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  • Javascript A* path finding

    - by Veyha
    I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y (player.x and player.y are both 0) to 10/10 I use this code var path = finder.findPath(player.x, player.y, 10, 10, grid); This gives an array of where I need to move, but how do I apply this array to my player.x and player.y? The path structure looks like this path = [[0, 0], [1, 0], [1, 1], ..., [10, 10]]

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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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  • Quaternion based rotation and pivot position

    - by Michael IV
    I can't figure out how to perform matrix rotation using Quaternion while taking into account pivot position in OpenGL.What I am currently getting is rotation of the object around some point in the space and not a local pivot which is what I want. Here is the code [Using Java] Quaternion rotation method: public void rotateTo3(float xr, float yr, float zr) { _rotation.x = xr; _rotation.y = yr; _rotation.z = zr; Quaternion xrotQ = Glm.angleAxis((xr), Vec3.X_AXIS); Quaternion yrotQ = Glm.angleAxis((yr), Vec3.Y_AXIS); Quaternion zrotQ = Glm.angleAxis((zr), Vec3.Z_AXIS); xrotQ = Glm.normalize(xrotQ); yrotQ = Glm.normalize(yrotQ); zrotQ = Glm.normalize(zrotQ); Quaternion acumQuat; acumQuat = Quaternion.mul(xrotQ, yrotQ); acumQuat = Quaternion.mul(acumQuat, zrotQ); Mat4 rotMat = Glm.matCast(acumQuat); _model = new Mat4(1); scaleTo(_scaleX, _scaleY, _scaleZ); _model = Glm.translate(_model, new Vec3(_pivot.x, _pivot.y, 0)); _model =rotMat.mul(_model);//_model.mul(rotMat); //rotMat.mul(_model); _model = Glm.translate(_model, new Vec3(-_pivot.x, -_pivot.y, 0)); translateTo(_x, _y, _z); notifyTranformChange(); } Model matrix scale method: public void scaleTo(float x, float y, float z) { _model.set(0, x); _model.set(5, y); _model.set(10, z); _scaleX = x; _scaleY = y; _scaleZ = z; notifyTranformChange(); } Translate method: public void translateTo(float x, float y, float z) { _x = x - _pivot.x; _y = y - _pivot.y; _z = z; _position.x = _x; _position.y = _y; _position.z = _z; _model.set(12, _x); _model.set(13, _y); _model.set(14, _z); notifyTranformChange(); } But this method in which I don't use Quaternion works fine: public void rotate(Vec3 axis, float angleDegr) { _rotation.add(axis.scale(angleDegr)); // change to GLM: Mat4 backTr = new Mat4(1.0f); backTr = Glm.translate(backTr, new Vec3(_pivot.x, _pivot.y, 0)); backTr = Glm.rotate(backTr, angleDegr, axis); backTr = Glm.translate(backTr, new Vec3(-_pivot.x, -_pivot.y, 0)); _model =_model.mul(backTr);///backTr.mul(_model); notifyTranformChange(); }

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  • Issue with DFS imlemtation in objetive-c

    - by Hemant
    i am trying to to do something like this Below is my code: -(id) init{ if( (self=[super init]) ) { bubbles_Arr = [[NSMutableArray alloc] initWithCapacity: 9]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:0]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"3",@"3",@"5",@"5",@"1",nil] atIndex:1]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:2]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:3]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:4]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"3",@"5",@"1",nil] atIndex:5]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:6]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:7]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:8]; NOCOLOR = @"-1"; R = 9; C = 5; [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(testting) userInfo:Nil repeats:NO]; } return self; } -(void)testting{ // NSLog(@"dataArray---- %@",dataArray.description); int startR = 0; int startC = 0; int color = 1 ;// red // NSString *color = @"5"; //reset visited matrix to false. for(int i = 0; i < R; i++) for(int j = 0; j < C; j++) visited[i][j] = FALSE; //reset count count = 0; [self dfs:startR :startC :color :false]; NSLog(@"count--- %d",count); NSLog(@"test--- %@",bubbles_Arr); } -(void)dfs:(int)ro:(int)co:(int)colori:(BOOL)set{ for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if((dr == 0 ^ dc == 0) && [self ok:ro+dr :co+dc]) // 4 neighbors { int nr = ro+dr; int nc = co+dc; NSLog(@"-- %d ---- %d",[[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue],colori); if ((([[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue]==1 || [[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] isEqualToString:@"1"]) && !visited[nr][nc])) { visited[nr][nc] = true; count++; [self dfs:nr :nc :colori :set]; if(count>2) { [[bubbles_Arr objectAtIndex:nr] replaceObjectAtIndex:nc withObject:NOCOLOR]; [bubbles[nc+1][nr+1] setTexture:[[CCTextureCache sharedTextureCache] addImage:@"gray_tiger.png"]]; } } } } -(BOOL)ok:(int)r:(int)c{ return r >= 0 && r < R && c >= 0 && c < C; } But it's only working for left to right,not working for right to left. And it is also skipping first object. Thanks in advance.

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  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • Building View Matrix in Direct3D11

    - by Balls
    Am I doing it right? I converted this. m_ViewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&m_Position), lookAtVector, upVector); to this one. XMVECTOR vz = XMVector3Normalize( lookAtVector - XMLoadFloat3(&m_Position) ); XMVECTOR vx = XMVector3Normalize( XMVector3Cross( upVector, vz ) ); XMVECTOR vy = XMVector3Cross( vz, vx ); m_ViewMatrix.r[0] = vx; m_ViewMatrix.r[1] = vy; m_ViewMatrix.r[2] = vz; m_ViewMatrix.r[3] = XMLoadFloat3(&m_Position); m_ViewMatrix.r[0].m128_f32[3] = 0.0f; m_ViewMatrix.r[1].m128_f32[3] = 0.0f; m_ViewMatrix.r[2].m128_f32[3] = 0.0f; m_ViewMatrix.r[3].m128_f32[3] = 1.0f; m_ViewMatrix = XMMatrixInverse( &XMMatrixDeterminant(m_ViewMatrix), m_ViewMatrix ); Everything looks fine when I run it. Another question is, I saw on this site(http://webglfactory.blogspot.com/2011/06/how-to-create-view-matrix.html) that he subtracted lookat from position in his vector vz. I tried it but gave me wrong view matrix. Can anyone check my code. I'm studying linear algebra right now. Sucks my course doesn't have one. Thank you, Balls

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class 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; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <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); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <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(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); 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.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • What is the difference between Constant Vertex Attributes and Uniforms?

    - by Samaursa
    According to the OpenGL ES 2.0 Programming Guide: A constant vertex attribute is the same for all vertices of a primitive, and therefore only one value needs to be specified for all the vertices of a primitive. For uniforms the book states: ...any parameter to a shader that is constant across either all vertices or fragments (but that is not known at compile time) should be passed in as a uniform. I've always used uniforms for data that is constant for a primitive but now it appears that attributes can also be used in the same way. Is there more to constant vertex attribute than simply 'they are the same as uniforms'?

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  • Child object free movement on Parent object

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. Okay, I know upon viewing this, some may have little to no clue what I mean, so I'll put it like this to explain what I mean : Imagine a third person game with a simple model of a character. Now, say I have an object as a torso of a character in a game. Now Say I have an object as a head of the character. How could I keep the head as a child of the torso, but at the same time, allow it to move with the camera angle.

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  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

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  • Selling your iphone games.

    - by Artemix
    Hi. So, long story short, some days ago I pusblished an iPhone game, I think the game wasnt that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and thats all? Somehow I think that even if you have an awesome game if you dont do that "marketing magic" correctly you will not exist in the store. Now Im making a second game, completly different, and I want to know how to do things right. If anyone knows something about this topic, let me know. Thx in advance.

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  • "Walking" along a rotating surface in LimeJS

    - by Dave Lancea
    I'm trying to have a character walk along a plank (a long, thin rectangle) that works like a seesaw, being rotated around a central point by box2d physics (falling objects). I want the left and right arrow keys to move the player up and down the plank, regardless of it's slope, and I don't want to use real physics for the player movement. My idea for achieving this was to compute the coordinate based on the rotation of the plank and the current location "up" or "down" the board. My math is derived from here: http://math.stackexchange.com/questions/143932/calculate-point-given-x-y-angle-and-distance Here's the code I have so far: movement = 0; if(keys[37]){ // Left movement = -3; } if(keys[39]){ // Right movement = 3; } // this.plank is a LimeJS sprite. // getRotation() Should return an angle in degrees var rotation = this.plank.getRotation(); // this.current_plank_location is initialized as 0 this.current_plank_location += movement; var x_difference = this.current_plank_location * Math.cos(rotation); var y_difference = this.current_plank_location * Math.sin(rotation); this.setPosition(seesaw.PLANK_CENTER_X + x_difference, seesaw.PLANK_CENTER_Y + y_difference); This code causes the player to swing around in a circle when they are out of the center of the plank given a slight change in rotation of the plank. Any ideas on how I can get the player position to follow the board position?

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • CCUserDefault, iOS/Android and game updates

    - by Luke
    My game uses cocos2d-x and will be published on iOS platform first, later on Android. I save a lot of things with CCUserDefault (scores, which level was completed, number of coins taken, etc...). But now I have a big doubt. What will happen when the game will receive its first update? CCUserDefault uses an XML file stored somewhere in the app storage space. This file is created and retained until one uninstalls the app. I am wondering what happens when the app is updated. Will the old XML file be maintained? Because if not, how should I handle app updates (updates in the sense that 2, 3 or more new level packages will be added, but the informations about the old ones, like scores, which level was finished and which not, number of coins, etc., need absolutely not to be lost)?

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • following a moving sprite

    - by iQue
    Im trying to get my enemies to follow my main-character of the game (2D), but for some reason the game starts lagging like crazy when I do it the way I want to do it, and the following-part dosnt work 100% either, its just 1/24 enemies that comes to my sprite, the other 23 move towards it but stay at a certain point. Might be a poor explenation but dont know how else to put it. Code for moving my enemies: private int enemyX(){ int x = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.x > enemies.get(i).getX()){//pointerPosition is the position of my main-sprite. x = 5; } else{ x=-5; } Log.d(TAG, "happyX HERE: " + controls.pointerPosition.x); Log.d(TAG, "enemyX HERE: " + enemies.get(i).getX()); } return x; } private int enemyY(){ int y = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.y > enemies.get(i).getY()){ y = 5; } else{ y=-5; } } return y; } I send it to the update-method in my Enemy-class: private void drawEnemy(Canvas canvas){ addEnemies(); // a method where I add enemies to my arrayList, no parameters except bitmap. for(int i = 0; i < enemies.size(); i++){ enemies.get(i).update(enemyX(), enemyY()); } for(int i = 0; i < enemies.size(); i++){ enemies.get(i).draw(canvas); } } and finally, the update-method itself, located in my Enemy-class: public void update(int velX, int velY) { x += velX; //sets x before I draw y += velY; //sets y before I draw currentFrame = ++currentFrame % BMP_COLUMNS; } So can any1 figure out why it starts lagging so much and how I can fix it? Thanks for your time!

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  • How do I find which isometric tiles are inside the cameras current view?

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bottom left and bottom right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? This is a screenshot of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • Resolution Independent 2D Rendering in XNA

    - by AttackingHobo
    I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without changing the way I am rendering, or game logic. What is the best way to scale a game to any arbitrary resolution? Edit: I am trying to achieve this: http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/ but I think the code he has is for a different version of XNA because I cannot find that method overload he uses.

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  • What is the purpose of bitdepth for the several components of the framebuffer in glfwWindowHint function of GLFW3?

    - by Rui d'Orey
    I would like to know what are the following "framebuffer related hints" of GLFW3 function glfwWindowHint : GLFW_RED_BITS GLFW_GREEN_BITS GLFW_BLUE_BITS GLFW_ALPHA_BITS GLFW_DEPTH_BITS GLFW_STENCIL_BITS What is the purpose of this? Usually their default values are enough? Where are those bits stored? In a buffer in the GPU? What do they affect? And by that I mean in what way Thank you in advance!

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  • Getting to math applications gradually

    - by den-javamaniac
    I'm currently getting a formal degree related to computation, in particular my current focus is numerical programming, scientific computing and machine learning. I'd love to apply that knowledge in game dev and expand it with statistics, probability theory, and graph theory (probably even linear algebra). The question is: which spheres of gamedev are filled with such math stuff, is it possible to advance in those without being a part of a group of people and how to get to it gradually? P.S.: I've got experience with commercial java dev and am getting my hands on C/C++ at the moment, however, I'm opened to go ahead and try Unity3D and etc.

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  • backface culling error

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation. (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason?

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  • Architecture of an action multiplayer game from scratch

    - by lcf
    Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have familiarized myself with concepts like lag compensation, view interpolation, input prediction and pretty much everything that I need for this. I have also prepared a set of prototypes to confirm that I understood everything correctly. My question is about the situation when game engine must be rewind to the past to find out whether there was a "hit" (sometimes it may involve the whole 'recomputation' of the world from that moment in the past up to the present moment. I already have a piece of code that does it, but it's not as neat as I need it to be. The domain logic of the app (the physics of the game) must be separated from the presentation (render) and infrastructure tools (e.g. the remote server interaction specifics). How do I organize all this? :) Is there any worthy implementation with open sources I can take a look at? What I'm thinking is something like this: -> Render / User Input -> Game Engine (this is the so called service layer) -> Processing User Commands & Remote Server -> Domain (Physics) How would you add into this scheme the concept of "ticks" or "interactions" with the possibility to rewind and recalculate "the game"? Remember, I cannot change the Domain/Physics but only the Game Engine. Should I store an array of "World's States"? Should they be just some representations of the world, optimized for this purpose somehow (how?) or should they be actual instances of the world (i.e. including behavior and all that). Has anybody had similar experience? (never worked on a game before if that matters)

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  • How to get this wavefront .obj data onto the frustum?

    - by NoobScratcher
    I've finally figured out how to get the data from a .obj file and store the vertex positions x,y,z into a structure called Points with members x y z which are of type float. I want to know how to get this data onto the screen. Here is my attempt at doing so: //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); std::vector<int>faces; std::vector<Point>points; points.push_back(Point()); Point p; int face[4]; while ( !file.eof() ) { char modelbuffer[10000]; //Get lines and store it in line string file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); cout << "Getting Vertex Positions" << endl; cout << "v" << p.x << endl; cout << "v" << p.y << endl; cout << "v" << p.z << endl; break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); cout << face[0] << endl; cout << face[1] << endl; cout << face[2] << endl; cout << face[3] << endl; faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size(), points.data(), GL_STATIC_DRAW); //glBufferData(GL_ARRAY_BUFFER,sizeof(points), &(points[0]), GL_STATIC_DRAW); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glVertexPointer(3, GL_FLOAT, sizeof(points),points.data()); glIndexPointer(GL_DOUBLE, 0, faces.data()); glDrawArrays(GL_QUADS, 0, points.size()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); } As you can see I've clearly failed the end part but I really don't know why its not rendering the data onto the frustum? Does anyone have a solution for this?

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