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  • Smooth Camera Zoom Factor Change

    - by Siddharth
    I have game play scene in which user can zoom in and out. For which I used smooth camera in the following manner. public static final int CAMERA_WIDTH = 1024; public static final int CAMERA_HEIGHT = 600; public static final float MAXIMUM_VELOCITY_X = 400f; public static final float MAXIMUM_VELOCITY_Y = 400f; public static final float ZOOM_FACTOR_CHANGE = 1f; mSmoothCamera = new SmoothCamera(0, 0, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT, Constants.MAXIMUM_VELOCITY_X, Constants.MAXIMUM_VELOCITY_Y, Constants.ZOOM_FACTOR_CHANGE); mSmoothCamera.setBounds(0f, 0f, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT); But above thing create problem for me. When user perform zoom in and leave game play scene then other scene behaviour not look good. I already set zoom factor to 1 for this purpose. But now it show camera translation in other scene. Because scene switching time it so much small that player can easily saw translation of camera that I don't want to show. After camera reposition, everything works perfect but how to set camera its proper position. For example my loading text move from bottom to top or vice versa based on camera movement. Any more detail you want then I can able to give you.

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  • how to use opengl blend mode/functions to brighten/darken a texture.

    - by Jigar
    Tried this code, but the texture didnot get any lighter. try { texture = TextureLoader.getTexture("png", Game.class.getResourceAsStream("/brick.png"), true, GL_NEAREST); } catch (IOException e) { e.printStackTrace(); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA); GL14.glBlendColor(1.0f, 1.0f, 1.0f, 0.5f); glColor4f(1, 1, 1, 0.5f); GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads // Front Face GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Point 2 (Front) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Point 3 (Front) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front) glEnd();

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  • GUI for DirectX

    - by DeadMG
    I'm looking for a GUI library built on top of DirectX- preferably 9, but I can also do 11. I've looked at stuff like DXUT, but it's way too much for me- I'm only needing some UI controls which I would rather not write (and debug) myself, and their need to keep a C-compatible API is definitely a big downside. I'd rather look at UI libs that are designed to be integrated into an existing DirectX-based system, rather than forming the basis of a system. Any recommendations?

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  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

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  • Reacting to rectangle on rectangle collisions

    - by mcjohnalds45
    I don't know how to react to collisions between two axis aligned rectangles that have x, y, width and height values (x and y are from the centre of the box) to make them simply not overlap. I figured I'd just make them move away from each other depending on how far they intersect in the opposite direction (left, right, up or down) of where they collided. If I check for collisions only on the x axis or only on the y axis it works fine, but when checking for both collisions crazy stuff happens. This code executes when the first box collides with the second. It's in lua but feel free to answer in anything that isn't to too counter-intuitive. if box1.x < box2.x then box1.x = box1.x + box2.x - box1.x - (box1.width / 2) - (box2.width / 2) end if box1.x > box2.x then box1.x = box1.x - (box1.x - box2.x - (box1.width / 2) - (box2.width / 2)) end if box1.y < box2.y then box1.y = box1.y + box2.y - box1.y - (box1.height / 2) - (box2.height / 2) end if box1.y > box2.y then box1.y = box1.y - (box1.y - box2.y - (box1.height / 2) - (box2.height / 2)) end

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  • How to model interentity membership in entity-component architecture?

    - by croxis
    I'm falling in love with simple grace of entity-component design, although I still have issues breaking from MVC and OOP practices. Some of my game entities have membership relationships with each other (ex: a player is a member of a city, a city is a member of a nation), and I am unsure on the best way to implement it. My initial reaction is to have a a MemberOfCity component that points to the appropriate city component, but components are suppose to have no references to each other. My other option is to have a System do it, but that would require the system to persist data outside of a component. Is there a clean way to do this in an entity-component design, or am I trying to use a hammer on a screw and should use a hybrid/another approach?

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  • Component-based Rendering

    - by Kikaimaru
    I have component Renderer, that Draws Texture2D (or sprite) According to component-based architecture i should have only method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) But first I need to do spriteBatch.Begin();. Where should i call it? And how can I make sure it's called before any Renderer components OnUpdate method? (i need to do more stuff then just Begin() i also need to set right rendertarget for camera etc.)

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  • Check for bodies within a specific circle in Box2D

    - by ltjax
    I'm trying to find positions to insert new bodies into my world. For that, I'd like to have a "free" spot where this body wouldn't overlap with anything else. So my plan was to sample "random" positions and check whether they overlap with my "potential" new body. Since my bodies are always circular, I'd need to test within a given circle. So far, the only way to use box2d for this seems to use b2World::QueryAABB around my circle and manually doing an overlap test with all the fixtures it gives me (Box2D doesn't event seem to allow me to tap into its overlapping tests?!). It seems to me like Box2D should already provide such functionality - is there a way that lets me do this without reinventing most of the wheel again?

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  • JavaScript 3D space ship rotation

    - by user36202
    I am working with a fairly low-level JavaScript 3D API (not Three.js) which uses euler angles for rotation. In most cases, euler angles work quite well for doing things like aligning buildings, operating a hovercraft, or looking around in the first-person. However, in space there is no up or down. I want to control the ship's roll, pitch, and yaw. To do that, some people would use a local coordinate system or a permenant matrix or quaternion or whatever to represent the ship's angle. However, since I am not most people and am using a library that deals exclusively in euler angles, I will be using relative angles to represent how to rotate the ship in space and getting the resulting non-relative euler angles. For you math nerds, that means I need to convert 3 euler angles (with Y being the vertical axis, X representing the pitch, and Z representing a roll which is unaffected by the other angles, left-handed system) into a 3x3 orientation matrix, do something fancy with the matrix, and convert it back into the 3 euler angles. Euler to matrix to euler. Somebody has posted something similar to this on SO (http://stackoverflow.com/questions/1217775/rotating-a-spaceship-model-for-a-space-simulator-game) but he ended up just working with a matrix. This will not do for me. Also, I am using JavaScript, not C++. What I want essentially are the functions do_roll, do_pitch, and do_yaw which only take in and put out euler angles. Many thanks.

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  • How much server bandwidth does an average RTS game require per month?

    - by Nat Weiss
    My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly characters, not buildings (think of DotA or League of Legends). The authoritative game logic will run on the server and message packet sizes will be highly optimized. We'd like to know approximately how much server bandwidth our proposed RTS game would use on a monthly basis, considering these theoretical constants: 100 concurrent users maximum 8 players maximum per game 10 ticks per second Bonus: If you can tell us approximately how much server RAM this kind of game would use that would also help a great deal. Thanks in advance.

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  • Procedural content (settlement) generation

    - by instancedName
    I have, lets say, something like a homework or assignment to do. Roughly said I need to write an algorithm (pseudo code is not necessary, just in depth description) of procedure that would generate settlements, environment and a people to populate it with, as part of some larger world generation procedure. The genre of game is not specified, it could be any genre (rpg, strategy, colony simulation etc.) where interacting with large and extensive world is central to the game. Procedure should be called once per settlement. At the time of calling, world generation procedure makes geography, culture and history input available. Output should be map of the village and it's immediate area, and various potential additional information like myths, history, demographic facts etc. Bonus would be quest ant similar stuff, but that not really my focus at the moment. I will leave quality of the output for later when I actually dig little deeper into this topic. I am free to change parameters as long as I have strong explanation for doing so. Setting of the game is undetermined so I am free to use anything that I like the most. Ok, so my actual question is: Can anyone who has some experience in this field of game design recommend me some good literature, or point me in the direction where I should look/reed/study? I'm somewhat experienced game programmer, but I've never been into game design till now so any help will be great. I want to do this assignment as good as I can. As for deadline, it's not strictly set, but lets say I don't want it to take longer then few weeks, one month at worst case.

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  • Consistency of DirectX models

    - by marc wellman
    Is there a way to check the consistency of a DirectX model (.x) ? Whilst compiling .x files with XNA GameStudio 3.1 compilation is aborted with the following error message: Error 2 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR. C:\WFP\Browser\Content\m.x KiviBrowser Some models compile correctly without any error/warning and some abort as described. The files of each model have several thousand lines. I am creating the files in Googles SketchUp 8 where they all look fine and don't show any sign of corruption. Suppose I have such a model my XNA compiler won't compile because their is an inconsistency somewhere in the file - how could I identify this in order to correct it ?

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  • Which will be faster? Switching shaders or ignore that some cases don't need full code?

    - by PolGraphic
    I have two types of 2d objects: In first case (for about 70% of objects), I need that code in the shader: float2 texCoord = input.TexCoord + textureCoord.xy But in the second case I have to use: float2 texCoord = fmod(input.TexCoord, texCoordM.xy - textureCoord.xy) + textureCoord.xy I can use second code also for first case, but it will be a little slower (fmod is useless here, input.TexCoord will be always lower than textureCoord.xy - textureCoord.xy for sure). My question is, which way will be faster: Making two independent shaders for both types of rectangles, group rectangles by types and switch shaders during rendering. Make one shader and use some if statement. Make one shader and ignore that sometimes (70% of cases) I don't need to use fmod.

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • Object-Oriented OpenGL

    - by Sullivan
    I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state changes and drawing in one source file. This is fine for the limited scope of a tutorial, but I’m having a hard time working out how to scale it up to a full game. How do you split your usage of OpenGL across files? Conceptually, I can see the benefits of having, say, a rendering class that purely renders stuff to screen, but how would stuff like shaders and lights work? Should I have separate classes for things like lights and shaders?

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  • Generated 3d tree meshes

    - by Jari Komppa
    I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. There's SpeedTree, of course, if you can afford it; as far as I can tell, it doesn't provide the possibility of generating your tree meshes at runtime. Then there's SnappyTree, an online webgl based tree generator based on the proctree.js which is some ~500 lines of javascript. One could use either of above (or some other tree generator I haven't stumbled upon) to create a few dozen tree meshes beforehand - or model them from scratch in a 3d modeller - and then randomly mirror/scale them for a few more variants.. But I'd rather have a free, linkable tree mesh generator. Possible solutions: Port proctree.js to c++ and deal with the open source license (doesn't seem to be gpl, so could be doable; the author may also be willing to co-operate to make the license even more free). Roll my own based on L-systems. Don't bother, just use offline generated trees. Use some other method I haven't found yet.

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  • Wrong faces culled in OpenGL when drawing a rectangular prism

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • Sprite Animation in Android with OpenGL ES

    - by lijo john
    How to do a sprite animation in android using OpenGL ES? What i have done : Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know : Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All

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  • How to do directional per fragment lighting in world space?

    - by user
    I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world coordinates, however, the shader treats the light's position as being in eye space, thus, the light direction changes when I move the camera. My question is, how to I transform a directional light position such as (50, 50, 50, 0) into eye space, or, would doing things this way be the incorrect approach to the problem?

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  • Slick & NiftyGUI. Nifty initialize exception

    - by Romeo
    I found my self into trouble when trying to run a Slick game with a Nifty Game State. This is the code: @Override protected void initGameAndGUI(GameContainer container, StateBasedGame game) throws SlickException { initNifty(container, game); } If i run this i get: java.lang.IllegalStateException: The NiftyGUI was already initialized. Its illegal to do so twice. If i delete the call to initNifty() i get another exception:java.lang.IllegalStateException: NiftyGUI was not initialized.

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  • Game ideas for a platformer

    - by user5925
    I have created a platformer which currently has the features listed below. I would greatly appreciate any further ideas which I could implement! (I don't play a lot of games which is why I require help) -- Walking/jumping/movement -- player can shoot lasers -- enemies also walk, fly, and shoot lasers -- water (you can swim in this) -- mud (slows you down on contact, and stops you from jumping) -- ladders -- damage when falling from a large height, unless falling into water -- moving platforms -- springboards (jumping on them shoot you into the air) -- growing platforms (allow you to reach new places) -- key and door system -- gem and coin collection system

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  • exact point on a rotating sphere

    - by nkint
    I have a sphere that represents the Earth textured with real pictures. It's rotating around the x axis, and when user click down it has to show me the exact place he clicked on. For example if he clicked on Singapore the system should be able to: understand that user clicked on the sphere (OK, I'll do it with unProject) understand where user clicked on the sphere (ray-sphere collision?) and take into account the rotation transform sphere-coordinate to some coordinate system good for some web-api service ask to api (OK, this is the simpler thing for me ;-) some advice?

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  • Is it ok to initialize an RB_ConstraintActor in PostBeginPlay?

    - by Almo
    I have a KActorSpawnable subclass that acts weird. In PostBeginPlay, I initialize an RB_ConstraintActor; the default is not to allow rotation. If I create one in the editor, it's fine, and won't rotate. If I spawn one, it rotates. Here's the class: class QuadForceKActor extends KActorSpawnable placeable; var(Behavior) bool bConstrainRotation; var(Behavior) bool bConstrainX; var(Behavior) bool bConstrainY; var(Behavior) bool bConstrainZ; var RB_ConstraintActor PhysicsConstraintActor; simulated event PostBeginPlay() { Super.PostBeginPlay(); PhysicsConstraintActor = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0, 0, 0)); if(bConstrainRotation) { PhysicsConstraintActor.ConstraintSetup.bSwingLimited = true; PhysicsConstraintActor.ConstraintSetup.bTwistLimited = true; } SetLinearConstraints(bConstrainX, bConstrainY, bConstrainZ); PhysicsConstraintActor.InitConstraint(self, None); } function SetLinearConstraints(bool InConstrainX, bool InConstrainY, bool InConstrainZ) { if(InConstrainX) { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 0; } if(InConstrainY) { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 0; } if(InConstrainZ) { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 0; } } DefaultProperties { bConstrainRotation=true bConstrainX=false bConstrainY=false bConstrainZ=false bSafeBaseIfAsleep=false bNoEncroachCheck=false } Here's the code I use to spawn one. It's a subclass of the one above, but it doesn't reference the constraint at all. local QuadForceKCreateBlock BlockActor; BlockActor = spawn(class'QuadForceKCreateBlock', none, 'PowerCreate_Block', BlockLocation(), m_PreparedRotation, , false); BlockActor.SetDuration(m_BlockDuration); BlockActor.StaticMeshComponent.SetNotifyRigidBodyCollision(true); BlockActor.StaticMeshComponent.ScriptRigidBodyCollisionThreshold = 0.001; BlockActor.StaticMeshComponent.SetStaticMesh(m_ValidCreationBlock.StaticMesh); BlockActor.StaticMeshComponent.AddImpulse(m_InitialVelocity); I used to initialize an RB_ConstraintActor where I spawned it from the outside. This worked, which is why I'm pretty sure it has nothing to do with the other code in QuadForceKCreateBlock. I then added the internal constraint in QuadForceKActor for other purposes. When I realized I had two constraints on the CreateBlock doing the same thing, I removed the constraint code from the place where I spawn it. Then it started rotating. Is there a reason I should not be initializing an RB_ConstraintActor in PostBeginPlay? I feel like there's some basic thing about how the engine works that I'm missing.

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • Material, Pass, Technique and shaders

    - by Papi75
    I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( nameInShader, valueInMaterialOrOther ); } private: Blend blendmode; ///< Alpha, Add, Multiply, … Color ambient; Color diffuse; Color specular; DrawingMode drawingMode; // Line Triangles, … Program* program; std::map<string, TexturePacket> textures; // List of textures with TexturePacket = { Texture*, vec2 offset, vec2 scale} }; How can I handle the link between the Shader and the Material? (sendToShader method) If the user want to send additionals informations to the shader (like time elapsed), how can I allow that? (User can't edit Material class) Thanks!

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