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  • android shut-down errors / thread problems

    - by iQue
    Im starting to deal with some stuff in my game that I thought were "minor problems" and one of these are that I get an error every time I shut down my game that looks like this: 09-05 21:40:58.320: E/AndroidRuntime(30401): FATAL EXCEPTION: Thread-4898 09-05 21:40:58.320: E/AndroidRuntime(30401): java.lang.NullPointerException 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainGamePanel.render(MainGamePanel.java:94) 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainThread.run(MainThread.java:101) on these lines is my GameViews rendering-method and the line in my Thread that calls my GameViews rendering-method. Im guessing Something in my surfaceDestroyed(SurfaceHolder holder) is wrong, or maybe Im not ending the tread in the right place. My surfaceDestroyed-method: public void surfaceDestroyed(SurfaceHolder holder) { Log.d(TAG, "Surface is being destroyed"); boolean retry = true; ((MainThread)thread).setRunning(false); while (retry) { try { ((MainThread)thread).join(); retry = false; } catch (InterruptedException e) { } } Log.d(TAG, "Thread was shut down cleanly"); } Also, In my activity for this View my onPaus, onDestoy and onStop are empty, do I maybe need to add something there? The crash occurs when I press my home-button on the phone, or any other button that makes the game stop. But as I understand it the onPaus is called when you press the Home-button.. This is really new territory for me so Im sorry if im missing something obvious or something really big. adding my surfaceCreated method asweel since that is where I start this thread: public void surfaceCreated(SurfaceHolder holder) { controls = new GameControls(this); setOnTouchListener(controls); timer1.schedule(new Task(this), 0, delay1); thread.setRunning(true); thread.start(); } and aslong as this is running, my game is rendering and updating.

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • Scene transitions

    - by Mars
    It's my first time working with actual scenes/states, aka DrawableGameComponents, which work separate from one another. I'm now wondering what's the best way to make transitions between them, and how to affect them from other scenes. Lets say I wanted to "push" one screen to the right, with another one coming in at the same time. Naturally I'd have to keep drawing both, until the transition is complete. And I'd have to adjust the coordinates I'm drawing at while doing it. Is there a way around specifically handling this special case in every single scene? Or of I wanted to fade one into the other. Basically the question stays the same, how would you do that without having to handle it in every single scene? While writing this I'm realizing it will be the same thing for all kinds of transitions. Maybe a central Draw method in the manager could be a solution, where parameters and effects are applied when necessary. But this wouldn't work if objects that are drawn have their own method, and aren't drawn within the scene, or if an effect has to be applied to the whole scene. That means, maybe scenes have to be drawn to their own rendertarget? That way one call to the base class after the normal drawing could be enough, to apply the effects, while drawing it to the main render target. But I once heard there are problems when switching from target to target, back and forth. So is that even a viable option? As you can see, I have some basic ideas how it might work... but nothing specific. I'd like to learn what's the common way to achieve such things, a general way to apply all kinds of transitions.

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • Portal View/Projection Matrix near plane

    - by melak47
    For RenderToTexture/Camera based portal rendering, the basics seems simple enough. However, with a free camera, most of the time it is going to be looking at such portals at an angle: Now a regular near clipping plane will not always work here, it will either intersect with the wall the portal is sitting on, or possibly with objects in front of the wall. The desired near clipping plane would be aligned like the portal, producing a view volume more like this: or this in 3D: So here is my question: How does one construct or "truncate" a view/projection matrix to achieve such an off-camera-normal (near) clipping plane?

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Deforming surfaces

    - by Constantin
    I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far. Regardless of the shape from the surface (planes, cubes, spheres…), I want to have small indentations at the positions from game-entitys (players, enemys, objects…). It's kind of complicated to explain, so I illustrated what I'm talking about (here is an example with an sphere): So, the surfaces should be able to deforming themselfs a little bit (to apear like an really soft bed or sofa). My surfaces need probably an high vertices count to get an smooth deforming, but my big problem is the math for calculating this deforming… I'm programming in C/C++ with OpenGL, but will be fine with any advices in the right direction. Any help would be highly appreciated,

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • Drawing Grid in 3D view - Mathematically calculate points and draw line between them (Not working)

    - by Deukalion
    I'm trying to draw a simple grid from a starting point and expand it to a size. Doing this mathematically and drawing the lines between each point, but since the "DrawPrimitives(LineList)" doesn't work the way it should work, And this method can't even draw lines between four points to create a simple Rectangle, so how does this method work exactly? Some sort of coordinate system: [ ][ ][ ][ ][ ][ ][ ] [ ][2.2][ ][0.2][ ][2.2][ ] [ ][2.1][1.1][ ][1.1][2.1][ ] [ ][2.0][ ][0.0][ ][2.0][ ] [ ][2.1][1.1][ ][1.1][2.1][ ] [ ][2.2][ ][0.2][ ][2.2][ ] [ ][ ][ ][ ][ ][ ][ ] I've checked with my method and it's working as it should. It calculates all the points to form a grid. This way I should be able to create Points where to draw line right? This way, if I supply the method with Size = 2 it starts at 0,0 and works it through all the corners (2,2) on each side. So, I have the positions of each point. How do I draw lines between these? VerticeCount = must be number of Points in this case, right? So, tell me, if I can't supply this method with Point A, Point B, Point C, Point D to draw a four vertice rectangle (Point A - B - C - D) - how do I do it? How do I even begin to understand it? As far as I'm concered, that's a "Line list" or a list of points where to draw lines. Can anyone explain what I'm missing? I wish to do this mathematically so I can create a a custom grid that can be altered.

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  • Android loading screens blocking, good practice?

    - by Oren
    I've noticed many (if not all) android games don't support the "back" button functionality during their loading screens. Which leads to some frustrating moments when a user accidentally starts up the game and has to wait for the long loading stage to end in order to close it. So my questions are: 1) Why is that ? Is there a good reason to avoid something like asynchronous loading (or some other solution to this problem) in android games ? 2) If there is no good reason not to support this functionality, what would be the best way to accomplish it ?

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  • How do I put different textures on different walls? LWJGL

    - by lehermj
    So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it seems as if its being ignored... Here's my code: int floorTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("floor.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, floorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, floorTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int wallTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("walls.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, wallTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, wallTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int ceilingDisplayList = glGenLists(1); glNewList(ceilingDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, gridSize); glEnd(); glEndList(); int wallDisplayList = glGenLists(1); glNewList(wallDisplayList, GL_COMPILE); glBegin(GL_QUADS); // North wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); // West wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, +gridSize); // East wall glTexCoord2f(0, 0); glVertex3f(+gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(+gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, -gridSize); // South wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, floorHeight, +gridSize); glEnd(); glEndList(); int floorDisplayList = glGenLists(1); glNewList(floorDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, floorHeight, -gridSize); glEnd(); glEndList();

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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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  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

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  • Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-) [edit] As explained to Byte56, I'm searching for a low cpu/mem/mem-bandwidth algo and wanted to know if Warcraft had some special secrets to deliver (never seen that kind of pathfinding elsewhere), I hope that that is more concordant with the stackexchange rules.

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  • How to offset particles from point of origin

    - by Sun
    Hi I'm having troubles off setting particles from a point of origin. I want my particles to spread out after a certain radius from a the point of origin. For example, this is what I have right now: All particles emitted from a point of origin. What I want is this: Particles are offset from the point of origin by some amount, i.e after the circle. What is the best way to achieve this? At the moment, I have the point of origin, the position of each particle and its rotation angle. Sorry for the poor illustrations. Edit: I was mistaken, when a particle is created, I have only the point of origin. When the particle is created I am able to calculate the rotation of the particle in the update method after it has moved to a new location using atan2() method. This is how I create/manage particles: Created new particle at enemy ship death location, for every new particle which is added to the list, call Update and Draw to update its position, calculate new angle and draw it.

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • How can I make a collection of mini-games in XNA where the user can download packs of minigames and the main .exe can run them without being altered?

    - by Pyroka
    I'm currently making a PC game in XNA. It's actually a collection of mini-games (there's 3 mini-games at the moment) however I plan to make and add more, in downloadable 'packs'. My question is, what's the best way to achieve this? Currently my thoughts are: Create a 'game' interface Build games to this interface but create them as .dlls Have the main .exe file scan a directory and load in the .dlls at runtime. I've not messed around with the idea much, but I know there are applications at-least that use this plug-in approach (Notepad++ seems to), but I'm not sure of any games that do (although I'm sure they must exist). However it seems that this is a problem that has been solved previously, so I'm wondering if there's any form of established best-practice.

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  • Shared Object Not saving the level Progress

    - by user3536228
    I am making a flash game in which i have a variable levelState that describes the current level in which user has entered I am using SharedObject to save the progress but it does not do so first i declred a clas level variable private var levelState:Number = 1; private var mySaveData:SharedObject = SharedObject.getLocal("levelSave"); in the Main function i am checking if it is a first run of the game like below if (mySaveData.data.levelsComplete == null) { mySaveData.data.levelsComplete = 1; } and in a function where the winning condition is checked so that levelState could be increased i am usin this sharedobject to hold the value of levelState if (/*winniing condition*/) levelState++; mySaveData.data.levelsComplete = levelState; mySaveData.flush(); setNewLevel(levelState); } but when i play the game clear a level and again run the game it does not start from that level it starts from beginning.

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  • port opengl2.x to opengl 3.x

    - by user46759
    I'm trying to port opencloth example to OpenGL 3.x. I've mostly done it to the shaders but I'm not sure of this part : glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexPointer(4, GL_FLOAT, 0,0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboTexID); glTexCoordPointer(2, GL_FLOAT,0, 0); glEnableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboNormID); glNormalPointer(GL_FLOAT,sizeof(float)*4, 0); maybe glEnableVertexAttriArray somewhere ? any clue ? thanx edit : maybe something like that ? glEnableVertexAttribArray (2) ; // Ou glEnableVertexAttribArray (positionIndex) ; glBindBuffer(GL_ARRAY_BUFFER, vboTexID); glVertexAttribPointer (2, 2, GL_FLOAT, GL_FALSE, 0, 0) ; glEnableVertexAttribArray (3) ; // Ou glEnableVertexAttribArray (positionIndex) ; glBindBuffer(GL_ARRAY_BUFFER, vboNormID); glVertexAttribPointer (3, 4, GL_FLOAT, GL_FALSE, sizeof (float) * 4, 0) ;

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • game engine done, ideas missing

    - by Thoms
    I read at many places how people have this GREAT ideas but are not able to program themselves. I have quite the opposite problem. I have developed game engine, level editor, embedded Lua scripting language, I have even made wrapper for Android and it all works well. But I have no good idea about how to proceed with actual levels; I have no good ideas. The engine itself is very generic and can be used in many game concepts, but I just cannot think of anything useful. Do you have any thoughts on how to proceed? Where should I seek ideas? Who should I ask? I am sorry if this question is a duplicate.

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  • Adapting Javascript game for mobile

    - by Cardin
    I'm currently developing a Javascript web game for desktop users. It is a sort of tower-defense game that relies on mouse input only, developed on canvas using EaselJS. In the future, or perhaps simultaneously, I would like to adapt the game for mobile devices. I can see at least 3 potential areas in shifting from desktop to mobile: 1. resolution size and UI rearrangement, 2. converting mouse events to touch events, 3. distribution as native app wrapper or mobile Web. What would be the best strategy to facilitate this desktop to mobile conversion? For example, should I try to code the game for both platforms, or port the game UI over to mobile by branching the code base. Should I just publish on the mobile Web or wrap the game in a native app framework? And if I were to code for both platforms using the same codebase, should I register both click and touch events, or remap click events to touch using dispatchEvent?

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  • Material tiling and offset in unity

    - by Simran kaur
    Ambiguity: What exactly is the difference between Tiling the material and Offset of material? Need to do: I need the material to be repeated n times on the object where I need to set the value of n via script.How do I do it? It seems to happen through Tiling(tried via inspector) but again what is difference between mainTextureOffset and setTextureOffset? Tried: Following is the line of code that I tried to repeat the texture n number of times on an object(repeat across the width of object), but it does nothing significant that I can see.

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