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  • What's wrong with this Open GL ES 2.0. Shader?

    - by Project Dumbo Dev
    I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones…), but when I try it on a LG-E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well): EDITED Shader: uniform mat4 u_Matrix; uniform int u_XSpritePos; uniform int u_YSpritePos; uniform float u_XDisplacement; uniform float u_YDisplacement; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main(){ v_TextureCoordinates.x= (a_TextureCoordinates.x + u_XSpritePos) * u_XDisplacement; v_TextureCoordinates.y= (a_TextureCoordinates.y + u_YSpritePos) * u_YDisplacement; gl_Position = u_Matrix * a_Position; } Log reports this before loading/compiling shader: 11-05 18:46:25.579: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x51984000 size:5570560 offset:4956160 fd:46 11-05 18:46:25.629: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x5218d000 size:5836800 offset:5570560 fd:49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged: ERROR FBIOGET_ESDCHECKLOOP fail, from msm7627a.gralloc Edited: "InfoLog:" refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution + More questions: Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks.

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  • Bitmap rotation jitter around pivot

    - by Manderin87
    I am working on a asteriods clone and I have the ship graphic loaded as a 96x96 bitmap. When the player rotates the ship I rotate the bitmap by degree (float). rotation function: if(m_Matrix == null) { m_Matrix = new Matrix(); } else { m_Matrix.reset(); } m_Matrix.setRotate(degree, m_BaseImage.getWidth() / 2, m_BaseImage.getHeight() / 2); m_RotatedImage = Bitmap.createBitmap(m_BaseImage, 0, 0, m_BaseImage.getWidth(), m_BaseImage.getHeight(), m_Matrix, true); draw function: m_Paint.setAntiAlias(true); m_Paint.setFilterBitmap(true); m_Paint.setDither(true); canvas.drawBitmap(m_RotatedImage, (int) posX - m_RotatedImage.getWidth() / 2, (int) posY - m_RotatedImage.getHeight() / 2, m_Paint); When the bitmap is drawn, the bitmap jitters slightly around the pivot. Can anyone fix or tell me why the bitmap is jittering around the pivot? It needs to be smooth.

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  • Minecraft mob spawning coding?

    - by Richard
    I recently discovered how to change the game (with MCP) and now I'd like to do my first "big" change to the game, creating new mobs. I already made their skin, the model, the AI and added a new entityID to the mob list. I just need to know how to make them spawn normally under similar conditions to zombies and skeletons. Thanks in advance! :D EDIT: Also, if anyone knows it, post tutorials about minecraft code editing, that would be great.

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  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

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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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  • Dynamic Components

    - by Alex
    I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are implicitly enabled by default; however, if one desires to halt execution of code for a particular Component, one can disable it. Naively, I want to have a boolean flag in Component (which is an abstract class), and somehow serialize all method calls into strings, so that some sort of ComponentManager can check if a given Component is enabled/disabled before processing a method call on it. However, this is a pretty bad solution. I feel like I should employ some variation of the state paradigm, but I have yet to make progress. Any help would be greatly appreciated,

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  • Animate sprite/texture position with VBO

    - by Dono
    I'm currently worlking on a renderer for my projects and I want animate a sprite on screen. I've got a spritesheet but I don't know what is the the best way to update the texture coordinates for each vertex. Update vertices then update vertex buffer. (Heavy ?) Send to the shader my texture coordinates (It is possible ?) Don't use VBO ? By the way, I've got this structure : Object class with Geometry (Faces + Vertex + Buffer) and Material (Shader + other stuff ) properties, it is a good structure ? Thanks!

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  • Data-driven animations

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animation? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • openGL textures in bitmap mode

    - by evenex_code
    For reasons detailed here I need to texture a quad using a bitmap (as in, 1 bit per pixel, not an 8-bit pixmap). Right now I have a bitmap stored in an on-device buffer, and am mounting it like so: glBindBuffer(GL_PIXEL_UNPACK_BUFFER, BFR.G[(T+1)%2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_COLOR_INDEX, GL_BITMAP, 0); The OpenGL spec has this to say about glTexImage2D: "If type is GL_BITMAP, the data is considered as a string of unsigned bytes (and format must be GL_COLOR_INDEX). Each data byte is treated as eight 1-bit elements..." Judging by the spec, each bit in my buffer should correspond to a single pixel. However, the following experiments show that, for whatever reason, it doesn't work as advertised: 1) When I build my texture, I write to the buffer in 32-bit chunks. From the wording of the spec, it is reasonable to assume that writing 0x00000001 for each value would result in a texture with 1-px-wide vertical bars with 31-wide spaces between them. However, it appears blank. 2) Next, I write with 0x000000FF. By my apparently flawed understanding of the bitmap mode, I would expect that this should produce 8-wide bars with 24-wide spaces between them. Instead, it produces a white 1-px-wide bar. 3) 0x55555555 = 1010101010101010101010101010101, therefore writing this value ought to create 1-wide vertical stripes with 1 pixel spacing. However, it creates a solid gray color. 4) Using my original 8-bit pixmap in GL_BITMAP mode produces the correct animation. I have reached the conclusion that, even in GL_BITMAP mode, the texturer is still interpreting 8-bits as 1 element, despite what the spec seems to suggest. The fact that I can generate a gray color (while I was expecting that I was working in two-tone), as well as the fact that my original 8-bit pixmap generates the correct picture, support this conclusion. Questions: 1) Am I missing some kind of prerequisite call (perhaps for setting a stride length or pack alignment or something) that will signal to the texturer to treat each byte as 8-elements, as it suggests in the spec? 2) Or does it simply not work because modern hardware does not support it? (I have read that GL_BITMAP mode was deprecated in 3.3, I am however forcing a 3.0 context.) 3) Am I better off unpacking the bitmap into a pixmap using a shader? This is a far more roundabout solution than I was hoping for but I suppose there is no such thing as a free lunch.

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  • XNA 3D coordinates seem off

    - by Peteyslatts
    I'm going through a book, and the example it gave me seems like is should work, but when I try and implement it, it falls short. My Camera class takes three vectors in to generate View and Projection matrices. I'm giving it a position vector of (0,0,5), a target vector of Vector.Zero and a top vector (which way is up) of Vector.Up. My Three vertices are placed at (0,1,0), (-1,-1,0), (1,-1,0). It seems like it should work because the vertices are centered around the origin, and thats where I'm telling the camera to look but when I run the game, the only way to get the camera to see the vertices is to set its position to (0,0,-5) and even then the triangle is skewed. Not sure what's wrong here. Any suggestions would be helpful. Just to make sure I've given you guys everything (I don't think these are important as the problem seems to be related to the coordinates, not the ability of the game to draw them): I'm using a VertexBuffer and a BasicEffect. My render code is as follows: effect.World = Matrix.Identity; effect.View = camera.view; effect.Projection = camera.projection; effect.VertexColorEnabled = true; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives<VertexPositionColor> (PrimitiveType.TriangleStrip, verts, 0, 1); }

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • Problem with scrolling background in one OpenGL loop

    - by GvS
    I have 960x3000 map image in png and I'm scrolling it in a loop like this (it's called in 60 FPS loop): glPushMatrix(); glBindTexture( GL_TEXTURE_2D, mapTex[iBgImg]); glBegin(GL_QUADS); double mtstart = 0.0f - fBgVPos/(double)BgSize; double mtend = mtstart + mtsize; glTexCoord2d(0.0, mtstart); glVertex2f(fBgX, TOP_MARGIN); glTexCoord2d(1.0, mtstart); glVertex2f(fBgX + MAP_WIDTH, TOP_MARGIN); glTexCoord2d(1.0, mtend); glVertex2f(fBgX + MAP_WIDTH, BOTTOM_MARGIN); glTexCoord2d(0.0, mtend); glVertex2f(fBgX, BOTTOM_MARGIN); glEnd(); glPopMatrix(); unfortunately it isn't smooth when the game is in windowed mode. However, it is smooth in full screen mode. I'm using GLFW for windows. Maybe there is something wrong with my method? Is there anything better? Or could this be hardware problem? Edit: Window is created using glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE); glfwOpenWindowHint(GLFW_REFRESH_RATE, 60); and main loop is using glfwSwapInterval(1) to ensure 60 FPS;

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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  • Multiple Kickstarter campaigns. Good? Bad? Ugly?

    - by BerickCook
    I've been toying with the idea of doing a Kickstarter for my game to help fund some good artists to replace the placeholder graphics I currently have. Just a small goal of $2k or so. Regardless of whether the campaign is successful this time, would it be considered a faux pas to do another, larger kickstarter once the game is looking better? Would the rewards need to be the same, or could I offer better rewards at lower donation levels for the first one as an "early adopter" bonus?

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  • Help comparing Cocos2d and Unity3d for this project [closed]

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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  • loading a heightmap as texture in shader

    - by wtherapy
    I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ). I have uploaded the texture via normal texture loading: glEnable( GL_TEXTURE_2D ); glGenTextures( 1, &m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glBindTexture( GL_TEXTURE_2D , m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB32F, unW + 1, unH + 1, 0, GL_RGB, GL_FLOAT, pvBytes ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); as a parenthesis, the debug output is: Err 500 Err 0 Err 0 Err 0 Err 500 Err 500 Err 0 Err 0 pvBytes is a 256x256 array of typedef struct _tGradientHeightCell { float v; float px; float py; } TGradientHeightCell, *LPTGradientHeightCell; then, m_ugl_HeightMapTexture = glGetUniformLocation(m_uglProgram, "TexHeightMap"); I load it via: glEnable(GL_TEXTURE_2D ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D , pTexture->GetID()); glUniform1i(m_ugl_HeightMapTexture, 0); in shader, I just access it: uniform sampler2D TexHeightMap; vec4 GetVertCellParameters( uint i, uint j ) { return texture( TexHeightMap, vec2( i, j ) ); } vec4 vH00 = GetVertCellParameters( i, j ); My problem is that, when passing negative values in one of the values in TGradientHeightCell ( v, px, py ), the texture is corrupted. I need the values to be passed exact as I have them in memory. Any help appreciated.

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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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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  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

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  • Minecraft Coding Pack: Stair block texture

    - by JamerTheProgrammer
    I have MCP setup and working nicely. I would like to make another stair block. I have copied the wooden stair block file and then pasted it and renamed it BlahStairBlock. I'm trying to set a texture for the stair block but it wont work. public int getBlockTextureFromSide(int side) { if(i==side) { // Workshop top return 43; } return blockIndexInTexture; } This is what I'm using to set the texture.... It just isn't working. Any ideas of why?

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  • Client Side Prediction

    - by user13842
    I have a question regarding Client Side prediction. Ive tried to search topics about my specific problem but couldn't find anything which really answered my problem. Most tutorials and explanations assume that the Client sends messages like "Move my player up by 1 Position", but what if i send messages like "Set my player's velocity to x"? Since it's hard to explain with text, i made a graphic explaining my problem. The main problem is, that the player sets his own velocity, due to Client Side Prediction, earlier than the Server. So if 2 different velocities overlap, the Server would get out of sync. How can i tackle that problem? Thanks a lot. Graphic: http://img27.imageshack.us/img27/6083/clientpred.png (Ignore the 5.5cm)

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • Vector reflect problem

    - by xdevel2000
    I'm testing some vector reflection and I want to check what happens when a ball collides with a paddle. So if I have: Vector2 velocity = new Vector2(-5, 2); position_ball += velocity; if (position_ball.X < 10) { Vector2 v = new Vector2(1,0); // or Vector2.UnitX velocity = Vector2.Reflect(velocity, v); } then, correctly, velocity is (5,2) after Reflect, but if I do: if (position_ball.X < 10) { Vector2 v = new Vector2(1,1); velocity = Vector2.Reflect(velocity, v); } then velocity is (1,8) and not (5, -2) that is the solution of reflection equation R = V - 2 * (V . N) Why is that?

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  • Calculating the force of an impact?

    - by meds
    I'm trying to figure out a way to determine the force two objects collide in. I have two vectors defining their linear velocity at the time of impact, their mass and their angular velocity. Keep in mind this is all for a 2D physics engine. I don't think it's as simple as adding up these values and figuring out if it's large enogh it makes a large impact since that doesn't take into account if the two objects are travelling in the same direction (as an example). Any ideas?

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  • how can I change object look point?

    - by jques
    I have tried to load image but system does not give permission. Please look image http://www.rps.net/gunslinger/scrnshot/gunslinger33.jpg I have two arm with two gun, I want to rotate these arm with mouse. For example, if I move mouse position to the left, arms with guns should be move also. Since this is hoby project, I am a bit confort to ask below question ; What should I do to achieve my wish ? some explanation: perspective view gun in viewing direction left click = trigger left gun perspective Feel free to change the title Thanks

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