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  • Touching an object in a tweened animation?

    - by Michael
    I'm having trouble porting a simple game I developed for the iPhone over to Android. The game has an animated ball which moves from Point A to Point B. The user must touch the ball before it reaches point B or lose the game. This was easy to implement on the iPhone using Core Animation since I could locate the current position of the ball by accessing its animation layer. In Android, I attempted to recreate the game using tweened animation and represented the ball as a Drawable. My issue is that I can't determine if the user is touching the spot because the Drawable apparently bounds do not update as the ball visually moves - making the program think the ball is always in its original position. While searching these forums I saw an Android team dev. confirm that you can't get the current location in a tweened animation but offered no solution for a workaround. Can I accomplish this on the Android using my current approach? If not, what approach should I use? Best regards, Michael

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  • Best of “The Moth” 2013

    - by Daniel Moth
    As previously (2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2012) the time has come again to look back over the year’s activities on this blog, and as predicted there were 3 themes 1. It has been just 15 months since I changed role from what at Microsoft we call an “Individual Contributor” (IC) to a managerial role where ICs report to me. Part of being a manager entails sharing career tips with your team and some of those I have put up on my blog over the last year (and hope to continue to next year): Effectiveness and Efficiency, Lead, Follow, or Get out of the way, and Perfect is the enemy of “Good Enough”. 2. It has also been a 15 months that I joined the Visual Studio Diagnostics team, and we have shipped many capabilities in Visual Studio 2013. I helped the members of my team blog about every single one and create videos of many, and then I created a table of contents pointing to all of their blog posts, so if you are interested in what I have been working on over the last year please follow the links from the master blog post here: Visual Studio 2013 Diagnostics Investments. We are busy working on future Visual Studio releases/updates and I will link to those when we are ready… 3. Finally, I used some of my free time (which is becoming eve so scarce) to do some device development and as part of that I shared a few thoughts and code: Debug.Assert replacement for Phone and Store apps, asynchrony is viral, and MyMessageBox for Phone and Store apps. To see what 2014 will bring to this blog, please subscribe using the link on the left… Happy New Year! Comments about this post by Daniel Moth welcome at the original blog.

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  • Best of "The Moth" 2011

    - by Daniel Moth
    Once again (like in 2004, 2005, 2006, 2007, 2008, 2009, 2010) the time has come to wish you a Happy New Year and to share my favorite posts from the year we just left behind. 1. My first blog entry in January and last one in December were both about my Windows Phone app: Translator by Moth and Translator by Moth v2. In between, I shared a few code snippets for Windows Phone development including a watermark textbox, a scroll helper, an RTL helper and a network connectivity helper - there will be more coming in 2012. 2. Efficiently using Microsoft Office products is the hallmark of an efficient Program Manager (and not only), and I'll continue sharing tips on this blog in that area. An example from last year is tracking changes in SharePoint-hosted Word document. 3. Half-way through last year I moved from managing the parallel debugger team to managing the C++ AMP team (both of them in Visual Studio 11). That means I had to deprioritize sharing content on VS parallel debugging features (I promise to do that in 2012), and it also meant that I wrote a lot about C++ AMP. You'll need a few cups of coffee to go through all of it, and most of the links were aggregated on this single highly recommended post: Give a session on C++ AMP – here is how You can stay tuned for more by subscribing via one of the options on the left… Comments about this post by Daniel Moth welcome at the original blog.

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  • ScrollViewer.EnsureVisible for Windows Phone

    - by Daniel Moth
    In my Translator By Moth app, on both the current and saved pivot pages the need arose to programmatically scroll to the bottom. In the former, case it is when a translation takes place (if the text is too long, I want to scroll to the bottom of the translation so the user can focus on that, and not their input text for translation). In the latter case it was when a new translation is saved (it is added to the bottom of the list, so scrolling is required to make it visible). On both pages a ScrollViewer is used. In my exploration of the APIs through intellisense and msdn I could not find a method that auto scrolled to the bottom. So I hacked together a solution where I added a blank textblock to the bottom of each page (within the ScrollViewer, but above the translated textblock and the saved list) and tried to make it scroll it into view from code. After searching the web I found a little algorithm that did most of what I wanted (sorry, I do not have the reference handy, but thank you whoever it was) that after minor tweaking I turned into an extension method for the ScrollViewer that is very easy to use: this.Scroller.EnsureVisible(this.BlankText); The method itself I share with you here: public static void EnsureVisible(this System.Windows.Controls.ScrollViewer scroller, System.Windows.UIElement uiElem) { System.Diagnostics.Debug.Assert(scroller != null); System.Diagnostics.Debug.Assert(uiElem != null); scroller.UpdateLayout(); double maxScrollPos = scroller.ExtentHeight - scroller.ViewportHeight; double scrollPos = scroller.VerticalOffset - scroller.TransformToVisual(uiElem).Transform(new System.Windows.Point(0, 0)).Y; if (scrollPos > maxScrollPos) scrollPos = maxScrollPos; else if (scrollPos < 0) scrollPos = 0; scroller.ScrollToVerticalOffset(scrollPos); } I am sure there are better ways, but this "worked for me" :-) Comments about this post by Daniel Moth welcome at the original blog.

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  • Attend my Fusion sessions

    - by Daniel Moth
    The inaugural Fusion conference was 1 year ago in June 2011 and I was there doing a demo in the keynote, and also presenting a breakout session. If you look at the abstract and title for that session you won't see the term "C++ AMP" in there because the technology wasn't announced and we didn't want to spill the beans ahead of the keynote, where the technology was announced. It was only an announcement, we did not give any bits out, and in fact the first bits came three months later in September 2011 with the Beta following in February 2012. So it really feels great 1 year later, to be back at Fusion presenting two sessions on C++ AMP, demonstrating our progress from that announcement, to the Visual Studio 2012 Release Candidate that came out last week. If you are attending Fusion (in person or virtually later), be sure to watch my two-part session. Part 1 is PT-3601 on Tuesday 4pm and part 2 is PT-3602 on Wednesday 4pm. Here is the shared abstract for both parts: Harnessing GPU Compute with C++ AMP C++ AMP is an open specification for taking advantage of accelerators like the GPU. In this session we will explore the C++ AMP implementation in Microsoft Visual Studio 2012. After a quick overview of the technology understanding its goals and its differentiation compared with other approaches, we will dive into the programming model and its modern C++ API. This is a code heavy, interactive, two-part session, where every part of the library will be explained. Demos will include showing off the richest parallel and GPU debugging story on the market, in the upcoming Visual Studio release. See you there! Comments about this post by Daniel Moth welcome at the original blog.

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  • BUILD apps that use C++ AMP

    - by Daniel Moth
    If you are a developer on the Microsoft platform, you are hopefully attending (live or virtually) the sessions of the BUILD conference, aka //build/ in Anaheim, CA. The conference sold out not long after it opened registration, and it achieved that without sharing *any* session details nor a meaningful agenda up until after the keynote today – impressive! I am speaking at BUILD and hope you'll catch my talk at 9am on Friday (the last day of the conference) at Marriott Elite 2 Ballroom. Session details follow. 802 - Taming GPU compute with C++ AMP Developers today inject parallelism into their compute-intensive applications in order to take advantage of multi-core CPU hardware. Beyond CPUs, however, compute accelerators such as general-purpose GPUs can provide orders of magnitude speed-ups for data parallel algorithms. How can you as a C++ developer fully utilize this heterogeneous hardware from your Visual Studio environment?  How can you benefit from this tremendous performance boost in your Visual C++ solutions without sacrificing developer productivity?  The answers will be presented in this session about C++ Accelerated Massive Parallelism. I'll be covering a lot of the material I've been recently blogging about on my blog that you are reading, which I have also indexed over on our team blog under the title: "C++ AMP in a nutshell". Comments about this post by Daniel Moth welcome at the original blog.

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  • Visual Studio 11 not 2011

    - by Daniel Moth
    A little pet peeve of mine is when people incorrectly refer to the Developer Preview (or the upcoming Beta) as Visual Studio 2011 instead of the correct Visual Studio 11. The "11" refers to the version number (internally we call it Dev11). What the product will be called when it is released is anyone's guess (it could keep the name or it could have a year appended to it, or it could be something else, who knows). Even if it does have a year appended to the name, I think it is a safe bet it won't be last year! For reference, version 10 was the previous version of Visual Studio which happened to be released in 2010, hence it got the name Visual Studio 2010. That is what confuses new people to this product I guess... they think that the two-digit number matches the year, just because it coincided like that last year. (btw, internally we called it Dev10). For further reference, older releases were: Visual Studio 2008 (v9) aka "Orcas", Visual Studio 2005 (v8) aka "Whidbey", Visual Studio .NET 2003 (v7.1) aka "Everett", and Visual Studio .NET 2002 (v7) aka "Rainier". Before that, we were in the pre-.NET era with Visual Studio 6 (where the version and the product name matched, without the year appended to the name). So next time you hear someone saying "Visual Studio 2011", point them to this post for some mini-education... thanks. Comments about this post by Daniel Moth welcome at the original blog.

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  • Start Debugging in Visual Studio

    - by Daniel Moth
    Every developer is familiar with hitting F5 and debugging their application, which starts their app with the Visual Studio debugger attached from the start (instead of attaching later). This is one way to achieve step 1 of the Live Debugging process. Hitting F5, F11, Ctrl+F10 and the other ways to start the process under the debugger is covered in this MSDN "How To". The way you configure the debugging experience, before you hit F5, is by selecting the "Project" and then the "Properties" menu (Alt+F7 on my keyboard bindings). Dependent on your project type there are different options, but if you browse to the Debug (or Debugging) node in the properties page you'll have a way to select local or remote machine debugging, what debug engines to use, command line arguments to use during debugging etc. Currently the .NET and C++ project systems are different, but one would hope that one day they would be unified to use the same mechanism and UI (I don't work on that product team so I have no knowledge of whether that is a goal or if it will ever happen). Personally I like the C++ one better, here is what it looks like (and it is described on this MSDN page): If you were following along in the "Attach to Process" blog post, the equivalent to the "Select Code Type" dialog is the "Debugger Type" dropdown: that is how you change the debug engine. Some of the debugger properties options appear on the standard toolbar in VS. With Visual Studio 11, the Debug Type option has been added to the toolbar If you don't see that in your installation, customize the toolbar to show it - VS 11 tends to be conservative in what you see by default, especially for the non-C++ Visual Studio profiles. Comments about this post by Daniel Moth welcome at the original blog.

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  • Debug.Assert replacement for Phone and Store apps

    - by Daniel Moth
    I don’t know about you, but all my code is, and always has been, littered with Debug.Assert statements. I think it all started way back in my (short-lived, but impactful to me) Eiffel days, when I was applying Design by Contract. Anyway, I can’t live without Debug.Assert. Imagine my dismay when I upgraded my Windows Phone 7.x app (Translator By Moth) to Windows Phone 8 and discovered that my Debug.Assert statements would not display anything on the target and would not break in the debugger any longer! Luckily, the solution was simple and in this post I share it with you – feel free to teak it to meet your needs. Steps to use Add a new code file to your project, delete all its contents, and paste in the code from MyDebug.cs Perform a global search in your solution replacing Debug.Assert with MyDebug.Assert Build solution and test Now, I do not know why this functionality was broken, but I do know that it exhibits the same broken characteristics for Windows Store apps. There is a simple workaround there to use Contract.Assert which does display a message and offers an option to break in the debugger (although it doesn’t output the message to the Output window). Because I plan on code sharing between Phone and Windows 8 projects, I prefer to have the conditional compilation centralized, so I added the Contract.Assert workaround directly in MyDebug class, so that you can use this class for both platforms – enjoy and enhance! Comments about this post by Daniel Moth welcome at the original blog.

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  • Best of "The Moth" 2012

    - by Daniel Moth
    As with previous years (2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011) I’d like to wish you a Happy New Year and share a quick review of my blog posts from 2012 (plus speculate on my 2013 blog focus). 1. Like 2011, my professional energy in 2012 was dominated by C++ AMP including articles, blog posts, demos, slides, and screencasts. I summarized that over two posts on the official team blog that I linked to from my blog post here titled: “The last word on C++ AMP”, which also subtly hinted at my change of role which I confirmed in my other post titled “Visual Studio Continued Excitement”. 2. Even before I moved to the Visual Studio Diagnostics team in September, earlier in the year I had started sharing blog posts with my thoughts on that space, something I expect to continue in the new year. You can read some of that in these posts: The way I think about Diagnostic tools, Live Debugging, Attach to Process in Visual Studio, Start Debugging in Visual Studio, Visual Studio Exceptions dialogs. 3. What you should also expect to see more of is thoughts, tips, checklists, etc around Professional Communication and on how to be more efficient and effective with that, e.g. Link instead of Attaching, Sending Outlook Invites, Responding to Invites, and OOF checklist. 4. As always, I sometimes share random information, and noteworthy from 2012 is the one where I outlined the Visual Studio versioning story (“Visual Studio 11 not 2011”, and after that post VS 11 was officially baptized VS2012) and the one on “How I Record Screencasts”. Looking back, unlike 2011 there were no posts in 2012 related to device development, e.g. for Windows Phone. Expect that to be rectified in 2013 as I hope to find more time for such coding… stay tuned by subscribing using the link on the left. Comments about this post by Daniel Moth welcome at the original blog.

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  • Attend my GTC sessions

    - by Daniel Moth
    The last GTC conference in the US was 2 years ago and I was there as an attendee. You may recall from that blog post that we were running UX studies at the time. It really feels great 2 years later, to be back at GTC presenting two sessions on C++ AMP, demonstrating our progress that includes input from those early studies. If you are attending GTC (in person or virtually later), be sure to watch my two-part session. Part 1 is S0242 on Wednesday 5pm and part 2 is S0244 on Thursday 10am. Here is the shared abstract for both parts: Harnessing GPU Compute with C++ AMP C++ AMP is an open specification for taking advantage of accelerators like the GPU. In this session we will explore the C++ AMP implementation in Microsoft Visual Studio 11 Beta. After a quick overview of the technology understanding its goals and its differentiation compared with other approaches, we will dive into the programming model and its modern C++ API. This is a code heavy, interactive, two-part session, where every part of the library will be explained. Demos will include showing off the richest parallel and GPU debugging story on the market, in the upcoming Visual Studio release. See you there! Comments about this post by Daniel Moth welcome at the original blog.

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  • Start Debugging in Visual Studio

    - by Daniel Moth
    Every developer is familiar with hitting F5 and debugging their application, which starts their app with the Visual Studio debugger attached from the start (instead of attaching later). This is one way to achieve step 1 of the Live Debugging process. Hitting F5, F11, Ctrl+F10 and the other ways to start the process under the debugger is covered in this MSDN "How To". The way you configure the debugging experience, before you hit F5, is by selecting the "Project" and then the "Properties" menu (Alt+F7 on my keyboard bindings). Dependent on your project type there are different options, but if you browse to the Debug (or Debugging) node in the properties page you'll have a way to select local or remote machine debugging, what debug engines to use, command line arguments to use during debugging etc. Currently the .NET and C++ project systems are different, but one would hope that one day they would be unified to use the same mechanism and UI (I don't work on that product team so I have no knowledge of whether that is a goal or if it will ever happen). Personally I like the C++ one better, here is what it looks like (and it is described on this MSDN page): If you were following along in the "Attach to Process" blog post, the equivalent to the "Select Code Type" dialog is the "Debugger Type" dropdown: that is how you change the debug engine. Some of the debugger properties options appear on the standard toolbar in VS. With Visual Studio 11, the Debug Type option has been added to the toolbar If you don't see that in your installation, customize the toolbar to show it - VS 11 tends to be conservative in what you see by default, especially for the non-C++ Visual Studio profiles. Comments about this post by Daniel Moth welcome at the original blog.

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  • .NET access to the GPU for compute purposes

    - by Daniel Moth
    In the distant past I talked about GPGPU and Microsoft's then approach of DirectCompute. Since then of course we now have C++ AMP coming out with Visual Studio 11, so there is a mainstream easier way for developers to access the GPU for compute purposes, using C++. The question occasionally arises of how can a .NET developer access the GPU for compute purposes from their C# (or VB) code. The answer is by interoping from the managed code to a native DLL and in the native DLL use C++ AMP. As a long term .NET developer myself, I can tell you this is straightforward. Sure, there could have been a managed wrapper for C++ AMP, but honestly that is the reason we have interop – it doesn't make much sense to invest resources to solve a problem that is already solved (most developer customers would prefer investments in other areas of Visual Studio!). Besides, interoping from C# to C++ is much easier than interoping to some of the other older approaches of GPGPU programming ;-) To help you get started with the interop approach, Igor Ostrovsky has previously shared the "Hello World" version of interoping from C# to C++ AMP in his blog post: How to use C++ AMP from C# …we then were asked specifically about how to interop from C# to C++ AMP in a Metro style application on Windows 8, so Igor delivered again with this post: How to use C++ AMP from C# using WinRT Have fun! Comments about this post by Daniel Moth welcome at the original blog.

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  • Links to C++ AMP and other content

    - by Daniel Moth
    A few links you may be interested in. This week was a big week for Microsoft with the unveiling of the developer story for Windows 8 Metro-style apps. The recorded sessions are available on channel9. Note that you can use C++ AMP in both Metro and desktop apps, and in fact even on Windows 7. Visual Studio 11 Developer Preview is now available. To download it, here is a link to a link plus context. As I previously shared, I was also speaking at BUILD on C++ AMP, and here is a direct link to that recording. Kate Gregory has started a book on C++ AMP and she has graciously shared the first 1-2 draft chapters for free online – get the link from her blog post which is also where you can leave her feedback. As Yossi Levanoni (the architect of C++ AMP), posted on our team blog, the C++ AMP article that he and I co-authored is now available at Dr Dobbs. Important reminder: Questions on C++ AMP should be posted at http://social.msdn.microsoft.com/Forums/en/parallelcppnative/threads Comments about this post by Daniel Moth welcome at the original blog.

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  • Visual Studio Continued Excitement

    - by Daniel Moth
    As you know Visual Studio 2012 RTM’d and then became available in August (Soma’s blog posts told you that here and here), and the VS2012 launch was earlier this month (Soma also told you that here). Every time a release of Visual Studio takes place I am very excited, since this has been my development tool of choice for almost my entire career (from many years before I joined Microsoft). I am doubly excited with this release since it is the second version of Visual Studio that I have worked on and contributed major features to, now that I’ve been in the developer division (DevDiv) for over 4 years. Additionally, I am very excited about the new era that VS2012 starts with VSUpdate for continued customer value: instead of waiting for the next major version of VS to get new features, there is new infrastructure to enable friction-free updates. The first update will ship before the end of this year, and you can read more about it at Brian’s blog post. I also noticed that a CTP of the first quarterly update is available to download here. In the last two months, the VS2012 family of products we all worked on in DevDiv shipped, coinciding with the end of the Microsoft financial/review year, and naturally followed by a couple of organizational changes (e.g. see Jason’s blog post)… On a personal level, this meant that I was very lucky to have an opportunity present itself to me that I simply could not turn down, so I grabbed it! I’ll still be working on Visual Studio, but not in the Parallel Computing part of the C++ team; instead I will be PM-leading the VS Diagnostics team… Stay tuned for details of what is coming in that space, in the VS updates and in the next major VS release, as I am able to share them… Comments about this post by Daniel Moth welcome at the original blog.

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  • Attend my Tech Ed 2014 session: Debugging Tips and Tricks

    - by Daniel Moth
    Just a week away, at Tech Ed 2014 NA in Houston Texas, I will be giving a demo presentation that you will not want to miss (assuming you code in Visual Studio). Add it to your calendar now: DEV-B352 Debugging Tips and Tricks in Visual Studio 2013 (link) Monday, May 12 1:15-2:30 PM, Room: General Assembly C As a developer, regardless of your programming language or the platform that you target, you use the debugger on a daily basis. Come to this all-demo session to learn how to make the most of the Visual Studio debugger, and hence be more productive and effective in your everyday development. We tour almost all of the debugger surface and many of its commands, throwing in tips and tricks as we go along, and also calling out what is brand new in the latest version of the debugger in Microsoft Visual Studio 2013. Whatever your experience level, you are guaranteed to leave with new knowledge of debugger features that you will want to use immediately when you are back at your computer!   I am also co-presenting another session later in the week. DEV-B313 Diagnosing Issues in Windows Phone 8.1 XAML Applications Using Visual Studio 2013 (link) Thursday, May 15 10:15-11:30 AM, Room: 340 Come to this demo-driven session to learn how to use the latest diagnostic tools in Visual Studio 2013 to make your Windows Phone 8.1 XAML apps reliable, fast, and efficient. Learn how to make the most of existing capabilities in the debugger as well as new debugging features for diagnosing correctness issues. Also, see the Visual Studio Performance and Diagnostics hub in action with its performance analysis tools for diagnosing CPU usage, memory usage, and energy consumption. The techniques covered in this session apply equally well for Windows Store apps as well as Windows Phone Store apps, so all your device development needs will be covered.   Links to both sessions from my Tech Ed speaker page. See you there! Comments about this post by Daniel Moth welcome at the original blog.

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  • MyMessageBox for Phone and Store apps

    - by Daniel Moth
    I am sharing a class I use for both my Windows Phone 8 and Windows Store app projects. Background and my requirements For my Windows Phone 7 projects two years ago I wrote an improved custom MessageBox class that preserves the well-known MessageBox interface while offering several advantages. I documented those and shared it for Windows Phone 7 here: Guide.BeginShowMessageBox wrapper. Aside: With Windows Phone 8 we can now use the async/await feature out of the box without taking a dependency on additional/separate pre-release software. As I try to share code between my existing Windows Phone 8 projects and my new Windows Store app projects, I wanted to preserve the calling code, so I decided to wrap the WinRT MessageDialog class in a custom class to present the same MessageBox interface to my codebase. BUT. The MessageDialog class has to be called with the await keyword preceding it (which as we know is viral) which means all my calling code will also have to use await. Which in turn means that I have to change my MessageBox wrapper to present the same interface to the shared codebase and be callable with await… for both Windows Phone projects and Windows Store app projects. Solution The solution is what the requirements above outlined: a single code file with a MessageBox class that you can drop in your project, regardless of whether it targets Windows Phone 8, or Windows 8 Store apps or both. Just call any of its static Show functions using await and dependent on the overload check the return type to see which button the user chose.// example from http://www.danielmoth.com/Blog/GuideBeginShowMessageBox-Wrapper.aspx if (await MyMessageBox.Show("my message", "my caption", "ok, got it", "that sucks") == MyMessageBoxResult.Button1) { // Do something Debug.WriteLine("OK"); } The class can be downloaded from the bottom of my older blog post. Comments about this post by Daniel Moth welcome at the original blog.

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  • The last word on C++ AMP...

    - by Daniel Moth
    Well, not the last word, but the last blog post I plan to do here on that topic. Over the last 12 months, I have published 45 blog posts related to C++ AMP on the Parallel Programming in Native Code, and the rest of the team has published even more. Occasionally I'll link to some of them from my own blog here, but today I decided to stop doing that - so if you relied on my personal blog pointing you to C++ AMP content, it is time you subscribed to the msdn blog. I will continue to blog about other topics here of course, so stay tuned. So, for the last time, I encourage you to read the latest two blog posts I published on the team blog bringing together essential reading material on C++ AMP Learn C++ AMP - a collection of links to take you from zero to hero. Present on C++ AMP - a walkthrough on how to give a presentation including slides. Got questions on C++ AMP? Hit the msdn forum! Comments about this post by Daniel Moth welcome at the original blog.

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  • Game physics presentation by Richard Lord, some questions

    - by Steve
    I been implementing (in XNA) the examples in this physics presentation by Richard Lord where he discusses various integration techniques. Bearing in mind that I am a newcomer to game physics (and physics in general) I have some questions. 15 slides in he shows ActionScript code for a gravity example and an animation showing a bouncing ball. The ball bounces higher and higher until it is out of control. I implemented the same in C# XNA but my ball appeared to be bouncing at a constant height. The same applies to the next example where the ball bounces lower and lower. After some experimentation I found that if I switched to a fixed timestep and then on the first iteration of Update() I set the time variable to be equal to elapsed milliseconds (16.6667) I would see the same behaviour. Doing this essentially set the framerate, velocity and acceleration to zero for the first update and introduced errors(?) into the algorithm causing the ball's velocity to increase (or decrease) over time. I think! My question is, does this make the integration method used poor? Or is it demonstrating that it is poor when used with variable timestep because you can't pass in a valid value for the first lot of calculations? (because you cannot know the framerate in advance). I will continue my research into physics but can anyone suggest a good method to get my feet wet? I would like to experiment with variable timestep, acceleration that changes over time and probably friction. Would the Time Corrected Verlet be OK for this?

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  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

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  • Trouble with touch events on iPhone

    - by MrDatabase
    I'm making a simple 2D game for iPhone. Think of the game as a ball on the screen that goes up while the user is touching the screen and falls down when the user stops touching the screen. The ball starts moving up in touchesBegan:withEvent and starts moving down in touchesEnded:withEvent. This works fine almost all the time. However on occasion the ball will keep moving up after the user stops touching... or the ball will keep moving down while the user is touching. Why is this happening? Just fyi the ball is drawn on a UIWindow. The taps are handled by a UIImageview subclass that's clearColor and takes up the entire screen. This "touchLayer" is also moved to the front of the window in the game loop. Any idea why this control scheme occasionally fails? Perhaps the touch events just aren't firing? Or they're fired out of order? Cheers!

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  • If statement causing xna sprites to draw frame by frame

    - by user1489599
    I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I encapsulate the code around an if statement checking to see if the user hits the space bar, the sprite will draw one frame at a time every time the space bar is hit. This is the code in question if (currentKeyboardState.IsKeyUp(Keys.Space) && previousKeyboardState.IsKeyDown(Keys.Space) && !skullBall.Alive) { //works outside the keyboard input if statement //{ skullBall.Position = cannon.Position; skullBall.DeltaY = -(float)(Math.Sin(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time + 0.5 * (gravity * (time * time))); skullBall.DeltaX = (float)(Math.Cos(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time); skullBall.Alive = true; //} } The skull ball represents the cannon ball and the cannon is just the starting point. DeltaX and DeltaY are the values I’m using to update the cannon balls position per update. I know it's dumb to have the cannon ball start at the cannons position every time the update is called but it’s not really noticeable right now. I was wondering if after examining my code, if anyone noticed any errors that would cause the sprite to display frame by frame instead of drawing it as a full animation of the cannon ball leaving the cannon and moving from there.

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  • Understanding Box2d Restitution & Bouncing

    - by layzrr
    I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, I've run into infinite bouncing, as described in this question, however obviously not using my own implementation. The Box2d manual describes restitution as follows: Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. My confusion lies in that I am still getting infinite bouncing with restitution values at 0.75/0.8. The same behavior can be seen in the testbed under Collision Watching - Varying Restitution, on the 6th and 7th balls. I believe the last one has restitution of 1, which makes sense, but I don't understand why the second to last ball bounces infinitely (as is happening with my working basketball I've created). I am looking to understand the restitution concept more fully, as well as look for a solution to infinite bouncing with the Box2d framework. My instinct was to sleep objects that appeared to be moving in very small increments, but this seems like a misuse of the engine. Should I just work with lower restitution values altogether?

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  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

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  • applyAngularVelocity causes error when called right after object instantiation

    - by Appeltaart
    I'm trying to make a physicsBody rotate as soon as it is instantiated. CCNode* ball = [CCBReader load:@"Ball"]; [ball.physicsBody applyForce:force]; [ball.physicsBody applyAngularImpulse:arc4random_uniform(360) - 180]; Applying force works fine, the last line however throws an error in cpBody.c line 123: cpAssertHard(body->w == body->w && cpfabs(body->w) != INFINITY, "Body's angular velocity is invalid."); When I don't apply force and merely rotate the problem persists. If I send applyAngularImpulse at some later point (in this case on a touch) it does work. Is this function not supposed to be called right after instantiation, or is this a bug?

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