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  • Persisting high score table in flash game without a network. (Featuring: HttpListenerException)

    - by bearcdp
    Hi everyone, this question is very programming-centric, but it's for a game so I figured I might as well post it here. I'm doing polishing work on a GGJ '11 game because it will be shown at an indie arcade tomorrow afternoon, and they're expecting our final build in the morning. We'd like to have a high score table that displays during attract mode, but since it's Flash (Flixel) it would require some networking, Mochi, or something to keep a record of these scores. Only problem is the machine we'd be running on probably won't have network access. As a quick solution, I thought I'd just write up a dinky little high score server in C#/.NET that could take basic GET requests for submitting scores and getting the score list. We're talking REAL basic, like blocking while waiting for an incoming request, run & forget console app, etc. There's no guarantee that our .swf won't get reloaded, and we'd like the scores to persist, so this server would pretty much exists to keep a safe copy of the scores that the game can add to and request, and occasionally the server will write the scores to a flat text file. But, HttpListener is giving me Error Code 87 'The parameter is incorrect.' Have any idea what I'm doing wrong? Or better yet, am I barking up the wrong tree and missing an obviously simpler solution? This is all I've got so far in my Main(): HttpListener listener = new HttpListener(); listener.Prefixes.Add("http://localhost:66666/"); listener.Start(); The exception happens at listener.Start(); and the stack trace is: at System.Net.HttpListener.AddAllPrefixes() at System.Net.HttpListener.Start() at WOSEBCE_ScoreServer.Program.Main(String[] args) in C:\Users\Michael\Documents\Visual Studio 2010\VS2010 Projects\WOSEBCE_ScoreServer\WOSEBCE_ScoreServer\Program.cs:line 24 at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

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  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

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  • Algorithm for procedural city generation?

    - by Zove Games
    I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not really much complex stuff. For the layout I already have a simple algorithm implemented: Create a Map with java.awt.Point keys and Integer values. Fill it with all the points in the city's bounds with the value as -1 (unnassigned) Shuffle the map, and assign the 1st 10 of the keys IDs (from 1-10) Loop until all points have IDs: Loop though all points: Assign points next to an assigned point IDs of the point next to them, if 2 or more points border the point, then randomly choose which ID the point will get. You will end up with 10 random regions. Make roads bordering these regions. Fill the inside of each region with a randomly spaced and randomly rotated grid PROBLEM: This is not the fastest way to do it. What algorithm should I use for the layout. And what should I use to make each building's design? I don't even know how I'm going to do that yet (fractals maybe). I just need some ideas, not actual code.

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  • Should I use float, double, or decimal for stats, position, etc?

    - by Ryan Peschel
    The problem with float and double is that they are not exact. If you are to do something like store replays, the values would have to be exact. The problems with decimal is that they are approximately 16x slower (confirmed by searching and personal testing) than floats and doubles. Couldn't Vector2s be another problem because they use floats internally for all the components? How do other games solve this problem? I'm sure they must use floats and doubles but aren't they not deterministic across platforms and different architecture? The replay files for games like SC2 run in a linear fashion so you cannot skip ahead so how do they solve the determinism issue with floating point numbers?

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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  • What is the most serious limitation of Unity?

    - by ashes999
    Having read this heated question about Unity vs. UDK vs. ID something, I'm curious to know: what the repeatedly-hit, most crippling limitation(s) of Unity? In order to keep this question non-subjective, again, I'm talking about the top repeated offender(s) of Unity are. This is something that, as a Unity user, you really wish someone had told you about before you started using it. I have heard from someone that Unity does not deal well with version control, since it generates a lot of binary files (which are un-diffable). This, to me, is not really crippling as I work alone. Thoughts?

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  • Climbing boxes in box2D

    - by Rothens
    I've just stepped into the world of Box2D with libgdx. I've already made a stack of boxes: They are dropped randomly ontop of each other. What I'd like to achieve is to make a character, that could freely climb on the boxes, (He can grip on the boxes anywhere, not just on the side/top of a box) but his weight affects the stack as well, so the boxes could fall down. My google-fu failed me... Is there any way to make this possible?

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  • Java 2D World question

    - by Munkybunky
    I have a 2D world background made up of a Grid of graphics, which I display on screen with a viewport (800x600) and it all works. My question is I have the following code to convert the mouse co-ordinates to world co-ordinates then World co-ordinates to grid co-ordinates then grid co-ordinates to screen co-ordinates. //Add camerax to mouse screen co-ords to convert to world co-ords. int cursorx_world=(int)camerax+(int)GameInput.mousex; int cursorx_grid=(int)cursorx_world/blocksize; // World Co-ords / gridsize give grid co-ords int cursorx_screen=-(int)camerax+(cursorx_grid*blocksize); So is there anyway I can convert straight from mouse screen co-ords to screen co-ordinates?

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  • How can I create a VBO of a type determined at runtime?

    - by lapin
    I've written a Vbo template class to work with OpenGL. I'd like to set the type from a config file at runtime. For example: <vbo type="bump_vt" ... /> Vbo* pVbo = new Vbo(bump_vt, ...); Is there some way I can do this without a large if-else block such as: if( sType.compareTo("bump_vt") == 0 ) Vbo* pVbo = new Vbo(bump_vt, ...); else if ... I'm writing for multiple platforms in C++.

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  • Lag compensation with networked 2D games

    - by Milo
    I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation. What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue. Basically how does this work for shooting and stuff like that? Thanks

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  • How to add reflection definition to read JSON files in web game

    - by user3728735
    I have a game which I deployed for desktop and Android. I can read JSON data and create my levels, but when it comes to reading JSON files from web app, I get an error that logs, "cannot read the json file". I researched a lot and I found out that I should add my JSON config class to configurations, so I added this line to gameName.gwt.xml, which is in core folder: <extend-configuration-property name="gdx.reflect.include" value="com.las.get.level.LevelConfig"/> But it did not work out. I have no idea where should I place this line or where I should change to make my web app work, so I can read JSON files.

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • How to calculate direction from initial point and another point?

    - by Dvole
    I'm making a simple game where I shoot things from a certain point on screen (A). I tap the screen and shoot the projectile from initial point(A) to the tap point(B). But I want the projectile to move along the same path instead and fly out of bounds of the screen. How do I calculate a point that is on the same line that these two points, but further away? This is a simple math, but I can't figure it out.

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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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  • Connect players with same phone language settings

    - by Abin George
    I am working on a turn-based multiplayer game using game center. The game also use Spanish localisation. It is enabled by reading the device language settings. Now my requirement is: When i start a turn based match, my opponent should have the same language setting in his/her phone as I am having. How can I make this possible. I use the following code to connect - (void)findTurnBasedMatchWithViewcontroller:(UIViewController *)viewController forDelegate:(id)argDelegate { self.delegate = argDelegate; presentingViewController = viewController; GKMatchRequest *request = [[GKMatchRequest alloc] init]; request.minPlayers = 2; request.maxPlayers = 2; [manager setCurrentGameType:kTurnBased]; GKTurnBasedMatchmakerViewController *mmvc = [[GKTurnBasedMatchmakerViewController alloc] initWithMatchRequest:request]; mmvc.turnBasedMatchmakerDelegate = self; mmvc.showExistingMatches = NO; [presentingViewController presentViewController:mmvc animated:YES completion:^(void) { }]; }

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  • 3D array in a 2D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • Input of mouseclick not always registered in XNA Update method

    - by LordrAider
    I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my jewel I can't click on another jewel for like half a second. I tested it with a click counter variable and it doesn't hit the debugger when i click the second time after the jewel switch. Only if I do the second click after waiting half a second longer. Could it be that the update logic is too heavy that while he is executing update logic my click is happening and he doesn't register it? What am I not seeing here :)? Or doing wrong. It is my first game. My function of the update methode looks like this. public void UpdateBoard() { MouseState currentMouseState; currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Pressed && prevMouseState.LeftButton != ButtonState.Pressed) { UpdatingLogic = true; // this.CheckDropJewels(currentMouseState); //this.CheckMatches(3); //this.RemoveMatches(); this.CheckForSwitch(currentMouseState); this.MarkJewel(currentMouseState); UpdatingLogic = false; //reIndexMissingJewels = true; reIndexSwitchedJewels = true; } prevMouseState = currentMouseState; this.ReIndex(); this.UpdateJewels(); }

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  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

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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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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • failbit is being set and I can't figure out why

    - by felipedrl
    I'm writing a MIDI file loader. Everything is going fine until at some track I get a failbit exception while trying to read from file. I can't figure out why, I've checked the file size and it's ok too. Upon checking "errno" and it returns "0". Any ideas? Thanks. The snippet follows: file.read(reinterpret_cast<char*>(&mHeader.id), sizeof(MidiHeader)); mTracks = new MidiTrack[mHeader.nTracks]; for (uint i = 0; i < mHeader.nTracks; ++i) { // this read fails on 6th i. I've checked hexadecimal file and it's // ok so far. file.read(reinterpret_cast<char*>(&mTracks[i].id), sizeof(uint)); if (file.fail()) { std::cerr << errno << std::endl; massert(false); } massert(mTracks[i].id == 0x6B72544D); file.read(reinterpret_cast<char*>(&mTracks[i].size), sizeof(uint)); mTracks[i].size = swapBytes(mTracks[i].size); mTracks[i].data = new char[mTracks[i].size]; file.read(mTracks[i].data, mTracks[i].size * sizeof(char)); totalBytesRead += 8 + mTracks[i].size; massert(totalBytesRead <= fileSize); }

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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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