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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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  • Restrict movement within a radius

    - by Phil
    I asked a similar question recently but now I think I know more about what I really want to know. I can answer my own question if I get to understand this bit. I have a situation where a sprite's center point needs to be constrained within a certain boundary in 2d space. The boundary is circular so the sprite is constrained within a radius. This radius is defined as a distance from the center of a certain point. I know the position of the center point and I can track the center position of the sprite. This is the code to detect the distance: float distance = Vector2.Distance(centerPosition, spritePosition)); if (distance > allowedDistance) { } The positions can be wherever on the grid, they are not described as in between -1 or 1. So basically the detecting code works, it only prints when the sprite is outside of it's boundary I just don't know what to do when it oversteps. Please explain any math used as I really want to understand what you're thinking to be able to elaborate on it myself.

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  • starting rails in test environment

    - by Brian D.
    I'm trying to load up rails in the test environment using a ruby script. I've tried googling a bit and found this recommendation: require "../../config/environment" ENV['RAILS_ENV'] = ARGV.first || ENV['RAILS_ENV'] || 'test' This seems to load up my environment alright, but my development database is still being used. Am I doing something wrong? Here is my database.yml file... however I don't think it is the issue development: adapter: mysql encoding: utf8 reconnect: false database: BrianSite_development pool: 5 username: root password: dev host: localhost # Warning: The database defined as "test" will be erased and # re-generated from your development database when you run "rake". # Do not set this db to the same as development or production. test: adapter: mysql encoding: utf8 reconnect: false database: BrianSite_test pool: 5 username: root password: dev host: localhost production: adapter: mysql encoding: utf8 reconnect: false database: BrianSite_production pool: 5 username: root password: dev host: localhost I can't use ruby script/server -e test because I'm trying to run ruby code after I load rails. More specifically what I'm trying to do is: run a .sql database script, load up rails and then run automated tests. Everything seems to be working fine, but for whatever reason rails seems to be loading in the development environment instead of the test environment. Here is a shortened version of the code I am trying to run: system "execute mysql script here" require "../../config/environment" ENV['RAILS_ENV'] = ARGV.first || ENV['RAILS_ENV'] || 'test' describe Blog do it "should be initialized successfully" do blog = Blog.new end end I don't need to start a server, I just need to load my rails code base (models, controllers, etc..) so I can run tests against my code. Thanks for any help.

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  • Label not properly centered in TextButton

    - by Kees de Bruin
    I'm using LibGDX v1.1.0 and I see that the label of a TextButton is not properly centered. I have the following code: m_resumeButton = new TextButton("resume", skin); m_resumeButton.addListener(new ChangeListener() { public void changed(ChangeEvent event, Actor actor) { m_state = GameState.RUNNING; getGame().getWorld().pauseWorld(false); } }); The default TextButtonStyle is defined as: "com.badlogic.gdx.scenes.scene2d.ui.TextButton$TextButtonStyle": { "default": { "up": "menu-button", "down": "menu-button-down", "checked": "menu-button-down", "disabled": "menu-button-disabled", "font": "font24", "fontColor": "white" } } The menu button images are simple 240x48 bitmaps saved as 9-patch images. An image can be found here to illustrate the problem: https://www.dropbox.com/s/cwuhu5xb9ro5w6m/screenshot001.jpg Am I doing something wrong? Or is there a problem with the button images I'm using?

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  • How to swap row/column major order?

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface->h / ClipHeight) * (TempSurface->w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface->h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface->h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; } Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example I need a sheet of dimensions 4x4 to look like this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But instead I get this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| Columns and rows order does not match. What should I do to fix the order?

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  • android multitouch problem

    - by Max
    Im aware that there a a couple of posts on this matter, but Ive tried all of them and none of them gets rid of my problem. Im starting to get close to the end of my game so I bought a cabel to try it on a real phone, and as I expected my multitouch dosnt work. I use 2 joysticks, one to move my character and one to change his direction so he can shoot while walking backwards etc. my local variable: public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int index = event.getActionIndex(); int pointerId = event.getPointerId(index); statement for left Joystick: if (pointerId == 0 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > steeringxMesh - 50 && (int) event.getX() < steeringxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { dragging = false; } if (dragging) { //code for moving my character statement for my right joystick: if (pointerId == 1 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > shootingxMesh - 50 && (int) event.getX() < shootingxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { shooting = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { shooting = false; } if (shooting) { // code for aiming } This class is my main-Views onTouchListener and is called in a update-method that gets called in my game-loop, so its called every frame. Im really at a loss here, I've done a couple of tutorials and Ive tried all relevant solutions to similar posts. Can post entire Class if necessary but I think this is all the relevant code. Just hope someone can make some sence out of this.

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  • How do I draw a 2d plane and rotate camara (To be a board) in a 3d XNA game?

    - by Mech0z
    I am trying to create a simple board game, but the 3d part of this is really killing me. From what I can gather I have created a plane, but it never moves even though I turn the camara, but that partially makes sense as I only turn the camara with a 3d model, but in my head that makes 0 sense, in my head if I turn the camara it should affect ALL my models? But with this code the camara only "cares" about the 3d cylinder, the plane is just completely still private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in cylinderModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { //effect.World = Matrix.CreateRotationX((float)e.TotalTime.TotalSeconds * 2); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.EnableDefaultLighting(); } mesh.Draw(); } //cameraPosition.Z -= 5.0f; _effect.World = Matrix.CreateRotationZ((MathHelper.ToRadians(((float)e.TotalTime.Milliseconds / 2) % 360))); foreach (EffectPass pass in _effect.CurrentTechnique.Passes) { pass.Apply(); SharedGraphicsDeviceManager.Current.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 1, VertexPositionColor.VertexDeclaration); } } Is there a way to get the camara to affect all models?

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  • Open Source HTML/JS game(s) with license that would allow embedding in my app?

    - by DustMason
    I'm working on an educational app for kids. At the end of the sign-up process, the kids must wait for a confirmation from their parents in order to gain access to the app. While they wait for this to happen, we want to let the kid play a simple game as a way to keep their interest up. Is there a marketplace or repository for games with such a license that we could either purchase (affordably) or use for free in our own app?

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  • how does HDR work?

    - by dotminic
    I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm rendering a sphere with a texture of the earth and a small point list of vertices to act as stars, how would I render this in HDR ? Here are a few things I'm confused about: I'm guessing, I can't use just any basic image format for the texture as the values would be limited to [0, 255] and clamped to [0, 1] in a shader. Same goes for the back buffer, I take it the format needs to be a float point format ? What are the other steps involved ? Surely there has to be more than just using floating point formats to render to a render target and then apply some bloom as a post process ? (considering the output will be 8bpp anyway) Basically, what are the steps for HDR ? How does it work ? I can't seem to find any good papers / articles that describe the process, other than this one, but it seems to skim over the basics a little, so it's confusing.

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  • MMO Web game mouse vs wasd

    - by LazyProgrammer
    If considering to develop a web browser based game with multiple people and it's an RPG, click to move would probably be the only choice in movement right? Because if you were to use WASD and then ajax to the server every second that a player held on to the WASD key, that'd be pretty resource intensive if the server had to calculate the position and return the map image, assuming the next few screens are already buffered right? or is there a way to implement a WASD style and still have server side do all the calculations. (server side calculations to avoid cheating)

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  • How to debug Android App Eclipse?

    - by user2534694
    Ok. So while this isnt a programming question. I wanted to know how do people debug apps? How do you view log cat, and where these exceptions are thrown etc? And do I need to run the app on the emulator to see all the stuff, or is there a way to view this after running the app on my phone(while not being connected to the computer) Links to plugins and tips would be really helpful, as im gonna start work on my next game, and while the first one works fine, had a lot of problems while debugging.

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  • Rotate to a set degree then stop Unity

    - by N0xus
    I'm trying to make an object rotate up on the Y axis 90 degrees, then stop. I've got the rotating up bit working fine, it's getting it to stop once it hits 90. Some of the things I've tried include the following: float i = rotateSpeed * Time.deltaTime; while ( x != 90 ) { transform.Rotate( i, 0, 0); } int x = 0; x++; if( x == 90 ) { transform.Rotate( 0, 0, 0 ); } For some reason I can't get this simple thing to work. What am I missing / not doing?

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  • What kind of graphics would you like better? [ pictures ] [closed]

    - by Roger Travis
    I am looking forward to make an android game, something angrybirds style. I've already made my own engine and now have to decide what kind of graphics should I make. It could be either realistic, like that or a doodle-style like this Right now the first one looks more appealing to me... on the other hand, doodle-graphics are very easy to draw and their transparency doesn't seem to slow down the engine much. What do you think?

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  • How to load data for specific level at runtime?

    - by Siddharth
    I'm trying to create a game with many levels loaded from XML files. In my game I have many objects in each level. At present my game contains 20 levels, and I load all the textures at once on startup. But I think the correct way to do it is to only load textures used in the current level. I don't know how to do that. So please explain this by providing some example code. At present I create a class for each type of entity by extending my Sprite class. This subclass loads the appropriate image. I know this is not the best way to do things. Basically I want to know how to load large levels efficiently in Andengine. What is the proper method for loading textures, level data and background images from files when the level is run?

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  • Having trouble's understanding NIF model file format?

    - by NoobScratcher
    I'm attempting too develop a 3rd party application to make it easy to import 3d model part's into my mod for skyrim the plan was to have a fileviewer and preview window of the nif model but since , I don't know what the NIF file format actually is or where to get the vertex data from it or the hole nine yards of parsing a text file in detail I'm at a lost what to do. I'm very good at C++ but not at this super over complicated file formats , id much prefer .obj over the nif file format specification here -- http://niftools.sourceforge.net/doc/nif/index.html If someone could help me in understanding the file format in a natural and simple way and the exact parsing needed to create the 3D Model in the frustum and a explanation on how you figured that out would be happy to know. I use cygwin , notepad++ , win32 7

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  • Why are my sprite sheet's frames not visible in Cocos Builder?

    - by Ramy Al Zuhouri
    I have created a sprite sheet with zwoptex. Then I just dragged the .plist and .png files to my Cocos Builder project. After this I wanted to take a sprite frame and set it to a sprite: But the sprite image is empty! At first I thought it was just empty in Cocos Builder, and that it must have been working correctly when imported to a project. But if I try to run that scene with CCBReader I still see an empty sprite. Why?

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • Swapping axis labels between 2D and 3D coordinates

    - by Will
    My game world is 3D. The map is only 2D, however. It is natural to think of the map as having an X and Y axis. And it is natural to think of the world has having an X, Y and Z axis, where Y is upwards. That is to say, X Y in 2D map coordinates is X Z in 3D coordinates. What conventions and approaches do you have to keeping things straight at a code level to make mapping between them natural? (Is Y usually upwards in 3D? Or do you have X and Z in map coordinates, or?)

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  • How to determine collision direction between two rectangles?

    - by Jon
    I am trying to figure out how to determine the direction a collision occurs between two rectangles. One rectangle does not move. The other rectangle has a velocity in any direction. When a collision occurs, I want to be able to set the position of the moving rectangle to the point of impact. I seem to be stuck in determining from what direction the impact occurs. If I am moving strictly vertically or horizontally I manage great detection. But when moving in both directions at the same time, strange things happen. What is the best way to determine what direction a collision occurs between two rectangles?

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  • Where can I find good (well organized) examples of game code?

    - by smasher
    Where can I find good (well organized) examples of game code? I'm hoping that I can pick up some organizational tips. Most examples in books are too short and leave out lots of detail for the sake of brevity. I'm particularly interested on how to group your variables and methods so that another programmer would know where to look in the code. For example initializers at the top, then methods that take input, then methods that update views. I don't care about a particular language, as long as its OOP. I looked at the Quake 2 and 3 sources, but they're straight C and not much help for getting tips on organizing your objects. So, have you seen some good source? Any pointers to code that makes you say "wow, that's well organized" would be great.

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • Drawing two orthogonal strings in 3d space in Android Canvas?

    - by hasanghaforian
    I want to draw two strings in canvas.First string must be rotated around Y axis,for example 45 degrees.Second string must be start at the end of first string and also it must be orthogonal to first string. This is my code: String text = "In the"; float textWidth = redPaint.measureText(text); Matrix m0 = new Matrix(); Matrix m1 = new Matrix(); Matrix m2 = new Matrix(); mCamera = new Camera(); canvas.setMatrix(null); canvas.save(); mCamera.rotateY(45); mCamera.getMatrix(m0); m0.preTranslate(-100, -100); m0.postTranslate(100, 100); canvas.setMatrix(m0); canvas.drawText(text, 100, 100, redPaint); mCamera = new Camera(); mCamera.rotateY(90); mCamera.getMatrix(m1); m1.preTranslate(-textWidth - 100, -100); m1.postTranslate(textWidth + 100, 100); m2.setConcat(m1, m0); canvas.setMatrix(m2); canvas.drawText(text, 100 + textWidth, 100, greenPaint); But in result,only first string(text with red font)is visible. How can I do drawing two orthogonal strings in 3d space?

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  • which is better performance, using a disposable local variable or reusing a global one?

    - by petervaz
    This is for an android game. Suppose I have a function that is called several times for second and do some calculations involving an arraylist (or any other complex objects for what matter). Which approach would be preffered? local: private void doStuff(){ ArrayList<Type> XList = new ArrayList<Type>(); // do stuff with list } global: private ArrayList<Type> XList = new ArrayList<Type>(); private void doStuff(){ XList.clear(); // do stuff with list }

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  • Is it possible to work with a dedicated server in XNA?

    - by Jake
    Hi I want to release my XNA game to the XBOX platform, but I'm worried about the networking limitations. Basically, I want to have a dedicated (authoritative) server, but it sounds like that is not possible. Which is why I'm wondering about: Using port 80 web calls to php-driven database Using an xbox as a master-server (is that possible?) I like the sound of #1, because I could write my own application to run on the xbox, and I would assume other users could connect to it similar to the p2p architecture. Anyone able to expand on theory #2 above? or #1 as worst-case scenario?

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  • Set a 2d camera's position so that a building is under the players feet

    - by Potato
    My issue is this: i am making a scrolling game in XNA, and the camera updates based on the players velocity, but the player never actually moves, he is always in the center of the screen. When he hits the top of the building though i want him to always be on top and sink through the texture in a way like this: what i am doing to make this happen is i am just setting his velocity to 0, so its not moving, but the more velocity he hits a building with the more he sinks through it. I also tried setting the buildings position to the plays Bounding Box's bottom, and this achieved the look i wanted but this also resulted in the other buildings rising in the air, because the velocity was still moving (even if i set it to 0). if it was not a scrolling game, this would be not a problem, because you just set the players position to the top of the building, but because the player never actually moves, i actually need to move the camera to the point where the building is under the players feet without the other buildings rising. (Take note this is note a real camera, it is just a class that moves the objects in the world based on the players velocity). All questions are welcome.

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