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  • Selecting objects on a 2D map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how I can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: It keeps telling me I clicked the skyscraper behind which is not necessarily what the user is trying to do. How can I improve the accuracy of this ?

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  • EXC_BAD_ACCESS error when box2d joint is destroyed

    - by colilo
    When I destroy the weldJoint in the update method (see below) I get an EXC_BAD_ACCESS error pointing to the line world->DestroyJoint(weldJoint); in the update method below: -(void) update: (ccTime) dt { int32 velocityIterations = 8; int32 positionIterations = 1; // Instruct the world to perform a single step of simulation. It is // generally best to keep the time step and iterations fixed. world->Step(dt, velocityIterations, positionIterations); // using the iterator pos over the set std::set<BodyPair *>::iterator pos; for(pos = bodiesForJoints.begin(); pos != bodiesForJoints.end(); ++pos) { b2WeldJointDef weldJointDef; BodyPair *bodyPair = *pos; b2Body *bodyA = bodyPair->bodyA; b2Body *bodyB = bodyPair->bodyB; weldJointDef.Initialize(bodyA, bodyB, bodyA->GetWorldCenter()); weldJointDef.collideConnected = false; weldJoint = (b2WeldJoint*) world->CreateJoint(&weldJointDef); // Free the structure we allocated earlier. free(bodyPair); // Remove the entry from the set. bodiesForJoints.erase(pos); } for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *mainSprite = (CCSprite*)b->GetUserData(); if (mainSprite.tag == 1) { mainSprite.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); CGPoint mainSpritePosition = mainSprite.position; if (mainSprite.isMoved) { world->DestroyJoint(weldJoint); } } } } } In the HelloWorldLayer.h I set the weldJoint with the assign property. Am I destroying the joint in the wrong way? I would really appreciate any help. Thanks

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  • Problems with 3D transformation - (SharpDX)

    - by Morphex
    First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this. So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it. I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it. How in the world would I go about creating a camera? I have seen so many camera examples and still can't make one that works as expected. I would like to implement diferent types too (Orbital, 6DoF, FPS). So what is need for a camera? UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices. I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point. The concepts are there, now implementing this is not trivial for me. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts. Thank you for readin, a frustrated coder.

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  • How do I render from one render target to another?

    - by Chaotikmind
    I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The problem arises when I overlay the light render target onto the fake backbuffer by drawing a quad covering it: DxEngine.DrawSprite(0.0f, 0.0f, 0.0f, (float)DxEngine.GetWidth(), (float)DxEngine.GetHeight(), 0xFFFFFFFF, LightSurface->GetTexture()); Regardless of what's in the light target, nothing is rendered onto the other target. I tried clearing the light target with full-white or full-black, but still get nothing. Fake backbuffer created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); Light render target created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); I also tried to create both with D3DFMT_A8R8G8B8, again without difference. Both targets have the same width and height. Only the fixed pipeline is used DirectX setup for rendering : Direct3dDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP ); Direct3dDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); Direct3dDev->SetRenderState(D3DRS_LIGHTING, false); Direct3dDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZWRITEENABLE,D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); Direct3dDev->SetRenderState(D3DRS_ALPHABLENDENABLE, true ); Direct3dDev->SetRenderState(D3DRS_ALPHAREF, 0x00000000ul); Direct3dDev->SetRenderState(D3DRS_ALPHATESTENABLE, true); Direct3dDev->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_GREATER); Direct3dDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); Direct3dDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_RESULTARG, D3DTA_CURRENT); Direct3dDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU); //ensure the first stage is not used for now Direct3dDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); How can I do this right?

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  • Limiting the speed of a dragged sprite in Cocos2dx

    - by Frozsht
    I am trying to drag a row of sprites using ccTouchesMoved. By that I mean that there is a row of sprites (they are colored squares) lined up next to each other and if I grab one with a touch the rest follow it. However, if the sprite that is selected by touch moves too fast it creates a slight gap between it and the following sprites. How do I go about limiting the speed that I can drag the sprite with ccTouchesMoved? This is the only solution I could think of to my problem. If anyone has another suggestion to prevent this sprite gap from happening I would appreciate it.

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  • How can I ensure reasonably spaced out enemies

    - by Samuraisoulification
    I have a simple javascript game and I'm initializing their positions on the y axis using random numbers. How can I ensure that they are reasonably spaced apart? My simple algorithm is: y = (Math.random()*1000%600); However I frequently get enemies almost directly on top of each other. This is a huge problem for the game, since it's a word game and the enemies have text on their center, that if overlapped makes them impossible to kill since you can't see the words. Any advice would be appreciated! I'm pretty new to making games in general so this has all been a learning experience for me!

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  • Basic Android game loop having issues

    - by WillDaBeast509
    I've set up a very basic game loop that should draw a circle, run 100 times, then draw another. I also have a text field that should display how many times the loop has ran. However, the screen seems to not update. It displays a different value for the tick count (different each time the app is ran) and simply stays there. After exiting the app, I get an error saying "Unfortunately, MyApp has stopped." Here is the relevant code: DrawView public class DrawView extends SurfaceView implements SurfaceHolder.Callback { Paint p = new Paint(); MainThread thread; private int y=0; public DrawView(Context c) { super(c); thread = new MainThread(this, getHolder()); thread.running = true; getHolder().addCallback(this); setFocusable(true); } public void draw(Canvas c) { if(c==null) return; //super.onDraw(c); c.drawColor(Color.WHITE); p.setColor(Color.RED); p.setTextSize(32); p.setTypeface(Typeface.SANS_SERIF); c.drawCircle(getWidth()/2-100,getHeight()/2, 50, p); c.drawText("y = " + y, 50, 50, p); if(y>=100) { Log.i("DRAW", "drawing circle"); c.drawCircle(getWidth()/2+100,getHeight()/2, 50, p); } else y++; Log.i("INFO", "y = " + y); } @Override public boolean onTouchEvent(MotionEvent event) { return true; } public void onDraw(Canvas c){} public void surfaceCreated(SurfaceHolder p1) { thread.start(); } public void surfaceChanged(SurfaceHolder p1, int p2, int p3, int p4) { // TODO: Implement this method } public void surfaceDestroyed(SurfaceHolder p1) { thread.running = false; boolean retry = true; while (retry) { try { thread.join(); retry = false; } catch (InterruptedException e) { Log.i("EX", "cathing exception"); } } } } MainThread public class MainThread extends Thread { private DrawView page; private SurfaceHolder holder; public boolean running; public MainThread(DrawView p, SurfaceHolder h) { super(); page = p; holder = h; } @Override public void run() { while(running) { Canvas c = holder.lockCanvas(); page.draw(c); holder.unlockCanvasAndPost(c); } } } Here is an example log outupt: http://pastebin.com/tM9dUPuk It counts the number of ticks correctly and should draw the second circle, but the screen looks like its not updating. After closing the app, the log continues to run and keep outputting "y = 100 drawing circle" until it crashes and shows the error report. What is going on and how can I fix these two problems?

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  • does glBindAttribLocation silently ignore names not found in a shader?

    - by rwols
    Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While setting up shader GLuint program = glCreateProgram(); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "normal"); glBindAttribLocation(program, 2, "color"); // What about this one? glLinkProgram(program);

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  • How can I derive force vectors from velocity vectors?

    - by PixelRouter
    I'm making a 2d shooter ala Geometry Wars. I've got my own simple physics at work driving the background grid and all my entities. To move anything in the world I apply a Vector2d force to it. The 'engine' calculates the resulting acceleration and therefore the velocity. I am trying to port some code I found which implements the classic 'Boids' flocking algorithm, but the code I have works by calculating the Boids' velocities directly, so If i use it as is, it bypasses my physics engine. How I can translate the velocity vectors into force vectors that I can apply to the Boids and which will result in the proper velocities via my physics engine.

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  • Steering evaluate fitness

    - by Vodemki
    I've made a simple game with a steering model that manage a crowd of agents. I use an genetic algorithm to find the best parameters to use in my system but I need to determine a fitness for each simulation. I know it's something like that: number of collisions * time to reach goal * effort But I don't know how to calculate the effort, is there a special way to do that ? Here is what I've done so far: // Evaluate the distance from agents to goal Real totalDistance(0.0); for (unsigned i=0; i<_agents.size(); i++) { totalDistance += _agents[i]->position().distance(_agents[i]->_goal->position()); } Real totalWallsCollision(0.0); for (unsigned i=0; i<_agents.size(); i++) { for (unsigned j=0; j<walls.size(); j++) { if ( walls[j]->inside(_agents[i]->position()) ) { totalCollision += 1.0; } } } return totalDistance + totalWallsCollision; Thanks for your help.

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  • How do I make a Java gave without a JFrame?

    - by kullalok
    I am working on an arcade-like game, and so far, I have been using JFrame. All the action occurs in the JFrame basically. However, I've noticed that a lot of games that you install on a computer don't have a frame. When you play them on Windows, the game covers the entire screen (the start bar disappears and you can't access any other application on your computer). I'd like to do that for my game. Is it possible to do so with Java? If so, how would I do this?

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  • If I project a sphere in 3D will it be a circle?

    - by yuumei
    Assuming I have infinite vertices to represent the sphere, if I project the sphere from any position/scale in 3D to 2D, will it be a circle? I know it will not be a circle on the screen, because of scaling and different resolutions. But do field of view and aspect ratio effect the results? Edit: Sorry yes, I am talking about perspective projection. Seems the answer is no then, perspective will distort the sphere. Thanks!

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  • Toggle Fullscreen at Runtime

    - by sharethis
    Using the library GLFW, I can create a fullscreen window using this line of code. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_FULLSCREEN); The line for creating a standard window looks like this. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_WINDOW); What I want to do is letting the user switch between standard window and fullscreen by a keypress, let's say F11. It there a common practice of toggling fullscreen mode? What do I have to consider?

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  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

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  • How can you store item data from a game?

    - by ThePlan
    When I look at games such as warcraft 3, or Diablo, or basically any games that contain items in them I notice that each item is unique. They all have different stats, different graphics, different names. I took a wild guess that they don't use XML, although I know I might be wrong, but I just figured they use something that isn't easily human-editable to prevent casual hacking. How is data such as item attributes stored in a game (2d or 3d, I suppose it works the same way in both)?

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  • fast 3d point -> cuboid volume intersection test

    - by user1130477
    Im trying to test whether a point lies within a 3d volume defined by 8 points. I know I can use the plane equation to check that the signed distance is always -1 for all 6 sides, but does anyone know of a faster way or could point me to some code? Thanks EDIT: I should add that ideally the test would produce 3 linear interpolation parameters which would lie in the range 0..1 to indicate that the point is within the volume for each axis (since I will have to calculate these later if the point is found to be in the volume)

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  • Cocos2d: Using single timer/scheduler for multiple sprites

    - by Shailesh_ios
    want to know if is it possible to use single timer or scheduler method for multiple sprites ? Like I am now working on a game and there could be any number of sprites and i want to perform some actions on all of that sprites, So do I have to use as many timers or schedulers as sprites ? Or How can the job be done using only a single timer or scheduler ? What is I schedule a method and use it for, Say 10 sprites ? Will it affect the performance..?

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  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

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  • Matrix camera, movement concept

    - by NoFace
    I was talking to some guy. He said that my movement concept in game is bad. When left or right arrow is pressed I'm scrolling background what makes you feel that player is moving (player's X remains same). So... he told me something about matrix view. I should create all walls and platforms static and scroll only the camera and move player's rectangle. I did a little research in Google, but nothing found. Can you tell me anything about it? How to start? Maybe links, books and resources? My programming language is Java (2d). Thank you!

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  • Saving files with libgdx

    - by Rudy_TM
    Writing my game in libgdx, i arrived at the point when i need to save the player stats and the info of the levels, but in libgdx its not allowed to write the file inside folder of the application, only external (in the sd) is allowed, well, the point is that i want that my new file cat be seen by anyone, or if they see it how can i pass it to a binary file, so no one can see it. I just want to hide the file :P

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  • Multiple passes in direct3d10

    - by innochenti
    I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file: //some vertex shader and globals goes there. skip them to preserve simplicity float4 ColorPixelShader(PixelInputType input) : SV_Target { return float4(1,0,0,0); } float4 ColorPixelShader1(PixelInputType input) : SV_Target { return float4(0,1,0,0); } technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } pass pass1 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader1())); SetGeometryShader(NULL); } } And some render code: pass1->Apply(0); device->DrawIndexed(indexCount, 0, 0); pass2->Apply(0); device->DrawIndexed(indexCount, 0, 0); What I'd expect to see is the green triangle, but it always shows me red triangle. What am I doing wrong? Also, I've got another question - should I set vertex shader in every pass? I've added ColorVertexShader1 that translates vertex position by some delta, and 've got following picture: http://imgur.com/Oe7Qj

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  • How to make an object fly out of a slingshot?

    - by Deza
    At the moment I'm improvising a slingshot, the user can click and drag the projectile and let go. The force on the object is calculated by getting the distance between the vector of the slingshots two forks and the vector between where the user pulled it. However this will always result in a positive number and will not take into account the angle of the object relative to that of the slingshot. How can I make it fly out of the slingshot correctly?

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  • Mobile Game Engine

    - by Jason Crosby
    I am trying to track down a game engine for developing mobile games for ios and android. I have been looking for weeks now and havent found what i am looking for. I like jmonkey engine for making desktop games. Its easy to use and it comes with everything you need. Its more that just some libraries. I'm looking for something similar for developing mobile games. I'd like it to be easy to use and have everything included not just a collection of libraries. And I would prefer to write in c++. I'm not looking for "the best". I'm just looking for some engines that match my criteria so I can try them out and see which one works best for me.

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  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

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  • Deleting a game object

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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