Search Results

Search found 2184 results on 88 pages for 'sprite kit'.

Page 7/88 | < Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >

  • 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")

    Read the article

  • DX10 sprite and pixel shader

    - by Alex Farber
    I am using ID3DX10Sprite to draw 2D image on the screen. 3D scene contains only one textured sprite placed over the whole window area. Render method looks like this: m_pDevice-ClearRenderTargetView(...); m_pSprite-Begin(D3DX10_SPRITE_SORT_TEXTURE); m_pSprite-DrawSpritesImmediate(&m_SpriteDefinition, 1, 0, 0); m_pSprite-End(); Now I want to make some transformations with the sprite texture in a shader. Currently the program doesn't work with shader. How it is possible to add pixel shader to the program with this structure? Inside the shader, I need to set all colors equal to red, and multiply pixel values by some coefficient. Something like this: float4 TexturePixelShader(PixelInputType input) : SV_Target { float4 textureColor; textureColor = shaderTexture.Sample(SampleType, input.tex); textureColor.x = textureColor.x * coefficient; textureColor.y = textureColor.x; textureColor.z = textureColor.x; return textureColor; }

    Read the article

  • Vector.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Vector.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

    Read the article

  • Cloud Application Foundation kit

    - by JuergenKress
    Cloud Application Foundation is the Next-Generation Application Infrastructure and delivers the most complete, best-of-breed platform for developing cloud applications and includes the following products: WebLogic Server, Coherence, WebTier, GlassFish, Oracle Public Cloud, and iAS. A whole kit is available here: Cloud Application Foundation: Technical Positioning Oracle Cloud Strategy with Cloud Application Foundation Cloud Application Foundation CVC Presentation WebLogic Suite Technical with Business Presentation For all whitepapers, please visit the: WebLogic Community Workspace (WebLogic Community membership required). WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Cloud Application Foundation kit,CAF,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

    Read the article

  • XNA Sprite Clipping Incorrectly During Rotation

    - by user1226947
    I'm having a bit of trouble getting my sprites in XNA to draw. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen. However, it seems to make this decision before it applies a rotation. This rotation can mean that even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen. My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)? sb.Draw(mSpriteTexture, mPosition, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);

    Read the article

  • Microsoft propose un kit gratuit d'initiation à Windows Phone 7 pour développer des applications et

    Microsoft propose un kit gratuit d'initiation à Windows Phone 7 Pour développer des applications et des jeux sur son nouvel OS mobile Microsoft a bien conscience que la bataille des OS pour smartphones se gagnera sur le front des applications. Et que derrière les applications, il y a les développeurs. Une réalité d'autant plus vraie pour Windows Phone 7 que la rétro-compatibilité avec Windows Mobile 6.x est rompue. Depuis avril, Microsoft avait sorti un kit de développement, baptisé Windows Phone Developer Tools. Aujourd'hui, c'est ce SDK et tout un ensemble d'outils complémentaires, de démos et de tutoriels

    Read the article

  • How to set sprite source coordinates?

    - by ChaosDev
    I am creating own sprite drawer with DX11 on C++. Works fine but I dont know how to apply source rectangle to texture coordinates of rendering surface(for animation sprite sheets) //source = (0,0,32,64); //RECT D3DXVECTOR2 t0 = D3DXVECTOR2( 1.0f, 0.0f); D3DXVECTOR2 t1 = D3DXVECTOR2( 1.0f, 1.0f); D3DXVECTOR2 t2 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t3 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t4 = D3DXVECTOR2( 0.0f, 0.0f); D3DXVECTOR2 t5 = D3DXVECTOR2( 1.0f, 0.0f); VertexPositionColorTexture vertices[] = { { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t0}, { D3DXVECTOR3( dest.left+dest.right, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t1}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t2}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t3}, { D3DXVECTOR3( dest.left , dest.top, z),D3DXVECTOR4(1,1,1,1), t4}, { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t5}, };

    Read the article

  • Make Sprite Jump Upon a Platform

    - by Geore Shg
    I have been struggling to make a game like Doodle Jump where the sprite jumps on a platform. So how do you make a sprite jump upon platforms in XNA? Th platforms are represented by a list of positions like Public platformList As List(Of Vector2) This is the collision detection under update() Dim mainSpriteRect As Rectangle = New Rectangle(CInt(mainSprite.Position.X), CInt(mainSprite.Position.Y), mainSprite.texture.Width, mainSprite.texture.Height) 'a node is simply a class with the texture and position' For Each _node As Node In _gameMap.nodeList Dim blockRect As Rectangle = New Rectangle(CInt(_node.Position.X), CInt(_node.Position.Y), _BlocksTexture.Width, _BlocksTexture.Height) If mainSpriteRect.Intersects(blockRect) Then 'what should I do here? For example velocity and position?' End If If (_node.Position.Y > 800) Then nodeList.Remove(_node) End If Next

    Read the article

  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

    Read the article

  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

    Read the article

  • Sprite animation problem

    - by hustlerinc
    I have this sprite I have to animate. The sprite is 7 images total but animation is 10 frames (2 positions are repeated). The order I want to go through the frames is like this: 3 - 4 - 5 - 6 - 4 - 3 - 2 - 1 - 0 - 2. My problem is how can I skip 1 frame once I reach the end of each direction? The reason I want to skip is to save me from creating duplicate positions in the spritesheet. I'm doing this in Javascript.

    Read the article

  • How does sprite customization in 2D games work?

    - by Alouette
    I´m working on the design of a new game concept at the moment and I would like to know how to handle a customization of sprites. (In 2D that is, hence the topic.) This is my scenario: The player will have a tower containing 3 floors (or more). Each floor can be replaced by another "piece", i.e. a blue floor, a fire floor, a stone floor. With the little knowledge of game development I have, creating a sprite for each possible combination is probably not a good idea, since the size of the game file will be HUGE. So, how does developers solve this? Do you put a standard position and just replace the sprite itself? Any advice or information about this would be great. Regards.

    Read the article

  • OpenGL ES 2.0. Sprite Sheet Animation

    - by Project Dumbo Dev
    I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0. I would work it out by loading the texture and use a matrix on the vertex shader to move through the sprite sheet. I'm looking for the most efficient way to do it. I've read that when you do the thing I'm proposing you are constantly changing the VBO's and that that is not good. Edit: Been doing some research myself. Came upon this two Updating Texture and referring to the one before PBO's. I can't use PBO's since i'm using ES version of OpenGL so I suppose the best way is to make FBO's but, what I still don't get, is if I should create a Sprite atlas/batch and make a FBO/loadtexture for each frame of if I should load every frame into the buffer and change just de texture directions.

    Read the article

  • Knockback enemy based off of direction sprite is facing

    - by pengume
    Hey Everyone, Today I am trying to make it so if I hit the enemy then the enemy well be knocked backwards in the direction the sprite is facing. I am rotating the sprite around 360 degrees using a joystick on the screen and wanted to know the best practice or ways to accomplish this. I have come up with a few ideas but none of them make use of the sprites angle he is facing just a check to see if I hit the bottom then move him upward and so forth. I am just stumped on how to apply the sprites angle to the enemies x and y coordinate and move him accordingly. Has anyone tried this and have suggestions or things to look for? Thanks in advance.

    Read the article

  • Good tutorial resources for creating 2D character sprite?

    - by Rexroth
    I am planning on learning how to create 2D character sprite by myself and making a game using RPG Maker VX Ace. I've been searching for the tutorial of making approx. 32x64 size human character sprite but haven't been able to find one close enough. Most tutorials I've found are either really general or creating sprites that are way too complicated. FYI I wish to learn how to make this type of characters by myself: not too complicated, fit for a small fan-made game made by RPG Maker. Ideally, I wish to learn from the stage of character sketch until realizing the character using photoshop or other kinds of tools (I have some foundations of visual art, it's just that I am not sure how to sketch a character this small). If you know of such tutorial resource please let me know -- thank you very much!

    Read the article

  • Rotate 2d sprite towards pointer

    - by Phil
    I'm using Crafty.js and am trying to point a sprite towards the mouse pointer. I have a function for getting the degree between two points and I'm pretty sure it works mathematically (I have it under unit tests). At least it responds that the degree between { 0,0} and {1,1} is 45, which seems right. However, when I set the sprite rotation to the returned degree, it's just wrong all the time. If I manually set it to 90, 45, etc, it gets the right direction.. I have a jsfiddle that shows what I've done so far. Any ideas?

    Read the article

  • Approaches for a clickable map of nations (such as a Risk game) with Spritekit

    - by Vukovitch
    I would like to create a political map where each country is clickable by tapping but I'm not sure the best way to determine which nation was selected. Imagine Risk where each country can be individually clicked to bring up additional information. My current approach is to make a sprite for each nation where every image is the size of the screen The images are mostly transparent except for the country, that way when all of the images are displayed the countries are in the correct place relative to one another. To determine if a click occurs on an individual country I look to see if the tapped location is a non transparent pixel and check that the sprite's name is one of the countries. Additionally the nation needs to glow or something when tapped as an indicator, however my current solution is yet another sprite that is displayed. This seems like a terrible approach and I was wondering what other solutions might achieve the same results. I'm pretty new to SpriteKit so I'm not entirely sure. The other idea I had was creating a single texture where each country is a different shade of gray, then when I get the tap location I do a lookup on the color at that location and get the corresponding country. However, I'm not sure how to create a hilight or glowing country effect with that method.

    Read the article

  • Sprite animation in openGL - Some frames are being skipped

    - by Sid
    Earlier, I was facing problems on implementing sprite animation in openGL ES. Now its being sorted up. But the problem that i am facing now is that some of my frames are being skipped when a bullet(a circle) strikes on it. What I need : A sprite animation should stop at the last frame without skipping any frame. What I did : Collision Detection function and working properly. PS : Everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case. ------------------------ EDIT----------------------- My sprite sheet. Consider the animation from Left to right and then from top to bottom Here is an image for a better understanding. My spritesheet ... class FragileSquare{ FloatBuffer fVertexBuffer, mTextureBuffer; ByteBuffer mColorBuff; ByteBuffer mIndexBuff; int[] textures = new int[1]; public boolean beingHitFromBall = false; int numberSprites = 20; int columnInt = 4; //number of columns as int float columnFloat = 4.0f; //number of columns as float float rowFloat = 5.0f; int oldIdx; public FragileSquare() { // TODO Auto-generated constructor stub float vertices [] = {-1.0f,1.0f, //byte index 0 1.0f, 1.0f, //byte index 1 //byte index 2 -1.0f, -1.0f, 1.0f,-1.0f}; //byte index 3 float textureCoord[] = { 0.0f,0.0f, 0.25f,0.0f, 0.0f,0.20f, 0.25f,0.20f }; byte indices[] = {0, 1, 2, 1, 2, 3 }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4*2 * 4); // 4 vertices, 2 co-ordinates(x,y) 4 for converting in float byteBuffer.order(ByteOrder.nativeOrder()); fVertexBuffer = byteBuffer.asFloatBuffer(); fVertexBuffer.put(vertices); fVertexBuffer.position(0); ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4); byteBuffer2.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuffer2.asFloatBuffer(); mTextureBuffer.put(textureCoord); mTextureBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL11.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(1,GL10.GL_FLOAT, 0, fVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); if(MyRender.flag2==1){ /** Collision has taken place*/ int idx = oldIdx==(numberSprites-1) ? (numberSprites-1) : (int)((System.currentTimeMillis()%(200*numberSprites))/200); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef((idx%columnInt)/columnFloat, (idx/columnInt)/rowFloat, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); oldIdx = idx; } gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4 gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7 gl.glFrontFace(GL11.GL_CCW); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); } public void loadFragileTexture(GL10 gl, Context context, int resource) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }

    Read the article

  • User Produtivity Kit - Powerful Packages (Part 1)

    - by [email protected]
    User Productivity Kit provides the ability to create a variety of content types including robust topics on system process and web pages with formatted text and graphics. There are times when you want to enhance content with media types not naively created by User Productivity Kit, media types such as video, custom animations, forms, and more. One method of doing this is to maintain these media files on a web server - separate from the User Productivity Kit player content and link to the files using absolute URLs such as http://myserver/overview.html. While this will get you going, you won't benefit from the content management capabilities of the UPK Developer. Features such as check-in / check-out, history, document properties, folder permissions and more are not available to this external content. Further, if you ever need to move that content to a server with a different name or domain, you'd need to update all your links. UPK version 3.1 introduced a new document type - the package. A package is a group of folders and files that you manage in the Developer library as a single document. These package documents work in the same manner as any other document in the library and you can use all of the collaborative content development features you see with other document types. Packages can be used for anything from single Word documents, PDF files, and graphics to more intricate sets of inter-related files commonly seen with HTML files and their graphics, style sheets, and JavaScript files. The structure of the files and folders within a package will always be preserved so this means that any relative links between files in the package will work. For example, an HTML file containing an image tag with a relative link to a graphic elsewhere in the same package will continue to function properly both when viewed in the Developer and when published to outputs such as the UPK Player. Once you start to use packages, you'll soon discover that there is a lot of existing content that can be re-purposed by placing it into UPK packages. Packages are easily created by selecting File...New...Package. Files can be added in a number of ways including the "Add Files" button, copy & paste from Windows Explorer, and drag & drop. To use one of the files in the package, just create a link to the file in the package you want to target. This is supported throughout the Developer in places such as section & topic concepts, frame links and hyperlinks in web pages. A little more challenging is determining how to structure packages in your library. As I mentioned earlier, a package can contain anything from a single file to dozens of files and folders. So what should you do? You could create a package for each file. You could create one package for all your files. But which one is right? Well, there's not a right and wrong answer to this question. There are advantages and disadvantages to each. The right decision will be influenced by the package files themselves, the structure of the content in the library, the size and working style of the development team, how content is shared between different outlines and more. The first consideration can be assessed the quickest. If the content to be placed in the package is composed of multiple files and those files reference each other, they should be in the same package. There are loads of examples of this type of content. HTML files with graphics and style sheets, HTML files with embedded Flash movies, and Word documents saved as HTML are all examples where the content is composed of multiple files and the files reference each other in some way. Content like this should always be placed in a singe package such that these relative links between the files are preserved and play properly in the UPK Player. In upcoming posts, I'll explain additional considerations.

    Read the article

  • Cocos2D TouchesEnded not allowing me to access sprites?

    - by maiko
    Hey Guys! Thanks so much for reading! - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch * touch = [touches anyObject]; CGPoint location = [[CCDirector sharedDirector] convertToGL: [touch locationInView:touch.view]]; CGRect myRect = CGRectMake(100, 120, 75, 113); int tjx = sprite.position.x; if(CGRectContainsPoint(myRect, location)) { tjx ++; } } For some reason, ccTouchesEnded isn't allowing me to access my "sprite". I also tried to use CGRectMake like so : CGRectMake( sprite.position.x, sprite.position.y, sprite.contentSize.Width, sprite.contentSize.Height) But I couldn't access my sprites position or height. I keep getting "sprite" undeclared when it is declared in the init method, and added to the child. Please help!! I'm sure i'm missing something really simple here.

    Read the article

  • How to mix textures in DirectX?

    - by tobsen
    I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following: I would like to mix three textures which contain transparent areas and some solid areas (Red, Blue, Green). The three textures should blend like shown in this example: How can I achieve that in DirectX (preferably in directx9)? A link or example code would be nice. Update: My rendering method looks like this and I still think I am doing it wrong, because the sprite only shows the last texture (nothing is rendered transparent or blended): void D3DTester::render() { d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); d3ddevice->BeginScene(); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); LPD3DXSPRITE sprite=NULL; HRESULT hres = D3DXCreateSprite(d3ddevice, &sprite); if(hres != S_OK) { throw std::exception(); } sprite->Begin(D3DXSPRITE_ALPHABLEND); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL); } The resulting image looks like this: But I need it to look like this instead: Update2: I figured out that I have to SetRenderState after I use sprite->Begin(D3DXSPRITE_ALPHABLEND); thanks to the hint by Josh Petrie. However, by using this: sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); The sprites colors are becoming transparent towards the background scene e.g.: if I use d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,100,21), 1.0f, 0); the result looks like: Is there any way to avoid that? I would like the sprites be transparent to each other but to be still solid to the background. Update3: After having sombody explained to me, how to do what @LaurentCouvidou and @JoshPetrie suggested, I have a working solution and therfore accept the answer: d3ddevice->BeginScene(); D3DCOLOR white = D3DCOLOR_RGBA((UINT)255, (UINT)255, (UINT)255, 255); D3DCOLOR black = D3DCOLOR_RGBA((UINT)0, (UINT)0, (UINT)0, 255); sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(pTextureRed, NULL, NULL, NULL, black); sprite->Draw(pTextureGreen, NULL, NULL, NULL, black); sprite->Draw(pTextureBlue, NULL, NULL, NULL, black); sprite->End(); sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); sprite->Draw(pTextureRed, NULL, NULL, NULL, white); sprite->Draw(pTextureGreen, NULL, NULL, NULL, white); sprite->Draw(pTextureBlue, NULL, NULL, NULL, white); sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL);

    Read the article

  • SDL2 sprite batching and texture atlases

    - by jms
    I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn simultaneously to the screen. I'd like to know what can be done for increasing rendering efficiency if the need arises, preferably using the SDL2 API only. I have previously given a quick look at OpenGL-based 2D rendering, and noticed that SDL2 lacks a command like int SDL_RenderCopyMulti(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* srcrects, SDL_Rect* dstrects, int count) Which would permit SDL to benefit from two common techniques used for efficient 2D graphics: Texture batching: Sorting sprites by the texture used, and then simultaneously rendering as many sprites that use the same texture as possible, changing only the source area on the texture and the destination area on the render target between sprites. This allows the encapsulation of the whole operation in a single GPU command, reducing the overhead drastically from multiple distinct calls. Texture atlases: Instead of creating one texture for each frame of each animation of each sprite, combining multiple animations and even multiple sprites into a single large texture. This lessens the impact of changing the current texture when switching between sprites, as the correct texture is often ready to be used from the previous draw call. Furthemore the GPU is optimized for handling large textures, in contrast to the many tiny textures typically used for sprites. My question: Would SDL2 still get somewhat faster from any rudimentary sprite sorting or from combining multiple images into one texture thanks to automatic video driver optimizations? If I will encounter performance issues related to 2D rendering in the future, will I be forced to switch to OpenGL for lower level control over the GPU? Edit: Are there any plans to include such functionality in the near future?

    Read the article

  • Silverlight 4 Training Kit

    - by ScottGu
    We recently released a new free Silverlight 4 Training Kit that walks you through building business applications with Silverlight 4.  You can browse the training kit online or alternatively download an entire offline version of the training kit.  The training material is structured on teaching how to use the new Silverlight 4 features to build an end to end business application. The training kit includes 8 modules, 25 videos, and several hands on labs. Below is a breakdown and links to all of the content. [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] Module 1: Introduction Click here to watch this module. In this video John Papa and Ian Griffiths discuss the key areas that the Building Business Applications with Silverlight 4 course focuses on. This module is the overview of the course and covers many key scenarios that are faced when building business applications, and how Silverlight can help address them. Module 2: WCF RIA Services Click here to explore this module. In this lab, you will create a web site for managing conferences that will be the basis for the other labs in this course. Don’t worry if you don’t complete a particular lab in the series – all lab manual instructions are accompanied by completed solutions, so you can either build your own solution from start to finish, or dive straight in at any point using the solutions provided as a starting point. In this lab you will learn how to set up WCF RIA Services, create bindings to the domain context, filter using the domain data source, and create domain service queries. Online Link Download Source Download Lab Document Videos Module 2.1 - WCF RIA Services Ian Griffiths sets up the Entity Framework and WCF RIA Services for the sample Event Manager application for the course. He covers how to set up the services, how the Domain Services work and the role that the DomainContext plays in the sample application. He also reviews the metadata classes and integrating the navigation framework. Module 2.2 – Using WCF RIA Services to Edit Entities Ian Griffiths discusses how he adds the ability to edit and create individual entities with the features built into WCF RIA Services into the sample Event Manager application. He covers data binding fundamentals, IQueryable, LINQ, the DomainDataSource, navigation to a single entity using the navigation framework, and how to use the Visual Studio designer to do much of the work . Module 2.3 – Showing Master/Details Records Using WCF RIA Services Ian Griffiths reviews how to display master/detail records for the sample Event Manager application using WCF RIA Services. He covers how to use the Include attribute to indicate which elements to serialize back to the client. Ian also demonstrates how to use the Data Sources window in the designer to add and bind controls to specific data elements. He wraps up by showing how to create custom services to the Domain Services. Module 3 – Authentication, Validation, MVVM, Commands, Implicit Styles and RichTextBox Click here to visit this module. This lab demonstrates how to build a login screen, integrate ASP.NET authentication, and perform validation on data elements. Model-View-ViewModel (MVVM) is introduced and used in this lab as a pattern to help separate the UI and business logic. You will also learn how to use implicit styling and the new RichTextBox control. Online Link Download Source Download Lab Document Videos Module 3.1 – Authentication Ian Griffiths covers how to integrate a login screen and authentication into the sample Event Manager application. Ian shows how to use the ASP.NET authentication and integrate it into WCF RIA Services and the Silverlight presentation layer. Module 3.2 – MVVM Ian Griffiths covers how to Model-View-ViewModel (MVVM) patterns into the sample Event Manager application. He discusses why MVVM exists, what separated presentation means, and why it is important. He shows how to connect the View to the ViewModel, why data binding is important in this symbiosis, and how everything fits together in the overall application. Module 3.3 –Validation Ian Griffiths discusses how validation of user input can be integrated into the sample Event Manager application. He demonstrates how to use the DataAnnotations, the INotifyDataErrorInfo interface, binding markup extensions, and WCF RIA Services in concert to achieve great validation in the sample application. He discusses how this technique allows for property level validation, entity level validation, and asynchronous server side validation. Module 3.4 – Implicit Styles Ian Griffiths discusses how why implicit styles are important and how they can be integrated into the sample Event Manager application. He shows how implicit styles defined in a resource dictionary can be applied to all elements of a particular kind throughout the application. Module 3.5 – RichTextBox Ian Griffiths discusses how the new RichTextBox control and it can be integrated into the sample Event Manager application. He demonstrates how the RichTextBox can provide editing for the event information and how it can display the rich text for selection and copying. Module 4 – User Profiles, Drop Targets, Webcam and Clipboard Click here to visit this module. This lab builds new features into the sample application to take the user's photo. It teaches you how to use the webcam to capture an image, use Silverlight as a drop target, and take advantage of programmatic access to the clipboard. Link Download Source Download Lab Document Videos Module 4.1 – Webcam Ian Griffiths demonstrates how the webcam adds value to the sample Event Manager application by capturing an image of the attendee. He discusses the VideoCaptureDevice, the CaptureDviceConfiguration, and the CaptureSource classes and how they allow audio and video to be captured so you can grab an image from the capture device and save it. Module 4.2 - Drag and Drop in Silverlight Ian Griffiths demonstrates how to capture and handle the Drop in the sample Event Manager application so the user can drag a photo from a file and drop it into the application. Ian reviews the AllowDrop property, the Drop event, how to access the file that can be dropped, and the other drag related events. He also reviews how to make this work across browsers and the challenges for this. Module 5 – Schedule Planner and Right Mouse Click Click here to visit this module. This lab builds on the application to allow grouping in the DataGrid and implement right mouse click features to add context menu support. Link Download Source Download Lab Document Videos Module 5.1 – Grouping and Binding Ian Griffiths demonstrates how to use the grouping features for data binding in the DataGrid and how it applies to the sample Event Manager application. He reviews the role of the CollectionViewSource in grouping, customizing the templates for headers, and how to work with grouping with ItemsControls. Module 5.2 – Layout Visual States Ian Griffiths demonstrates how to use the Fluid UI animation support for visual states in the ListBox control DataGrid and how it applies to the sample Event Manager application. He reviews the 3 visual states of BeforeLoaded, AfterLoaded, and BeforeUnloaded. Module 5.3 – Right Mouse Click Ian Griffiths demonstrates how to add support for handling the right mouse button click event to display a context menu for the Event Manager application. He demonstrates how to handle the event, show a custom context menu control, and integrate it into the scheduling portion of the application. Module 6 – Printing the Schedule Click here to visit this module. This lab teaches how to use the new printing features in Silverlight 4. The lab walks through the PrintDocument class and the ViewBox control, while showing how to print multiple pages of content using them. Link Download Source Download Lab Document Videos Module 6.1 – Printing and the Viewbox Ian Griffiths demonstrates how to add the ability to print the schedule to the sample Event Manager application. He walks through the importance of the PrintDocument class and its members. He also shows how to handle printing the visual tree and how the ViewBox control can help. Module 6.2 – Multi Page Printing Ian Griffiths expands on his printing discussion by showing how to handle printing multiple pages of content for the sample Event Manager application. He shows how to paginate the content and points out various tips to keep in mind when determining the printable area. Module 7 – Running the Event Dashboard Out of Browser Click here to visit this module. This lab builds a dashboard for the sample application while explaining the fundamentals of the out of browser features, how to handle authentication, displaying notifications (toasts), and how to use native integration to use COM Interop with Silverlight. Link Download Source Download Lab Document Videos Module 7.1 – Out of Browser Ian Griffiths discusses the role of an Out of Browser application for administrators to manage the events and users in the sample Event Manager application. He discusses several reasons why out of browser applications may better suit your needs including custom chrome, toasts, window placement, cross domain access, and file access. He demonstrates the basic technique to take your application and make it work out of browser using the tools. Module 7.2 – NotificationWindow (Toasts) for Elevated Trust Out of Browser Applications Ian Griffiths discusses the how toasts can be used in the sample Event Manager application to show information that may require the user's attention. Ian covers how to create a toast using the NotificationWindow, security implications, and how to make the toast appear as needed. Module 7.3 – Out of Browser Window Placement Ian Griffiths discusses the how to manage the window positioning when building an out of browser application, handling the windows state, and controlling and handling activation of the window. Module 7.4 – Out of Browser Elevated Trust Application Overview Ian Griffiths discusses the implications of creating trusted out of browser application for the Event Manager sample application. He reviews why you might want to use elevated trust, what features is opens to you, and how to take advantage of them. Topics Ian covers include the dynamic keyword in C# 4, the AutomationFactory class, the API to check if you are in a trusted application, and communicating with Excel. Module 8 – Advanced Out of Browser and MEF Click here to visit this module. This hands-on lab walks through the creation of a trusted out of browser application and the new functionality that comes with that. You will learn to use COM Automation, handle the window closing event, set custom window chrome, digitally sign your Silverlight out of browser trusted application, create a silent install option, and take advantage of MEF. Link Download Source Download Lab Document Videos Module 8.1 – Custom Window Chrome for Elevated Trust Out of Browser Applications Ian Griffiths discusses how to replace the standard operating system window chrome with customized chrome for an elevated trusted out of browser application. He covers how it is important to handle close, resize, minimize, and maximize events. Ian mentions that the tooling was not ready when he shot this video, but the good news is that the tooling now supports setting the custom chrome directly from the property page for the Silverlight application. Module 8.2 – Window Closing Event for Out of Browser Applications Ian Griffiths discusses the WindowClosing event and how to handle and optionally cancel the event. Module 8.3 – Silent Install of Out of Browser Applications Ian Griffiths discusses how to use the SLLauncher executable to install an out of browser application. He discusses the optional command line switches that can be set including how the emulate switch can help you emulate the install process. Ian also shows how to setup a shortcut for the application and tell the application where it should look for future updates online. Module 8.4 – Digitally Signing Out of Browser Application Ian Griffiths discusses how and why to digitally sign an out of browser application using the signtool program. He covers what trusted certificates are, the implications of signing (or not signing), and the effect on the user experience. Module 8.5 – The Value of MEF with Silverlight Ian Griffiths discusses what MEF is, how your application can benefit from it, and the fundamental features it puts at your disposal. He covers the 3 step import, export and compose process as well as how to dynamically import XAP files using MEF. Summary As you can probably tell from the long list above – this series contains a ton of great content, and hopefully provides a nice end-to-end walkthrough that helps explain how to take advantage of Silverlight 4 (and all its new features).  Hope this helps, Scott

    Read the article

  • Optimize Images Using the ASP.NET Sprite and Image Optimization Framework

    The HTML markup of a web page includes the page's textual content, semantic and styling information, and, typically, several references to external resources. External resources are content that is part of web page, but are separate from the web page's markup - things like images, style sheets, script files, Flash videos, and so on. When a browser requests a web page it starts by downloading its HTML. Next, it scans the downloaded HTML for external resources and starts downloading those. A page with many external resources usually takes longer to completely load than a page with fewer external resources because there is an overhead associated with downloading each external resource. For starters, each external resource requires the browser to make an HTTP request to retrieve the resource. What's more, browsers have a limit as to how many HTTP requests they will make in parallel. For these reasons, a common technique for improving a page's load time is to consolidate external resources in a way to reduce the number of HTTP requests that must be made by the browser to load the page in its entirety. This article examines the free and open-source ASP.NET Sprite and Image Optimization Framework, which is a project developed by Microsoft for improving a web page's load time by consolidating images into a sprite or by using inline, base-64 encoded images. In a nutshell, this framework makes it easy to implement practices that will improve the load time for a web page that displays several images. Read on to learn more! Read More >

    Read the article

  • Oscillating Sprite Movement in XNA

    - by Nick Van Hoogenstyn
    I'm working on a 2d game and am looking to make a sprite move horizontally across the screen in XNA while oscillating vertically (basically I want the movement to look like a sin wave). Currently for movement I'm using two vectors, one for speed and one for direction. My update function for sprites just contains this: Position += direction * speed * (float)t.ElapsedGameTime.TotalSeconds; How could I utilize this setup to create the desired movement? I'm assuming I'd call Math.Sin or Math.Cos, but I'm unsure of where to start to make this sort of thing happened. My attempt looked like this: public override void Update(GameTime t) { double msElapsed = t.TotalGameTime.Milliseconds; mDirection.Y = (float)Math.Sin(msElapsed); if (mDirection.Y >= 0) mSpeed.Y = moveSpeed; else mSpeed.Y = -moveSpeed; base.Update(t, mSpeed, mDirection); } moveSpeed is just some constant positive integer. With this, the sprite simply just continuously moves downward until it's off screen. Can anyone give me some info on what I'm doing wrong here? I've never tried something like this so if I'm doing things completely wrong, let me know!

    Read the article

< Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >