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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • cocos2d-x - object creation and management in game design

    - by Jason
    How do others keep track of everything going on in their games? I am working on a new game and I am quickly realizing everything that I need to keep track of. Example: Maybe a layerManager that keeps track of all the layers and what is happening for a particular scene. Maybe a sceneManager for sharing objects among scenes But then getting to game play itself, what if you have 100 objects on the screen each with its own state and happenings, there needs tobe a way to keep track of all of that. Drawing everything out is really helping me. Can anyone share with me how they go about object tracking/management? I am seeing a few different managers and then maybe even a parent object that manages the managers..is my thinking way off? Any design patterns that may be useful for me to read about? Update: doing some reading and maybe a Factory pattern might apply.

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  • multi user web game with scheduled processing?

    - by Rooq
    I have an idea for a game which I am in the process of designing, but I am struggling to establish if the way I plan to implement it is possible. The game is a text based sports management simulation. This will require players to take certain actions through a web browser which will interact with a database - adding/updating and selecting. Most of the code required to be executed at this point will be fairly straightforward. The main processing will take place by applications which are scheduled to run on the server at certain times. These apps will process transactions added by the players and also perform some automatic processing based on the game date. My plan was to use an SQL server database (at last count I require about 20 tables) and VB.net for all the coding (coming from a mainframe programming background this language is the simplist for me to get to grips with). I will also need a scheduling tool on the server. Can anyone tell me if what I am planning is feasible before I dive into the actual coding stage of my project?

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  • Multiple audio sources on a single gameObject in unity

    - by angryInsomniac
    So, I have an audio system set up wherein I have loaded all my audio clips centrally and play them on demand by passing the requesting audioSource into the sound manager. However, there is a complication wherein if I want to overlay multiple looping sounds, I need to have multiple audio sources on an object, which is fine , so I created two in my script instantiated them and played my clips on them and then the world went crazy. For some reason, when I create two audio Sources in an object only the latest one is ever used, even if I explicitly keep objects separated, playing a clip on one or the other plays the clip on the last one that was created, furthermore, either this last one is not created in the right place or somehow messes with the rolloff rules because I can hear it all across my level, havign just one source works fine, but putting a second one on it causes shit to go batshit insane. Does anyone know the reason / solution for this ? Some pseudocode : guardSoundsSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardSoundsSource.name = "Guard_Sounds_source"; // Setup this source guardThrusterSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardThrusterSource.name = "Guard_Thruster_Source"; // setup this source // play using custom Sound manager soundMan.soundMgr.playOnSource(guardSoundsSource,"Guard_Idle_loop" ,true,GameManager.Manager.PlayerType); // this method prints out the name of the source the sound was to be played on and it always shows "Guard_Thruster_Source" even on the "Guard_Idle_loop" even though I clearly told it to use "Guard_Sounds_source"

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  • what is the simplest 3d software for unity?

    - by kdavis8
    Ive heard a lot about Daz studio, Poser, Maya, K-3d, Anim8or, Blender, and all the rest. My question is which one is the best choice in terms of simplicity and quality. price is not an issue really. I'm programming games in java for android mobile devices at the moment but i will eventually move onto larger platforms. I would like to utilize unity3d for the game programming itself and utilize a 3d modeling software just to create the game objects. I just need to know the best one to get started with from scratch or should i use a combination of multiple ones? Any insight for this would be great, thanks!

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  • CodePlex Daily Summary for Friday, October 21, 2011

    CodePlex Daily Summary for Friday, October 21, 2011Popular ReleasesCodekicker.BBCode: CodeKicker.BBCode-Parser-5.0: This is the best and newest version.Self-Tracking Entity Generator for WPF and Silverlight: Self-Tracking Entity Generator v 0.9.9: Self-Tracking Entity Generator v 0.9.9 for Entity Framework 4.0Umbraco CMS: Umbraco 5.0 CMS Alpha 3: Umbraco 5 Alpha 3Umbraco 5 (aka Jupiter) will be the next version of everyone's favourite, friendly ASP.NET CMS that already powers over 100,000 websites worldwide. Try out the Alpha of v5 today! If you're new to Umbraco and would like to get a low-down on our popular and easy-to-learn approach to content management, check out our intro video. What's Alpha 3?This is our third Alpha release. It's intended for developers looking to become familiar with the codebase & architecture, or for thos...thinktecture IdentityServer: IdentityServer RC: This is the RC of Thinktecture.IdentityServerWebForms.ControlExtender: WebForms.ControlExtender 1.0.0.0 (binary): Initial release.Windows Phone 7 Skydrive Library: Skydrive WP7 rel. 1: Till the Rest Api gets out of beta you can use this release You can: - browse the folders -download files It uses WebDAVVkontakte WP: Vkontakte: source codeDotNet.Framework.Common: DotNetFramework.Common?????: DotNetFramework.Common?????Way2Sms Applications for Android, Desktop/Laptop & Java enabled phones: Way2SMS Desktop App v2.0: 1. Fixed issue with sending messages due to changes to Way2Sms site 2. Updated the character limit to 160 from 140GART - Geo Augmented Reality Toolkit: 1.0.1: About Release 1.0.1 Release 1.0.1 is a service release that addresses several issues and improves performance. As always, check the Documentation tab for instructions on how to get started. If you don't have the Windows Phone SDK yet, grab it here. Breaking Change Please note: There is a breaking change in this release. As noted below, the WorldCalculationMode property of ARItem has been replaced by a user-definable function. ARItem is now automatically wired up with a function that perform...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.32: Fix for issue #16710 - string literals in "constant literal operations" which contain ASP.NET substitutions should not be considered "constant." Move the JS1284 error (Misplaced Function Declaration) so it only fires when in strict mode. I got a couple complaints that people didn't like that error popping up in their existing code when they could verify that the location of that function, although not strict JS, still functions as expected cross-browser.Naked Objects: Naked Objects Release 4.0.110.0: Corresponds to the packaged version 4.0.110.0 available via NuGet. Please note that the easiest way to install and run the Naked Objects Framework is via the NuGet package manager: just search the Official NuGet Package Source for 'nakedobjects'. It is only necessary to download the source code (from here) if you wish to modify or re-build the framework yourself. If you do wish to re-build the framework, consul the file HowToBuild.txt in the release. Documentation Please note that after ...myCollections: Version 1.5: New in this version : Added edit type for selected elements Added clean for selected elements Added Amazon Italia Added Amazon China Added TVDB Italia Added TVDB China Added Turkish language You can now manually add artist Added Order by Rating Improved Add by Media Improved Artist Detail Upgrade Sqlite engine View, Zoom, Grouping, Filter are now saved by category Added group by Artist Added CubeCover View BugFixingFacebook C# SDK: 5.3: This is a BETA release which adds new features and bug fixes to v5.2.1. removed dependency from Code Contracts enabled Task Parallel Support in .NET 4.0+ added support for early preview for .NET 4.5 added additional method overloads for .NET 4.5 to support IProgress<T> for upload progress added new CS-WinForms-AsyncAwait.sln sample demonstrating the use of async/await, upload progress report using IProgress<T> and cancellation support Query/QueryAsync methods uses graph api instead...IronPython: 2.7.1 RC: This is the first release candidate of IronPython 2.7.1. Like IronPython 54498, this release requires .NET 4 or Silverlight 4. This release will replace any existing IronPython installation. If there are no showstopping issues, this will be the only release candidate for 2.7.1, so please speak up if you run into any roadblocks. The highlights of 2.7.1 are: Updated the standard library to match CPython 2.7.2. Add the ast, csv, and unicodedata modules. Fixed several bugs. IronPython To...Rawr: Rawr 4.2.6: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr AddonWe now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including bag and bank items) like Char...Home Access Plus+: v7.5: Change Log: New Booking System (out of Beta) New Help Desk (out of Beta) New My Files (Developer Preview) Token now saved into Cookie so the system doesn't TIMEOUT as much File Changes: ~/bin/hap.ad.dll ~/bin/hap.web.dll ~/bin/hap.data.dll ~/bin/hap.web.configuration.dll ~/bookingsystem/admin/default.aspx ~/bookingsystem/default.aspx REMOVED ~/bookingsystem/bookingpopup.ascx REMOVED ~/bookingsystem/daylist.ascx REMOVED ~/bookingsystem/new.aspx ~/helpdesk/default.aspx ...Visual Micro - Arduino for Visual Studio: Arduino for Visual Studio 2008 and 2010: Arduino for Visual Studio 2010 has been extended to support Visual Studio 2008. The same functionality and configuration exists between the two versions. The 2010 addin runs .NET4 and the 2008 addin runs .NET3.5, both are installed using a single msi and both share the same configuration settings. The only known issue in 2008 is that the button and menu icons are missing. Please logon to the visual micro forum and let us know if things are working or not. Read more about this Visual Studio ...DotSpatial: Release: Moved IExtension to a separate assembly.Phalanger - The PHP Language Compiler for the .NET Framework: 2.1 (October 2011) for .NET 4.0: October 2011 release of Phalanger - the PHP compiler for .NET 4.0 - introduces following: Performance enhancements several duplicitous runtime checks omitted New functionality 31586 __toString() magic method compile time check hash_update_stream() supports second argument Issue fixes 31455 PCRE named groups addcslashes() with second argument fix 31577 31575, 31567 31566 31484 Note if you need Phalanger running on .NET 2.0, please use Phalanger 2.0. For the full list of cha...New Projects#foo SqlServer: Useful Sql Server extensionsBaufQuery: Material de la presentación que voy a realizar en Baufest sobre jQueryBoringColorPicker: A simple color picker i created on a busy Saturday morning, and i couldn't stress myself calculating color codes. I hope someone finds it useful. Developed in c#, for desktop use.Charity Social Network1: ????? ??? ?????? ??? ?????2 devianARTGallery: <devianART Gallery> makes it easier for <artist, graphic designer, art, web designer, interface design> to<following news images, graphics, vectors and new resouces for your needs at this application in your hands>. It's developing in<C# windows phone 7>Diving: MVC Application for testingDotNet.Framework.Common: .NET ??????????Drama-AddictFeed: Retrieve feed a top siteDuckWorld: Logica architect courseEasy Monitor: ??ASP.NET_MVC4???????????????,????。 Server, Monitoring, ASP.net, mvc, mvc4, svg, vml, KVDB, WebsiteEvent_Manager: Event Manager V 2FETCH! Go Fetch that remote task. Good task doogie!: Email sent, task accomplished. This little task execution agent can be a remote domain support's best friend. Save time on late night and off hours administration tasks. When there is no time to RDP, send Fetch an email and he'll take care of it quick. Secure, reliable. InQuestaRed UTN: Proyecto de UTNInsert from Windows Live Image Search: Allows you to do an image search using Windows Live Search and put the resulting image into a blog entry.ioak: iOakLibertyJournal free diary journal software: LibertyJournal - A freeware personal diary software/journal software/program, could become your personal digital diary and journal software to record your daily events and memories, in your creative words. Runs on Desktop PCs, and Netbooks too.memcachedext - .NET library: A .NET library providing support for advanced caching scenarios, including memcached server.myWebfetion: my web fetionNuMetaheuristics: NuMetaheuristics is a general framework for optimization developed in C#. It is capable of supporting any optimization paradigm (local search, naturally inspired, multi-objective, etc.). It supports extensions to allow for new genotypes, operators, and algorithms.Oil Prices: Application about Thailand's oil pricesOnline Ontology Editor: Online Ontology BuilderOrchard Documentation: Orchard Documentation repository.QuipuxConnector: QuipuxConnector es el primer Addins para word que permite enviar documentos a QuipuxSignature Recognition: An application that authenticates scanned signature images.SmartFramework: SmartFramework là n?n t?ng xây d?ng các h? th?ng l?n connect t?i các ngu?n CSDL khác nhau, d?c bi?t là các h? th?ng online, real-time.smartKin: Studienarbeit TIT 09 - Kinect / Robotik Zum räumlichen Sehen von Robotern mit Kinect: Initiale Experimente für 3D-Szenen Rekonstruktion, Steuerung durch natürliche GestenTAudioPlayer: TAudioPlayer would take more facility in your aural comprehension exercise. It most conspicuous function is comfortably add time-tags to an audio file which is playing and you can jump to the position you defined easily. It also provides various hotkey setting and you can define most of the operation hotkey by yourself. The project is developed in C# with Visual Studio 2010.Watin - TestEasy: WatiN - TestEasy is the idea to make WatiN based test generation and excution easier. Mainly it will provide interface to data driven automation using WatiN.WebForms.ControlExtender: WebForms.ControlExtender simplify the creation of components which extend (or adds) their own properties to other controls or components in the Visual Studio ASP.NET designer.Windows Phone 7 Skydrive Library: Use this library if you need to access Skydrive from Windows PhonezDBA: SQL Server 2008 tookit!

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • Sony PSM sdk and 2d Game engine

    - by Notbad
    I have started with Sony PSM sdk this week. I'm interested to create a little 2D game and have been reading through the web about a so called "2D game engine" integrated in psm. Some information I read suggested that it was going to be added on january 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engien for psm? Thanks in advance.

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  • Why is concept art not signed by the author?

    - by Gerald
    I am a starting concept artist who would like to enter the gaming industry. I noticed that some AAA titles show their concept art with no artists signature (only a reference to game the game, such as for Star Wars The Old Republic: 2013 ALL RIGHTS RESERVED BioWare, LucasArts). I asked myself a question, what possible harm could my autograph cause on the public concept art if I am not a well known concept artist such as Adam Adamowicz (who did concepts for Skyrim). Why would a prospective boss tells me not to leave my "finger print" on the picture despite, the fact that I am a very talented artist?

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  • 2.5D action RPG game

    - by Phorden
    I want to make a 2.5D action RPG game in the next say five years. I need to learn a language first and I have started with C#. I haven't gotten too far into learning it and I would like advice on the best way to approach making a game like this in the long run. Work with XNA studios or stop and learn C++ and UDK? Or maybe there is another good way to approach this. I want to learn programming, so just using a visual editor without learning to code is not the way I want to go. I also don't want to write my game engine from scratch. I'm all ears for advice.

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  • Bloom shader makes it impossible to render black?

    - by Mathias Lykkegaard Lorenzen
    I am playing around with the bloom shader from the XNA sample page, to do some glow shading. I am rendering primitive vector-ish squares of linelists/linestrips, on a background. However, I am facing a few problems. With a black background and white squares, I can actually see the squares. However, with a white background and black squares, I can't see them at all. Why is this happening, and is there any way of me fixing it? Can I modify my bloom shader to also "glow" dark elements, if that's what is causing it?

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  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

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  • apply non-hierarchial transforms to hierarchial skeleton?

    - by user975135
    I use Blender3D, but the answer might not API-exclusive. I have some matrices I need to assign to PoseBones. The resulting pose looks fine when there is no bone hierarchy (parenting) and messed up when there is. I've uploaded an archive with sample blend of the rigged models, text animation importer and a test animation file here: http://www.2shared.com/file/5qUjmnIs/sample_files.html Import the animation by selecting an Armature and running the importer on "sba" file. Do this for both Armatures. This is how I assign the poses in the real (complex) importer: matrix_bases = ... # matrix from file animation_matrix = matrix_basis * pose.bones['mybone'].matrix.copy() pose.bones[bonename].matrix = animation_matrix If I go to edit mode, select all bones and press Alt+P to undo parenting, the Pose looks fine again. The API documentation says the PoseBone.matrix is in "object space", but it seems clear to me from these tests that they are relative to parent bones. Final 4x4 matrix after constraints and drivers are applied (object space) I tried doing something like this: matrix_basis = ... # matrix from file animation_matrix = matrix_basis * (pose.bones['mybone'].matrix.copy() * pose.bones[bonename].bone.parent.matrix_local.copy().inverted()) pose.bones[bonename].matrix = animation_matrix But it looks worse. Experimented with order of operations, no luck with all. For the record, in the old 2.4 API this worked like a charm: matrix_basis = ... # matrix from file animation_matrix = armature.bones['mybone'].matrix['ARMATURESPACE'].copy() * matrix_basis pose.bones[bonename].poseMatrix = animation_matrix pose.update() Link to Blender API ref: http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.BlendData.html#bpy.types.BlendData http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.PoseBone.html#bpy.types.PoseBone

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  • Heightmap in Shader not working

    - by CSharkVisibleBasix
    I'm trying to implement GPU based geometry clipmapping and have problems to apply a simple heightmap to my terrain. For the heightmap I use a simple texture with the surface format "single". I've taken the texture from here. To apply it to my terrain, I use the following shader code: texture Heightmap; sampler2D HeightmapSampler = sampler_state { Texture = <Heightmap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Mirror; AddressV = Mirror; }; Vertex Shader: float4 worldPos = mul(float4(pos.x,0.0f,pos.y, 1.0f), worldMatrix); float elevation = tex2Dlod(HeightmapSampler, float4(worldPos.x, worldPos.z,0,0)); worldPos.y = elevation * 128; The complete vertex shader (also containig clipmapping transforms) looks like this: float4x4 View : View; float4x4 Projection : Projection; float3 CameraPos : CameraPosition; float LODscale; //The LOD ring index 0:highest x:lowest float2 Position; //The position of the part in the world texture Heightmap; sampler2D HeightmapSampler = sampler_state { Texture = <Heightmap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Mirror; AddressV = Mirror; }; //Accept only float2 because we extract 3rd dim out of Heightmap float4 wireframe_VS(float2 pos : POSITION) : POSITION{ float4x4 worldMatrix = float4x4( LODscale, 0, 0, 0, 0, LODscale, 0, 0, 0, 0, LODscale, 0, - Position.x * 64 * LODscale + CameraPos.x, 0, Position.y * 64 * LODscale + CameraPos.z, 1); float4 worldPos = mul(float4(pos.x,0.0f,pos.y, 1.0f), worldMatrix); float elevation = tex2Dlod(HeightmapSampler, float4(worldPos.x, worldPos.z,0,0)); worldPos.y = elevation * 128; float4 viewPos = mul(worldPos, View); float4 projPos = mul(viewPos, Projection); return projPos; }

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  • How to check if the tab page is dirty and prompt the user to save before navigating away using ajaxtoolkit tab control in ASP.NET

    Step 1: Put a hidden variable in Update panel <asp:HiddenField ID="hfIsDirty" runat="server" Value="0" /> Step 2: Put the following code in ajaxcontrol tool kit tabcontainer OnClientActiveTabChanged="ActiveTabChanged" Copy the following script in the aspx page. <script type="text/javascript">       //Trigger Server side post back for the Tab container       function ActiveTabChanged(sender, e) {           __doPostBack('<%= tcBaseline.ClientID %>', '');       }       //Sets the dirty flag if the page is dirty       function setDirty() {           var hf = document.getElementById("<%=hfIsDirty.ClientID%>");           if (hf != null)               hf.value = 1;       }       //Resets the dirty flag after save       function clearDirty() {           var hf = document.getElementById("<%=hfIsDirty.ClientID%>");           hf.value = 0;       }       function showMessage() { return "page is dirty" }       function setControlChange() {           if (typeof (event.srcElement) != 'undefined')           { event.srcElement.onchange = setDirty; }       }       function checkDirty() {           var tc = document.getElementById("<%=tcBaseline.ClientID%>");           var hf = document.getElementById("<%=hfIsDirty.ClientID%>");           if (hf.value == "1") {               var conf = confirm("Do you want o loose unsaved changes? Please Cancel to stay on page or OK to continue ");               if (conf) {                   clearDirty();                   return true;               }               else {                   var e = window.event;                   e.cancelBubble = true;                   if (e.stopPropagation) e.stopPropagation();                   return false;               }           }           else               return true;       }       document.body.onclick = setControlChange;       document.body.onkeyup = setControlChange;       var onBeforeUnloadFired = false;       // Function to reset the above flag.       function resetOnBeforeUnloadFired() {           onBeforeUnloadFired = false;       }       function doBeforeUnload() {           var hf = document.getElementById("<%=hfIsDirty.ClientID%>");           // If this function has not been run before...           if (!onBeforeUnloadFired) {               // Prevent this function from being run twice in succession.               onBeforeUnloadFired = true;               // If the form is dirty...               if (hf.value == "1") {                   event.returnValue = "If you continue you will lose any changes that you have made to this record.";               }           }           window.setTimeout("resetOnBeforeUnloadFired()", 1000);       }       if (window.body) {           window.body.onbeforeunload = doBeforeUnload;       }       else           window.onbeforeunload = doBeforeUnload;   </script> Step 3: Here is how the tabcontrol should look like <asp:UpdatePanel ID="upTab" runat="server" UpdateMode="conditional">                     <ContentTemplate>                         <ajaxtoolkit:TabContainer ID="tcBaseline" runat="server" Height="400px" OnClientActiveTabChanged="ActiveTabChanged">                             <ajaxtoolkit:TabPanel ID="tpPersonalInformation" runat="server">                                 <HeaderTemplate>                                     <asp:Label ID="lblPITab" runat="server" Text="<%$ Resources:Resources, Baseline_Tab_PersonalInformation %>"                                         onclick="checkDirty();"></asp:Label>                                 </HeaderTemplate>                                 <ContentTemplate>                                     <asp:PlaceHolder ID="PlaceHolder1" runat="server"></asp:PlaceHolder> </ContentTemplate>                             </ajaxtoolkit:TabPanel> span.fullpost {display:none;}

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  • Good Video Game User Interface Design Books/Websites?

    - by Tucker Morgan
    I having been programming games for some time, but while my teachers say that my code is good and advanced, my friends say that the interface is hard to understand and not the easiest to navigate. I want to learn how to design good user interfaces so that I can program better games, and people will have a easier time getting around. Does anyone know of any good books or websites about designing video game interfaces?

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  • Project collision shapes to plane for 2.5D collision detection

    - by Jkh2
    I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is illustrated below from a side-ways view: The orange and green circles are spheres floating in the 3D world. They are projected onto a plane parallel to the viewport plane (y = 0 in the image) and if they overlap there is a collision event between them. These spheres are attached to other meshes to represent the sphere bounding boxes for collisions. The way I plan to implement this at the moment is the following: Get the 3D world position at the center of the sphere. Use Camera.WorldToViewportPoint to project the point to the viewport plane. Move a Sphere Collider with the radius of the sphere to that point. Test for collisions using unity colliders. My question is how to extend this to work for rotated cuboids. For instance if I have two rotated cuboids, if I follow the logic above it would not work as intended as the cuboids may not collide but they could still be intersected on the view plane. An example is below: Is there a way to project a cuboid that would be aligned with the plane? Would it be a valid cuboid for all rotations if I did this?

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  • How to position a sprite in a 2D animation skeleton?

    - by Paul Manta
    Given two joints that define a bone, I would like to know how to decide where, between those two joints, I should draw the sprite. This should be a fairly simple thing to solve, but there is one thing that I am not sure about. After I've determined the rotation of the sprite (which is the absolute angle the joints form with the x-axis), I also need to determine the origin point from where I need to start drawing the transformed image. So how should I position the sprite between the two joints? Should I make the center of the image be the midpoint between the two joints, or should I make one the of the joints be the origin? Do these things matter that much (could the wrong positioning make the sprite move oddly during the animation)?

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  • Implementing 2D CSG (for collision shapes)?

    - by bluescrn
    Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons? I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or concave, but will be closed shapes, defined as a set of line segments, with no self-intersections. The use of this would be to construct a clean set of collision edges, for use with a 2D physics engine, from a scene consisting of many arbitrarily placed (and frequently overlapping) objects, each with their own collision shape. To begin with, I only need to 'add' shapes, but the ability to 'subtract', to create holes, may also be useful.

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  • What math should all game programmers know?

    - by Tetrad
    Simple enough question: What math should all game programmers have a firm grasp of in order to be successful? I'm not specifically talking about rendering math or anything in the niche areas of game programming, more specifically just things that even game programmers should know about, and if they don't they'll probably find it useful. Note: as there is no one correct answer, this question (and its answers) is a community wiki. Also, if you would like fancy latex math equations, feel free to use http://mathurl.com/.

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  • Spring App error: java.lang.NoClassDefFoundError: org/springframework/security/core/SpringSecurityCoreVersion

    - by Shades88
    I am writing a simple spring mvc login form example. I am getting below error in netbeans 05-Jun-2014 02:11:51.055 SEVERE [http-nio-8084-exec-1] org.apache.catalina.core.StandardContext.listenerStart Exception sending context initialized event to listener instance of class org.springframework.web.context.ContextLoaderListener org.springframework.beans.factory.BeanDefinitionStoreException: Unexpected exception parsing XML document from ServletContext resource [/WEB-INF/SpringSecurity.xml]; nested exception is org.springframework.beans.BeanInstantiationException: Could not instantiate bean class [org.springframework.security.config.SecurityNamespaceHandler]: Constructor threw exception; nested exception is java.lang.NoClassDefFoundError: org/springframework/security/core/SpringSecurityCoreVersion at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.doLoadBeanDefinitions(XmlBeanDefinitionReader.java:413) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBeanDefinitions(XmlBeanDefinitionReader.java:335) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.loadBeanDefinitions(XmlBeanDefinitionReader.java:303) at org.springframework.beans.factory.support.AbstractBeanDefinitionReader.loadBeanDefinitions(AbstractBeanDefinitionReader.java:180) at org.springframework.beans.factory.support.AbstractBeanDefinitionReader.loadBeanDefinitions(AbstractBeanDefinitionReader.java:216) at org.springframework.beans.factory.support.AbstractBeanDefinitionReader.loadBeanDefinitions(AbstractBeanDefinitionReader.java:187) at org.springframework.web.context.support.XmlWebApplicationContext.loadBeanDefinitions(XmlWebApplicationContext.java:125) at org.springframework.web.context.support.XmlWebApplicationContext.loadBeanDefinitions(XmlWebApplicationContext.java:94) at org.springframework.context.support.AbstractRefreshableApplicationContext.refreshBeanFactory(AbstractRefreshableApplicationContext.java:129) at org.springframework.context.support.AbstractApplicationContext.obtainFreshBeanFactory(AbstractApplicationContext.java:540) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:454) at org.springframework.web.context.ContextLoader.configureAndRefreshWebApplicationContext(ContextLoader.java:403) at org.springframework.web.context.ContextLoader.initWebApplicationContext(ContextLoader.java:306) at org.springframework.web.context.ContextLoaderListener.contextInitialized(ContextLoaderListener.java:106) at org.apache.catalina.core.StandardContext.listenerStart(StandardContext.java:4738) at org.apache.catalina.core.StandardContext.startInternal(StandardContext.java:5158) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:150) at org.apache.catalina.core.ContainerBase.addChildInternal(ContainerBase.java:726) at org.apache.catalina.core.ContainerBase.addChild(ContainerBase.java:702) at org.apache.catalina.core.StandardHost.addChild(StandardHost.java:697) at org.apache.catalina.startup.HostConfig.deployDescriptor(HostConfig.java:579) at org.apache.catalina.startup.HostConfig.deployApps(HostConfig.java:455) at org.apache.catalina.startup.HostConfig.check(HostConfig.java:1554) at sun.reflect.GeneratedMethodAccessor53.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at org.apache.tomcat.util.modeler.BaseModelMBean.invoke(BaseModelMBean.java:300) at com.sun.jmx.interceptor.DefaultMBeanServerInterceptor.invoke(DefaultMBeanServerInterceptor.java:819) at com.sun.jmx.mbeanserver.JmxMBeanServer.invoke(JmxMBeanServer.java:801) at org.apache.catalina.manager.ManagerServlet.check(ManagerServlet.java:1428) at org.apache.catalina.manager.ManagerServlet.deploy(ManagerServlet.java:885) at org.apache.catalina.manager.ManagerServlet.doGet(ManagerServlet.java:343) at javax.servlet.http.HttpServlet.service(HttpServlet.java:618) at javax.servlet.http.HttpServlet.service(HttpServlet.java:725) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:301) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.apache.tomcat.websocket.server.WsFilter.doFilter(WsFilter.java:52) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:239) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.netbeans.modules.web.monitor.server.MonitorFilter.doFilter(MonitorFilter.java:393) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:239) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.apache.catalina.filters.SetCharacterEncodingFilter.doFilter(SetCharacterEncodingFilter.java:108) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:239) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:219) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:106) at org.apache.catalina.authenticator.AuthenticatorBase.invoke(AuthenticatorBase.java:615) at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:136) at org.apache.catalina.valves.ErrorReportValve.invoke(ErrorReportValve.java:74) at org.apache.catalina.valves.AbstractAccessLogValve.invoke(AbstractAccessLogValve.java:610) at org.apache.catalina.core.StandardEngineValve.invoke(StandardEngineValve.java:88) at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:516) at org.apache.coyote.http11.AbstractHttp11Processor.process(AbstractHttp11Processor.java:1015) at org.apache.coyote.AbstractProtocol$AbstractConnectionHandler.process(AbstractProtocol.java:652) at org.apache.coyote.http11.Http11NioProtocol$Http11ConnectionHandler.process(Http11NioProtocol.java:222) at org.apache.tomcat.util.net.NioEndpoint$SocketProcessor.doRun(NioEndpoint.java:1575) at org.apache.tomcat.util.net.NioEndpoint$SocketProcessor.run(NioEndpoint.java:1533) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615) at java.lang.Thread.run(Thread.java:744) Caused by: org.springframework.beans.BeanInstantiationException: Could not instantiate bean class [org.springframework.security.config.SecurityNamespaceHandler]: Constructor threw exception; nested exception is java.lang.NoClassDefFoundError: org/springframework/security/core/SpringSecurityCoreVersion at org.springframework.beans.BeanUtils.instantiateClass(BeanUtils.java:164) at org.springframework.beans.BeanUtils.instantiateClass(BeanUtils.java:105) at org.springframework.beans.factory.xml.DefaultNamespaceHandlerResolver.resolve(DefaultNamespaceHandlerResolver.java:130) at org.springframework.beans.factory.xml.BeanDefinitionParserDelegate.parseCustomElement(BeanDefinitionParserDelegate.java:1419) at org.springframework.beans.factory.xml.BeanDefinitionParserDelegate.parseCustomElement(BeanDefinitionParserDelegate.java:1414) at org.springframework.beans.factory.xml.DefaultBeanDefinitionDocumentReader.parseBeanDefinitions(DefaultBeanDefinitionDocumentReader.java:187) at org.springframework.beans.factory.xml.DefaultBeanDefinitionDocumentReader.doRegisterBeanDefinitions(DefaultBeanDefinitionDocumentReader.java:141) at org.springframework.beans.factory.xml.DefaultBeanDefinitionDocumentReader.registerBeanDefinitions(DefaultBeanDefinitionDocumentReader.java:110) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.registerBeanDefinitions(XmlBeanDefinitionReader.java:508) at org.springframework.beans.factory.xml.XmlBeanDefinitionReader.doLoadBeanDefinitions(XmlBeanDefinitionReader.java:391) ... 60 more Caused by: java.lang.NoClassDefFoundError: org/springframework/security/core/SpringSecurityCoreVersion at org.springframework.security.config.SecurityNamespaceHandler.<init>(SecurityNamespaceHandler.java:65) at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:57) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45) at java.lang.reflect.Constructor.newInstance(Constructor.java:526) at org.springframework.beans.BeanUtils.instantiateClass(BeanUtils.java:148) ... 69 more Caused by: java.lang.ClassNotFoundException: org.springframework.security.core.SpringSecurityCoreVersion at org.apache.catalina.loader.WebappClassLoader.loadClass(WebappClassLoader.java:1284) at org.apache.catalina.loader.WebappClassLoader.loadClass(WebappClassLoader.java:1132) ... 75 more I am using spring 3.2.7. It was not having spring security jar. So I got it downloaded using maven. It's version is 3.2.4. What is this error? There's no error in code. What must have gone wrong? For last 3 hours I have been trying to run a simple example, but totally hammered by this error. Please help

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  • Algorithm for approximating sihlouette image as polygon

    - by jack
    I want to be able to analyze a texture in real time and approximate a polygon to represent a silhouette. Imagine a person standing in front of a green screen and I want to approximately trace around their outline and get a 2D polygon as the result. Are there algorithms to do this and are they fast enough to work frame-to-frame in a game? (I have found algorithms to triangulate polygons, but I am having trouble knowing what to search for that describes my goal.)

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  • Flash AS3 sidescrolling tiles optimization

    - by Galvanize
    I'm trying to make a sidescrolling game in Flash that will run on a low performance laptop. While studying the subject from Tonypa I saw that he builds a Bitmap by making copys of the BitmapData of each tile from the Tile Sheet and placing it on the bigger Bitmat with the size of the screen. But when I came to think on how to scroll my map I ran into some optimization doubts. I came up with two choices: Create a MovieClip, place a Bitmap instance for each tile that is shown on the screen + 1 row in it, then move them all. Then when the tile ran off the screen I would move it to end of the MovieClip and replace their BitmapData for the next row in my map. Use a Bitmap with copys of each tile in it (as shown in Tonypa's tutorial) but 1 extra row, move the whole Bitmap, and when it comes the time to replace rows, redraw the whole Bitmap and move it back to the origin position. The first idea is how a co-worker of mine suggested, the second one is my own, but none of us has enough technical knowledge to be sure on a technique that would be optimal in performance, can anyone help?

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  • Problem with drawing textures in OpenGL ES

    - by droidmachine
    I'm developing a 2D game for Android and i'm using the framework which has been told in the book which named Beginning Android Games by Mario Zechner.So my framework is well designed and using OpenGL 1.1.It's similar to libgdx. When i put my textures adjacent each other in my 2d surface,there are some spaces size as 1 px.But this problem only occur on my tablet.There aren't a problem like this on my phone.It's like in this picture: What can be the problem?I can't fix it from one week.

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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