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  • BOX2D and AS3: Mouse Event not working

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • Get the onended event for an AudioBuffer in HTML5/Chrome

    - by Matthew James Davis
    So I am playing audio file in Chrome and I want to detect when playing has ended so I can delete references to it. Here is my code var source = context.createBufferSource(); source.buffer = sound.buffer; source.loop = sound.loop; source.onended = function() { delete playingSounds[soundName]; } source.connect(mainNode); source.start(0, sound.start, sound.length); however, the event handler doesn't fire. Is this not yet supported as described by the W3 specification? Or am I doing something wrong?

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  • Finetuning movement based on gradual rotation towards a target

    - by A.B.
    I have an object which moves towards a target destination by gradually adjusting its facing while moving forwards. If the target destination is in a "blind spot", then the object is incapable of reaching it. This problem is ilustrated in the picture below. When the arrow is ordered to move to point A, it will only end up circling around it (following the red circle) because it is not able to adjust its rotation quickly enough. I'm interested in a solution where the movement speed is multiplied by a number from 0.1 to 1 in proportion to necessity. The problem is, how do I calculate whether it is necessary in the first place? How do I calculate an appropriate multiplier that is neither too small nor too large? void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto movement_distance = distanceBetweenPoints(position, destination); desired_rotation = angleBetweenPoints(position, destination); /// Check whether rotation should be adjusted if (rotation != desired_rotation) { /// Check whether the object can achieve the desired rotation within the next adjustment of its rotation if (Radian::isWithinDistance(rotation, desired_rotation, rotation_speed)) { rotation = desired_rotation; } else { /// Determine whether to increment or decrement rotation in order to achieve desired rotation if (Radian::convert(desired_rotation - rotation) > 0) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } } } if (movement_distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); }

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • How can one compile Darwinia under Linux?

    - by Tobias Kienzler
    Introversion is now offering the Darwinia+Multiwinia source for sale, stating Note: You will need Windows and Visual Studio 2008 to build the games. We have tested that the code compiles correctly on the PC, but you will need to put some effort in to compile for Mac / Linux. There is no Xbox code in this release. Has anyone put this effort in already? The best answer would (be yes and) mention modifications that had to be done (also mentioning the distribution used), the second-to-best would explain why it doesn't work right now. Since I haven't bought the source pack I'm relying on up-votes as confirmation, so please comment on answers if something doesn't work or has to be modified e.g. for another Linux distribution. I'm currently using Ubuntu 8.04, but 10.04 or e.g. Gentoo would be a choice, too. EDIT: Clarification: The intention is to make a new game with that engine, but since this question is a prerequisite, it seems suitable here. UPDATE It is a bit off topic, but for those interested, Introversion added the source code of Uplink, Darwinia, Multiwinia and DEFCON to The Humble Introversion Bundle, so don't miss it!

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  • Game mechanics patterns database?

    - by Klaim
    Do you know http://tvtropes.org ? It's a kind of wiki/database with scenaristic tropes, patterns that you can find in tones of stories, in tv shows, games, books, etc. Each trope/pattern have a (funny) name and there are references to where it appears, and the other way arround : each book/game/etc. have a list of tropes that it contains. I'm looking for an equivalent but for game mechanics patterns, something like "Death is definitive", "Perfect physical control (no inertia)", "Excell table gameplay", etc. I think it would be really useful. I can't find an equivalent for game mechanics (tvtrope is oriented to scenario, not game mechanics). Do you know any?

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  • HTML5 canvas screen to isometric coordinate conversion

    - by ovhqe
    I am trying to create an isometric game using HTML5 canvas, but don't know how to convert HTML5 canvas screen coordinates to isometric coordinates. My code now is: var mouseX = 0; var mouseY = 0; function mouseCheck(event) { mouseX = event.pageX; mouseY = event.pageY; } which gives me canvas coordinates. But how do I convert these coordinates to isometric coordinates? I am using 16x16 tiles.

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • How to implement a 2d collision detection for Android

    - by Michael Seun Araromi
    I am making a 2d space shooter using opengl ES. Can someone please show me how to implement a collision detection between the enemy ship and player ship. The code for the two classes are below: Player Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; public class SSGoodGuy { public boolean isDestroyed = false; private int damage = 0; private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage(){ damage++; if (damage == SSEngine.PLAYER_SHIELDS){ isDestroyed = true; } } public SSGoodGuy() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } } Enemy Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Random; import javax.microedition.khronos.opengles.GL10; public class SSEnemy { public float posY = 0f; public float posX = 0f; public float posT = 0f; public float incrementXToTarget = 0f; public float incrementYToTarget = 0f; public int attackDirection = 0; public boolean isDestroyed = false; private int damage = 0; public int enemyType = 0; public boolean isLockedOn = false; public float lockOnPosX = 0f; public float lockOnPosY = 0f; private Random randomPos = new Random(); private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage() { damage++; switch (enemyType) { case SSEngine.TYPE_INTERCEPTOR: if (damage == SSEngine.INTERCEPTOR_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_SCOUT: if (damage == SSEngine.SCOUT_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_WARSHIP: if (damage == SSEngine.WARSHIP_SHIELDS) { isDestroyed = true; } break; } } public SSEnemy(int type, int direction) { enemyType = type; attackDirection = direction; posY = (randomPos.nextFloat() * 4) + 4; switch (attackDirection) { case SSEngine.ATTACK_LEFT: posX = 0; break; case SSEngine.ATTACK_RANDOM: posX = randomPos.nextFloat() * 3; break; case SSEngine.ATTACK_RIGHT: posX = 3; break; } posT = SSEngine.SCOUT_SPEED; ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public float getNextScoutX() { if (attackDirection == SSEngine.ATTACK_LEFT) { return (float) ((SSEngine.BEZIER_X_4 * (posT * posT * posT)) + (SSEngine.BEZIER_X_3 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_2 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_1 * ((1 - posT) * (1 - posT) * (1 - posT)))); } else { return (float) ((SSEngine.BEZIER_X_1 * (posT * posT * posT)) + (SSEngine.BEZIER_X_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } } public float getNextScoutY() { return (float) ((SSEngine.BEZIER_Y_1 * (posT * posT * posT)) + (SSEngine.BEZIER_Y_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_Y_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_Y_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } }

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  • Inter Quake Model IQM render Directx9

    - by Andrew_0
    I'm trying to render an Inter Quake Model(http://lee.fov120.com/iqm/) in DirectX9 that I exported from blender. I want to display animations which IQM supports and my model format does not. The model is a cylinder. It loads fine in the iqm sdk opengl viewer but when i try to render it in directx9 using for example(this is just to render the vertices): IDirect3DDevice9 * device; HRESULT hr = S_OK; for(int i = 0; i < nummeshes; i++) { iqmmesh &m = meshes[0]; hr = device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 3*m.num_triangles, m.num_triangles ,&tris[m.first_triangle] ,D3DFMT_INDEX32 ,inposition ,sizeof(unsigned int)); } It renders like this: Incorrect The light grey bit that looks like two triangles in the middle is what is rendered(ignore the other stuff). Whereas it is meant to look like this(using a custom importer which I designed which matches what is displayed in blender): Correct Anyone have any suggestions on what might be going wrong?

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  • XNA Level Select Menu

    - by user29901
    I'll try to explain this the best I can. I'm trying to create a level select menu for a game I'm making. The menu is basically a group of blocks numbered 1-16, similar to something like the Angry Birds menu. What I've done is created a cursor, basically just an outline to surround a block, that the user can move to select what level they want to play. What I want it do is move from block to block instead of simply moving around on the X and Y axes as it does now. So my question is, how can I get the cursor (highLight in the below code) to move from block to block(destinationRectangle1 etc. in the code)? /// Field for the "cursor" Vector2 highLightPos = new Vector2(400, 200); ///This is the Update code KeyboardState keyBoardState = Keyboard.GetState(); if (keyBoardState.IsKeyDown(Keys.Up)) highLightPos.Y--; if (keyBoardState.IsKeyDown(Keys.Down)) highLightPos.Y++; if (keyBoardState.IsKeyDown(Keys.Right)) highLightPos.X++; if (keyBoardState.IsKeyDown(Keys.Left)) highLightPos.X--; /// This is the draw code SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Rectangle screenRectangle = new Rectangle(0, 0, 1280, 720); Rectangle destinationRectangle1 = new Rectangle(400, 200, 64, 64); Rectangle frameRectangle1 = new Rectangle(0, 0, 64, 64); Rectangle destinationRectangle2 = new Rectangle(500, 200, 64, 64); Rectangle frameRectangle2 = new Rectangle(64, 0, 64, 64); Rectangle destinationRectangle3 = new Rectangle(600, 200, 64, 64); Rectangle frameRectangle3 = new Rectangle(128, 0, 64, 64); Rectangle destinationRectangle4 = new Rectangle(700, 200, 64, 64); Rectangle frameRectangle4 = new Rectangle(192, 0, 64, 64); Rectangle destinationRectangle5 = new Rectangle(800, 200, 64, 64); Rectangle frameRectangle5 = new Rectangle(256, 0, 64, 64); Rectangle destinationRectangle6 = new Rectangle(400, 300, 64, 64); Rectangle frameRectangle6 = new Rectangle(320, 0, 64, 64); Rectangle destinationRectangle7 = new Rectangle(500, 300, 64, 64); Rectangle frameRectangle7 = new Rectangle(384, 0, 64, 64); Rectangle destinationRectangle8 = new Rectangle(600, 300, 64, 64); Rectangle frameRectangle8 = new Rectangle(448, 0, 64, 64); Rectangle destinationRectangle9 = new Rectangle(700, 300, 64, 64); Rectangle frameRectangle9 = new Rectangle(0, 64, 64, 64); Rectangle destinationRectangle10 = new Rectangle(800, 300, 64, 64); Rectangle frameRectangle10 = new Rectangle(64, 64, 64, 64); Rectangle destinationRectangle11 = new Rectangle(400, 400, 64, 64); Rectangle frameRectangle11 = new Rectangle(128, 64, 64, 64); Rectangle destinationRectangle12 = new Rectangle(500, 400, 64, 64); Rectangle frameRectangle12 = new Rectangle(192, 64, 64, 64); Rectangle destinationRectangle13 = new Rectangle(600, 400, 64, 64); Rectangle frameRectangle13 = new Rectangle(256, 64, 64, 64); Rectangle destinationRectangle14 = new Rectangle(700, 400, 64, 64); Rectangle frameRectangle14 = new Rectangle(320, 64, 64, 64); Rectangle destinationRectangle15 = new Rectangle(800, 400, 64, 64); Rectangle frameRectangle15 = new Rectangle(384, 64, 64, 64); Rectangle destinationRectangle16 = new Rectangle(600, 500, 64, 64); Rectangle frameRectangle16 = new Rectangle(448, 64, 64, 64); spriteBatch.Begin(); spriteBatch.Draw(forestBG, screenRectangle, Color.White); spriteBatch.Draw(highLight, highLightPos, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle1, frameRectangle1, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle2, frameRectangle2, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle3, frameRectangle3, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle4, frameRectangle4, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle5, frameRectangle5, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle6, frameRectangle6, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle7, frameRectangle7, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle8, frameRectangle8, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle9, frameRectangle9, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle10, frameRectangle10, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle11, frameRectangle11, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle12, frameRectangle12, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle13, frameRectangle13, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle14, frameRectangle14, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle15, frameRectangle15, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle16, frameRectangle16, Color.White); spriteBatch.End(); PS, I'm aware that this code is probably inefficient, cumbersome or that there's a better way to draw parts of a tile sheet. Any suggestions would be appreciated.

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  • Single player game into Multiplayer game

    - by jeyanthinath
    I developed a Single player game in Flash (Tic Tac Toe) and in the Multiplayer mode i will be able to do both player playing on the same system with out network. I would like to extend it and make it enable to play the Multiplayer game for two player playing it online. How i can be made give me some ideas , How test the Multiplayer game playing along with different computers(I do not have internet connection in home). How I able to change the single player game into Multiplayer game , any minor changes required or I have to change the code base completely. In which way i can make it possible.

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  • UBJsonReader (Libgdx) unable to to read UBJson from Python(Blender)

    - by daniel
    I am working on an export tool from Blender to Libgdx, exports like custom attributes and other information (Almost completed), this is a very cool tool that will speed up a lot your works, after I completed I will send to public to contribute forum, Export format is uses python's Standard Json module and readable text, it of course works fine, but I wanna also have a Binary Json export for faster load, so users can Export Straight to Libgdx, but after I search I found that UBJson with draft9.py (simpleubjson 0.6.1) encode is seems matches with one FBXConverter's UBJsonWriter( Xoppa wrote), but when I export, I am not able to read the file, and send this errors (Java heap space) seems this is a different between byte sizes in UBJson(python) and UBJsonReader. how can I write a correct one in python that matches with Libgdx's UBJsonReader, and would be cross-platform? Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120) Caused by: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.utils.UBJsonReader.readString(UBJsonReader.java:162) at com.badlogic.gdx.utils.UBJsonReader.parseString(UBJsonReader.java:150) at com.badlogic.gdx.utils.UBJsonReader.parseObject(UBJsonReader.java:112) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:59) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:52) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:36) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:45) at com.me.gdximportexport.GdxImportExport.create(GdxImportExport.java:43) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:136) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Tested on UbuntuStudio 13.10 with OpenJdk 7, and Windows 7 with jdk 7 Thanks for any guides.

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  • iPhone Open GL ES using FBX - How do I import animations from FBX into iPhone?

    - by Dominic Tancredi
    I've been researching this extensively. We have a game that's 90% complete, using custom game logic in iPhone 4.0. We've been asked to import a 3D model and have it animate when various events happen in the game. I've put together an OpenGL view (based on Eagl and several examples), and used Blender to import the model, as well as Jeff LeMarche's script to export the .h file. After much trial, it worked, and I was able to show a rotating model (unskinned). However, the 3d artist hadn't UV unwrapped the model, so provided me a new model, this one as a Maya file, along with animation in a FBX format, a .obj file, and .tga texture unwrapped. My question is : how can I use FBX inside OpenGL ES inside iPhone to run through animations? And what's the pipeline to get this Maya file into Blender to be able to create a .h file. I've tried the obj2opengl however the model is missing normals (did it have it in the first place?) and the skin isn't applying at all (possibly a code issue, something I think I can fix). I'm trying to use Jeff LeMarche's animation tutorial but can't figure out how to get the model files into a proper .h file for use. Any advice?

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  • gpgpu vs. physX for physics simulation

    - by notabene
    Hello First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX? (If i say develop i mean implement existing algorithms like navier-strokes...) I don't care about what will take more time to develop. What will be faster for end user? As i understand that physx are accelerated through PPU units in gpu, does it mean that physical simulation can run in paralel with rastarization? Are PPUs different units than unified shader units used as vertex/geometry/pixel/gpgpu shader units? And little non-theoretical question: Is physx able to do sofisticated simulation equal to lets say Autodesk's Maya fluid solver? Are there any c++ gpu accelerated physics frameworks to try? (I am interested in both physx and gpgpu, commercial engines are ok too).

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  • Render rivers in a grid.

    - by Gabriel A. Zorrilla
    I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant algorithm to render them. It's a 2D, square, mapgrid. The cells which the river pases has a simple integer value with this form :rivernumber && pointOrder. Ie: 10, 11, 12, 13, 14, 15, 16...1+N for the first river, 20,21,22,23...2+N for the second, etc. This is created in the map grid generation time and it's executed just once, when the world is generated. I wanted to treat each river as a vector, but there is a problem, if the same river has branches (because i put some noise to generate branches), i can not just connect the points in order. The second alternative is to generate a complex algorithm where analizes each point, checks if the next is not a branch, if so trigger another algorithm that take care of the branch then returns to the main river, etc. Very complex and inelegant. Perhaps there is a solution in the world generation algorithm or in the river rendering algorithm that is commonly used in these cases and i'm not aware of. Any tips? Thanks!!

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  • LWJGL Voxel game, glDrawArrays

    - by user22015
    I've been learning about 3D for a couple days now. I managed to create a chunk (8x8x8). Add optimization so it only renders the active and visible blocks. Then I added so it only draws the faces which don't have a neighbor. Next what I found from online research was that it is better to use glDrawArrays to increase performance. So I restarted my little project. Render an entire chunck, add optimization so it only renders active and visible blocks. But now I want to add so it only draws the visible faces while using glDrawArrays. This is giving me some trouble with calling glDrawArrays because I'm passing a wrong count parameter. > # A fatal error has been detected by the Java Runtime Environment: > # > # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000006e31a03, pid=1032, tid=3184 > # Stack: [0x00000000023a0000,0x00000000024a0000], sp=0x000000000249ef70, free space=1019k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [ig4icd64.dll+0xa1a03] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0 j org.lwjgl.opengl.GL11.glDrawArrays(III)V+20 j com.vox.block.Chunk.render()V+410 j com.vox.ChunkManager.render()V+30 j com.vox.Game.render()V+11 j com.vox.GameHandler.render()V+12 j com.vox.GameHandler.gameLoop()V+15 j com.vox.Main.main([Ljava/lang/StringV+13 v ~StubRoutines::call_stub public class Chunk { public final static int[] DIM = { 8, 8, 8}; public final static int CHUNK_SIZE = (DIM[0] * DIM[1] * DIM[2]); Block[][][] blocks; private int index; private int vBOVertexHandle; private int vBOColorHandle; public Chunk(int index) { this.index = index; vBOColorHandle = GL15.glGenBuffers(); vBOVertexHandle = GL15.glGenBuffers(); blocks = new Block[DIM[0]][DIM[1]][DIM[2]]; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ blocks[x][y][z] = new Block(); } } } } public void render(){ Block curr; FloatBuffer vertexPositionData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); FloatBuffer vertexColorData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); int counter = 0; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ curr = blocks[x][y][z]; boolean[] neightbours = validateNeightbours(x, y, z); if(curr.isActive() && !neightbours[6]) { float[] arr = curr.createCube((index*DIM[0]*Block.BLOCK_SIZE*2) + x*2, y*2, z*2, neightbours); counter += arr.length; vertexPositionData2.put(arr); vertexColorData2.put(createCubeVertexCol(curr.getCubeColor())); } } } } vertexPositionData2.flip(); vertexPositionData2.flip(); FloatBuffer vertexPositionData = BufferUtils.createFloatBuffer(vertexColorData2.position()); FloatBuffer vertexColorData = BufferUtils.createFloatBuffer(vertexColorData2.position()); for(int i = 0; i < vertexPositionData2.position(); i++) vertexPositionData.put(vertexPositionData2.get(i)); for(int i = 0; i < vertexColorData2.position(); i++) vertexColorData.put(vertexColorData2.get(i)); vertexColorData.flip(); vertexPositionData.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexPositionData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexColorData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glPushMatrix(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0L); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL11.glColorPointer(3, GL11.GL_FLOAT, 0, 0L); System.out.println("Counter " + counter); GL11.glDrawArrays(GL11.GL_LINE_LOOP, 0, counter); GL11.glPopMatrix(); //blocks[r.nextInt(DIM[0])][2][r.nextInt(DIM[2])].setActive(false); } //Random r = new Random(); private float[] createCubeVertexCol(float[] CubeColorArray) { float[] cubeColors = new float[CubeColorArray.length * 4 * 6]; for (int i = 0; i < cubeColors.length; i++) { cubeColors[i] = CubeColorArray[i % CubeColorArray.length]; } return cubeColors; } private boolean[] validateNeightbours(int x, int y, int z) { boolean[] bools = new boolean[7]; bools[6] = true; bools[6] = bools[6] && (bools[0] = y > 0 && y < DIM[1]-1 && blocks[x][y+1][z].isActive());//top bools[6] = bools[6] && (bools[1] = y > 0 && y < DIM[1]-1 && blocks[x][y-1][z].isActive());//bottom bools[6] = bools[6] && (bools[2] = z > 0 && z < DIM[2]-1 && blocks[x][y][z+1].isActive());//front bools[6] = bools[6] && (bools[3] = z > 0 && z < DIM[2]-1 && blocks[x][y][z-1].isActive());//back bools[6] = bools[6] && (bools[4] = x > 0 && x < DIM[0]-1 && blocks[x+1][y][z].isActive());//left bools[6] = bools[6] && (bools[5] = x > 0 && x < DIM[0]-1 && blocks[x-1][y][z].isActive());//right return bools; } } public class Block { public static final float BLOCK_SIZE = 1f; public enum BlockType { Default(0), Grass(1), Dirt(2), Water(3), Stone(4), Wood(5), Sand(6), LAVA(7); int BlockID; BlockType(int i) { BlockID=i; } } private boolean active; private BlockType type; public Block() { this(BlockType.Default); } public Block(BlockType type){ active = true; this.type = type; } public float[] getCubeColor() { switch (type.BlockID) { case 1: return new float[] { 1, 1, 0 }; case 2: return new float[] { 1, 0.5f, 0 }; case 3: return new float[] { 0, 0f, 1f }; default: return new float[] {0.5f, 0.5f, 1f}; } } public float[] createCube(float x, float y, float z, boolean[] neightbours){ int counter = 0; for(boolean b : neightbours) if(!b) counter++; float[] array = new float[counter*12]; int offset = 0; if(!neightbours[0]){//top array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[1]){//bottom array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[2]){//front array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[3]){//back array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[4]){//left array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[5]){//right array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } return Arrays.copyOf(array, offset); } public boolean isActive() { return active; } public void setActive(boolean active) { this.active = active; } public BlockType getType() { return type; } public void setType(BlockType type) { this.type = type; } } I highlighted the code I'm concerned about in this following screenshot: - http://imageshack.us/a/img820/7606/18626782.png - (Not allowed to upload images yet) I know the code is a mess but I'm just testing stuff so I wasn't really thinking about it.

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  • Problem to match font size to the screen resolution in libgdx

    - by Iñaki Bedoya
    I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size independently from the screen and from DPI. I've found this and this answer that I think should solve my problem but don't. In desktop the size is ok, but in my phone is too big. This is the result on my Nexus 4: (768x1280, 2.0 density) And this is the result on my MacBook: (480x800, 0.6875 density) I'm using the Open Sans Condensed (link to google fonts) As you can see on desktop looks good, but on the phone is so big. Here the code of my test: public class TextTest extends ApplicationAdapter { private static final String TAG = TextTest.class.getName(); private static final String TEXT = "Tap the screen to start"; private OrthographicCamera camera; private Viewport viewport; private SpriteBatch batch; private BitmapFont font; @Override public void create () { Gdx.app.log(TAG, "Screen size: "+Gdx.graphics.getWidth()+"x"+Gdx.graphics.getHeight()); Gdx.app.log(TAG, "Density: "+Gdx.graphics.getDensity()); camera = new OrthographicCamera(); viewport = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getWidth(), camera); batch = new SpriteBatch(); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-CondLight.ttf")); font = createFont(generator, 64); generator.dispose(); } private BitmapFont createFont(FreeTypeFontGenerator generator, float dp) { FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); int fontSize = (int)(dp * Gdx.graphics.getDensity()); parameter.size = fontSize; Gdx.app.log(TAG, "Font size: "+fontSize+"px"); return generator.generateFont(parameter); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int w = -(int)(font.getBounds(TEXT).width / 2); batch.setProjectionMatrix(camera.combined); batch.begin(); font.setColor(Color.BLACK); font.draw(batch, TEXT, w, 0); batch.end(); } @Override public void resize(int width, int height) { viewport.update(width, height); } @Override public void dispose() { font.dispose(); batch.dispose(); } } I'm trying to find a neat way to fix this. What I'm doing wrong? is the camera? the viewport? UPDATE: What I want is to keep the same margins in proportion, independently of the screen size or resolution. This image illustrates what I mean.

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  • How to set Alpha value from pixel shader in SlimDX Direct3d9

    - by Yashwinder
    I am trying to set alpha value of color as color.a = 0.5f in my pixel shader but all the time it is giving an exception. I can set color.r, color.g, color.b but it is not allowing me to set color.a and throwing an exception D3DERR_INVALIDCALL: Invalid call (-2005530516). I have just created a direct3d9 device and assigned my pixel shader to it. My pixel shader code is as below sampler2D ourImage : register(s0); float4 main(float2 locationInSource : TEXCOORD) : COLOR { float4 color = tex2D( ourImage , locationInSource.xy); color.a = 0.2; return color; } I am creating my pixel shader as byte[] byteCode = GiveFxFile(transitionEffect.PixelShaderFileName); var shaderBytecode = ShaderBytecode.Compile(byteCode, "main", "ps_2_0", ShaderFlags.None); var pixelShader = new PixelShader(device, ShaderBytecode); _device.PixelShader=pixelShader; I have initialized my device as var _presentParams = new PresentParameters { Windowed = _isWindowedMode, BackBufferWidth = (int)SystemParameters.PrimaryScreenWidth, BackBufferHeight = (int)SystemParameters.PrimaryScreenHeight, // Enable Z-Buffer // This is not really needed in this sample but real applications generaly use it EnableAutoDepthStencil = true, AutoDepthStencilFormat = Format.D16, // How to swap backbuffer in front and how many per screen refresh BackBufferCount = 1, SwapEffect = SwapEffect.Copy, BackBufferFormat = _direct3D.Adapters[0].CurrentDisplayMode.Format, PresentationInterval = PresentInterval.Immediate, DeviceWindowHandle = _windowHandle }; _device = new Device(_direct3D, 0, DeviceType.Hardware, _windowHandle, deviceFlags | CreateFlags.Multithreaded, _presentParams);

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  • Bitwise operators in DX9 ps_2_0 shader

    - by lapin
    I've got the following code in a shader: // v & y are both floats nPixel = v; nPixel << 8; nPixel |= y; and this gives me the following error in compilation: shader.fx(80,10): error X3535: Bitwise operations not supported on legacy targets. shader.fx(92,18): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed The error is on the following line: nPixel |= y; What am I doing wrong here?

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  • 3D Dice using Maya - for integration with iOS game app

    - by Anil
    My designer is building a 3D design of a dice using Maya. I want to integrate this in my iOS app so that the user can spin the dice and get a number. Then they play the game using that number. So, I have two questions: 1) How can I make the dice spin and stop at a random position so that a number is presented to the user? and 2) Once it stops spinning how can I detect the number that is displayed to the user (programmatically)? Many thanks. -Anil

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  • Need help revolving a 2D array

    - by Brett
    Pretty much all I'm trying to do is revolve my 2D Array by its container. I'm using this array for a background and I seem to be having problems with it revolving. public class TileTransformer : GridConstants { public Tile[,] Tiles; ContentManager Content; public TileTransformer(ContentManager content) { Content = content; } public Tile[,] Wraping(Tile[,] tiles,Point shift) { Tiles = tiles; for (int x = shift.X; x < 0; x++)//Left shift { for (int X = 0; X < GridWidth; X++) { for (int Y = 0; Y < GridHeight; Y++) { if (X + 1 >GridWidth-1) { Tiles[0, Y].Container =tiles[X, Y].Container; } else { Tiles[X+1, Y].Container =tiles[X, Y].Container; } } } } for (int x = shift.X; x > 0; x--)//right shift { for (int X = 0; X < GridWidth; X++) { for (int Y = 0; Y< GridHeight; Y++) { if (X-1==-1) { Tiles[GridWidth-1, Y].Container =tiles[0, Y].Container; } else { Tiles[X - 1, Y].Container =tiles[X, Y].Container; } } } } for (int y = shift.Y; y > 0; y--)//shift up { for (int X = 0; X < GridWidth; X++) { for (int Y = 0; Y < GridHeight; Y++) { if (Y - 1 == -1) { Tiles[X, GridHeight-1].Container = tiles[X, Y].Container; } else { Tiles[X, Y - 1].Container = tiles[X, Y].Container; } } } } for (int y = shift.Y; y < 0; y++)//shift down { for (int X = 0; X < GridWidth; X++) { for (int Y = 0; Y < GridHeight; Y++) { if (Y + 1 == GridHeight) { Tiles[X, 0].Container = tiles[X, Y].Container; } else { Tiles[X, Y + 1].Container = tiles[X, Y].Container; } } } } return Tiles; } Now the Problems that I'm having is either when I shift up or left it seems the whole array is cleared back to the default state. Also when I'm revolving the array it appears to stretch it upon the sides of the screen that it is shifting towards.

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  • techniques for an AI for a highly cramped turn-based tactics game

    - by Adam M.
    I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for classic board games (basically minimax and its variants), but I think the branching factor is too great for the approach to be reasonable here. I'll describe the game and some current AI flaws that I'd like to fix. I'd like to hear ideas for applicable techniques. I'm a decent enough programmer, so I only need the ideas, not an implementation (though that's always appreciated). I'd rather not expend effort chasing (too many) dead ends, so although speculation and brainstorming are good and probably helpful, I'd prefer to hear from somebody with actual experience solving this kind of problem. For those who know it, the game is the land battle mini-game in Sid Meier's Pirates! (2004) and you can skim/skip the next two paragraphs. For those who don't, here's briefly how it works. The battle is turn-based and takes place on a 16x16 grid. There are three terrain types: clear (no hindrance), forest (hinders movement, ranged attacks, and sight), and rock (impassible, but does not hinder attacks or sight). The map is randomly generated with roughly equal amounts of each type of terrain. Because there are many rock and forest tiles, movement is typically very cramped. This is tactically important. The terrain is not flat; higher terrain gives minor bonuses. The terrain is known to both sides. The player is always the attacker and the AI is always the defender, so it's perfectly valid for the AI to set up a defensive position and just wait. The player wins by killing all defenders or by getting a unit to the city gates (a tile on the other side of the map). There are very few units on each side, usually 4-8. Because of this, it's crucial not to take damage without gaining some advantage from it. Units can take multiple actions per turn. All units on one side move before any units on the other side. Order of execution is important, and interleaving of actions between units is often useful. Units have melee and ranged attacks. Melee attacks vary widely in strength; ranged attacks have the same strength but vary in range. The main challenges I face are these: Lots of useful move combinations start with a "useless" move that gains no immediate advantage, or even loses advantage, in order to set up a powerful flank attack in the future. And, since the player units are stronger and have longer range, the AI pretty much always has to take some losses before they can start to gain kills. The AI must be able to look ahead to distinguish between sacrificial actions that provide a future benefit and those that don't. Because the terrain is so cramped, most of the tactics come down to achieving good positioning with multiple units that work together to defend an area. For instance, two defenders can often dominate a narrow pass by positioning themselves so an enemy unit attempting to pass must expose itself to a flank attack. But one defender in the same pass would be useless, and three units can defend a slightly larger pass. Etc. The AI should be able to figure out where the player must go to reach the city gates and how to best position its few units to cover the approaches, shifting, splitting, or combining them appropriately as the player moves. Because flank attacks are extremely deadly (and engineering flank attacks is key to the player strategy), the AI should be competent at moving its units so that they cover each other's flanks unless the sacrifice of a unit would give a substantial benefit. They should also be able to force flank attacks on players, for instance by threatening a unit from two different directions such that responding to one threat exposes the flank to the other. The AI should attack if possible, but sometimes there are no good ways to approach the player's position. In that case, the AI should be able to recognize this and set up a defensive position of its own. But the AI shouldn't be vulnerable to a trivial exploit where the player repeatedly opens and closes a hole in his defense and shoots at the AI as it approaches and retreats. That is, the AI should ideally be able to recognize that the player is capable of establishing a solid defense of an area, even if the defense is not currently in place. (I suppose if a good unit allocation algorithm existed, as needed for the second bullet point, the AI could run it on the player units to see where they could defend.) Because it's important to choose a good order of action and interleave actions between units, it's not as simple as just finding the best move for each unit in turn. All of these can be accomplished with a minimax search in theory, but the search space is too large, so specialized techniques are needed. I thought about techniques such as influence mapping, but I don't see how to use the technique to great effect. I thought about assigning goals to the units. This can help them work together in some limited way, and the problem of "how do I accomplish this goal?" is easier to solve than "how do I win this battle?", but assigning good goals is a hard problem in itself, because it requires knowing whether the goal is achievable and whether it's a good use of resources. So, does anyone have specific ideas for techniques that can help cleverize this AI? Update: I found a related question on Stackoverflow: http://stackoverflow.com/questions/3133273/ai-for-a-final-fantasy-tactics-like-game The selected answer gives a decent approach to choosing between alternative actions, but it doesn't seem to have much ability to look into the future and discern beneficial sacrifices from wasteful ones. It also focuses on a single unit at a time and it's not clear how it could be extended to support cooperation between units in defending or attacking.

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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