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  • Checking validation of entries in a Sudoku game written in Java

    - by Mico0
    I'm building a simple Sudoku game in Java which is based on a matrix (an array[9][9]) and I need to validate my board state according to these rules: all rows have 1-9 digits all columns have 1-9 digits. each 3x3 grid has 1-9 digits. This function should be efficient as possible for example if first case is not valid I believe there's no need to check other cases and so on (correct me if I'm wrong). When I tried doing this I had a conflict. Should I do one large for loop and inside check columns and row (in two other loops) or should I do each test separately and verify every case by it's own? (Please don't suggest too advanced solutions with other class/object helpers.) This is what I thought about: Main validating function (which I want pretty clean): public boolean testBoard() { boolean isBoardValid = false; if (validRows()) { if (validColumns()) { if (validCube()) { isBoardValid = true; } } } return isBoardValid; } Different methods to do the specific test such as: private boolean validRows() { int rowsDigitsCount = 0; for (int num = 1; num <= 9; num++) { boolean foundDigit = false; for (int row = 0; (row < board.length) && (!foundDigit); row++) { for (int col = 0; col < board[row].length; col++) { if (board[row][col] == num) { rowsDigitsCount++; foundDigit = true; break; } } } } return rowsDigitsCount == 9 ? true : false; } I don't know if I should keep doing tests separately because it looks like I'm duplicating my code.

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  • Techniques for lighting a texture (no shadows)

    - by Paul Manta
    I'm trying to learn about dynamic shadows for 2D graphics. While I understand the basic ideas behind determining what areas should be lit and which should be in shadow, I don't know how I would "lighten" a texture in the first place. Could you go over various popular techniques for lighting a texture and what (dis)advantages each one has? Also, how is lighting a texture with colored light different from using white light?

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  • How can you put all images from a game to 1 file?

    - by ThePlan
    I've just finished a basic RPG game written in C++ SFML, I've put a lot of effort into the game and I'd want to distribute it, however I've ran into a small issue. Problem is, I have well over 200 images and map files (they're .txt files which hold map codes) all in the same folder as the executable, when I look in the folder, it makes me want to cry a little bit seeing so many resources, I've never seen a game which shows you all the resources directly, instead I believe they pack the resources in a certain file. Well, that's what I'm trying to achieve: I'm hoping to pack all the images in 1 file (Maybe the .txt files as well) then being able to read from that file or easily add to it.

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  • How do I swap two objects in a GC language without triggering GC?

    - by TenFour04
    I have two array lists. that I want to swap each frame. My question is, does the variable 'temp' need to be a member variable to avoid triggering GC, assuming this method is called on dozens of objects each frame? I'm not creating a new object, just a new reference to an object. public void LateUpdate(){ ArrayList<int> temp = previousFrameCollisions; previousFrameCollisions = currentFrameCollisions; currentFrameCollisions = temp; currentFrameCollisions.clear(); } I've been told there's no reason to make a primitive into a member variable just to avoid GC, so my best guess is that this also applies to object references.

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  • AS3 - At exactly 23 empty alpha channels, images below stop drawing

    - by user46851
    I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap which doesn't have this problem, please speak up so we can try to find the origin of the problem. I prepared a small test class that demonstrates what I mean. You can change the integer value at line 20 in order to see the three tests I came up with to clearly show the problem. Is there any kind of workaround, or is this just a limit that I have to work with? Has anyone experienced this before? Is it possible I'm doing something wrong, despite the bare-bones implementation? package { import flash.display.Sprite; import flash.events.Event; import flash.display.Bitmap; import flash.display.BitmapData; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point Test(3); } private function Test(testInt:int):void { if(testInt==1){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var i:int = 0; i < 22; i++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==2){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var j:int = 0; j < 23; j++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==3){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var k:int = 0; k < 22; k++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } var M:Bitmap = new Bitmap(new BitmapData(100, 100, true, 0x00000000)); M.x += 50; M.y += 50; addChild(M); } } } }

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  • How do I rotate a sprite with ccbezierTo in cocos2d-x?

    - by user1609578
    In cocos2d-x, I move a sprite with ccbezierTo like this: // use for ccbezierTo bezier.controlPoint_1 = ccp(m_fish->getPositionX() + 200, visibleSize.height/2 + 300); bezier.controlPoint_2 = ccp(m_fish->getPositionX() + 400, visibleSize.height/2 - 300); bezier.endPosition = ccp(m_fish->getPositionX() + 600,visibleSize.height/2); bezier1.controlPoint_1 = ccp(m_fish->getPositionX() + 800, visibleSize.height/2 + 300); bezier1.controlPoint_2 = ccp(m_fish->getPositionX() + 1000, visibleSize.height/2 - 300); bezier1.endPosition = ccp(m_fish->getPositionX() + 1200,visibleSize.height/2); bezierForward = CCBezierTo::create(6, bezier); nextBezier = CCBezierTo::create (6,bezier1); m_fish->runAction(CCSequence::create( bezierForward, nextBezier, NULL)); How can I make my sprite rotate while moving it with CCBezierTo?

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  • What technology to use for turn-based game server? [closed]

    - by mekanikus
    If I create a mobile turn-based game which could consist from 2 up to 6 players. I expect the server to support for about hundreds of game. And I aim for something free and not costly technology. What software and hardware recommendation would be enough for me? I've found some game server engine such as photon. But is it too much for a simple game? I'm thinking of using REST technology with F3 PHP server and Mysql. Will it be adequate? Will only one physical server enough? What is the hardware recommendation for the server?

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  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

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  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

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  • Is there a way to make money from indie downloadable games? [closed]

    - by AShelly
    It appears that there are ways to make money with flash games through portal and aggregator sites and embedded ads. But I do my programming in C and C++. I've started a prototype which relies on a few existing C++ SDK's. The game would have to be downloadable. Is this just a labor of love, or are there any ways to make money from this type of game? Does anyone pay for shareware anymore? What other options are there?

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  • Verb+Noun Parsers and Old School Visual Novels [duplicate]

    - by user38943
    This question already has an answer here: How should I parse user input in a text adventure game? 6 answers Hi I'm working on a simple old school visual novel engine in Lua. Basically I have most of the code set up besides one important feature. The Text Parser. Lets get into how words are generally structured. In the screenshot I input the command "my wish is for you to die" --How would a human understand this? my = noun/object wish = verb is = connective_equator similar to = for = connective_object (for all objects of ..) you = noun/object to = connective_action similar to do die = verb --the computer can then parse this and understand it like this (pseudo example) my = user you = get_current_label() you = "Lost Coatl" wish = user_command user_command = for all_objects of "Lost Coatl" do die() end execute user_command() What other ways do videogames use text parsers, what would be the simplest way for a newbie coder such as myself?

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  • Help with Meshes, and Shading

    - by Brian Diehr
    In a game I'm making in LibGdx, I wish to incorporate a ripple effect. I'm confused as to how I get access to the individual pixels on the screen, or any way to influence them (apart from what I can do with sprite batch). I have my suspicions that I have to do it through openGL, and it has something to do with apply a mesh? This brings me to my question, what exactly is a mesh? I've been working on my game for about half a year, and am doing great with the other aspects of the game, but I find this more advance stuff isn't as well documented. Thanks!

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  • Can I publish my game code under GPL? How? What about an engine?

    - by Bane
    I made a game, and I am currently making a game engine. I want them both to be completely free and open source. What license should I choose? I was reading a bit on GPL, but that seems to be more suited for system code and libraries, AFAIK, as it doesn't permit the use of code for proprietorial software - which, in turn, implies that the code can be used in the first place. I can see that, obviously, game engines can be considered libraries, and therefor be used, but what about game code? Is there an alternative to GPL?

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  • Drawing "Stenciled" Sprites and making them glow

    - by Code Assassin
    Currently, in my game - I'm not using XNA's SpriteBatch to render anything(I am using Farseer Physic's Debug View), and I was wondering how I would render something like this: only using XNA. My second question is once I have drawn these stenciled sprites , how would I give the "stenciled" lines a glow effect like so: I haven't done anything like this before so It is a very confusing experience for me. Any pointers?

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  • Do I lose/gain performance for discarding pixels even if I don't use depth testing?

    - by Gajoo
    When I first searched for discard instruction, I've found experts saying using discard will result in performance drain. They said discarding pixels will break GPU's ability to use zBuffer properly because GPU have to first run Fragment shader for both objects to check if the one nearer to camera is discarded or not. For a 2D game I'm currently working on, I've disabled both depth-test and depth-write. I'm drawing all objects sorted by their depth and that's all, no need for GPU to do fancy things. now I'm wondering is it still bad if I discard pixels in my fragment shader?

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • Why does this exported cube have too many vertices?

    - by Joewsh
    I'm trying to export md5mesh models. Just as a test I decided to export a simple cube (i.e. with 8 vertices). When I opened the .md5mesh file it lists the following: numverts 24 numtris 12 numweights 24 Obviously the number of triangles makes sense: 6 faces * 2 to triangulate = 12. The model only has one bone so again it even makes sense that there is one weight for each vertex. The question is though, why is the file listing 24 vertices? Is the problem the exporter or is this normal for md5mesh's? Is it something that you have to rectify when you come to parsing the file in engine? I don't want to be parsing or drawing duplicated vertices without reason. I'm guessing it's something to do with shading and normals. Is it a case of listing each vert 3 times, one for each facing normal?

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • How do I make camera move at same speed when rotating and moving forward

    - by dez
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. I've post code below. #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • boolean operations on meshes

    - by lathomas64
    given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform boolean operations on said meshes and get a set of vertices and triangle for the resulting mesh? Of particular interest are subtraction and union. Example pictures: http://www.rhino3d.com/4/help/Commands/Booleans.htm

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  • loading a heightmap as texture in shader

    - by wtherapy
    I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ). I have uploaded the texture via normal texture loading: glEnable( GL_TEXTURE_2D ); glGenTextures( 1, &m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glBindTexture( GL_TEXTURE_2D , m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB32F, unW + 1, unH + 1, 0, GL_RGB, GL_FLOAT, pvBytes ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); as a parenthesis, the debug output is: Err 500 Err 0 Err 0 Err 0 Err 500 Err 500 Err 0 Err 0 pvBytes is a 256x256 array of typedef struct _tGradientHeightCell { float v; float px; float py; } TGradientHeightCell, *LPTGradientHeightCell; then, m_ugl_HeightMapTexture = glGetUniformLocation(m_uglProgram, "TexHeightMap"); I load it via: glEnable(GL_TEXTURE_2D ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D , pTexture->GetID()); glUniform1i(m_ugl_HeightMapTexture, 0); in shader, I just access it: uniform sampler2D TexHeightMap; vec4 GetVertCellParameters( uint i, uint j ) { return texture( TexHeightMap, vec2( i, j ) ); } vec4 vH00 = GetVertCellParameters( i, j ); My problem is that, when passing negative values in one of the values in TGradientHeightCell ( v, px, py ), the texture is corrupted. I need the values to be passed exact as I have them in memory. Any help appreciated.

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  • Determining if something is on the right or left side of an object?

    - by meds
    I have a character in a 3D world which is facing an arbitrary direction on a flat plane, the player can click on the left or right side of the character and based on which side is clicked on a different action happens. How can I determine which side the click occured on? Obviously for straight on ahead (0,0,1) I can simply use the x coordinate of the click point to determine if it's the left or right hand side, but what about other cases?

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  • Dynamic Components

    - by Alex
    I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are implicitly enabled by default; however, if one desires to halt execution of code for a particular Component, one can disable it. Naively, I want to have a boolean flag in Component (which is an abstract class), and somehow serialize all method calls into strings, so that some sort of ComponentManager can check if a given Component is enabled/disabled before processing a method call on it. However, this is a pretty bad solution. I feel like I should employ some variation of the state paradigm, but I have yet to make progress. Any help would be greatly appreciated,

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  • Can a high FPS negatively affect how a program runs?

    - by rphello101
    Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed. Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some trouble with trying to move an image. The weird thing is, the code works just fine on my laptop, but the image sporadically moves to (0,0) and stops on my desktop. The only difference between the two is that it says the FPS is about 500 on my laptop and 6600 on my desktop. Can that affect it or does someone have any ideas for what to check on?

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  • Position sprite at center of screen

    - by Wellie
    I am trying to get a sprite to position itself at the center of the screen but nothing seems to be working for me. I'm trying Viewport viewport = graphics.GraphicsDevice.Viewport; logoPosition = new Vector2((viewport.Width - towerImage.Width) / 2, (viewport.Height - towerImage.Height) / 2); and spriteBatch.Draw(towerImage, centre, null, Color.White, 0, baseOrigin, 1.0f, SpriteEffects.None, 0); This is my first time using XNA and I don't really have a clue what I'm doing.

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