a object (The selection rule is painting circle around the sprite, but the painting shapes may be various). I need to detect which object selected, which just like: (demo images) http://i52.tinypic.com/28h0t1g.png

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  • How effects found in "Autodesk Fluid FX" are implemented using OpenGL ES?

    - by afds
    How this kind of effects are technically implemented using OpenGL ES? Are they performing simulation on GPU (using Shaders) or CPU while using some smart vertex positioning and texturing? Why it appears so fast (in terms of performance)? You might check the video of that app here: http://www.youtube.com/watch?v=F4KOk6QP6kQ edit Here is the presentation for the app: http://www.futuregameon.com/FGO2010_JosStam.pdf

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  • First frame has a much longer delta time than other frames

    - by Kipras
    I had a problem where my AI moved extreme at the first frame and then normal after that. I then figured out it was my delta. It's about 0.016 seconds (60 fps), but the first frame was about 19000 seconds, which is obviously impossible. Does anybody know what might be happening? Also the delta later on likes to oscillate from 0.01 to 0.03, which is, again, crazy. long time = Sys.getTime() * 1000 / Sys.getTimerResolution(); float delta = (time - lastFrame) / 1000f; lastFrame = time; return delta; That's the delta code.

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  • Text on a model

    - by alecnash
    I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3D button). It now looks like that: Is there a way to have the text centered only on one side?

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  • Create Adventure Game Scene/Room/Backdrop from Real Photo

    - by Lyuben
    Is there a suitable software or a good tutorial for creating 2D rooms/scenery for adventure games from real photos? Is it possible to achieve good results by using photos, or the hand-drawn style will always be the best choice? Thank you! --- EDIT --- I want to clarify that I'm particularly interested in the art creation process, not on the environment in which to build games. I'm writing the game in Java for Android, but I don't think it matters. Also, I'm not trying to decide if the game will have photo realistic rooms or not - I want to achieve 2d pixelated, old-school style background scenes and I wonder if this can be made from photos, because I cannot draw them myself. For example, can I shoot a scene with my camera and then make it look something like the image in the following link: PIXEL ART FOREST I know that I cannot get the same quality as an absolutely hand-drawn pixel, but I'm looking for some decent technology/tutorial/software to make them somewhat similar.

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