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  • How do I convert screen coordinates to between -1 and 1?

    - by bbdude95
    I'm writing a function that allows me to click on my tiles. The origin for my tiles is the center, however, the mouse's origin is the top left. I need a way to transform my mouse coordinates into my tile coordinates. Here is what I already have (but is not working): void mouseClick(int button, int state, int x, int y) { x -= 400; y -= 300; float xx = x / 100; // This gets me close but the number is still high. float yy = y / 100; // It needs to be between -1 and 1 }

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  • Inversion of control in Unity?

    - by user3206275
    I am semi-experienced .NET developer who has just began working with Unity. I am trying to decide on how to make IoC work in Unity 4.X ( I have not yet tested anything), and I wonder what are the good ways of achieving it. This post and its answers states that Ninject won't work with Unity, however it is old. Is it still true? If yes, what are other means of achieving IoC in Unity ? Edit 1 : I am targeting mainly Windows platform. So I don't need platform interoperability, I just need it to work.

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  • C++ game architecture

    - by rxc
    I'm trying to make a game, but I'm not sure of the best way to set up the main loop and classes. For really small games, I could put everything in the main() loop, including event handling, collision checking, etc. However, for large games, that's seems like a highly inefficient way to get things done. The architecture I want is kind like the way the Minecraft coders did it (I quote Minecraft code because I've seen the source code when downloading MCP). They have objects entity classes EntityCow and EntityChicken and they have methods like onDeath(), onLivingUpdate(); and item classes like ItemSword have methods like onItemUse(). I've never seen these methods get called directly, but apparently, they get stored in a class called DataWatcher, which, I think "watches" all the data (as the name implies) and calls the appropriate methods in the objects. Is that how most games do it? If so, how is the DataWatcher class implemented? Any help or alternate suggestions is really appreciated.

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  • How to get "Friends who like/play games" list (similar to Farmville 2)

    - by FBAppDev
    I'm working on a Facebook app, and I'm trying to get a friends list similar to Farmville 2. They have a "friends who like games" list. My first thought is, I can get a list of all friends, then for each friend, see if they like any pages with type == "GAMES/TOYS". But ideally, I would like to get the list in one query (not by making one graph API or FQL request per friend). Is this possible, and if so, how?

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  • networking without port forwarding

    - by Wallacoloo
    I'm trying to add networking functionality to my game. I want any user to be able to host the game, and anyone to be able to connect as a client. The client sends info to the host about their player's position, etc. When the host receives a message, it validates it and then broadcasts it to its other clients. I will primarily be dealing with UDP, but will also need TCP for chat & lobby stuff. The problem is that I can't seem to get a packet sent from the client to the host or the other way around without enabling port forwarding on my router. But I don't think this is necessary. I believe the reason I need port forwarding is because I want to send a packet from 1 computer on a LAN to another computer on a different LAN, but neither of them have a global ip address since they're in a LAN. So really, I can only send packets targeting the other network's router, which must forward it on to the machine I want to reach. So how can I do this without port forwarding? Somehow a web server can communicate with my computer, which doesn't have a global ip, without port forwarding. And I've played plenty of multi-player games that don't require me to enable port forwarding. So it must be possible. Btw, I'm using SDL_Net. I don't think this will change anything though.

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  • Jumping Physics

    - by CogWheelz
    With simplicity, how can I make a basic jump without the weird bouncing? It jumps like 2 pixels and back Here's what I use y += velY x += velX then keypresses MAX_SPEED = 180; falling = true; if(Gdx.input.isKeyPressed(Keys.W)) {//&& !jumped && !p.falling) { p.y += 20; } if(!Gdx.input.isKeyPressed(Keys.W)) p.velY = 0; if(Gdx.input.isKeyPressed(Keys.D)) p.velX = 5; if(!Gdx.input.isKeyPressed(Keys.D) && !(Gdx.input.isKeyPressed(Keys.A))) p.velX = 0; if(Gdx.input.isKeyPressed(Keys.A)) p.velX = -5; if(!Gdx.input.isKeyPressed(Keys.A) && !(Gdx.input.isKeyPressed(Keys.D))) p.velX = 0; if(p.falling == true || p.jumping == true) { p.velY -= 2; } if(p.velY > MAX_SPEED) p.velY = MAX_SPEED; if(p.velX > MAX_SPEED) p.velX = MAX_SPEED;

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Toggle Fullscreen at Runtime

    - by sharethis
    Using the library GLFW, I can create a fullscreen window using this line of code. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_FULLSCREEN); The line for creating a standard window looks like this. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_WINDOW); What I want to do is letting the user switch between standard window and fullscreen by a keypress, let's say F11. It there a common practice of toggling fullscreen mode? What do I have to consider?

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  • Which is the way to pass parameters in a drawableGameComponent in XNA 4.0?

    - by cad
    I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits DrawableGameComponent public class ScreenMessagesComponent : Microsoft.Xna.Framework.DrawableGameComponent I override some methods like Initialize or LoadContent. But when I want to override draw I have a problem, I would like to pass some parameters to it. Overrided method does not allow me to pass parameters. public override void Draw(GameTime gameTime) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); // Where get framesPerSecond from??? spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } If I create a method with parameters, then I cannot override it and will not be automatically called: public void Draw(SpriteBatch spriteBatch, int framesPerSecond) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } So my questions are: Is there a mechanism to pass parameter to a drawableGameComponent? What is the best practice? In general is a good practice to use GameComponents?

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  • XNA - How do I change the texture of a 2D object?

    - by Adorjan
    I am on to make a table game, I successfully figured out how to make the arraw and to move the cursor on it (by tiles). Now I wanna find out how to make that if I hit the Enter key the tile's texture change to another. I tryed like this: if (input.KeyPressed(Keys.Enter)) { cell[X,Y].Cell_texture = tile_texture; } but it doesn't really work. Hope you can help. :) Thanks!

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  • Attach my sprite with Box2d

    - by user919496
    I'm coding Javascript(HTML5) with Box2D. And I want to ask how to attach Sprite with Box2D. This is function My sprite: function My_Sprite() { this.m_Image = new Image(); this.m_Position = new Vector2D(0,0); this.m_CurFrame = 0; this.m_ColFrame = 0; this.m_Size = new Vector2D(0,0); this.m_Scale = new Vector2D(0,0); this.m_Rotation = 0; } My_Sprite.prototype.constructor = function (_Image_SRC) { this.m_Image.src = _Image_SRC; } My_Sprite.prototype.constructor = function (_Image_SRC,_Size,_Col) { this.m_Image.src = _Image_SRC; this.m_Size = _Size; this.m_ColFrame = _Col; this.m_Scale = new Vector2D(1, 1); } My_Sprite.prototype.Draw = function (context) { context.drawImage(this.m_Image, this.m_Size.X * (this.m_CurFrame % this.m_ColFrame), this.m_Size.Y * parseInt(this.m_CurFrame / this.m_ColFrame), this.m_Size.X, this.m_Size.Y, this.m_Position.X, this.m_Position.Y, this.m_Size.X * this.m_Scale.X, this.m_Size.Y * this.m_Scale.Y ); } and this is function Object : function Circle(type, angle, size) { // Circle.prototype = new My_Object(); // Circle.prototype.constructor = Circle; // Circle.prototype.parent = My_Object.prototype; this.m_den = 1.0; this.m_fri = 0.5; this.m_res = 0.2; fixDef.density = this.m_den; fixDef.friction = this.m_fri; fixDef.restitution = this.m_res; fixDef.shape = new b2PolygonShape; bodyDef.type = type; bodyDef.angle = angle; bodyDef.userData = m_spriteCircle; fixDef.shape = new b2CircleShape( Radius / SCALE //radius ); this.m_Body = world.CreateBody(bodyDef); this.m_Body.CreateFixture(fixDef); m_spriteCircle = new My_Sprite(); this.Init(); } Circle.prototype.Init = function () { m_spriteCircle.constructor("images/circle.png", new Vector2D(80, 80), 1); m_spriteCircle.m_CurFrame = 0; } Circle.prototype.Draw = function (context) { m_spriteCircle.Draw(context); } and I draw it : var m_Circle = new Circle(); m_Circle.Draw(context);

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  • Engine Start and Stop Show Abnormal Behaviour

    - by Siddharth
    In my game, when I pause the game using mEngine.stop() it works perfectly but when I press resume button that has code mEngine.start() it provide some movement to the physics body. So the created body does not stand at its desire position after the resuming the game. That fault I have found in other game developed by other developer also. So please provide some guidance for it. I also tried with mScene.onUpdate(0) and mScene.onUpdate(1) but I does not able to found anything new from it.

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  • Rotate an object given only by its points?

    - by d33tah
    I was recently writing a simple 3D maze FPP game. Once I was done fiddling with planes in OpenGL, I wanted to add support for importing Blender objects. The approach I used was triangulization of the object, then using Three.js to export the points to plaintext and then parsing the result JSON in my app. The example file can be seen here: https://github.com/d33tah/tinyfpp/blob/master/Data/Models/cross.txt The numbers represent x,y,z,u,v of a single vertex, which combined in three make a triangle. Then I rendered such an object triangle-by-triangle and played with it. I could move it back and forth and sideways, but I still have no idea how to rotate it by some axis. Let's say I'd like to rotate all the points by five degrees to the left, how would a code doing it look like?

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  • What is the primary use of Vertex Buffer Objects?

    - by sensae
    From what I've read, it seems VBOs are purely for performance. I'm working on a very rudimentary learning project in lwjgl and I'm just trying to figure out what more advanced features of the library I should be delving into, and what their use is. My understanding is that VBOs allow a person to keep vertexes in VRAM while they aren't currently being drawn in a scene. In my case, I'm just drawing quads and performance probably isn't a concern at all, but I'm trying to piece together what's happening under the hood. If I'm drawing quads directly, I'm drawing from the CPU memory, correct? Also, if I'm not doing any checks for visibility, does that mean I'm rendering absolutely everything in the "scene", regardless of whether its in view? Are VBOs a way to store objects and only render what's needed?

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  • Intersection of player and mesh

    - by Will
    I have a 3D scene, and a player that can move about in it. In a time-step the player can move from point A to point B. The player should follow the terrain height but slow going up cliffs and then fall back, or stop when jumping and hitting a wall and so on. In my first prototype I determine the Y at the player's centre's X,Z by intersecting a ray with every triangle in the scene. I am not checking their path, but rather just sampling their end-point for each tick. Despite this being Javascript, it works acceptably performance-wise. However, because I am modeling the player as a single point, the player can position themselves so that they are half-in a cliff face and so on. I need to model them as as a solid e.g. some cluster of spheres or a even their fuller mesh. I am also concerned that if they were moving faster they might miss the test altogether. How should I solve this?

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  • Z axis trouble with glTranslatef(...) - LWJGL

    - by Zarkopafilis
    Here is the code: private static boolean up = true , down = false , left = false , right = false, reset = false, in = false , out = false; public void start() { try { Display.setDisplayMode(new DisplayMode(800,600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 0, 600, 0.00001f, 1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); Keyboard.enableRepeatEvents(true); while (!Display.isCloseRequested()) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); input(); if(up){ GL11.glTranslatef(0,0.1f,0); } if(down){ GL11.glTranslatef(0,-0.1f,0); } if(left){ GL11.glTranslatef(-0.1f,0,0); } if(right){ GL11.glTranslatef(0.1f,0,0); } if(in){ GL11.glTranslatef(0, 0, 1f); } if(out){ GL11.glTranslatef(0, 0, -1f); } if(reset){ GL11.glLoadIdentity(); } GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(255, 255, 255); GL11.glVertex3f(800/2, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 0); GL11.glVertex3f(800/2, 600/2 + 200, 0); GL11.glColor3f(0, 255, 0); GL11.glVertex3f(800/2, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 1); GL11.glVertex3f(800/2, 600/2 + 200, 1); GL11.glEnd(); Display.update(); } Display.destroy(); } public static void main(String[] argv){ new main().start(); } public void input(){ up = false; down = false; left = false; right = false; reset = false; in = false; out = false; if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = true; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } if(Keyboard.isKeyDown(Keyboard.KEY_Q)){ in = true; } if(Keyboard.isKeyDown(Keyboard.KEY_E)){ out = true; } } As you can see I am creating 2 quads , a white one at z 0 and a green one at z 1. WASD keys function correctly. Also when I hit SPACEBAR the white quad is being shown. If I then press E , I can see the green quad. But if I press Q afterwards , I dont see the white one again!(Space Works everytime). Also if I render the green one at Z = -1 everything works perfectly BUT you may need up to 3 key presses Q/E to see the other quad. Why is that happening?

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  • Mobile Game Engine

    - by Jason Crosby
    I am trying to track down a game engine for developing mobile games for ios and android. I have been looking for weeks now and havent found what i am looking for. I like jmonkey engine for making desktop games. Its easy to use and it comes with everything you need. Its more that just some libraries. I'm looking for something similar for developing mobile games. I'd like it to be easy to use and have everything included not just a collection of libraries. And I would prefer to write in c++. I'm not looking for "the best". I'm just looking for some engines that match my criteria so I can try them out and see which one works best for me.

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  • How to access variables of uninitialized class?

    - by oringe
    So I've gone with a somewhat singleton approach to my game class: #include "myGame.h" int main () { myGame game; return game.Execute(); } But now I need to define a class that accesses variables in the instance of myGame. class MotionState { public: virtual void setWorldTransform (...) { VariableFromMyGameClass++; //<-- !? ...} }; I'm trying to integrate this class into my project from an example that just uses globals. How can I access variables of myGame class in the definition of new classes? Should I give up on my singleton approach?

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  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

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  • 3D Location Handling

    - by tgrosinger
    I am thinking about making a simulator type game that will involve having lots of small objects in a 3D space. What is the typical solution for handling these objects? The first thing that comes to mind is a 3D Array, but I can't help but think there is a more efficient solution. Another idea that comes to mind is objects having possession of smaller items. For example a House possesses a Table which possesses a Cup and Bowl. The final way I can think of handling this is just having an array of "objects" that each have an x, y, z value. While this would make storing them easy I do not understand how you would detect collisions without just looking at every possible object and checking to see if it is in the way. Are there other ways of holding onto these objects that is more efficient?

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  • Multiple passes in direct3d10

    - by innochenti
    I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file: //some vertex shader and globals goes there. skip them to preserve simplicity float4 ColorPixelShader(PixelInputType input) : SV_Target { return float4(1,0,0,0); } float4 ColorPixelShader1(PixelInputType input) : SV_Target { return float4(0,1,0,0); } technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } pass pass1 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader1())); SetGeometryShader(NULL); } } And some render code: pass1->Apply(0); device->DrawIndexed(indexCount, 0, 0); pass2->Apply(0); device->DrawIndexed(indexCount, 0, 0); What I'd expect to see is the green triangle, but it always shows me red triangle. What am I doing wrong? Also, I've got another question - should I set vertex shader in every pass? I've added ColorVertexShader1 that translates vertex position by some delta, and 've got following picture: http://imgur.com/Oe7Qj

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  • EXC_BAD_ACCESS error when box2d joint is destroyed

    - by colilo
    When I destroy the weldJoint in the update method (see below) I get an EXC_BAD_ACCESS error pointing to the line world->DestroyJoint(weldJoint); in the update method below: -(void) update: (ccTime) dt { int32 velocityIterations = 8; int32 positionIterations = 1; // Instruct the world to perform a single step of simulation. It is // generally best to keep the time step and iterations fixed. world->Step(dt, velocityIterations, positionIterations); // using the iterator pos over the set std::set<BodyPair *>::iterator pos; for(pos = bodiesForJoints.begin(); pos != bodiesForJoints.end(); ++pos) { b2WeldJointDef weldJointDef; BodyPair *bodyPair = *pos; b2Body *bodyA = bodyPair->bodyA; b2Body *bodyB = bodyPair->bodyB; weldJointDef.Initialize(bodyA, bodyB, bodyA->GetWorldCenter()); weldJointDef.collideConnected = false; weldJoint = (b2WeldJoint*) world->CreateJoint(&weldJointDef); // Free the structure we allocated earlier. free(bodyPair); // Remove the entry from the set. bodiesForJoints.erase(pos); } for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *mainSprite = (CCSprite*)b->GetUserData(); if (mainSprite.tag == 1) { mainSprite.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); CGPoint mainSpritePosition = mainSprite.position; if (mainSprite.isMoved) { world->DestroyJoint(weldJoint); } } } } } In the HelloWorldLayer.h I set the weldJoint with the assign property. Am I destroying the joint in the wrong way? I would really appreciate any help. Thanks

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  • Is there a prohibition against scaling collision shapes at runtime?

    - by Almo
    So, I have a StaticMeshComponent attached to an Actor: Begin Object Class=StaticMeshComponent Name=StaticMeshComponentObject StaticMesh=StaticMesh'QF_Art_Powers.Mesh.GP_ForcePush' CollideActors=true BlockActors=false //Scale3D=(X=5, Y=1.5, Z=3) // ALMODEBUG End Object CollisionComponent=StaticMeshComponentObject Components.Add(StaticMeshComponentObject) Ordinarily, the actor gets spawned, anything touching it gets bumped, and the actor despawns itself. If I set the Scale3D as a default property, everything works as I expect. But I want to scale it at runtime, like this: function SetImpulseComponentTemplate(QuadForceBoxImpulseComponent Value) { Local Vector ScaleVec; ScaleVec.X = Value.Length; ScaleVec.Y = Value.Width; ScaleVec.Z = Value.Height; CollisionComponent.SetScale3D(ScaleVec); } When I do this, the thing only collides as if it were not scaled. If I leave the actor spawned so I can see it, it is scaled. If I also "show collision", the collision displays correctly as well. Is there a prohibition against scaling collision shapes at runtime?

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • Cocos2d: Using single timer/scheduler for multiple sprites

    - by Shailesh_ios
    want to know if is it possible to use single timer or scheduler method for multiple sprites ? Like I am now working on a game and there could be any number of sprites and i want to perform some actions on all of that sprites, So do I have to use as many timers or schedulers as sprites ? Or How can the job be done using only a single timer or scheduler ? What is I schedule a method and use it for, Say 10 sprites ? Will it affect the performance..?

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