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  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

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  • How do I save files with libgdx so that users can't read them?

    - by Rudy_TM
    Writing my game in libgdx, I arrived at the point when I need to save the player stats and the info of the levels. However, in libgdx it's not allowed to write the file inside folder of the application, only external (on the SD) is allowed. The point is that I don't want the file to be seen by anyone, or if they can see it, how can I convert it to a binary file so it's not human readable? I just want to hide the file.

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • Embedding Pygame to C++ [closed]

    - by Pendertuga
    If embedding Pygame to C++ to have a game be an executable, is there any extra process I would have to use in order to use Pygame functions when embedding into C++? As opposed to just writing embedding code in C++ for normal Python code? To clear cut the question I want to know if it's the same process without having to call different functions. EDIT: My question is if I have to call different functions in C++ when embedding Python code that uses Pygame modules. I am NOT using pygame2exe nor py2exe. I never even mentioned those. My question is solely about code embedding.

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  • I enabled and setup glBlendFunc, but my texture has a white outline. What am I doing wrong?

    - by vinzBad
    You can see most of my source code in this question: Instead of the specified Texture, black circles on a green background are getting rendered. Why? Now I have the problem, that my texture has a white outline on its transparent parts. After googling and setting up glBlendFunc, the outline just got "softer". This is how it looks like: This is how I now setup OpenGL: public static void SetupGL() { GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); }

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  • How to make a iOS plugin for Unity3d

    - by DannoEterno
    I've passed last 2 days reading articles and book for understand how can i make a plugin for iOS in Unity. Basically i need just a demo for understand how it work. For now i've tried to make this process (with really poor luck): I've started a new project in Unity and writed a simple script using UnityEngine; using System.Collections; using System; using System.Runtime.InteropServices; public class CallPlugin : MonoBehaviour { [DllImport ("__Internal")] private static extern int test(); void Start () { Debug.Log(test()); } } Then i've created a project in Xcode with this simple script: extern "C"{ int test() { int che = 5; return che; } } Then i've tried: to put the .mm and .h in the Assets/Plugins/iOS = nothing to build the unity project and than add the .h and .mm in the Xcode project = nothing In Unity i will always get the EntryPointNotFoundException, so unity see the file but is unable to reach the method. The problem is... how?! :) Maybe i miss something or i've done something wrong? Thanks a lot for every help that you can give me :)

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  • Complete Beginner to Game Programming and Unreal Engine 4, Looking For Advice [on hold]

    - by onemic
    I am currently a 2nd year programming student(Just finished my first year so I will be starting my second year in September) and have mainly learned C and C++ in my classes. In terms of what I know of C++, I know about general inheritance, polymorphism, overloading operators, iterators, a little bit about templates(only class and function templates) etc. but not of the more advanced topics like linked lists and other sequential containers(containers in general I guess), enumerations, most of the standard library(other than like strings and vectors), and probably a bunch of other stuff I dont even know about yet. I subscribed to Unreal Engine 4 as I was very intrigued by their Unreal Tournament announcement earlier this month, especially after hearing that UE4 is going completely C++. Of course my end goal in doing this programming program is to eventually go into game/graphics programming. Since it's my summer off, I thought what better way then to actually apply some of my skills to a personal project so I actually have a firmer understanding of C++ past what my professors tell me. My questions are this: What would be the best way to start off making a small personal game in UE4 as a project for the summer? What should I be aiming for, especially for someone that is still learning C++? Should I focus on making a simple 2D game rather than a 3D one to get started? Seeing the Flappy Chicken showcase intrigued me because before I thought the UE engine was pretty much pigeonholed into being for FPS games What should my expectations be going into UE4 and a game engine for the first time?(UE4 will be my first foray into making a game) What can I expect to gain from making things in UE4, in terms of making games and in terms of further fleshing out my knowledge of C++? Would you recommend I start off 100% using C++ for scripting or using the visual blueprints? Since I'm not a designer, how would I be able to add objects and designs to my game? For someone at my level is retaining the UE4 subscription worth it or is it better to cancel and resub when I learn enough about UE4 and C++? Lastly is there anything to be gained in terms of knowledge/insight through me looking at the source code for UE4? I opened it in VS2013, but noticed that most of the files were C# files and not cpp's. Thanks in advance for taking the time to answer.

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  • 2-components color model

    - by Cyan
    RGB is the natural color model for OpenGL. But a lot of other color models exist. For example, CMY(K) for printers, YUV for JPEG, the little cousins YCbCr and YCoCg, HSL & HSV from the 70's, and so on. All these models tend to share a common property : they are based on 3 components. Therefore my question is : Does it exist a 2-components color model ? I'm surprised to not find any. I was expecting something along the line of Hue+light could exist. I guess it cannot be as "complete" as a true 3-components color model, but a fine-enough approximation will be good for my usecase. The end objective is to store the 2 components into a single BC5 texture (GL_COMPRESSED_RED_GREEN_RGTC2 in OpenGL). The 3rd component requires a second fetch into a second texture, which hurts performance.

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  • "Unclutter" units in RTS game

    - by TravisG
    For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other. This enables them to clutter right on top of each other. This is a wanted behavior, since there will be situations in the game when the player does want them to stack like that. However, I want to make the process of uncluttering them easy for the player, so that they just have to press a hotkey or click some button on the screen and have the units disperse just enough so it's easy to select a group of them with the mouse (if they stand on top of each other one mouseclick selects all units). How could I do this without running a brute force N^2 nearest neighbor search on all units?

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  • Complex event system for DungeonKeeper like game

    - by paul424
    I am working on opensource GPL3 game. http://opendungeons.sourceforge.net/ , new coders would be welcome. Now there's design question regarding Event System: We want to improve the game logic, that is program a new event system. I will just repost what's settled up already on http://forum.freegamedev.net/viewtopic.php?f=45&t=3033. From the discussion came the idea of the Publisher / Subscriber pattern + "domains": My current idea is to use the subscirbers / publishers model. Its similar to Observable pattern, but instead one subscribes to Events types, not Object's Events. For each Event would like to have both static and dynamic type. Static that is its's type would be resolved by belonging to the proper inherited class from Event. That is from Event we would have EventTile, EventCreature, EvenMapLoader, EventGameMap etc. From that there are of course subtypes like EventCreature would be EventKobold, EventKnight, EventTentacle etc. The listeners would collect the event from publishers, and send them subcribers , each of them would be a global singleton. The Listeners type hierachy would exactly mirror the type hierarchy of Events. In each constructor of Event type, the created instance would notify the proper listeners. That is when calling EventKnight the proper ctor would notify the Listeners : EventListener, CreatureLisener and KnightListener. The default action for an listner would be to notify all subscribers, but there would be some exceptions , like EventAttack would notify AttackListener which would dispatch event by the dynamic part ( that is the Creature pointer or hash). Any comments ? #include <vector> class Subscriber; class SubscriberAttack; class Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<Subscriber*> subscribersList; static std::vector<Event*> eventQueue; public: Event(){ eventQueue.push_back(this); } static int subscribe(Subscriber* ss); static int unsubscribe(Subscriber* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; // class Publisher{ // }; class Subscriber{ public: int (*newEvent) (Event* ee); Subscriber( ){ Event::subscribe(this); } Subscriber( int (*fp) (Event* ee) ):newEvent(fp){ Subscriber(); } ~Subscriber(){ Event::unsubscribe(this); } }; class EventAttack: Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<SubscriberAttack*> subscribersList; static std::vector<EventAttack*> eventQueue; public: EventAttack(){ eventQueue.push_back(this); } static int subscribe(SubscriberAttack* ss); static int unsubscribe(SubscriberAttack* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; class AttackSubscriber :Subscriber{ public: int (*newEvent) (EventAttack* ee); AttackSubscriber( ){ EventAttack::subscribe(this); } AttackSubscriber( int (*fp) (EventAttack* ee) ):newEventAttack(fp){ AttackSubscriber(); } ~AttackSubscriber(){ EventAttack::unsubscribe(this); } }; From that point, others wanted the Subject-Observer pattern, that is one would subscribe to all event types produced by particular object. That way it came out to add the domain system : Huh, to meet the ability to listen to particular game's object events, I though of introducing entity domains . Domains are trees, which nodes are labeled by unique names for each level. ( like the www addresses ). Each Entity wanting to participate in our event system ( that is be able to publish / produce events ) should at least now its domain name. That would end up in Player1/Room/Treasury/#24 or Player1/Creature/Kobold/#3 producing events. The subscriber picks some part of a tree. For example by specifiing subtree with the root in one of the nodes like Player1/Room/* ,would subscribe us to all Players1's room's event, and Player1/Creature/Kobold/#3 would subscribe to Players' third kobold's event. Does such event system make sense to you ? I have many implementation details to ask as well, but first let's start some general discussion. Note1: Notice that in the case of a fight between two creatues fight , the creature being attacked would have to throw an event, becuase it is HE/SHE/IT who have its domain address. So that would be BeingAttackedEvent() etc. I will edit that post if some other reflections on this would come out. Note2: the existing class hierarchy might be used to get the domains addresses being build in constructor . In a ctor you would just add + ."className" to domain address. If you are in a class'es hierarchy leaf constructor one might use nextID , hash or any other charactteristic, just to make the addresses distinguishable . Note3:subscribing to all entity's Events would require knowledge of all possible events produced by this entity . This could be done in one function call, but information on E produced would have to be handled for every Entity. SmartNote4 : Finding proper subscribers in a tree would be easy. One would start in particular Leaf for example Player1/Creature/Kobold/#3 and go up one parent a time , notifiying each Subscriber in a Node ie. : Player1/Creature/Kobold/* , Player1/Creature/* , Player1/* etc, , up to a root that is /* .<<<< Note5: The Event system was needed to have some way of incorporating Angelscript code into application. So the Event dispatcher was to be a gate to A-script functions. But it came out to this one.

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  • movement of sprites with kinect and xna

    - by pablopp83
    im working on a proyect with kinect sdk and xna 4.0. i need take the position of the hands and draw a sprite over it. im doing it directly and, because of that, i get a "trembling hands" effect. so, i was thinking on make the sprite move from the previous position to the new one, given in every frame by the new hand position. this way, the sprite does not jump from one position to another. this is working just fine, but im using a constant value for the velocity, and i really would like to use a variable velocity given by the difference between the prev and the new position. this is, if the hand move more quickly in the reality, the velocity will be higher. I really dont have a clue on how to make this works. can somebody point me in the right direction? thanks.

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  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

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  • How do I implement input and movement with characters that get into vehicles?

    - by Xkynar
    I'm making a game similar to GTA2. When the player enters the vehicle, what happens in terms of logic? Does the player becomes the vehicle? Does the vehicle override the player movement? The main question is how should it look at a vehicle? I want to understand if the player becomes the car or if the player has a "motion state" like "driving, walking, flying" depending on what he is doing in a moment, I know there are tons of ways to implement vehicles in a game.

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  • How to design a game engine in an object-oriented language?

    - by chuzzum
    Whenever I try and write a game in any object-oriented language, the first problem I always face (after thinking about what kind of game to write) is how to design the engine. Even if I'm using existing libraries or frameworks like SDL, I still find myself having to make certain decisions for every game, like whether to use a state machine to manage menus, what kind of class to use for resource loading, etc. What is a good design and how would it be implemented? What are some tradeoffs that have to be made and their pros/cons?

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  • Crash when using datablocks

    - by scorcher24
    I have really throughly searched the net and could not find any solution for this so I ask for help here. Anyway, I have this datablock in datablocks.cs: datablock t2dSceneObjectDatablock(EnemyShipConfig) { canSaveDynamicFields = "1"; Layer = "3"; size = "64 64"; CollisionActiveSend = "1"; CollisionActiveReceive = "1"; CollisionCallback = true; CollisionLayers = "3"; CollisionDetectionMode = "POLYGON"; CollisionPolyList = "0.00 -0.791 0.756 0.751 -0.746 0.732"; UsesPhysics = "0"; Rotation = "-90"; WorldLimitMode = "KILL"; WorldLimitMax = "880 360"; WorldLimitMin = "-765 -436"; minFireRate = "2000"; maxFireRate = "1200"; laserSpeed = "800"; minSpeed = "100"; maxSpeed = "150"; }; This is an exact reproduction of an object that I have manually edited in the editor. So far, I just used clone() to get as many enemies as I need, while it was out of sight. It is a r-type style shooter, so I need a variable amount of enemies. Since clone() spams my log, I decided to use datablocks, since it is also more flexible. That's what I get when I use clone(): Con::execute - 0 has no namespace: onRemoveFromScene However, once spawning begins, my game freezes and crashes: function SpawnEnemy() { //%spawnedEnemy = EnemyShipMaster.clone(true); %spawnedEnemy = new t2dStaticSprite() { class = "EnemyShip"; sceneGraph = $global_sceneGraph; datablock = "EnemyShipConfig"; imageMap = "starshipImageMap"; layer = 3; }; %speed = getRandom(%spawnedEnemy.minSpeed, %spawnedEnemy.maxSpeed); %y = getRandom(-320, 320); // Set Properties %spawnedEnemy.setPositionX(700); %spawnedEnemy.setPositionY(%y); %spawnedEnemy.setVisible(true); %spawnedEnemy.setLinearVelocityX( -%speed ); %spawnedEnemy.setTimerOn( getRandom( %spawnedEnemy.maxFireRate, %spawnedEnemy.minFireRate ) ); } // Definition of $global_sceneGraph from game.cs: $global_sceneGraph = sceneWindow2D.loadLevel(%level); As I said, it works fine when I use clone() (which is commented out here), but my log gets spammed. I really hope someone can shed some light for me, this is driving me crazy.

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  • Understanding the Microsoft Permissive License

    - by cable729
    I want to use certain parts of the Game State Management Example in a game I'm making, but I'm not sure how to do this legally. It says in the license that I'm supposed to include a copy of the license with it. So if I make a Visual Studio Solution, I just add the license.txt to the solution? Also, if I use a class and change it, do I have to keep the license info at the top or add that I changed it or what?

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • Need to produce an animated texture of Water where each image tiles in all directions

    - by ProfVersaggi
    I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of something the likes of Blender. The final result from Caustics Generator is 32 images that are actually animated such that when the full 32 images are played in a loop they will seamlessly loop forever. They will not only loop in time, but each image also tile in all directions. This is nice, but it comes in only one flavor so to speak. I'd like to accomplish the same thing with a Blender type tool, and I have actually gotten to the point where I generate the X number of images, but they do not tile in 'all' directions, nor are they slightly animated. I've tried Blender texture animations using offsets but with only limited success. Does anyone know of how to (or of a tool) which will animate textures such that they tile in all (4) directions? Many thanks in advance ....

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  • Java 2D World question

    - by Munkybunky
    I have a 2D world background made up of a Grid of graphics, which I display on screen with a viewport (800x600) and it all works. My question is I have the following code to convert the mouse co-ordinates to world co-ordinates then World co-ordinates to grid co-ordinates then grid co-ordinates to screen co-ordinates. //Add camerax to mouse screen co-ords to convert to world co-ords. int cursorx_world=(int)camerax+(int)GameInput.mousex; int cursorx_grid=(int)cursorx_world/blocksize; // World Co-ords / gridsize give grid co-ords int cursorx_screen=-(int)camerax+(cursorx_grid*blocksize); So is there anyway I can convert straight from mouse screen co-ords to screen co-ordinates?

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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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  • Particle Effect Completion

    - by Siddharth
    In my game I use particle effect for various purposes. In that I detect the completion of the particle effect. Basically I want to do something after completion of the particle effect. But the problem is that I didn't able to find the particle effect completion. So any community member please help me. EDIT : I was creating particle effect using following code pointParticleEmtitter = new PointParticleEmitter(pX, pY); particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, mParticleTextureRegion.deepCopy()); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new ColorInitializer(0f, 0f, 1f)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 0.5f)); particleSystem.addParticleModifier(new ExpireModifier(0.5f)); gameObject.getScene().attachChild(particleSystem); Using above code the particle effect was started but when finished that I want to detect. After finishing effect I want to remove the object from the scene.

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  • Render 2D textures on a 3D object's face

    - by www.Sillitoy.com
    I am not familiar with 3D graphics, and I'd like to know the right way to render some 2D figures on different points of a wider face of a 3D object. My 3D object is just a cube representing a poker table. I have a 2D png for players' placeholders, and I'd like to render these figures on the 3D object where needed. An alternative solution would be to render the whole face with a big picture containing all the placeholders figures. However, it would be a waste of memory and thus less efficient. What do you suggest?

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  • Why circles are not created if small?

    - by Suzan Cioc
    I have changed the scale to my own and now I cant create any object, including circle, if it is of the size which is normal for my scale. I am to create big object first and then modify it to smaller size. Looks like minimal size protection is set somewhere. Where? UPDATE While creating a circle, if I drag for 0.04m circle disappears after drag end. If I drag for 0.08m circle also disappears. If I drag for more than 0.1m, circle persists after drag end. How to set so that it persist after 0.01m too?

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  • Storing Tiled Level Data in J2ME game

    - by Alex
    I'm developing a J2ME game which uses tiled backgrounds for the levels. My question is how do I store this tile information in my game. At the moment it is stored as an array; with each number representing a different tile from the tile-sheet. This works well enough, however I don't like the fact that it is 'hard-coded' into the game because (at least in my opinion) it is harder to edit the levels, or design new ones. I was also thinking that it would be difficult if you wanted to add a 'level pack', I'm not sure on how this would be achieved though; it's not something I was planning on doing, I'm just curious. I was wondering if there was a way I could store level data in some external file and then load this in to the game. The problem is I don't know what the limitations are for J2ME regarding file I/O, can it read in any file like Java? I am aware of the RMS, but from my experience I don't think this would work (unless I am mistaken). Also, would loading the data in this way be too big a performance hit? Or is there another way I can achieve what I am trying to do. As I said, the way I have it at the moment works fine, and if this is the only viable option then it will suffice.

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  • Nifty popup fails to register

    - by Snailer
    I'm new to Nifty GUI, so I'm following a tutorial here for making popups. For now, I'm just trying to get a very basic "test" popup to show, but I get multiple errors and none of them make much sense. To show a popup, I believe it is necessary to first have a Nifty Screen already showing, which I do. So here is the ScreenController for the working Nifty Screen: public class WorkingScreen extends AbstractAppState implements ScreenController { //Main is my jme SimpleApplication private Main app; private Nifty nifty; private Screen screen; public WorkingScreen() {} public void equip(String slotstr) { int slot = Integer.valueOf(slotstr); System.out.println("Equipping item in slot "+slot); //Here's where it STOPS working. app.getPlayer().registerPopupScreen(nifty); System.out.println("Registered new popup"); Element ele = nifty.createPopup(app.getPlayer().POPUP); System.out.println("popup is " +ele); nifty.showPopup(nifty.getCurrentScreen(), ele.getId(), null); } @Override public void initialize(AppStateManager stateManager, Application app) { super.initialize(stateManager, app); this.app = (Main)app; } @Override public void update(float tpf) { /** jME update loop! */ } public void bind(Nifty nifty, Screen screen) { this.nifty = nifty; this.screen = screen; } When I call equip(0) the system prints Equipping item in slot 0, then a lot of errors and none of the subsequent println()'s. Clearly it botches somewhere in Player.registerPopupScreen(Nifty nifty). Here's the method: public final String POPUP = "Test Popup"; public void registerPopupScreen(Nifty nifty) { System.out.println("Attempting new popup"); PopupBuilder b = new PopupBuilder(POPUP) {{ childLayoutCenter(); backgroundColor("#000a"); panel(new PanelBuilder() {{ id("List"); childLayoutCenter(); height(percentage(75)); width(percentage(50)); control(new ButtonBuilder("TestButton") {{ label("TestButton"); width("120px"); height("40px"); align(Align.Center); }}); }}); }}; System.out.println("PopupBuilder success."); b.registerPopup(nifty); System.out.println("Registerpopup success."); } Because that first println() doesn't show, it looks like this method isn't even called at all! Edit After removing all calls on the Player object, the popup works. It seems I'm not "allowed" to access the player from the ScreenController. Unfortunate, since I need information on the player for the popup. Is there a workaround?

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