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  • 2D Topdown Shooter Mouse Movement

    - by Jarmo
    I'm trying to make a topdown 2D space game for my school project. I'm almost done but I just want to add a few little things to make the game more fun to play. if (keystate.IsKeyDown(Keys.W)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * 3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } if (keystate.IsKeyDown(Keys.S)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * -3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } This is what i use to move towards and away from my mouse crossair. I tried to make a somewhat similar function to make it strafe with "A" and "D". But for some reason I just couldn't get it done. Any thoughts?

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  • How to handle jumping up a slope in a runner game?

    - by you786
    In an 2D endless runner, what should happen when the player is running "too fast" up a slope and jumps? For example, in a "normal" case: .O. . __..O_____ . / . / O/ _/ If he is moving to the right slowly enough, he will jump upwards and land on the flat part of the surface. However, if he is moving too fast, the jump will have no effect as his forward motion will bring him back in contact with the slope before he can get high enough to pass over it. When the speed is sufficiently high, there will effectively be no jump. _________ / .O/ O/ _/ Are there any known ways to solve this issue? I know it's physically correct*, but are there techniques that other games use to overcome this in a reasonable manner? As a last resort I'll have to just remove all slopes that are too slanted. *If you constrain the player to never jumping backwards.

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  • java 2d game how to make a player jump

    - by user2957632
    Hi I'm making a 2d plat former running game kind of like jetpack joyride fro example were u are constantly running but there is obstacles and u need to jump over them. but I want the character to jump and come back down. here is some of my code. if (listen.ml == true) { if (y > 120) { jump = true; y -= 1; } } if (y == 121 && jump == true) { jump = false; y += 1; }

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  • Data structures for a 3D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • Effecient finding of long-range spotting targets

    - by nihohit
    I'm creating a top-down 2d strategy game, with a square grid map. So far, I've used Bresenham's line drawing algorithm in a circle to determine what's in LOS of each unit, and then targedt one of the targets in the circle. Now I find that this limits my units to shoot only at targets that they see. I want to extend my targeting algorithm to target any other unit in range of my weapon, even if they're out of sight range of this given unit, if they're "spotted" by another friendly unit. In other words, I want to enable usage of weapons with ranges longer than sight range. Is there a better way than iterating over all sighted units and computing range and LOSto each of them?

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  • Handling hitboxes

    - by TheBroodian
    So I have an issue that I'm laughing at myself about, because it really seems like it should be something that I should be able to figure out pretty quickly. I am designing a 2D action platformer; I have a playable character, and a dummy 'punching bag' character for testing purposes that I've created. I've just gotten enough of both of them done that I can start prototyping and testing them in runtime. Then I realized- neither of them have references of each other (intentionally so), so how do I check for hitboxes stored within my playable character from my dummy character? Long story short, how do I make my dummy know when he's been punched by my hero?

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  • How to create a Raining Effect(Particles) on Android?

    - by user19495
    I am developing a 2d android strategy game, it runs on SurfaceView, so I can't(or can I?) use LibGdx's particle system. And I would like to make a raining effect, I am aiming for something like this( http://ridingwiththeriver.files.wordpress.com/2010/09/rain-fall-animation.gif ), I don't need the splash effect in the end (although that would be superb, but probably would take up a lot of system resources). How could I achieve that raining effect? Any ideas? Thank You a lot in advance!

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  • Possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2d isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful articles like this one: How to convert mouse coordinates to isometric indexes? However, this game's coordinate system is "jagged" for lack of a better word, and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matricies, but that only makes sense going from tile-screen.

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  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • How to calculate shot angle and velocity to hit a moving target?

    - by Guen
    I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will be after a distance and fires a projectile to meet it at that distance. Of course this means varying the projectile speed to meet the target. Does anyone have any tips for a simple-ish algorithm (optimal-ish) to calculate when the projectile needs to fire and where it needs to aim if it can only travel at a constant velocity? Say the projectile goes twice the speed of the target? The only way I can think of involves searching and seems quite large.

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  • Managing shots of the player

    - by Bitbridge
    I'm currently developing a 2D Jump'n'Run and the situation is the following: The player has different weapons he can collect and is then able to shoot the weapon's projectiles (laser, rockets, whatever). In my previous game (space shooter) I just had a manager class for all the weapon-shots, it stored them in a container and then updates and draws every single one. When the "shoot-event" occurred, the "ProjectileManager" was notified and it added the wanted projectile. The input for player action is handled in the player-class, so the player would have to know the manager to call the function of the manager. I also have a collisionManager, that checks for collisions between, for example, enemies and the projectiles and then notifies these objects. However, I somehow have the feeling, that I shouldn't use this approach and that there might be a better way to handle this. I know, the question is a bit vague, I'm pretty much just looking for input and ideas to improve my design.

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  • I need to create a very large array of bits/boolean values. How would I do this in C/C++?

    - by Eddy
    Is it even possible to create an array of bits with more than 100000000 elements? If it is, how would I go about doing this? I know that for a char array I can do this: char* array; array = (char*)malloc(100000000 * sizeof(char)); If I was to declare the array by char array[100000000] then I would get a segmentation fault, since the maximum number of elements has been exceeded, which is why I use malloc. Is there something similar I can do for an array of bits?

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  • The Math of a Jump in a 2D game.

    - by ONi
    I have been all around with this question and I can't find the correct answer! So, behold, the description of my question: I'm working in J2ME, I have my gameloop that do the following: public void run() { Graphics g = this.getGraphics(); while (running) { long diff = System.currentTimeMillis() - lastLoop; lastLoop = System.currentTimeMillis(); input(); this.level.doLogic(); render(g, diff); try { Thread.sleep(10); } catch (InterruptedException e) { stop(e); } } } so it's just a basic gameloop, the doLogic() function calls for all the logic functions of the characters in the scene and render(g, diff) calls the animateChar function of every character on scene, following this, the animChar function in the Character class sets up everything in the screen as this: protected void animChar(long diff) { this.checkGravity(); this.move((int) ((diff * this.dx) / 1000), (int) ((diff * this.dy) / 1000)); if (this.acumFrame > this.framerate) { this.nextFrame(); this.acumFrame = 0; } else { this.acumFrame += diff; } } This ensures me that everything must to move according to the time that the machine takes to go from cycle to cycle (remember it's a phone, not a gaming rig). I'm sure it's not the most efficient way to achieve this behavior so I'm totally open for criticism of my programming skills in the comments, but here my problem: When I make I character jump, what I do is that I put his dy to a negative value, say -200 and I set the boolean jumping to true, that makes the character go up, and then I have this function called checkGravity() that ensure that everything that goes up has to go down, checkGravity also checks for the character being over platforms so I will strip it down a little for the sake of your time: public void checkGravity() { if (this.jumping) { this.jumpSpeed += 10; if (this.jumpSpeed > 0) { this.jumping = false; this.falling = true; } this.dy = this.jumpSpeed; } if (this.falling) { this.jumpSpeed += 10; if (this.jumpSpeed > 200) this.jumpSpeed = 200; this.dy = this.jumpSpeed; if (this.collidesWithPlatform()) { this.falling = false; this.standing = true; this.jumping = false; this.jumpSpeed = 0; this.dy = this.jumpSpeed; } } } So, the problem is, that this function updates the dy regardless of the diff, making the characters fly like Superman in slow machines, and I have no idea how to implement the diff factor so that when a character is jumping, his speed decrement in a proportional way to the game speed. Can anyone help me fix this issue? or give me pointers on how to make a 2D Jump in J2ME the right way. Thank you very much for your time.

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  • How can we calculate where the aaray ends?

    - by udaya
    Hi I have an array result like this, example 1: Array ( [0] =>15 [1] => 16 [2] => 17 [3] => 18 ) example 2: Array ( [0] =15 [1] = 16 [2] = 17 [3] = 18 [4] = 18 ) The first array ends at array[3] The second array ends at array[4] How to calculate where the array ends Is there any function to calculate this

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  • How do I randomly fill an array in Java?

    - by Kat
    I'm writing a program that creates a 2D array from a integer n. I then have to fill the array with values from 1 to the n*n array size and check to see if it is a magic square. The way I am doing it now fills the array in order from 1 to n*n array size. How can I make that random? My code: System.out.print("Enter an whole number: "); int n = scan.nextInt(); int [][] magic = new int [n][n]; for (int row = 0; row < magic.length; row++) { for(int col = 0; col < magic[row].length; col++) magic[row][col] = ((row * n) + 1) + col; }

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  • Letting a new PHP page know a new POST value is an Array?

    - by Wintermute
    I have a page that creates an associative array, then passes it as a hidden value to a new PHP page. I have a foreach loop waiting to iterate through it but it coughs up an "invalid argument" error, as if the page doesn't know the value it's working with is an array (Despite "print" showing simply "Array"). This is essentially what I have: //Hidden input to be passed to the next page print "<input type=\"hidden\" name=\"price_list\" value=\"$item_list\"> //Code on the second page for the foreach loop extract($_POST); foreach($price_list as $name=>$price) { ... } But I am simply given "Warning: Invalid argument supplied for foreach() in /home/cut/mg299/public_html/PHP/invoice.php on line 17". The array works fine, as I can iterate on the previous page, and other values are parsed fine to this second page. Do I need to 'reinitialise' this array value?

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  • How do you retrieve the array adapter currently set for a spinner? Android OS, Droid

    - by Sean
    Looking to create a menu toggle that switches between two possible arrays for a spinner. For example, if the spinner is set to show array A, then when I press this menu button, I want the spinner to be set to array B. If I press it again, I want it to be set back to array A. I can handle the if/then statements and all, but how do I call the spinner's array adapter? I know how to call its value using getSelectedItemPosition(); but is there a similar method for retrieving WHICH array it is currently set to?

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  • How can I extract values out of this array?

    - by Jagira
    Array ( [status] => success [abc] => Array ( [0] => Array ( [name] => John Doe [age] => 23) [1] => Array ( [name] => John Doe_1 [age] => 23) [2] => Array ( [name] => John Doe_2 [age] => 23) ) ) When I try foreach($stories as $story){ } It returns an error.

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  • new >> how would i read a file that has 3 columns and each column contains 100 numbers into an array

    - by user320950
    int exam1[100];// array that can hold 100 numbers for 1st column int exam2[100];// array that can hold 100 numbers for 2nd column int exam3[100];// array that can hold 100 numbers for 3rd column void main() { ifstream infile; int num; infile.open("example.txt");// file containing numbers in 3 columns if(infile.fail()) // checks to see if file opended { cout << "error" << endl; } while(!infile.eof()) // reads file to end of line { for(i=0;i<100;i++); // array numbers less than 100 { while(infile >> [exam]); // while reading get 1st array or element ???// how will i go read the next number infile >> num; } } infile.close(); }

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  • How can we make a single dimension array to multidimensional Hierarchical ?

    - by Chetan sharma
    I have an single array of Hierarchical categories. Index of the array is the category_id like:: [8846] => Array ( [category_id] => 8846 [title] => Tsting two [description] => Tsting two [subtype] => categories [type] => object [level] => 2 [parent_category] => 8841 [tags] => new [name] => Tsting two ) each value has its parent_category value, I have around 500 elements in the array, what is the best way to make it. Process i followed: krsort categories array, so that all the child categories are at the beginning, then function makeHierarchical() { foreach($this->categories as $guid => $category) { if($category['level'] != 1) $this->multilevel_categories[$category['parent_category']][$guid] = $category; } } but this is not working, it does it only for first level. Can someone point out me the error.

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  • why my array is losing it's contents when I refresh the page?

    - by Fernando SBS
    I have created an: var checkboxFarm = new Array(); then I want to record a checkbox status in that array, as there are 11 checkboxes. Button.addEventListener("click", function() { rp_farmAtivada(index); }, false); when clicked change the variable in the array: function rp_farmAtivada(index) { checkboxFarm[index] = !checkboxFarm[index]; }; but every time I refresh the page it loses all the checkboxes status and I'm aware that all that array gets the "undefined" value. the checkboxFarm array is defined in the beginning of the script, so it should have a global scope. Am I missing something?

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  • How do I convert a Python list of lists of lists into a C array by using ctypes?

    - by pc05
    As seen here How do I convert a Python list into a C array by using ctypes? this code will take a python array and transform it to a C array. import ctypes arr = (ctypes.c_int * len(pyarr))(*pyarr) Which would the way of doing the same with a list of lists or a lists of lists of lists? For example, for the following variable list3d = [[[40.0, 1.2, 6.0, 0.3], [50.0, 4.2, 0, 0]], [[40.0, 1.2, 6.0, 0.3], [50.0, 4.2, 0, 0]], [[40.0, 1.2, 6.0, 0.3], [50.0, 4.2, 0, 0]]] I have tried the following with no luck: ([[ctypes.c_double * 4] *2]*3)(*list3d) # *** TypeError: 'list' object is not callable (ctypes.c_double * 4 *2 *3)(*list3d) # *** TypeError: expected c_double_Array_4_Array_2 instance, got list Thank you! EDIT: Just to clarify, I am trying to get one object that contains the whole multidimensional array, not a list of objects. This object's reference will be an input to a C DLL that expects a 3D array.

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  • How do I return the indices of a multidimensional array element in C?

    - by Eddy
    Say I have a 2D array of random boolean ones and zeroes called 'lattice', and I have a 1D array called 'list' which lists the addresses of all the zeroes in the 2D array. This is how the arrays are defined: define n 100 bool lattice[n][n]; bool *list[n*n]; After filling the lattice with ones and zeroes, I store the addresses of the zeroes in list: for(j = 0; j < n; j++) { for(i = 0; i < n; i++) { if(!lattice[i][j]) // if element = 0 { list[site_num] = &lattice[i][j]; // store address of zero site_num++; } } } How do I extract the x,y coordinates of each zero in the array? In other words, is there a way to return the indices of an array element through referring to its address?

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  • How to make an mutable C array for this data type?

    - by mystify
    There's this instance variable in my objective-c class: ALuint source; I need to have an mutable array of OpenAL Sources, so in this case probably I need a mutable C-array. But how would I create one? There are many questions regarding that: 1) How to create an mutable C-array? 2) How to add something to that mutable C-array? 3) How to remove something from that mutable C-array? 4) What memory management pitfalls must I be aware of? Must i free() it in my -dealloc method? And yes, I think this is something for the nice community wiki...

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