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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • How do I consolidate the differences between iOS and Android update loops?

    - by kkan
    I'm currently working on moving some Android-ndk code to the iPhone. From looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering. Then add a selector to handle the update methods. The render method itself looks like it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using C++ time.h. Is it possible to implement the same here bypassing Apple's loop? I'd really like the keep the structures of the code similar.

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  • Java Dragging an object from one area to another [on hold]

    - by user50369
    Hello I have a game where you drag bits of food around the screen. I want to be able to click on an ingredient and drag it to another part of the screen where I release the mouse. I am new to java so I do not really know how to do this please help me Here is me code. This is the class with the mouse listeners in it: public void mousePressed(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = true; // placing if (manager.title == true) { if (title.r.contains(Comp.mx, Comp.my)) { title.overview = true; } else if (title.r1.contains(Comp.mx, Comp.my)) { title.options = true; } else if (title.r2.contains(Comp.mx, Comp.my)) { System.exit(0); } } if (manager.option == true) { optionsMouse(e); } mouseinventory(e); } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = true; } } private void mouseinventory(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { } else if (e.getButton() == MouseEvent.BUTTON1) { } } @Override public void mouseReleased(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = false; } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = false; } } @Override public void mouseDragged(MouseEvent e) { for(int i = 0; i < overview.im.ing.toArray().length; i ++){ if(overview.im.ing.get(i).r.contains(Comp.mx,Comp.my)){ overview.im.ing.get(i).newx = Comp.mx; overview.im.ing.get(i).newy = Comp.my; overview.im.ing.get(i).dragged = true; }else{ overview.im.ing.get(i).dragged = false; } } } @Override public void mouseMoved(MouseEvent e) { Comp.mx = e.getX(); Comp.my = e.getY(); // System.out.println("" + Comp.my); } This is the class called ingredient public abstract class Ingrediant { public int x,y,id,lastx,lasty,newx,newy; public boolean removed = false,dragged = false; public int width; public int height; public Rectangle r = new Rectangle(x,y,width,height); public Ingrediant(){ r = new Rectangle(x,y,width,height); } public abstract void tick(); public abstract void render(Graphics g); } and this is a class which extends ingredient called hagleave public class HagLeave extends Ingrediant { private Image img; public HagLeave(int x, int y, int id) { this.x = x; this.y = y; this.newx = x; this.newy = y; this.id = id; width = 75; height = 75; r = new Rectangle(x,y,width,height); } public void tick() { r = new Rectangle(x,y,width,height); if(!dragged){ x = newx; y = newy; } } public void render(Graphics g) { ImageIcon i2 = new ImageIcon("res/ingrediants/hagleave.png"); img = i2.getImage(); g.drawImage(img, x, y, null); g.setColor(Color.red); g.drawRect(r.x, r.y, r.width, r.height); } } The arraylist is in a class called ingrediantManager: public class IngrediantsManager { public ArrayList<Ingrediant> ing = new ArrayList<Ingrediant>(); public IngrediantsManager(){ ing.add(new HagLeave(100,200,1)); ing.add(new PigHair(70,300,2)); ing.add(new GiantsToe(100,400,3)); } public void tick(){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).tick(); if(ing.get(i).removed){ ing.remove(i); i--; } } } public void render(Graphics g){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).render(g); } } }

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  • In wow 6.0 expansion, where to buy wow gold?

    - by user50866
    Rs3gold.com is a leading provider of MMORPG virtual currency and other assets around the world, when is the new world of warcraft expansion, you can buy cheapest wow gold from Rs3gold. 8% discount code for your World of Warcraft Gold - RS3GOLD Once your payment on our site is completed successfully, we will deliver your WOW gold instantly within 10-30 minutes! http://www.rs3gold.com/Gold/wow_us.aspx  

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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • Fastest approach to 3D animation

    - by HappyFerret
    I'm currently tasked with designing a small HTML5 game. Having done everything by myself so far (3D models, codebase, game design, etc) I'm now at a point where I'm running out of time. I've less than a day to animate and bind everything together. However, that's exactly my problem. I was under the naive impression that everything would be easier if I went with pre-rendered 3D models. However, I didn't consider the most difficult part. Animation. After having spent over an hour trying to figure out messiahStudio, I figured it's time to ask for outside help. Is there any easier solution to 3D animation than 3D rigging? What I'm basically looking for is some sort of tool that allows me to simply grab and move/deform select polygons. It doesn't have to be as life-like and accurate as rigging, just efficient enough. Were the circumstances any different, I might just learn how to rig. But that's sorely out of scope right now. PS:The models were created in Sculptris but are fairly low-poly.

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  • android multitouch problem

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

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  • Getting Center and Radius of Irregural Object

    - by Moaz ELdeen
    I have drawn an asteroid object manually , and would like to get its center/radius by a specific equation. I think I can get them by calculated and hard-coded values. The code to draw the asteroid: void Asteroid::Draw() { float ratio = app::getWindowWidth()/app::getWindowHeight(); gl::pushMatrices(); gl::translate(m_Pos*ratio); gl::scale(3.5*ratio,3.5*ratio,3.5*ratio); gl::color(ci::Color(1,1,1)); gl::drawLine(Vec2f(-15,0),Vec2f(-10,-5)); gl::drawLine(Vec2f(-10,-5),Vec2f(-5,-5)); gl::drawLine(Vec2f(-5,-5),Vec2f(-5,-8)); gl::drawLine(Vec2f(-5,-8),Vec2f(5,-8)); gl::drawLine(Vec2f(5,-8),Vec2f(5,-5)); gl::drawLine(Vec2f(5,-5),Vec2f(10,-5)); gl::drawLine(Vec2f(10,-5),Vec2f(15,0)); gl::drawLine(Vec2f(15,0),Vec2f(10,5)); gl::drawLine(Vec2f(10,5),Vec2f(-10,5)); gl::drawLine(Vec2f(-10,5),Vec2f(-10,5)); gl::drawLine(Vec2f(-15,0),Vec2f(-10,5)); gl::popMatrices(); } According to the answer I have written that code to calculate the radius, is it correct or not ? cinder::Vec2f Asteroid::getCenter() { return ci::Vec2f(m_Pos.x, m_Pos.y); } double Asteroid::getRadius() { ci::Vec2f _vec = (getCenter()- Vec2f(15,5)); return _vec.length()*0.3f; }

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  • Create Levels using blender

    - by notrodash
    I am creating a game and I have a custom level format for levels in my game. I wanted to know if it is possible to create levels for that kinda format in Blender. My format is XML based and just declares the positions of certain objects. Online I have seen many people use Blender to create levels in their own custom format that blender can understand. How do i get blender to understand my format and use blender to create levels for my game?

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  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Why wont SVN work on the Google Code Source? [closed]

    - by BluFire
    I installed SVN Toroise. I then proceeded to the desktop and right clicked and clicked on SVN checkout. I then entered under the URL of Repository "http://apple-crunch.googlecode.com/svn/trunk/ apple-crunch-read-only" but after a few seconds the checkout fails saying that the URL doesn't exist. I got the command line from http://code.google.com/p/apple-crunch/source/checkout I'm trying to get a direct copy instead of browsing through the source.

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  • two guitexture that do not work together

    - by London2423
    I have two GUITexture that move left and right a cube. Is pretty strange but together they don't work. If I activate only one it works. To be more specific: If I have the left GUItexture alone in the game the cube move left. If I have the right GUITexture activated alone the cube move right. Seems all fine I thought but If I have both of them the cube move only right and not left. Where is the mistake? Here is the code inside the GameObject cube for Right move void OnMousedown () { transform.position += Vector3.right * Time.deltaTime; } For Left move void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } And this is the left GUITexture code //move the cube left Cube.GetComponent<Left> ().enabled = true; left.transform.position += Vector3.left * Time.deltaTime; This is the right GUITexture //move the cube right Cube.GetComponent<Left> ().enabled = true; right.transform.position += Vector3.right * Time.deltaTime; What is the reason for this? I hope someone can help me.

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • Swapping axis labels between 2D and 3D coordinates

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

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  • HTML5 platformer collision detection problem

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

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  • Android - Multiplayer Game - Client / Server - Java etc

    - by user1405328
    I must write a multiplayer pong game for the school. Where are thousand of rooms and where two players can go in to a room and play together and collect points. I programmed the Pong game using Java (LibGDX). How can I do the Network part. I searched the web. And I came across Kryonet. Is there something better? What should I google. On the Internet there are a lot of those questions. And no good answers. I hope that this most questions can be answered. If someone has actual Open Source network game links, tutorials, books, network tutorial, etc. All this would help everyone. Thank you.

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  • Working with lots of cubes. Improving performance?

    - by Randomman159
    Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible advice on how to get rid of it. I am working on a project where a world consists of a large quantity of cubes (I would give you a number, but it is user defined worlds). My test one is around (48 x 32 x 48) blocks. Basically these blocks don't do anything in themselves. They just sit there. They start being used when it comes to player interaction. I need to check what cubes the users mouse interacts with (mouse over, clicking, etc.), and for collision detecting as the player moves. Now I had a massive amount of lag at first, looping through every block. I have managed to decrease that lag, by looping through all the blocks, and finding which blocks are within a particular range of the character, and then only looping through those blocks for the collision detection, etc. However, I am still going at a depressing 2fps. Does anyone have any other ideas on how I could decrease this lag? Btw, I am using XNA (C#) and yes, it is 3d.

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  • Restrict movement within a radius

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

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  • Increase moving speed of body

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, -10.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); // ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • Sprite rotation

    - by Kipras
    I'm using OpenGL and people suggest using glRotate for sprite rotation, but I find that strange. My problem with it is that it rotates the whole matrix, which sort of screws up all my collision detection and so on and so forth. Imagine I had a sprite at position (100, 100) and in position (100, 200) is an obstacle and the sprite's facing it. I rotate the sprite away from the obstacle and when move upwards my y axis, even though the projection shows like it's going away from the obstacle, the sprite will intersect it. So I don't see another way of a rotating a sprite and not screwing up all collision detection other than doing mathematical operations on the image itself. Am I right or am I missing something?

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  • Drawing application on OpenGL for iOS (iPad)

    - by Alesia
    Some help is needed. I'm developing drawing application on OpenGL (deployment target 4.0) for iOS (iPad). We have 3 drawing tools: pen, marker (with alfa) and eraser. I draw with textures, using blending in orthographic projection. I can't use z-ordering because in this case I have to face a lot of troubles with cutting and erasing. The thing that I need is to make the pen be always on the top. When I first use marker and than pen - it's ok. But if I use pen first and marker over the pen - I can't see pen color under marker. I'd appreciate any help or advice. Thank you veeeeeery much!

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  • Using texture() in combination with JBox2D

    - by Valentino Ru
    I'm getting some trouble using the texture() method inside beginShape()/endShape() clause. In the display()-method of my class TowerElement (a bar which is DYNAMIC), I draw the object like following: void display(){ Vec2 pos = level.getLevel().getBodyPixelCoord(body); float a = body.getAngle(); // needed for rotation pushMatrix(); translate(pos.x, pos.y); rotate(-a); fill(temp); // temp is a color defined in the constructor stroke(0); beginShape(); vertex(-w/2,-h/2); vertex(w/2,-h/2); vertex(w/2,h-h/2); vertex(-w/2,h-h/2); endShape(CLOSE); popMatrix(); } Now, according to the API, I can use the texture() method inside the shape definition. Now when I remove the fill(temp) and put texture(img) (img is a PImage defined in the constructor), the stroke gets drawn, but the bar isn't filled and I get the warning texture() is not available with this renderer What can I do in order to use textures anyway? I don't even understand the error message, since I do not know much about different renderers.

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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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  • Influence Maps for Pathfinding?

    - by james
    I'm taking the plunge and am getting into game dev, it's been going well but I've got stuck on a problem. I have a maze that is 100x100 with 0,1 to indicate if its a path or a wall. Within the maze I have 300 or so enemies and a player. The outcome I'm looking for is all the enemies work their way towards the player position. Originally I did this using an A* path finding algorithm but with 300 enemies it was taking forever to path find each one individually. After some research I found that an influence map / collaborative diffusion would be the best way to go. But I'm having a real hard time working out how this is actually done. Firstly.. How do you create a influence map? From what I understand each of my walls with have a scent of 0 so that makes them impassable.. then basically a radial effect from my player position to each other cell (So my player starts at 100 and then going outwards from that each other cell will be reduced value) Is that correct? If so,.. How would you do that (Math magic?) My next problem is if that is correct how would my "enemies" stop from getting stuck if they have gone down the wrong way? As say if my player was standing on the otherside of a wall if the enemy is just looking for larger numbers wont it keep getting stuck? I'm doing this in JavaScript so performance is key. Thanks for any help! EDIT: Or if anyones got a better solution? I've been reading about navmeshs, steering pathing, pre calculating all paths on load etc etc

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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