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  • Rendering order in an Entity System

    - by Daedalus
    Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for a dumb 2D RenderingSystem? I saw this discussion, and what they suggest is to do something like Z ordering - what I would probably do is just to store a "layer" int in DrawableComponent and then, inside RenderingSystem, just sort entities by mentioned "layer" whenever the entity list for RenderingSystem changes. They also say we could just delete and recreate the entity whenever we want it on the top, but it seems too inflexible to me. How is this problem usually solved?

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

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  • How to get scripted programs governing game entities run in parallel with a game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ? I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

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  • Modeling player mechanics with a finite state machine

    - by K..
    I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions back to standing, which sets the velocity back to 0. When I press W and the state is walking it transitions to jumping, but when the player hits the ground, it goes back to standing. jumping has a transition land that always leads to standing because a state doesn't know about its previous states. Since standing sets a velocity of 0 the player stops walking, when he hits the ground. How do I prevent this?

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • How would you code an AI engine to allow communication in any programming language?

    - by Tokyo Dan
    I developed a two-player iPhone board game. Computer players (AI) can either be local (in the game code) or remote running on a server. In the 2nd case, both client and server code are coded in Lua. On the server the actual AI code is separate from the TCP socket code and coroutine code (which spawns a separate instance of AI for each connecting client). I want to be able to further isolate the AI code so that that part can be a module coded by anyone in their language of choice. How can I do this? What tecniques/technology would enable communication between the Lua TCP socket/coroutine code and the AI module?

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  • Smooth waypoint traversing

    - by TheBroodian
    There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able to simply travel from one designated point to another, and then return back to the first, and just pass between the two in a straight line. However, just to make it a little more interesting, I want to add a few rules to the platform. I'm coding it to travel multiples of whole tile values of world data. So if the platform is not stationary, then it will travel at least one whole tile width or tile height. Within one tile length, I would like it to accelerate from a stop to a given max speed. Upon reaching one tile length's distance, I would like it to slow to a stop at given tile coordinate and then repeat the process in reverse. The first two parts aren't too difficult, essentially I'm having trouble with the third part. I would like the platform to stop exactly at a tile coordinate, but being as I'm working with acceleration, it would seem easy to simply begin applying acceleration in the opposite direction to a value storing the platform's current speed once it reaches one tile's length of distance (assuming that the tile is traveling more than one tile-length, but to keep things simple, let's just assume it is)- but then the question is what would the correct value be for acceleration to increment from to produce this effect? How would I find that value?

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  • Artist, Looking to lean how to program games, where do I start? [on hold]

    - by Christopher Hindson
    I have bean an artist for many years now I am very comfortable with using Photoshop and Flash but I want to learn how to but together my own games, I bean doing my own research into this and at the moment I am at little bit stuck on witch direction to go down. So my question is witch programming language should I learn? I have already bean looking into this what i understand is that Gamemaker with its built in language (GML) is one of the most friendly to people who are new to the game making world. I have played around with this program and was pretty happy with it but I want more also you can use Unity with language such as C and javascript and then games built with Java witch looks interesting. One more thing before you send your answer in at this moment in time I would only be able to make 2D game but 3D isn't out of the picture.

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  • ways to program glitch style effects

    - by okkk
    Most tutorials for generating glitch art usually has to do with some form of manipulation of the compression of files. Should my goal instead to replicate the look of these glitches in shaders or is it somehow possible to authentically generate the compression artifacts in real time? Example: This effect which I'm particularly interested is referred to as datamoshing. It does "things" using the p-frames of a video (frames that I think store just the change in pixels). I feel like I need a better understanding of both graphics programming and data-compression.

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  • Procedural content (settlement) generation

    - by instancedName
    I have, lets say, something like a homework or assignment to do. Roughly said I need to write an algorithm (pseudo code is not necessary, just in depth description) of procedure that would generate settlements, environment and a people to populate it with, as part of some larger world generation procedure. The genre of game is not specified, it could be any genre (rpg, strategy, colony simulation etc.) where interacting with large and extensive world is central to the game. Procedure should be called once per settlement. At the time of calling, world generation procedure makes geography, culture and history input available. Output should be map of the village and it's immediate area, and various potential additional information like myths, history, demographic facts etc. Bonus would be quest ant similar stuff, but that not really my focus at the moment. I will leave quality of the output for later when I actually dig little deeper into this topic. I am free to change parameters as long as I have strong explanation for doing so. Setting of the game is undetermined so I am free to use anything that I like the most. Ok, so my actual question is: Can anyone who has some experience in this field of game design recommend me some good literature, or point me in the direction where I should look/reed/study? I'm somewhat experienced game programmer, but I've never been into game design till now so any help will be great. I want to do this assignment as good as I can. As for deadline, it's not strictly set, but lets say I don't want it to take longer then few weeks, one month at worst case.

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  • Does SFML render graphics outside the window?

    - by ThePlan
    While working on a tile-based map I figured it would be a good idea if I would only render what the player sees on the game window, but then it occurred to me that SFML could already be optimized enough to know when it doesn't have to render those things. Let's say I draw a 30x30 squared maps (A medium one) but the player only sees a bunch of them, not entirely. Would SFML automatically hide what the player doesn't see, or should I hide it myself?

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  • UDK/ UnrealScript class interaction? HUD advice?

    - by Holly
    Beginner basics requested here, While i'm familiar with the basics of OOP programming i've just started looking as UnrealScript for a game i had made in the UDK editor up to now. I have a class that extends UTHUD and another that extends UDKPAWN. I have the pawn destroyed when its been shot 3 times and some basic helloworld text displaying in my HUD but i'm completely lost as to how one would get some sort of feedback between the two classes going on? What i would like to do to start off, is have some text that says something like "Amount of baddies killed: 0" Displayed on the HUD which would then increment each time the player destroyed one of my pawns. I'm sorry if this is an inappropriate question but i've never really worked within a framework like this before and wasn't sure where to go for help to get my footing. All advice appreciated!

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  • AndEngine Foreground Sprite

    - by McGrey
    I'm developing an Android game and have some troubles: I want to add some foreground sprites, that must obstruct my player. Se the following example: Its a screenshot from "Shinobi 3". We can see the player, the enemy, the background and two foreground trees, that hide the player's arm and part of the enemy. I'm using AndEngine GLES2 Anchor Center and I am trying to add a new layer to my scene. Sprite Forest = new Sprite(getWidth() * 0.5f, textureHeightForest * 0.5f + 100, ResourcesManager.getInstance().foreground_forest_region, vbom); Entity foregroundLayer = new Entity(); foregroundLayer.attachChild(hillFurthest); attachChild(foregroundLayer); But it still shows behind my player sprite. I am trying to find something in HUD-class (it's always shown in the foreground), but got no results. Can anyone help please?

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  • Making AI jump on a spot effectively

    - by Pasquale Sada
    How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform? Setup I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a successful jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacles around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized; Ended up using the lowest angle (20 degree) and checking for collision on the trajectory. If found any increase the angle. Here some code (to improve the code maybe must stop the check at the highest point of the curve): Vector3 BallisticVel(Vector3 target, float angle) { Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a)); return vel * dir.normalized; } Vector3 TrajectoryPoint(Vector3 startingPosition, Vector3 startingVelocity, float n ) { float t = 1/60 ; // seconds per time step Vector3 stepVelocity = t * startingVelocity; // m/s Vector3 stepGravity = t * t * Physics.gravity; // m/s/s return startingPosition + n * stepVelocity + 0.5f * (n*n+n) * stepGravity; } bool CheckTrajectory(Vector3 startingPosition,Vector3 target, float angle_jump) { Debug.Log("checking"); if(angle_jump < 80f) { Debug.Log("if"); Vector3 startingVelocity = BallisticVel(target, angle_jump); for (int i = 0; i < 180; i++) { //Debug.Log(i); Vector3 trajectoryPosition = TrajectoryPoint( startingPosition, startingVelocity, i ); if(Physics.Raycast(trajectoryPosition,Vector3.forward,safeDistance)) { angle_jump += 10; break; // restart loop with the new angle } else continue; } return true; JumpVelocity = BallisticVel(target, angle_jump); } return false; }

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • Java Applet Tower Defence Game needs tweeking

    - by Ephiras
    Hello :) i have made a tower defence Game for my computer science class as one of my major projects, but have encountered some rather fatal roadblocks. here they are creating a menu screen (class Menu) that can set the total number of enimies, the max number of towers, starting money and the map. i tried creating a constructor in my Main class that sets all the values to whatever the Menu class passes in. I want the Menu screen to close after a difficulty has been selected and the main class to begin. Another problem i would really like some help with is instead of having to write entire arrays i would like to create a small segment of code that runs through an entire picture and sets up an array based on that pixels color.this way i can have multiple levels just dragged into a level folder and have the program read through them. users can even create their own. so a 1 if its yellow, a two if blue and a 3 if purple, then everything else = 0; you can download all the classes and code uif you'd like here sorry about having to redirect you but i wasn't sure how to efficently add a code spoiler. help is greatly appreciated

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  • cocos2d event handler not fired when reentering scene

    - by Adam Freund
    I am encountering a very strange problem with my cocos2d app. I add a sprite to the page and have an event handler linked to it which replaces the scene with another scene. On that page I have another button to take me back to the original scene. When I am back on the original scene, the eventHandler doesn't get fired when I click on the sprite. Below is the relevant code. Thanks for any help! CCMenuItemImage *backBtnImg = [CCMenuItemImage itemWithNormalImage:@"btn_back.png" selectedImage:@"btn_back_pressed.png" target:self selector:@selector(backButtonTapped:)]; backBtnImg.position = ccp(45, 286); CCMenu *backBtn = [CCMenu menuWithItems:backBtnImg, nil]; backBtn.position = CGPointZero; [self addChild:backBtn]; EventHandler method (doesn't get called when the scene is re-entered). (void)backButtonTapped:(id)sender { NSLog(@"backButtonTapped\n"); CCMenuItemImage *backButton = (CCMenuItemImage *)sender; [backButton setNormalImage:[CCSprite spriteWithFile:@"btn_back_pressed.png"]]; [[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:.25 scene:[MenuView scene] withColor:ccBLACK]]; }

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • 2-d lighting day/night cycle

    - by Richard
    Off the back of this post in which I asked two questions and received one answer, which I accepted as a valid answer. I have decided to re-ask the outstanding question. I have implemented light points with shadow casting as shown here but I would like an overall map light with no point/light source. The map setup is a top-down 2-d 50X50 pixel grid. How would I go about implementing a day/night cycle lighting across a map?

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  • XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision

    - by JiminyCricket
    I've been fooling around with moving on sloped tiles in XNA and it is semi-working but not completely satisfactory. I also have been thinking that having sets of predetermined slopes might not give me terrain that looks "organic" enough. There is also the problem of having to construct several different types of tile for each slope when they're chained together (only 45 degree tiles will chain perfectly as I understand it). I had thought of somehow scanning for connected chains of sloped tiles and treating it as a new large triangle, as I was having trouble with glitching at the edges where sloped tiles connect. But, this leads back to the problem of limiting the curvature of the terrain. So...what I'd like to do now is create a simple image or texture of the terrain of a level (or section of the level) and generate a simple heightmap (of the Y's for each X) for the terrain. The player's Y position would then just be updated based on their X position. Is there a simple way of doing this (or a better way of solving this problem)? The main problem I can see with this method is the case where there are areas above the ground that can be walked on. Maybe there is a way to just map all walkable ground areas? I've been looking at this helpful bit of code: http://thirdpartyninjas.com/blog/2010/07/28/sloped-platform-collision/ but need a way to generate the actual points/vectors.

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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