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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • Cannot create a neutral unit with a trigger

    - by Xitcod13
    I've been playing around with the starcraft UMS (Use map settings) for a while and usually i figure things out pretty quickly when im stuck. Alas not this time. I'm trying to place a neutral unit (player 12) using a trigger. It refuses to work. I'm using Scmdraft 2.0 as my editor (but i cant get it to work in other editors either) (all neutral units placed before the game starts are visible and all other triggers work fine. Also i created a text msg and it does displays it in-game so the trigger triggers ) For testing I created a trigger that looks like this: Player: neutral (i tried neutral players player 1 and all players as well) Condition: -always Action: -Create *1 Terran Medic* at '*location 022*' for *Neutral* (also tried neutral players) When I start the game nothing happens. Here is what I tried: I tried placing a start location for neutral player (player 12) I tried changing the owner under map properties of player 12 to neutral and computer from unused which was the default. Although it seems like it should be a common enough problem, I don't see it in any FAQ and I cant find anything about it when I Google it. Thanks in advance.

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  • What is the most efficient way to add and remove Slick2D sprites?

    - by kirchhoff
    I'm making a game in Java with Slick2D and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advise: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } bullet++; } I created the method resetLocation in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • What is the correct way to reset and load new data into GL_ARRAY_BUFFER?

    - by Geto
    I am using an array buffer for colors data. If I want to load different colors for the current mesh in real time what is the correct way to do it. At the moment I am doing: glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, colorBuffer); glBufferData(GL_ARRAY_BUFFER, SIZE, colorsData, GL_STATIC_DRAW); glEnableVertexAttribArray(shader->attrib("color")); glVertexAttribPointer(shader->attrib("color"), 3, GL_FLOAT, GL_TRUE, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, 0); It works, but I am not sure if this is good and efficient way to do it. What happens to the previous data ? Does it write on top of it ? Do I need to call : glDeleteBuffers(1, colorBuffer); glGenBuffers(1, colorBuffer); before transfering the new data into the buffer ?

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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • Set a 2d camera's position so that a building is under the players feet

    - by Potato
    My issue is this: i am making a scrolling game in XNA, and the camera updates based on the players velocity, but the player never actually moves, he is always in the center of the screen. When he hits the top of the building though i want him to always be on top and sink through the texture in a way like this: what i am doing to make this happen is i am just setting his velocity to 0, so its not moving, but the more velocity he hits a building with the more he sinks through it. I also tried setting the buildings position to the plays Bounding Box's bottom, and this achieved the look i wanted but this also resulted in the other buildings rising in the air, because the velocity was still moving (even if i set it to 0). if it was not a scrolling game, this would be not a problem, because you just set the players position to the top of the building, but because the player never actually moves, i actually need to move the camera to the point where the building is under the players feet without the other buildings rising. (Take note this is note a real camera, it is just a class that moves the objects in the world based on the players velocity). All questions are welcome.

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  • Should iOS games use a Timer?

    - by ????
    No matter what frameworks we use -- Core Graphics, Cocos2D, OpenGL ES -- to write games, should a timer be used (for games that has animation even when a user doesn't do any input, such as after firing a missile and waiting to see if the UFO is hit)? I read that NSTimer might not get fired until after scheduled time (interval), and CADisplayLink can delay and get fired at a later time as well, only that it tells you how late it is so you can move the object more, so it can make the object look like it skipped frame. Must we use a Timer? And if so, what is the best one to use?

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  • XNA WP7 Texture memory and ContentManager

    - by jlongstreet
    I'm trying to get my WP7 XNA game's memory under control and under the 90MB limit for submission. One target I identified was UI textures, especially fullscreen ones, that would never get unloaded. So I moved UI texture loads to their own ContentManager so I can unload them. However, this doesn't seem to affect the value of Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage"), so it doesn't look like the memory is actually being released. Example: splash screens. In Game.LoadContent(): Application.Instance.SetContentManager("UI"); // set the current content manager for (int i = 0; i < mSplashTextures.Length; ++i) { // load the splash textures mSplashTextures[i] = Application.Instance.Content.Load<Texture2D>(msSplashTextureNames[i]); } // set the content manager back to the global one Application.Instance.SetContentManager("Global"); When the initial load is done and the title screen starts, I do: Application.Instance.GetContentManager("UI").Unload(); The three textures take about 6.5 MB of memory. Before unloading the UI ContentManager, I see that ApplicationCurrentMemoryUsage is at 34.29 MB. After unloading the ContentManager (and doing a full GC.Collect()), it's still at 34.29 MB. But after that, I load another fullscreen texture (for the title screen background) and memory usage still doesn't change. Could it be keeping the memory for these textures allocated and reusing it? edit: very simple test: protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); PrintMemUsage("Before texture load: "); // TODO: use this.Content to load your game content here red = this.Content.Load<Texture2D>("Untitled"); PrintMemUsage("After texture load: "); } private void PrintMemUsage(string tag) { Debug.WriteLine(tag + Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage")); } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here if (count++ == 100) { GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("Before CM unload: "); this.Content.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After CM unload: "); red = null; spriteBatch.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After SpriteBatch Dispose(): "); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here if (red != null) { spriteBatch.Begin(); spriteBatch.Draw(red, new Vector2(0,0), Color.White); spriteBatch.End(); } base.Draw(gameTime); } This prints something like (it changes every time): Before texture load: 7532544 After texture load: 10727424 Before CM unload: 9875456 After CM unload: 9953280 After SpriteBatch Dispose(): 9953280

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  • Embedding Pygame to C++ [closed]

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

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  • Complex event system for DungeonKeeper like game

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

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Easiest way to beg users for their emails and to put them on a mailing list.

    - by kamziro
    I notice that some games I bought at one point asked me for my email address (to register an account of sorts), and from then on, every month, or everytime there are new games out by them, they send out mails to me. Ostensibly, it seems to be quite an effective way to keep your users in touch. But I suppose this would only work if you have a valid excuse for getting email address from the users (e.g for account setups). I was thinking of using incentives (such as bonus functionality in-game) to beg for user's emails, but after that, what is the easiest way to keep track of their email addresses, and to send them a mail? What software can do that for you easily? Also, is there web services for this? Not sure how much I'd trust web services not to harvest the mails instead though.

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  • Non-object-oriented game tutorials

    - by Arcadian
    I've been tasked with writing an essay extolling the virtues of object oriented programming and creating an accompanying game to demonstrate them. My initial idea is to find a tutorial for a simple game written in a programming language which does not follow the OOP paradigm (or written in an OOP language but not in an OOP way) and recreate it in an OOP way using either C# or Java (haven't yet decided). This would then allow me to make concrete comparisons between the two. The game doesn't have to be anything complex; Tetris, Pong, etc. that sort of thing. The problem I've had so far is finding a suitable tutorial, any suggestions?

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  • LibGDX - Textures rendering at wrong position

    - by ACluelessGuy
    Update 2: Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That means the "higher" i touch/click the screen the less my y-coordinate gets. Above that the origin is not inside my screen, atleast not the 0 y-coordinate. Original post: I'm currently developing a tower defence game for fun by using LibGDX. There are places on my map where the player is or is not allowed to put towers on. So I created different ArrayLists holding rectangles representing a tile on my map. (towerPositions) for(int i = 0; i < map.getLayers().getCount(); i++) { curLay = (TiledMapTileLayer) map.getLayers().get(i); //For all Cells of current Layer for(int k = 0; k < curLay.getWidth(); k++) { for(int j = 0; j < curLay.getHeight(); j++) { curCell = curLay.getCell(k, j); //If there is a actual cell if(curCell != null) { tileWidth = curLay.getTileWidth(); tileHeight = curLay.getTileHeight(); xTileKoord = tileWidth*k; yTileKoord = tileHeight*j; switch(curLay.getName()) { //If layer named "TowersAllowed" picked case "TowersAllowed": towerPositions.add(new Rectangle(xTileKoord, yTileKoord, tileWidth, tileHeight)); // ... AND SO ON If the player clicks on a "allowed" field later on he has the opportunity to build a tower of his coice via a menu. Now here is the problem: The towers render, but they render at wrong position. (They appear really random on the map, no certain pattern for me) for(Rectangle curRect : towerPositions) { if(curRect.contains(xCoord, yCoord)) { //Using a certain tower in this example (left the menu out if(gameControl.createTower("towerXY")) { //RenderObject is just a class holding the Texture and x/y coordinates renderList.add(new RenderObject(new Texture(Gdx.files.internal("TowerXY.png")), curRect.x, curRect.y)); } } } Later on i render it: game.batch.begin(); for(int i = 0; i < renderList.size() ; i++) { game.batch.draw(renderList.get(i).myTexture, renderList.get(i).x, renderList.get(i).y); } game.batch.end(); regards

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  • Examples of Android Joystick Controls? [on hold]

    - by KRB
    I can't seem to find any well executed code examples for Android joystick controls. Whatever it may be, algorithms, pseudo code, actual code examples, strategies, or anything to assist with the design and implementation of Android joystick controls; I can't seem to find anything decent on the net. What are some well executed examples? More specifically, Pseudo Code Current Examples Idea/Design Functionality Description Controller Hints Related Directly to Android Architecture What kind of classes will I have making this? Will there be only one? How would this be implemented to the game architecture? All things I am thinking about. Cheers! UPDATE I've found this on the subject Joystick Example1, though I am still looking for different examples/resources. Answered my own question with a link to the code of the above video. It's a fantastic start to Android Joystick Controls.

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  • Java Dragging an object from one area to another [on hold]

    - by user50369
    Hello I have a game where you drag bits of food around the screen. I want to be able to click on an ingredient and drag it to another part of the screen where I release the mouse. I am new to java so I do not really know how to do this please help me Here is me code. This is the class with the mouse listeners in it: public void mousePressed(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = true; // placing if (manager.title == true) { if (title.r.contains(Comp.mx, Comp.my)) { title.overview = true; } else if (title.r1.contains(Comp.mx, Comp.my)) { title.options = true; } else if (title.r2.contains(Comp.mx, Comp.my)) { System.exit(0); } } if (manager.option == true) { optionsMouse(e); } mouseinventory(e); } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = true; } } private void mouseinventory(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { } else if (e.getButton() == MouseEvent.BUTTON1) { } } @Override public void mouseReleased(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = false; } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = false; } } @Override public void mouseDragged(MouseEvent e) { for(int i = 0; i < overview.im.ing.toArray().length; i ++){ if(overview.im.ing.get(i).r.contains(Comp.mx,Comp.my)){ overview.im.ing.get(i).newx = Comp.mx; overview.im.ing.get(i).newy = Comp.my; overview.im.ing.get(i).dragged = true; }else{ overview.im.ing.get(i).dragged = false; } } } @Override public void mouseMoved(MouseEvent e) { Comp.mx = e.getX(); Comp.my = e.getY(); // System.out.println("" + Comp.my); } This is the class called ingredient public abstract class Ingrediant { public int x,y,id,lastx,lasty,newx,newy; public boolean removed = false,dragged = false; public int width; public int height; public Rectangle r = new Rectangle(x,y,width,height); public Ingrediant(){ r = new Rectangle(x,y,width,height); } public abstract void tick(); public abstract void render(Graphics g); } and this is a class which extends ingredient called hagleave public class HagLeave extends Ingrediant { private Image img; public HagLeave(int x, int y, int id) { this.x = x; this.y = y; this.newx = x; this.newy = y; this.id = id; width = 75; height = 75; r = new Rectangle(x,y,width,height); } public void tick() { r = new Rectangle(x,y,width,height); if(!dragged){ x = newx; y = newy; } } public void render(Graphics g) { ImageIcon i2 = new ImageIcon("res/ingrediants/hagleave.png"); img = i2.getImage(); g.drawImage(img, x, y, null); g.setColor(Color.red); g.drawRect(r.x, r.y, r.width, r.height); } } The arraylist is in a class called ingrediantManager: public class IngrediantsManager { public ArrayList<Ingrediant> ing = new ArrayList<Ingrediant>(); public IngrediantsManager(){ ing.add(new HagLeave(100,200,1)); ing.add(new PigHair(70,300,2)); ing.add(new GiantsToe(100,400,3)); } public void tick(){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).tick(); if(ing.get(i).removed){ ing.remove(i); i--; } } } public void render(Graphics g){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).render(g); } } }

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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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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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  • Presenting game center leaderboard

    - by Coder404
    I have the following code: -(void)showLeaderboard { GKLeaderboardViewController *leaderboardController = [[GKLeaderboardViewController alloc] init]; if (leaderboardController != NULL) { leaderboardController.timeScope = GKLeaderboardTimeScopeAllTime; leaderboardController.leaderboardDelegate = self; [self presentModalViewController: leaderboardController animated: YES]; } [leaderboardController release]; } Which I am trying to use to make my leader-board pop up. The issue is cocos2d will not allow me to use the line: [self presentModalViewController: leaderboardController animated: YES]; How do I fix this? Thanks PS I am using cocos2d

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  • How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?

    - by ssb
    I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this issue on this site, but most of them either have no clear, good answer or have a solution based on checking grid positions. To restate the problem that I and many others are having, if you have a tiled surface, like a wall or a floor, consisting of several smaller component rectangles, and you traverse along them with another rectangle with force being applied into that structure, there are cases where the object gets caught on a false collision on an edge that faces the inside of the shape. I have spent a lot of time thinking about how I could possibly solve this without having to resort to a grid-based system, and I realized that physics engines do this properly. What I want to know is how they do this. What do physics engines do beyond basic SAT that allows this kind of proper collision resolution in complex environments? I've been looking through the source code to Box2D trying to find out how they do it but it's not quite as easy as looking at a Collision() method. I think I'm not good enough at physics to know what they're doing mathematically and not good enough at programming to know what they're doing programmatically. This is what I aim to fix.

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