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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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  • Small adventure game

    - by Nick Rosencrantz
    I'm making a small adventure game where the player can walk through Dungeons and meet scary characters: The whole thing is 20 java classes and I'm making this a standalone frame while it could very well be an applet I don't want to make another applet since I might want to recode this in C/C++ if the game or game engine turns out a success. The engine is the most interesting part of the game, it controls players and computer-controlled characters such as Zombies, Reptile Warriors, Trolls, Necromancers, and other Persons. These persons can sleep or walk around in the game and also pick up and move things. I didn't add many things so I suppose that is the next thing to do is to add things that can get used now that I already added many different types of walking persons. What do you think I should add and do with things in the game? The things I have so far is: package adventure; /** * The data type for things. Subclasses will be create that takes part of the story */ public class Thing { /** * The name of the Thing. */ public String name; /** * @param name The name of the Thing. */ Thing( String name ) { this.name = name; } } public class Scroll extends Thing { Scroll (String name) { super(name); } } class Key extends Thing { Key (String name) { super(name); } } The key is the way to win the game if you figure our that you should give it to a certain person and the scroll can protect you from necromancers and trolls. If I make this game more Dungeons and Dragons-inspired, do you think will be any good? Any other ideas that you think I could use here? The Threadwhich steps time forward and wakes up persons is called simulation. Do you think I could do something more advanced with this class? package adventure; class Simulation extends Thread { private PriorityQueue Eventqueue; Simulation() { Eventqueue = new PriorityQueue(); start(); } public void wakeMeAfter(Wakeable SleepingObject, double time) { Eventqueue.enqueue(SleepingObject, System.currentTimeMillis()+time); } public void run() { while(true) { try { sleep(5); //Sov i en halv sekund if (Eventqueue.getFirstTime() <= System.currentTimeMillis()) { ((Wakeable)Eventqueue.getFirst()).wakeup(); Eventqueue.dequeue(); } } catch (InterruptedException e ) { } } } } And here is the class that makes up the actual world: package adventure; import java.awt.*; import java.net.URL; /** * Subklass to World that builds up the Dungeon World. */ public class DungeonWorld extends World { /** * * @param a Reference to adventure game. * */ public DungeonWorld(Adventure a) { super ( a ); // Create all places createPlace( "Himlen" ); createPlace( "Stairs3" ); createPlace( "IPLab" ); createPlace( "Dungeon3" ); createPlace( "Stairs5" ); createPlace( "C2M2" ); createPlace( "SANS" ); createPlace( "Macsal" ); createPlace( "Stairs4" ); createPlace( "Dungeon2" ); createPlace( "Datorsalen" ); createPlace( "Dungeon");//, "Ljushallen.gif" ); createPlace( "Cola-automaten", "ColaAutomat.gif" ); createPlace( "Stairs2" ); createPlace( "Fable1" ); createPlace( "Dungeon1" ); createPlace( "Kulverten" ); // Create all connections between places connect( "Stairs3", "Stairs5", "Down", "Up" ); connect( "Dungeon3", "SANS", "Down", "Up" ); connect( "Dungeon3", "IPLab", "West", "East" ); connect( "IPLab", "Stairs3", "West", "East" ); connect( "Stairs5", "Stairs4", "Down", "Up" ); connect( "Macsal", "Stairs5", "South", "Norr" ); connect( "C2M2", "Stairs5", "West", "East" ); connect( "SANS", "C2M2", "West", "East" ); connect( "Stairs4", "Dungeon", "Down", "Up" ); connect( "Datorsalen", "Stairs4", "South", "Noth" ); connect( "Dungeon2", "Stairs4", "West", "East" ); connect( "Dungeon", "Stairs2", "Down", "Up" ); connect( "Dungeon", "Cola-automaten", "South", "North" ); connect( "Stairs2", "Kulverten", "Down", "Up" ); connect( "Stairs2", "Fable1", "East", "West" ); connect( "Fable1", "Dungeon1", "South", "North" ); // Add things // --- Add new things here --- getPlace("Cola-automaten").addThing(new CocaCola("Ljummen cola")); getPlace("Cola-automaten").addThing(new CocaCola("Avslagen Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Iskall Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Cola Light")); getPlace("Cola-automaten").addThing(new CocaCola("Cuba Cola")); getPlace("Stairs4").addThing(new Scroll("Scroll")); getPlace("Dungeon3").addThing(new Key("Key")); Simulation sim = new Simulation(); // Load images to be used as appearance-parameter for persons Image studAppearance = owner.loadPicture( "Person.gif" ); Image asseAppearance = owner.loadPicture( "Asse.gif" ); Image trollAppearance = owner.loadPicture( "Loke.gif" ); Image necromancerAppearance = owner.loadPicture( "Necromancer.gif" ); Image skeletonAppearance = owner.loadPicture( "Reptilewarrior.gif" ); Image reptileAppearance = owner.loadPicture( "Skeleton.gif" ); Image zombieAppearance = owner.loadPicture( "Zombie.gif" ); // --- Add new persons here --- new WalkingPerson(sim, this, "Peter", studAppearance); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "John", studAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Sean", studAppearance ); new WalkingPerson(sim, this, "Reptile", reptileAppearance ); new LabAssistant(sim, this, "Kate", asseAppearance); new LabAssistant(sim, this, "Jenna", asseAppearance); new Troll(sim, this, "Troll", trollAppearance); new Necromancer(sim, this, "Necromancer", necromancerAppearance); } /** * * The place where persons are placed by default * *@return The default place. * */ public Place defaultPlace() { return getPlace( "Datorsalen" ); } private void connect( String p1, String p2, String door1, String door2) { Place place1 = getPlace( p1 ); Place place2 = getPlace( p2 ); place1.addExit( door1, place2 ); place2.addExit( door2, place1 ); } } Thanks

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  • Saving and Loading the Game (Automatically or Manually) via Internal Storage Only (Tablet PC Issues)

    - by David Dimalanta
    Here is my question. When making a game app for Android, I considered first the device. It's no problem to save progress everything (from levels to records) on a smartphone because it has an SD Card slot. Exception to this, the tablet PC, it can really nothing but on internal only storage. For example, I'm using this tutorial for audio spectrum (see http://www.youtube.com/watch?v=5cN1VzZXcdo) that involves copying from internal to external in order to detect frequency. It works on the desktop but not on the Android device (Tablets only [i.e. Google Nexus Tablet]). Is there a way to optimize save/load game problems due to internal/external device issues? Plus, additionally, what's the reason why my device won't work on tablets, except the desktop, while testing the audio spectrum code and why? Also, is it the same with saving/loading game?

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  • How to load stacking chunks on the fly?

    - by Brettetete
    I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) on my computer. Fine. When I change the Chunk height to 256 this becomes - obviously - incredible laggy. So what I basically want to do is stacking chunks. That means my world could be [8,16,8] Chunks large. The question is now how to generate chunks on the fly? At the moment I generate not existing chunks circular around my position (near to far). Since I don't stack chunks yet, this is not very complex. As important side note here: I also want to have biomes, with different min/max height. So in Biome Flatlands the highest layer with blocks would be 8 (8x16) - in Biome Mountains the highest layer with blocks would be 14 (14x16). Just as example. What I could do would be loading 1 Chunk above and below me for example. But here the problem would be, that transitions between different bioms could be larger than one chunk on y. My current chunk loading in action For the completeness here my current chunk loading "algorithm" private IEnumerator UpdateChunks(){ for (int i = 1; i < VIEW_RANGE; i += ChunkWidth) { float vr = i; for (float x = transform.position.x - vr; x < transform.position.x + vr; x += ChunkWidth) { for (float z = transform.position.z - vr; z < transform.position.z + vr; z += ChunkWidth) { _pos.Set(x, 0, z); // no y, yet _pos.x = Mathf.Floor(_pos.x/ChunkWidth)*ChunkWidth; _pos.z = Mathf.Floor(_pos.z/ChunkWidth)*ChunkWidth; Chunk chunk = Chunk.FindChunk(_pos); // If Chunk is already created, continue if (chunk != null) continue; // Create a new Chunk.. chunk = (Chunk) Instantiate(ChunkFab, _pos, Quaternion.identity); } } // Skip to next frame yield return 0; } }

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  • Changing Palette for Day/Light Mode using GIMP

    - by J.C.
    Hello, Suppose I've a picture, which want to achieve day/light mode by changing 8bpp color palette. If I want the pixel index of my picture is always fixed for both day mode and night mode. For example, the 1st pixel index is 100. Which I can look up index 100 in day mode palette and night mode palette. How can I use GIMP to do so? My goal is to not update my pixel index of my picture. Also, as you see in two palette, they are not one one mapping. That is index 1 of the day mode palette and index 1 of the night mode palette may not used in the same pixel of the picture, how can I tackle this problem? Actually, my use case is as follow I want to use one 8bpp picture to achieve day/night mode by update only the color palette (without updating the pixel index). The advantage is I only have to prepare 2 256 byte palette rather than saving 2 big pictures in my limited data ram. Thanks a lot

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  • Xna Loading Screens

    - by Cyral
    I'm making a 2D XNA game. I'd like to implement loading screens when stuff has to load for a while. Like when I login to an account, connect to the server, and generate worlds. I'm pretty sure it needs to be multithreaded, because I want to be able to do something like "Generating World 10%...11%...". GenerateWorld() { //Call StartLoading("Generating World"); or something //Starter generating, Updating progress... //End loading screen and fade into world } Help appreciated, I'm new.

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  • Rotate sprite to face 3D camera

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. shaders->setUniform("camera", gCamera.matrix()); glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(5e5, 5e5, 5e5)); glm::vec3 look = gCamera.position(); glm::vec3 right = glm::cross(gCamera.up(), look); glm::vec3 up = glm::cross(look, right); glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), up) * scale; shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I rotate the camera around it, it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. What am I doing wrong?

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  • How do I draw a scene with 2 nested frames

    - by Guido Granobles
    I have been trying for long time to figure out this: I have loaded a model from a directx file (I am using opengl and Java) the model have a hierarchical system of nested reference frames (there are not bones). There are just 2 frames, one of them is called x3ds_Torso and it has a child frame called x3ds_Arm_01. Each one of them has a mesh. The thing is that I can't draw the arm connected to the body. Sometimes the body is in the center of the screen and the arm is at the top. Sometimes they are both in the center. I know that I have to multiply the matrix transformation of every frame by its parent frame starting from the top to the bottom and after that I have to multiply every vertex of every mesh by its final transformation matrix. So I have this: public void calculeFinalMatrixPosition(Bone boneParent, Bone bone) { System.out.println("-->" + bone.name); if (boneParent != null) { bone.matrixCombined = bone.matrixTransform.multiply(boneParent.matrixCombined); } else { bone.matrixCombined = bone.matrixTransform; } bone.matrixFinal = bone.matrixCombined; for (Bone childBone : bone.boneChilds) { calculeFinalMatrixPosition(bone, childBone); } } Then I have to multiply every vertex of the mesh: public void transformVertex(Bone bone) { for (Iterator<Mesh> iterator = meshes.iterator(); iterator.hasNext();) { Mesh mesh = iterator.next(); if (mesh.boneName.equals(bone.name)) { float[] vertex = new float[4]; double[] newVertex = new double[3]; if (mesh.skinnedVertexBuffer == null) { mesh.skinnedVertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); } mesh.vertexBuffer.buffer.rewind(); while (mesh.vertexBuffer.buffer.hasRemaining()) { vertex[0] = mesh.vertexBuffer.buffer.get(); vertex[1] = mesh.vertexBuffer.buffer.get(); vertex[2] = mesh.vertexBuffer.buffer.get(); vertex[3] = 1; newVertex = bone.matrixFinal.transpose().multiply(vertex); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[0])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[1])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[2])); } mesh.vertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); mesh.skinnedVertexBuffer.buffer.rewind(); mesh.vertexBuffer.buffer.put(mesh.skinnedVertexBuffer.buffer); } } for (Bone childBone : bone.boneChilds) { transformVertex(childBone); } } I know this is not the more efficient code but by now I just want to understand exactly how a hierarchical model is organized and how I can draw it on the screen. Thanks in advance for your help.

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • Unity: Spin wheels to move vehicle

    - by Paul Manta
    I am just getting started with Unity and I'd like to ask a question. If I have a "Vehicle" object that has two children: "FrontWheel" and "BackWheel" (both 'wheels' are cylinders), how should I set everything up such that I can move the entire vehicle by turning its wheels? When I apply a torque to "FrontWheel", the vehicle starts to move, but instead of the whole thing the moving together, the chassis is rolling on the cylinders and eventually falls off. How can I prevent it from doing that?

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  • How do I scroll to follow my sprite in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, and I want the camera to stay centred on the sprite the entire time. This is my world so far: final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that when the sprite reaches the top wall, it crashes. How can I fix this?

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  • Multiple Key Presses in XNA?

    - by Bryan Harrington
    I'm actually trying to do something fairly simple. I cannot get multiple key presses to work in XNA. I've tried the following pieces of code. else if (keyboardState.IsKeyDown(Keys.Down) && (keyboardState.IsKeyDown(Keys.Left))) { //Move Character South-West } and I tried. else if (keyboardState.IsKeyDown(Keys.Down)) { if (keyboardState.IsKeyDown(Keys.Left)) { //Move Character South-West } } Neither worked for me. Single presses work just fine. Any thoughts?

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  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

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  • Reuseable Platform For Custom Board Game

    - by George Bailey
    Is there a generic platform to allow me to customize the rules to a board game. The board game uses a square grid, similar to Checkers or Chess. I was hoping to take some of the work out of creating this computer opponent, by reusing what is already written. I would think that there would be a pre-written routine for deciding which moves would lead to the best outcome, and all that I would need to program is the pieces, legal moves, what layout constitutes a win/lose or draw, and perhaps some kind of scoring for value of pieces. I have seen chess programs that appear to use a recursive routine, so they think anywhere from 2 to 20 moves ahead to create varying degrees of difficulty. I have noticed this on chess.com. The game I am programming will not be as complex. Is there a platform designed to be re-used for different grid/piece based games. JavaScript would be preferable, but Java or Perl would be acceptable.

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  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

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  • Scaling Skeletal values to be able to reach objects on the screen

    - by Sweta Dwivedi
    I have created a game using Kinect + XNA and the game runs on full screen mode.. However when i try to touch or reach a certain area on the screen using hand.. I cant reach it.. I will already be outside the range of the sensor trying to touch the object on the game screen.. Is there anyway I can scale the skeletal values so that the users can easily touch objects on the screen without having to stretch or bend too much?

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  • Moving sprites on a graph in libGDX

    - by nosferat
    In my game I'd like to move sprites on a fixed path. Until this point I was trying to stick with the tools already provided by libGDX, like the Tiled map renderer classes so I'm looking for a solution nearly as convenient as that, e.g. I'd like to avoid creating the adjacency matrix by hand. Tiled has the functionality to add objects to the map but I'm not sure if I can use it for this purpose. Any idea?

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  • GLSL Bokeh using Quads and Textures

    - by Notoriousaur
    I'm trying to create a depth of field effect with bokeh sprites in GLSL. Specifically, what i would like to do is, for each pixel: See if the pixel is out of the focal range If it is, draw a quad and apply a texture to provide a bokeh sprite. This kind of implementation is seen in the Unreal Engine and by Matt Pettineo, however, both implementations are in DX11 and I'm using OpenGL. I'm a bit stuck on the drawing a quad and applying a texture bit. Does anyone know how I can do this, or provide any relevant links as to how I can do this? Thanks

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • *DX11, HLSL* - Colour as 4 floats or one UINT

    - by Paul
    With the DX11 pipeline, would it be much quicker for the vertex buffer to pass one single UINT with one byte per channel to the input assembler, as opposed to three floats? Then the vertex shader would convert the four bytes to four floats, which I guess is the required colour format for the pipeline. In this instance, colour accuracy isn't an issue. The vertex buffer would need to be updated many times per frame, so using a single UINT and saving 12 bytes for every vertex could well be worth it: quicker uploads to vram and also less memory used. But the cost is the extra shader work for every vertex to convert each 8 bits of the input UNIT into a float. Anyone have an idea if it might be worth doing? Or, is it possible for the pipeline to be set to just internally use a four-byte colour format? The swap chain buffer has been initialised as DXGI_FORMAT_R8G8B8A8_UNORM, so ultimately that's how the colour will be written. Thanks!

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  • Drawing a textured triangle with CPU instead of GPU

    - by Jenko
    I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, transform, projection, culling and the likes ... now all I need is a little code snippet that draws a single textured triangle onto a bitmap... any language accepted! Inputs: Texture bitmap, Triangle U/V/W coords, Triangle X/Y screen coords Output: The textured triangle drawn at the given screen coords I've currently been using a platform function to draw triangles to screen, but I'm looking to handle it myself to speeden up the process.

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  • Cocos2dx- Draw primitives(polygons) on Update

    - by Haider
    In my game I'm trying to draw polygons on on each step i.e. update method. I call draw() method to draw new polygon with dynamic vertices. Following is my code: void HelloWorld::draw(){glLineWidth(1);CCPoint filledVertices[] = {ccp(drawX1,drawY1),ccp(drawX2,drawY2), ccp(drawX3,drawY3), ccp(drawX4,drawY4)};ccDrawSolidPoly( filledVertices, 4, ccc4f(0.5f, 0.5f, 1, 1 ));} I call the draw() method from the update(float dt) method. The engine is behaving inconsistently i.e. sometimes it displays the polygons and on other occasions it does not. Is it the right approach to do such a task? If not what is the best way to display large number of primitives?

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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