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  • LibGDX onTouch() method kill on touch

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? please help Thank you M @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } here is my enemy class public class Bullet extends Sprite { private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); velocity.x += dx * delta; velocity.y += dy * delta; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know Thank you

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  • No audio with headphones, but audio works with integrated speakers

    - by Pedro
    My speakers work correctly, but when I plug in my headphones, they don't work. I am running Ubuntu 10.04. My audio card is Realtek ALC259 My laptop model is a HP G62t a10em In another thread someone fixed a similar issue (headphones work, speakers not) folowing this: sudo vi /etc/modprobe.d/alsa-base.conf (or some other editor instead of Vi) Append the following at the end of the file: alias snd-card-0 snd-hda-intel options snd-hda-intel model=auto Reboot but it doesnt work for me. Before making and changes to alsa, this was the output: alsamixer gives me this: Things I did: followed this HowTo but now no hardware seems to be present (before, there were 2 items listed): Now, alsamixer gives me this: alsamixer: relocation error: alsamixer: symbol snd_mixer_get_hctl, version ALSA_0.9 not defined in file libasound.so.2 with link time reference I guess there was and error in the alsa-driver install so I began reinstalling it. cd alsa-driver* //this works fine// sudo ./configure --with-cards=hda-intel --with-kernel=/usr/src/linux-headers-$(uname -r) //this works fine// sudo make //this doesn't work. see ouput error below// sudo make install Final lines of sudo make: hpetimer.c: In function ‘snd_hpet_open’: hpetimer.c:41: warning: implicit declaration of function ‘hpet_register’ hpetimer.c:44: warning: implicit declaration of function ‘hpet_control’ hpetimer.c:44: error: expected expression before ‘unsigned’ hpetimer.c: In function ‘snd_hpet_close’: hpetimer.c:51: warning: implicit declaration of function ‘hpet_unregister’ hpetimer.c:52: error: invalid use of undefined type ‘struct hpet_task’ hpetimer.c: In function ‘hpetimer_init’: hpetimer.c:88: error: ‘EINVAL’ undeclared (first use in this function) hpetimer.c:99: error: invalid use of undefined type ‘struct hpet_task’ hpetimer.c:100: error: invalid use of undefined type ‘struct hpet_task’ hpetimer.c: At top level: hpetimer.c:121: warning: excess elements in struct initializer hpetimer.c:121: warning: (near initialization for ‘__param_frequency’) hpetimer.c:121: warning: excess elements in struct initializer hpetimer.c:121: warning: (near initialization for ‘__param_frequency’) hpetimer.c:121: warning: excess elements in struct initializer hpetimer.c:121: warning: (near initialization for ‘__param_frequency’) hpetimer.c:121: warning: excess elements in struct initializer hpetimer.c:121: warning: (near initialization for ‘__param_frequency’) hpetimer.c:121: error: extra brace group at end of initializer hpetimer.c:121: error: (near initialization for ‘__param_frequency’) hpetimer.c:121: warning: excess elements in struct initializer hpetimer.c:121: warning: (near initialization for ‘__param_frequency’) make[1]: *** [hpetimer.o] Error 1 make[1]: Leaving directory `/usr/src/alsa/alsa-driver-1.0.9/acore' make: *** [compile] Error 1 And then sudo make install gives me: rm -f /lib/modules/0.0.0/misc/snd*.*o /lib/modules/0.0.0/misc/persist.o /lib/modules/0.0.0/misc/isapnp.o make[1]: Entering directory `/usr/src/alsa/alsa-driver-1.0.9/acore' mkdir -p /lib/modules/0.0.0/misc cp snd-hpet.o snd-page-alloc.o snd-pcm.o snd-timer.o snd.o /lib/modules/0.0.0/misc cp: cannot stat `snd-hpet.o': No such file or directory cp: cannot stat `snd-page-alloc.o': No such file or directory cp: cannot stat `snd-pcm.o': No such file or directory cp: cannot stat `snd-timer.o': No such file or directory cp: cannot stat `snd.o': No such file or directory make[1]: *** [_modinst__] Error 1 make[1]: Leaving directory `/usr/src/alsa/alsa-driver-1.0.9/acore' make: *** [install-modules] Error 1 [SOLUTION] After screwing it all up, someone mentioned why not trying using the packages in Synaptic - so I did. I have reinstalled the following packages and rebooter: -alsa-hda-realtek-ignore-sku-dkms -alsa-modules-2.6.32-25-generic -alsa-source -alsa-utils -linux-backports-modules-alsa-lucid-generic -linux-backports-modules-alsa-lucid-generic-pae -linux-sound-base -(i think i listed them all) After rebooting, the audio worked, both in speakers and headphones. I have no idea which is the package that made my audio work, but it certainly was one of them. [/SOLUTION]

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  • My raycaster is putting out strange results, how do I fix it?

    - by JamesK89
    I'm working on a raycaster in ActionScript 3.0 for the fun of it, and as a learning experience. I've got it up and running and its displaying me output as expected however I'm getting this strange bug where rays go through corners of blocks and the edges of blocks appear through walls. Maybe somebody with more experience can point out what I'm doing wrong or maybe a fresh pair of eyes can spot a tiny bug I haven't noticed. Thank you so much for your help! Screenshots: http://i55.tinypic.com/25koebm.jpg http://i51.tinypic.com/zx5jq9.jpg Relevant code: function drawScene() { rays.graphics.clear(); rays.graphics.lineStyle(1, rgba(0x00,0x66,0x00)); var halfFov = (player.fov/2); var numRays:int = ( stage.stageWidth / COLUMN_SIZE ); var prjDist = ( stage.stageWidth / 2 ) / Math.tan(toRad( halfFov )); var angStep = ( player.fov / numRays ); for( var i:int = 0; i < numRays; i++ ) { var rAng = ( ( player.angle - halfFov ) + ( angStep * i ) ) % 360; if( rAng < 0 ) rAng += 360; var ray:Object = castRay(player.position, rAng); drawRaySlice(i*COLUMN_SIZE, prjDist, player.angle, ray); } } function drawRaySlice(sx:int, prjDist, angle, ray:Object) { if( ray.distance >= MAX_DIST ) return; var height:int = int(( TILE_SIZE / (ray.distance * Math.cos(toRad(angle-ray.angle))) ) * prjDist); if( !height ) return; var yTop = int(( stage.stageHeight / 2 ) - ( height / 2 )); if( yTop < 0 ) yTop = 0; var yBot = int(( stage.stageHeight / 2 ) + ( height / 2 )); if( yBot > stage.stageHeight ) yBot = stage.stageHeight; rays.graphics.moveTo( (ray.origin.x / TILE_SIZE) * MINI_SIZE, (ray.origin.y / TILE_SIZE) * MINI_SIZE ); rays.graphics.lineTo( (ray.hit.x / TILE_SIZE) * MINI_SIZE, (ray.hit.y / TILE_SIZE) * MINI_SIZE ); for( var x:int = 0; x < COLUMN_SIZE; x++ ) { for( var y:int = yTop; y < yBot; y++ ) { buffer.setPixel(sx+x, y, clrTable[ray.tile-1] >> ( ray.horz ? 1 : 0 )); } } } function castRay(origin:Point, angle):Object { // Return values var rTexel = 0; var rHorz = false; var rTile = 0; var rDist = MAX_DIST + 1; var rMap:Point = new Point(); var rHit:Point = new Point(); // Ray angle and slope var ra = toRad(angle) % ANGLE_360; if( ra < ANGLE_0 ) ra += ANGLE_360; var rs = Math.tan(ra); var rUp = ( ra > ANGLE_0 && ra < ANGLE_180 ); var rRight = ( ra < ANGLE_90 || ra > ANGLE_270 ); // Ray position var rx = 0; var ry = 0; // Ray step values var xa = 0; var ya = 0; // Ray position, in map coordinates var mx:int = 0; var my:int = 0; var mt:int = 0; // Distance var dx = 0; var dy = 0; var ds = MAX_DIST + 1; // Horizontal intersection if( ra != ANGLE_180 && ra != ANGLE_0 && ra != ANGLE_360 ) { ya = ( rUp ? TILE_SIZE : -TILE_SIZE ); xa = ya / rs; ry = int( origin.y / TILE_SIZE ) * ( TILE_SIZE ) + ( rUp ? TILE_SIZE : -1 ); rx = origin.x + ( ry - origin.y ) / rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = true; rTexel = int(rx % TILE_SIZE) } break; } rx += xa; ry += ya; } } // Vertical intersection if( ra != ANGLE_90 && ra != ANGLE_270 ) { xa = ( rRight ? TILE_SIZE : -TILE_SIZE ); ya = xa * rs; rx = int( origin.x / TILE_SIZE ) * ( TILE_SIZE ) + ( rRight ? TILE_SIZE : -1 ); ry = origin.y + ( rx - origin.x ) * rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = false; rTexel = int(ry % TILE_SIZE); } break; } rx += xa; ry += ya; } } return { angle: angle, distance: Math.sqrt(rDist), hit: rHit, map: rMap, tile: rTile, horz: rHorz, origin: origin, texel: rTexel }; }

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  • Help with Boost Spirit ASTs

    - by Decmac04
    I am writing a small tool for analyzing simple B Machine substitutions as part of a college research work. The code successfully parse test inputs of the form mySubst := var1 + var2. However, I get a pop-up error message saying "This application has requested the Runtime to terminate it in an unusual way. " In the command prompt window, I get an "Assertion failed message". The main program is given below: // BMachineTree.cpp : Defines the entry point for the console application. // /*============================================================================= Copyright (c) 2010 Temitope Onunkun =============================================================================*/ /////////////////////////////////////////////////////////////////////////////// // // UUsing Boost Spririt Trees (AST) to parse B Machine Substitutions. // /////////////////////////////////////////////////////////////////////////////// #define BOOST_SPIRIT_DUMP_PARSETREE_AS_XML #include <boost/spirit/core.hpp> #include <boost/spirit/tree/ast.hpp> #include <boost/spirit/tree/tree_to_xml.hpp> #include "BMachineTreeGrammar.hpp" #include <iostream> #include <stack> #include <functional> #include <string> #include <cassert> #include <vector> #if defined(BOOST_SPIRIT_DUMP_PARSETREE_AS_XML) #include <map> #endif // Using AST to parse B Machine substitutions //////////////////////////////////////////////////////////////////////////// using namespace std; using namespace boost::spirit; typedef char const* iterator_t; typedef tree_match<iterator_t> parse_tree_match_t; typedef parse_tree_match_t::tree_iterator iter_t; //////////////////////////////////////////////////////////////////////////// string evaluate(parse_tree_match_t hit); string eval_machine(iter_t const& i); vector<string> dx; string evaluate(tree_parse_info<> info) { return eval_machine(info.trees.begin()); } string eval_machine(iter_t const& i) { cout << "In eval_machine. i->value = " << string(i->value.begin(), i->value.end()) << " i->children.size() = " << i->children.size() << endl; if (i->value.id() == substitution::leafValueID) { assert(i->children.size() == 0); // extract string tokens string leafValue(i->value.begin(), i->value.end()); dx.push_back(leafValue.c_str()); return leafValue.c_str(); } // else if (i->value.id() == substitution::termID) { if ( (*i->value.begin() == '*') || (*i->value.begin() == '/') ) { assert(i->children.size() == 2); dx.push_back( eval_machine(i->children.begin()) ); dx.push_back( eval_machine(i->children.begin()+1) ); return eval_machine(i->children.begin()) + " " + eval_machine(i->children.begin()+1); } // else assert(0); } else if (i->value.id() == substitution::expressionID) { if ( (*i->value.begin() == '+') || (*i->value.begin() == '-') ) { assert(i->children.size() == 2); dx.push_back( eval_machine(i->children.begin()) ); dx.push_back( eval_machine(i->children.begin()+1) ); return eval_machine(i->children.begin()) + " " + eval_machine(i->children.begin()+1); } else assert(0); } // else if (i->value.id() == substitution::simple_substID) { if (*i->value.begin() == (':' >> '=') ) { assert(i->children.size() == 2); dx.push_back( eval_machine(i->children.begin()) ); dx.push_back( eval_machine(i->children.begin()+1) ); return eval_machine(i->children.begin()) + "|->" + eval_machine(i->children.begin()+1); } else assert(0); } else { assert(0); // error } return 0; } //////////////////////////////////////////////////////////////////////////// int main() { // look in BMachineTreeGrammar for the definition of BMachine substitution BMach_subst; cout << "/////////////////////////////////////////////////////////\n\n"; cout << "\t\tB Machine Substitution...\n\n"; cout << "/////////////////////////////////////////////////////////\n\n"; cout << "Type an expression...or [q or Q] to quit\n\n"; string str; while (getline(cin, str)) { if (str.empty() || str[0] == 'q' || str[0] == 'Q') break; tree_parse_info<> info = ast_parse(str.c_str(), BMach_subst, space_p); if (info.full) { #if defined(BOOST_SPIRIT_DUMP_PARSETREE_AS_XML) // dump parse tree as XML std::map<parser_id, std::string> rule_names; rule_names[substitution::identifierID] = "identifier"; rule_names[substitution::leafValueID] = "leafValue"; rule_names[substitution::factorID] = "factor"; rule_names[substitution::termID] = "term"; rule_names[substitution::expressionID] = "expression"; rule_names[substitution::simple_substID] = "simple_subst"; tree_to_xml(cout, info.trees, str.c_str(), rule_names); #endif // print the result cout << "Variables in Vector dx: " << endl; for(vector<string>::iterator idx = dx.begin(); idx < dx.end(); ++idx) cout << *idx << endl; cout << "parsing succeeded\n"; cout << "result = " << evaluate(info) << "\n\n"; } else { cout << "parsing failed\n"; } } cout << "Bye... :-) \n\n"; return 0; } The grammar, defined in BMachineTreeGrammar.hpp file is given below: /*============================================================================= Copyright (c) 2010 Temitope Onunkun http://www.dcs.kcl.ac.uk/pg/onun Use, modification and distribution is subject to the Boost Software License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) =============================================================================*/ #ifndef BOOST_SPIRIT_BMachineTreeGrammar_HPP_ #define BOOST_SPIRIT_BMachineTreeGrammar_HPP_ using namespace boost::spirit; /////////////////////////////////////////////////////////////////////////////// // // Using Boost Spririt Trees (AST) to parse B Machine Substitutions. // /////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// // // B Machine Grammar // //////////////////////////////////////////////////////////////////////////// struct substitution : public grammar<substitution> { static const int identifierID = 1; static const int leafValueID = 2; static const int factorID = 3; static const int termID = 4; static const int expressionID = 5; static const int simple_substID = 6; template <typename ScannerT> struct definition { definition(substitution const& ) { // Start grammar definition identifier = alpha_p >> (+alnum_p | ch_p('_') ) ; leafValue = leaf_node_d[ lexeme_d[ identifier | +digit_p ] ] ; factor = leafValue | inner_node_d[ ch_p( '(' ) >> expression >> ch_p(')' ) ] ; term = factor >> *( (root_node_d[ch_p('*') ] >> factor ) | (root_node_d[ch_p('/') ] >> factor ) ); expression = term >> *( (root_node_d[ch_p('+') ] >> term ) | (root_node_d[ch_p('-') ] >> term ) ); simple_subst= leaf_node_d[ lexeme_d[ identifier ] ] >> root_node_d[str_p(":=")] >> expression ; // End grammar definition // turn on the debugging info. BOOST_SPIRIT_DEBUG_RULE(identifier); BOOST_SPIRIT_DEBUG_RULE(leafValue); BOOST_SPIRIT_DEBUG_RULE(factor); BOOST_SPIRIT_DEBUG_RULE(term); BOOST_SPIRIT_DEBUG_RULE(expression); BOOST_SPIRIT_DEBUG_RULE(simple_subst); } rule<ScannerT, parser_context<>, parser_tag<simple_substID> > simple_subst; rule<ScannerT, parser_context<>, parser_tag<expressionID> > expression; rule<ScannerT, parser_context<>, parser_tag<termID> > term; rule<ScannerT, parser_context<>, parser_tag<factorID> > factor; rule<ScannerT, parser_context<>, parser_tag<leafValueID> > leafValue; rule<ScannerT, parser_context<>, parser_tag<identifierID> > identifier; rule<ScannerT, parser_context<>, parser_tag<simple_substID> > const& start() const { return simple_subst; } }; }; #endif The output I get on running the program is: ///////////////////////////////////////////////////////// B Machine Substitution... ///////////////////////////////////////////////////////// Type an expression...or [q or Q] to quit mySubst := var1 - var2 parsing succeeded In eval_machine. i->value = := i->children.size() = 2 Assertion failed: 0, file c:\redmound\bmachinetree\bmachinetree\bmachinetree.cpp , line 114 I will appreciate any help in resolving this problem.

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  • Update mapping table in Linq

    - by Gary McGill
    I have a table Customers with a CustomerId field, and a table of Publications with a PublicationId field. Finally, I have a mapping table CustomersPublications that records which publications a customer can access - it has two fields: CustomerId field PublicationId. For a given customer, I want to update the CustomersPublications table based on a list of publication ids. I want to remove records in CustomersPublications where the PublicationId is not in the list, and add new records where the PublicationId is in the list but not already in the table. This would be easy in SQL, but I can't figure out how to do it in Linq. For the delete part, I tried: var recordsToDelete = dataContext.CustomersPublications.Where ( cp => (cp.CustomerId == customerId) && ! publicationIds.Contains(cp.PublicationId) ); dataContext.CustomersPublications.DeleteAllOnSubmit(recordsToDelete); ... but that didn't work. I got an error: System.NotSupportedException: Method 'Boolean Contains(Int32)' has no supported translation to SQL So, I tried using Any(), as follows: var recordsToDelete = dataContext.CustomersPublications.Where ( cp => (cp.CustomerId == customerId) && ! publicationIds.Any(p => p == cp.PublicationId) ); ... and this just gives me another error: System.NotSupportedException: Local sequence cannot be used in LINQ to SQL implementation of query operators except the Contains() operator Any pointers? [I have to say, I find Linq baffling (and frustrating) for all but the simplest queries. Better error messages would help!]

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • Which of these algorithms is best for my goal?

    - by JonathonG
    I have created a program that restricts the mouse to a certain region based on a black/white bitmap. The program is 100% functional as-is, but uses an inaccurate, albeit fast, algorithm for repositioning the mouse when it strays outside the area. Currently, when the mouse moves outside the area, basically what happens is this: A line is drawn between a pre-defined static point inside the region and the mouse's new position. The point where that line intersects the edge of the allowed area is found. The mouse is moved to that point. This works, but only works perfectly for a perfect circle with the pre-defined point set in the exact center. Unfortunately, this will never be the case. The application will be used with a variety of rectangles and irregular, amorphous shapes. On such shapes, the point where the line drawn intersects the edge will usually not be the closest point on the shape to the mouse. I need to create a new algorithm that finds the closest point to the mouse's new position on the edge of the allowed area. I have several ideas about this, but I am not sure of their validity, in that they may have far too much overhead. While I am not asking for code, it might help to know that I am using Objective C / Cocoa, developing for OS X, as I feel the language being used might affect the efficiency of potential methods. My ideas are: Using a bit of trigonometry to project lines would work, but that would require some kind of intense algorithm to test every point on every line until it found the edge of the region... That seems too resource intensive since there could be something like 200 lines that would have each have to have as many as 200 pixels checked for black/white.... Using something like an A* pathing algorithm to find the shortest path to a black pixel; however, A* seems resource intensive, even though I could probably restrict it to only checking roughly in one direction. It also seems like it will take more time and effort than I have available to spend on this small portion of the much larger project I am working on, correct me if I am wrong and it would not be a significant amount of code (100 lines or around there). Mapping the border of the region before the application begins running the event tap loop. I think I could accomplish this by using my current line-based algorithm to find an edge point and then initiating an algorithm that checks all 8 pixels around that pixel, finds the next border pixel in one direction, and continues to do this until it comes back to the starting pixel. I could then store that data in an array to be used for the entire duration of the program, and have the mouse re-positioning method check the array for the closest pixel on the border to the mouse target position. That last method would presumably execute it's initial border mapping fairly quickly. (It would only have to map between 2,000 and 8,000 pixels, which means 8,000 to 64,000 checked, and I could even permanently store the data to make launching faster.) However, I am uncertain as to how much overhead it would take to scan through that array for the shortest distance for every single mouse move event... I suppose there could be a shortcut to restrict the number of elements in the array that will be checked to a variable number starting with the intersecting point on the line (from my original algorithm), and raise/lower that number to experiment with the overhead/accuracy tradeoff. Please let me know if I am over thinking this and there is an easier way that will work just fine, or which of these methods would be able to execute something like 30 times per second to keep mouse movement smooth, or if you have a better/faster method. I've posted relevant parts of my code below for reference, and included an example of what the area might look like. (I check for color value against a loaded bitmap that is black/white.) // // This part of my code runs every single time the mouse moves. // CGPoint point = CGEventGetLocation(event); float tX = point.x; float tY = point.y; if( is_in_area(tX,tY, mouse_mask)){ // target is inside O.K. area, do nothing }else{ CGPoint target; //point inside restricted region: float iX = 600; // inside x float iY = 500; // inside y // delta to midpoint between iX,iY and tX,tY float dX; float dY; float accuracy = .5; //accuracy to loop until reached do { dX = (tX-iX)/2; dY = (tY-iY)/2; if(is_in_area((tX-dX),(tY-dY),mouse_mask)){ iX += dX; iY += dY; } else { tX -= dX; tY -= dY; } } while (abs(dX)>accuracy || abs(dY)>accuracy); target = CGPointMake(roundf(tX), roundf(tY)); CGDisplayMoveCursorToPoint(CGMainDisplayID(),target); } Here is "is_in_area(int x, int y)" : bool is_in_area(NSInteger x, NSInteger y, NSBitmapImageRep *mouse_mask){ NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSUInteger pixel[4]; [mouse_mask getPixel:pixel atX:x y:y]; if(pixel[0]!= 0){ [pool release]; return false; } [pool release]; return true; }

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  • SQL SERVER – Plan Cache and Data Cache in Memory

    - by pinaldave
    I get following question almost all the time when I go for consultations or training. I often end up providing the scripts to my clients and attendees. Instead of writing new blog post, today in this single blog post, I am going to cover both the script and going to link to original blog posts where I have mentioned about this blog post. Plan Cache in Memory USE AdventureWorks GO SELECT [text], cp.size_in_bytes, plan_handle FROM sys.dm_exec_cached_plans AS cp CROSS APPLY sys.dm_exec_sql_text(plan_handle) WHERE cp.cacheobjtype = N'Compiled Plan' ORDER BY cp.size_in_bytes DESC GO Further explanation of this script is over here: SQL SERVER – Plan Cache – Retrieve and Remove – A Simple Script Data Cache in Memory USE AdventureWorks GO SELECT COUNT(*) AS cached_pages_count, name AS BaseTableName, IndexName, IndexTypeDesc FROM sys.dm_os_buffer_descriptors AS bd INNER JOIN ( SELECT s_obj.name, s_obj.index_id, s_obj.allocation_unit_id, s_obj.OBJECT_ID, i.name IndexName, i.type_desc IndexTypeDesc FROM ( SELECT OBJECT_NAME(OBJECT_ID) AS name, index_id ,allocation_unit_id, OBJECT_ID FROM sys.allocation_units AS au INNER JOIN sys.partitions AS p ON au.container_id = p.hobt_id AND (au.TYPE = 1 OR au.TYPE = 3) UNION ALL SELECT OBJECT_NAME(OBJECT_ID) AS name, index_id, allocation_unit_id, OBJECT_ID FROM sys.allocation_units AS au INNER JOIN sys.partitions AS p ON au.container_id = p.partition_id AND au.TYPE = 2 ) AS s_obj LEFT JOIN sys.indexes i ON i.index_id = s_obj.index_id AND i.OBJECT_ID = s_obj.OBJECT_ID ) AS obj ON bd.allocation_unit_id = obj.allocation_unit_id WHERE database_id = DB_ID() GROUP BY name, index_id, IndexName, IndexTypeDesc ORDER BY cached_pages_count DESC; GO Further explanation of this script is over here: SQL SERVER – Get Query Plan Along with Query Text and Execution Count Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL Tagged: SQL Memory

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  • samba4 not building in archlinux.

    - by kmplsv
    cp bin/tdbtool bin/tdbdump bin/tdbbackup /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/bin cp ./include/tdb.h /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/include cp tdb.pc /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/pkgconfig cp libtdb.a libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib rm -f /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so ln -s libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so rm -f /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so.1 ln -s libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so.1 mkdir -p /tmp/yaourt-tmp-root/aur-samba4/pkg/`/tmp/yaourt-tmp-root/aur-samba4/src/bin/python -c "import distutils.sysconfig; print distutils.sysconfig.get_python_lib(1, prefix='/opt/samba4/samba')"` cp tdb.so /tmp/yaourt-tmp-root/aur-samba4/pkg/`/tmp/yaourt-tmp-root/aur-samba4/src/bin/python -c "import distutils.sysconfig; print distutils.sysconfig.get_python_lib(1, prefix='/opt/samba4/samba')"` /bin/install -c -d /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/share/man/man8 for I in manpages/*.8; do \ /bin/install -c -m 644 $I /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/share/man/man8; \ done /bin/install: cannot stat `manpages/*.8': No such file or directory make: *** [installdocs] Error 1 Aborting... ==> ERROR: Makepkg was unable to build samba4. ==> Restart building samba4 ? [y/N] ==> ------------------------------- ==>c any ideas as what is causing my build to fail? i'm assuming it's an issue with manpages but i can't figure out exactly what package it is looking for that i don't have.

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  • samba4 not building in Arch

    - by kmplsv
    cp bin/tdbtool bin/tdbdump bin/tdbbackup /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/bin cp ./include/tdb.h /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/include cp tdb.pc /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/pkgconfig cp libtdb.a libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib rm -f /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so ln -s libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so rm -f /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so.1 ln -s libtdb.so.1.2.4 /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/lib/libtdb.so.1 mkdir -p /tmp/yaourt-tmp-root/aur-samba4/pkg/`/tmp/yaourt-tmp-root/aur-samba4/src/bin/python -c "import distutils.sysconfig; print distutils.sysconfig.get_python_lib(1, prefix='/opt/samba4/samba')"` cp tdb.so /tmp/yaourt-tmp-root/aur-samba4/pkg/`/tmp/yaourt-tmp-root/aur-samba4/src/bin/python -c "import distutils.sysconfig; print distutils.sysconfig.get_python_lib(1, prefix='/opt/samba4/samba')"` /bin/install -c -d /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/share/man/man8 for I in manpages/*.8; do \ /bin/install -c -m 644 $I /tmp/yaourt-tmp-root/aur-samba4/pkg//opt/samba4/samba/share/man/man8; \ done /bin/install: cannot stat `manpages/*.8': No such file or directory make: *** [installdocs] Error 1 Aborting... ==> ERROR: Makepkg was unable to build samba4. ==> Restart building samba4 ? [y/N] ==> ------------------------------- ==>c Any ideas as what is causing my build to fail? I assume it's an issue with manpages I can't figure out exactly what package it is looking for that I don't have.

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  • Resolving bounding box collision detection

    - by ndg
    I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after it has happened. Essentially what I'm attempting to do is very similar to this approach. The problem I'm experiencing is that because objects can be traveling with both horizontal and vertical velocity, my resolution code causes the object to jump incorrectly. I've drawn the following annotation to explain my issue. In this example, because my object has both horizontal and vertical velocity, my object (which is heading upwards and collides with the bottom of a tile) has it's position altered twice: To correctly adjust it's vertical position to be beneath the tile. To incorrectly adjust it's horizontal position to be to the left of the tile. Below is my collision/resolution code in full: function intersects(x1, y1, w1, h1, x2, y2, w2, h2) { w2 += x2; w1 += x1; if (x2 > w1 || x1 > w2) return false; h2 += y2; h1 += y1; if (y2 > h1 || y1 > h2) return false; return true; } for(var y = 0; y < this.game.level.tiles.length; y++) { for(var x = 0; x < this.game.level.tiles[y].length; x++) { var tile = this.game.level.getTile(x, y); if(tile) { if( this.velocity.x > 0 && intersects(this.position.x+dx+this.size.w, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)-this.size.w); hitSomething = true; break; } else if( this.velocity.x < 0 && intersects(this.position.x+dx, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)+tileSize); hitSomething = true; break; } if( this.velocity.y > 0 && intersects(this.position.x+dx, this.position.y+dy+this.size.h, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)-this.size.h); hitSomething = true; break; } else if( this.velocity.y < 0 && intersects(this.position.x+dx, this.position.y+dy, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)+tileSize); hitSomething = true; break; } } } } if(hitSomething) { this.velocity.x = this.velocity.y = 0; dx = dy = 0; this.setJumping(false); }

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  • Determine if getPixel() value is greater than or less than 50% gray

    - by cmal
    I am trying to loop through a bitmap and determine if each pixel is lighter or darker than gray using getPixel(). Problem is, I am not sure how to tell whether the value returned by getPixel() is darker or lighter than gray. Neutral gray is about 0x808080 or R:127, G:127, B:127. How would I need to modify the code below to accurately determine this? for (var dx:int=0; dx < objectWidth; dx++) { for (var dy:int=0; dy < objectHeight; dy++) { if (testBmd.getPixel(dx, dy) > GRAY) { trace("Lighter than gray!"); } else { trace("Darker than gray!"); } } }

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  • How to know if a graphics card provides hardware rendering for wpf

    - by happyclicker
    I have to run a wpf-app in an environment that has all the same dell-pc's with an intel gma 3000 graphics chip (onbard, Q963/Q965). The app renders only with software rendering (Stated so by the RenderCapability.Tier-property (it says the rendering tier is 0!) and I also see this with Perforator). On all of this machines, DirectX 9c is installed and DXDiag states on many but not on all of this machines, that Direct-3d and Direct-Draw-acceleration is activated. I checked also the registry if the setup of these machines disabled wpf-hw rendering but that's also not the case. On one machine I also updated the video-driver and dx with no success. I found a lot of ressources that say, that directX must be installed and active, so that wpf does not use its own software renderer but uses the DirectX HW-Rendering. But on the above machines, DX9c is installed but there is no hw rendering. May it be that wpf uses dx-graphicscards but does the communication with the graphics card direct and not over dx? How can I find out if a specific graphics-chip has to support hardware rendering for wpf or not. The statement that the graphics card must support dx 9c seems not to be the only condition. The second question is, if wpf renders through dx, is this done through direct-3d or is direct-draw used. Is there any good documentation on this topic?

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  • Calling/selecting variables (float valued) with user input in Python

    - by Jonathan Straus
    I've been working on a computational physics project (plotting related rates of chemical reactants with respect to eachother to show oscillatory behavior) with a fair amount of success. However, one of my simulations involves more than two active oscillating agents (five, in fact) which would obviously be unsuitable for any single visual plot... My scheme was hence to have the user select which two reactants they wanted plotted on the x-axis and y-axis respectively. I tried (foolishly) to convert string input values into the respective variable names, but I guess I need a radically different approach if any exist? If it helps clarify any, here is part of my code: def coupledBrusselator(A, B, t_trial,display_x,display_y): t = 0 t_step = .01 X = 0 Y = 0 E = 0 U = 0 V = 0 dX = (A) - (B+1)*(X) + (X**2)*(Y) dY = (B)*(X) - (X**2)*(Y) dE = -(E)*(U) - (X) dU = (U**2)*(V) -(E+1)*(U) - (B)*(X) dV = (E)*(U) - (U**2)*(V) array_t = [0] array_X = [0] array_Y = [0] array_U = [0] array_V = [0] while t <= t_trial: X_1 = X + (dX)*(t_step/2) Y_1 = Y + (dY)*(t_step/2) E_1 = E + (dE)*(t_step/2) U_1 = U + (dU)*(t_step/2) V_1 = V + (dV)*(t_step/2) dX_1 = (A) - (B+1)*(X_1) + (X_1**2)*(Y_1) dY_1 = (B)*(X_1) - (X_1**2)*(Y_1) dE_1 = -(E_1)*(U_1) - (X_1) dU_1 = (U_1**2)*(V_1) -(E_1+1)*(U_1) - (B)*(X_1) dV_1 = (E_1)*(U_1) - (U_1**2)*(V_1) X_2 = X + (dX_1)*(t_step/2) Y_2 = Y + (dY_1)*(t_step/2) E_2 = E + (dE_1)*(t_step/2) U_2 = U + (dU_1)*(t_step/2) V_2 = V + (dV_1)*(t_step/2) dX_2 = (A) - (B+1)*(X_2) + (X_2**2)*(Y_2) dY_2 = (B)*(X_2) - (X_2**2)*(Y_2) dE_2 = -(E_2)*(U_2) - (X_2) dU_2 = (U_2**2)*(V_2) -(E_2+1)*(U_2) - (B)*(X_2) dV_2 = (E_2)*(U_2) - (U_2**2)*(V_2) X_3 = X + (dX_2)*(t_step) Y_3 = Y + (dY_2)*(t_step) E_3 = E + (dE_2)*(t_step) U_3 = U + (dU_2)*(t_step) V_3 = V + (dV_2)*(t_step) dX_3 = (A) - (B+1)*(X_3) + (X_3**2)*(Y_3) dY_3 = (B)*(X_3) - (X_3**2)*(Y_3) dE_3 = -(E_3)*(U_3) - (X_3) dU_3 = (U_3**2)*(V_3) -(E_3+1)*(U_3) - (B)*(X_3) dV_3 = (E_3)*(U_3) - (U_3**2)*(V_3) X = X + ((dX + 2*dX_1 + 2*dX_2 + dX_3)/6) * t_step Y = Y + ((dX + 2*dY_1 + 2*dY_2 + dY_3)/6) * t_step E = E + ((dE + 2*dE_1 + 2*dE_2 + dE_3)/6) * t_step U = U + ((dU + 2*dU_1 + 2*dY_2 + dE_3)/6) * t_step V = V + ((dV + 2*dV_1 + 2*dV_2 + dE_3)/6) * t_step dX = (A) - (B+1)*(X) + (X**2)*(Y) dY = (B)*(X) - (X**2)*(Y) t_step = .01 / (1 + dX**2 + dY**2) ** .5 t = t + t_step array_X.append(X) array_Y.append(Y) array_E.append(E) array_U.append(U) array_V.append(V) array_t.append(t) where previously display_x = raw_input("Choose catalyst you wish to analyze in the phase/field diagrams (X, Y, E, U, or V) ") display_y = raw_input("Choose one other catalyst from list you wish to include in phase/field diagrams ") coupledBrusselator(A, B, t_trial, display_x, display_y) Thanks!

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  • How to stop moving the image in objective c?

    - by user1589452
    I have done a coding to check whether the image crossed particular area or not, -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint loc=[touch locationInView:self.view]; if (touch.view==img2Obj) { NSLog(@"image2"); img2Obj.center=loc; currentx1=img2Obj.frame.origin.x; currenty1=img2Obj.frame.origin.y; //NSLog(@"top left corner x and y is %.1f and %.1f",img2Obj.frame.origin.x,img2Obj.frame.origin.y); [self isImg1InPos]; }} -(void)isImg1InPos { int dx,dy; dx=currentx1-x1; dy=currenty1-y1; if (abs(dx)<5 && abs(dx)<5) { NSLog(@"Image must stop moving after this!!!"); [img2Obj setUserInteractionEnabled:FALSE]; } //NSLog(@"unsigned int is %d",abs(dx)); } I want the image to stop moving when when it passes the condition. [img2Obj setUserInteractionEnabled:FALSE]; But its not working, can anyone tell me how to solve this problem Many thanks in advance

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  • Is safe ( documented behaviour? ) to delete the domain of an iterator in execution

    - by PoorLuzer
    I wanted to know if is safe ( documented behaviour? ) to delete the domain space of an iterator in execution in Python. Consider the code: import os import sys sampleSpace = [ x*x for x in range( 7 ) ] print sampleSpace for dx in sampleSpace: print str( dx ) if dx == 1: del sampleSpace[ 1 ] del sampleSpace[ 3 ] elif dx == 25: del sampleSpace[ -1 ] print sampleSpace 'sampleSpace' is what I call 'the domain space of an iterator' ( if there is a more appropriate word/phrase, lemme know ). What I am doing is deleting values from it while the iterator 'dx' is running through it. Here is what I expect from the code : Iteration versus element being pointed to (*): 0: [*0, 1, 4, 9, 16, 25, 36] 1: [0, *1, 4, 9, 16, 25, 36] ( delete 2nd and 5th element after this iteration ) 2: [0, 4, *9, 25, 36] 3: [0, 4, 9, *25, 36] ( delete -1th element after this iteration ) 4: [0, 4, 9, 25*] ( as the iterator points to nothing/end of list, the loop terminates ) .. and here is what I get: [0, 1, 4, 9, 16, 25, 36] 0 1 9 25 [0, 4, 9, 25] As you can see - what I expect is what I get - which is contrary to the behaviour I have had from other languages in such a scenario. Hence - I wanted to ask you if there is some rule like "the iterator becomes invalid if you mutate its space during iteration" in Python? Is it safe ( documented behaviour? ) in Python to do stuff like this?

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  • System Center Capacity Planner 2007

    With a recent case that I need to design the system infrastructure as well as the hardware specification of a SharePoint farm for a client, so I go and find the SharePoint Capacity Planner (CP) 2007 to stimulate a user model.Before installting the SharePoint CP 2007, System Center CP is a prerequisite but unfortunity the Microsoft download page is _blank_:  Alternatively, I get the installer from a colleague. However, I face another problem while installing it: The installer...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Ubuntu chroot “No such file or directory”

    - by Paris
    Hi there. I hace a web application where I create some folders on my server and put executables there. Then I try to wun them with chroot but I get a message that access is denied there. I tried chroot -r 777 blah blah.... and then I get a message that the folder or the file that I call (sudo chroot mydirectory myfile_inside_Mydirectory) does not exist. This happens only when I call chroot on folders created by the web server. My web application is in php and I use: shell_exec("cp -R /var/www/comp/prison/bin $dir"); shell_exec("cp -R /var/www/comp/prison/lib $dir"); shell_exec("cp /var/www/janitor.out $dir/janitor.out"); shell_exec("sudo chmod -R 777 $dir"); $process = proc_open("sudo chroot $dir janitor.out", $descriptorspec, $pipes); sudo does not need password.

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  • Ubuntu 12.04 crashing

    - by James Mullinix
    We have a server with 2x32gb sas raid 1 and 4x1tb raid 10 + 2x1tb hot spares. Whenever we try to copy the 1tb and 1.5e6 files to a backup location (even just using tty1 cp command) it fails. We have tried using backintime and dejadup, and resorted to a manual cp to an external usb2 HDD. When that failed, we tried installing an internal HDD on the mobo (not on raid) and another cp, which also fails. The failures lock up the system and we are left with an unfortunate hard reboot situation. After reboot, syslog tends to be empty (only containing newly booted data) and we haven't a clue where to start. It has been 3 weeks since our last successful backup and we are getting nervous... -using 3ware raid controller, 8gb ram and nvidia pciexpress graphics with a gigabyte mobo and xeon 4-core processor.

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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • 2D Collision in Canvas - Balls Overlapping When Velocity is High

    - by kushsolitary
    I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the walls. I managed to do the collision with walls perfectly but now the problem is with the collision with other balls. I am using the following code for it: //Check collision between two bodies function collides(b1, b2) { //Find the distance between their mid-points var dx = b1.x - b2.x, dy = b1.y - b2.y, dist = Math.round(Math.sqrt(dx*dx + dy*dy)); //Check if it is a collision if(dist <= (b1.r + b2.r)) { //Calculate the angles var angle = Math.atan2(dy, dx), sin = Math.sin(angle), cos = Math.cos(angle); //Calculate the old velocity components var v1x = b1.vx * cos, v2x = b2.vx * cos, v1y = b1.vy * sin, v2y = b2.vy * sin; //Calculate the new velocity components var vel1x = ((b1.m - b2.m) / (b1.m + b2.m)) * v1x + (2 * b2.m / (b1.m + b2.m)) * v2x, vel2x = (2 * b1.m / (b1.m + b2.m)) * v1x + ((b2.m - b1.m) / (b2.m + b1.m)) * v2x, vel1y = v1y, vel2y = v2y; //Set the new velocities b1.vx = vel1x; b2.vx = vel2x; b1.vy = vel1y; b2.vy = vel2y; } } You can see the experiment here. The problem is, some balls overlap each other and stick together while some of them rebound perfectly. I don't know what is causing this issue. Here's my balls object if that matters: function Ball() { //Random Positions this.x = 50 + Math.random() * W; this.y = 50 + Math.random() * H; //Random radii this.r = 15 + Math.random() * 30; this.m = this.r; //Random velocity components this.vx = 1 + Math.random() * 4; this.vy = 1 + Math.random() * 4; //Random shade of grey color this.c = Math.round(Math.random() * 200); this.draw = function() { ctx.beginPath(); ctx.fillStyle = "rgb(" + this.c + ", " + this.c + ", " + this.c + ")"; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); ctx.closePath(); } }

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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