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  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

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  • Custom Music in Skyrim's Creation Kit?

    - by CptSupermrkt
    Can you bring in external music such as mp3s? If so, how? I didn't see anything about this in the wiki Bethesda released. Also how does this work with regards to the Steam Workshop? Don't imagine they would appreciate uploading copyrighted content. I don't particularly care about making a public mod, I just want to screw around privately and create dungeons/towns using music from some of my favorite games. Thanks.

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  • How to use UILongPressGestureRecognizer with sprite drag & wait?

    - by ganesh
    May be it's asked before also but I couldn't find any good answer. Please tell me how this can be implemented with UILongPressGestureRecognizer? A user drags a sprite from X location to Y location. Then it waits at Y location (touch is not ended yet) for 1 or 2 secs and release the touch i.e touch is ended. In this case, shouldn't following states be triggered in below order for UILongPressGestureRecognizer: UIGestureRecognizerStateBegan UIGestureRecognizerStateChanged UIGestureRecognizerStateEnded ? My problem is if UIPanGestureRecognizer is also implemented to handle drags, UILongPressGesture is never triggered even after Long waits. Any thoughts?

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  • How to Hide the code of HTML5 games [closed]

    - by jeyanthinath
    Possible Duplicate: HTML5 game obfuscation I am begin to develop games in HTML5 and I had doubt that , when we use the game in online its source can be visible to others even if we use complex code and reference to java-script files , then what is the use of HTML5 even everyone can be able to download the code and still use their updated version Is it possible to hide the code of HTML5 in web page games OR there some other way it can made it not visible to the users !!! If not what is the use of HTML5 as it is open to user as well !!!

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  • spinning a 2d Cube

    - by Rahul Verma
    I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is that instead of coins I make my player collect magical cubes. But those cubes need to be spinning on one Diagonal, same can be seen in popular game Vector. Here is a screenshot. Can someone explaing the mathematics of such an animation

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • Using gluLookAt to move camera in 2D iPhone game ?

    - by Mr.Gando
    Hey guys, I'm trying to use gluLookAt to move the camera in my iPhone game, but every time I've tried to use gluLookAt my screen just goes "blank" ( grey in this case ) I'm trying to render a simple triangle and to move the camera, this is my code: to setup my scene I do: glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glRotatef(-90.0, 0.0, 0.0, 1.0); //using iPhone in horizontal mode glOrthof(-240, 240, -160, 160, -1, 1); glMatrixMode(GL_MODELVIEW); then my "triangle rendering" code looks like: GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This draws a red triangle in the middle of the screen, when I try to apply gluLookAt ( I got the implementation of the function from Cocos2D so I asume it's correct ), i do: glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,0,1,0,0,0,0,0,1); // try to move the camera a bit ? GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This leads me to grey screen (glClearColor is grey), I've tried all sort of things and read what I've found about gluLookAt on the net, but no luck :(, if someone could explain me or show me how to move to move the camera in a top-down fashion ( zelda, etc ), I would really appreciate it. Thanks!

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  • CodePlex Daily Summary for Saturday, October 26, 2013

    CodePlex Daily Summary for Saturday, October 26, 2013Popular ReleasesEvent-Based Components AppBuilder: AB3.AppDesigner.57.10: Iteration 57.10 (Redesign): Edit of wire points for complex wires with N points redesigned. Nice side effect because of new design: Now the related wire segment and arrow moves as well! Improved: WireDecoratorMoreTerra (Terraria World Viewer): MoreTerra 1.11.4: Release 1.11.4 =========== = Compatibility = =========== Updated to add the new tiles/walls in 1.2.1Gac Library -- C++ Utilities for GPU Accelerated GUI and Script: Gaclib 0.5.5.0: Gaclib.zip contains the following content GacUIDemo Demo solution and projects Public Source GacUI library Document HTML document. Please start at reference_gacui.html Content Necessary CSS/JPG files for document. Improvements to the previous release Add 1 demos Editor.Toolstrip.Document Added new features GuiDocumentViewer and GuiDocumentLabel is editable like an RichTextEdit control.Emptycanvas: Emptycanvas v21: Maintenant plusieurs lumières possibles.PowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.0.7: This is a bug fix release, containing some important fixes! Fixed issue where Session 0 was not detected correctly, resulting in issues when attempting to display a UI when none was allowed Fixed Installation Prompt and Installation Restart Prompt appearing when deploy mode was non-interactive or silent Fixed issue where defer prompt is displayed after force closing multiple applications Fixed issue executing blocked app execution dialog from UNC path (executed instead from local tempo...BlackJumboDog: Ver5.9.7: 2013.10.24 Ver5.9.7 (1)FTP???????、2?????????????shift-jis????????????? (2)????HTTP????、???????POST??????????????????CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.1.0.34322 Alpha 4: This experimental release of the CtrlAltStudio Viewer includes the following significant features: Oculus Rift support. Stereoscopic 3D display support. Based on Firestorm viewer 4.4.2 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-1-0-34322-alpha-4 Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or sup...VsTortoise - a TortoiseSVN add-in for Microsoft Visual Studio: VsTortoise Build 32 Beta: Note: This release does not work with custom VsTortoise toolbars. These get removed every time when you shutdown Visual Studio. (#7940) This release has been tested with Visual Studio 2008, 2010, 2012 and 2013, using TortoiseSVN 1.6, 1.7 and 1.8. It should also still work with Visual Studio 2005, but I couldn't find anyone to test it in VS2005. Build 32 (beta) changelogNew: Added Visual Studio 2013 support New: Added Visual Studio 2012 support New: Added SVN 1.8 support New: Added 'Ch...ABCat: ABCat v.2.0.1a: ?????????? ???????? ? ?????????? ?????? ???? ??? Win7. ????????? ?????? ????????? ?? ???????. ????? ?????, ???? ????? ???????? ????????? ?????????? ????????? "?? ??????? ????? ???????????? ?????????? ??????...", ?? ?????????? ??????? ? ?????????? ?????? Microsoft SQL Ce ?? ????????? ??????: http://www.microsoft.com/en-us/download/details.aspx?id=17876. ???????? ?????? x64 ??? x86 ? ??????????? ?? ?????? ???????????? ???????. ??? ??????? ????????? ?? ?????????? ?????? Entity Framework, ? ???? ...NB_Store - Free DotNetNuke Ecommerce Catalog Module: NB_Store v2.3.8 Rel3: vv2.3.8 Rel3 updates the version number in the ManagerMenuDefault.xml. Simply update the version setting in the Back Office to 02.03.08 if you have already installed Rel2. v2.3.8 Is now DNN6 and DNN7 compatible NOTE: NB_Store v2.3.8 is NOT compatible with DNN5. SOURCE CODE : https://github.com/leedavi/NB_Store (Source code has been moved to GitHub, due to issues with codeplex SVN and the inability to move easily to GIT on codeplex)patterns & practices: Data Access Guidance: Data Access Guidance 2013: This is the 2013 release of Data Access Guidance. The documentation for this RI is also available on MSDN: Data Access for Highly-Scalable Solutions: Using SQL, NoSQL, and Polyglot Persistence: http://msdn.microsoft.com/en-us/library/dn271399.aspxLINQ to Twitter: LINQ to Twitter v2.1.10: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.Media Companion: Media Companion MC3.584b: IMDB changes fixed. Fixed* mc_com.exe - Fixed to using new profile entries. * Movie - fixed rename movie and folder if use foldername selected. * Movie - Alt Edit Movie, trailer url check if changed and confirm valid. * Movie - Fixed IMDB poster scraping * Movie - Fixed outline and Plot scraping, including removal of Hyperlink's. * Movie Poster refactoring, attempts to catch gdi+ errors Revision HistoryJayData -The unified data access library for JavaScript: JayData 1.3.4: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like WebAPI, OData, MongoDB, WebSQL, SQLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with KendoUI, Angular.js, Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video KendoUI examples: JayData example site Examples for map integration JayData example site What's new in JayData 1.3.4 For detailed release notes check ...TerrariViewer: TerrariViewer v7.2 [Terraria Inventory Editor]: Added "Check for Update" button Hopefully fixed Windows XP issue You can now backspace in Item stack fieldsSimple Injector: Simple Injector v2.3.6: This patch releases fixes one bug concerning resolving open generic types that contain nested generic type arguments. Nested generic types were handled incorrectly in certain cases. This affects RegisterOpenGeneric and RegisterDecorator. (work item 20332)Virtual Wifi Hotspot for Windows 7 & 8: Virtual Router Plus 2.6.0: Virtual Router Plus 2.6.0Fast YouTube Downloader: Fast YouTube Downloader 2.3.0: Fast YouTube DownloaderMagick.NET: Magick.NET 6.8.7.101: Magick.NET linked with ImageMagick 6.8.7.1. Breaking changes: - Renamed Matrix classes: MatrixColor = ColorMatrix and MatrixConvolve = ConvolveMatrix. - Renamed Depth method with Channels parameter to BitDepth and changed the other method into a property.VidCoder: 1.5.9 Beta: Added Rip DVD and Rip Blu-ray AutoPlay actions for Windows: now you can have VidCoder start up and scan a disc when you insert it. Go to Start -> AutoPlay to set it up. Added error message for Windows XP users rather than letting it crash. Removed "quality" preset from list for QSV as it currently doesn't offer much improvement. Changed installer to ignore version number when copying files over. Should reduce the chances of a bug from me forgetting to increment a version number. Fixed ...New ProjectsASP.NET Web 2.0 Project: This is a project for a simple ASP.NET page that takes in two numbers and displays their sum - part of practical work for online MSc course, Herts University.CJQ: Internet information collectorCppUtility: Originally Function and Bind to make more people could be aware, then became CppUtility, a supplement to the existing STL library.DruDot CMS: The Project is a attempt to create a .Net CMS in parallel line to Drupal in PHP EventBrokR (Event broker): Event Broker - Publish and Take asynchronous event from multiple consumersHP Agile Management Lite: HP Agile Management LiteJohnny's Web Browser: wb aka Johnny's Web Browser is a free and open source web-browser that implement .NET framework classes only. Works with all Windows version with .NET frameworkKingSurvival: King Survival Game - examples for High-Quality Programming Code and Spaghetti codeNow We're Talking - BizTalk automated testing framework: The NWT framework for BizTalk allows developpers to automate testing of business processes, based on detailed scenarios.Pescar2013Shop: Proyecto basico de electrodomesticos.Pescar2013ShopLucasEzequielAyrton: asdasdasdasdsdadPescar2013Shop-MatiasyMaru: Página web de electrodomésticos.ProConfig: This is a project for Professional Project Configuration, which is based on .NET reflection.Regional Map for AWS / Amazon Cloud VPC: RegionalMap for Amazon Web Services creates an graphical overview of your VPC configuration of a region. Sams Simple Calculator: Sams Simple CalculatorSharePoint 2013 - Set App Master Page: Simple powershell script for setting a SharePoint 2013 app master page urlSimpleParser: Simple one pass parser that finds a words in text.SudokuConsoleApp: Sample C# console application solving sudoku with recursive algorithm.Team[ORC]: Simple Web Application Movies RoomTFS Event Manager: Allows you to manage Team Foundation Server event subscriptions as well as help troubleshoot event job processing.Wechat Dot Net: .NET based utility for Wechat platformWindows Phone Title Localization Tool: Windows Phone Tile Localization Tool is a Visual Studio extension that helps to generate and manage title and tile title resource dllsWPF TextBox provides only digits input: You can select what type of input you need - normal, only digits or digits with decimal point.wsscMarvelHeroes2013: This is the project related to module Web Scripting and Application Development, a web 2.0 site about Marvel's superheroes.

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  • Platformer Enemy AI

    - by hayer
    I'm currently developing a platformer shooter. The game is multiplayer and while my net code could use some real work I have put that off for the time, so currently I'm trying to implement the AI. The game is pretty simple; Players run around on a map filled with a X amount of zombies that try to eat their brains, classic and overused I know. Weapons spawn at random intervals around the map. The problem is that the zombies, when they find their pray the have to follow it for some while.. And here is the problem, running the AI navcode seems to take for ever. So here is the ideas I have come up with so far Have the AI update at different intervals with a maximum of Y ms with no updates. Have the zombies assigned to groups of zombies. One is appointed the leader of the group who finds the way to the player - the rest just follows the leader. If the leader dies another one of the zombies in the group is appointed president of the zombie swarm. If there is less than five zombies in a group they try to meet up with other zombies.(Aka they are assigned to a different group and therefor a new leader) Multi-threading option one or two? For navigation I have some kinda navmesh(since the game is not tile-based) that tells the zombies where they can walk etc. If anyone else got some ideas on how to do navigation I would love some input. For LoS(zombie - player) I have split the map into grids. If the players grid is connected to the zombies grid(if I go with option two I would only need to check if leader zombies grid is connected to player, aka less checks) - if they are connected and there is more than 250ms since last check do a raytrace.. This is my first time programming AI so input on any field is appreciated.

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • Gap in parallaxing background loop

    - by CinetiK
    The bug here is that my background kind of offset a bit itself from where it should draw and so I have this line. I have some troubles understanding why I get this bug when I set a speed that is different then 1,2,4,8,16,... In main class I set the speed depending on the player speed bgSpeed = -(int)playerMoveSpeed.X / 10; and here's my background class class ParallaxingBackground { Texture2D texture; Vector2[] positions; public int Speed { get; set;} public void Initialize(ContentManager content, String texturePath, int screenWidth, int speed) { texture = content.Load<Texture2D>(texturePath); this.Speed = speed; positions = new Vector2[screenWidth / texture.Width + 2]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector2(i * texture.Width, 0); } } public void Update() { for (int i = 0; i < positions.Length; i++) { positions[i].X += Speed; if (Speed <= 0) { if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); } } else { if (positions[i].X >= texture.Width*(positions.Length - 1)) { positions[i].X = -texture.Width; } } } } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < positions.Length; i++) { spriteBatch.Draw(texture, positions[i], Color.White); } } }

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  • Cropping a line (laser beam) in XNA

    - by electroflame
    I have a laser sprite that I wish to crop. I want to crop it so when it collides with an item, I can calculate the distance between the starting point, and the ending point, and only draw that. This eliminates the "overdraw" of a laser drawing past an item. Essentially, I'm trying to crop a line, but also keep that line "attached" to the nose of my ship. The line should not be drawn past the nose of my ship, that should be the starting point. There is no rotation to worry about. Currently, I thought that doing this through SpriteBatch would be best. This is my current Spritebatch code: spriteBatch.Draw(Laser.sprite, new Rectangle((int)Laser.position.X, (int)Laser.position.Y, Laser.sprite.Width, LaserHeight), new Rectangle(0, 0, (int)(Laser.sprite.Width), LaserHeight), new Color(255, 255, 255, (byte)MathHelper.Clamp(Laser.Alpha, 0, 255)), Laser.rotation, new Vector2(Laser.sprite.Width/2, LaserHeight/2), SpriteEffects.None, 0); But this doesn't quite work. It does only draw part of the sprite, but when LaserHeight is incremented, it lengthens the line in both ways! I believe this is due to some stupid error on my part with the Origin of the draw. Quick recap: I need to have my laser sprite drawn with the bottom of it at the nose of my ship, and then use LaserHeight to crop the image so only part of it is drawn. I have a feeling my explanation is a bit...lacking. So if you require more information, please say so and I will try to provide more information. Thanks in advance!

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  • Changing the material on an object on click in unity

    - by user1509674
    Iam working on unity2d.I have six game object Object1,Object1,Object1,(these are images) ObjectImage1,ObjectImage2,ObjectImage3(these are images). I have arranged the object in the scene as a list one below another Object1 Object2 Object3 When I click the Object1 --- should change to ObjectImage1 Object2 ----should change to ObjectImage2, but the above image of object1(objectImage1) at present should change to Object1 Object3 ----? should change to ObjectImage3,but the above image on object2(objectImage2) should change to Object2 These is similar to selection.I have coded Like when I click of Object2 its changing to ObjectIamge2 but the first object is not changing to object1 from objectImage1.Can anybody help me coding it out. Edit: public GameObject newSprite; private Vector3 currentSpritePosition; void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } This is the code used to change the material: public GameObject newSprite; private Vector3 currentSpritePosition; void Start(){ newSprite.renderer.enabled = false; } void OnMouseEnter(){ //getting the current position of the current sprite if ever it can move; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; }

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  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

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  • If I use my own normal values, should I turn off winding order culling?

    - by Phil
    I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is culling half of them. However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer. Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

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  • How to account for speed of the vehicle when shooting shells from it?

    - by John Murdoch
    I'm developing a simple 3D ship game using libgdx and bullet. When a user taps the mouse I create a new shell object and send it in the direction of the mouse click. However, if the user has tapped the mouse in the direction where the ship is currently moving, the ship catches up to the shells very quickly and can sometimes even get hit by them - simply because the speed of shells and the ship are quite comparable. I think I need to account for ship speed when generating the initial impulse for the shells, and I tried doing that (see "new line added"), but I cannot figure out if what I'm doing is the proper way and if yes, how to calculate the correct coefficient. public void createShell(Vector3 origin, Vector3 direction, Vector3 platformVelocity, float velocity) { long shellId = System.currentTimeMillis(); // hack ShellState state = getState().createShellState(shellId, origin.x, origin.y, origin.z); ShellEntity entity = EntityFactory.getInstance().createShellEntity(shellId, state); add(entity); entity.getBody().applyCentralImpulse(platformVelocity.mul(velocity * 0.02f)); // new line added, to compensate for the moving platform, no idea how to calculate proper coefficient entity.getBody().applyCentralImpulse(direction.nor().mul(velocity)); } private final Vector3 v3 = new Vector3(); public void shootGun(Vector3 direction) { Vector3 shipVelocity = world.getShipEntities().get(id).getBody().getLinearVelocity(); world.getState().getShipStates().get(id).transform.getTranslation(v3); // current location of our ship v3.add(direction.nor().mul(10.0f)); // hack; this is to avoid shell immediately impacting the ship that it got shot out from world.createShell(v3, direction, shipVelocity, 500); }

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • CodePlex Daily Summary for Thursday, August 23, 2012

    CodePlex Daily Summary for Thursday, August 23, 2012Popular ReleasesARSoft.Tools.Net - C#/.Net DNS client/server, SPF and SenderID Library: 1.7.0: New Features:Strong name for binary release LLMNR client One-shot Multicast DNS client Some new IPAddress extensions Response validation as described in draft-vixie-dnsext-dns0x20-00 Added support for Owner EDNS option (draft-cheshire-edns0-owner-option) Added support for LLQ EDNS option (draft-sekar-dns-llq) Added support for Update Lease EDNS option (draft-sekar-dns-ul) Changes:Updated to latest IANA parameters Adapted RFC6563 - Moving A6 to Historic Status Use IPv6 addre...7zbackup - PowerShell Script to Backup Files with 7zip: 7zBackup v. 1.8.1 Stable: Do you like this piece of software ? It took some time and effort to develop. Please consider a helping me with a donation Or please visit my blog Code : New work switch maxrecursionlevel to limit recursion depth while searching files to backup Code : rotate argument switch can now be set in selection file too Code : prefix argument switch can now be set in selection file too Code : prefix argument switch is checked against invalid file name chars Code : vars script file has now...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.62: Fix for issue #18525 - escaped characters double-escaped in identifiers if the character immediately after the backslash is not normally allowed in an identifier. fixed symbol problem with nuget package. 4.62 should have nuget symbols available again.Game of Life 3D: GameOfLife3D Version 0.5.2: Support Windows 8nopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.65: As some of you may know we were planning to release version 2.70 much later (the end of September). But today we have to release this intermediate version (2.65). It fixes a critical issue caused by a third-party assembly when running nopCommerce on a server with .NET 4.5 installed. No major features have been introduced with this release as our development efforts were focused on further enhancements and fixing bugs. To see the full list of fixes and changes please visit the release notes p...MyRouter (Virtual WiFi Router): MyRouter 1.2.9: . Fix: Some missing changes for fixing the window subclassing crash. · Fix: fixed bug when Run MyRouter at the first Time. · Fix: Log File · Fix: improve performance speed application · fix: solve some Exception.Smart Thread Pool: SmartThreadPool 2.2.2: Release Changes Added set name to threads Fixed the WorkItemsQueue.Dequeue. Replaced while(!Monitor.TryEnter(this)); with lock(this) { ... } Fixed SmartThreadPool.Pipe Added IsBackground option to threads Added ApartmentState to threads Fixed thread creation when queuing many work items at the same time.ZXing.Net: ZXing.Net 0.8.0.0: sync with rev. 2393 of the java version improved API, direct support for multiple barcode decoding, wrapper for barcode generating many other improvements and fixes encoder and decoder command line clients demo client for emguCV dev documentation startedScintillaNET: ScintillaNET 2.5.1: This release has been built from the 2.5 branch. Issues closed: Issue # Title 32524 32524 32550 32550 32552 32552 25148 25148 32449 32449 32551 32551 32711 32711 MFCMAPI: August 2012 Release: Build: 15.0.0.1035 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeDocument.Editor: 2013.2: Whats new for Document.Editor 2013.2: New save as Html document Improved Traslate support Minor Bug Fix's, improvements and speed upsPulse: Pulse Beta 5: Whats new in this release? Well to start with we now have Wallbase.cc Authentication! so you can access favorites or NSFW. This version requires .NET 4.0, you probably already have it, but if you don't it's a free and easy download from Microsoft. Pulse can bet set to start on Windows startup now too. The Wallpaper setter has settings now, so you can change the background color of the desktop and the Picture Position (Tile/Center/Fill/etc...) I've switched to Windows Forms instead of WPF...Metro Paint: Metro Paint: Download it now , don't forget to give feedback to me at maitreyavyas@live.com or at my facebook page fb.com/maitreyavyas , Hope you enjoy it.MiniTwitter: 1.80: MiniTwitter 1.80 ???? ?? .NET Framework 4.5 ?????? ?? .NET Framework 4.5 ????????????? "&" ??????????????????? ???????????????????????? 2 ??????????? ReTweet ?????????????????、In reply to ?????????????? URL ???????????? ??????????????????????????????Droid Explorer: Droid Explorer 0.8.8.6 Beta: Device images are now pulled from DroidExplorer Cloud Service refined some issues with the usage statistics Added a method to get the first available value from a list of property names DroidExplorer.Configuration no longer depends on DroidExplorer.Core.UI (it is actually the other way now) fix to the bootstraper to only try to delete the SDK if it is a "local" sdk, not an existing. no longer support the "local" sdk, you must now select an existing SDK checks for sdk if it was ins...Path Copy Copy: 11.0.1: Bugfix release that corrects the following issue: 11365 If you are using Path Copy Copy in a network environment and use the UNC path commands, it is recommended that you upgrade to this version.ExtAspNet: ExtAspNet v3.1.9.1: +2012-08-18 v3.1.9 -??other/addtab.aspx???JS???BoundField??Tooltip???(Dennis_Liu)。 +??Window?GetShowReference???????????????(︶????、????、???、??~)。 -?????JavaScript?????,??????HTML????????。 -??HtmlNodeBuilder????????????????JavaScript??。 -??????WindowField、LinkButton、HyperLink????????????????????????????。 -???????????grid/griddynamiccolumns2.aspx(?????)。 -?????Type??Reset?????,??????????????????(e??)。 -?????????????????????。 -?????????int,short,double??????????(???)。 +?Window????Ge...AcDown????? - AcDown Downloader Framework: AcDown????? v4.0.1: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...Fluent Validation for .NET: 3.4: Changes since 3.3: Make ValidationResut.IsValid virtual Add private no-arg ctor to ValidationFailure to help with serialization Add Turkish error messages Work-around for reflection bug in .NET 4.5 that caused VerificationExceptions Assemblies are now unsigned to ease with versioning/upgrades (especially where other frameworks depend on FV) (Note if you need signed assemblies then you can use the following NuGet packages: FluentValidation-signed, FluentValidation.MVC3-signed, FluentV...DotNetNuke® Feedback: 06.02.01: Official Release - 17th August 2012 Please look at the Release Notes file included in the module packages or available on this page as a separate download for a listing of the bug fixes and enhancements found in this version. NOTE: Feedback v 06.02.00 REQUIRES a minimum DotNetNuke framework version of 06.02.00 as well as ASP.Net 3.5 SP1 and MS SQL Server 2005 or 2008 (Express or standard versions). This release brings some enhancements to the module as well as fixing all known bugs. Bug Fi...New ProjectsAD FS 2.0 RelayState Generator: HTML file for generating the RelayState URL string for use with Microsoft's AD FS 2.0 Rollup 2 and higherAtomic: A graphical, reactive, synchronous software development environment that dramatically reduces programming effort and improves team communication.Depixelizing Pixel Arts: This project is an attempt to implement the following Microsoft Research Paper in C#: http://research.microsoft.com/en-us/um/people/kopf/pixelart/Dynamics CRM 2011 Dummy Entity: Using a "Dummy" Entity, this Dynamics 2011 solution provides authenticated REST style calls from a Web Resource to a plug-in to reach back-end resources.ESPAM7mo: Solución q controla el ingreso y salida de bodega de los suministros, realizado por los alumnos del septimo semestre de la carrera de informatica de la ESPAMExisto: Existo is a project aimed at creating an enterprise business collaboration system.Fiddler2 OAuth: Allows for easy OAuth debugging with Fiddler2gView GIS OS Data - ArcMap Extension: Display and edit gView data sources in ArcMap. For example: edit PostGIS data in ArcMap...IronBoard: ReviewBoard Visual Studio extensionJulaDB: C# implementation of an in-memory database engine.JumpingBalls: a wp gameKimola Cloud Search API Client Library for .NET: A C# library that encapsulates all the internal work and let you work with concrete C# objects while developing your search enabled applications.message elgg: It is a plugin for elggTamarillo - OSGI like Service Platform for .NET: This project is based on the OSGI-Framework for Java TFS Project Test Migrator: The goal of this project is to offer a solution to migrate a test plan from a TFS project to another.TFSIntegrate with Outlook: Tool is used to integrate the outlook with TFS. It will attach the emails to the TFS.Time Controller App: ...touch_cloud_game: ?w??w???

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  • How to move an UIView along a curved CGPath according to user dragging the view

    - by Felipe Cypriano
    I'm trying to build a interface that the user can move his finger around the screen an a list of images moves along a path. The idea is that the images center nevers leaves de path. Most of the things I found was about how to animate using CGPath and not about actually using the path as the track to a user movement. I need to objects to be tracked on the path even if the user isn't moving his fingers over the path. For example (image bellow), if the object is at the beginning of the path and the user touches anywhere on the screen and moves his fingers from left to right I need that the object moves from left to right but following the path, that is, going up as it goes to the right towards the path's end. This is the path I've draw, imagine that I'll have a view (any image) that the user can touch and drag it along the path, there's no need to move the finger exactly over the path. If the user move from left to right the image should move from left to right but going up if need following the path. This is how I'm creating the path: CGPoint endPointUp = CGPointMake(315, 124); CGPoint endPointDown = CGPointMake(0, 403); CGPoint controlPoint1 = CGPointMake(133, 187); CGPoint controlPoint2 = CGPointMake(174, 318); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, endPointUp.x, endPointUp.y); CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, endPointDown.x, endPointDown.y); Any idead how can I achieve this?

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  • Does DirectX implement Triple Buffering?

    - by Asik
    As AnandTech put it best in this 2009 article: In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't implement triple buffering in DirectX, they implement render ahead (from 0 to 8 frames with 3 being the default). The major difference in the technique we've described here is the ability to drop frames when they are outdated. Render ahead forces older frames to be displayed. Queues can help smoothness and stuttering as a few really quick frames followed by a slow frame end up being evened out and spread over more frames. But the price you pay is in lag (the more frames in the queue, the longer it takes to empty the queue and the older the frames are that are displayed). As I understand it, DirectX "Swap Chain" is merely a render ahead queue, i.e. buffers cannot be dropped; the longer the chain, the greater the input latency. At the same time, I find it hard to believe that the most widely used graphics API would not implement such fundamental functionality correctly. Is there a way to get proper triple buffered vertical synchronisation in DirectX?

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  • How often do you find javascript disabled on browsers?

    - by Mark Redman
    I have started using ajax/jQuery in our websites / application. There are many plugins that support degrading the javascript to browsers that dont have javascript enabled and techniques to support this. What are peoples thoughts on javascript support, we build applications rather than just websites and are looking to just support javascript enabled browsers as a pre-requisite assuming that most people or companies have javascript enabled. Do you find most people have javascript? do you monitor the percentage of javascript/non-javascript browsers (I guess this can be done with website stats) and what are the numbers regarding this?

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • Dynamic obstacles avoidance in navigation mesh system

    - by Variable
    I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are walking allover the map and collide with each other while they moving. I try to steering them when collision occurs, but this doesn't work well. For example, two characters block on the road while the third one's path is right in the middle of them and he'll get stuck. Can someone tell me the most popular way of doing dynamic avoidance? Thanks a lot.

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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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