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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Memory allocation strategy for the vertex buffers (DirectX 10/11)

    - by Alex
    I have the following question. I write CAD system. So I have a 3D scene and there are many different objects (walls, doors, windows and so on). User can add or delete some objects. The question is: how can I organise the keeping of vertices for all my objects. I can create vertex buffer for every object. But I think drawing/switching from one buffer to another would have performance penalty. Another way - I can create several big buffers for every object type. But I don't understand how to update such buffers. It is too big to update whole buffer (for example buffer for all walls). What I need to do if I want to delete the object from the middle of the buffer? Actually I have the similar question: http://stackoverflow.com/questions/5515700/how-to-properly-update-vertex-buffers-in-directx-10 Most examples I've found work with very static models. Therefore, they tend to create a single vertex buffer with their list of points, and then are just manipulated by matrix transformations. I, on the other hand, will be updating the scene very often.

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • XNA 4.0 - Purple/Pink Tint Over All Sprites After Viewing in FullScreen

    - by D. Dubya
    I'm a noob to the game dev world and recently finished the 2D XNA tutorial from http://www.pluralsight.com. Everything was perfect until I decided to try the game in Fullscreen mode. The following code was added to the Game1 constructor. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; graphics.IsFullScreen = true; As soon as it launched in Fullscreen, I noticed that the entire game was tinted. None of the colours were appearing as they should. That code was removed, the game then launched in the 800x480 window, however the tint remained. I commented out all my Draw code so that all that was left was GraphicsDevice.Clear(Color.CornflowerBlue); //spriteBatch.Begin(); //gameState.Draw(spriteBatch, false); //spriteBatch.End(); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); //gameState.Draw(spriteBatch, true); //spriteBatch.End(); base.Draw(gameTime); The result was an empty window that was tinted Purple, not Blue. I changed the GraphicsDevice.Clear colour to Color.White and the window was tinted Pink. Color.Transparent gave a Black window. Even tried rebooting my PC but the 'tint' still remains. I'm at a loss here.

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  • c++ most used libraries [on hold]

    - by Basaa
    I'm trying to find out whether or not I want to switch from Java to c++ for my OpenGL game programming. I now have setup a test project in VS 11 professional, with GLUT. I created my windows with GLUT, and I can render OpenGL primitives without any problems. Now my question: What library(s) is/are used mostly in the indie/semi professional industry for using OpenGL in c++? With 'using OpenGL' I mean: Creating and managing an OpenGL window Actually using the OpenGL API Handling user-input (keyboard/mouse)

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  • touch in guiTexture

    - by Mitananda
    Before time in my game start. i want there will show a guiTexture.. if i touch this guiTexture, that will hidden and the time game will start. I try to make a script but it doesn't work. I'm a bit confused by the Unity documentation. please help me i'm newbie in Unity. my code : void Start () { if (myGuiTexture.HitTest(Input.GetTouch(0).position)) { if (Input.GetTouch(0).phase == TouchPhase.Began) { Time.timeScale = 1; myGuiTexture.enable = false; } } } and i also create this source but its doesn't work too. void Start () { if (tutorial.HitTest(new Vector3(0,0,0))){ Time.timeScale = 1; } }

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  • RTS style fog of war woes

    - by Fricken Hamster
    So I'm trying to make a rts style line of sight fog of war style engine for my grid based game. Currently I am getting a set of vertices by raycasting in 360 degree. Then I use that list of vertices to do a graphics style polygon scanline fill to get a list of all points within the polygon. The I compare the new list of seen tiles and compare that with the old one and increment or decrement the world vision array as needed. The polygon scanline function is giving me trouble. I'm mostly following this http://www.cs.uic.edu/~jbell/CourseNotes/ComputerGraphics/PolygonFilling.html So far this is my code without cleaning anything up var edgeMinX:Vector.<int> = new Vector.<int>; var edgeMinY:Vector.<int> = new Vector.<int>; var edgeMaxY:Vector.<int> = new Vector.<int>; var edgeInvSlope:Vector.<Number> = new Vector.<Number>; var ilen:int = outvert.length; var miny:int = -1; var maxy:int = -1; for (i = 0; i < ilen; i++) { var curpoint:Point = outvert[i]; if (i == ilen -1) { var nextpoint:Point = outvert[0]; } else { nextpoint = outvert[i + 1]; } if (nextpoint.y == curpoint.y) { continue; } if (curpoint.y < nextpoint.y) { var curslope:Number = ((nextpoint.y - curpoint.y) / (nextpoint.x - curpoint.x)); edgeMinY.push(curpoint.y); edgeMinX.push(curpoint.x); edgeMaxY.push(nextpoint.y); edgeInvSlope.push(1 / curslope); if (curpoint.y < miny || miny == -1) { miny = curpoint.y; } if (nextpoint.y > maxy) { maxy = nextpoint.y; } } else { curslope = ((curpoint.y - nextpoint.y) / (curpoint.x - nextpoint.x)); edgeMinY.push(nextpoint.y); edgeMinX.push(nextpoint.x); edgeMaxY.push(curpoint.y); edgeInvSlope.push(1 / curslope); if (nextpoint.y < miny || miny == -1) { miny = curpoint.y; } if (curpoint.y > maxy) { maxy = nextpoint.y; } } } var activeMaxY:Vector.<int> = new Vector.<int>; var activeCurX:Vector.<Number> = new Vector.<Number>; var activeInvSlope:Vector.<Number> = new Vector.<Number>; for (var scanline:int = miny; scanline < maxy + 1; scanline++) { ilen = edgeMinY.length; for (i = 0; i < ilen; i++) { if (edgeMinY[i] == scanline) { activeMaxY.push(edgeMaxY[i]); activeCurX.push(edgeMinX[i]); activeInvSlope.push(edgeInvSlope[i]); //trace("added(" + edgeMinX[i]); edgeMaxY.splice(i, 1); edgeMinX.splice(i, 1); edgeMinY.splice(i, 1); edgeInvSlope.splice(i, 1); i--; ilen--; } } ilen = activeCurX.length; for (i = 0; i < ilen - 1; i++) { for (var j:int = i; j < ilen - 1; j++) { if (activeCurX[j] > activeCurX[j + 1]) { var tempint:int = activeMaxY[j]; activeMaxY[j] = activeMaxY[j + 1]; activeMaxY[j + 1] = tempint; var tempnum:Number = activeCurX[j]; activeCurX[j] = activeCurX[j + 1]; activeCurX[j + 1] = tempnum; tempnum = activeInvSlope[j]; activeInvSlope[j] = activeInvSlope[j + 1]; activeInvSlope[j + 1] = tempnum; } } } var prevx:int = -1; var jlen:int = activeCurX.length; for (j = 0; j < jlen; j++) { if (prevx == -1) { prevx = activeCurX[j]; } else { for (var k:int = prevx; k < activeCurX[j]; k++) { graphics.lineStyle(2, 0x124132); graphics.drawCircle(k * 20 + 10, scanline * 20 + 10, 5); if (k == prevx || k > activeCurX[j] - 1) { graphics.lineStyle(3, 0x004132); graphics.drawCircle(k * 20 + 10, scanline * 20 + 10, 2); } prevx = -1; //tileLightList.push(k, scanline); } } } ilen = activeCurX.length; for (i = 0; i < ilen; i++) { if (activeMaxY[i] == scanline + 1) { activeCurX.splice(i, 1); activeMaxY.splice(i, 1); activeInvSlope.splice(i, 1); i--; ilen--; } else { activeCurX[i] += activeInvSlope[i]; } } } It works in some cases but some of the x intersections are skipped, primarily when there are more than 2 x intersections in one scanline I think. Is there a way to fix this, or a better way to do what I described? Thanks

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  • Fixing a collision detection bug in Slick2D

    - by Jesse Prescott
    My game has a bug with collision detection. If you go against the wall and tap forward/back sometimes the game thinks the speed you travelled at is 0 and the game doesn't know how to get you out of the wall. My collision detection works by getting the speed you hit the wall at and if it is positive it moves you back, if it is negative it moves you forward. It might help if you download it: https://rapidshare.com/files/1550046269/game.zip Sorry if I explained badly, it's hard to explain. float maxSpeed = 0.3f; float minSpeed = -0.2f; float acceleration = 0.002f; float deacceleration = 0.001f; float slowdownSpeed = 0.002f; float rotateSpeed = 0.08f; static float currentSpeed = 0; boolean up = false; boolean down = false; boolean noKey = false; static float rotate = 0; //Image effect system static String locationCarNormal; static String locationCarFront; static String locationCarBack; static String locationCarBoth; static boolean carFront = false; static boolean carBack = false; static String imageRef; boolean collision = false; public ComponentPlayerMovement(String id, String ScarNormal, String ScarFront, String ScarBack, String ScarBoth) { this.id = id; playerBody = new Rectangle(900/2-16, 700/2-16, 32, 32); locationCarNormal = ScarNormal; locationCarFront = ScarFront; locationCarBack = ScarBack; locationCarBoth = ScarBoth; imageRef = locationCarNormal; } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); playerBody.transform(Transform.createRotateTransform(2)); float hip = currentSpeed * delta; float unstuckspeed = 0.05f * delta; if(carBack && !carFront) { imageRef = locationCarBack; ComponentImageRender.updateImage(); } else if(carFront && !carBack) { imageRef = locationCarFront; ComponentImageRender.updateImage(); } else if(carFront && carBack) { imageRef = locationCarBoth; ComponentImageRender.updateImage(); } if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_LEFT)) { rotate -= rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_UP)) { if(!collision) { up = true; noKey = false; if(currentSpeed < maxSpeed) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 1; } } else if(input.isKeyDown(Input.KEY_DOWN) && !collision) { down = true; noKey = false; if(currentSpeed > minSpeed) { currentSpeed -= slowdownSpeed; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { noKey = true; if(currentSpeed > 0) { currentSpeed -= deacceleration; } else if(currentSpeed < 0) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } if(entityCollisionWith()) { collision = true; if(currentSpeed > 0 || up) { up = true; currentSpeed = 0; carFront = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate-180)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate-180)); } else if(currentSpeed < 0 || down) { down = true; currentSpeed = 0; carBack = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 0; } } else { collision = false; up = false; down = false; } if(currentSpeed >= -0.01f && currentSpeed <= 0.01f && noKey && !collision) { currentSpeed = 0; } } public static boolean entityCollisionWith() throws SlickException { for (int i = 0; i < BlockMap.entities.size(); i++) { Block entity1 = (Block) BlockMap.entities.get(i); if (playerBody.intersects(entity1.poly)) { return true; } } return false; } }

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  • glTranslate, how exactly does it work?

    - by mykk
    I have some trouble understanding how does glTranslate work. At first I thought it would just simply add values to axis to do the transformation. However then I have created two objects that would load bitmaps, one has matrix set to GL_TEXTURE: public class Background { float[] vertices = new float[] { 0f, -1f, 0.0f, 4f, -1f, 0.0f, 0f, 1f, 0.0f, 4f, 1f, 0.0f }; .... private float backgroundScrolled = 0; public void scrollBackground(GL10 gl) { gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef(backgroundScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); backgroundScrolled += 0.01f; gl.glLoadIdentity(); } } and another to GL_MODELVIEW: public class Box { float[] vertices = new float[] { 0.5f, 0f, 0.0f, 1f, 0f, 0.0f, 0.5f, 0.5f, 0.0f, 1f, 0.5f, 0.0f }; .... private float boxScrolled = 0; public void scrollBackground(GL10 gl) { gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(boxScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); boxScrolled+= 0.01f; gl.glLoadIdentity(); } } Now they are both drawn in Renderer.OnDraw. However background moves exactly 5 times faster. If I multiply boxScrolled by 5 they will be in sinc and will move together. If I modify backgrounds vertices to be float[] vertices = new float[] { 1f, -1f, 0.0f, 0f, -1f, 0.0f, 1f, 1f, 0.0f, 0f, 1f, 0.0f }; It will also be in sinc with the box. So, what is going under glTranslate?

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  • Including Microsoft.XNA.Framework.Input.Touch in a project?

    - by steven_desu
    So after running through tutorials by both Microsoft and www.xnadevelopment.com I feel very confident in my ability to get to work on my first game using the XNA Framework. I've manipulated sprites, added audio, changed game states, and even went a step further to apply the knowledge I had and figure out how to make animations and basic 2-dimensional physics (including impulses, force, acceleration, and speed calculations) But then shortly into the project I hit a curious bump that I've been unable to figure out. In wanting to implement menus, pause screens, and several different aspects of play (a "pre-level" prep screen, the level itself, and a screen after the level to review how well you did) I took a look at Microsoft's Game State Management sample. I understood the concept, although it was admittedly quite a lot to take in. Not wanting to recreate the entire concept by scratch (after all- what purpose would that serve?) I tried copying and pasting the sample code into my own ScreenManager class (as well as InputState and GameScreen classes) to try and borrow their ingenuity. When I did this, however, my project stopped compiling. I was getting the following error: The type or namespace name 'Touch' does not exist in the namespace 'Microsoft.Xna.Framework.Input' (are you missing an assembly reference?) Having read through their sample code already, I realized that this namespace and every function and class within it could be safely ripped from the code without losing functionality. It's a namespace simply for integrating with touchscreen devices (presumably Windows Phone 7, but maybe also tablets). But then I began to wonder- how come Microsoft's sample compiled but mine didn't? I copied their code exactly so there must be a setting somewhere that I need to change in Visual Studio in order to correct this. I tried creating a new project as a Windows Phone 7 game rather than a Windows game, however that only forced it to compile to a Windows Phone emulator and denied me the ability to change the resolution and other features which I clearly had the power to do in the sample code. So my question is simple - how do I properly use the namespace Microsoft.XNA.Framework.Input.Touch?

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  • Most supported/easiest to get started gamedev language?

    - by user1009013
    In what language are the most libraries/frameworks (like lwjgl for Java, XNA for C#)? What language is the easiest to start making a game (very easy to get a 3D-environment rendered)? What language has the friendliest learning curve? Say I want to make a game and I don't know any programming languages, I want to develop for any platform(so don't give the answer "the one you know best/the platform you are working on"), then what is the best language to start with. I get this question a lot "I have this and that ideas for a game and want to make it, what language should I use"(mostly asked by beginning programmers), but I don't know how to answer that. The answer "use the one you are most familiar with", because sometimes they don't even know a language yet... I am not asking for someone's personal opinion, but an objective list of what languages are the easiest/most supported/have the most/best libraries/frameworks to get started with gamedevelopment.

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  • Drawing visible tiles - side scrolling

    - by Troubleshoot
    Currently I'm calling drawMap every time repaint is called. This is the code I've written for my drawMap method so far. public void drawMap(Graphics2D g2d) { float cameraX = Player.getX() - (Frame.CANVAS_WIDTH / 2); float cameraY = Player.getY() - (Frame.CANVAS_HEIGHT / 2); int tileX = (int) cameraX; int tileY = (int) cameraY; int xIndent = 0, yIndent = 0; int a = 0, b = 0; while (tileX % TILE_SIZE != 0) { tileX--; xIndent++; } while (tileY % TILE_SIZE != 0) { tileY--; yIndent++; } for (int y = tileY; y < tileY + Frame.CANVAS_HEIGHT; y += Map.TILE_SIZE) { for (int x = tileX; x < tileX + Frame.CANVAS_WIDTH; x += Map.TILE_SIZE) { if ((y / TILE_SIZE < 0 || x / TILE_SIZE < 0) || (y / TILE_SIZE > columnSize)) break; g2d.drawImage(map[y / TILE_SIZE][x / TILE_SIZE], a - xIndent, b - yIndent, null); a += TILE_SIZE; } a = 0; b += TILE_SIZE; } } The idea behind this is that it gets the camera position and draws the map relative to the player position. However, instead of the player being in the center of the screen all the time, the player actually moves away from the center as it scrolls to the right, and moves towards to center as it scrolls to the left. I've been trying to pinpoint what I've done wrong but I can't seem to find it. My code also seems quite messy, so am I doing this the correct way?

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  • Which code module should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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  • Writing a dynamic achievement system without hardcoding rules into the application

    - by imaginative
    I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS at runtime. In a way, it sounds insane and complex to do this, but is it really? I think the concept of having to do a hard push of the application for every new achievement is cumbersome. I would love to be able to give our designers the capability to put together new achievements by entering them into a database. It shouldn't matter what tool I'm using, but for those interested, my backend is being written in JRuby (Ruby on top of the JVM). What are some possible ways of going about abstracting the logic in the aforementioned link even further so that rules can be interpreted at runtime?

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  • Isometric tile selection

    - by Dylan Lundy
    I'm not all that good with Maths. I'm trying to make a function to convert mouse coordinates into a particular tile in an isometric view. All of the algorithms I have seen so far work with the X & Y axes going diagonal, my game is currently set up like this, and I would like to keep it so. Is there an algorithm so that if the mouse was at the red dot, it would return the coordinates of the tile that it is sitting on? (6,2)

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  • want to build a replica of chartgame.com

    - by raj
    I want to develop a trading simulator based on technical analysis. my ideal application would exactly be chartgame.com currently chartgame.com doesnt have historical data for stocks beyond the year 2008 and I would like to have data until 2012 and have the capability to extend beyond if needed. what are the fundamentals to build an application like chartgame.com. If anyone here is willing to help I can arrange for the finances.let me know.

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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  • How to make image bigger than the screen to be slideable in the screen in monogame for windows phone 8?

    - by Moses Aprico
    (Idk if my title is correct, because when I google it, there is no related result I guess) I am not sure how to explain it correctly, but I am making a plain 2D, tile based, tactic game in windows phone 8 using monogame. I want to make my map is "slideable". With "slidable" I mean I can draw larger images (in total) than my screen and then slide it so I can view a certain area of the drawn images Example : I have a screen which dimension is 1280x720. I have a 1500x1500px image, which consists of 15 tiles, which is 100x100px each, which each tiles is redrawn each times the "Draw" is called. If the image is larger than the screen, the displayed area will be trimmed and of course, making a 220x780px area that is unseenable. The only way to see all of it is through "sliding" the screen around, so I can see all the area. My question is : How to make that happen? Because in default, the screen is unslideable and the image remains trimmed. Sorry if my question and explanation is not clear enough. Clarify it as much as you like. Thank you.

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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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  • How to create Button/Switch-Like Tile where you can step on it and change its value?

    - by aldroid16
    If the player step on Button-Tile when its true, it become false. If the player step on Button-Tile when its false, it become true. The problem is, when the player stand on (intersect) the Button-Tile, it will keep updating the condition. So, from true, it become false. Because its false and player intersect on it, it become true again. True-false-true-false and so on. I use ElapsedGameTime to make the updating process slower, and player can have a chance to change the Button to true or false. However, its not a solution I was looking for. Is there any other way to make it keep in False/True condition while the Player standing on it (The Button tile) ?

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  • Auto-organized / smart inventory system?

    - by VeXe
    for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way they did their code, it didn't have any smell of OOP whatsoever. I took it further steps ahead - items take more than one slot, advanced placement system (items tries their best to find the best close fit), local mouse system (mouse gets trapped in active bag area), etc. Here's a demo of my work. What we would like to have in our game, is an auto-organizing feature - not auto-sort. We want this feature because our inventory's going to be in 'real-time' - not like in Resident Evil 1,2,3 etc where you would pause the game and do things in your inventory. Now imagine your self in a sticky situation surrounded by zombies, and you don't have bullets, you look around, you see that there are bullets nearby on the ground, so you go for them and try to pick them up, but they don't fit! you look at your inventory and find out that if you reorganize some of the items, it will fit! - now the player - in that situation doesn't have time to reorganize because he's surrounded with zombies and will die if he stops and organizes the inventory to make space (remember inventory in real-time, no pausing) - wouldn't it be nice for that to happen automatically? - Yes! (I believe this has been implemented in some games like Dungeon siege or something, so sure it's doable) take a look at this picture for example: Yes, so if you auto-sort the issue you will get your spaces but it's bad because: 1- Expensive: it doesn't need a whole sort operation to free those spaces, in the first picture, just slide the red item at the bottom to the very left, and you get the same spaces that you got from the auto-sort. 2- It's annoying to the player: "Who the F told you to re-order my stuff?" I'm not asking for "How to write the code" for this, I'm just asking for some guidance, where to look, what algorithms are involved? Is this something related to graphs and shortest path stuff? I hope not cuz I didn't manage to continue my college studies :/ But even if it is, just tell me and I will learn the stuff related. Notice there could be more than just one solution. So I guess the first thing I have to do is figure out if the situation is 'solvable' - if I know how to determine if a situation is solvable or not, then I can 'solve' it. I just need to know the conditions that makes it 'solvable'. And I believe there must be some algorithm/data structure for this. Here's a pic for more than one solution of trying to fit a 1x3 item: The arrows show just one of the solutions, but if you look you will find more than one. This is what I ultimately not auto-sorting but find a solution and applying it. Note that if I spend time on it I will come up with a way to solve it, but it wouldn't be the best way, it's like, holding a car wheel with your feet instead of your hands! XD Or just like trying to solve an issue that requires arrays, but you're not yet aware of their existence! So what is the right approach to this? Hope somebody helps, thanks a lot in advance :)

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  • 2D Ragdoll - should it collide with itself?

    - by Axarydax
    Hi, I'm working on a ragdoll fighting game as a hobby project, but I have one dilemma. I am not sure if my ragdoll should collide with itself or not, i.e. if ragdoll's body parts should collide. 2D world is somewhat different than 3D, because there are several layers of stuff implied (for example in Super Mario you jump through a platform above you while going up). The setup I'm currently most satisfied with is when only the parts which are joined by a joint don't collide, so head doesn't collide with neck, neck with chest, chest with upper arm etc, but the head can collide with chest, arms, legs. I've tried every different way, but I'm not content with either. Which way would recommend me to go?

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  • Different iPhone screen resolutions and game graphics

    - by Luke
    We are developing a 2D game for iPhone using cocos2d-x. The artists are drawing the raster graphic for a resoluion of 640x960. For older iPhone devices, those that have a resolution of 320x480, should we provide a completely new set of graphics, to be adapted to the smaller resolution? I was thinking of simply scaling the whole scene of a factor of 2. That would save us the time to write a specific set of graphic elements for the smaller resolution. What is the best practices? How do you guys handle the different screen resolution w.r.t. the graphic part of the game?

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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