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  • Ubuntu Software Centre Issue (unity 11.10) after broken sun-java6-jre package installation

    - by Stephen Myall
    I have been installing software packages from USC and I am getting the following error message. Worked fine one minute then the message below. Tried to search but couldn't find a solution Previously I was installing the sun-java6-jre package in terminal and had an connection outage and it didnt complete. I attempted an apt-get -f install with no success. i dont know what to try next. I'm relatively new to Linux. The answer provided with a similar question on this site didnt resolve the issue for meClick on this link An unhandlable error occured There seems to be a programming error in aptdaemon, the software that allows you to install/remove software and to perform other package management related tasks. Details File "/usr/lib/python2.7/dist-packages/aptdaemon/worker.py", line 1092, in _simulate_helper return depends, self._cache.required_download, \ File "/usr/lib/python2.7/dist-packages/apt/cache.py", line 235, in required_download pm.get_archives(fetcher, self._list, self._records) SystemError: E:I wasn't able to locate a file for the sun-java6-jre package. This might mean you need to manually fix this package. Terminal Output Link http://dl.dropbox.com/u/48466855/Terminal%20output.odt

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  • Why do Windows Forms / Swing frameworks favour inheritance instead of Composition?

    - by devoured elysium
    Today a professor of mine commented that he found it odd that while SWT's philosophy is one of making your own controls by composition, Swing seems to favour inheritance. I have almost no contact with both frameworks, but from what I remember in C#'s Windows Forms one usually extends controls, just like Swing. Being that generally people tend to prefer composition over inheritance, why didn't Swing/Windows Forms folks favour composition instead of inheritance?

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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • Box2D how to implement a camera?

    - by Romeo
    By now i have this Camera class. package GameObjects; import main.Main; import org.jbox2d.common.Vec2; public class Camera { public int x; public int y; public int sx; public int sy; public static final float PIXEL_TO_METER = 50f; private float yFlip = -1.0f; public Camera() { x = 0; y = 0; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public Camera(int x, int y) { this.x = x; this.y = y; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void update() { sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void moveCam(int mx, int my) { if(mx >= 0 && mx <= 80) { this.x -= 2; } else if(mx <= Main.APPWIDTH && mx >= Main.APPWIDTH - 80) { this.x += 2; } if(my >= 0 && my <= 80) { this.y += 2; } else if(my <= Main.APPHEIGHT && my >= Main.APPHEIGHT - 80) { this.y -= 2; } this.update(); } public float meterToPixel(float meter) { return meter * PIXEL_TO_METER; } public float pixelToMeter(float pixel) { return pixel / PIXEL_TO_METER; } public Vec2 screenToWorld(Vec2 screenV) { return new Vec2(screenV.x + this.x, yFlip * screenV.y + this.y); } public Vec2 worldToScreen(Vec2 worldV) { return new Vec2(worldV.x - this.x, yFlip * worldV.y - this.y); } } I need to know how to modify the screenToWorld and worldToScreen functions to include the PIXEL_TO_METER scaling.

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  • Why maven so slow compared to automake?

    - by ???'Lenik
    I have a Maven project consists of around 100 modules. I have reason to decompose the project to so many modules, and I don't think I should merge them in order to speed up the build process. I have read a lot of projects by other people, e.g., the Maven project itself, and Apache Archiva, and Hudson project, they all consists of a lot of modules, nearly 100 maybe, more or less. The problem is, to build them all need so much time, 3 hours for the first time build (this is acceptable because a lot of artifacts to download), and 15 minutes for the second build (this is not acceptable). For automake, things are similarly, the first time you need to configure the project, to prepare the magical config.h file, it's far more complex then what maven does. But it's still fast, maybe 10 seconds on my Debian box. After then, make install requires maybe 10 minutes for the first time build. However, when everything get prepared, the .o object files are generated, they don't have to be rebuild at all for the second time build. (In Maven, everything rebuild at everytime.) I'm very wondering, how guys working for Maven projects can bare this long time for each build, I'm just can't sit down calmly during each time Maven build, it took too long time, really.

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  • Exclusive use of a Jini server during long-running call

    - by Matthew Flint
    I'm trying to use Jini, in a "Masters/Workers" arrangement, but the Worker jobs may be long running. In addition, each worker needs to have exclusive access to a singleton resource on that machine. As it stands, if a Worker receives another request while a previous request is running, then the new request is accepted and executed in a second thread. Are there any best-practices to ensure that a Worker accepts no further jobs until the current job is complete? Things I've considered: synchronize the job on the server, with a lock on the singleton resource. This would work, but is far from ideal. A call from a Master would block until the current Worker thread completes, even if other Workers become free in the meantime unregister the Worker from the registry while the job is running, then re-register when it completes. Might work OK, but something doesn't smell right with this idea... Of course, I'm quite happy to be told that there are more appropriate technologies than Jini... but I wouldn't want anything too heavyweight, like rolling out EJB containers all over the place.

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  • Terrain sqaure loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or sqaure to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of uneccessary loading and unloading is done. Is there a general approach to this becuase I dont think games like skyrim have this issue? Cheers!

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  • Stop map from scrolling but let player still move?

    - by ChocoMan
    I have a basic method of scrolling around on a map (moving the map instead of the player), but at when the player gets to a certain proximity to the edge, how do you stop the map from scrolling, but still allow the player to move around until it is away from that proximity? I'm not looking for any code. Just a suggestion so that I can implement it myself. I can see it visually (creating 4 boxed intersecting boundaries for the player to enter), but not sure how to come about stopping and resuming the scrolling of the map.

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  • When not to use Spring to instantiate a bean?

    - by Rishabh
    I am trying to understand what would be the correct usage of Spring. Not syntactically, but in term of its purpose. If one is using Spring, then should Spring code replace all bean instantiation code? When to use or when not to use Spring, to instantiate a bean? May be the following code sample will help in you understanding my dilemma: List<ClassA> caList = new ArrayList<ClassA>(); for (String name : nameList) { ClassA ca = new ClassA(); ca.setName(name); caList.add(ca); } If I configure Spring it becomes something like: List<ClassA> caList = new ArrayList<ClassA>(); for (String name : nameList) { ClassA ca = (ClassA)SomeContext.getBean(BeanLookupConstants.CLASS_A); ca.setName(name); caList.add(ca); } I personally think using Spring here is an unnecessary overhead, because The code the simpler to read/understand. It isn't really a good place for Dependency Injection as I am not expecting that there will be multiple/varied implementation of ClassA, that I would like freedom to replace using Spring configuration at a later point in time. Am I thinking correct? If not, where am I going wrong?

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • 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?

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • Convience of mySQL over xml

    - by Bonechilla
    Currently I use XML to store specific information to correctly load a few things such as a list of specfied characters, scenes and music, Once more I use JAXB in combination with standard compression/decompression(ZIP) functionality to store a list of extrenous data. This data is called to add functionality to the character, somewhat like Skills in an RPG. Each skill is seperated into its own XML file with a grandlist which contains the names of each file with their extensions omitted and zipped in folder that gets encrypted. At first using xml was working fine however as the skill list grow i worry about its stability. I was wondering if I should begin storing the data in mySQL. Originally I planned to simply convert everything to JSON over xml but i think possibly mySQL would be a better move. Can anyone inform me of the key difference and pros and cons of each I guess i'm looking for the best way to store the data more conviently and would be easier to operate on. The data is mostly primatives and strings and the only arraylist of values i have i can just concat into a single field and parse later

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  • Validating data to nest if or not within try and catch

    - by Skippy
    I am validating data, in this case I want one of three ints. I am asking this question, as it is the fundamental principle I'm interested in. This is a basic example, but I am developing best practices now, so when things become more complicated later, I am better equipped to manage them. Is it preferable to have the try and catch followed by the condition: public static int getProcType() { try { procType = getIntInput("Enter procedure type -\n" + " 1 for Exploratory,\n" + " 2 for Reconstructive, \n" + "3 for Follow up: \n"); } catch (NumberFormatException ex) { System.out.println("Error! Enter a valid option!"); getProcType(); } if (procType == 1 || procType == 2 || procType == 3) { hrlyRate = hrlyRate(procType); procedure = procedure(procType); } else { System.out.println("Error! Enter a valid option!"); getProcType(); } return procType; } Or is it better to put the if within the try and catch? public static int getProcType() { try { procType = getIntInput("Enter procedure type -\n" + " 1 for Exploratory,\n" + " 2 for Reconstructive, \n" + "3 for Follow up: \n"); if (procType == 1 || procType == 2 || procType == 3) { hrlyRate = hrlyRate(procType); procedure = procedure(procType); } else { System.out.println("Error! Enter a valid option!"); getProcType(); } } catch (NumberFormatException ex) { System.out.println("Error! Enter a valid option!"); getProcType(); } return procType; } I am thinking the if within the try, may be quicker, but also may be clumsy. Which would be better, as my programming becomes more advanced?

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  • 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.

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  • What is bootstrap listener in the context of Spring framework?

    - by jillionbug2fix
    I am studying Spring framework, in web.xml I added following which is a bootstrap listener. Can anyone give me a proper idea of what is a bootstrap listener? <listener> <listener-class>org.springframework.web.context.ContextLoaderListener</listener-class> </listener> You can see the doc here: ContextLoadListener Bootstrap listener to start up and shut down Spring's root WebApplicationContext. Simply delegates to ContextLoader as well as to ContextCleanupListener. This listener should be registered after Log4jConfigListener in web.xml, if the latter is used. As of Spring 3.1, ContextLoaderListener supports injecting the root web application context via the ContextLoaderListener(WebApplicationContext) constructor, allowing for programmatic configuration in Servlet 3.0+ environments. See WebApplicationInitializer for usage examples...

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  • How do I implement smooth movement in a Box2D platform game?

    - by Romeo
    I have implemented a character in JBox2D which moves with the help of a wheel rotating at the bottom of it. The movement is the best result I've had 'till now but it's a little glitchy when the character stands on the edge. So I am thinking should I use five smaller wheels instead of a big wheel. The wheel/wheels will not be visible in the finished product, now they are drawn for debugging. Here is a video. Is there a better way to do this using JBox2D?

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  • Has MyEclipse implicit breakpoint in debugging mode in class URLClassPath [migrated]

    - by MJM
    I am beginner in MyEclipse IDEA. I using 8.6.1 version of it. My issue is: When I execute my program in debug mode, MyEclipse go to sun.misc.URLClassPath class and I must Resume breakpoint(by pressing F8 key) and continue executing my program. MyEclipse stay in URLClassPath class in following thread stack: 1. URLClassPath$JarLoader.<init>(URL, URLStreamHandler, HashMap) line: 581 2. URLClassPath$JarLoader.ensureOpen() line: 631 3. URLClassPath$JarLoader.getJarFile(URL) line: 641 4. URLClassPath$JarLoader.ensureOpen() line: 631 Note: this event happen when some jar file exist in my project Build-Path but when my application is simple this problem don't make and first breakpoint is my first breakpoint. Why this event happened?

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • Synchronizing local and remote cache in distributed caching

    - by ltfishie
    With a distributed cache, a subset of the cache is kept locally while the rest is held remotely. In a get operation, if the entry is not available locally, the remote cache will be used and and the entry is added to local cache. In a put operation, both the local cache and remote cache are updated. Other nodes in the cluster also need to be notified to invalidate their local cache as well. What's a simplest way to achieve this if you implemented it yourself, assuming that nodes are not aware of each other. Edit My current implementation goes like this: Each cache entry contains a time stamp. Put operation will update local cache and remote cache Get operation will try local cache then remote cache A background thread on each node will check remote cache periodically for each entry in local cache. If the timestamp on remote is newer overwrite the local. If entry is not found in remote, delete it from local.

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  • Novice prototyping a massive multiplayer webpage based gaming system

    - by Sean Hendlin
    I'm trying to build a website based game in which various pages of the site act as different areas of the game. I am wondering what you would recommended as a design structure. Which languages would be best if building what will hopefully becomes a massive system able to scale to massive amounts of users. I am wondering if and how various elements from differing languages could be meshed to interact with each other. For example could I use html5, javascript, and PHP? What about asp.net how might that factor in? I'm a newbie programmer but I've been working on this idea for years and I want to build it to reality. Your comments and suggestions are appreciated. P.S.: The game is not all graphics and animation (though flash like appearance and some animation would be nice). What I am thinking of is essentially a heavily gamified system of forms. And LOTS of data in many different categories cross referencing each-other. I'm not sure how to go about structuring the collection of data. Also while I know javascript can be used to process some functions, I'm wondering what sort of base system I would need to handle the server side processing of what I am expecting to be some pretty significant algorithm processing. That is to say I expect to have many many many functions and I'm not sure how to mange this using javascript. I feel like they would be forgotten, mixed up, disorganizes as they essentially only exist where they are coded. I guess I need to learn something of libraries? OK, Thank you! Is enough from me for now.

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  • 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.

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • When to use Constants vs. Config Files to maintain Configuration

    - by CoffeeAddict
    I often fight with myself on whether to put certain keys in my web.config or in a Constants.cs class or something like this. For example if I wanted to store application specific keys for whatever the case may be..I could store it and grab it from my web config via custom keys or consume it by referencing a constant in my constants class. When would you want to use Constants over config keys? This question really applies to any language I think.

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