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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • Gnome question> Nautilus only starts as root user

    - by user7978
    Hello. I am running Ubuntu 10.04 62-bit. When I attempt to start Nautilus from the command line, it does not appear -- although a PID is generated. As root/sudo, I can start Nautilus fine. One note: I run e16 as the windows manager, so I do not use Nautilus to draw my desktop. However, even under this configuration, Nautilus used to run fine as a "regular" user. The permissions for Nautilus are the same as the other packages in /usr/bin. I believe this is a Gnome issue, but I'm fumbling at this point.

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  • Resources for creating a turn-by-turn navigation system

    - by benwad
    I'm trying to create a kind of turn-by-turn satellite navigation system using the iOS SDK. I get the directions from the server and draw them on the map, then I keep getting location updates from the iPhone's GPS chip. Currently I start by finding the nearest turning point then, each time the user comes within a certain distance of the next turning point, a verbal cue is given and the turning point index is incremented. This is a delicate system and I'd like to make it more robust so I can tell when the user is going the wrong direction etc. Basically I'm looking for some literature about turn-by-turn navigation, in terms of tracking the user's progress and whether they're going the right direction. I'd have thought there's a lot of research out there but I can't seem to find anything apart from simple tutorials on how to use a given SDK or directions API. Can anyone direct me to a good run-through of the various techniques used in software such as TomTom or Google Maps Navigation?

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • Strategies for porting application from Win32 API to GTK+

    - by Vitor Braga
    I have a legacy application written in C, using the raw Win32 API. The general level of abstraction is low and raw dependency on <windows.h> is common. I would like to port this application to GTK+. There are any kind of guidelines or best practices on how to do this? I've previously ported a MFC application to Qt, but the application was very abstracted - it draw it's own set of widgets, for example - and initial porting was very straightforward. I've been thinking at first using Wine to build a native Linux executable and then trying to slowly refactor it into a GTK+ app. Does some one have best practices or previous experiences to share about this?

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  • What is a good method for coloring textures based on a palette in XNA?

    - by Bob
    I've been trying to work on a game with the look of an 8-bit game using XNA, specifically using the NES as a guide. The NES has a very specific palette and each sprite can use up to 4 colors from that palette. How could I emulate this? The current way I accomplish this is I have a texture with defined values which act as indexes to an array of colors I pass to the GPU. I imagine there must be a better way than this, but maybe this is the best way? I don't want to simply make sure I draw every sprite with the right colors because I want to be able to dynamically alter the palette. I'd also prefer not to alter the texture directly using the CPU.

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  • Using Instance Nodes, worth it?

    - by Twitch
    I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture. My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light. Is this actually effective? And if so how much? I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

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  • Is programming in layers real?

    - by Aura
    I am fairly new in product development and I am trying to work over a product. The problem that I have realized is that people draw diagrams and charts showing different modules and layers. But as I am working alone (I am my own team) I got a bit confused about the interaction I am facing in the development within the programs and I am wondering whether developing a product in modules is real or not? Maybe I am not a great programmer, but I see no boundaries when data start to travel from frontend to backend.

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  • What is the order of diagram drawing in a design?

    - by Manuel Malagon
    I'm new with OOP and UML and I have some confusion here. I'd like to know where to start, I mean, somebody comes to you and ask you to do something (involves software design of course), once you have determined what has to be done, what is the order in which you have to start the software architecture? I mean, is it first the use case diagram or the class diagram? or should I draw some diagrams in parallel? But basically, where should I start? and what UML diagram goes first? Thanks for helping!!

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

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  • Loading assets in Monogame

    - by Matebu
    I'm creating a MonoGame application on Visual Studio 2012, yet when trying to load a texture I get the following problem: Could not load Menu/btnPlay asset! I have set content directory: Content.RootDirectory = "Assets"; Also the file btnPlay.png has properties set: Build Action: Content and Copy to Output directory: Copy if newer. My constructor and LoadContent functions are totally empty, but have a look yourself: public WizardGame() { Window.Title = "Just another Wizard game"; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Assets"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D texture = Content.Load<Texture2D>("Menu/btnPlay"); _graphics.IsFullScreen = true; _graphics.ApplyChanges(); } How do I properly load a texture?

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • Good resources for learning about graphics hardware

    - by Ken
    I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in terms of how things are implemented. I familiar with what happens in principle during the various stages of the rendering pipeline (viewing, projection, clipping, rasterization etc). My goal is to be able to make better and more informed decisions about tradeoffs and potential optimisations when graphics/shader programming with respect to the following kinds of issues; batching view culling occlusions draw order avoiding state changes triangles vs pointsprites texture sampling etc Basically whatever the graphics programmer needs to know about modern graphics hardware in order to become more effective. I'm not really looking for specific optimisation techniques, rather I need more general knowledge so that I will naturally write more efficient code.

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  • Create Adventure Game Scene/Room/Backdrop from Real Photo

    - by Lyuben
    Is there a suitable software or a good tutorial for creating 2D rooms/scenery for adventure games from real photos? Is it possible to achieve good results by using photos, or the hand-drawn style will always be the best choice? Thank you! --- EDIT --- I want to clarify that I'm particularly interested in the art creation process, not on the environment in which to build games. I'm writing the game in Java for Android, but I don't think it matters. Also, I'm not trying to decide if the game will have photo realistic rooms or not - I want to achieve 2d pixelated, old-school style background scenes and I wonder if this can be made from photos, because I cannot draw them myself. For example, can I shoot a scene with my camera and then make it look something like the image in the following link: PIXEL ART FOREST I know that I cannot get the same quality as an absolutely hand-drawn pixel, but I'm looking for some decent technology/tutorial/software to make them somewhat similar.

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  • Chapter One - Concepts/Requirements (The Fundamentals)

    - by drsql
    So here we are, the starting chapter with the obligatory introductory material that I hope people will read, digest, memorize and really take to heart.  I also realize that that is pretty unlikely. In fact, the first two chapters are kind of like that. First I introduce concepts, and in the next chapter I show how to draw pretty pictures of those concepts. Then comes normalization and after that we really start doing some modeling. In this chapter I am going to cover the basic stuff that you...(read more)

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  • How to manually detect deadlocks

    - by Dawson
    I understand the concepts of deadlock well enough, but when I'm given a problem like the one below I'm not sure how to go about solving it. I can draw a resource allocation graph, but I'm not sure how to solve it from there. Is there a better more formal way of solving this? Consider a system with five processes, P1 through P5, and five resources, R1 through R5. Resource ownership is as follows. • P1 holds R1 and wants R3 • P2 holds R2 and wants R1 • P3 holds R3 and wants R5 • P4 holds R5 and wants R2 • P5 holds R4 and wants R2 Is this system deadlocked? Justify your answer. If the system is deadlocked, list the involved processes.

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • How to conduct A/B split testing with AdSense?

    - by None
    Ok so I have decided to A/B test my AdSense ads. I have run a few tests, but I don't know what conclusion to draw and how to keep track of things. Some specific questions: If I have 2 test units, 1 wins. I test that with a new and so on. How do I find if say the fifth one did better than the first one? How do I keep track of things? Do I let the variables independent of each other, because they certainly are not. In real life, font size can affect CTR even if the colors are different. I can test blue color with red color, and then test Arial font with Georgia, but how do I know which combination is the best? This would result in way too many test units. I tried Googling a lot, but I could not find answers to these questions.

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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  • 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?

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  • Most efficient way to generate 2D portraits

    - by user1221
    Hey, I am not sure if this is a fitting question for gamedev, or if it is too art related. I am currently trying, to create 2D character protraits for my game. At first I tried to draw them and even though it helped polishing my drawing skills the end result either required way too much time or it simply looked like it was created by a grade school kid. So I am currently looking into some tools which from which people like me who are not out of the art-world might benefit. Especially tools which can create a 3D head+hair, so that I can render them. I have tried several 3D generation tools such as makehead and makehuman to create the basic head-shape. But I have to admit I am not well versed in what other options are available/what has the best quality/etc.

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  • Rotation, further I go from 0:0, the further the object positions around the origin while rotating

    - by Serguei Fedorov
    For some reason I am having the issue where the following code: global.spriteBatch.Draw(obj.sprite, obj.getPosition(), null, Color.White, obj.rotation, obj.center, 2f, SpriteEffects.None, 1); causes the object to rotate around the origin in such a way, as though there is an offset to the position relative to its location. The calculation for the center it correct and this happens even if I set the pivot to be the location of the object. The further I get from 0:0 the larger the radius or rotation. I am not sure what is going on here because given the following tutorial http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Rotation.php I have done the code setup correctly. Any ideas? Any help is greatly appreciated!!!

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  • How can I get a 2D texture to rotate like a compass in XNA?

    - by IronGiraffe
    I'm working on a small maze puzzle game and I'm trying to add a compass to make it somewhat easier for the player to find their way around the maze. The problem is: I'm using XNA's draw method to rotate the arrow and I don't really know how to get it to rotate properly. What I need it to do is point towards the exit from the player's position, but I'm not sure how I can do that. So does anyone know how I can do this? Is there a better way to do it?

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  • Avoiding "double" subscriptions

    - by john smith
    I am working on a website that requires a bit of marketing; let me explain. This website is offering a single, say, iTunes 50$ voucher to a lucky winner. To be entered in the draw, you need to invite (and has to join) at least one friend to the website. Pretty straightforward. Now, of course it would be easy for anyone to just create a fake account and invite that account so, I was thinking of some other way to somehow find out of possible cheating. I was thinking of an IP check on the newly subscribed (invited) user, and if there is the same IP logged in the last 24 hours, and if that's the case, investigate more about it. But I was thinking that maybe there is a more clever way around this issue. Has anyone ever though about this? What other solutions did you try? Thanks in advance.

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