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  • Scrolling background with changing textures

    - by Simran kaur
    I have the 2 cubic structures that are my tracks and are scrolling basically to give effect of movement on object. In my OnBecameInvisible() method, I have changed their Tiling using mainTextureScale void OnBecameInvisible() { renderer.material.mainTextureScale = new Vector2(1, numberOfLanes); this.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, 20.0f); } The tiling works fine. But the alternative tracks have their Tiling set to 0 which is giving an undesirable effect. Requirement: I want to be able to set the Tiling of every track that is visible on the screen. How do I do it?

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  • Pygame - CollideRect - But How Do They Collide?

    - by Chakotay
    I'm having some trouble figuring out how I can handle collisions that are specifically colliding on the top or bottom a rect. How can specify those collisions? Here's a little code snippet to give you an idea of my approach. As it is now it doesn't matter where it collides. # the ball has hit one of the paddles. send it back in another direction. if paddleRect.colliderect(ballRect) or paddle2Rect.colliderect(ballRect): ballHitPaddle.play() if directionOfBall == 'upleft': directionOfBall = 'upright' elif directionOfBall == 'upright': directionOfBall = 'upleft' elif directionOfBall == 'downleft': directionOfBall = 'downright' elif directionOfBall == 'downright': directionOfBall = 'downleft' Thanks in advance. **EDIT** Paddle rect: top ____ | | | | | | Sides | | ---- bottom I need to know if the ball has hit either the top or the bottom.

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  • Making a Living Developing Games

    - by cable729
    I'm in my last year of high school, and I've been looking at colleges. I'm taking a C++ class at a local community college and I don't feel that it's worth it. I could have learned everything in that class in a week. This had me thinking, would a CS degree even be worth it? How much can it teach me if I can learn everything on my own? Even if I do need to learn more advanced subjects, many colleges put their material online AND I can buy a book. Will companies hire me if I don't have a CS degree? If I have a portfolio will I stand a chance? What kind of things are needed in the portfolio? I want to live doing what I love - programming. So I will do it. I'm just not sure that a CS degree will do anything to me. In addition, if there is a benefit to getting a CS degree, what places are the best?

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  • Client/Server game even in solo: any big problem?

    - by Klaim
    I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and actions taken shouldn't be as massive and immediate as in a FPS, so you can also think the networking like for an RTS. It's a PC game, targetting Windows, MacOSX and Linux (Ubuntu & Fedora). It's programmed in C++, using a variety of open source libraries, so I have great (potential) control over the performances. So far I always considered that just making the game work with two applications, client & server, even in solo mode was ok. However, as I'm in the process of starting the network code I'm having doubts about if it's a good idea. I'm not a specialist so I might be missing something in my analysis. I see these pros and cons: Pros: The game works only one way so if I fix a bug it should apply on all game modes, whatever the distance with the server is; Basic networking issues would be detected early, including behaviour with the protection softwares (firewall) installed (i am not specialist so this might be wrong); Cons: I suppose that even if it should be really fast enough, networking client and server on the same computer would still be slower than no networking and message passing in (one) process memory. Maybe debugging would be more difficult? I don't have experience in this case but so far I assume that debugging with Visual Studio allows me to debug multiple process so it shouldn't be really different. Also, remote debugging. My question is: is there a big disadvantage that I missed? Or maybe there are advantages that I missed and that should encourage me to just continue with only client-server game sessions?

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  • How to manage enemy movement and shoot in a shmup?

    - by whatever
    I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies. But how to create good deplacements for enemies? A list of where-to-go points? gravitating around some fixed points (with ponderation, distance evaluation etc.)? Same question for the shoot patterns? Can you please put me on a track?

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • Change the shape of body dynamically

    - by user45491
    I have a problem where i have a ballon which i need to continuously inflate and defalte in update method, I have tried to used setScaleCenter but it is not giving desired result. Below is a code i am trying to make work scale += (float) ((dist-lastDist)/lastDist); Log.d("pinch","scale is "+scale); Log.d("pinch","change in scale is "+(float) ((lastDist-dist)/lastDist)); player.setScaleCenter(scale, scale); player.setScale(scale);

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  • how to mask Cocos2d

    - by alex
    Hi i'am iOS developer but i'm new to cocos2d.Im working on new game i use Kobold2d Have cocos2d installed too and i want to make this effect. http://postimage.org/image/ngj399ibn/ I Know how is done on flash, but cant make it in kobold. There 2 images with the same size one is like low-res image for background and the secon hi-res over the first one,when the "reticle" mask move reveal the second image inside the circle and outsite only the background is visible. I was googling with no success, saw some ray wenderlich projects but not helpful.Any help

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  • iOS: game with facebook challenges

    - by nazz_areno
    I created a game for iPad and I want to challenge my facebook friends. I follow the iOS tutorial in "facebook dev docs", with the "Smash game", but it doesn't explain how to challenge a friend directly to a game. I will explain with an example: I want to start a new match and I want challenge a friend on facebook. Then I send him a request to install the app and when I detect that its app is installed I send him a request to play vs me. Then, when I finish the match I sent him my result and my friend do the same thing. But if I and my friend don't finish the match it is not possible to send another challenge. This scenario is not explained by facebook sdk. Is it necessary to use another instrument to do this situation?

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  • Unit turning in navmesh-based pathfinding

    - by Haddayn
    I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I have units of different shapes (mostly rectangles with different dimensions), and with different turn radii. Additionally some of units can turn in place, and some can move in reverse. So, how to find a path which unit can follow, considering that it can not rotate easily?

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  • How to design Character,Game Background.,Which Software to use?

    - by TicTech
    Yesterday i Downloaded 4 GB of Videos & ZBrush for Character design but now i realize that i want to make 2D Character and background for my Android Game. so it was a waste for me i don't want to waste my other bandwidth and my Energy on some other Tut. So i am Here for a advice my Question is. 1.Which software to draw and color Character, making Background ? 2.Is there any Video Tut or Ebook for the software to draw Character .i know Basic of Photoshop i learned from Lynda Please help me i am experienced in Android SDK so that's not a prob. for me but in designing i don't know anything any Help will be Really Appreciated Thanks.

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Check if the vector is behind another or maybe opposite directions?

    - by Gilson
    I'm doing a network game and on the client side, i interpolate the client position with the server sent extrapolated position. The client has its own physics simulation wich is corrected by the server in steps. The problem is when it laggs and i 'kick' the ball, the server gets a delayed message and sends me the position backwards of the client position wich makes the ball goes back and forth. I want to ignore those and maybe compensate that on the server, not sure though. The problem is the clock difference on those case are 0.07ms or 0.10 ms wich isn't that high to ignore the message i guess. When i get the server position, i extrapolate with the clock interval * serverBallVelocity Can i check if my new ball server position is behind my actual ball vector position? I tried to use the dot product after normalized the two vectors to check if they are opposite but it ain't working properly. Any suggestions on checking that?

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  • Anyone can suggest some Game Frameworks for GNU/Linux? [closed]

    - by dysoco
    So I've been developing a little bit with XNA + C# in Windows, not really much: just some 2D stuff, but I've found that XNA is a really good framework. I'm a GNU/Linux user, and I'm definitely migrating my desktop to Gentoo Linux (I've been using Arch in my laptop for a while now). But, of course, I need a C# + XNA alternative... I'm not really an expert in any language, so I can really pick up anything (except, maybe, Functional ones), I prefer C-Like languages like Java or Ruby, I tried Python but found the Whitespace syntax confusing. I would like to hear some of you'r suggestions, I'm not asking for "the best", but for "some suggestions", so I think this is objective enough. Probably you're going to suggest C++ + SDL, but I would prefer something more "High Level" like XNA, but I'm open to discuss anything. So... any ideas ? Note: I think this questions meets the guidelines for this site, if it doesn't: please not only downvote this question, but comment on what can I do to improve it. Thanks. PS: 2D Games, not 3D

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  • How to prevent overlapping of gunshot sounds when using fast-firing weapons

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • Resume Button error

    - by user3178359
    i have two class. if i press button pause it can show button resume, retry,menu and the game time is paused. but when i press the resume the game time still paused. help me plase how to continue the game time ?? code for button pause : using UnityEngine; using System.Collections; public class pause : MonoBehaviour { public GUITexture showMenu; public GUITexture btnResume; public bool gamePaused = false; void OnMouseDown() { gamePaused = true; Time.timeScale = 0; showMenu.pixelInset = new Rect(220, 200, showMenu.pixelInset.width, showMenu.pixelInset.height); btnResume.pixelInset = new Rect(300, 300, btnResume.pixelInset.width, btnResume.pixelInset.height); code for button resume : using UnityEngine; using System.Collections; public class btResume : pause { //public GUITexture shoe; void onMouseDown() { base.gamePaused = false; Time.timeScale = 1; btnResume.pixelInset = new Rect(300, -300, btnResume.pixelInset.width, btnResume.pixelInset.height); showMenu.pixelInset = new Rect(220, -200, showMenu.pixelInset.width, showMenu.pixelInset.height); } }

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  • Certain grid lines not rendering as expected

    - by row1
    I am drawing a simple quad (a triangle strip with 4 vertices) as the floor and then drawing an 8x8 grid over top (a collection of vertex pairs for a line list). The vertical grid lines work fine (apart from being very aliased), but some of the horizontal lines do not get rendered. The grid renders fine if I do not draw the quad. foreach (EffectPass pass in _Effect.CurrentTechnique.Passes) { pass.Apply(); CurrentGraphicsDevice.SetVertexBuffer(_VertexFloorBuffer); _Engine.CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); //Some of the horizontal lines seems to disappear if we draw the above quad. CurrentGraphicsDevice.SetVertexBuffer(_VertexGridBuffer); CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.LineList, 0, _VertexGridBuffer.VertexCount / 2); } What could be causing these lines to not be rendered? Update: I added the below code after I draw my quad and grid and it started working. But I am not sure why that works as I thought this code was to draw the WPF controls elementRenderer.Render(); spriteBatch.Begin(); spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Color.White); spriteBatch.End();

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • What is the point in using real time?

    - by bobobobo
    I understand that using real time frame elapses (which should vary between 16-17ms on average) are provided by a lot of frameworks. GetTimeElapsedSinceLastFrame, and it gives you the wall clock time. But should we use this information in basic physics simulation? It looks to me to be a bad idea. Say there is a slight lag on the machine, for whatever reason (say a virus scanner starts up). The calculations all jump, and there is no need for this. Why not use a virtual second and ignore wall clock time? For gameplay on the level of Commander Keen, shouldn't you always use the virtual second and not real-time? (Besides stopwatch timing for race games) I don't see a need to use real time and not a fixed 16ms time step.

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  • 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

    - by Arthur Wulf White
    I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to render the points that are 'near' the camera. My question is, how do I render a point A(Xp,Yp) assuming the following details: Offset of the camera pov from the origin of the map is: Xc, Yc Meaning the camera center is positioned on top of that point. If there's a point in Xc, Yc it is positioned in the center of the screen. The rotation angle is: alpha The scale is: S Read my answer first. I am thinking there is more optimized solution, thanks. My question is how to include the following improvement: I read in the AS3 Bible book that: In regards to ShaderInput, You can use these methods to coerce Pixel Bender to crunch huge sets of data masquerading as images, without doing too much work on the ActionScript side to make them look like images. Meaning if I am performing the same linear function on a lot of items, I can do it all at once if I use Shaders correctly and save processing time. Does anyone know how that is accomplished? Here is a sample of what I mean: http://wonderfl.net/c/eFp0/

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  • Randomly spawning bitmaps on cnvas

    - by Toystoj
    I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of canvas it takes to long. So i was thinking : I should make some change when the bitmaps take off 50 % of canvas. I want to tell algorithm that it should generate new locations (x,y) where it is free space. My question is : How to render new location (x,y) in place where is free space. In summary: Things I know : object location (x,y) 4 corners (x,y) of object object width, height canvas width, height Any suggestions?

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  • Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

    - by deft_code
    How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: Message queue entity_A creates a take-damage message and posts it to entity_B's message queue. entity_A creates a query-hp message and posts it to entity_B. entity_B in return creates an response-hp message and posts it to entity_A. Publish/Subscribe entity_B subscribes to take-damage messages (possibly with some preemptive filtering so only relevant message are delivered). entity_A produces take-damage message that references entity_B. entity_A subscribes to update-hp messages (possibly filtered). Every frame entity_B broadcasts update-hp messages. Signal/Slots ??? entity_A connects an update-hp slot to entity_B's update-hp signal. Something better? Do I have a correct understanding of how these communication schemes would tie into a game engine's entity system? How do entities in commercial game engines communicate?

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  • Can I develop a game using C++ and deploy to XBOX 360?

    - by Murphy
    I'm a C# developer and an enthusiast of XNA, but I'm really disappointed with the game engines available for XNA. I was using Torque X, which is really good, but GarageGames no longer supports Torque X for XNA 4.1. I searched for other engines, but only the sunburn was worth it and would have to pay - I already spent money with Torque. Based on this, I'm thinking about starting to develop in C++. Can I develop with some C++ engines and deploy to XBox 360?

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  • How to display consistent background image

    - by Tofu_Craving_Redish_BlueDragon
    Drawing a large background is relatively slow in PyGame. In order to avoid drawing BG every frame, you could draw it once, then do nothing. However, if something is overdrawn onto the surface and keeps moving, you will need to redraw the background in order to "erase" the color pixels left by moving object; otherwise, you will have "traces" of the moving object. I have a moving object in my PyGame. However, I do not want to "clear the color buffer" by redrawing the background image. Redrawing the background image every frame is slow. My solution : I will "clear" only required portions (where the "traces" of moving object are left) of the "buffer" by redrawing portions of background. Is there any other better way to have a consistent background?

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  • Minecraft Coding Pack: Stair block texture

    - by JamerTheProgrammer
    I have MCP setup and working nicely. I would like to make another stair block. I have copied the wooden stair block file and then pasted it and renamed it BlahStairBlock. I'm trying to set a texture for the stair block but it wont work. public int getBlockTextureFromSide(int side) { if(i==side) { // Workshop top return 43; } return blockIndexInTexture; } This is what I'm using to set the texture.... It just isn't working. Any ideas of why?

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