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  • Drawing visible tiles - side scrolling

    - by Troubleshoot
    Currently I'm calling drawMap every time repaint is called. This is the code I've written for my drawMap method so far. public void drawMap(Graphics2D g2d) { float cameraX = Player.getX() - (Frame.CANVAS_WIDTH / 2); float cameraY = Player.getY() - (Frame.CANVAS_HEIGHT / 2); int tileX = (int) cameraX; int tileY = (int) cameraY; int xIndent = 0, yIndent = 0; int a = 0, b = 0; while (tileX % TILE_SIZE != 0) { tileX--; xIndent++; } while (tileY % TILE_SIZE != 0) { tileY--; yIndent++; } for (int y = tileY; y < tileY + Frame.CANVAS_HEIGHT; y += Map.TILE_SIZE) { for (int x = tileX; x < tileX + Frame.CANVAS_WIDTH; x += Map.TILE_SIZE) { if ((y / TILE_SIZE < 0 || x / TILE_SIZE < 0) || (y / TILE_SIZE > columnSize)) break; g2d.drawImage(map[y / TILE_SIZE][x / TILE_SIZE], a - xIndent, b - yIndent, null); a += TILE_SIZE; } a = 0; b += TILE_SIZE; } } The idea behind this is that it gets the camera position and draws the map relative to the player position. However, instead of the player being in the center of the screen all the time, the player actually moves away from the center as it scrolls to the right, and moves towards to center as it scrolls to the left. I've been trying to pinpoint what I've done wrong but I can't seem to find it. My code also seems quite messy, so am I doing this the correct way?

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  • Who should respond to collision: Unit or projectile?

    - by aleguna
    In an RTS if a projectile hits a unit. Who should handle the collision? If projectile handles the collision, it must be aware of all possible types of units, to know what damage to inflict. For example a bullet will likely kill a human, but it will do nothing to a tank. The same goes if unit handles a collision. So either way one of them should be aware of all possible types of the other. Of course the 'true' way would be to do full physics simulation, but that's not an option for an RTS with 1000s of units and projectiles... So what are the common practicies in this regards?

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  • How does a single programmer make a game?

    - by Mike
    I have always been a software developer, but lately I've been wanting to get into games. The only thing stopping me is the fact that I'm a programmer, not an artist. I've made some simple stuff, Tetris, 2D chess things like that but I can't do much art and that's really what holds me back. Now the problem is, I've yet to go to college so most commercial projects wouldn't accept me even to work for free and learn a bit especially with my lack of experience in games and any indie projects I've looked into really have an issue with responding to people interested, or actually completing (or starting really, most don't get past the ideas on paper) the project they want to do. I've looked around locally for artists, anyone who can do modeling, textures or animating or even anyone with some ability to make some more advanced 2D assets to get something like a side-scrolling RPG or something but haven't been able to find anyone. So how do you guys do it? Do I really just have to wait until I can go to college to see if I like working with games or is there some way I can get art (for free, anything I do is just going to be for fun so I don't want to have to sink money into it) and just start messing around on my own? Or am I just having bad luck and not looking in the right places for other people interested in having me help? I'm not looking for anything in particular, just something to fill some time with and see if I like making games. If not, well I'll go back to my software projects. I just have one more year of highschool and I'd like to try a few different areas before I go to college.

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  • GameStateManagement and inputs not being recognized

    - by Dave Voyles
    EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in my comments on the bottom of this page. It won't let me paste my additional code here (the format comes out crazy), so I've linked to pastebin with the code pastebin I've been trying to implement the MS provided GameStateManagement sample with my game, but it has proven a bit difficult. Really, I'm using Oneksoft's Starter Kit, which uses the MS provided sample, so they are identical, except for my splash screen. I'm able to get the splash screen to launch, where it informs the player to press A to advance the screen, but this doesn't seem to accept any of my inputs. I’ve also added Console.Writeline(“Pressing A”) under the IsMenuPressed method in Input.cs to verify that it is getting called, but for some reason it is constantly spamming my log, rather than just appearing each time I press it. Not sure why this is happening. I have a bit too much code to post it all here, so I’ve attached a link to my .rar with my classes, but I’ll also leave a bit here which I thinkmay be applicable. https://www.dropbox.com/sh/6ek4uru2jc2ch0k/JTeBWN_3PQ What do you guys think the issue is? namespace Pong { public class Input { public const int MaxInputs = 4; public readonly KeyboardState[] CurrentKeyboardState; public readonly GamePadState[] CurrentGamePadState; public KeyboardState[] LastKeyboardState; public GamePadState[] LastGamePadState; public readonly bool[] GamePadWasConnected; public Input() { // Get input state CurrentKeyboardState = new KeyboardState[MaxInputs]; CurrentGamePadState = new GamePadState[MaxInputs]; // Preserving last states to check for isKeyUp events LastKeyboardState = CurrentKeyboardState; LastGamePadState = CurrentGamePadState; } /// <summary> /// Checks for a "menu select" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { Console.WriteLine("Pressing A"); return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) || IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex); } /// <summary> /// Checks for a "menu cancel" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex); }

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  • Text on a model

    - by alecnash
    I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3D button). It now looks like that: Is there a way to have the text centered only on one side?

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  • Problems loading Hilva tutorials

    - by Beska
    I'm a newcomer to XNA, and I'm evaluating some libraries. The Hilva Graphics Engine looks interesting, and I'm trying to run their tutorials. However, all of them give me errors. For example, if I download the ParallaxMappingSample demo, and try to build it, I get Error 1 Error loading pipeline assembly "C:\Users\Me\Desktop\ParallaxMappingSample\Hilva.Content.dll". ParallaxMappingSample I get similar errors for all of the samples. Unfortunately, this error isn't very enlightening. I can see the Hilva.Content.dll in the appropriate directory. I tried removing and readding the reference from the content project, but I get the same error. I'm not sure it's relevant, but I'm on Windows 7, I'm using Microsoft Visual Studio 2010, and XNA 4.0. Is there an easy (or difficult) solution? EDIT: If you happen to try this, even if you don't have a solution, let me know about it in a comment. Whether it works for you, or if you get the same problem...either result would be something that might let me know if it's just a problem with the tutorial, or if it's on my end.

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • I have an "amoeba" game mechanic. Any idea on how to implement it?

    - by Jason
    Outside of a tetris clone, a crappy 2D top-down shooter, and some messing around with stuff like Unity and Flixel, I realize that I have yet to complete a single, polished, bells-and-whistles game. I want to change this, and I have an idea for my next project. The idea is that you're an amoeba. Amoebas have these eye-like cores (or something like that, I don't know biology), and you have two of 'em. You control one with WASD and the other with IJKL. There has to be a constant radius of stuff around each of the cores: And the area of the amoeba has to stay constant. So if you move a core in one direction, you increase the amoeba's area, but that increase is compensated by a decrease somewhere else: Aaaaaand I'd like to implement a vagination mechanic. You absorb things by engulfing them, like a boss. Maybe even an extra core, or a needle that pops you and causes all your inner stuff to start gushing out: But here's the problem: I don't know how to make this. However, I would like some ideas on how to implement it. Should I explore physics libraries like Box2D? Or maybe something involving fluid physics? Any help would be much appreciated. P.S. Feel free to steal this idea. I have plenty of ideas. If you do, please tell me how you made it so I can try it myself.

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • How do I make a simple level system?

    - by ROROX
    I've been learning programming for a while and things are slow but steady. I only have a couple experiments that look something like a game (JavaScript,HTML5,CANVAS). One of the things I would like to establish this early in my process though is a basic level system to my games. I'm thinking like Atari, NES type simple. mainMenu , level1 , level2 , ... Later I'll work on including such screens as; titleScreen , pause , highScore. But for now just looking for the basics. Any good articles/tutorial links would help. Or just a snippet of code I can look over. Thank you kindly :)

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  • Yet another frustum culling question

    - by Christian Frantz
    This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the edge of the cube that its still easily clickable for destroying and building? Frustum culling is easily done in XNA as I've recently learned, I just need to figure out where to place the code for the culling. I'm guessing in my method that draws all my cubes but I could be wrong. My camera class currently implements a bounding frustum which is in the update method like so frustum.Matrix = (view * proj); Simple enough, as I can call that when I have a camera object in my class. This works for now, as I only have a camera in my main game class. The problem comes when I decide to move my camera to my player class, but I can worry about that later. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; CurrentContainmentType = CamerasFrustrum.Contains(cubes.CollisionSphere); Can it really be as easy as adding those two lines to my foreach loop in my draw method? Or am I missing something bigger here? UPDATE: I have added the lines to my draw methods and it works great!! So great infact that just moving a little bit removes the whole map. Many factors could of caused this, so I'll try to break it down. cubeBoundingSphere = new BoundingSphere(cubePosition, 0.5f); This is in my cube constructor. cubePosition is stored in an array, The vertices that define my cube are factors of 1 ie: (1,0,1) so the radius should be .5. I least I think it should. The spheres are created every time a cube is created of course. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; foreach (Cube block in cube.cubes) { CurrentContainmentType = cam.frustum.Contains(cube.cubeBoundingSphere); ///more code here if (CurrentContainmentType != ContainmentType.Disjoint) { cube.Draw(effect); } Within my draw method. Now I know this works because the map disappears, its just working wrong. Any idea on what I'm doing wrong?

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  • How can I write data to a file that users can't easily edit?

    - by ThePlan
    While working on game saving and loading I figured I could just write all the variable values to a file and then load that file from it's default location anytime. However from the very beginning it sounded like an odd job. I know about serialization and boost, but that seems so complicated, I figured I'd keep it simple, but I've ran across this huge issue: No matter what file I can write with C++, the user can get their hands on it, they can edit their position, they can remove a boss, or add new weapons for themselves. My question here is: How can I create a file in C++ which cannot be editted or openned with a text editor such as Notepad (I'm not trying to make a file which is impossible to open, but a file which will give the user a headache if he tries to edit it through usual methods.)

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  • Models from 3ds max lose their transformations when input into XNA

    - by jacobian
    I am making models in 3ds max. However when I export them to .fbx format and then input them into XNA, they lose their scaling. -It is most likely something to do with not using the transforms from the model correctly, is the following code correct -using xna 3.0 Matrix[] transforms=new Matrix[playerModel.Meshes.Count]; playerModel.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. int count = 0; foreach (ModelMesh mesh in playerModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[count]* Matrix.CreateScale(scale) * Matrix.CreateRotationX((float)MathHelper.ToRadians(rx)) * Matrix.CreateRotationY((float)MathHelper.ToRadians(ry)) * Matrix.CreateRotationZ((float)MathHelper.ToRadians(rz))* Matrix.CreateTranslation(position); effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } count++; mesh.Draw(); }

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  • Brief pause after keypress

    - by user36324
    After i press and hold the key it goes forward once then pauses for a second or less then goes forward on forever. My problem is the brief pause I cant locate the issue. Thanks for your help. while(game){ while (SDL_PollEvent(&e)){ mainChar.manageEvents(e); } background.renderChar(); mainChar.renderChar(); SDL_RenderPresent(ren); } void Character::manageEvents(SDL_Event event) { switch(event.type){ case SDL_KEYDOWN: KEYS[event.key.keysym.sym] = true; printf("true"); handleInput(); break; case SDL_KEYUP: KEYS[event.key.keysym.sym] = false; printf("false"); break; default: break; } } void Character::handleInput() { if(KEYS[SDLK_a]) { dst.x--; } if(KEYS[SDLK_d]) { dst.x++; } if(KEYS[SDLK_w]) { dst.y++; } if(KEYS[SDLK_s]) { dst.y--; } }

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  • First frame has a much longer delta time than other frames

    - by Kipras
    I had a problem where my AI moved extreme at the first frame and then normal after that. I then figured out it was my delta. It's about 0.016 seconds (60 fps), but the first frame was about 19000 seconds, which is obviously impossible. Does anybody know what might be happening? Also the delta later on likes to oscillate from 0.01 to 0.03, which is, again, crazy. long time = Sys.getTime() * 1000 / Sys.getTimerResolution(); float delta = (time - lastFrame) / 1000f; lastFrame = time; return delta; That's the delta code.

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  • Bomb timer adventure game win32 c++ [on hold]

    - by user3491746
    I'm working on an adventure game in win32 and opengl for my 2nd year university project for class. I am pretty much finished my game but I'm stuck on the concept of how to program a timer which outputs hh : mm : ss -- but which countdown, not up. I've made a clock which counts up using vector matrices and the segxseg matrix algorithm but I cannot figure out how to make a clock (it can be simple even text using wsprintf) that counts down in that format. Can anyone possible give me an example or some literature that I can read on how to do this? Please dont suggest for me to use another environment, I've already been working here for 2 months on this game, and I'm pretty much done so i'm at no point to switch over. Can anyone show me how I can take a shot at this component of my project? Thanks a bunch! Anything that I can get is appreciated.

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  • How to detect GLSL warnings?

    - by msell
    After compiling a shader with glCompileShader, I can call glGetShaderiv with GL_COMPILE_STATUS to check if the shader compiled successfully. I can also call glGetShaderInfoLog to get information about possible errors, warnings or other info. The information log returned by this function is unspecified. In a tool where users can write their own shaders, I would like to print all errors and warnings from the compilation, but nothing if no warnings or errors were found. The problem is that the GL_COMPILE_STATUS returns only false if the compilation failed and true otherwise. If no problems were found, some drivers return empty info log from glGetShaderInfoLog, but some drivers can return something else such as "No errors.", which I do not want to print to the user. How is this problem generally solved?

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  • Collision 2D Quads

    - by Vico Pelaez
    I want to detect collision between two 2D squares, one square is static and the other one moves according to keyboard arrows. I have implemented some code, however nothing happens when they overlap each other and what I tried to achieve in the code was to detect an overlapping between them. I think I am either not understanding the concept really well or that because one of the squares is moving this is not working. Please I would really appreciate your help. Thank you! float x1=0.05 ,Y1=0.05; float x2=0.05 ,Y2=0.05; float posX1 =0.5, posY1 = 0.5; float movX2 = 0.0 , movY2 = 0.0; struct box{ int width=0.1; int heigth=0.1; }; void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } void quad1(){ glTranslatef(posX1, posY1, 0.0); glBegin(GL_POLYGON); glColor3f(0.5, 1.0, 0.5); glVertex2f(-x1, -Y1); glVertex2f(-x1, Y1); glVertex2f(x1,Y1); glVertex2f(x1,-Y1); glEnd(); } void quad2(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(movX2, movY2, 0.0); glBegin(GL_POLYGON); glColor3f(1.5, 1.0, 0.5); glVertex2f(-x2, -Y2); glVertex2f(-x2, Y2); glVertex2f(x2,Y2); glVertex2f(x2,-Y2); glEnd(); glPopMatrix(); } void reset(){ //Reset position of square??? movX2 = 0.0; movY2 = 0.0; collisionB = false; } bool collision(box A, box B){ int leftA, leftB; int rightA, rightB; int topA, topB; int bottomA, bottomB; //Calculate the sides of box A leftA = x1; rightA = x1 + A.width; topA = Y1; bottomA = Y1 + A.heigth; //Calculate the sides of box B leftB = x2; rightB = x2 + B.width; topB = Y1; bottomB = Y1+ B.heigth ; if( bottomA <= topB ) return false; if( topA >= bottomB ) return false; if( rightA <= leftB ) return false; if( leftA >= rightB ) return false; return true; } float move_unit = 0.1; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: movY2 += move_unit; break; case GLUT_KEY_RIGHT: movX2 += move_unit; break; case GLUT_KEY_LEFT: movX2 -= move_unit; break; case GLUT_KEY_DOWN: movY2 -= move_unit; break; default: break; } glutPostRedisplay(); } void display(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); cuad1(); if (!collision) { cuad2(); } else{ reset(); } glFlush(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Collision Practice"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop(); }

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  • Which API for cross platform mobile audio?

    - by deft_code
    This question focuses on the API's available on phones. I'd been planning to use OpenAL in my game for maximum portability. It runs great on Linux so I can quickly develop the Game and leverage it's superior debugging tools. However I've recently heard that Android doesn't support OpenAL well. Instead they've gone with a OpenSL ES library. What I'm looking for is a free Audio library that I can use with minimal custom code on iPhone, Android, and my Linux desktop. Does such an API exists? Some extra details: The game is written in C++ with custom minimal front ends. ObjC for iPhone, Java for Android, and SFML for Desktops. I'm using OpenGL ES for portability as iPhone doesn't support the more advanced OpenGL APIs.

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  • Having the same texture data in different ID3D11Texture2D

    - by bdmnd
    Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to CreateTexture2D, a copy of any textures data supplied has been copied elsewhere, likely VRAM. Does DX11 have any facility for having multiple ID3D11Texture2D objects which point to the same data? This might at first seem silly, but imagine a ID3D11Texture2D which is an array of textures. In one material, an artist has chosen to blend three identically sized maps, saved on disk as A.dds, B.dds, and C.dds. Then imagine they have another material which also uses three maps, but this time A.dds, B.dds, and D.dds. The shader code knows the diffuse texture is a texture array, and also has the number of layers baked (three in each case). I would essentially like to set up just two ID3D11Texture2D objects, one for each material, but I don't want to waste VRAM for two identical copies of A.dds and B.dds. I could use explicit texture arrays, of course, but this reduces the number of resources available to the shader and can complicate code somewhat more than would otherwise be needed.

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  • Sprite Body can not stop

    - by Diken
    Hey i have issue regarding jump sprite body. In my code i am using moveLeft and moveRight Button and when i am press moveRight Button using following code if (moveRight.active==YES) { b2Vec2 force=b2Vec2(4,0); ballBody->SetLinearVelocity(force); } Its move perfectly and When i release this Button than sprite body stop using following code else { b2Vec2 force=b2Vec2(0,0); ballBody->SetLinearVelocity(force); } But when i put this else part then jump can not done. My jump code is following if (jumpSprite.active==YES) { NSLog(@"Jump Sprite"); b2Vec2 locationWorld; locationWorld=b2Vec2(0.0f,4.0f); double force=ballBody->GetMass(); ballBody->ApplyLinearImpulse(force*locationWorld, ballBody->GetWorldCenter()); } If i remove else part then jump will perform complete but sprite body can not stop after release button. So what to do?? Thanks in advance

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  • Inputting cheat codes - hidden keyboard input

    - by Fibericon
    Okay, here's what I want to do - when the player is at the main menu, I want them to be able to type in cheat codes. That's the only place I want it to work. I don't want to give them a text box to type into. Rather, I want them to simply type in a word (let's say "cheat", just for simplicity sake) that activates the cheat code. I only need to capture keyboard input when the window is in focus. What can I do to accomplish this?

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