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  • Any Programming Languages Recommendations? A Space shooter game that allows two people to play at the same time?

    - by Bombcode
    Hey Everyone, Do you remember a arcade game, that allow two people to versus or play each other? A Galaga/Gradius type game. Me and a couple of other people I know wanna make a game like this. We want to get some other opinions on what programming languages to use.(C or C++ isn't an option .). We plan to use an engine to help us build. It's gonna be a multiplayer game, so we would be handling the networking with this language as well. We are thinking about C#, Java, or Actionscript 3. Any Advice on this? And if anyone knows the arcade game I am referring to please post up :)! Edit Let me add something here, this game will be plain on computers and laptops only. We mainly wanna what's good for handling the networking and Dual screen play.

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • How should VertexBuffers be used with Multiple Monitors in DirectX 9

    - by Joshua C
    I am currently using DirectX 9 on a machine with two GPUs and three monitors. I am currently trying to draw a triangle on each monitor using vertexbuffers; A directx helloworld with multiple monitors if you will. I am familiar with some DirectX coding, but new to multiple monitor DirectX coding. I may be going about this the wrong way, so please do correct me if I'm doing something wrong. I have created a Direct3D Device for each enumerated adapter sharing the same Form handle. This allows me to successfully use all three monitors in full-screen mode. For Each Adapter In Direct3D.Adapters Dim PresentParameters As New PresentParameters 'Setup PresentParameters PresentParameters.Windowed = False PresentParameters.DeviceWindowHandle = MainForm.Handle Dim Device as New Device(Direct3D, Adapter.Adapter, DeviceType.Hardware, PresentParameters.DeviceWindowHandle, CreateFlags.HardwareVertexProcessing, PresentParameters) Device.SetRenderState(RenderState.Lighting, False) Devices.Add(Device) Next I can also draw text to each device successfully using a different Font for each Device. When I render a triangle using a different VertexBuffer for each Device, only two monitors display the triangle. One of the two monitors on the same GPU, and the monitor on it's own GPU display properly. VertexBuffer = New VertexBuffer(Device, 4 * Marshal.SizeOf(GetType(ColoredVertex)), Usage.WriteOnly, VertexFormat.None, Pool.Managed) Dim Verts = VertexBuffer.Lock(0, 0, LockFlags.None) Verts.WriteRange({ New ColoredVertex(-.5, -.5, 1, ForeColor), New ColoredVertex(0, .5, 1, ForeColor), New ColoredVertex(.5, -.5, 1, ForeColor) }) VertexBuffer.Unlock() VertexDeclaration = New VertexDeclaration(Device, { New VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), New VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }) Render Code: Device.SetStreamSource(0, VertexBuffer, 0, Marshal.SizeOf(GetType(ColoredVertex))) Device.VertexDeclaration = VertexDeclaration Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1) I have to assume the fact that they share the same physical card comes into play. Should I use multiple buffers on the same card, and if so, how? Or what is the way I should access the VertexBuffer across Devices? Another thought I had was the non working monitor acts like there are no lights. Is turning off lighting on each device on the same card causing issues somehow?

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Drawing line from sprite with a touch

    - by Kaizer
    I am working with cocos2d for the iPhone and I have a question about how to implement the following. I have a circle shaped sprite on my layer. When I touch the sprite and move my finger a line must be drawn from the sprite to where my finger is. When I move my finger on the screen the line must follow (straight line). When I release my finger the line should disappear. In a good looking way I should be able to restyle the line into an arrow. Can anyone move me in the right direction for this ? Kind regards

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  • Temporary animations

    - by Max
    I've been trying to find a tutorial on how to best make animations in Android. I already have some animations for my enemies and my character that are controlled by rectangles and changing rectangleframe between updates using a picture like this: When I'm shooting my enemies they lose HP, and when their HP == 0 they get removed. aslong as im using an arrayList (which I do for all enemies and bullets) I'm fine, since I can just use list.remove(i). But when I'm on a boss-level and the Boss's HP == 0, I want to remove him and play an animation of an explosion of stars before the "End-screen". Is there a preferred way to do temporary animations like this? If you can give me an example or redirect me to a tutorial, I'd be really grateful!

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  • How do I correctly multiply an XMMATRIX by a scalar?

    - by user43129
    Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B are XMMATRIX and f is a float. I found all sorts of functions to multiply a matrix by another matrix or a vector. I found all sorts of functions to construct matrices. I could find no scalar multiplication! Why is there no such function? Is there no use case? Did I miss something? How do I implement scalar multiplication?

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  • Representing a world in memory

    - by user9993
    I'm attempting to write a chunk based map system for a game, where as the player moves around chunks are loaded/unloaded, so that the program doesn't run out of memory by having the whole map in memory. I have this part mostly working, however I've hit a wall regarding how to represent the contents of each chunk in memory because of my so far limited understanding of OOP languages. The design I have currently has a ChunkManager class that uses a .NET List type to store instances of Chunk classes. The "chunks" consist of "blocks". It's similar to a Minecraft style game. Inside the Chunk classes, I have some information such as the chunk's X/Y coordinate etc, and I also have a three dimensional array of Block objects. (Three dimensional because I need XYZ values) Here's the problem: The Block class has some basic properties, and I had planned on making different types of blocks inherit from this "base" class. So for example, I would have "StoneBlock", "WaterBlock" etc. So because I have blocks of many different types, I don't know how I would create an array with different object types in each cell. This is how I currently have the three dimensional array declared in my Chunk class: private Block[][][] ArrayOfBlocks; But obviously this will only accept Block objects, not any of the other classes that inherit from Block. How would I go about creating this? Or am I doing it completely wrong and there's a better way?

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  • Implementing unlockable items on Android

    - by coder_For_Life22
    I know this would be a beginners question (some of you might think) but I would like to know different approaches for this. I have a game with lets say 20 unlockable items, at the main menu I have a button where the user can go to an activity and view the unlockable items. So I would like for it to have a "Locked image" and under it a text telling you what the item is and maybe how to unlock it. What is the best way of going about this? And then when the item is unlocked during the game, maybe put a variable in the shared preference and check at the beginning of the activity with the unlockabled items. Let me know what you guys think. Thanks.

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  • Can you run OpenGL 2.0 on modern machines?

    - by thePalindrome
    I'm looking to get into 3d with OpenGL, using SDL to help with other stuff. I found plenty of good tutorials (lazyfoo is a big one), but "Learning Modern 3d Graphics Programming" uses a newer version of openGL that I'm not able to run! I opened up OpenGL extensions viewer, and I can only run OpenGL 2.0, whereas most tutorials are in higher versions. I ask this because I've heard that just about everything in 2.* got depreciated in the newer versions, so I'm worried that my code might not work. I'm looking at a few other tutorials, but I'm so used to SDL that those just confuse me... So should I bother trying to do graphics programming now, or should I just wait until I can upgrade my computer?

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  • Should I go with Android or Try Windows Phone 7?

    - by Omnion
    I already know C# and am familiar with XNA. So it would make sense to develop for the Windows Phone 7, but would it be worth while to learn Java, get familiar with Android, and instead develop for Android devices? Android has been around longer so it would probably have a larger user base. Is it really worth it to try to develop for one of the more popular mobile platforms. (Windows Phone 7 has been out for like a month?) I haven't tried either one yet though. I'm also going to buy a phone, so this decision would probably influence the phone that I buy. (to develop/test on)

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  • My store returns no code id and breaks 404 error. Magento

    - by numerical25
    I know what the issue is but I dont know how to fix it. I just migrated my magento store locally and I guess possibly some data may have been lost when transferring the DB. the DB is very large. Anyhow, when I login to my admin page, I get a 404 error, page was not found. I debugged the issue and got down to the wire. The exception is thrown in Mage/Core/Model/App.php. Line 759 to be exacted. The following is a snippet. Mage/Core/Model/App.php if (empty($this->_stores[$id])) { $store = Mage::getModel('core/store'); /* @var $store Mage_Core_Model_Store */ if (is_numeric($id)) { $store->load($id); // THIS ID IS FROM Mage_Core_Model_App::ADMIN_STORE_ID and its empty which causes the error } elseif (is_string($id)) { $store->load($id, 'code'); } if (!$store->getCode()) { // RETURNS FALSE HERE BECAUSE NO ID Specified $this->throwStoreException(); } $this->_stores[$store->getStoreId()] = $store; $this->_stores[$store->getCode()] = $store; } The store returns null because $id is null so it therefore does not load any model which explains why it returns false when calling getCode() [EDIT] If you want clarification, please ask for more before voting my post down. Remember I am still trying to get help not get neglected. I am using Version 1.4.1.1. When I type in the URL for admin, I get a 404 page. I walked through the code thouroughly and found that the Model MAGE_CORE_MODEL_STORE::getCode(); Returns Null which triggers the exception. and ends the script. I do not have any other detail. I further troubleshooted the issue by checking the database and that is what the screen shot is. Showing that there is infact data in the Code Colunn. So my question is why is the Model returning a empty column when the column clearly has a value. What can I do to further troubleshoot and figure out why its not working [EDIT UPDATE NEW] I did some research. the reason its returning NULL is because the store ID is null being passed Mage::getStoreConfigFlag('web/secure/use_in_adminhtml', Mage_Core_Model_App::ADMIN_STORE_ID); // THIS IS THE ID being specified Mage_Core_Model_App::ADMIN_STORE_ID has no value in it, so this method throws the exception. Not sure why how to fix this.

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  • Placing items randomly in a dynamically generated terrain

    - by Programlocura
    I'm currently working on a 'Tiny wings' like game. I've already asked about the angle of the items in curved lines and i solved (thank you for responses),i'm currently placing the items in random positions, but the terrain it's dynamically and i don't get this working. I've a vector with the points of the terrain, and i'm doing something similar to this (Iterating trough vector): if( _SPManager && i % 15 == 0 && i != 0 ) { if ( _settings.specialPoints && _currentPoints < _settings.specialPoints ) { _SPManager.addPoint( _hillsPosition[i].x , _hillsPosition[i].y ); _currentPoints++; } } But it isn't working as i expected. It isn't displaying the right number of items (Always shows less than i specified). How do i should place the items? Thanks :)

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • Which one is better to get started? [closed]

    - by vanangamudi
    Which one of the open-source game engine is better to get started? I read several threads over several forums and found that it is better to write own game engine specific to application. But I need to know the requirements of a game engine, other than Graphics, Physics and AI... Many people suggested Unity, But I need open-source version so that I can have a look at implementation... so I google rigorously and found some unknown game engines(at least to me) Unvanquished Cube Spring Pyrogenesis Torque3D CrystalSpace Panda3D Delta3D Irrichlt OpenArena AlienArena (please list others if I missed anything....) FYI: my present focus is on FPS/TPS. Can you tell me which one is better at performance if possible? Torque3D claims to be the best opensource engine - is that true, and if so to what extent?

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  • Meshing different systems of keys together in XML Schema

    - by Tom W
    Hello SO, I'd like to ask people's thoughts on an XSD problem I've been pondering. The system I am trying to model is thus: I have a general type that represents some item in a hypothetical model. The type is abstract and will be inherited by all manner of different model objects, so the model is heterogeneous. Furthermore, some types exist only as children of other types. Objects are to be given an identifier, but the scope of uniqueness of this identifier varies. Some objects - we will call them P (for Parent) objects - must have a globally unique identifier. This is straightforward and can use the xs:key schema element. Other objects (we can call them C objects, for Child) are children of a P object and must have an identifier that is unique only in the scope of that parent. For example, object P1 has two children, object C1 and C2, and object P2 has one child, object C3. In this system, the identifiers given could be as follows: P1: 1 (1st P object globally) P2: 2 (2nd P object globally) C1: 1 (1st C object of P1) C2: 2 (2nd C object of P1) C3: 1 (1st C object of P2) I want the identity syntax of every model object to be identical if possible, therefore my first pass at implementing is to define a single type: <xs:complexType name="ModelElement"> <xs:attribute name="IDMode" type="IdentityMode"/> <xs:attribute name="Identifier" type="xs:string"/> </xs:complexType> where the IdentityMode is an enumerated value: <xs:simpleType name="IdentityMode"> <xs:restriction base="xs:string"> <xs:enumeration value="Identified"/> <xs:enumeration value="Indexed"/> <xs:enumeration value="None"/> </xs:restriction> </xs:simpleType> Here "Identified" signifies a global identifier, and "Indexed" indicates an identifier local only to the parent. My question is, how do I enforce these uniqueness conditions using unique, key or other schema elements based on the IdentityMode property of the given subtype of ModelElement?

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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • C++ game programming

    - by UnTraDe
    Until now I have been using C# with XNA for 2d and a little bit of 3d games, althought I dont remember that I finished any of them I want to start working with C++. I have a very very little exprience with C++ and my question is where to start? I plated a little bit with SFML and I encountered some problems with performance when I started to build a tile based game. I'm pretty sure that the problem is my code and not the library itself. Is there anything similiar to XNA for C++? I should keep try and work with SFML? Sorry for my bad english! Thanks in advance!

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  • 2d array permutation proof [migrated]

    - by FGM
    I want to know if it's possible to get any possible combination of a 4x4 integer array given three rules: you may shift any column up or down you may shift any row left or right you may shift the entire array left, right, up, or down That is, you can transform: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] into any possible combination of a 4x4 array of the same 16 values, given those three rules. Basically, I just want to know if there are impossible combinations.

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  • SDK mouse relative motion, weird results

    - by zaftcoAgeiha
    I have a simple SDL application that tracks the relative change in mouse position But for some reason, the motion.xrel and motion.yrel give back massive numbers! my code: SDL_WM_GrabInput(SDL_GRAB_ON); SDL_ShowCursor(false); while(!quit){ // Draw the scene if (invalidated == 1){ on_render(); invalidated = 0; } // And poll for events SDL_PumpEvents(); SDL_Event event; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_KEYDOWN: case SDL_KEYUP: on_key(event.key); break; case SDL_MOUSEMOTION: std::cerr << event.motion.xrel << ":" << event.motion.yrel << std::endl; invalidated = 1; break; ... and the printed results are ridiculous: 400:300 -11297:1705 -11215:1268 -10969:940 -10314:-43 -9986:-698 -9331:-1681 -9003:-2227 -8593:-2664 -8020:-3538 -7774:-3647 -7365:-4193 -7283:-4302 -7119:0 any idea why?? System is Ubuntu 12 running in virtual box

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  • How can I create a rectangular SDL surface filled with a particular color?

    - by user3689
    I'm learning SDL. I'd like to create rectangular surface filled with a flat color (not an image). Below is my code -- it compiles fine, but doesn't work. I'm passing the function these parameters: SDL_Surface* m_screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); SDL_FillRect( m_screen, &m_screen->clip_rect, SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF) ); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } What am I doing wrong here?

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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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  • How should game objects with fixed positions in the world be positioned?

    - by mars
    I have some game objects that are always at the same position in my game world as they make up some of the scenery of my puzzle game. At the moment, their positions are sort of hard coded in and some of their positions are calculated relative to the hard coded positions of other objects at the time of game initialization. This has been hard to maintain because whenever I've decided to change the position of these scenery objects as the game design evolved, I have to go and rewrite parts of the code that place the created objects and calculate their positions in the world. Is there a more maintainable way of handling the positioning of fixed game objects?

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  • Map rendering Libgdx Java

    - by user3165683
    Ok, so I am trying to create a 2D non-movable random tiled map. This is what I have so far: private void generateTile(){ System.out.print("tiletry1"); while(loadedTiles != 8100){ System.out.print("tiletry"); Texture currentTile = null; int tileX = 0; int tileY = 0; if (tileX == 120); tileY = 16; tileX = 0; game.batch.begin(); switch(MathUtils.random(2)){ case 0: //game.batch.draw(tile1, tileX, tileY); System.out.print("tile1"); currentTile = tile1; break; case 1: //game.batch.draw(tile2, tileX, tileY); System.out.print("tile2"); currentTile = tile2; break; case 2: //game.batch.draw(tile3, tileX, tileY); System.out.print("tile3"); currentTile = tile3; break; } tileX+=16; loadedTiles ++; game.batch.draw(currentTile, tileX, tileY); game.batch.end(); } } However, I can't see any of the tiles and the screen just looks green. This method is above my render method which I have: camera.update(); batch.setProjectionMatrix(camera.combined); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); //other render stuff Why am I not able to see the tiles?

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