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  • How to manage enemy deplacement and shoot in a shmup?

    - by whatever
    I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies. But how to create good deplacements for enemies? A list of where-to-go points? gravitating around some fixed points (with ponderation, distance evaluation etc.)? Same question for the shoot patterns? Can you please put me on a track?

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  • If and else condition not working properly in xna [closed]

    - by user1090751
    I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d object) is placed else it should show error message. However in my program it is showing message everytime i.e when i place object on empty place then also it is showing error message. Please see the below code: 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 for (int i = 0; i < 25; i++) { MouseState mouseState; mouseDiBack = false; mouseState = Mouse.GetState(); if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i])) { background_color_arr[i] = Color.Red; } else { background_color_arr[i] = Color.White; } if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i]) && (mouseState.LeftButton == ButtonState.Pressed)) { if (boxes[i] != "goat" && boxes[i] != "tiger") { place = i; if (turn == "goat") { boxes[i] = "goat"; turn = "tiger"; } else { boxes[i] = "tiger"; turn = "goat"; } } else { errMsg = "This " + i + " block is not empty to place " + turn + ". Please select empty block!!"; } } } base.Update(gameTime); }

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  • Why can't I get 100% code coverage on a method that calls a constructor of a generic type?

    - by Martin Watts
    Today I came across a wierd issue in a Visual Studio 2008 Code Coverage Analysis. Consider the following method:  private IController GetController<T>(IContext context) where T : IController, new() {     IController controller = new T();     controller.ListeningContext = context;     controller.Plugin = this;     return controller; } This method is called in a unit test as follows (MenuController has an empty constructor): controller = plugin.GetController<MenuController>(null);  After calling this method from a Unit Test, the following code coverage report is generated: As you can see, Code Coverage is only 85%. Looking up the code results in the following: Apparently, the call to the constructor of the generic type is considered only partly covered. WHY? Google didn't help. And MSDN didn't help at all, of course. Anybody who does know?

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  • Should the networking of my game be a component or a service?

    - by aalcutt
    I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that gets call in every frame, and a service can be referenced from other components if needed. So the way I think a network component would work is that in its Update method it would receive and send data. It probably makes sense to receive the network data once per frame, but it doesn't for sending it. Shouldn't the game send its own updates to others the moment it has it to cut down on lag?

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  • Help with selecting objects on a 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: http://i.imgur.com/qcKij.jpg 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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  • Implementing a Risk-style board

    - by pouzzler
    I have two images of the same dimensions. One is represents the game board in a user-appealing way, the other represents it in a computer-friendly way where each game area is painted in a unique, uniform color. When the user clicks the board, we get the click coordinates, find the color of the pixel at the same coordinates in our second image, and that color is directly translatable to a game area, since each area is painted in its own color. Is that a good implementation? Can you suggest better, if it isn't? Best regards.

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  • Separate update and render

    - by NSAddict
    I'm programming a simple Snake in Java. I'm a complete newbie when it comes to Java and Game Developing, so please bear with me ;) Until now, I have been using a UI thread, as well as a update-thread. The update thread just set the position, set the GameObjects, and so on. I didn't think much of concurrency, but now I've come to a problem. I wanted to modify the ArrayList<GameObject>, but it throws a java.util.ConcurrentModificationException. With a little research I found out that this happens because the two threads are trying to access the variables at the same time. But I didn't really find a way to prevent this. I thought about copying the array and swapping them out when the rendering is finished, but I would have to deep-copy them, which isn't really the best solution in my opinion. It probably eats up more CPU resources than a single-threaded game. Are there any other ways to prevent this? Thanks a lot for your help!

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  • How should i learn to make a game in c++ [on hold]

    - by Foo
    I been having a lot of trouble making a game by myself in c++. I know c++, I know how to implement anything I just don't know how to make all the classes work into a game it just turn into a lot of useless coding and the game never get off the basic drawing, input etc. I read sfml game developemt and the choice the author make are working and I say to myself "I would have never thought of making a scene node class and doing x that way" I just think I can't put my thoughts into working classes and make them communite the right way and make it work. Any help. Sorry I got bad English and I am not a native English speaker. And a grammar edits are welcome and tag fixing.

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  • Help with off-game tasks

    - by peoro
    I love writing video games for fun, and often do that. I noticed, anyway, that most of the times implementing the gameplay itself doesn't take too much time to me (maybe because I already did that plenty times and know what and how to do for most of the things), but when I try to implement off-game stuff I get lost. By off-game I mean what is not gameplay: menus, cutscenes between levels, world map to choose levels, saving and loading status, managing replays ... Only tried to write a few of these a few times, but always failed; that's why I never really completed and distributed a game. Are these common problems? And where should I start to do this? Where could I find some books/guides about such stuff?

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  • What is the easiest and fastest way to display an SDL_Surface in a window with SDL2?

    - by Semmu
    I would like to have an SDL_Surface representing the contents of the window, just like in the old days with SDL1.2. What is the best and fastest way to do it in SDL2? What I found is that I need an SDL_Window, an SDL_Renderer for that window, an SDL_Texture to render, and an SDL_Surface to create a texture from. This seems a bit too much to me, since I just want to display a single image on the screen. Not to mention the impact on the performance. On my machine (Lenovo Y510p laptop) this whole procedure takes 9ms, without any memory allocation, only using pre-allocated variables and totally black SDL_Surface. Is there a way I could speed up things?

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  • How to avoid tons of `instanceof` in collision detection?

    - by Prog
    Consider a simple game with 4 kinds of entities: Robots, Dogs, Missiles, Walls. Here's a simple collision-detection mechanism in psuedocode: (I know, O(n^2). Irrelevant for this question). for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Dog) entityB.die(); if(entityA instanceof Robot && entityB instanceof Missile){ entityA.die(); entityB.die(); } if(entityA instanceof Missile && entityB instanceof Wall) entityB.die(); // .. and so on } } } Obviously this is very ugly, and will get bigger and harder to maintain the more entities there are, and the more conditions there are. One option to make this better is to have separate lists for each kind of entity. For example a Robots list, a Dogs list etc. And than check for collisions of all Robots with Dogs, and all Dogs with Walls, etc. This is better, but I still don't think it's good. So my question is: The collision detection system spotted a collision. Now what? What is the common way to react to the collision? Should the system notify the entity itself that it collided with something, and have it decide for itself how to react? E.g. entityA.reactToCollision(entityB). Or is there some other solution?

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • D20 java engine

    - by javydreamercsw
    I'm trying to incorporate PCGen into my application to avoid recreating the wheel for D20 system. (Are there any other libraries out there?) In other words I would like to use PCGen as a library and do things like: CRUD characters (and all related information) Experience/level managements I don't need the GUI part of it just the information to pass to my application. This is a scenario I can think of: 1. Load available custom classes 2. Create a new Character/NPC 3. Transfer the stats to my system 4. Player keeps playing so I need to update experience 5. Save player in my system and recreate it later. I'm trying to start to create a character from PCClass with no luck. Looking at the code it seems it'll try to load it. I assume load from a file generated from the GUI. Is there a way of bypassing the GUI for all this? I was looking for a tutorial of some sorts without luck. I was able to figure out how to use the dice within PCGen but that's about it. Any ideas?

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  • Should I amortize scripting cost via bytecode analysis or multithreading?

    - by user18983
    I'm working on a game sort of thing where users can write arbitrary code for individual agents, and I'm trying to decide the best way to divide up computation time. The simplest option would be to give each agent a set amount of time and skip their turn if it elapses without an action being decided upon, but I would like people to be able to write their agents decision functions without having to think too much about how long its taking unless they really want to. The two approaches I'm considering are giving each agent a set number of bytecode instructions (taking cost into account) each timestep, and making players deal with the consequences of the game state changing between blocks of computation (as with Battlecode) or giving each agent it's own thread and giving each thread equal time on the processor. I'm about equally knowledgeable on both concurrency and bytecode stuff, which is to say not very, so I'm wondering which approach would be best. I have a clearer idea of how I'd structure things if I used bytecode, but less certainty about how to actually implement the analysis. I'm pretty sure I can work up a concurrency based system without much trouble, but I worry it will be messier with more overhead and will add unnecessary complexity to the project.

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  • Concept: Interpretive Spells [closed]

    - by Deathly
    The goal is to be able to create complex spells, that can manipulate the game's environment in non-preprogrammed ways, and to make the program understand spells. For example: $@ $=Big @=Fire You can probably understand what this one means. The player types, writes, or selects symbols. Of course, a spell can be only a few characters, or more sophisticated spells could potentially be hundreds or thousands of symbols long. How could something like this be accomplished?

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  • Capture an area of a game, display it in a small window

    - by steakbbq
    I am looking to make a program that accomplishes some simple goals. I need to be able to specify an area of my screen to have reproduced in a window. Similar to who the windows magnifier works. I also need it to stay on top. I also need it to be transparent. I also need it to be ghost like(mouse clicks go through it) so the application below can be interacted with still. Here is what I am trying to do. What would be the best way to go about it? http://i.imgur.com/0ahi7.jpg

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  • Do games use threads?

    - by Nubcake
    I understand that the concept of how a game runs i.e while (game_loop = true) { //handle events // input/output/sound etc } But it has come to my attention while programming in another HLL is do some games use threads for certain operations? For example take any Pokemon game ; during interaction a textbox appears to display information. Now I've been trying to simulate that sort of textbox and the only way I could have got it to be exactly the same is by using a loop and yes once a loop is started there is no way to handle window events unless they are handled again inside the loop itself. I couldn't have used this loop inside a different thread other than the main one (due to a DirectX limitation) so the only option was to use it inside the main program thread. I was wondering if some games work like this ; do they only use the main program thread and handle events again if they're inside a loop? Edit: I forgot to mention this is about console games not PC games! Thanks Nubcake

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  • Sprite batching seems slow

    - by Dekowta
    I have implemented a sprite batching system in OpenGL which will batch sprites based on their texture. How ever when I'm rendering ~5000 sprites all using the same texture i'm getting roughly 30fps. The process is as followed create sprite batch which also create a VBO with a set size and also creates the shaders as well call begin and initialise the render mode (at the moment just setting alpha on) call Draw with a sprite. This checks to see if the texture of the sprite has already been loaded and if so it just creates a pointer to the batch item and adds the new sprite coords. If not then it creates a new batch item and adds the sprite coords to that; it adds the batch item to the main batch. if the max sprite count is reached render will be called call end which calls render to render the left over sprites in the batch. and also resets the buffer offset render loops through each item in the batch and will bind the texture of the batch item, map the data to the buffer and then draw the array. the buffer will then be offset by the amount of sprites drawn. I have a feeling that it could be the method i'm using to store the batched sprites or it could be something else that i'm missing but I still can work it out. the cpp and h files are as followed http://pastebin.com/ZAytErGB http://pastebin.com/iCB608tA On top of this i'm also getting a weird issue where then two sprites are batched on after the other the second sprite will use the same coordinates as the last. And then when one if drawn after it is fine. I can't seem to find what is causing this issue. any help would be appreciated iv been sat trying to work this all out for a while now and cant seems to put my finger on what's causing it all.

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  • How to check if a variable is an integer? [closed]

    - by FyrePlanet
    I'm going through my C++ book and have currently made a working Guess The Number game. The game generates a random number based on current time, has the user input their guess, and then tells them whether it was too high, too low, or the correct number. The game functions fine if you enter a number, but returns 'Too High' if you enter something that is not a number (such as a letter or punctuation). Not only does it return 'too high', but it also continually returns it. I was wondering what I could do to check if the guess, as input by the user, is an integer and if it is not, to return 'Not a number. Guess again.' Here is the code. #include <iostream> #include <cstdlib> #include <ctime> using namespace std; int main() { srand(time(0)); // seed the random number generator int theNumber = rand() % 100 + 1; // random number between 1 and 100 int tries = 0, guess; cout << "\tWelcome to Guess My Number!\n\n"; do { cout << "Enter a guess: "; cin >> guess; ++tries; if (guess > theNumber) cout << "Too high!\n\n"; if (guess < theNumber) cout << "Too low!\n\n"; } while (guess != theNumber); cout << "\nThat's it! You got it in " << tries << " guesses!\n"; cout << "\nPress Enter to exit.\n"; cin.ignore(cin.rdbuf()->in_avail() + 1); return 0; }

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  • XNA 4.0 - container with content, that can slide (C#)

    - by DijkeMark
    I got an idea, but I got no idea on how to make it. Okay, so here is the deal. I want a container which can contain certain objects (These objects will draw the sprites/graphics). But because of different screen sizes, I want to be able to scale the containers width and height. But I do not want the objects in the container, that go outside of the container, because of the scaling to be visible. Because I want the objects all to be positioned horizontaly to eachother and I want a horizontal sliderbar, so I can slide from left to right within the container. I wonder if anyone could point me in the right direction. Thanks in Advance, Mark

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  • libgdx - #iterator() cannot be used nested

    - by TimSim
    I'm getting this error when I try to check if any of the targets overlap each other: iterTargets = targets.iterator(); while (iterTargets.hasNext()) { Target target = iterTargets.next(); for (Target otherTarget:targets) { if (target.rectangle.overlaps(otherTarget.rectangle)) { // do something } } } So I can't do that? How am I supposed to check each member of an array to see if it overlaps any other member?

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  • Game Object Design

    - by oisin
    I'm having a problem with the way I designed my first simple game in C++. I have GameObject (abstract class) and ObjectA which inherits the update() and draw() methods from GameObject. My main loop contains a linked list of GameObject*, and while that list is not empty it cycles through it, calling update on each one. Up until this point, I thought the design was standard(?) and would work. However, when I call update on ObjectA() I run into two problems: ObjectA can die which messes up the list, which in turn throws off the loop in main. ObjectA can spawn more ObjectA's but these are local scope and the update() goes out of scope, creating problems in main's list of GameObjects. I think my design if alright, but I'm having such problems with segmentation faults that there must be something seriously wrong with at least one part of my implementation. If anyone could point out any serious mistakes or simple examples of this being done (or even alternative designs) then I would greatly appreciate it!

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  • Function for building an isosurface (a sphere cut by planes)

    - by GameDevEnthusiast
    I want to build an octree over a quarter of a sphere (for debugging and testing). The octree generator relies on the AIsosurface interface to compute the density and normal at any given point in space. For example, for a full sphere the corresponding code is: // returns <0 if the point is inside the solid virtual float GetDensity( float _x, float _y, float _z ) const override { Float3 P = Float3_Set( _x, _y, _z ); Float3 v = Float3_Subtract( P, m_origin ); float l = Float3_LengthSquared( v ); float d = Float_Sqrt(l) - m_radius; return d; } // estimates the gradient at the given point virtual Float3 GetNormal( float _x, float _y, float _z ) const override { Float3 P = Float3_Set( _x, _y, _z ); float d = this->AIsosurface::GetDensity( P ); float Nx = this->GetDensity( _x + 0.001f, _y, _z ) - d; float Ny = this->GetDensity( _x, _y + 0.001f, _z ) - d; float Nz = this->GetDensity( _x, _y, _z + 0.001f ) - d; Float3 N = Float3_Normalized( Float3_Set( Nx, Ny, Nz ) ); return N; } What is a nice and fast way to compute those values when the shape is bounded by a low number of half-spaces?

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  • What is w componet [duplicate]

    - by Tifa
    This question already has an answer here: What does the graphics card do with the fourth element of a vector as the final position? 3 answers What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 value. So im kinda confuse what does it really do. The book I am reading is OpenGL es a quick start guide.

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