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  • Why does my terrain turn white when I get close to it?

    - by Starkers
    When I zoom in on my terrain it goes white: The further in I zoom, the greater the whiteness becomes. Is this normal? Is this to speed up rendering or something? Can I turn it off? I'm also getting these error messages in the console over and over again: rc.right != m_GfxWindow-GetWidth() || rc.bottom != m_GfxWindow-GetHeight() and GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly. Does this bear any correlation on the issue? Update I create virtual desktops to flit between using the program Deskpot. Turning this program off and restarting has stopped the above errors appearing in the console. However, I still get white terrain when I zoom in. Not a single error message. I've restarted my computer to no avail. I have an Asus NVidia GeForce GTX 760 2GB DDR5 Direct CU II OC Edition Graphics Card. Any known issues? Update I don't think it's fog...

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  • Issue porting Cocos2d-x to Android

    - by Anil
    I've written a basic game using Cocos2D-x on XCode. It works fine on the iPhone. Now I'm trying to port it to Android. When I run the script ./build_native.sh inside the proj.android folder, it gives me the following error: jni/../../Classes/MemoryModeLayer.cpp: In member function 'void MemoryModeLayer::startNewGame()': jni/../../Classes/MemoryModeLayer.cpp:109:25: error: 'time' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:109:25: note: suggested alternative: /Users/abc/android-ndk-r9d/platforms/android-8/arch-arm/usr/include/time.h:40:17: note: 'time' jni/../../Classes/MemoryModeLayer.cpp:111:5: error: 'random_shuffle' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:112:5: error: 'random_shuffle' is not a member of 'std' make: *** [obj/local/armeabi/objs/cocos2dcpp_shared/__/__/Classes/MemoryModeLayer.o] Error 1 make: Leaving directory `/Users/abc/cocos2d-x-2.2.3/projects/Game/proj.android' In MemoryModeLayer.cpp I have the following: std::srand(unsigned(std::time(0))); std::random_shuffle(_xCod, _xCod + _numberOfRows); std::random_shuffle(_yCod, _yCod + _numberOfColumns); I've included the following headers as well: #include <string> #include <ctime> #include <algorithm> #include <iostream> #include <iomanip> Also added using namespace std in the header file. Is there anything else that I should do?

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  • What version of Java should I target for applets?

    - by Christopher Horenstein
    I recently deployed an applet that seems to require Java 6 Update 24. I assume the reason for this requirement is the matching JDK version I used to create the applet (I am new to Java). The fact that my applet requires a Java download/update for users who already have some version of Java installed is a big concern for me; the applets I'm creating slip into a web comic, so it's very disruptive. Having used the most recent version of Java, it seems as though I am able to assume that most of the readers I get will have to update Java to continue reading/playing. Is there a best practice concerning which version of Java to use to make the process of using an applet easy for end-users? Any reading material on this would be very helpful. Should I be using an older version of Java if I don't require new features? I am using Slick for 2D games.

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  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

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  • XNA Quadtree with LOD

    - by Byron Cobb
    I'm looking to create a fairly large environment, and as such would like to implement a quadtree and use LOD on it. I've looked through numerous examples and I get the basic idea of a quadtree. Start with a root node with 4 vertices covering the whole map and divide into 4 children nodes until I meet some criteria(max number of triangles) I'm looking for some very very basic algorithm or explanation with respect to drawing the quadtree. What vertices need to be stored per iteration? When do I determine what vertices to draw? When to update indices and vertices? Hope to integrate the bounding frustrum? Do I include parent and child vertices? I'm looking for very simple instruction on what to do. I've scoured the internet for days now looking, but everyone adds extra code and a different spin without explanation. I understand quadtrees, but not with respect to 3d rendering and lod. A link to an outside source will probably have been read by myself already and won't help. Regards, Byron.

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  • Electronic circuit simulator four-way flood-filling issues

    - by AJ Weeks
    I've made an electronic circuit board simulator which has simply 3 types of tiles: wires, power sources, and inverters. Wires connect to anything they touch, other than the sides of inverters; inverters have one input side and one output side; and finally power tiles connect in a similar manner as wires. In the case of an infinite loop, caused by the output of the inverter feeding into its input, I want inverters to oscillate (quickly turn on/off). I've attempted to implement a FloodFill algorithm to spread the power throughout the grid, but seem to have gotten something wrong, as only the tiles above the power source get powered (as seen below) I've attempted to debug the program, but have had no luck thus far. My code concerning the updating of power can be seen here.

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  • Physics like asteroides

    - by user2933016
    I try to make a ship that has the physic properties like asteroides. I have this for now(All in Java): Ship.class public class Ship { public static final float sMaxHealth = 0.1F; public static final float sMaxMoveVelocity = 5.0F; public static final float sMaxAngleVelocity = 20.0F; public static final float sRadius = 1.0F; public static final float sMoveDeceleration = 10.0F; public static final float sMoveAcceleration = 2.0F; public static final float sAngleDeceleration = 15.0F; public static final float sAngleAcceleration = 20.0F; private float mHealth; private float mXVelocity; private float mYVelocity; private float mAngleVelocity; private float mX; private float mY; private float mAngle; } (I let the getter and setter away for now) Controller code // Player input if(Gdx.input.isKeyPressed(Keys.UP)) { mPlayer.setXVelocity(mPlayer.getXVelocity() + (float) Math.cos(mPlayer.getAngle()) * Ship.sMoveAcceleration); mPlayer.setYVelocity(mPlayer.getYVelocity() + (float) Math.sin(mPlayer.getAngle()) * Ship.sMoveAcceleration); } if(Gdx.input.isKeyPressed(Keys.LEFT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleAcceleration * pDeltaTime); } if(Gdx.input.isKeyPressed(Keys.RIGHT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleAcceleration * pDeltaTime); } // X velocity if(mPlayer.getXVelocity() < 0) { if(-mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() > 0) { mPlayer.setXVelocity(0); } } else if(mPlayer.getXVelocity() > 0) { if(mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() < 0) { mPlayer.setXVelocity(0); } } // Y velocity if(mPlayer.getYVelocity() < 0) { if(-mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() > 0) { mPlayer.setYVelocity(0); } } else if(mPlayer.getYVelocity() > 0) { if(mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() < 0) { mPlayer.setYVelocity(0); } } // Angle velocity if(mPlayer.getAngleVelocity() < 0) { if(-mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(-Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() > 0) { mPlayer.setAngleVelocity(0); } } else if(mPlayer.getAngleVelocity() > 0) { if(mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() < 0) { mPlayer.setAngleVelocity(0); } } mPlayer.setX(mPlayer.getX() + mPlayer.getXVelocity() * pDeltaTime); mPlayer.setY(mPlayer.getY() + mPlayer.getYVelocity() * pDeltaTime); mPlayer.setAngle(mPlayer.getAngle() + mPlayer.getAngleVelocity() * pDeltaTime); Why the ship does not behave like in asteroides ? What do I wrong?

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  • Dynamic Environment Creation

    - by Jack
    I was wondering, I'm thinking on a more small-scale, abstracted level, but how does one create a dynamic environment a la Minecraft? In specific, I'm thinking of the world as a 3 dimensional array of block objects, how is it made so that large features such as oceans are created? The language isn't important, I'm thinking on a conceptual level, but if it helps, I use C# or C++. Thanks for any help!

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Slick2D: Animation not being parsed from spritesheet correctly

    - by user2066880
    I have a 960x960 spritesheet with each tile being 192x192. I initialized my spritesheet and animation like so: spritesheet = new SpriteSheet("resources/spritesheets/player.png", 192, 192); walkingLeft = new Animation(spritesheet, 3, 0, 0, 1, true, 20, true); When I attempt to render the animation, I get a java.lang.ArrayIndexOutOfBoundsException: -1 error. This error doesn't occur when I'm creating an animation from images in the same row. Therefore, I'm assuming that the error is being caused because of the way Slick is handling horizontal scanning (going to the next row after reaching the end).

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  • Ways to earn money through Flash games

    - by Maged
    If you like developing flash games just for fun, why not make money through them? There are different ways you can monetize your flash game: In Game Ads: Some common examples: Mochi Ads gamejacket ad4game CPMStar InviziAds You can make money by helping online gaming companies test and evaluate new games. Many of those companies are seeking feedback and reviews of their newest games. Find a sponsor and license your game. One of the quickest yet hardest ways to make money from the flash games you create is to find a website who is willing to sponsor them. With a single sponsorship, an individual can make anywhere from $1000-$7000 for a game. What are the best ads from these sites? If the game will be in social websites like Facebook and MySpace, will it still be useful to try other sites? Are there any other ways to earn money from a Flash game?

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  • Making a 2D game with responsive resolution

    - by alexandervrs
    I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD PNG sprites/backgrounds which are a power of 2, so they scale nicely. No vectors. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • Convert rotation from Right handed System to left handed

    - by Hector Llanos
    I have Euler angles from a right handed system that I am trying to convert to a left handed system. All the information that I have read online says that to convert it simply multiply the axis and the angle in the correct order and it should work. In other words, Z * Y * X. When I do this what I see in Maya, and in engine still do not match up. This is what I have so far: static Quaternion ConvertToRightHand(Vector3 Euler) { Quaternion x = Quaternion.AngleAxis(-Euler.x, Vector3.right); Quaternion y = Quaternion.AngleAxis(Euler.y, Vector3.up); Quaternion z = Quaternion.AngleAxis(Euler.z, Vector3.forward); return (z * y * x); } Keeping the -Euler.x helps keep the object pointing up correctly, but when I pass ( 0,0,0) to face in the -z, it faces in the +z. Help :/

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Creating a retro-style palette swapping effect in OpenGL

    - by Zack The Human
    I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes to reflect the selected weapon. Not all of the sprite's colors change, only certain ones do. This kind of effect was common and quite easy to do on the NES since the programmer had access to the palette and the logical mapping between pixels and palette indices. On modern hardware, though, this is a bit more challenging because the concept of palettes is not the same. All of my textures are 32-bit and do not use palettes. There are two ways I know of to achieve the effect I want, but I'm curious if there are better ways to achieve this effect easily. The two options I know of are: Use a shader and write some GLSL to perform the "palette swapping" behavior. If shaders are not available (say, because the graphics card doesn't support them) then it is possible to clone the "original" textures and generate different versions with the color changes pre-applied. Ideally I would like to use a shader since it seems straightforward and requires little additional work opposed to the duplicated-texture method. I worry that duplicating textures just to change a color in them is wasting VRAM -- should I not worry about that?

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  • How to read BC4 texture in GLSL?

    - by Question
    I'm supposed to receive a texture in BC4 format. In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1. The texture is not really a "texture", more like a data to handle at fragment shader. Usually, to get colors from a texture within a fragment shader, i do : uniform sampler2D TextureUnit; void main() { vec4 TexColor = texture2D(TextureUnit, vec2(gl_TexCoord[0])); (...) the result of which is obviously a v4, for RGBA. But now, i'm supposed to receive a single float from the read. I'm struggling to understand how this is achieved. Should i still use a texture sampler, and expect the value to be in a specific position (for example, within TexColor.r ?), or should i use something else ?

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  • How important is Programming for a Level Designer?

    - by WryGrin
    I'm currently attending school in a Level Design program, and I was wondering how important programming really is in being a Level Designer? I'm apparently incapable of learning programming (despite my best efforts), and tend to do very well in all other courses 3D modelling, story/character design, narrative and dialogue writing, environmental and conceptual design etc. I'm wondering if my strengths in the other areas are enough (with practice) to let me become a Level Designer, or I'm wasting my time if I can't program? I really want to be a Designer, but I just can't seem to wrap my head around the "language" of programming in general (Java kicks my teeth in even with tutoring and additional work on my own).

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  • Increase animation speed according to the swipe speed in unity for Android

    - by rohit
    I have the animation done through Maya and brought the FBX file to unity. Here is my code to calculate the speed of the swipe: Vector2 speedMeasuredInScreenWidthsPerSecond =(Input.touches[0].deltaPosition / Screen.width) * Input.touches[0].deltaTime; Now I wanted to take speedMeasuredInScreenWidthsPerSecond and use it to increase the animation speed accordingly like this: animation["gmeChaAnimMiddle"].speed=Mathf.Round(speedMeasuredInScreenWidthsPerSecond); However, this results in an error that I need to convert Vector2 to float. So how do I overcome it?

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  • First Person Camera strafing at angle

    - by Linkandzelda
    I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when there's no camera rotation, so when the camera starts at 0, 0, 0. But after rotating the camera in either direction it seems to strafe at an angle or inverted or just some odd stuff. Here is a video uploaded to Dropbox showing this behavior. https://dl.dropboxusercontent.com/u/2873587/IncorrectStrafing.mp4 And here is my camera class. I have a hunch that it's related to the calculation for camera position. I tried various different calculations in strafe and they all seem to follow the same pattern and same behavior. Also the m_camera_rotation represents the Y rotation, as pitching isn't implemented yet. #include "camera.h" camera::camera(float x, float y, float z, float initial_rotation) { m_x = x; m_y = y; m_z = z; m_camera_rotation = initial_rotation; updateDXZ(); } camera::~camera(void) { } void camera::updateDXZ() { m_dx = sin(m_camera_rotation * (XM_PI/180.0)); m_dz = cos(m_camera_rotation * (XM_PI/180.0)); } void camera::Rotate(float amount) { m_camera_rotation += amount; updateDXZ(); } void camera::Forward(float step) { m_x += step * m_dx; m_z += step * m_dz; } void camera::strafe(float amount) { float yaw = (XM_PI/180.0) * m_camera_rotation; m_x += cosf( yaw ) * amount; m_z += sinf( yaw ) * amount; } XMMATRIX camera::getViewMatrix() { updatePosition(); return XMMatrixLookAtLH(m_position, m_lookat, m_up); } void camera::updatePosition() { m_position = XMVectorSet(m_x, m_y, m_z, 0.0); m_lookat = XMVectorSet(m_x + m_dx, m_y, m_z + m_dz, 0.0); m_up = XMVectorSet(0.0, 1.0, 0.0, 0.0); }

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  • Why aren't tangent space normal maps completely blue?

    - by seahorse
    Why aren't normal maps just blue? I would think that normal maps should be predominantly blue in color because the Z component of the normal is represented by blue. Normals point out of the surface in the Z direction so we should see blue as the predominant colour since the Z component is dominant. By definition tangent space is perpendicular to the surface. At any point we should have the normal always pointing in the Z (blue direction) with no X (red direction) or Y (green direction). Thus the normal map (since it is a "normal map") should have the colour of the normals which is just blue (R = x = 0, G = y = 0, B = z = 1) with no shades in between. But normal maps are not so, and they have gradients of shades in them. Why is this so?

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  • How should I unbind and delete OpenAL buffers?

    - by Joe Wreschnig
    I'm using OpenAL to play sounds. I'm trying to implement a fire-and-forget play function that takes a buffer ID and assigns it to a source from a pool I have previously allocated, and plays it. However, there is a problem with object lifetimes. In OpenGL, delete functions either automatically unbind things (e.g. textures), or automatically deletes the thing when it eventually is unbound (e.g. shaders) and so it's usually easy to manage deletion. However alDeleteBuffers instead simply fails with AL_INVALID_OPERATION if the buffer is still bound to a source. Is there an idiomatic way to "delete" OpenAL buffers that allows them to finish playing, and then automatically unbinds and really them? Do I need to tie buffer management more deeply into the source pool (e.g. deleting a buffer requires checking all the allocated sources also)? Similarly, is there an idiomatic way to unbind (but not delete) buffers when they are finished playing? It would be nice if, when I was looking for a free source, I only needed to see if a buffer was attached at all and not bother checking the source state. (I'm using C++, although approaches for C are also fine. Approaches assuming a GCd language and using finalizers are probably not applicable.)

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  • Libgdx actor bounds are wrong

    - by Undume
    The Actor's boundaries are not centered at the ButtonText but I used the setBounds() method. The higher the Y position is, the less centered is the boundary. The weird thing is that i only created and added to the Stage one button but the screen shows two. When i click the top button, the bottom one is the one highlighted. How can i fix that? import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class MyGame extends Game { Stage stage; @Override public void create() { stage=new Stage(); FileHandle skinFile = new FileHandle("data/resources/uiskin/uiskin.json"); Skin skin = new Skin(skinFile); TextButton sas=new TextButton("dd",skin); sas.setBounds(0, 500, 100, 100); stage.addActor(sas); Gdx.input.setInputProcessor(stage); } @Override public void dispose() { super.dispose(); } @Override public void render() { super.render(); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); } @Override public void resize(int width, int height) { super.resize(width, height); } @Override public void pause() { super.pause(); } @Override public void resume() { super.resume(); } }

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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