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  • Bukkit inventory saving: crashing somewhere

    - by HcgRandon
    I'm working on a command for a bukkit plugin that lets you transfer worlds. In the section about saving the player's inventory, I'm getting a runtime error. My question is: Why is the error happening, and how can I prevent it? The plugin code public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } The offending line The stack trace complains about line 130, which is this line. pInv.set(startInventory + ".amount", stack.getAmount()); The stack trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • Rotation angle based on touch move

    - by Siddharth
    I want to rotate my stick based on the movement of the touch on the screen. From my calculation I did not able to find correct angle in degree. So please provide guidance, my code snippet for that are below. if (pSceneTouchEvent.isActionMove()) { pValueX = pSceneTouchEvent.getX(); pValueY = CAMERA_HEIGHT - pSceneTouchEvent.getY(); rotationAngle = (float) Math.atan2(pValueX, pValueY); stick.setRotation((float) MathUtils.radToDeg(rotationAngle)); }

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  • XNA - 2D Rotation of an object to a selected direction

    - by lobsterhat
    I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right and the input is down and left, the player should start rotating to the right a set amount each tick. I'll calculate a new vector based on current velocity and rotation and apply that to the current velocity. That should give me nice arcing turns, correct? At the moment I've got eight if/else statements for each key combination which in turn check the current rotation: // Rotate to 225 if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left)) { // Rotate right if (rotation >= 45 || rotation < 225) { rotation += ROTATION_PER_TICK; } // Rotate left else if (rotation < 45 || rotation > 225) { rotation -= ROTATION_PER_TICK; } } This seems like a sloppy way to do this and eventually, I'll need to do this check about 10 times a tick. Any help toward a more efficient solution is appreciated.

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  • Is it safe to set FPS rate to a constant?

    - by Ozan
    I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement. We made a simple game. Every move like going left, right or jump is written time dependent. But, in some other computers, our game is worked very differently. For example, our character jumps higher than it should be. I guess this is because each computer has different FPS rate according to its specification. My question is that what should we do to make this game work in same way in every computer? Setting FPS rate to a constant is a solution?

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  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

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  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

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  • Box2dWeb positioning relative to HTML5 Canvas

    - by Joe
    I'm new with HTML5 canvas and Box2DWeb and I'm trying to make an Asteroids game. So far I think I'm doing okay, but one thing I'm struggling to comprehend is how positioning works in relation to the canvas. I understand that Box2DWeb is only made to deal with physical simulation, but I don't know how to deal with positioning on the canvas. The canvas is 100% viewport and thus can vary size. I want to fill the screen with some asteroids, but if I hardcore certain values such as bodyDef.position.x = Math.random() * 50; the asteroid may appear off canvas for someone with a smaller screen? Can anybody help me understand how I can deal with relative positioning on the canvas?

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  • Making a clone of Starcraft legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of Starcraft: Change the artwork, sound, music, change the names of units. However, leave the unit hit points unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words, is copying the unit hit points, damage, etc. considered illegal even if everything else is changed?

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  • Making a clone of a game legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of starcraft. Change the artwork, sound, music, change the names of units. However, leave the unit hitpoints unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words is copying the unit hp, dmg, etc. considered illegal even if everything else is changed.

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  • Path Modifier in Tower Of Defense Game

    - by Siddharth
    I implemented PathModifier for path of each enemy in my tower of defense game. So I applied fixed time to path modifier in that enemy complete their path. Like following code describe. new PathModifier(speed, path); Here speed define the time to complete the path. But in tower of defense game my problem is, there is a tower which slow down the movement of the enemy. In that particular situation I was stuck. please someone provide me some guidance what to do in this situation. EDIT : Path path = new Path(wayPointList.size()); for (int j = 0; j < wayPointList.size(); j++) { Point point = grid.getCellPoint(wayPointList.get(j).getRow(), wayPointList.get(j).getCol()); path.to(point.x, point.y); }

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • Deleting a game object causing an access violation

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • 2D Ragdoll - should it collide with itself?

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

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  • Cliché monsters to populate a steampunk fantasy setting dwarven dungeon?

    - by Alexander Gladysh
    I'm looking for a list of cliché monsters for a steampunk computer game (assume one kind or another of casual rogue-like RPG), to populate lower levels of ancient dwarven-built dungeons. Dwarves are a technology/science race in the setting I am aiming for. The world is a low-magic one. I'm stuck after listing various mechanical golems, gigantic spiders (every dungeon must have some of them!), and maybe a mechanical barlog as a megaboss. What would player expect? What are the key cultural references for such setting? I know a couple of games with suitable steampunk dwarves, but none are detailed enough in the underworld monsters area. Please point me in the right direction. (If you have a single funny monster suggestion, please mention it in comments, not in answer. ;-) )

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  • To sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • Web application interacts bi-directional with server program?

    - by Roelof Berkepeis
    I want to write a web application to play chess against the engine Crafty. I'm not new to PHP and javascript, but must learn how to interact with a server process : how can a web application and/or (jQuery) ajax interact bi-directionally with a (linux) program running on the server? At this moment i am developing on (Apache) local host. Crafty is installed on my Ubuntu PC. This well-known chess engine has no GUI, it runs in terminal by the command $ /usr/games/crafty and so you can play chess against it and even see it's calculations. I can make Crafty run by PHP, using the functions proc_open() or exec(), and most documentation i found states that the output stream should be a file .. But i think i don't want such setup, because then the webpage should be constanty polling that file (eg. by ajax) to see if some new data was appended, right? How can Crafty talk to the web page directly, saying "i have calculated another variation" or "i have decided a move" etc, then display this info on the web page and let the user give some counter move, just like in terminal. Isn't it possible to use some session / stream / listener? I have no clue at all, can anybody point me in a right direction?

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  • What is a good way to test demand for a new game platform?

    - by user15256
    I'm working on a game platform that turns your iPhone, android or iPad into a steering wheel, for racing games (like need for speed and dirt 3) and flight simulators for example. I'd love to figure out smart ways to figure out whether gamers would like something like this. I originally asked this question over on the gaming SE and it was for getflypad.com. A lot of the tech is built and most of it is doable - the question here is how to test demand and know whether gamers actually want this.

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • Amazon GameCircle Integration

    - by user1095509
    I'm trying to integrate Amazon GameCircle and I have been able to successfully initialize GameCircle in my app, but the problem is when I click on the button that displays achievements, the GameCircle achievement list comes up but it says "You have unlocked 0 of 0 achievements". Same happens with leaderboards i.e there are no leaderboards for this app. I have created a Leaderboard and a few achievements on the online developer portal for Amazon but they don't show for some reason. Can someone help me with this. Any links/resources that help with integrating GameCircle will be appreciated. Thanks.

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  • Freelance composer seeking work! [closed]

    - by Ben Fowler
    Hey guys! I'm a freelance composer based in Victoria, Australia trying to break into the game industry to start my career! I've heard it said that having a plan B is planning for failure, so I've decided to go full on for what I want, so here I am! I have composed some music for other games, none of which have made it in yet (still hopeful :P) Any help on how I can break into to game industry as a composer would be MUCH appreciated!

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • Smoothing rotation

    - by Lewis
    I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this: float Proportion = 9.5; float maxDiff = 200; float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff); player.rotation = rotation; The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right. I'll go into the behaviour in a little more detail: 0 velocity = sprite faces forwards negative velocity = sprite faces left depending on value. positive velocity = sprite faces right (higher velocity the more it faces right) same as above. I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that. I have a physics engine available. There is one other way to get around this: to use += on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping. Any ideas/code snippets would be greatly appreciated.

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  • Find angle for projectile to meet target in parabolic arc

    - by TheBroodian
    I'm making a thing that launches projectiles in 2D. Its projectiles are fired with a set initial velocity, and are only affected by gravity. Assuming that its target is within range, and that there aren't any obstacles, how would my thing find the appropriate angle at which to launch its projectile (in radians)? The equation for this is found here: Wikipedia: Angle Required to Hit Coordinate Sadly, I'm not a physicist (a.k.a. can't read smart people math) and am having a hard time reading its breakdown. If not only for the sake of anybody else that might read this other than myself, would anybody be kind enough to break the equation down into baby words please?

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  • Nice function for "rolling score up"?

    - by bobobobo
    I'm adding to the player's score, and I'm using a per-frame formula like: int score, displayedScore ;// score is ACTUAL score player has, // displayedScore is what is shown this frame to the player // (the creeping/"rolling" number) float disparity = score - displayedScore ; int d = disparity * .1f ; // add 1/10 of the difference, if( !d ) d = signum( disparity ) ; // last 10 go by 1's score += d ; Where inline int signum( float val ){ if( val > 0 ) return 1 ; else if( val < 0 ) return -1 ; else return 0 ; } So, it kind of works where it makes big changes rapidly, then it creeps in the last few one at a time. But I'm looking for better (or possibly well known?) score-creeping functions. Any one?

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