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  • Creating a newspaper that effects the game's economy?

    - by zardon
    I am writing a game in Objective C/cocos2d where a newspaper is a central part of what controls or rather effects the game's world economy as well as what a city might do (such as increase X, reduce Y) The newspaper is a bit like a "Chance card" in Monopoly, it has an effect on something. My question is, what is the best way to do write a newspaper that has both a random and specific effect within the game. Would the best strategy be to write out all the things a newspaper can affect, a PLIST of headlines (with placeholders). I think Tiny Tower uses a PLIST of events and it randomly picks an event, but I'm not sure how it actually parses it because certain events do different things. But then how do I parse all the scenarios that a newspaper can deliver? A big switch statement seems very long and complicated to do. I am wondering if there is a simpler way to handle this kind of thing. Related to this is that there might be no news that day and I'm not sure what the newspaper should display, should it just display the last headline? So, in summary. 1) A newspaper generates a headline, it affects different things, such as the world economy, prices, how city reacts 2) I need the newspaper to generate headlines (although there may be days when there are no headlines at all), but I am not sure how to parse it without using a big-ass switch statement. Thanks in advance.

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  • Examples of good Javascript/HTML5 based games

    - by Zuch
    Now that Flash is largely being replaced with HTML5 elements (video, audio, canvas, etc.) are there any good examples of web-based games built on completely open standards (meaning Javascript, HTML and CSS)? I see a lot of examples of pure HTML5 implementations of what was once only in Flash (like stuff here: http://www.html5rocks.com/) but not many games, a domain which still seem dominated by Flash. I'm curious what's possible and what the limitations are.

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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Full screen blackout using allegro in codeblocks

    - by Armando Ortiz
    I'm very interested in game programming and I'm taking my first steps alone. So I installed allegro. Although Dev-C++ didn't work, Code::Blocks compiled successfully. I started out with this basic program: #include <allegro.h> int main(){ allegro_init(); install_keyboard(); set_gfx_mode( GFX_AUTODETECT, 640, 480, 0, 0); readkey(); return 0; } END_OF_MAIN(); The problem comes in when I try to run it. It opens the little window as always, but rapidly blacks out my whole screen. I press any key and it takes me back to the little window telling me that it finished, which means the program worked. But I try any other program with allegro, like: #include <allegro.h> int x = 10; int y = 10; int main(){ allegro_init(); install_keyboard(); set_gfx_mode( GFX_AUTODETECT, 640, 480, 0, 0); while ( !key[KEY_ESC] ){ clear_keybuf(); acquire_screen(); textout_ex( screen, font, " ", x, y, makecol( 0, 0, 0), makecol( 0, 0, 0) ); if (key[KEY_UP]) --y; else if (key[KEY_DOWN]) ++y; else if (key[KEY_RIGHT]) ++x; else if (key[KEY_LEFT]) --x; textout_ex( screen, font, "@", x, y, makecol( 255, 0, 0), makecol( 0, 0, 0) ); release_screen(); rest(50); } return 0; } END_OF_MAIN(); And the same thing happens over and over again! Is there something I'm doing wrong?

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • How to manage own bots at the server?

    - by Nikolay Kuznetsov
    There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this value is valid: {2-4, 2-3, 3-4, 2, 3, 4} So the server maintains 3 separate queues for game room with 2, 3 and 4 people. So we can denote queues as #2, #3 and #4. It work the following way. If a client sends request, 3-4, then two separate request are added to queues #3 and #4. If queue #3 now have 3 requests from different people then game room with 3 players is created, and all other requests from those players are removed from all queues. Right now not many people are online simultaneously, so they apply for a game wait for some time and quit because game does not start in a reasonable time. That's a simple bot for beginning has been developed. So there is a need to patch server code to run a bot, if some one requests a game, but humans are not online. Input: request from human {2-4, 2-3, 3-4, 2, 3, 4} Output: number of bots to run and time to wait for each before connecting, depending on queues state. The problem is that I don't know how to manage bots properly at the server? Example: #3 has 1 request and #4 has 1 request Request from user is {3,4} then server can add one bot to play game with 3 people or two bots to play game of 4. Example: #3 has 1 request and #4 has 2 requests Request from user is {3,4} then in each case just one bot is needed so game with 4 players is more preferrable.

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • Procedural Mesh: UV mapping

    - by Esa
    I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole mesh, so that there is no repeating. How should I map the UV to make that happen? My mesh is a simple plane consisting of 56 triangles. I'd add pictures to clear things up but I cannot since my reputation is below 10 points. Any help is appreciated. EDIT(Kind people gave me up votes, thank you): Meet my mesh: And when textured(tried to repeat the texture): And my texture:

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  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

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  • How do I calculate opposite of a vector, add some slack

    - by Jason94
    How can i calulate a valid range (RED) for my object's (BLACK) traveling direction (GREEN). The green is a Vector2 where x and y range is -1 to 1. What I'm trying to do here is to create rocket fuel burn effekt. So what i got is rocket speed (float) rocket direction (Vector2 x = [-1, 1], y = [-1, 1]) I may think that rocket speed does not matter as fuel burn effect (particle) is created on position with its own speed.

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • Jumping with Mecanim synchronization

    - by Abhishek Deb
    I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system. What I really want:When I press Space bar, the character should jump up in the air, triggering an animation clip and then by the time it reaches the ground, the animation clip should also end. What actually is happening:When I press Space bar, the character jumps in the air. Animation clip plays as it should, but ends way before it reaches the ground. So, it looks like he is running in the mid air. What have I done: I have this humanoid robot setup with a jump animation bounded with the space bar key. Also, instead of using root motion, I am directly moving the robot from code. //Jumping if(Input.GetKeyDown(KeyCode.Space)){ rigidbody.AddForce(Vector3.up*jumpVelocty); anim.SetBool("Jump",true); } else anim.SetBool("Jump",false); Character's Details: Rigidbody = Mass:30, Freeze rotaion:x,y,z Capsule Collider = Material: metal, center(0,4.5,0), radius:1, height:11 Script = jumpVelocity:20000 Jump Animation Clip: ~ 2 seconds. I am really out of ideas how to synchronize everything. Should I make the character jump in some other way so that it quickly comes down and touches the ground to match the animation clip? If yes, please provide a direction.

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • FlasCC requirements and limitations?

    - by Arthur Wulf White
    It is now available for download. It says you need twice* as many bits as I have. Why would you need more bits to compile code? Does that mean you need more bits to run flash games writtes with flasCC Did anyone try it out and happens to know the answers? http://gaming.adobe.com/technologies/flascc/ Minimum system requirements Flash Player 11 or higher Flex SDK 4.6 or higher Java Virtual Machine (64-bit) Windows Microsoft® Windows® 7 (64-bit edition) Cygwin (included) *This is meant as a joke. however I do own a 32-bit laptop and I am wondering why you need 64-bit. Afaik - You only need 64-bit if you want to run a system that has more than 4gigs of memory. Why would any flash game require more than 4 gigs of memory. The only system that is 64-bits and does not have 4gigs of memory that I can quickly recall is that hilarious Nintendo that came ages ago with a Motorola CPU.

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • Simplest way to use Steam Leaderboards from C# [on hold]

    - by Miau
    We are about to integrate steamworks for leaderboards and achievements into our game. I see there are many open and closed source libraries that can be used to use SteamWorks from C#. Rolling our own wrapper can be done, but if the other libraries are reliable then it would be better to use and perhaps contribute back if we see any obvious gaps. Have you used any and if so what was your experience with the different libraries? Specifically for Leaderboards and achievements The ones I found are: SteamWorks.net Steam4Net Ludosity (can be used outside of Unity apparently)

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • What is wrong with my specular phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • Can anyone explain step-by-step how the as3isolib depth-sorts isometric objects?

    - by Rob Evans
    The library manages to depth-sort correctly, even when using items of non-1x1 sizes. I took a look through the code but it's a big project to go through line by line! There are some questions about the process such as: How are the x, y, z values of each object defined? Are they the center points of the objects or something else? I noticed that the IBounds defines the bounds of the object. If you were to visualise a cuboid of 40, 40, 90 in size, where would each of the IBounds metrics be? I would like to know how as3isolib achieves this although I would also be happy with a generalised pseudo-code version. At present I have a system that works 90% of the time but in cases of objects that are along the same horizontal line, the depth is calculated as the same value. The depth calculation currently works like this: x = object horizontal center point y = object vertical center point originX and Y = the origin point relative to the object so if you want the origin to be the center, the value would be originX = 0.5, originY = 0.5. If you wanted the origin to be vertical center, horizontal far right of the object it would be originX = 1.0, originY = 0.5. The origin adjusts the position that the object is transformed from. AABB_width = The bounding box width. AABB_height = The bounding box height. depth = x + (AABB_width * originX) + y + (AABB_height * originY) - z; This generates the same depth for all objects along the same horizontal x.

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  • How to play many sounds at once in OpenAL

    - by Krom
    Hello, I'm developing an RTS game and I would like to add sounds to it. My choice has landed on OpenAL. I have plenty of units which from time to time make sounds: fSound.Play(sfx_shoot, location). Sounds often repeat, e.g. when squad of archers shoots arrows, but they are not synced with each other. My questions are: What is the common design pattern to play multiple sounds in OpenAL, when some of them are duplicate? What are the hardware limitations on sounds count and tricks to overcome them?

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  • Timing Calculations for Opengl ES 2.0 draw calls

    - by Arun AC
    I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function #define NANO 1000000000 #define NANO_TO_MICRO(x) ((x)/1000) uint64_t getTick() { struct timespec stCT; clock_gettime(CLOCK_MONOTONIC, &stCT); uint64_t iCurrTimeNano = (1000000000 * stCT.tv_sec + stCT.tv_nsec); // in Nano Secs uint64_t iCurrTimeMicro = NANO_TO_MICRO(iCurrTimeNano); // in Micro Secs return iCurrTimeMicro; } I am running my code for 100 frames with simple x-axis rotation. I am getting around 200 to 220 microsecs per frame. that means am i getting around (1/220microsec = 4545) FPS Is my GPU is that fast? I strongly doubt this result. what went wrong in the code? Regards, Arun AC

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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