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  • camera movement along with model

    - by noddy
    I am making a game in which a cube travels along a maze with the motive of crossing the maze safely. I have two problems in this. The cube needs to have a smooth movement like it is traveling on a frictionless surface. So could someone help me achieve this. I need to have this done in a event callback function I need to move the camera along with the cube. So could someone advice me a good tutorial about camera positions along with an object?

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  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

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  • Matrix camera, movement concept

    - by NoFace
    I was talking to some guy. He said that my movement concept in game is bad. When left or right arrow is pressed I'm scrolling background what makes you feel that player is moving (player's X remains same). So... he told me something about matrix view. I should create all walls and platforms static and scroll only the camera and move player's rectangle. I did a little research in Google, but nothing found. Can you tell me anything about it? How to start? Maybe links, books and resources? My programming language is Java (2d). Thank you!

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • Random movement of wandering monsters in x & y axis in LibGDX

    - by Vishal Kumar
    I am making a simple top down RPG game in LibGDX. What I want is ... the enemies should wander here and there in x and y directions in certain interval so that it looks natural that they are guarding something. I spend several hours doing this but could not achieve what I want. After a long time of coding, I came with this code. But what I observed is when enemies come to an end of x or start of x or start of y or end of y of the map. It starts flickering for random intervals. Sometimes they remain nice, sometimes, they start flickering for long time. public class Enemy extends Sprite { public float MAX_VELOCITY = 0.05f; public static final int MOVING_LEFT = 0; public static final int MOVING_RIGHT = 1; public static final int MOVING_UP = 2; public static final int MOVING_DOWN = 3; public static final int HORIZONTAL_GUARD = 0; public static final int VERTICAL_GUARD = 1; public static final int RANDOM_GUARD = 2; private float startTime = System.nanoTime(); private static float SECONDS_TIME = 0; private boolean randomDecider; public int enemyType; public static final float width = 30 * World.WORLD_UNIT; public static final float height = 32 * World.WORLD_UNIT; public int state; public float stateTime; public boolean visible; public boolean dead; public Enemy(float x, float y, int enemyType) { super(x, y); state = MOVING_LEFT; this.enemyType = enemyType; stateTime = 0; visible = true; dead = false; boolean random = Math.random()>=0.5f ? true :false; if(enemyType == HORIZONTAL_GUARD){ if(random) velocity.x = -MAX_VELOCITY; else velocity.x = MAX_VELOCITY; } if(enemyType == VERTICAL_GUARD){ if(random) velocity.y = -MAX_VELOCITY; else velocity.y = MAX_VELOCITY; } if(enemyType == RANDOM_GUARD){ //if(random) //velocity.x = -MAX_VELOCITY; //else //velocity.y = MAX_VELOCITY; } } public void update(Enemy e, float deltaTime) { super.update(deltaTime); e.stateTime+= deltaTime; e.position.add(velocity); // This is for updating the Animation for Enemy Movement Direction. VERY IMPORTANT FOR REAL EFFECTS updateDirections(); //Here the various movement methods are called depending upon the type of the Enemy if(e.enemyType == HORIZONTAL_GUARD) guardHorizontally(); if(e.enemyType == VERTICAL_GUARD) guardVertically(); if(e.enemyType == RANDOM_GUARD) guardRandomly(); //quadrantMovement(e, deltaTime); } private void guardHorizontally(){ if(position.x <= 0){ velocity.x= MAX_VELOCITY; velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; velocity.y= 0; } } private void guardVertically(){ if(position.y<= 0){ velocity.y= MAX_VELOCITY; velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; velocity.x= 0; } } private void guardRandomly(){ if (System.nanoTime() - startTime >= 1000000000) { SECONDS_TIME++; if(SECONDS_TIME % 5==0) randomDecider = Math.random()>=0.5f ? true :false; if(SECONDS_TIME>=30) SECONDS_TIME =0; startTime = System.nanoTime(); } if(SECONDS_TIME <=30){ if(randomDecider && position.x >= 0) velocity.x= -MAX_VELOCITY; else{ if(position.x < World.mapWidth-width) velocity.x= MAX_VELOCITY; else velocity.x= -MAX_VELOCITY; } velocity.y =0; } else{ if(randomDecider && position.y >0) velocity.y= -MAX_VELOCITY; else velocity.y= MAX_VELOCITY; velocity.x =0; } /* //This is essential so as to keep the enemies inside the boundary of the Map if(position.x <= 0){ velocity.x= MAX_VELOCITY; //velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; //velocity.y= 0; } else if(position.y<= 0){ velocity.y= MAX_VELOCITY; //velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; //velocity.x= 0; } */ } private void updateDirections() { if(velocity.x > 0) state = MOVING_RIGHT; else if(velocity.x<0) state = MOVING_LEFT; else if(velocity.y>0) state = MOVING_UP; else if(velocity.y<0) state = MOVING_DOWN; } public Rectangle getBounds() { return new Rectangle(position.x, position.y, width, height); } private void quadrantMovement(Enemy e, float deltaTime) { int temp = e.getEnemyQuadrant(e.position.x, e.position.y); boolean random = Math.random()>=0.5f ? true :false; switch(temp){ case 1: velocity.x = MAX_VELOCITY; break; case 2: velocity.x = MAX_VELOCITY; break; case 3: velocity.x = -MAX_VELOCITY; break; case 4: velocity.x = -MAX_VELOCITY; break; default: if(random) velocity.x = MAX_VELOCITY; else velocity.y =-MAX_VELOCITY; } } public float getDistanceFromPoint(float p1,float p2){ Vector2 v1 = new Vector2(p1,p2); return position.dst(v1); } private int getEnemyQuadrant(float x, float y){ Rectangle enemyQuad = new Rectangle(x, y, 30, 32); if(ScreenQuadrants.getQuad1().contains(enemyQuad)) return 1; if(ScreenQuadrants.getQuad2().contains(enemyQuad)) return 2; if(ScreenQuadrants.getQuad3().contains(enemyQuad)) return 3; if(ScreenQuadrants.getQuad4().contains(enemyQuad)) return 4; return 0; } } Is there a better way of doing this. I am new to game development. I shall be very grateful to any help or reference.

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  • Java collision detection and player movement: tips

    - by Loris
    I have read a short guide for game develompent (java, without external libraries). I'm facing with collision detection and player (and bullets) movements. Now i put the code. Most of it is taken from the guide (should i link this guide?). I'm just trying to expand and complete it. This is the class that take care of updates movements and firing mechanism (and collision detection): public class ArenaController { private Arena arena; /** selected cell for movement */ private float targetX, targetY; /** true if droid is moving */ private boolean moving = false; /** true if droid is shooting to enemy */ private boolean shooting = false; private DroidController droidController; public ArenaController(Arena arena) { this.arena = arena; this.droidController = new DroidController(arena); } public void update(float delta) { Droid droid = arena.getDroid(); //droid movements if (moving) { droidController.moveDroid(delta, targetX, targetY); //check if arrived if (droid.getX() == targetX && droid.getY() == targetY) moving = false; } //firing mechanism if(shooting) { //stop shot if there aren't bullets if(arena.getBullets().isEmpty()) { shooting = false; } for(int i = 0; i < arena.getBullets().size(); i++) { //current bullet Bullet bullet = arena.getBullets().get(i); System.out.println(bullet.getBounds()); //angle calculation double angle = Math.atan2(bullet.getEnemyY() - bullet.getY(), bullet.getEnemyX() - bullet.getX()); //increments x and y bullet.setX((float) (bullet.getX() + (Math.cos(angle) * bullet.getSpeed() * delta))); bullet.setY((float) (bullet.getY() + (Math.sin(angle) * bullet.getSpeed() * delta))); //collision with obstacles for(int j = 0; j < arena.getObstacles().size(); j++) { Obstacle obs = arena.getObstacles().get(j); if(bullet.getBounds().intersects(obs.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } //collisions with enemies for(int j = 0; j < arena.getEnemies().size(); j++) { Enemy ene = arena.getEnemies().get(j); if(bullet.getBounds().intersects(ene.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } } } } public boolean onClick(int x, int y) { //click on empty cell if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] == null) { //coordinates targetX = x / Arena.TILE; targetY = y / Arena.TILE; //enables movement moving = true; return true; } //click on enemy: fire if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] instanceof Enemy) { //coordinates float enemyX = x / Arena.TILE; float enemyY = y / Arena.TILE; //new bullet Bullet bullet = new Bullet(); //start coordinates bullet.setX(arena.getDroid().getX()); bullet.setY(arena.getDroid().getY()); //end coordinates (enemie) bullet.setEnemyX(enemyX); bullet.setEnemyY(enemyY); //adds bullet to arena arena.addBullet(bullet); //enables shooting shooting = true; return true; } return false; } As you can see for collision detection i'm trying to use Rectangle object. Droid example: import java.awt.geom.Rectangle2D; public class Droid { private float x; private float y; private float speed = 20f; private float rotation = 0f; private float damage = 2f; public static final int DIAMETER = 32; private Rectangle2D rectangle; public Droid() { rectangle = new Rectangle2D.Float(x, y, DIAMETER, DIAMETER); } public float getX() { return x; } public void setX(float x) { this.x = x; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getY() { return y; } public void setY(float y) { this.y = y; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getSpeed() { return speed; } public void setSpeed(float speed) { this.speed = speed; } public float getRotation() { return rotation; } public void setRotation(float rotation) { this.rotation = rotation; } public float getDamage() { return damage; } public void setDamage(float damage) { this.damage = damage; } public Rectangle2D getRectangle() { return rectangle; } } For now, if i start the application and i try to shot to an enemy, is immediately detected a collision and the bullet is removed! Can you help me with this? If the bullet hit an enemy or an obstacle in his way, it must disappear. Ps: i know that the movements of the bullets should be managed in another class. This code is temporary. update I realized what happens, but not why. With those for loops (which checks collisions) the movements of the bullets are instantaneous instead of gradual. In addition to this, if i add the collision detection to the Droid, the method intersects returns true ALWAYS while the droid is moving! public void moveDroid(float delta, float x, float y) { Droid droid = arena.getDroid(); int bearing = 1; if (droid.getX() > x) { bearing = -1; } if (droid.getX() != x) { droid.setX(droid.getX() + bearing * droid.getSpeed() * delta); //obstacles collision detection for(Obstacle obs : arena.getObstacles()) { if(obs.getRectangle().intersects(droid.getRectangle())) { System.out.println("Collision detected"); //ALWAYS HERE } } //controlla se è arrivato if ((droid.getX() < x && bearing == -1) || (droid.getX() > x && bearing == 1)) droid.setX(x); } bearing = 1; if (droid.getY() > y) { bearing = -1; } if (droid.getY() != y) { droid.setY(droid.getY() + bearing * droid.getSpeed() * delta); if ((droid.getY() < y && bearing == -1) || (droid.getY() > y && bearing == 1)) droid.setY(y); } }

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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  • Kinect will recognise your finger movement

    - by Boonei
    Sources inside Microsoft suggest they MS guys are tying to improve motion controller. This could be a huge boost to gaming. There are quite a few things that we can do with our fingers when playing games like driving, shooting,sports etc. If fingers are captured then  XBox will give more realistic version of our avatar. Eurogamer has also suggested the same according to their sources. It would be only(mostly) a software update and would not require a new camera, because the USB controller interface currently in place in Kinect can take in data up-to 35MBps. The current utilization is only around roughly 1/2 of it. So there is currently a facility to send more data. Little more tech data, Kinect does transmit 320×240-pixel in 30 fps, if the device could capture and transfer at 640×480 pixels, then better resolution can detect more movements compared to current level of detection. Lets wait and watch ! This article titled,Kinect will recognise your finger movement, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Transaction classification. Artificial intelligence

    - by Alex
    For a project, I have to classify a list of banking transactions based on their description. Supose I have 2 categories: health and entertainment. Initially, the transactions will have basic information: date and time, ammount and a description given by the user. For example: Transaction 1: 09/17/2012 12:23:02 pm - 45.32$ - "medicine payments" Transaction 2: 09/18/2012 1:56:54 pm - 8.99$ - "movie ticket" Transaction 3: 09/18/2012 7:46:37 pm - 299.45$ - "dentist appointment" Transaction 4: 09/19/2012 6:50:17 am - 45.32$ - "videogame shopping" The idea is to use that description to classify the transaction. 1 and 3 would go to "health" category while 2 and 4 would go to "entertainment". I want to use the google prediction API to do this. In reality, I have 7 different categories, and for each one, a lot of key words related to that category. I would use some for training and some for testing. Is this even possible? I mean, to determine the category given a few words? Plus, the number of words is not necesarally the same on every transaction. Thanks for any help or guidance! Very appreciated Possible solution: https://developers.google.com/prediction/docs/hello_world?hl=es#theproblem

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  • Adding 2D vector movement with rotation applied

    - by Michael Zehnich
    I am trying to apply a slight sine wave movement to objects that float around the screen to make them a little more interesting. I would like to apply this to the objects so that they oscillate from side to side, not front to back (so the oscillation does not affect their forward velocity). After reading various threads and tutorials, I have come to the conclusion that I need to create and add vectors, but I simply cannot come up with a solution that works. This is where I'm at right now, in the object's update method (updated based on comments): Vector2 oldPosition = new Vector2(spritePos.X, spritePos.Y); //note: newPosition is initially set in the constructor to spritePos.x/y Vector2 direction = newPosition - oldPosition; Vector2 perpendicular = new Vector2(direction.Y, -direction.X); perpendicular.Normalize(); sinePosAng += 0.1f; perpendicular.X += 2.5f * (float)Math.Sin(sinePosAng); spritePos.X += velocity * (float)Math.Cos(radians); spritePos.Y += velocity * (float)Math.Sin(radians); spritePos += perpendicular; newPosition = spritePos;

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • Lwjgl camera causing movement to be mirrored

    - by pangaea
    I'm having a problem in that everything is rendered and the movement is fine. However, everything seems to be mirrored. In the sense that the TriangleMob should move towards me, but it doesn't instead it mirrors my action. I move forward the TriangleMob moves backwards. I move left, it moves right. I move backwards, it moves forward. The code works if I do this glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); However, I'm scared this will cause a problem later on. I suppose the code works. However, shouldn't the call be glPushMatrix(); glTranslatef(position.x, position.y, position.z); glCallList(objectDisplayList); glPopMatrix(); I think the problem could be caused by how I'm doing the camera, which is this glLoadIdentity(); glRotatef(player.getRotation().x, 1.0f, 0.0f, 0.0f); glRotatef(player.getRotation().y, 0.0f, 1.0f, 0.0f); glRotatef(player.getRotation().z, 0.0f, 0.0f, 1.0f); glTranslatef(player.getPosition().x, player.getPosition().y, player.getPosition().z);

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  • Creating movement path displays in a top-down 2d RTS

    - by nihohit
    My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list of directions ({left, up,down, down, down, left}, as an example), it's sent to the graphical component to create it's UI equivalent, and here I'm having some problems. current, these I've checked three ways to do it: compute the size of the image (in the example above it'll be a 3*2 rectangle) and create an invisible rectangle, and then go over the directions list and mark each spot with a visible point, so as to get a continous line. This system is slightly problematic because of the amount of large images that I need to save, but mostly because I have a lot of fine detail onscreen, and a continous line obstructs the view. again, compute the size of the image, but now create several (let's say 4) invisible images of that size, and then instead of a single continous line I'll switch between the four images, in each will appear only a fourth of the spots, in a way which creates a path animation. This is nicer on the eye, but here the memory demands, and the amount of time needed to compute each such image-loop is significant. Just create a list of single markers, each on a different spot on the path. This is very quick & easy on memory, but too sparse. Is there a simple or resource-light system to create path-animations?

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • What's the best way to move cars along roads

    - by David Thielen
    I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, stop sign, or red light ahead. And then slow down appropiately. I also want to have the cars take time to go from stopped to full speed and again to slow down. I'm not implementing full-blown physics, but just a tick by tick speed up/slow down as that provides most of the realism to match what people expect to see. The best I've come up with is to walk out the full distance the car would travel of it was slowing to a stop and see if anywhere along that path it needed to slow down or stop. And then move it forward appropiately. I am moving the cars 60 times a second so I need this to be fast. And walking out that whole path each tick strikes me as processor intensive. What's the best way to do this?

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Random Movement for multiple entities

    - by opiop65
    I have this code for a arraylist of entities. All the entities use the same random and so all of them move in the same direction. How can I change it so it generates a new random number for each entity? public void moveFemale() { for(int i = 0; i < 1000; i++){ random = rand.nextInt(99); } if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } Is this correct? public void moveFemale() { for (Female female: GameFrame.females){ female.lastChangedDirectionTime += elapsedTime; if (female.lastChangedDirectionTime >= CHANGE_DIRECTION_TIME) { female.lastChangedDirectionTime = 0; random = rand.nextInt(100); if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } } }

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  • Speed, delta time and movement

    - by munchor
    player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the above, but that makes the player go fast when the computer is fast, and the player go slow when the computer is slow. The same thing happens with jumping. The player can jump really high when the computer is faster. This is sort of unfair, I think, because. Should I be doing this someway else? Thanks.

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  • OS X home, end, page up, page down movement keys and cursor focus

    - by Gerald Kaszuba
    When using the home, end, page up and page down movement keys in a text editor, the cursor stays in the same spot, even though the window has moved elsewhere. I know that you can use the option modifier to move the cursor along, but is there a way to move the cursor where your window has moved to (without using the mouse)? Another alternative would be to make these movement keys always behave as if the option modifier key is already pressed. Is this possible?

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • Ragdoll continuous movement

    - by Siddharth
    I have created a ragdoll for my game but the problem I found was that the ragdoll joints are not perfectly implemented so they are continuously moving. Ragdoll does not stand at fix place. I here paste my work for that and suggest some guidance about that so that it can stand on fix place. chest = new Chest(pX, pY, gameObject.getmChestTextureRegion(), gameObject); head = new Head(pX, pY - 16, gameObject.getmHeadTextureRegion(), gameObject); leftHand = new Hand(pX - 6, pY + 6, gameObject.getmHandTextureRegion() .clone(), gameObject); rightHand = new Hand(pX + 12, pY + 6, gameObject .getmHandTextureRegion().clone(), gameObject); rightHand.setFlippedHorizontal(true); leftLeg = new Leg(pX, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg = new Leg(pX + 7, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg.setFlippedHorizontal(true); gameObject.getmScene().registerTouchArea(chest); gameObject.getmScene().attachChild(chest); gameObject.getmScene().registerTouchArea(head); gameObject.getmScene().attachChild(head); gameObject.getmScene().registerTouchArea(leftHand); gameObject.getmScene().attachChild(leftHand); gameObject.getmScene().registerTouchArea(rightHand); gameObject.getmScene().attachChild(rightHand); gameObject.getmScene().registerTouchArea(leftLeg); gameObject.getmScene().attachChild(leftLeg); gameObject.getmScene().registerTouchArea(rightLeg); gameObject.getmScene().attachChild(rightLeg); // head revolute joint revoluteJointDef = new RevoluteJointDef(); revoluteJointDef.enableLimit = true; revoluteJointDef.initialize(head.getHeadBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0f, -0.5f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); headRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // // left leg revolute joint revoluteJointDef.initialize(leftLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right leg revolute joint revoluteJointDef.initialize(rightLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // left hand revolute joint revoluteJointDef.initialize(leftHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right hand revolute joint revoluteJointDef.initialize(rightHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef);

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Applications: The Mathematics of Movement, Part 2

    - by TechTwaddle
    In part 1 of this series we saw how we can make the marble move towards the click point, with a fixed speed. In this post we’ll see, first, how to get rid of Atan2(), sine() and cosine() in our calculations, and, second, reducing the speed of the marble as it approaches the destination, so it looks like the marble is easing into it’s final position. As I mentioned in one of the previous posts, this is achieved by making the speed of the marble a function of the distance between the marble and the destination point. Getting rid of Atan2(), sine() and cosine() Ok, to be fair we are not exactly getting rid of these trigonometric functions, rather, replacing one form with another. So instead of writing sin(?), we write y/length. You see the point. So instead of using the trig functions as below, double x = destX - marble1.x; double y = destY - marble1.y; //distance between destination and current position, before updating marble position distanceSqrd = x * x + y * y; double angle = Math.Atan2(y, x); //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction incrX = speed * Math.Cos(angle); incrY = speed * Math.Sin(angle); marble1.x += incrX; marble1.y += incrY; we use the following, double x = destX - marble1.x; double y = destY - marble1.y; //distance between destination and marble (before updating marble position) lengthSqrd = x * x + y * y; length = Math.Sqrt(lengthSqrd); //unit vector along the same direction as vector(x, y) unitX = x / length; unitY = y / length; //update marble position incrX = speed * unitX; incrY = speed * unitY; marble1.x += incrX; marble1.y += incrY; so we replaced cos(?) with x/length and sin(?) with y/length. The result is the same.   Adding oomph to the way it moves In the last post we had the speed of the marble fixed at 6, double speed = 6; to make the marble decelerate as it moves, we have to keep updating the speed of the marble in every frame such that the speed is calculated as a function of the length. So we may have, speed = length/12; ‘length’ keeps decreasing as the marble moves and so does speed. The Form1_MouseUp() function remains the same as before, here is the UpdatePosition() method, private void UpdatePosition() {     double incrX = 0, incrY = 0;     double lengthSqrd = 0, length = 0, lengthSqrdNew = 0;     double unitX = 0, unitY = 0;     double speed = 0;     double x = destX - marble1.x;     double y = destY - marble1.y;     //distance between destination and marble (before updating marble position)     lengthSqrd = x * x + y * y;     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     //speed as a function of length     speed = length / 12;     //update marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and marble (after updating marble position)     x = destX - (marble1.x);     y = destY - (marble1.y);     lengthSqrdNew = x * x + y * y;     /*      * End Condition:      * 1. If there is not much difference between lengthSqrd and lengthSqrdNew      * 2. If the marble has moved more than or equal to a distance of totLenToTravel (see Form1_MouseUp)      */     x = startPosX - marble1.x;     y = startPosY - marble1.y;     double totLenTraveledSqrd = x * x + y * y;     if ((int)totLenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because Total Len has been traveled");         timer1.Enabled = false;     }     else if (Math.Abs((int)lengthSqrd - (int)lengthSqrdNew) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New");         timer1.Enabled = false;     } } A point to note here is that, in this implementation, the marble never stops because it travelled a distance of totLenToTravelSqrd (first if condition). This happens because speed is a function of the length. During the final few frames length becomes very small and so does speed; and so the amount by which the marble shifts is quite small, and the second if condition always hits true first. I’ll end this series with a third post. In part 3 we will cover two things, one, when the user clicks, the marble keeps moving in that direction, rebounding off the screen edges and keeps moving forever. Two, when the user clicks on the screen, the marble moves towards it, with it’s speed reducing by every frame. It doesn’t come to a halt when the destination point is reached, instead, it continues to move, rebounds off the screen edges and slowly comes to halt. The amount of time that the marble keeps moving depends on how far the user clicks from the marble. I had mentioned this second situation here. Finally, here’s a video of this program running,

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  • Self learning automated movement

    - by Super1
    I am trying to make a small demo in Javascript, I have a black border and a car the car travels randomly and a line is drawn of its trail. When the user click inside the area it creates an object (we'll call this the wall). If the car hits the wall then it goes back 3 paces and tries a different route. When its hit the wall it needs to log down its location so it does NOT make that mistake again. Here is my example: http://jsfiddle.net/Jtq3E/ How can I get the car to move by itself and create a trail?

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  • 2D wave-like sprite movement XNA

    - by TheBroodian
    I'm trying to create a particle that will 'circle' my character. When the particle is created, it's given a random position in relation to my character, and a box to provide boundaries for how far left or right this particle should circle. When I use the phrase 'circle', I'm referring to a simulated circling, i.e., when moving to the right, the particle will appear in front of my character, when passing back to the left, the particle will appear behind my character. That may have been too much context, so let me cut to the chase: In essence, the path I would like my particle to follow would be akin to a sine wave, with the left and right sides of the provided rectangle being the apexes of the wave. The trouble I'm having is that the position of the particle will be random, so it will never be produced at the same place within the wave twice, but I have no idea how to create this sort of behavior procedurally.

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