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  • Changing location after CommitAnimations

    - by Will Youmans
    I'm using the following code to move a UIImageView: shootImg.image = [UIImage imageNamed:@"Projectile Left 1.png"]; [UIView beginAnimations:nil context:nil]; shootImg.center = CGPointMake(shootImg.center.x+1000, shootImg.center.y); [UIView commitAnimations]; This works but what I want to do is after [UIView CommitAnimations]; I want to set the location of shootImg using CGPointMake. If I just put it after commitAnimations then the animation doesn't fully complete. Any suggestions? I'm not using any frameworks like cocos2d and if you need to see any more code just ask.

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  • Problem playing repeat animation/action?

    - by Beast
    I'm calling this function on multiple sprites after checking numberOfRunningActions()"to play same animation but it's not working only the first tagged sprite plays the animation. What am I doing wrong? void CGame::playAnimation(const char* filename, int tag, CCLayer* target) { CCAnimation* animation = CCAnimation::animation(); CCSprite* spriteSheet = CCSprite::spriteWithFile(filename); for(int i = 0; i < spriteSheet->getTexture()->getPixelsWide()/SIZE; i++) // SIZE is an int value { animation->addFrameWithTexture(spriteSheet->getTexture(), CCRect(SIZE * i, 0, SIZE, SIZE)); } CCActionInterval* action = CCAnimate::actionWithDuration(1, animation, true); CCRepeatForever* repeatAction = CCRepeatForever::actionWithAction(action); target->getChildByTag(tag)->runAction(repeatAction); }

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • Creating a simple 2d game with C++: Where to go first? [on hold]

    - by Lucas Vieira
    I'm starting to build a little school project. (I have a prior experience with php, python and java, and i'm learning c++ now). My part is simple, create a game, like this pong http://www.ponggame.org/ The problem is that I've never programmed a game before. I was looking the possibilities, maybe use QT? Or is there other library better for my case? Since i don't want to reinvent the wheel, where to start with? Thank you, guys!

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  • Collisions and Lists

    - by user50635
    I've run into an issue that breaks my collisions. Here's my method: Gather Input Project Rectangle Check for intersection and ispassable Update The update method is built on object_position * seconds_passed * velocity * speed. Input changes velocity and is normalized if 1. This method works well with just one object comparison, however I pass a list or a for loop to the collision detector and velocity gets changed back to a non zero when the list hits an object that passes the test and the object can pass through. Any solutions would be much appreciated. Side note is there a more proper way to simulate movement?

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  • Beginner's steps to game programming [on hold]

    - by CodeTrasher
    I have graduated from university less than 6 months ago and became a B.Eng in Software Engineering. I have moderate understanding of programming experience from languages like C++, Java and C#. But mostly on simple desktop and mobile applications. I've tried some simple Pong-like games but never finished even the smallest game. I have a couple of nice ideas growing (IMO, at least...) in my mind but don't really know where to begin. 2D is way to go, of course, at the beginning. I just want to hear from more experienced game devs how they started out. Should I make a rough outline of the core idea and mechanics and start working on a prototype of core gameplay? Or should I just practice more by making Pong, Asteroids and that sort of games and get an understanding of those before moving on? Thanks to all!

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  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like that?

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  • Trouble with collision detection in XNA?

    - by Lewis Wilcock
    I'm trying to loop through an list of enemies (enemyList) and then any that have intersected the rectangle belonging to the box object (Which doesn't move), declare there IsAlive bool as false. Then another part of the code removes any enemies that have the IsAlive bool as false. The problem im having is getting access to the variable that holds the Rectangle (named boundingBox) of the enemy. When this is in a foreach loop it works fine, as the enemy class is declared within the foreach. However, there are issues in using the foreach as it removes more than one of the enemies at once (Usually at positions 0 and 2, 1 and 3, etc...). I was wondering the best way to declare the enemy class, without it actually creating new instances of the class? Heres the code I currently have: if (keyboardState.IsKeyDown(Keys.Q) && oldKeyState.IsKeyUp(Keys.Q)) { enemyList.Add(new enemy(textureList.ElementAt(randText), new Vector2(250, 250), graphics)); } //foreach (enemy enemy in enemyList) //{ for (int i = 0; i < enemyList.Count; i++) { if (***enemy.boundingBox***.Intersects(theDefence.boxRectangle)) { enemyList[i].IsDead = true; i++; } } //} for(int j = enemyList.Count - 1; j >= 0; j--) { if(enemyList[j].IsDead) enemyList.RemoveAt(j); } (The enemy.boundingBox is the variables I can't get access too). This is a complete copy of the code (Zipped) If it helps: https://www.dropbox.com/s/ih52k4e21g98j3k/Collision%20tests.rar I managed to find the issue. Changed enemy.boundingBox to enemyList[i].boundingBox. Collision works now! Thanks for any help!

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  • processing gamestate with a window of commands across time?

    - by rook2pawn
    I have clients sending client updates at a 100ms intervals. i pool the command inputs and create a client command frame. the commands come into the server in these windows and i tag them across time as they come in. when i do a server tick i intend to process this list of commands i.e. [ {command:'duck',timestamp:350,player:'a'}, {command:'shoot',timestamp:395,player:'b'}, {command:'move', timestamp:410,player:'c'} {command:'cover',timestamp:420,player:'a'} ] how would i efficiently update the gamestate based on this list? the two solutions i see are 1) simulate time via direct equation to figure out how far everyone would move or change as if the real gameupdate was ticking on the worldtick..but then unforseen events that would normally trigger during real update would not get triggered such as powerups or collissions 2) prepare to run the worldupdate multiple times and figure out which commands get sent to which worldupdate. this seems better but a little more costly is there a canonical way to do this?

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  • Creating a interactive grid for puzzle game

    - by Noupoi
    I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and completed slitherlink grid would look like. The numbers in the squares are sort of clues and the areas between the dots need to be clickable. http://i.stack.imgur.com/U1kXn.gif http://i.stack.imgur.com/RMwiv.gif I would like to create the game in VB .NET. What data structures should I try to use, and would it be beneficial using any frameworks such as XNA?

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  • Split Texture2D Across Line

    - by Simie
    Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in half, using an input damage map with a line down the middle, as shown in the diagram below. Question However, I'm encountering problems separating this split ship into two different entities. I would like to be able to split the image down the 'damage line', in a process similar to this: I don't have much idea where to start detecting the red line above. Any advice would be welcome.

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  • gradient coloring of an object

    - by perrakdar
    I have an object(FBX format) in my project, it's a line drawn in 3D max. I want to color the line in XNA so that the color starts from a specific RGB color in both the start and end points of the line and finish in a specific RGB color.(e.x., from (255,255,255) to (128,128,128). Something like gradient coloring of an object. I need to do that programmatically, since later in my code I have to change these two specific colors a lot.

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  • Tile sizes in 2D games

    - by Ephismen
    While developing a small game using tile-mapping method a question came to my mind: I would develop the game on Windows but wouldn't exclude adapting it to another platform. What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements? Have an acceptable level of detail without having too many tiles. Having a decent map size. Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns. Allow more or less important zoom-in / zoom-out. Have a resolution of tile that permits either pixel-perfect collision or block-collision. Anything from a good explanation to a game example is useful as long as it can fit the requirements. This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery. Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming.

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  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

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  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

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  • Multithreaded game fails on SwapBuffers in render thread at exit

    - by user782220
    The render loop and windows message loop run on separate threads. The way the program exits is that after PostQuitMessage is called in WM_DESTROY the message loop thread signals the render loop thread to exit. As far as I can tell before the render loop thread can even process the signal it tries SwapBuffers and that fails. My question, is there something about how Windows processes WM_DESTROY and WM_QUIT, in maybe DefWindowProc that causes various objects associated with rendering to go away even though I haven't explicitly deleted anything? And that would explain why the rendering thread is making bad calls at exit?

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  • How to stop reducing life? [closed]

    - by SystemNetworks
    CODE Input input = gc.getInput(); int xpos = Mouse.getX(); int ypos = Mouse.getY(); emu = "Enemy Life : " + enemyLife; Life = "Your Life Is" + life; Mousepos = "X:" + xpos + "Y:" + ypos; //test test1 = "Test INT" + test1int; if(!repeatStop) { //if this button is press, the damage will add up. When //pressed fight, it would start reducing the enemy health. if(input.isKeyPressed(Input.KEY_1)) { test1int += 1; } } if((xpos>1007 &xpos<1297)&&(ypos>881 && ypos<971)) { //Fight button if(Mouse.isButtonDown(0)){ finishTurn=true; } } //fight has started if(finishTurn==true) { //this would reduce the enemy life if(floodControl1==false) { enemyLife-=test1int; } //PROBLEM: Does not stop reducing! //the below code was not successful. It did not stop it // from reducing further. if(test1int>10) { floodControl1=true; } } QUESTION: Ok now, this is what is does. When I press the key, 1, it adds up the damage to the enemy. When I press fight, It will then start to reduce the enemy's health. Now my problem is, it kept on reducing and deducting it until negative! How do I deduct it to my desired damage (My desired damage is the one when press key 1)?

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  • Where to find current information on quality of released games as software products?

    - by Tom
    As a gamer, one thing I have learned I need to be savvy about is knowing whether SomeBigGame is actually unstable or otherwise problematic as a piece of software (riddled with invasive DRM products, only runs well on a particular video driver version, crashes on non-English-language systems, etc.). I know that game news media can sometimes be relied upon to report on some problems, but I doubt they bother to cover smaller or indie titles. An example: I've started playing Transformice on Kongregate, and I'm considering installing the downloadable client (it is an online multiplayer game). The part of me that cares about data privacy and maintaining a clean-and-healthy PC wants to know whether there is a place I can check to find out more about a title-as-software than "it is not a literal virus." Put another way: where would you not want to see your game receive lots of attention?

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  • Can't load model using ContentTypeReader

    - by Xaosthetic
    I'm writing a game where I want to use ContentTypeReader. While loading my model like this: terrain = Content.Load<Model>("Text/terrain"); I get following error: Error loading "Text\terrain". Cannot find ContentTypeReader AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral. I've read that this kind of error can be caused by space's in assembly name so i've already removed them all but exception still occurs. This is my content class: [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightmapInfo> { protected override void Write(ContentWriter output, HeightmapInfo value) { output.Write(value.getTerrainScale); output.Write(value.getHeight.GetLength(0)); output.Write(value.getHeight.GetLength(1)); foreach (float height in value.getHeight) { output.Write(height); } } public override string GetRuntimeType(TargetPlatform targetPlatform) { return "AdventureGame.World.Heightmap,AdventureGame,Version=1.0.0.0,Culture=neutral"; } public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral"; } } Does anyone meed that kind of error before?

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  • Approaches for a clickable map of nations (such as a Risk game) with Spritekit

    - by Vukovitch
    I would like to create a political map where each country is clickable by tapping but I'm not sure the best way to determine which nation was selected. Imagine Risk where each country can be individually clicked to bring up additional information. My current approach is to make a sprite for each nation where every image is the size of the screen The images are mostly transparent except for the country, that way when all of the images are displayed the countries are in the correct place relative to one another. To determine if a click occurs on an individual country I look to see if the tapped location is a non transparent pixel and check that the sprite's name is one of the countries. Additionally the nation needs to glow or something when tapped as an indicator, however my current solution is yet another sprite that is displayed. This seems like a terrible approach and I was wondering what other solutions might achieve the same results. I'm pretty new to SpriteKit so I'm not entirely sure. The other idea I had was creating a single texture where each country is a different shade of gray, then when I get the tap location I do a lookup on the color at that location and get the corresponding country. However, I'm not sure how to create a hilight or glowing country effect with that method.

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  • libgdx - collision detection with tiled map java

    - by user2875021
    currently, I am working on a 2d rpg game which is similar to final fantasy 1-4. I can load up a tiled map and the sprite can walk freely on the map. However, I will like to create a wall for it to stop walking through it. I created three tiled layer Background, Collision, Overhead and one Collision object layer with rectangles only. "How do I handle collisions with the object layer in the tiled map?" "Do I have to create every single rectangle that is in the object layer with Rectangle rectangle = new Rectangle() and rectangle.set(x, y, width, height)in the code?" Thank you very much in advance. Any help is greatly appreciated!

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  • How do I make cars on a one-dimensional track avoid collisions?

    - by user990827
    Using three.js, I use a simple spline to represent a road. Cars can only move forward on the spline. A car should be able to slow-down behind a slow moving car. I know how to calculate the distance between 2 cars, but how to calculate the proper speed in each game update? At the moment I simply do something like this: this.speed += (this.maxSpeed - this.speed) * 0.02; // linear interpolation to maxSpeed // the position on the spline (0.0 - 1.0) this.position += this.speed / this.road.spline.getLength(); This works. But how to implement the slow-down part? // transform from floats (0.0 - 1.0) into actual units var carInFrontPosition = carInFront.position * this.road.spline.getLength(); var myPosition = this.position * this.road.spline.getLength(); var distance = carInFrontPosition - myPosition; // WHAT TO DO HERE WITH THE DISTANCE? // HOW TO CALCULATE MY NEW SPEED? Obviously I have to somehow take current speed of the cars into account for calculation. Besides different maxSpeeds, I want each car to also have a different mass (causing it to accelerate slower/faster). But this mass has to be then also taken into account for braking (slowing down) so they don't crash into each other.

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  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • Why is my animation getting aborted?

    - by Homer_Simpson
    I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can call the animation class like this: Animation Playeranimation; Playeranimation = new Animation(TimeSpan.FromSeconds(2.5f), 80, 40, Animation.Sequences.forwards, 0, 5, false, true); //updating the animation public void Update(GameTime gametime) { Playeranimation.Update(gametime); } //drawing the animation public void Draw(SpriteBatch batch) { playeranimation.Draw(batch, PlayerAnimationSpritesheet, PosX, PosY, 0, SpriteEffects.None); } The class Lion.cs can call the animation class with the same code, only the animation parameters are changing because it's another animation that should be played: Animation Lionanimation; Lionanimation = new Animation(TimeSpan.FromSeconds(2.5f), 100, 60, Animation.Sequences.forwards, 0, 8, false, true); Other classes can call the animation class with the same code like the Player class. But sometimes I have some trouble with the animations. If an animation is running and then shortly afterwards another class calls the animation class too, the second animation starts but the first animation is getting aborted. In this case, the first animation couldn't run until it's end because another class started a new instance of the animation class. Why is an animation sometimes getting aborted when another animation starts? How can I solve this problem? My animation class: public class Animation { private int _animIndex, framewidth, frameheight, start, end; private TimeSpan PassedTime; private List<Rectangle> SourceRects = new List<Rectangle>(); private TimeSpan Duration; private Sequences Sequence; public bool Remove; private bool DeleteAfterOneIteration; public enum Sequences { forwards, backwards, forwards_backwards, backwards_forwards } private void forwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } private void backwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void forwards_backwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void backwards_forwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } public Animation(TimeSpan duration, int frame_width, int frame_height, Sequences sequences, int start_interval, int end_interval, bool remove, bool deleteafteroneiteration) { Remove = remove; DeleteAfterOneIteration = deleteafteroneiteration; framewidth = frame_width; frameheight = frame_height; start = start_interval; end = end_interval; switch (sequences) { case Sequences.forwards: { forwards(); break; } case Sequences.backwards: { backwards(); break; } case Sequences.forwards_backwards: { forwards_backwards(); break; } case Sequences.backwards_forwards: { backwards_forwards(); break; } } Duration = duration; Sequence = sequences; } public void Update(GameTime dt) { PassedTime += dt.ElapsedGameTime; if (PassedTime > Duration) { PassedTime -= Duration; } var percent = PassedTime.TotalSeconds / Duration.TotalSeconds; if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) Remove = true; _animIndex = (int)Math.Round(percent * (SourceRects.Count)); } else { _animIndex = (int)Math.Round(percent * (SourceRects.Count - 1)); } } public void Draw(SpriteBatch batch, Texture2D Textures, float PositionX, float PositionY, float Rotation, SpriteEffects Flip) { if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) return; } batch.Draw(Textures, new Rectangle((int)PositionX, (int)PositionY, framewidth, frameheight), SourceRects[_animIndex], Color.White, Rotation, new Vector2(framewidth / 2.0f, frameheight / 2.0f), Flip, 0f); } }

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  • Browser game in JSP? [closed]

    - by Constant
    I want to develop a browser-game (like ogame, travian) and I have some doubts in which technologies should I use. I was thinking in a server-side in JSP,Java and a client-side in HTML (or HTML5 if I learn to give it good use). Do you think my choices are right? I would like to make a board where many players could move simultaneously between tiles or squares. Do you think is possible in JSP or I should start with other language? Any suggestion aprecciated, and apologies for my english. Thank you! Regards!

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