Search Results

Search found 37616 results on 1505 pages for 'model driven development'.

Page 543/1505 | < Previous Page | 539 540 541 542 543 544 545 546 547 548 549 550  | Next Page >

  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

    Read the article

  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

    Read the article

  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

    Read the article

  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

    Read the article

  • What is the benefit of triple buffering?

    - by user782220
    I read everything written in a previous question. From what I understand in double buffering the program must wait until the finished drawing is copied or swapped before starting the next drawing. In triple buffering the program has two back buffers and can immediately start drawing in the one that is not involved in such copying. But with triple buffering if you're in a situation where you can take advantage of the third buffer doesn't that suggest that you are drawing frames faster than the monitor can refresh. So then you don't actually get a higher frame rate. So what is the benefit of triple buffering then?

    Read the article

  • IrrKlang with Ogre

    - by Vinnie
    I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a Linker error when I attempt to build. Any suggestions? (Error 4007 error LNK2019: unresolved external symbol "__declspec(dllimport) class irrklang::ISoundEngine * __cdecl irrklang::createIrrKlangDevice(enum irrklang::E_SOUND_OUTPUT_DRIVER,int,char const *,char const *)" (_imp?createIrrKlangDevice@irrklang@@YAPAVISoundEngine@1@W4E_SOUND_OUTPUT_DRIVER@1@HPBD1@Z) referenced in function "public: __thiscall SoundManager::SoundManager(void)" (??0SoundManager@@QAE@XZ)

    Read the article

  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

    Read the article

  • First Minecraft mod not working: make a new sword

    - by yamikoWebs
    I am making my first mod and cannot see what is wrong with it. I am using MCP and Modloader. For my first mod I was going to make swords. I started with making a new EnumToolMaterials WOOD(0, 59, 2.0F, 0, 15), STONE(1, 131, 4.0F, 1, 5), IRON(2, 250, 6.0F, 2, 14), LAPIS(3, 750, 7.0F, 2, 14), OBSIDIAN(3, 1000, 7.5F, 3, 12), EMERALD(3, 1561, 8.0F, 3, 10),//diamond GREEN(3, 2000, 9.0F, 4, 10),//emerald GOLD(0, 200, 12.0F, 0, 22); then here is the mod class public class _Mod_Yamiko extends BaseMod{ /* mod itemts */ public static final Item swordLapis = (new ItemSword(600, EnumToolMaterial.LAPIS)).setItemName("swordLapis"); public static final Item swordObsidian = (new ItemSword(601, EnumToolMaterial.OBSIDIAN)).setItemName("swordObsidian"); public static final Item swordGreen = (new ItemSword(602, EnumToolMaterial.GREEN)).setItemName("swordGreen"); public void load(){ //set images swordLapis.iconIndex = ModLoader.addOverride("/gui/items.png","/gui/swordLapis.png"); ModLoader.addName(swordLapis, "Lapis Sword"); //craft ModLoader.addRecipe(new ItemStack(_Mod_Yamiko.swordLapis, 1), new Object[]{ " X ", " X ", " Y ", 'X', Block.dirt, 'Y', Item.stick }); } public String getVersion(){ return "0.1"; } } Then I made a 16×16 .png image. I am not sure where to save it so I recompiled and reobfuscated, took the mod files and put it in my local Minecraft install, added the image where it be should be. No problems when playing but I cannot make the new sword.

    Read the article

  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

    Read the article

  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

    Read the article

  • Why does this game loop stop my process from responding?

    - by Ben
    I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, I can't close it from the window's close button and the cursor is stuck on the "busy" icon. I have to go into Visual Studio and stop the program manually. Here's the loop at the moment: public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } } Why is this happening?

    Read the article

  • spinning a 2d Cube

    - by Rahul Verma
    I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is that instead of coins I make my player collect magical cubes. But those cubes need to be spinning on one Diagonal, same can be seen in popular game Vector. Here is a screenshot. Can someone explaing the mathematics of such an animation

    Read the article

  • How are realistic 3D faces created and animated in video games?

    - by Anton
    I'm interested in being able to create realistic faces and facial expressions for the 3D characters of a game I'm working on. Think something similar to the dialog scenes in games like Mass Effect. Unfortunately I'm not sure where to begin. I'm sure the faces/animations are created through 3D Modeling software, but otherwise I am lost. Do facial animations use the same "bones" that normal body animation uses? Is there any preferred 3D software for realistic faces and animations? Is there a preferred format to export these faces and animations in?

    Read the article

  • Is knowledge of hacking mechanisms required for an MMO?

    - by Gabe
    Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my job would be the networking portion. I'm not that familiar with network programming (I've read a very basic book on PHP, MYSQL and I messed around a bit with WAMP). In the course of my studying of PHP and MYSQL, should I look into hacking? Hacking as in port scanning, router hacking, etc. In MMOs people are always trying to cheat, bots and such, but the worst scenario would be having someone hack the databases. This is just my conception of this, I really don't know. I do however understand networking fairly well, like subnetting/ports/IP's (local/global)/etc. In your professional opinion, (If you understand the topic, enlighten me) Should I learn about these things in order to counter the possibility of this happening? Also, out of the things I mentioned (port scanning, router hacking) Is there anything else that pertains to hacking that I should look into? I'm not too familiar with the malicious/Security aspects of Networking. And a note: I'm not some kid trying to learn how to hack. I just want to learn as much as possible before I go to college, and I really need to know if I need to study this or not.

    Read the article

  • Partial recalculation of visibility on a 2D uniform grid

    - by Martin Källman
    Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible from cell Y? The look-up table is a complete graph KN of the cells V in the grid, with each edge E being a binary value denoting the visibility between its vertices. Question If any given cell has its visibility modified, is it possible to extract the subset Edelta of edges which must have their visibility recomputed due to the change, so as to avoid a full-on recomputation for the entire grid? (Which is N(N-1) / 2 or N2 depending on the implementation) Update If is not possible to solve thi in closed form, then maintaining a separate mapping of each cell and every cell pair who's line intersects said cell might also be an option. This obviously consumes more memory, but the data is static. The increased memory requirement could be reduced by introducing a hierarchy, subdividing the grid into smaller parts, and by doing so the above mapping can be reused for each sub-grid. This would come at a cost in terms of increased computation relative to the number of subdivisions; also requiring a resumable ray-casting algorithm.

    Read the article

  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

    Read the article

  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

    Read the article

  • Reasoner Conversion Problems:

    - by Annalyne
    I have this code right here in Java and I wanted to translate it in C++, but I had some problems going: this is the java code: import java.io.*; import java.util.*; public class ClueReasoner { private int numPlayers; private int playerNum; private int numCards; private SATSolver solver; private String caseFile = "cf"; private String[] players = {"sc", "mu", "wh", "gr", "pe", "pl"}; private String[] suspects = {"mu", "pl", "gr", "pe", "sc", "wh"}; private String[] weapons = {"kn", "ca", "re", "ro", "pi", "wr"}; private String[] rooms = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; private String[] cards; public ClueReasoner() { numPlayers = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; numCards = i; // Initialize solver solver = new SATSolver(); addInitialClauses(); } private int getPlayerNum(String player) { if (player.equals(caseFile)) return numPlayers; for (int i = 0; i < numPlayers; i++) if (player.equals(players[i])) return i; System.out.println("Illegal player: " + player); return -1; } private int getCardNum(String card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; System.out.println("Illegal card: " + card); return -1; } private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); } private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; } public void addInitialClauses() { // TO BE IMPLEMENTED AS AN EXERCISE // Each card is in at least one place (including case file). for (int c = 0; c < numCards; c++) { int[] clause = new int[numPlayers + 1]; for (int p = 0; p <= numPlayers; p++) clause[p] = getPairNum(p, c); solver.addClause(clause); } // If a card is one place, it cannot be in another place. // At least one card of each category is in the case file. // No two cards in each category can both be in the case file. } public void hand(String player, String[] cards) { playerNum = getPlayerNum(player); // TO BE IMPLEMENTED AS AN EXERCISE } public void suggest(String suggester, String card1, String card2, String card3, String refuter, String cardShown) { // TO BE IMPLEMENTED AS AN EXERCISE } public void accuse(String accuser, String card1, String card2, String card3, boolean isCorrect) { // TO BE IMPLEMENTED AS AN EXERCISE } public int query(String player, String card) { return solver.testLiteral(getPairNum(player, card)); } public String queryString(int returnCode) { if (returnCode == SATSolver.TRUE) return "Y"; else if (returnCode == SATSolver.FALSE) return "n"; else return "-"; } public void printNotepad() { PrintStream out = System.out; for (String player : players) out.print("\t" + player); out.println("\t" + caseFile); for (String card : cards) { out.print(card + "\t"); for (String player : players) out.print(queryString(query(player, card)) + "\t"); out.println(queryString(query(caseFile, card))); } } public static void main(String[] args) { ClueReasoner cr = new ClueReasoner(); String[] myCards = {"wh", "li", "st"}; cr.hand("sc", myCards); cr.suggest("sc", "sc", "ro", "lo", "mu", "sc"); cr.suggest("mu", "pe", "pi", "di", "pe", null); cr.suggest("wh", "mu", "re", "ba", "pe", null); cr.suggest("gr", "wh", "kn", "ba", "pl", null); cr.suggest("pe", "gr", "ca", "di", "wh", null); cr.suggest("pl", "wh", "wr", "st", "sc", "wh"); cr.suggest("sc", "pl", "ro", "co", "mu", "pl"); cr.suggest("mu", "pe", "ro", "ba", "wh", null); cr.suggest("wh", "mu", "ca", "st", "gr", null); cr.suggest("gr", "pe", "kn", "di", "pe", null); cr.suggest("pe", "mu", "pi", "di", "pl", null); cr.suggest("pl", "gr", "kn", "co", "wh", null); cr.suggest("sc", "pe", "kn", "lo", "mu", "lo"); cr.suggest("mu", "pe", "kn", "di", "wh", null); cr.suggest("wh", "pe", "wr", "ha", "gr", null); cr.suggest("gr", "wh", "pi", "co", "pl", null); cr.suggest("pe", "sc", "pi", "ha", "mu", null); cr.suggest("pl", "pe", "pi", "ba", null, null); cr.suggest("sc", "wh", "pi", "ha", "pe", "ha"); cr.suggest("wh", "pe", "pi", "ha", "pe", null); cr.suggest("pe", "pe", "pi", "ha", null, null); cr.suggest("sc", "gr", "pi", "st", "wh", "gr"); cr.suggest("mu", "pe", "pi", "ba", "pl", null); cr.suggest("wh", "pe", "pi", "st", "sc", "st"); cr.suggest("gr", "wh", "pi", "st", "sc", "wh"); cr.suggest("pe", "wh", "pi", "st", "sc", "wh"); cr.suggest("pl", "pe", "pi", "ki", "gr", null); cr.printNotepad(); cr.accuse("sc", "pe", "pi", "bi", true); } } how can I convert this? there are too many errors I get. for my C++ code (as a commentor asked for) #include <iostream> #include <cstdlib> #include <string> using namespace std; void Scene_Reasoner() { int numPlayer; int playerNum; int cardNum; string filecase = "Case: "; string players [] = {"sc", "mu", "wh", "gr", "pe", "pl"}; string suspects [] = {"mu", "pl", "gr", "pe", "sc", "wh"}; string weapons [] = {"kn", "ca", "re", "ro", "pi", "wr"}; string rooms[] = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; string cards [0]; }; void Scene_Reason_Base () { numPlayer = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; cardNum = i; }; private int getCardNum (string card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; cout << "Illegal card: " + card <<endl; return -1; }; private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); }; private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; }; int main () { return 0; }

    Read the article

  • Including slick2d or slick-util in maven build?

    - by BotskoNet
    I'm converting a project to lwjgl and trying to use slick-util as well. There's no slick-util maven repo anywhere (nor slick2d itself anymore). I've included local dependancies before using <dependency> <groupId>org.newdawn</groupId> <artifactId>slick</artifactId> <version>237</version> <scope>system</scope> <systemPath>${project.basedir}/lib/slick-util.jar</systemPath> </dependency> The maven package process runs without issue, but when I try to run the jar, it errors out with a ClassNotFoundException. There's no mention of slick-util in the manifest and I can't find out how to make my game load that jar properly. Side question: how do I ensure when I distribute my applications, the game properly installs these libraries?

    Read the article

  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

    Read the article

  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

    Read the article

  • how to implement motion blur effect?

    - by PlayerOne
    I wanted to know how one would implement this motion blur or fade effect behind the soccer ball . Here is what I was thinking . You have the balls current position and you also keep its previous position(couple of sec back). and you draw a "streak" sprite between the 2 points. I have seen this effect lots of time implemented for projects in various 2d games and wanted to know if there is a standard technique. http://i45.tinypic.com/2n24j7r.png

    Read the article

  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

    Read the article

  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

    Read the article

  • Has anyone else read "Programming video games for the Evil Genius"

    - by Martin
    I bought this book called "Programming Video Games for the Evil Genius" by Ian Cinnamon. If there is anyone who has read or is familiar with this book I am wondering if they think it is worth reading. I am interested in making video games. I have already taken intro courses in C++, Java and Python and got through okay. I've been going through this book for about a month now(SLOWLY). All I have to do is type the code exactly in the book, BUT a lot of the code is not clearly explained. I do some research online but I usually still have some trouble answering my questions. Then I found stack overflow. It's been a ton of help. Right now I am trying to make a racing game right out of this book and I got to a point where the author left a bunch of errors in his code. One of the members of this website fixed it up for me, but added some stuff that I'm having trouble understanding. I spend more time trying to figure out the authors errors and fix them or get someone to help me fix them than I actually do learning code. I REALLY want to learn how to do this and I am ready and willing to put in the time, but I'm not sure if my time would be better spent learning from a different source. Are there any veterans out there that are familiar with this book and think it's worth it/not worth it? Should I try to move onto another book? Any advice for a fresh start for someone who wants to learn some video game programming?

    Read the article

< Previous Page | 539 540 541 542 543 544 545 546 547 548 549 550  | Next Page >