Search Results

Search found 18866 results on 755 pages for 'dev android'.

Page 306/755 | < Previous Page | 302 303 304 305 306 307 308 309 310 311 312 313  | Next Page >

  • Better way to generate enemies of different sub-classes

    - by KDiTraglia
    So lets pretend I have an enemy class that has some generic implementation and inheriting from it I have all the specific enemies of my game. There are points in my code that I need to check whether an enemy is a specific type, but in Java I have found no easier way than this monstrosity... //Must be a better way to do this if ( enemy.class.isAssignableFrom(Ninja.class) ) { ... } My partner on the project saw these and changed them to use an enum system instead public class Ninja extends Enemy { //EnemyType is an enum containing all our enemy types public EnemyType = EnemyTypes.NINJA; } if (enemy.EnemyType = EnemyTypes.NINJA) { ... } I also have found no way to generate enemies on varying probabilities besides this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { enemy = createEnemy(types.getEnemyType()); break; } } private static Enemy createEnemy(EnemyType type) { switch (type) { case NINJA: return new Ninja(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case GORILLA: return new Gorilla(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case TREX: return new TRex(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); //etc } return null } I know java is a little weak at dynamic object creation, but is there a better way to implement this in a way such like this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { //Change enemyTypes to hold the classes of the enemies I can spawn enemy = types.getEnemyType().class.newInstance() break; } } Is the above possible? How would I declare enemyTypes to hold the classes if so? Everything I have tried so far as generated compile errors and general frustration, but I figured I might ask here before I completely give up to the huge mass that is the createEveryEnemy() method. All the enemies do inherit from the Enemy class (which is what the enemy variable is declared as). Also is there a better way to check which type a particular enemy that is shorter than enemy.class.isAssignableFrom(Ninja.class)? I'd like to ditch the enums entirely if possible, since they seem repetitive when the class name itself holds that information.

    Read the article

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

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

    Read the article

  • Open Source Errors on Apple Cruch

    - by BluFire
    I've been looking around and I finally got the full source code called Apple-Crunch from google code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since i couldn't figure out how to import the actual folder into my workspace(it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The Errors were still there so I looked at the class files and noticed that the classes with errors extended from 'RokonActivity'. I then proceeded to add to the libs folder the rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do i fix the errors without having to manually change the code? The source code should be fully functional so why is there errors?

    Read the article

  • Making a Background Scrolling in Stacking Game

    - by David Dimalanta
    Hmmm...Is it a good idea to use a LibGDX parallax background for making a stacking game (i.e. PAPA STACKer Lite)? For example, I'm starting to use the blocks to drag-n-drop it. Next, when the next piece reaches the top of the screen, it automatically scrolls to the next one where the available space left. Aside from that, is it also involved with the camera code (Orthographic Camera) that the screen size appeared like 720x1280 but actually it's 1440x2560 for example? And another thing, does the background scrolling have the option to scroll from start to finish and infinite?

    Read the article

  • How to rotate FBX files in 90 degree while running on a path in iTween in unity 3d

    - by Jack Dsilva
    I am doing one racing game,in which I used iTween path systems to smooth camera turning in turns,iTween path systems works fine(special thanks to Bob Berkebile) Here first I used one cube to follow path and it works fine in turning But my problem is instead of using cube I used FBX(character) to follow path here when turn comes character will not move This is my problem Image: I want this type: How to Slove this problem?

    Read the article

  • How to install rgdal on Ubuntu 12.10?

    - by radek
    I'm strugling to install rgdal library on Ubuntu 12.10. Installation from within R results in error: Error: gdal-config not found The gdal-config script distributed with GDAL could not be found. If you have not installed the GDAL libraries, you can download the source from http://www.gdal.org/ If you have installed the GDAL libraries, then make sure that gdal-config is in your path. Try typing gdal-config at a shell prompt and see if it runs. If not, use: --configure-args='--with-gdal-config=/usr/local/bin/gdal-config' with appropriate values for your installation. ERROR: configuration failed for package ‘rgdal’ * removing ‘/home/rdk/R/x86_64-pc-linux-gnu-library/2.15/rgdal’ Warning in install.packages : installation of package ‘rgdal’ had non-zero exit status R-sig-Geo, this two SE questions and other websites pointed me to the requirements of libgdal1-dev. But when I tried sudo apt-get install libgdal1-dev I end up with another error message Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: libgdal1-dev : Depends: libgdal-dev but it is not going to be installed E: Unable to correct problems, you have held broken packages. Again - when I try to install libgdal-dev another dependencies error shows up The following packages have unmet dependencies: libgdal-dev : Depends: libgeos-dev but it is not going to be installed Depends: libspatialite-dev but it is not going to be installed Again trying libgeos-dev gives message: Depends: libgeos-c1 (= 3.3.3-1.1) but 3.3.3-2~precise2 is to be installed E: Unable to correct problems, you have held broken packages. and libspatialite-dev: Depends: libspatialite3 (= 3.1.0~rc2-1ubuntu1) but 3.1.0~rc2-2~precise1 is to be installed Is there any way to tame those dependencies and have rgdal running in Ubuntu? My sessionInfo() R version 2.15.1 (2012-06-22) Platform: x86_64-pc-linux-gnu (64-bit)

    Read the article

  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

    Read the article

  • Debian Harddrive Fdisk - Same ID's and changing letters

    - by James Willson
    I am trying to create and install a debain NAS and ive been having a hard time because I am new to all of this. I used ntfs-3g in order to automount my 4 NTFS drives. I also have a partitioned harddrive which is for the OS. When I was working on it and I ran this command I got this: fdisk -l /dev/sdae1 fdisk -l | grep NTFS /dev/sda1 /dev/sdb1 /dev/sdc1 /dev/sdd1 The weird thing is, all of the NTFS harddrives listed had an ID of 7. The next time I boot up my machine, I get an error about mounting /dev/sda1 and I run this command, and get the following results: fdisk -l | grep NTFS /dev/sdb1 /dev/sdc1 /dev/sdd1 /dev/sde1 I havent plugged in any drives, so whats going on? How to I make sure that my drives are mounted with the same sdXX name every time, and is the reason for this because they dont have unique ID numbers, if so, how do I solve this?

    Read the article

  • Debian Harddrive Fdisk - Same ID's and changing letters

    - by James Willson
    I am trying to create and install a debain NAS and ive been having a hard time because I am new to all of this. I used ntfs-3g in order to automount my 4 NTFS drives. I also have a partitioned harddrive which is for the OS. When I was working on it and I ran this command I got this: fdisk -l /dev/sdae1 fdisk -l | grep NTFS /dev/sda1 /dev/sdb1 /dev/sdc1 /dev/sdd1 The weird thing is, all of the NTFS harddrives listed had an ID of 7. The next time I boot up my machine, I get an error about mounting /dev/sda1 and I run this command, and get the following results: fdisk -l | grep NTFS /dev/sdb1 /dev/sdc1 /dev/sdd1 /dev/sde1 I havent plugged in any drives, so whats going on? How to I make sure that my drives are mounted with the same sdXX name every time, and is the reason for this because they dont have unique ID numbers, if so, how do I solve this?

    Read the article

  • How to restore Windows7 after restore ubuntu bootloader?

    - by Mateusz Rogulski
    At first I will describe my situation in a few points: I have installed Windows7, and then Ubuntu 11.04 on my machine. Then everything works fine and at start of system I have screen from linux where I can choose the system. Then I reinstall Windows7 and install Windows 8 on other partition. Then I can choose between Win7 and win8 when I start system. Then I need my Ubuntu back so I want restore my bootloader from Ubuntu. I boot Ubuntu from USB and in terminal write this commands: sudo fdisk -l Then I get: /dev/sda1 1 13 104391 de Dell Utility /dev/sda2 14 2805 22425601 5 Rozszerzona /dev/sda3 * 2805 41968 314572800 7 HPFS/NTFS /dev/sda4 41968 60802 151282688 7 HPFS/NTFS /dev/sda5 14 2445 19530752 83 Linux /dev/sda6 2445 2805 2893824 82 Linux swap / Solaris Next commands: sudo mount /dev/sda5 /mnt sudo mount --bind /dev /mnt/dev sudo mount --bind /proc /mnt/proc sudo chroot /mnt grub-install /dev/sda I get Installation finished. No error reported.. And when I start my machine I have old Ubuntu start screen to choose system. Ubuntu works well. But There are no Windows 8 option. But my primary problem is when I choose Windows 7 I have: error: no such device ... error: no such disk so I have no idea what can I do. I really need both systems to work. Any help would be appreciated.

    Read the article

  • How do I generate a level randomly?

    - by Charlton Santana
    I am currently hard coding 10 different instances like the code below, but but I'd like to create many more. Instead of having the same layout for the new level, I was wondering if there is anyway to generate a random X value for each block (this will be how far into the level it is). A level 100,000 pixels wide would be good enough but if anyone knows a system to make the level go on and on, I'd like to know that too. This is basically how I define a block now (with irrelevant code removed): block = new Block(R.drawable.block, 400, platformheight); block2 = new Block(R.drawable.block, 600, platformheight); block3 = new Block(R.drawable.block, 750, platformheight); The 400 is the X position, which I'd like to place randomly through the level, the platformheight variable defines the Y position which I don't want to change.

    Read the article

  • changing drive nodes & hdparm

    - by Kalamalka Kid
    I am currently attempting to create a command that works at startup to kill the power on two of my very noisy hard drives. I have edited the etc/rc.local file to include this command: sudo hdparm -y /dev/sdc sudo hdparm -y /dev/sdd exit 0 While I think this should work, it seems the allocated drives keep switching around every time I reboot. I have sda, sdb, sdc, sdd, and sde but they keep getting jumbled around (making the drive I wish to shut different than sdd which is making the task of shutting down the right drive on start-up quite cumbersome. I had a perfectly functioning ftstab file working which disappeard, but I restored it from the back up into the etc/ dir: # <file system> <mount point> <type> <options> <dump> <pass> #Entry for /dev/sda1 : UUID=43c09daf-08a5-44f2-89b0-fc7c6f0d1e67 / ext4 errors=remount-ro 0 1 #Entry for /dev/sdd1 : UUID=443AFBAD7FE50945 /media/DX100 ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdb1 : UUID=FCE456F5E456B21E /media/GalaxyM83 ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdf1 : UUID=1CA057FDA057DBB8 /media/Holideck ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdc1 : UUID=7ABB49654B799D40 /media/JX3P ntfs defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 it seems every time I boot the order of the drives changes. I do not know how to resolve this. A quick workaround the problem was to go with UUID instead of the DEV letter by editing the etc/rc.local file to include: hdparm -y /dev/disk/by-uuid/443AFBAD7FE50945 hdparm -y /dev/disk/by-uuid/7ABB49654B799D40 So I thought I was in the clear, as I heard both hard drives die down during the boot sequence, BUT, as soon as I log in both drives start up again! so now I have to figure out what is making them start up again after log in, or perhaps another way to get them to turn off. Is there some kind of command i can get to execute after log in? I tried editing the startup applications to include an autossh with: autoshh - sudo hdparm -y /dev/disk/by-uuid/7ABB49654B799D40 autoshh - sudo hdparm -y /dev/disk/by-uuid/443AFBAD7FE50945 but this did not seem to work to turn off the disks after log in.

    Read the article

  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

    Read the article

  • How to manage my model

    - by Christophe Debove
    I have in my model, a list of Classes : Player, NonPlayerCharacter, Monster, Item, NonMovableItem etc With AndEngine I've a list of sprite for each piece of my model, How can I manage the relashionship between my model's classes and the graphical elements, what is the degree of abstaction recommended for my problem? One sprite for one Model or one Model for one Sprite or n for n for exemple If I do drag&drop have I to make abstraction of the Sprite Class, another exemple a map is a List of sprite or a list of element of my model?

    Read the article

  • How do I configure my 2 RAID drives so I can use it as /home?

    - by Kenn
    I've installed Ubuntu 11 64-bit to a 2 TB drive. it is on /dev/sda - port 1 of SATA Host Adaptor. This contains /dev/sda1 (1 MB boot), /dev/sda2 (2TB EXT4), /dev/sda3 8.6GB SWAP. I also have: /dev/sdb 2TB RAID COMPONENT /dev/sdc 2TB RAID COMPONENT which also show as /dev/dm-0 not partitioned /dev/dm-2 not partitioned which is mounted as /media/RAID_HOME I'm completely stumped as to how to use this version of Ubuntu to make these drives seem as just one raid mirrored drive and then how to transfer /home onto it.

    Read the article

  • Fix Windows MBR using Ubuntu Live CD

    - by kova
    I'm trying to fix the MBR using Ubuntu live CD. I already have the ms-sys installed but from the threads that I saw, I'm not completely sure in which /dev I should execute the command: sudo ms-sys --mbr7 /dev/??? (is it mbr7 the correct option when using Windows 7?) ubuntu@ubuntu:~$ sudo fdisk -l Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x1f205b1f Device Boot Start End Blocks Id System /dev/sda1 * 38 38 0 0 Empty /dev/sda2 * 2048 206847 102400 7 HPFS/NTFS/exFAT /dev/sda3 206848 155854847 77824000 7 HPFS/NTFS/exFAT /dev/sda4 155854848 625137663 234641408 7 HPFS/NTFS/exFAT ubuntu@ubuntu:~$ Why is /dev/sda1 empty? I'm trying to fix the MBR because I'm getting a black screen when trying to load the operating system.

    Read the article

  • setPosition of Sprite onUpdate in AndEngine

    - by SSH This
    I am trying to get a "highlighter" circle to follow around a sprite, but I am having trouble, I thought I could use the onUpdate method that's available to me in SequenceEntityModifier but it's not working for me. Here is my code: // make sequence mod with move modifier SequenceEntityModifier modifier = new SequenceEntityModifier(myMovemod) { @Override protected void onModifierFinished(IEntity pItem) { // animation finished super.onModifierFinished(pItem); } public float onUpdate(float pSecondsElapsed, IEntity pItem) { highlighter.setPosition(player2.getX() - highlighterOffset, player2.getY() - highlighterOffset); return pSecondsElapsed; } }; When onUpdate is completely commented out, the sprite moves like I want it to, everything is ok. When I put the onUpdate in, the sprite doesn't move at all. I have a feeling that I am overriding the original onUpdate's actions? Am I going about this the wrong way? I am new to Java, so please feel free to advise if this isn't going to work. UPDATE: The player2 is the sprite that I'm trying to get the highlighter to follow.

    Read the article

  • How should I generate and store the boundries of a cave?

    - by Bob Roberts
    I am making a small cave copter game (seriously, where did this type of game come from anyway) and I am trying to figure out how to make and store the procedural generated walls. I am thinking about creating the walls by randomly picking two points away from the center of the screen. They will be no closer than the height of helicopter and no further than the edge of the screen, weighted to prefer to go in the same direction as the point prior so I end up with stalactites and stalagmites and not just noise, at set intervals of distance. To store, perhaps parallel arrays/lists, one for distance from center to top screen and one for distance from center to bottom. Am I way off base with my thinking? I just want the cave to be varied and challenging, I just have never worked with generating data like this. Edit: Woah, I just realized that my idea would lead to a player being able to stay in the middle of the screen and win. That isn't right at all. So the very basis of how I was going to generate is wrong. Edit 2: I also realized I left out a very crucial point. Part of the mechanics of the game will let the player go backwards therefor the data structure should be continuous.

    Read the article

  • andengine - how to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

    Read the article

  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

    Read the article

  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

    Read the article

  • Unable to Mount an external hard drive (NTFS)

    - by Mediterran81
    Ubuntu 11.10. When I plug my external Drive Western Digital MyPassport (500Go NTFS) I named WD. I get the following error: Unable to mount WD Error mounting: mount exited with exit code 1: helper failed with: mount: according to mtab, /dev/sdb1 is already mounted on /media/WD mount failed I have no problem with the internal NTFS partitions that auto-mounts on startup (ntfs-config does that). If I plug the WD before I boot Ubuntu, upon login, it's recognized and I can access without no problem. But if I remove it using (Safely remove) and then replug it, I get the error above. Here is my fstab: # /etc/fstab: static file system information. # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 #Entry for /dev/sda5 : UUID=24540d0f-5803-493c-ace9-e3b3c0cedb26 / ext4 errors=remount-ro 0 1 #Entry for /dev/sda3 : UUID=E4C43F7EC43F51D2 /media/OS ntfs-3g defaults,locale=en_US.UTF-8 0 0 #Entry for /dev/sda2 : UUID=6A0070F10070C61B /media/RECOVERY ntfs-3g defaults,locale=en_US.UTF-8 0 0 #Entry for /dev/sdb1 : UUID=EA6854D268549F5F /media/WD ntfs-3g defaults,nosuid,nodev,locale=en_US.UTF-8 0 0 #Entry for /dev/sda6 : UUID=ed077c52-c50e-406c-9120-9cb6f86ec204 none swap sw 0 0 Here is my mtab /dev/sda5 / ext4 rw,errors=remount-ro,commit=0 0 0 proc /proc proc rw,noexec,nosuid,nodev 0 0 sysfs /sys sysfs rw,noexec,nosuid,nodev 0 0 fusectl /sys/fs/fuse/connections fusectl rw 0 0 none /sys/kernel/debug debugfs rw 0 0 none /sys/kernel/security securityfs rw 0 0 udev /dev devtmpfs rw,mode=0755 0 0 devpts /dev/pts devpts rw,noexec,nosuid,gid=5,mode=0620 0 0 tmpfs /run tmpfs rw,noexec,nosuid,size=10%,mode=0755 0 0 none /run/lock tmpfs rw,noexec,nosuid,nodev,size=5242880 0 0 none /run/shm tmpfs rw,nosuid,nodev 0 0 /dev/sda3 /media/OS fuseblk rw,nosuid,nodev,allow_other,blksize=4096 0 0 /dev/sda2 /media/RECOVERY fuseblk rw,nosuid,nodev,allow_other,blksize=4096 0 0 /dev/sdb1 /media/WD fuseblk rw,nosuid,nodev,allow_other,blksize=4096 0 0 binfmt_misc /proc/sys/fs/binfmt_misc binfmt_misc rw,noexec,nosuid,nodev 0 0 gvfs-fuse-daemon /home/hanine/.gvfs fuse.gvfs-fuse-daemon rw,nosuid,nodev,user=hanine 0 0 Appearently it cannot be mounted because upon login, it finds that it is already mounted. Some sort of conflict. Does anyone have a clue on how to solve this. Thanks.

    Read the article

  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

    Read the article

  • Simulating Smartphones on PC with Unity

    - by Cengiz Frostclaw
    I want to make a game that depends on the phone orientation (changing shoot direction with tilt), however I need to test this on PC. So is there any tool I can use to simulate the orientation of the phone with mouse or keyboard of my PC? Something like joysticks on the screen. Thanks for any help! Edit : Thanks to @jhocking for his suggestion of Unity Remote. I, however still can accept a solution with using only PC, since I'm afraid of shortening my phone's battery life, for some reason.

    Read the article

  • libgdx arrays onTouch() method and delays for objects

    - by johnny-b
    i am trying to create random bullets but it is not working for some reason. also how can i make a delay so the bullets come every 30 seconds or 1 minute???? also the onTouch method does not work and it is not taking the bullet away???? shall i put the array in the GameRender class? thanks public class GameWorld { public static Ball ball; private Bullet bullet1; private ScrollHandler scroller; private Array<Bullet> bullets = new Array<Bullet>(); public GameWorld() { ball = new Ball(280, 273, 32, 32); bullet = new Bullet(-300, 200); scroller = new ScrollHandler(0); bullets.add(new Bullet(bullet.getX(), bullet.getY())); bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 0.0f; float bulletY = 0.0f; for (int i=0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); bullets.add(bullet); } } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet1() { return bullet1; } } i also tried this and it is not working, i used this in the GameRender class Array<Bullet> enemies=new Array<Bullet>(); //in the constructor of the class enemies.add(new Bullet(bullet.getX(), bullet.getY())); // this throws an exception for some reason??? this is in the render method for(int i=0; i<bullet.size; i++) bullet.get(i).draw(batcher); //this i am using in any method that will allow me from the constructor to update to render for(int i=0; i<bullet.size; i++) bullet.get(i).update(delta); this is not taking the bullet out @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { for(int i=0; i<bullet.size; i++) if(bullet.get(i).getBounds().contains(screenX,screenY)) bullet.removeIndex(i--); return false; } thanks for the help anyone.

    Read the article

< Previous Page | 302 303 304 305 306 307 308 309 310 311 312 313  | Next Page >