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  • Can minecraft support an asymmetrical mesh?

    - by Qwaar
    So in a bout of fancy I have decided I want to play as a Zaku II from gundam, and was saddened that player skins must be symmetrical. Then I remembered my friends mod that let him play as a MLP pony, and another one that let you shapeshift into mobs. So I decided I could just butcher a player model mesh and slap on the shoulder spike and shield, slap a Zaku skin I found on it, port the colors over onto more texture for the shoulder portions, and call it a day once I added it to the shiftable list, before butchering a gun mod to turn a gun into a ZMP-78. Before I get started on this though, I need to know if minecraft will support an asymmetrical mesh.

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  • Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in

    - by Azaral
    I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the one that is a large mathematical derivation. My situation is a little different though. My first question though is will the answer provided in the stack overflow page even work to begin with, assuming the original circumstances of moving target and stationary shooter. My situation is a little different than that situation. My target moves, the shooter moves, and the bullets from the shooter start off with the velocities in x and y added to the bullets' x and y velocities. If you are sliding to the right, the bullets will remain in front of you as you move so as long as your velocity remains constant. What I'm trying to do is to get the enemy to be able to determine where they need to shoot in order to hit the player. Unless the player and enemy is stationary, the velocity from the ship adding to the velocity of the bullets will cause a miss. I'd rather like to prevent that. I used the formula in the stack overflow answer and did what I thought were the appropriate adjustments. I've been banging at this for the last four hours and I just can't make it click. It is probably something really simple and boneheaded that I am missing (that seems to be a lot of my problems lately). Here is the solution presented from the stack overflow answer: It boils down to solving a quadratic equation of the form: a * sqr(x) + b * x + c == 0 Note that by sqr I mean square, as opposed to square root. Use the following values: a := sqr(target.velocityX) + sqr(target.velocityY) - sqr(projectile_speed) b := 2 * (target.velocityX * (target.startX - cannon.X) + target.velocityY * (target.startY - cannon.Y)) c := sqr(target.startX - cannon.X) + sqr(target.startY - cannon.Y) Now we can look at the discriminant to determine if we have a possible solution. disc := sqr(b) - 4 * a * c If the discriminant is less than 0, forget about hitting your target -- your projectile can never get there in time. Otherwise, look at two candidate solutions: t1 := (-b + sqrt(disc)) / (2 * a) t2 := (-b - sqrt(disc)) / (2 * a) Note that if disc == 0 then t1 and t2 are equal. If there are no other considerations such as intervening obstacles, simply choose the smaller positive value. (Negative t values would require firing backward in time to use!) Substitute the chosen t value back into the target's position equations to get the coordinates of the leading point you should be aiming at: aim.X := t * target.velocityX + target.startX aim.Y := t * target.velocityY + target.startY Here is my code, after being corrected by Sam Hocevar (thank you again for your help!). It still doesn't work. For some reason it never enters the section of code inside the if(disc = 0) (obviously because it is always less than zero but...). However, if I plug the numbers from my game log on the enemy and player positions and velocities it outputs a valid firing solution. I have looked at the code side by side a couple of times now and I can't find any differences. There has got to be something simple I'm missing here. If someone else could look at this code and determine what is going on here I'd appreciate it. I know it's not going through that section because if it were, shouldShoot would become true and the enemy would be blasting away at the player. This section calls the function in question, CalculateShootHeading() if(shouldMove) { UseEngines(); } x += xVelocity; y += yVelocity; CalculateShootHeading(); if(shouldShoot) { ShootWeapons(); } UpdateWeapons(); This is CalculateShootHeading(). This is inside the enemy class so x and y are the enemy's x and y and the same with velocity. One output from my game log gives Player X = 2108, Player Y = -180.956, Player X velocity = 10.9949, Player Y Velocity = -6.26017, Enemy X = 1988.31, Enemy Y = -339.051, Enemy X velocity = 1.81666, Enemy Y velocity = -9.67762, 0 enemy projectiles. The output from the console tester is Bullet position = 2210.49, -239.313 and Player Position = 2210.49, -239.313. This doesn't make any sense. The only thing that could be different is the code or the input into my function in the game and I've checked that and I don't think that it is wrong as it's updated before this and never changed. float const bulletSpeed = 30.f; float const dx = playerX - x; float const dy = playerY - y; float const vx = playerXVelocity - xVelocity; float const vy = playerYVelocity - yVelocity; float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed; float const b = 2.f * (vx * dx + vy * dy); float const c = dx * dx + dy * dy; float const disc = b * b - 4.f * a * c; shouldShoot = false; if (disc >= 0.f) { float t0 = (-b - std::sqrt(disc)) / (2.f * a); float t1 = (-b + std::sqrt(disc)) / (2.f * a); if (t0 < 0.f || (t1 < t0 && t1 >= 0.f)) { t0 = t1; } if (t0 >= 0.f) { float shootx = vx + dx / t0; float shooty = vy + dy / t0; heading = std::atan2(shooty, shootx) * RAD2DEGREE; } shouldShoot = true; }

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  • Randomly spawning bitmaps on cnvas

    - by Toystoj
    I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of canvas it takes to long. So i was thinking : I should make some change when the bitmaps take off 50 % of canvas. I want to tell algorithm that it should generate new locations (x,y) where it is free space. My question is : How to render new location (x,y) in place where is free space. In summary: Things I know : object location (x,y) 4 corners (x,y) of object object width, height canvas width, height Any suggestions?

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  • Why Android for new (micro) consoles?

    - by Klaim
    There are a lot of new (micro) consoles with Android inside coming soon or already there (OUYA for example). My question is: why use Android and not another OS as base for these consoles? I assume that there are pragmatic answers to this but I can't see any clear killer feature. For example, one can assume that any stable Linux distribution would work (like Valve seem to think). Android is primarily targetted at mobile platforms which mean it is built around the idea of being interrupted which goes against a lot of what console devs needs in new hardware - but is not killing Android as a platform for gamedev either as it's just a constraint. Why not another OS? What's the Android killer features that make micro-console builder using it instead of Linux or anything else?

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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  • Rotate an image and get back to its original position - opengles glkit

    - by Manoj
    I need to rotate an image in opengles GLkit and get it back to its original position in GLkit. rotation += 5; _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, 0); _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(rotation), 1,0,0); I need to move it in x axis for certain amount and getting back to its original position from where it started. How should i do it?

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • 2D Tile Collision free movement

    - by andrepcg
    I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is empty or not. Besides having a grid for collision, there's still free movement inside a tile. For each entity, in the end of the update function I simply increase the position by the velocity: pos.x += v.x; pos.y += v.y; I already have a collision grid created but my collide function is not great, i'm not sure how to handle it. I can check if the collision occurs but the way I handle is terrible. int leftTile = repelBox.x / grid->cellSize; int topTile = repelBox.y / grid->cellSize; int rightTile = (repelBox.x + repelBox.w) / grid->cellSize; int bottomTile = (repelBox.y + repelBox.h) / grid->cellSize; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { if (grid->getCell(x, y) == BLOCKED){ Rect colBox = grid->getCellRectXY(x, y); Rect xAxis = Rect(pos.x - 20 / 2.0f, pos.y - 20 / 4.0f, 20, 10); Rect yAxis = Rect(pos.x - 20 / 4.0f, pos.y - 20 / 2.0f, 10, 20); if (colBox.Intersects(xAxis)) v.x *= -1; if (colBox.Intersects(yAxis)) v.y *= -1; } } } If instead of reversing the direction I set it to false then when the entity tries to get away from the wall it's still intersecting the tile and gets stuck on that position. EDIT: I've worked with Flashpunk and it has a great function for movement and collision called moveBy. Are there any simplified implementations out there so I can check them out?

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  • iOS: game with facebook challenges

    - by nazz_areno
    I created a game for iPad and I want to challenge my facebook friends. I follow the iOS tutorial in "facebook dev docs", with the "Smash game", but it doesn't explain how to challenge a friend directly to a game. I will explain with an example: I want to start a new match and I want challenge a friend on facebook. Then I send him a request to install the app and when I detect that its app is installed I send him a request to play vs me. Then, when I finish the match I sent him my result and my friend do the same thing. But if I and my friend don't finish the match it is not possible to send another challenge. This scenario is not explained by facebook sdk. Is it necessary to use another instrument to do this situation?

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • Blender: Having trouble moving vertices

    - by capcom
    I've been using Blender for two days now, and ran into an issue while following a tutorial. Before anything else, I'd like to show you all what my problem precisely is. Here is a short video I uploaded: click here. I thought it may be easier for you all to help me identify and solve my problem more accurately with a visual aid. I would like to emphasize that this issue began to occur after I extruded that trapezoidal region (misstated as a parallelogram in the video). I decided that I did not want the extruded region, and just hit undo. Ever since then, I began to experience the problem you viewed. Thanks.

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  • XNA content.load Dependancy

    - by Richard
    Quick question, My project i'm building for test purposes is working fine but i have dependencies flying around everywhere due to the XNA framework. In Update i have gametime passed everywhere... this is okay. In Draw i have gametime & spritebatch passed everywhere... this is okay. My issue is in the content.load textures/sounds/fonts. I have them as public variables ie Texture1 = Content.load(of texture2d)("Texture1") I'm passing a 'Game1' pointer into the constructor of every new class being instantiated to gain access to these variables. Am i missing an OOP trick to prevent me having to pass a pointer to 'game1' to every New class?

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  • Identifying connected lines drawn free-hand by a user

    - by rawrgoesthelion
    I have a series of 'images' described by a mixture of connected lines and curves. Users will draw on the screen, free hand, and my goal is to break their drawing down into a series of lines and curves that can be matched with the 'images' in my set. For the sake of simplicity, let's assume this is occurring on a touch screen. These lines will be connected. Each time the user's finger moves, the dx and dy is recorded. The drawing is considered complete and analyzed when the user's finger leaves the screen. I'm having trouble figuring out a good way to break the user's drawing down into lines. Is there any well known approach to this problem, a C++ library that solves it, or any good articles/technical papers on how to achieve this?

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  • What is a normalized Vector?

    - by draiden
    Can someone explain the following code? I need to learn what each part means so I can turn it into enemy movement in a space shoot-em-up Vec2d playerPos; Vec2d direction; // always normalized float velocity; I get the above is naming two 2d Vector objects, and creating a variable called velocity. I'm not sure what the normalized comment is about, though. update() { direction = normalize(playerPos - enemyPos); playerPos = playerPos + direction * velocity; }

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  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

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  • Is there any guarantee about the graphical output of different GPUs in DirectX?

    - by cloudraven
    Let's say that I run the same game in two different computers with different GPUs. If for example they are both certified for DirectX 10. Is there a guarantee that the output for a given program (game) is going to be the same regardless the manufacturer or model of the GPU? I am assuming the configurable settings are exactly the same in both cases. I heard that it is not the case for DirectX 9 and older, but that it is true for DirectX 10. If someone could provide a source confirming or denying it, it would be great. Also what is the guarantee offered. Will the output be exactly the same or just perceptually the same to the human eye?

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  • Playing a death anim on an enemy that I want to remove

    - by Max
    I've been trying to find a tutorial on how to best make animations in Android. I already have some animations for my enemies and my character that are controlled by rectangles and changing rectangleframe between updates using a picture like this: When I'm shooting my enemies they lose HP, and when their HP == 0 they get removed. As long as I'm using an arrayList (which I do for all enemies and bullets) I'm fine, since I can just use list.remove(i). But when I'm on a boss-level and the Boss's HP == 0, I want to remove him and play an animation of an explosion of stars before the "End-screen". Is there a preferred way to do temporary animations like this? If you can give me an example or redirect me to a tutorial, I'd be really grateful!

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  • Increase moving speed of body

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, -10.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); // ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • Voronoi regions of a (convex) polygon.

    - by Xavura
    I'm looking to add circle-polygon collisions to my Separating Axis Theorem collision detection. The metanet software tutorial (http://www.metanetsoftware.com/technique/tutorialA.html#section3) on SAT, which I discovered in the answer to a question I found when searching, talks about voronoi regions. I'm having trouble finding material on how I would calculate these regions for an arbitrary convex polygon and aleo how I would determine if a point is in one + which. The tutorial does contain source code but it's a .fla and I don't have Flash unfortunately.

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  • How do I implement deceleration for the player character?

    - by tesselode
    Using delta time with addition and subtraction is easy. player.speed += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.speed = player.speed * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time? Edit: it looks like my question has confused everyone. I really just wanted to be able to implement deceleration without this horrible mass of code: else if speed > 0 then speed = speed - 20 * dt if speed < 0 then speed = 0 end end if speed < 0 then speed = speed + 20 * dt if speed > 0 then speed = 0 end end end Because that's way bigger than it needs to be. So far a better solution seems to be: speed = speed - speed * whatever_number * dt

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  • how to use double buffering in awt? [on hold]

    - by Ishanth
    import java.awt.event.*; import java.awt.*; class circle1 extends Frame implements KeyListener { public int a=300; public int b=70; public int pacx=360; public int pacy=270; public circle1() { setTitle("circle"); addKeyListener(this); repaint(); } public void paint(Graphics g) { g.fillArc (a, b, 60, 60,pacx,pacy); } public void keyPressed(KeyEvent e) { int key=e.getKeyCode(); System.out.println(key); if(key==38) { b=b-5; //move pacman up pacx=135;pacy=270; //packman mouth upside if(b==75&&a>=20||b==75&&a<=945) { b=b+5; } else { repaint(); } } else if(key==40) { b=b+5; //move pacman downside pacx=315; pacy=270; //packman mouth down if(b==645&&a>=20||b==645&&a<=940) { b=b-5; } else{ repaint(); } } else if(key==37) { a=a-5; //move pacman leftside pacx=227; pacy=270; //packman mouth left if(a==15&&b>=75||a==15&&b<=640) { a=a+5; } else { repaint(); } } else if(key==39) { a=a+5; //move pacman rightside pacx=42;pacy=270; //packman mouth right if(a==945&&a>=80||a==945&&b<=640) { a=a-5; } else { repaint(); } } } public void keyReleased(KeyEvent e){} public void keyTyped(KeyEvent e){} public static void main(String args[]) { circle1 c=new circle1(); c.setVisible(true); c.setSize(400,400); } }

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  • Input of mouseclick not always registered in XNA Update method

    - by LordrAider
    I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my jewel I can't click on another jewel for like half a second. I tested it with a click counter variable and it doesn't hit the debugger when i click the second time after the jewel switch. Only if I do the second click after waiting half a second longer. Could it be that the update logic is too heavy that while he is executing update logic my click is happening and he doesn't register it? What am I not seeing here :)? Or doing wrong. It is my first game. My function of the update methode looks like this. public void UpdateBoard() { MouseState currentMouseState; currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Pressed && prevMouseState.LeftButton != ButtonState.Pressed) { UpdatingLogic = true; // this.CheckDropJewels(currentMouseState); //this.CheckMatches(3); //this.RemoveMatches(); this.CheckForSwitch(currentMouseState); this.MarkJewel(currentMouseState); UpdatingLogic = false; //reIndexMissingJewels = true; reIndexSwitchedJewels = true; } prevMouseState = currentMouseState; this.ReIndex(); this.UpdateJewels(); }

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  • Start Game Programming [on hold]

    - by vishalpamnani
    I am 23 and working as a Software Developer. Though my work is entirely based on Java and Advanced Java, I know a very little and all my interest is in developing games. I want to make a my career in Gaming Industry as a Game Programmer. I am not able to figure out the starting step to start with Game Programming. I have zero knowledge with developing games and never ever tried a tiniest of game. Please suggest me from where to start. Which programming language to start with? What should be my practice? What references to use? What type of games to begin with? BTW my preferable language would be C++ ~Thanks

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