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  • How can I efficiently create/store/implement animations as I add to my game?

    - by nickbadal
    My game's characters are made up of different parts (head/body/legs/etc), and whatever items they have equipped. As I'm creating the animation system for my game, I want to try to anticipate a large number of combinations for different pieces for each character. Originally, I had planned on having a frame-by frame animation for each piece for each animation, and then layer them to combine them into a character, but this seems like it would be a lot of work for my artist, and that the memory/disk size would start to add up as well since we would need a sprite for every frame, of every customization of every piece, in every animation, for every character. What efficient ways are there to create/implement these animations as we add more and more configurations to our game?

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  • How can you put all images from a game to 1 file?

    - by ThePlan
    I've just finished a basic RPG game written in C++ SFML, I've put a lot of effort into the game and I'd want to distribute it, however I've ran into a small issue. Problem is, I have well over 200 images and map files (they're .txt files which hold map codes) all in the same folder as the executable, when I look in the folder, it makes me want to cry a little bit seeing so many resources, I've never seen a game which shows you all the resources directly, instead I believe they pack the resources in a certain file. Well, that's what I'm trying to achieve: I'm hoping to pack all the images in 1 file (Maybe the .txt files as well) then being able to read from that file or easily add to it.

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  • How do i add a start menu page to my java game?

    - by user2149407
    I have a rather cool space invaders game that my friend and I have been working on for a while, and we have decided it needs an opening page, with "Start" options, "Quit" options and so forth. I have looked at several methods online, but cant seem to get any of them to work! Does anybody have any ideas? P.S Using JFrame to draw the main frame Im just looking to do this within Java, so just a panel that appears at a state change (GAME, MENU). Id like it to contain a few buttons to start the game, and quit. Later, I will add achievements, but im after something really basic for now. But thanks for the suggestions!

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  • Is it legal to develop a game usung some version of D&D, something similar to Baldurs Gate?

    - by Max
    For a while now I've been thinking about trying my hand at creating a game similar in spirit and execution to Baldurs Gate, Icewind Dale and offshoots. I'd rather not face the full bulk of work in implementing my own RPG system - I'd like to use D&D rules. Now, reading about the subject it seems there is something called "The License" which allows a company to brand a game as D&D. This license seems to be exclusive, and let's just say I don't have the money to buy it :p. Is it still legal for me to implement and release such a game? Commercially or open-source? I'm not sure exactly which edition would fit the best, but since Baldurs Gate is based of 2nd edition, could I go ahead an implement that? in short: what are the issues concerning licensing and publishing when it comes to D&D? Also: Didn't see any similar question...

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  • IIS Media Services 4 Changing the Game

    The more I see of IIS Media Services 4 the more I observe the fundamental shift away from specialised and expense media servers to core services that run on top of any windows web server. In this case change is good as it provides options to the growing number of people that want to create and broadcast video online. Key Announcement #1: IIS Media Services will support a version of PlayReady DRM to enable protected HTTP streaming. The PlayReady DRM IIS Media Services solution will deploy on a single...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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  • Version Not Final, Does not represent actual game footage?

    - by thinly veiled question mark
    Just curious about this. Frequently, a lot of gameplay videos from big studios have small subtitled text at the lower part of the screen, reading something like: Pre-Alpha Gameplay -- Footage not Final Game Footage not Final Pre-Alpha, Game here is not final Is there some sort of reason they do this? Is there some sort of legal ramification that they need to go through by adding this? I have especially seen some gameplay vids whose titles are "Alpha x.x.x", yet still, in the video itself, it always something like "footage not final, game may change".

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  • Retrieving the COM class factory for component error while generating word document

    - by TheDPQ
    Hello, I am trying to edit a word document from VB.NET using for the most part this code: How to automate Word from Visual Basic .NET to create a new document http://support.microsoft.com/kb/316383 It works fine on my machine but when i publish to the server i get the following error. Retrieving the COM class factory for component with CLSID {000209FF-0000-0000-C000-000000000046} failed due to the following error: 80070005. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.UnauthorizedAccessException: Retrieving the COM class factory for component with CLSID {000209FF-0000-0000-C000-000000000046} failed due to the following error: 80070005. The actual error happens when i try to just create a word application object Dim oWord As New Word.Application Using Visual Studio 2008 and VB.NET 3.5. I made a reference to the "Microsoft Word 10.0 Object Library" and i see Interop.Word.dll file in the bin directory. Using MS Office 2003 on development machine and Windows Server 2003 Still fairly new to .NET and don't have much knowledge about window server, but "UnauthorizedAccessException" sounds like a permission issue. I'm wondering if someone could point me in the right direction on what i might need to do to give my little application access to use word. Thank you so much for your time.

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  • Android - Views in Custom Compound Component are not inflated (findByView returns null)

    - by Julian Arz
    I have made a Custom Component in XML, consisting of a button with an imageview stacked on top of it: <myapp.widget.ClearableCaptionedButton xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content"> <Button android:id="@+id/ccbutton_button" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_vertical|left" android:textAppearance="?android:attr/textAppearanceMedium" android:background="@android:drawable/edit_text"/> <ImageView android:id="@+id/ccbutton_clear" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginRight="5dip" android:layout_alignRight="@id/ccbutton_button" android:layout_alignTop="@id/ccbutton_button" android:layout_alignBottom="@id/ccbutton_button"/> </myapp.widget.ClearableCaptionedButton> extract of java source code: public class ClearableCaptionedButton extends RelativeLayout implements OnClickListener { ... public ClearableCaptionedButton(Context context, AttributeSet attrs) { super(context, attrs); // some stuff that works fine } .. protected void onFinishInflate() { super.onFinishInflate(); mButton = (Button) findViewById(R.id.ccbutton_button); mClear = (ImageView) findViewById(R.id.ccbutton_clear); mButton.setText(""); // error here: mButton == null } My problem is similar to this one. When i try to find the views inside the custom compound, findViewById returns null. But, as you can see, i already added super(context, attrs); to the constructor. i am using the custom component directly in xml layout, like this: <LinearLayout> <!-- some stuff --> <de.pockettaxi.widget.ClearableCaptionedButton android:layout_width="fill_parent" android:layout_height="wrap_content" app:caption="to"/> </LinearLayout> can anybody spot something? thanks.

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  • QuickFix Component in Eclipse

    - by Daro Royoss
    My aim is to extend the eclipse QuickFix component and automate the process of solving syntax errors. Basically, the QuickFix component provides a list of solutions and my task is to select the best possible fix and apply it to the buggy code. But, for now I've been requested to print the resolutions for a marker in the console. I've tried to work out a tutorial and I'm kind of stuck right now. The tutorial I've tried to workout is: http://www.informit.com/articles/article.aspx?p=370625&seqNum=21 I've first added the extension in my plugin.xml file <extension point="org.eclipse.ui.ide.markerResolution"> <markerResolutionGenerator markerType="org.eclipse.core.resources.problemmarker" class="org.eclipse.escript.quickfix.QuickFixer"/> </extension> Then i have created the two classes QuickFixer and QuickFix. package quickfixer; import org.eclipse.core.resources.IMarker; import org.eclipse.core.runtime.CoreException; import org.eclipse.ui.IMarkerResolution; import org.eclipse.ui.IMarkerResolutionGenerator; class QuickFixer implements IMarkerResolutionGenerator { public IMarkerResolution[] getResolutions(IMarker arg0) { try { Object problem = arg0.getAttribute("Whatsup"); return new IMarkerResolution[] { new QuickFix("Fix #1 for "+problem), new QuickFix("Fix #2 for "+problem), }; } catch(CoreException e) { return new IMarkerResolution[0]; } } } then the class QuickFix: package quickfixer; import org.eclipse.core.resources.IMarker; import org.eclipse.jface.dialogs.MessageDialog; import org.eclipse.ui.IMarkerResolution; public class QuickFix implements IMarkerResolution { String label; QuickFix(String label) { this.label = label; } public String getLabel() { return label; } public void run(IMarker arg0) { MessageDialog.openInformation(null, "QuickFix Demo", "This quick-fix is not yet implemented"); System.out.println("Label: " + label); } } I've managed to correct all the errors i encountered and then i have run the plugin. I have not been able to get the label printed out in the console.Any suggestions???...

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  • auth component issue

    - by madphp
    Im trying to get my admin routing working with the auth component. I want the following routing to work. Router::connect('/admin', array('controller' => 'pages', 'action' => 'index', 'admin' => true)); but when i type in /admin it redirects to /admin/users/login and display this error. Create UsersController::admin_login() in file: cms.local/controllers/users_controller.php here is my app_controller code. class AppController extends Controller { var $components = array('DebugKit.Toolbar','Auth','Session'); function beforeFilter(){ //Set up Auth Component $this->Auth->loginAction = array('controller' => 'users', 'action' => 'login'); $this->Auth->loginRedirect = array('controller' => 'pages', 'action' => 'admin_index'); $this->Auth->allow('display'); } } users_controller <?php class UsersController extends AppController { var $name = 'Users'; function login(){ } function admin_logout(){ $this->Session->destroy(); $this->redirect($this->Auth->logout()); } } ?> If you require more information let me know. Thanks

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  • CSS styles are not applied to elements added to JavaFX component tree

    - by pazabo
    I have applied CSS style to JavaFX components and it looks like everything is working fine except one situation: when I add JavaFX components to component tree on-the-fly their CSS styles are not applied. For example following code: package test; import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.shape.Rectangle; import javafx.scene.input.MouseEvent; import javafx.util.Math; import javafx.scene.paint.Color; function getRect(): Rectangle { return Rectangle { x: 230 * Math.random() y: 60 * Math.random() width: 20, height: 20 styleClass: "abc" } } def stage: Stage = Stage { scene: Scene { width: 250, height: 80 stylesheets: "{__DIR__}main.css" content: [ Rectangle { x: 0, y: 0, width: 250, height: 80 fill: Color.WHITE onMouseClicked: function (evt: MouseEvent): Void { insert getRect() into stage.scene.content; } } getRect() ] } } with following stylesheet: .abc { fill: red; } in main.css file (both in test package) display red square on white background, but after clicking the main rectangle black (not red) squares are added to scene. I noticed that: Components added dynamically look just like style information was not applied. If you set their style in JavaFX code then everything works fine. After changing stylesheets property (so that it points to another valid stylesheet) the objects already added render properly. Does anyone know the solution to this problem? I could of course put all the properties into JavaFX code or provide another stylesheet (for every existing stylesheed) that would contain the same data and change stylesheet right after adding any component, but I would like to find some elegant solution. Thanks in advance.

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  • Why the composite component fails to parent controls?

    - by lyborko
    Hi, I created my own Component : TPage , which Contains Subcomponent TPaper (TPanel). The problem is, that when I put controls such as TMemo or TButton on the TPaper (which fills up nearly whole area), the controls do not load at all. see example below TPaper = class(TPanel) protected constructor Create(AOwner: TComponent);override; destructor Destroy;override; public procedure Paint; override; end; TPage = class(TCustomControl) private FPaper:TPaper; protected procedure CreateParams(var Params:TCreateParams); override; public constructor Create(AOwner: TComponent);override; destructor Destroy;override; published property Paper: TPaper read FPaper write FPaper; end; constructor TPage.Create(AOwner: TComponent); begin inherited Create(AOwner); PaperOrientation:=poPortrait; PaperSize:=psA4; PaperBrush:=TBrush.Create; PaperBrush.Color:=clWhite; PDFDocument:=Nil; FPaper:=TPaper.Create(Self); FPaper.Parent:=Self; FPaper.SetSubComponent(True); end; ... Memo1 is parented in TPaper (TPanel) at design-time, but after pressing "Run" it does not exist. procedure TForm1.btn1Click(Sender: TObject); begin if not Assigned(Memo1) then ShowMessage('I do not exist'); //Memo1 is nil end; Have you any idea what's wrong? Thanks a lot P.S Delphi 7 When I put TMemo inside TPaper and save the unit (Unit1), after inspection of associated dfm file, there is no trace of TMemo component. (Thats why it can not load to app.)

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  • access settings from whole jquery component

    - by Pacuraru Daniel
    I am trying to develop a jquery component for dialog modals and i dont know how to access the settings from all component functions. I need to access settings,zIndex from open function and it seems to not work. (function($) { var methods = { init: function(options) { var defaults = { bgClass: "fancy-dialog-bg", bgShow: null, zIndex: 100, show: null }; var settings = $.extend(defaults, options); return this.each(function() { var obj = $(this).hide().css("position", "fixed").css("z-index", settings.zIndex).css("left", "300px").css("top", "200px"); }); }, open: function() { // alert(settings.zIndex); not working var tes = $("<div></div>").css("backgroundColor", "#f00").css("position", "fixed").css("z-index", "99").css("width", "50%").css("height", "100%").css("left", "0").css("top", "0"); $('body').append(tes); var obj = $(this); obj.show(); }, close: function() { var obj = $(this); $("#fancy-dialog-bg-" + obj.attr('id')).remove(); obj.hide(); } }; $.fn.fancyDialog = function(method) { if (methods[method]) { return methods[method].apply(this, Array.prototype.slice.call(arguments, 1)); } else if (typeof method === 'object' || !method) { return methods.init.apply(this, arguments); } else { $.error('Method ' + method + ' does not exist.'); } }; })(jQuery);

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  • TextArea component is null on applicationComplete event

    - by Alan G.
    I have a weird issue (weird because it is specific to one component) with applicationComplete in a fairly simple application. All the UI components are declared in MXML. I can access them all in applicationComplete, but not a spark.components.TextArea component, named taStatus here; it is null in the handler. MXML looks sort of like this (there are lots of other components, but nothing special) <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="710" minHeight="640" applicationComplete="onApplicationComplete(event)" width="710" height="640"> <mx:TabNavigator left="15" right="15" top="15" bottom="340" paddingTop="0"> <s:NavigatorContent label="General" width="100%" height="100%"> <s:Label x="93" y="71" text="Label" id="lblTest"/> </s:NavigatorContent> <s:NavigatorContent label="Status" width="100%" height="100%"> <s:TextArea id="taStatus" width="100%" height="100%" text="Startup." editable="false"/> </s:NavigatorContent> </mx:TabNavigator> <fx:Script source="main.as" /> </s:Application> Here is the handler in main.as protected function onApplicationComplete(event: FlexEvent) : void { lblTest.text = 'abc789'; // OK taStatus.text = 'abc789'; // Fail } TypeError: Error #1009: Cannot access a property or method of a null object reference. So taStatus is null... What is so special about this TextArea?

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  • Castle Windsor: Reuse resolved component in OnCreate, UsingFactoryMethod or DynamicParameters

    - by shovavnik
    I'm trying to execute an action on a resolved component before it is returned as a dependency to the application. For example, with this graph: public class Foo : IFoo { } public class Bar { IFoo _foo; IBaz _baz; public Bar(IFoo foo, IBaz baz) { _foo = foo; _baz = baz; } } When I create an instance of IFoo, I want the container to instantiate Bar and pass the already-resolved IFoo to it, along with any other dependencies it requires. So when I call: var foo = container.Resolve<IFoo>(); The container should automatically call: container.Resolve<Bar>(); // should pass foo and instantiate IBaz I've tried using OnCreate, DynamicParameters and UsingFactoryMethod, but the problem they all share is that they don't hold an explicit reference to the component: DynamicParameters is called before IFoo is instantiated. OnCreate is called after, but the delegate doesn't pass the instance. UsingFactoryMethod doesn't help because I need to register these components with TService and TComponent. Ideally, I'd like a registration to look something like this: container.Register<IFoo, Foo>((kernel, foo) => kernel.Resolve<Bar>(new { foo })); Note that IFoo and Bar are registered with the transient life style, which means that the already-resolved instance has to be passed to Bar - it can't be "re-resolved". Is this possible? Am I missing something?

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  • Enlist a table's columns in other component

    - by bungrudi
    The main goal is to have a dropdown menu where each of its menuItems represents one column of a <rich:extendedDataTable />. Above the table I have this: <rich:dropDownMenu value="Column visibility" submitMode="none" direction="bottom-right"> <c:forEach var="columnConfigVO" items="#{gridConfigurationManager.getColumnConfigs(listId)}"> <rich:menuItem value="columnConfigVO.columnId" /> </c:forEach> </rich:dropDownMenu> And then bellow that I have the usual <rich:extendedDataTable /> with its columns. I register the table columns to gridConfigurationManager component by overriding beforeRenderResponse() in ExtendedDataTable class. The problem is that <c:forEach /> is executing before renderResponse phase, thus gridConfigurationManager.getColumnConfigs(listId) return empty. The question is, how do I register the columns in gridConfigurationManager component before <c:forEach /> start executing? Or, anyone know a different approach to accomplish this? Thanks.

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  • Refer to a Spark view component in code

    - by David
    I'm building a mobile AIR app using Flash Builder 4.5. The initial view in my views package is TestHomeView.mxml. I want to refer to it in one of my .as classes elsewhere in the app, and I'm not sure how to do that. Theoretically I should be able to add an "id" attribute to TestHomeView.mxml, but FB gives me an error: "id is not allowed on the root tag of a component". The root tag is s:view. The reason I need to do this is that within another class I make various calculations and then need to pass an array of values to a component in my view class. So in SomeOtherActionScriptClass.as I first assemble the array, myArray, and then in that class I want to do this: myViewComponent.viewArray = myArray; If I'm going to do that, I also need to import the view class into the .as class, which strikes me as weird. So is there a simple way to do what I want, or do I have to dispatch a custom event which contains the array, and listen for it in the view class? Thanks.

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  • Good or Bad experiences with CryptoLicensing?

    - by dr. evil
    I'm planning to buy CryptoLicensing but before buying it I'd like to get some feedbacks if anyone tried it before. Also it'd be interesting if anyone cracked it or spotted an easy hack against it. I've seen some other SO questions regarding the choosing a .NET licensing component but if you currently happy with another component it'd be nice to hear your experience. It's just quite hard to nail this without going through a long trial.

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  • Strange Scala error.

    - by Lukasz Lew
    I tried to create abstract turn based Game and abstract AI: abstract class AGame { type Player type Move // Player inside def actPlayer : Player def moves (player : Player) : Iterator[Move] def play (move : Move) def undo () def isFinished : Boolean def result (player : Player) : Double } abstract class Ai[Game <: AGame] { def genMove (player : Game#Player) : Game#Move } class DummyGame extends AGame { type Player = Unit type Move = Unit def moves (player : Player) = new Iterator[Move] { def hasNext = false def next = throw new Exception ("asd") } def actPlayer = () def play (move : Move) { } def undo () { } def isFinished = true def result (player : Player) = 0 } class DummyAi[Game <: AGame] (game : Game) extends Ai[Game] { override def genMove (player : Game#Player) : Game#Move = { game.moves (player).next } } I thought that I have to use this strange type accessors like Game#Player. I get very puzzling error. I would like to understand it: [error] /home/lew/Devel/CGSearch/src/main/scala/Main.scala:41: type mismatch; [error] found : Game#Player [error] required: DummyAi.this.game.Player [error] game.moves (player).next [error] ^

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  • C# - How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible? Thanks.

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  • Avoiding coupling

    - by Seralize
    It is also true that a system may become so coupled, where each class is dependent on other classes that depend on other classes, that it is no longer possible to make a change in one place without having a ripple effect and having to make subsequent changes in many places.[1] This is why using an interface or an abstract class can be valuable in any object-oriented software project. Quote from Wikipedia Starting from scratch I'm starting from scratch with a project that I recently finished because I found the code to be too tightly coupled and hard to refactor, even when using MVC. I will be using MVC on my new project aswell but want to try and avoid the pitfalls this time, hopefully with your help. Project summary My issue is that I really wish to keep the Controller as clean as possible, but it seems like I can't do this. The basic idea of the program is that the user picks wordlists which is sent to the game engine. It will pick random words from the lists until there are none left. Problem at hand My main problem is that the game will have 'modes', and need to check the input in different ways through a method called checkWord(), but exactly where to put this and how to abstract it properly is a challenge to me. I'm new to design patterns, so not sure whether there exist any might fit my problem. My own attempt at abstraction Here is what I've gotten so far after hours of 'refactoring' the design plans, and I know it's long, but it's the best I could do to try and give you an overview (Note: As this is the sketch, anything is subject to change, all help and advice is very welcome. Also note the marked coupling points): Wordlist class Wordlist { // Basic CRUD etc. here! // Other sample methods: public function wordlistCount($user_id) {} // Returns count of how many wordlists a user has public function getAll($user_id) {} // Returns all wordlists of a user } Word class Word { // Basic CRUD etc. here! // Other sample methods: public function wordCount($wordlist_id) {} // Returns count of words in a wordlist public function getAll($wordlist_id) {} // Returns all words from a wordlist public function getWordInfo($word_id) {} // Returns information about a word } Wordpicker class Wordpicker { // The class needs to know which words and wordlists to exclude protected $_used_words = array(); protected $_used_wordlists = array(); // Wordlists to pick words from protected $_wordlists = array(); /* Public Methods */ public function setWordlists($wordlists = array()) {} public function setUsedWords($used_words = array()) {} public function setUsedWordlists($used_wordlists = array()) {} public function getRandomWord() {} // COUPLING POINT! Will most likely need to communicate with both the Wordlist and Word classes /* Protected Methods */ protected function _checkAvailableWordlists() {} // COUPLING POINT! Might need to check if wordlists are deleted etc. protected function _checkAvailableWords() {} // COUPLING POINT! Method needs to get all words in a wordlist from the Word class } Game class Game { protected $_session_id; // The ID of a game session which gets stored in the database along with game details protected $_game_info = array(); // Game instantiation public function __construct($user_id) { if (! $this->_session_id = $this->_gameExists($user_id)) { // New game } else { // Resume game } } // This is the method I tried to make flexible by using abstract classes etc. // Does it even belong in this class at all? public function checkWord($answer, $native_word, $translation) {} // This method checks the answer against the native word / translation word, depending on game mode public function getGameInfo() {} // Returns information about a game session, or creates it if it does not exist public function deleteSession($session_id) {} // Deletes a game session from the database // Methods dealing with game session information protected function _gameExists($user_id) {} protected function _getProgress($session_id) {} protected function _updateProgress($game_info = array()) {} } The Game /* CONTROLLER */ /* "Guess the word" page */ // User input $game_type = $_POST['game_type']; // Chosen with radio buttons etc. $wordlists = $_POST['wordlists']; // Chosen with checkboxes etc. // Starts a new game or resumes one from the database $game = new Game($_SESSION['user_id']); $game_info = $game->getGameInfo(); // Instantiates a new Wordpicker $wordpicker = new Wordpicker(); $wordpicker->setWordlists((isset($game_info['wordlists'])) ? $game_info['wordlists'] : $wordlists); $wordpicker->setUsedWordlists((isset($game_info['used_wordlists'])) ? $game_info['used_wordlists'] : NULL); $wordpicker->setUsedWords((isset($game_info['used_words'])) ? $game_info['used_words'] : NULL); // Fetches an available word if (! $word_id = $wordpicker->getRandomWord()) { // No more words left - game over! $game->deleteSession($game_info['id']); redirect(); } else { // Presents word details to the user $word = new Word(); $word_info = $word->getWordInfo($word_id); } The Bit to Finish /* CONTROLLER */ /* "Check the answer" page */ // ?????????????????? ( http://pastebin.com/cc6MtLTR ) Make sure you toggle the 'Layout Width' to the right for a better view. Thanks in advance. Questions To which extent should objects be loosely coupled? If object A needs info from object B, how is it supposed to get this without losing too much cohesion? As suggested in the comments, models should hold all business logic. However, as objects should be independent, where to glue them together? Should the model contain some sort of "index" or "client" area which connects the dots? Edit: So basically what I should do for a start is to make a new model which I can more easily call with oneliners such as $model->doAction(); // Lots of code in here which uses classes! How about the method for checking words? Should it be it's own object? I'm not sure where I should put it as it's pretty much part of the 'game'. But on another hand, I could just leave out the 'abstraction and OOPness' and make it a method of the 'client model' which will be encapsulated from the controller anyway. Very unsure about this.

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  • Playground for Artificial Intelligence?

    - by Dolph Mathews
    In school, one of my professors had created a 3D game (not just an engine), where all the players were entirely AI-controlled, and it was our assignment to program the AI of a single player. We were basically provided an API to interact with the game world. Our AI implementations were then dropped into the game together, and we watched as our programs went to battle against each other. It was like robot soccer, but virtual, and with lots of big guns. I'm now looking for anything similar (and open source) to play with. (Preferably in Java, but I'm open to any language.) I'm not looking for a game engine, or a framework... I'm looking for a complete game that simply lacks AI code... preferably set up for this kind of exercise. Suggestions?

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