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  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

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  • Disappearring instances of VertexPositionColor using MonoGame

    - by Rosko
    I am a complete beginner in graphics developing with XNA/Monogame. Started my own project using Monogame 3.0 for WinRT. I have this unexplainable issue that some of the vertices disappear while doing some updates on them. Basically, it is a game with balls who collide with the walls and with each other and in certain conditions they explode. When they explode they disappear. Here is a video demonstrating the issue. I used wireframes so that it is easier to see how vertices are missing. The perfect exploding balls are the ones which are result by user input with mouse clicking. Thanks for the help. The situations is: I draw user primitives with triangle strips using like this graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, circleVertices, 0, primitiveCount); All of the primitives are in the z-plane (z = 0), I thought that it is the culling in action. I tried setting the culling mode to none but it did not help. Here is the code responsible for the explosion private void Explode(GameTime gameTime, ref List<Circle> circles) { if (this.isExploding) { for (int i = 0; i < this.circleVertices.Length; i++) { if (this.circleVertices[i] != this.circleCenter) { if (Vector3.Distance(this.circleVertices[i].Position, this.circleCenter.Position) < this.explosionRadius * precisionCoefficient) { var explosionVector = this.circleVertices[i].Position - this.circleCenter.Position; explosionVector.Normalize(); explosionVector *= explosionSpeed; circleVertices[i].Position += explosionVector * (float)gameTime.ElapsedGameTime.TotalSeconds; } else { circles.Remove(this); } } } } } I'd be really greatful if anyone has suggestions about how to fix this issue.

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  • Improving the efficiency of my bloom/glow shader

    - by user1157885
    I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel sample iterations. Right now I have something like this: float4 glowColor = tex2D(glowSampler, uvPixel); //Makes the inital lines brighter/closer to white if (glowColor.r != 0 || glowColor.g != 0 || glowColor.b != 0) { glowColor += 0.5; } //Loops over the weights and offsets and samples from the pixels based on those numbers for (int i = 0; i < 20; i++) { glowColor += tex2D(glowSampler, uvPixel + glowOffsets[i] + 0.0018) * glowWeights[i]; } finalColor += glowColor; for the offsets it moves up, down, left and right (5 times each so it loops over 20 times) and the weights just lower the glow amount the further away it gets. The method I was using before to increase it was to increase the number of iterations from 20 to 40 and to increase the size of the offset/weight array but my computer started to have FPS drops when I was doing this so I was wondering how can I make the glow bigger/more vibrant without making it so CPU/Gcard intensive?

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • Avoid overwriting all the methods in the child class

    - by Heckel
    The context I am making a game in C++ using SFML. I have a class that controls what is displayed on the screen (manager on the image below). It has a list of all the things to draw like images, text, etc. To be able to store them in one list I created a Drawable class from which all the other drawable class inherit. The image below represents how I would organize each class. Drawable has a virtual method Draw that will be called by the manager. Image and Text overwrite this method. My problem is that I would like Image::draw method to work for Circle, Polygon, etc. since sf::CircleShape and sf::ConvexShape inherit from sf::Shape. I thought of two ways to do that. My first idea would be for Image to have a pointer on sf::Shape, and the subclasses would make it point onto their sf::CircleShape or sf::ConvexShape classes (Like on the image below). In the Polygon constructor I would write something like ptr_shape = &polygon_shape; This doesn't look very elegant because I have two variables that are, in fact, just one. My second idea is to store the sf::CircleShape and sf::ConvexShape inside the ptr_shape like ptr_shape = new sf::ConvexShape(...); and to use a function that is only in ConvexShape I would cast it like so ((sf::ConvexShape*)ptr_shape)->convex_method(); But that doesn't look very elegant either. I am not even sure I am allowed to do that. My question I added details about the whole thing because I thought that maybe my whole architecture was wrong. I would like to know how I could design my program to be safe without overwriting all the Image methods. I apologize if this question has already been asked; I have no idea what to google.

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  • AS3 How to check on non transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Am I missing something about these considerations about Leaderboard's database's schema?

    - by misiMe
    I just finished to develop a mobile game, now I want to implement an online leaerboard using mysql. I'm wondering about the database's schema, I thought about some possibilities: (I didn't got in detail with syntax because my question is just about the logic of it) Name: string; Score: integer I thought to ask the name just the first time. If, in the future, you will modify that, it will call just an update to the name associated with your id. Leaderboard(ID, Name, Score) ID: integer autoincrement, PrimaryKey With this kind of idea maybe the db will grow fast because if you choose everytime a different name for the score, it will add a new entry. Leaderboard(PhoneId, Name, Score) Here PhoneId will be the unique identifier of the phone, PrimaryKey. A con of this choice is that if you want to play with your friends' phone, you can't put a different name for the score. Leaderboard(Name, Score) Here Name is PrimaryKey. With that, if you enter a name that already exists, you will be prompted to choose another one. Do you agree with this considerations? What will you do? Am I missing something?

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  • 15 Puzzle Shuffle Method Issues

    - by Codemiester
    I am making a 15 puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. Because of this I am having problems with the shuffle method. I want to make it so the puzzle is always solvable. By first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. I would appreciate any help. Thanks here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

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  • Tiled Editor: How is this Map Handling Collision?

    - by user2736286
    BrowserQuest map in question. From what I understand, with tiled, there are two main ways to specify collision: Create an object layer, and interpret the shapes in the engine as collision objects. Create a tiled layer, and make all tiles in the layer have a collision property, and interpret all tiles in the layer as collision objects. I'm using BrowserQuest as a big source of inspiration for my project, and I want to know how they handled collision on the level editing side. I've checked through all their layers, expecting an object layer to be handling cliff collision like: But there are no such object layers to be found. Furthermore, the tile layers containing the tiles for such cliffs have no properties at all, meaning that they didn't just specify "collision" for such tile layers. I especially need to know how they handled less rectangular shapes like: I could imagine that they are not using explicit collision layers, but instead determining collision in the actual engine, based off the presence of specific tile layer sprites. Only because BrowserQuest has whole-tile movement, and it wouldn't look too odd if a small apple, taking up only a fraction of the tile size, prevents movement over that entire tile. But I'm creating a game with more precise movement, so collision has to be tight to the apple, and I really want to know how BrowserQuest approached collision defining. If anyone knowledgeable with Tiled could take a quick look at the map, I'd appreciate it! I'm tearing my hair out here :). Thanks

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  • How can I make permanent death in a MUD seem acceptable and fair to players?

    - by Luke Laupheimer
    I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have always wanted, that my friends and strangers hated: permanent death. Now, the emotional response I get to this is visceral revulsion, every time. I'm pretty sure I am the only person that wants this, or if I'm not, I'm a tiny minority. Now, the reason I want it is because I want the actions of the players to matter. Unlike a lot of other MUDs, which have a set of static city-states and social institutions etc, I want the things my players do, should I get any, to actually change the situation. And that includes killing people. If you kill someone, you didn't send them to time out, you killed them. What happens when you kill people? They go away. They don't come back in half an hour to smack talk you some more. They're gone. Forever. By making death non-permanent, you make death not matter. It would be similar if a climax to a character's arc is getting a speeding ticket. It cheapens it. Non-permanent death cheapens death. How can I: 1) Convince my players (and random people!) that this is actually a good idea?, or 2) Find some other way to make death and violence matter as much as it does in real life (except within the game, of course) sans character deletion? What alternatives are there out there?

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  • My GLSL shader isn't compiling even though it should. What should I investigate?

    - by reapz
    I'm porting an iOS game to Android. One of the shaders I'm using wouldn't compile until I reduced the number of uniform variables. Here are the uniform definitions: uniform highp mat4 ViewProjMatrix; uniform mediump vec3 LightDirWorld; uniform mediump int BoneCount; uniform highp mat4 BoneMatrixArray[8]; uniform highp mat3 BoneMatrixArrayIT[8]; uniform mediump int LightCount; uniform mediump vec3 LightPos[4]; // This used to be 12, but now 4, next lines also uniform lowp vec3 LightColour[4]; uniform mediump vec3 LightInnerOuterFalloff[4]; My issue is that the GLSL shader wouldn't compile until I reduced the count of the above arrays from 12 to 4. My understanding is that if those 3 lines were arrays of 12 then I would be using 56 vertex uniform vectors. I query the system at startup (GL_MAX_VERTEX_UNIFORM_VECTORS) and it says that 128 are available. Why wouldn't it compile with 56? I'm having issues on the Kindle Fire.

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  • Solution for lightweight LAN peer discovering?

    - by DevilWithin
    I built a library for purely cross-platform programming. My games made with it run fine in Android , Pc, Linux, Mac etc. The networking capabilities are provided by ENET library, therefore all communication between my apps is not TCP or UDP compatible, but only in the custom protocol, even tough its based on the UDP ultimately. I don't think its possible to do what i want with ENET, thats why I ask here for help! Lets say I have the same game running in my Android phone, my laptop and my pc. They are all in the same wifi network, and therefore in a LAN, whether its Wifi hotspot(?) or the household router. I need each of those 3 peers to discover the other two in the network. This is meant only to find the IP of alive apps in the LAN network, to be able to host multiplayer games between them. I can only think of one effective way to do this, UDP broadcast, wait responses, but if that is the solution, i need something small, since its the only purpose of the implementation. Other way could be to try to connect to all IPs in the LAN address subrange, but I don't think the OS would be with me on this one :p Sorry for the long question!

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  • How can I draw crisp per-pixel images with OpenGL ES on Android?

    - by Qasim
    I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. I would like to make a 2D game with OpenGL ES, but what I've been doing isn't working quite so well, as the images I draw aren't to scale, and no matter what guide I use, the image is always choppy and not the right size (I'm debugging on my Nexus S). How can I draw crisp, HD images to the screen with GL ES? Here is an example of what happens when I try to do it: And the actual image: Here is how my texture is created: //get id int id = -1; gl.glGenTextures(1, texture, 0); id = texture[0]; //get bitmap Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball); //parameters gl.glBindTexture(GL10.GL_TEXTURE_2D, id); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); 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_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //crop image mCropWorkspace[0] = 0; mCropWorkspace[1] = height; mCropWorkspace[2] = width; mCropWorkspace[3] = -height; ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

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  • Javascript Isometric draw optimization

    - by hustlerinc
    I'm having trouble with isometric tiles drawing. At the moment I got an array with the tiles i want to draw. And it all works fine until i increase the size of the array. Since I draw ALL tiles on the map it really affects the game performance (obviously) :D. My problem is I'm no genius when it comes to javascript and I haven't managed to just draw what is in viewport. Should be fairly simple for an expert though because its fixed sizes etc. Canvas is 960x480 pixels, each tile 64x32. This gives 16 tiles on first row, 15 on the next etc. for a total of 16 rows. Tile 0,0 is in the top-right corner. And draws X up to down and Y right to left. Going through the tiles on the first row from left to right as +X -Y. Here is the relevant part of my drawMap() function drawMap(){ var tileW = 64; // Tile Width var tileH = 32; // Tile Height var mapX = 960-32; var mapY = -16; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile = map[i][j]; var drawObj = objectMap[i][j]; var xpos = (i-j)*tileH + mapX; var ypos = (i+j)*tileH/2 + mapY; // Place the tiles isometric. ctx.drawImage(tileImg[drawTile],xpos,ypos); if(drawObj){ ctx.drawImage(objectImg[drawObj-1],xpos,ypos-(objectImg[drawObj- 1])); } } } } Could anyone please help me how to translate this to just draw the relevant tiles? It would be deeply appreciated.

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  • Flixel: doesn't light tile up

    - by Arno
    i'm creating a game with flixel, and I want to have a effect when you mouse over a tile, I tried implementing it, and this is what it gives: public class GameState extends FlxState { private var block:EmptyBlock; public function GameState() { } override public function create():void { for (var i:Number = 0; i < 30; i++) { block = new EmptyBlock(i, 20); block.create(); } } override public function update():void { block.update(); super.update(); } } } GameState class and here is the EmptyBlock class: public class EmptyBlock { private var x:int; private var y:int; private var row:FlxRect public function EmptyBlock(x:int, y:int ) { this.x = x; this.y = y; } public function create():void { row = new FlxRect(x, y, 32, 32); trace ("Created block at" + x + y); } public function update():void { if (FlxG.mouse.screenX == row.x) { if (FlxG.mouse.screenY == row.y) { var outline:FlxSprite = new FlxSprite(row.x, row.y).makeGraphic(row.width, row.height, 0x002525); } } } } }

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  • How to blend the sprite into background?

    - by optimisez
    I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color D3DCOLOR_XRGB(255, 255, 255) is set in D3DXCreateTextureFromFileEx. You will see the fireball through the sprite. After I change the color to D3DCOLOR_XRGB(0, 255, 255), the result will be Now, I am trying to remove the blue color of the sprite sheet and my expected result is something like that Until now, I still cannot figure out how to do that. Any ideas? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderPlayer() { sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(255, 255, 255)); } void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &fireball); } void renderFireball() { sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest.X, fireballDest.Y, 0), D3DCOLOR_XRGB(255,255, 255)); }

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • Trouble with speed and vectors

    - by Eegabooga
    I'm working on adding bullets to my game. Right now I can shoot bullets in the direction that I would like from a ship by getting the ship's angle: int speed = 5; int dx = -(cos(degreesToRadians(ship.angle)) * speed); // rate of change in the x direction int dy = -(sin(degreesToRadians(ship.angle)) * speed); // rate of change in the y direction bulletPosition.addX(dx); // addX(dx) is simply bulletPosition.x += dx bulletPosition.addY(dy); The ship is pretty much the exact same thing, except I use the += operator: int dx += -(cos(degreesToRadians(angle)) * 0.15) int dy += -(sin(degreesToRadians(angle)) * 0.15); shipPosition.addX(dx); shipPosition.addY(dy); I would like to be able to add the ship's velocity to the bullet's velocity, but I'm a little confused as to how should get the speed from the ship's vector. I thought that adding the ship's dx to the bullet's dx like int dx = -(cos(degreesToRadians(ship.angle)) * speed * dx) would work because I'm adding the rate of change of the ship to the rate of change of the bullet, but that doesn't work. So here's the final question: How can I get the speed of my ship and apply it to my bullet's speed? Thanks in advance for all help :)

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  • Why does my player stop when stepping onto a new tile?

    - by user220631
    Me and my friend are creating a game from scratch. He is in charge of art design and I am in charge of coding. I have done well so far with the code, but I have a collision detection problem when the character moves right: Once the player moves right, whenever a new block is encountered, the player stops. I don't know if this is a problem with collision or the player but I can't work around it. Here is the collision code: this.IsColliding = function(obj) { if(this.X > obj.X + obj.Width) return false; else if(this.X + this.Width < obj.X) return false; else if(this.Y > obj.Y + obj.Height) return false; else if(this.Y + this.Height < obj.Y) return false; else return true; } I also wanted to see if there as a way to make the player collide with the bottom of the block and the right side of the block instead of running through it.

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • How do I clip an image in OpenGL ES on Android?

    - by Maxim Shoustin
    My game involves "wiping off" an image by touch: After moving a finger over it, it looks like this: At the moment, I'm implementing it with Canvas, like this: 9Paint pTouch; 9int X = 100; 9int Y = 100; 9Bitmap overlay; 9Canvas c2; 9Rect dest; pTouch = new Paint(Paint.ANTI_ALIAS_FLAG); pTouch.setXfermode(new PorterDuffXfermode(Mode.SRC_OUT)); pTouch.setColor(Color.TRANSPARENT); pTouch.setMaskFilter(new BlurMaskFilter(15, Blur.NORMAL)); overlay = BitmapFactory.decodeResource(getResources(),R.drawable.wraith_spell).copy(Config.ARGB_8888, true); c2 = new Canvas(overlay); dest = new Rect(0, 0, getWidth(), getHeight()); Paint paint = new Paint();9 paint.setFilterBitmap(true); ... @Override protected void onDraw(Canvas canvas) { ... c2.drawCircle(X, Y, 80, pTouch); canvas.drawBitmap(overlay, 0, 0, null); ... } @Override 9public boolean onTouchEvent(MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: { X = (int) event.getX(); Y = (int) event.getY();9 invalidate(); c2.drawCircle(X, Y, 80, pTouch);9 break; } } return true; ... What I'm essentially doing is drawing transparency onto the canvas, over the red ball image. Canvas and Bitmap feel old... Surely there is a way to do something similar with OpenGL ES. What is it called? How do I use it? [EDIT] I found that if I draw an image and above new image with alpha 0, it goes to be transparent, maybe that direction? Something like: gl.glColor4f(0.0f, 0.0f, 0.0f, 0.01f);

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  • OpenGL depth texture wrong

    - by CoffeeandCode
    I have been writing a game engine for a while now and have decided to reconstruct my positions from depth... but how I read the depth seems to be wrong :/ What is wrong in my rendering? How I init my depth texture in the FBO gl::BindTexture(gl::TEXTURE_2D, this->textures[0]); // Depth gl::TexImage2D( gl::TEXTURE_2D, 0, gl::DEPTH32F_STENCIL8, width, height, 0, gl::DEPTH_STENCIL, gl::FLOAT_32_UNSIGNED_INT_24_8_REV, nullptr ); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE); gl::FramebufferTexture2D( gl::FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::TEXTURE_2D, this->textures[0], 0 ); Linear depth readings in my shader Vertex #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment (where the issue probably is) #version 150\n uniform sampler2D depth_texture; in vec2 uv_f; out vec4 Screen; void main(){ float n = 0.00001; float f = 100.0; float z = texture(depth_texture, uv_f).x; float linear_depth = (n * z)/(f - z * (f - n)); Screen = vec4(linear_depth); // It ISN'T because I don't separate alpha } When Rendered so gamedev.stackexchange, what's wrong with my rendering/glsl?

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