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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • Moving two objects proportionally

    - by SSL
    I'm trying to move two objects away from each other at a proportional distance, but on different scales. I'm not quite sure how to do this. Object A can go from position 0.1 to 1. Object B has no limits. If object B is decreasing, then Object A should be decreasing at rate R. Likewise, if Object B is increasing, then Object A increases at rate R. How can I tie these two Object positions together so that in an update loop, they automatically update their positions? I tried using: ObjA.Pos += 0.001f * ObjB.VelocityY; //0.001f is the rate This works but there's an error each time it runs. ObjA starts off at its max position 1 but then the next time it will stop at 0.97, 0.94, 0.91 etc.. This is due to the 0.001f rate I put in. Is there a way to control the rate, yet not end up with the rounding error?

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework?

    - by Chris
    How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework? This sample (http://code.google.com/p/o3d/source/browse/trunk/samples_webgl/o3d-webgl-samples/simpleviewer/simpleviewer.html?r=215) uses the arcball for rotating the transform of an "object", but rather than apply this to a transform, I would like to apply the rotation to the camera's target, to create a first person style ability to look around the scene, as if the camera is inside the centre of the arcball instead of rotating from the outside. The code that is used in this sample is var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); The code that I am using which doesn't work var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); var cameraRotationMatrix4 = g_math.matrix4.lookAt(g_eye, g_target, [g_up[0], g_up[1] * -1, g_up[2]]); var cameraRotation = g_math.matrix4.setUpper3x3(cameraRotationMatrix4,g_thisRot); g_target = g_math.addVector(cameraRotation, g_target); where am I going wrong? Thanks

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  • Base on User Drawing Create Polygon Body as well Image

    - by Siddharth
    In my game, I want to provide a user with drawing feature. By free hand drawing user create a polygon shape. So in my game implementation I have to create body for all found vertices and I have to generate image based on that polygon shape. So my problem is how to create image that match the user provided vertices. In cocos2d I listen that there is an implementation of something like Image Masking. But I don't understand how that thing I implement in andengnine. Please provide any guidance on how to create image same as user generated polygon shape.

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  • Installing Windows Platform SDK Problem [on hold]

    - by user1879097
    I cannot seem to install the windows platform sdk when i have visual studio 2010 installed,i followed the error code the sdk was getting and it said i need to unistall the 2010 redistribute runtimes,i did that and it has still not fixed the problem,this is very anoying as i have tried different things and been at it for atleast 5 hours now,did anyone else get this problem and know a work around? This is the order i tried install vs 2010, remove redis runtimes, install platform sdk (failed), install redis x86/x64, install service pack 1 for vs Thanks

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  • CCMoveBy values on update()

    - by Jose M Pan
    Hope you can help me. This is my problem: I have a scheduled update, here I track the movements of my objects (sprites), I move them with CCMoveBy, and I need to constantly update the zOrder. For setting the zOrder I've made a setZOrder(), which it takes the actual position of the sprite. And here is the problem, I get all the X and Y values AFTER the object is in the target. I know I get the values after the object is in the new position because I've made a CCLog. I can read all the values from the sprite, only when it's in the new position, so everything is well sorted only when the objects are not moving. How can I get the CCMoveBy values on every tick update? (or how can I get the CCMoveBy values in "real-time"?) Thanks a lot in advance, Here is an idea of my code. this->schedule(schedule_selector(Game::update)); void Game::update(float dt) { setZOrder(); moveObjects(); } void Game::setZOrder() { //This function takes the X and Y position and the row and column where the sprite is. Is working good. But I'm getting the "move" action values, after the object is in place. } void Game::moveObjects() { for (i=0; i < numChildren; i++) { CCActionInterval* move = CCMoveBy::create(targetPoint, time); object[i]->runAction(move); } }

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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • How much memory can i safely use on android?

    - by xastor
    To make my game more fluid, I try to prevent memory allocations during the game I am writing. To that end, I allocate a whopping 16MB of buffers on startup and then use those as I go along. When I check in Eclipse my game now uses 24MB in total, which does not change noticeably during the game. This all works fine on the phone I have now (android 2.3, motorola defy) but I wonder if I'm going to run into problems with this on other phones or tablets that run android 2.2 or higher (which is what I'm aiming for)?

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  • Simulating water droplets on a window

    - by skyuzo
    How do I simulate water droplets realistically falling, gathering, and flowing down a window? For example, see http://www.youtube.com/watch?v=4jaGyv0KRPw. In particular, I want to simulate how smaller droplets merge together to form larger droplets that have enough weight to oppose the surface tension and flow downward, leaving a trail of water. I'm aware of fluid simulation, but how would it be applied in this situation?

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  • Charakter coding / programming

    - by Jery
    lately I tryed a few times to create charakters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your charakter is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together =\ thx in advance for some input

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  • How should VertexBuffers be used with Multiple Monitors in DirectX 9

    - by Joshua C
    I am currently using DirectX 9 on a machine with two GPUs and three monitors. I am currently trying to draw a triangle on each monitor using vertexbuffers; A directx helloworld with multiple monitors if you will. I am familiar with some DirectX coding, but new to multiple monitor DirectX coding. I may be going about this the wrong way, so please do correct me if I'm doing something wrong. I have created a Direct3D Device for each enumerated adapter sharing the same Form handle. This allows me to successfully use all three monitors in full-screen mode. For Each Adapter In Direct3D.Adapters Dim PresentParameters As New PresentParameters 'Setup PresentParameters PresentParameters.Windowed = False PresentParameters.DeviceWindowHandle = MainForm.Handle Dim Device as New Device(Direct3D, Adapter.Adapter, DeviceType.Hardware, PresentParameters.DeviceWindowHandle, CreateFlags.HardwareVertexProcessing, PresentParameters) Device.SetRenderState(RenderState.Lighting, False) Devices.Add(Device) Next I can also draw text to each device successfully using a different Font for each Device. When I render a triangle using a different VertexBuffer for each Device, only two monitors display the triangle. One of the two monitors on the same GPU, and the monitor on it's own GPU display properly. VertexBuffer = New VertexBuffer(Device, 4 * Marshal.SizeOf(GetType(ColoredVertex)), Usage.WriteOnly, VertexFormat.None, Pool.Managed) Dim Verts = VertexBuffer.Lock(0, 0, LockFlags.None) Verts.WriteRange({ New ColoredVertex(-.5, -.5, 1, ForeColor), New ColoredVertex(0, .5, 1, ForeColor), New ColoredVertex(.5, -.5, 1, ForeColor) }) VertexBuffer.Unlock() VertexDeclaration = New VertexDeclaration(Device, { New VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), New VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }) Render Code: Device.SetStreamSource(0, VertexBuffer, 0, Marshal.SizeOf(GetType(ColoredVertex))) Device.VertexDeclaration = VertexDeclaration Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1) I have to assume the fact that they share the same physical card comes into play. Should I use multiple buffers on the same card, and if so, how? Or what is the way I should access the VertexBuffer across Devices? Another thought I had was the non working monitor acts like there are no lights. Is turning off lighting on each device on the same card causing issues somehow?

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  • UDK: Toggle Material on Brushes?

    - by user50300
    I'm attempting to change / toggle the material that's applied to a BSP brush. I've seen where it's possible on static meshes, but I can't seem to get it to work on brushes. Below is an example scenario. The ground (BSP Brush) is covered in a stone material The player hits a trigger. A new "moss" material is applied to the brush, removing the old stone material. Any assistance you could offer would be greatly appreciated.

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  • Matrix camera, movement concept

    - by NoFace
    I was talking to some guy. He said that my movement concept in game is bad. When left or right arrow is pressed I'm scrolling background what makes you feel that player is moving (player's X remains same). So... he told me something about matrix view. I should create all walls and platforms static and scroll only the camera and move player's rectangle. I did a little research in Google, but nothing found. Can you tell me anything about it? How to start? Maybe links, books and resources? My programming language is Java (2d). Thank you!

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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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  • Can you run OpenGL 2.0 on modern machines?

    - by thePalindrome
    I'm looking to get into 3d with OpenGL, using SDL to help with other stuff. I found plenty of good tutorials (lazyfoo is a big one), but "Learning Modern 3d Graphics Programming" uses a newer version of openGL that I'm not able to run! I opened up OpenGL extensions viewer, and I can only run OpenGL 2.0, whereas most tutorials are in higher versions. I ask this because I've heard that just about everything in 2.* got depreciated in the newer versions, so I'm worried that my code might not work. I'm looking at a few other tutorials, but I'm so used to SDL that those just confuse me... So should I bother trying to do graphics programming now, or should I just wait until I can upgrade my computer?

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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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  • Settlers-like terrain representation

    - by Olle
    Remember this beauty? I'm playing it now on my old Amiga 1200. My question is: How do you think they represented the terrain, data structure wise? Obviously it's some kind of points, with a height. Or hexagons. And how did they decide which dots were buildable? EDIT: I could rephrase the question to say "how do I achieve this kind of terrain", but I would still only be interested in how to do it on a machine with 1 MB of RAM and a 7 Mhz processor, because this is the machine i currently developing games for. If that seems like a vague or meaningless question to you, that's alright, but I'm still curious if someone has any knowledge about this.

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  • Actionscript - Dropping Multiple Objects Using an Array? [closed]

    - by Eratosthenes
    Possible Duplicate: Actionscript - Dropping Multiple Objects Using an Array? I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • How to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

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  • Whats the right program for me?

    - by andyphillips20
    I would like to learn C++ so I can get a job in the game industry, but there are so many options it a little confusing. I know most of you will say I should read up on C++ before attempting to program it but I learn best by doing things rather then reading. That being said I don't understand some of the thing suggested on other questions, because I've read a few trying to find whats right for me, so putting things in the simplest terms would be helpful. I've been making a couple of games 2d using gamemaker and if theres a C++ equivalent that would be perfect, but if not possible I would like an IDE that allows me to easily continue making 2d games, and is fairly simple to learn. Having a 2d sprite editor would be a nice plus but I can understand if its not every thing I want in one program

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  • Why doesn't this ContentLoader project (VS2010 e) recognize Microsoft.Build.dll?

    - by IAbstract
    I am working with an XNA content loader sample. In the references for the project (VS 2010 Express) there are: Microsoft.Build Microsoft.Build.Framework //as well as the standard XNA framework and graphics references To emulate this project, I am trying to first add a reference to Microsoft.Build.dll. But Visual Studio warns me that it cannot load the .dll. I looked at MSDN and the document referenced Microsoft.Build.Evaluation. This is suppose to be available in the Microsoft.Build.dll and then I'll have access to the Project class. Has anyone had any experience with this?

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  • Code for Controlling the Bike in a bike game

    - by user1489257
    I'm new(ish) to Actionscript 3 and I was wondering what the code what would be like for controlling the bike in a game. I have a two main questions: Is Box2D the best physics engine to go with for this type of game? How would the animation of the bike work. Would I have to create a bike animation of the wheels moving and make it start and stop when the key to go forward is pressed. How would I go about it slowly stopping when the key to go forward is released? Thanks.

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  • knowing all available entity types

    - by plofplof
    I'm making a game where at some point the game will create enemies of random types. Each type of enemy available is defined on its own class derived from an enemy superclass. To do this, obviously the different types of enemies should be known. This is what I have thought of: Just make a list manually. Very simple to do, but I don't like it because I'll be adding more enemy types over time, so any time I add a new class I have to remember to update this (same if I remove an enemy). I would like some kind of auto-updating list. A completely component based system. There are no different classes for each enemy, but definitions of enemies in some file where all enemy types can be found. I really don't need that level of complexity for my game. I'm still using a component based model to some degree, but each Enemy type gets defined on its own class. Java Annotation processing. Give each enemy subclass an annotation like @EnemyType("whatever"), then code an annotation processor that writes in a file all available enemy types. Any time a new class is added the file gets updated after compilation.This gives me a feeling of failure even if its a good solution, it's very dependant on Java, so it means I cant think of a general design good for any kind of language. Also I think that this would be too much work for something so simple. I would like to see comments on these ideas and other possible solutions Thanks

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  • Sound Delay With AVAudio Player

    - by Will Youmans
    I'm using the following code in my viewDidLoad to load a sound: NSURL * url = [NSURL fileURLWithPath: [NSString stringWithFormat:@"%@/Moto - Hit Sound.mp3", [[NSBundle mainBundle] resourcePath]]]; NSError * error; hitSoundPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:url error:&error]; hitSoundPlayer.numberOfLoops = 0; Then I'm using this in a void method to play the sound: if(CGRectIntersectsRect(main.frame, enemy1.frame)){ [hitSoundPlayer play]; } This does seem to work, however the first time the sound is played there is a lot of lag and the game stops temporarily. I'm using this same method for when in an IBAction and it works fine, it must be the fact that it's also detecting a collision that makes the sound lag. If I want to be able to play sounds quickly and on the spot without any sort of lag am I doing the right thing? Do I want to use another method? I'm not using any frameworks like cocos2d. If you need to see any more code just ask.

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