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  • Save all music files in a VLC xspf playlist to another folder

    - by Parto
    I have a VLC playlist (.xspf) of over a 100 songs all scattered all over my computer. I'm looking for a way to save this playlist and all it's songs to another folder - flash drive, external drive or just a different location in my computer. How can I do this? EDIT The xspf playlist is in XML and is such a format: <?xml version="1.0" encoding="UTF-8"?> <playlist xmlns="http://xspf.org/ns/0/" xmlns:vlc="http://www.videolan.org/vlc/playlist/ns/0/" version="1"> <title>Playlist</title> <trackList> <track> <location>file:///home/subroot/Music/3%20Days%20Grace%20-%20Wake%20Up.mp3</location> <title>Wake Up</title> <creator>3 Days Grace</creator> <album>Three Days Grace</album> <trackNum>10</trackNum> <annotation> </annotation> <duration>206036</duration> <extension application="http://www.videolan.org/vlc/playlist/0"> <vlc:id>0</vlc:id> </extension> </track> . . [Many more tracks here] . </trackList> <extension application="http://www.videolan.org/vlc/playlist/0"> <vlc:item tid="0"/> . . [Other id's here] . </extension> </playlist>

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  • Design patterns frequently seen in embedded systems programming

    - by softwarelover
    I don't have any question related to coding. My concerns are about embedded systems programming independent of any particular programming language. Because I am new in the realm of embedded programming, I would quite appreciate responses from those who consider themselves experienced embedded systems programmers. I basically have 2 questions. Of the design patterns listed below are there any seen frequently in embedded systems programming? Abstraction-Occurrence pattern General Hierarchy pattern Player-Role pattern Singleton pattern Observer pattern Delegation pattern Adapter pattern Facade pattern Immutable pattern Read-Only Interface pattern Proxy pattern As an experienced embedded developer, what design patterns have you, as an individual, come across? There is no need to describe the details. Only the pattern names would suffice. Please share your own experience. I believe the answers to the above questions would work as a good starting point for any novice programmers in the embedded world.

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  • Collision Detection and Resolution in Three.js

    - by androidmaster
    So at the moment am making a simple game using three.js and three.firstpersonControls.js but with the current Three.js r66, they apparently removed checkWallCollision and then in the r67 firstpersonControls removed support for that collision. SO my question is how would i go about checking collision in 3D using three.js and then resolution to that collision. (Pushing player out of the block) Note I used a 2D array to generate the world so it's only cubes that I have to check collision with.... if this is a bad question or am lacking something please tell me before you -rep me, am just not sure how to do this and google doesn't want to help

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  • Visual Studio Talk Show #116 is now online - Les nouveautés de la conférence MIX 2010 (French)

    - by guybarrette
    http://www.visualstudiotalkshow.com Laurent Duveau: Les nouveautés de la conférence MIX 2010 Nous discutons avec Laurent Duveau des nouveautés annoncées dans le cadre de la conférence MIX 2010 à laquelle Laurent a assisté. MIX est une conférence tenue annuellement pour les développeurs et les designers Web qui présente les dernières nouveautés produites par Microsoft pour la programmation Internet. Laurent Duveau est un consultant et formateur pour la firme RunAtServer Consulting. Il se spécialise dans un domaine qu'il adore: les applications web avec Silverlight et l'outillage Microsoft Expression. Laurent est certifié MCSD.NET, MCTS, MCPD et MCT. Il participe fréquemment aux activités de la Communauté .NET de Montréal. Il est également l'auteur d'articles techniques pour TechHeadBrothers et asp.net et contribue activement aux forums asp.net. Pour la quatrième année consécutive, il a obtenu de Microsoft le titre de MVP. Et cette année, il est parmi les premiers récipiendaire de la reconnaissance MVP Silverlight. Suivez son blog ou il écrit sur les nouveautés de Silverlight. Télécharger l'émission Si vous désirez un accès direct au fichier audio en format MP3, nous vous invitons à télécharger le fichier en utilisant un des boutons ci-dessous. Si vous désirez utiliser le feed RSS pour télécharger l'émission, nous vous invitons à vous abonnez en utilisant le bouton ci-dessous. Si vous désirez utiliser le répertoire iTunes Podcast pour télécharger l'émission, nous vous encourageons à vous abonnez en utilisant le bouton ci-dessous. var addthis_pub="guybarrette";

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  • As a game developer, which data structure use for develop the game? [duplicate]

    - by Rizwanabbasi
    This question already has an answer here: When should vector/list be used? 5 answers We are developing a game for bank robbery. The game plots a bank robbery. Lots of people witness that robbery. Our game will load the lists of suspected offenders while the players (witnesses) will have to identify the offenders of this robbery. Game should load list of offenders to identify the one as quickly as possible. Admin can add/remove offenders in the lists and two or more lists of offenders can also be merged into one (to show it to the player). As a game developer, which data structure we should use for develop the game? Justify your selection with solid arguments. Remember the most critical requirement is that the list should load super fast.

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • The Dark Knight meets The Avengers [Video]

    - by Asian Angel
    Batman and the Avengers team up to defeat a common enemy, but their ‘after battle’ plans are extremely different! Can Batman learn to be a ‘team player’ who relaxes and has fun, or will he brood alone in his cave forever? The Dark Knight Meets The Avengers [CollegeHumor] HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How

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  • "Marching cubes" voxel terrain - triplanar texturing with depth?

    - by Dan the Man
    I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass texture set to the Y axis and a dirt texture for both the X and Z axes. Now, when my player digs downwards, it still appears as grass. How would I make it to appear as dirt? I have been thinking about this for a while, and the only thing I can think of to make this effect, would be to mark vertices that have been dug with a certain vertex color. When it has that vertex color, the shader would apply that dirt texture to the vertices marked. Is there a better method?

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  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

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  • Record Screen Activity with CamStudio

    - by Asian Angel
    Sometimes a visual demonstration works much better than a list of instructions. If you need to make a demo video for family and/or friends then you might want to have a look at CamStudio. Using CamStudio To get properly set up you will need to install two different files (the main program followed by the codec). Once that is done you are ready to get started. When you start the program you will see a surprisingly small window. Notice the highlighted Record to text…it serves as a visual indicator for the video type selected for recording. Before you start creating a video it would be a good idea to look through some of the settings. The first one to look at is the region or area that you want to record. Next you will want to look through the video options since these will affect the quality and final size of your video files. The default setting for quality is 70…adjust that to the level that best suits your needs. Note: For our example we maxed out the various video settings for best quality. On our system Microsoft Video 1 was listed as the default compressor but as you can see there were other options available. You can configure the settings for the compressor you want to use if desired. Keep in mind that each compressor will have unique settings of their own, so if you change it, be certain to go back and check. We decided to use the CamStudio Lossless Codec for our example (it gave the best results while trying the software). Going back to the main window you can toggle back and forth between .avi and .swf output using the last button. Once you are satisfied with the settings click on the red record button to start. If you need to pause while recording or stop recording click on the system tray icon and select the appropriate command. When you are finished recording, you will be presented with the save file window. Browse for the desired save location and name your new file. Once you have saved the file the movie player window will automatically open so that you view your new video. Our sample video shown here is at 50% of original size so may look slightly “gritty”. The detail was much better at 100%. If you decide to record and save as .swf the process will be identical to recording in .avi format until the movie player window opens. At that time the conversion process from .avi to .swf will begin. When complete you will have a new flash video and html file that goes with it. Depending on which browser you have set as default, you may run into a small problem when the preview for your new .swf file tries to open. There is a small bug in the generated html file. You can use this work-around or… Just open the .swf file directly in your favorite browser. Conclusion CamStudio may not produce the highest quality videos, but it’s free and does a very nice job nonetheless. If you are working on a tight budget or only need to make an occasional video then CamStudio is a very sensible choice. Links Download CamStudio Stable Version & CamStudio Codec *Download links are approximately half-way down the page. Download CamStudio Stable Version & CamStudio Codec at SourceForge *Beta version also available here. Similar Articles Productive Geek Tips Get the Classic Style Network Activity Indicator Back in Windows 7How To Copy a DVD with VLC 1.0ALLCapture 3.0 [Review]Listen and Record Over 12,000 Online Radio Stations with RadioSureGeek Reviews: Play And Record Internet Radio With Screamer Radio TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 TimeToMeet is a Simple Online Meeting Planning Tool Easily Create More Bookmark Toolbars in Firefox Filevo is a Cool File Hosting & Sharing Site Get a free copy of WinUtilities Pro 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate

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  • 2d libgdx: runtime level generation

    - by lxknvlk
    I have encountered a problem during my first game development: I thought of a Array<Ground> groundArray that does groundArray.add when a new ground will appear on the screen, and removes oldest ground when it will no longer be seen, if player only moves to the right, like in flappy bird. The perfect structure would be a queue for such a mechanic, but libgdx doesnt have one. Using libgdx's Array is not intuitive too - i have to reverse the order of elements. It has a method pop() that removes the last element, but no such method to use on the first element. What are my options here? extend Array class and add something? writing my own queue-like class?

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  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

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  • Java Spotlight Episode 106: Java Security Update @spoofzu

    - by Roger Brinkley
    Java security update with Bruce Lowenthal and Milton Smith. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News Apple's Java Mac OS X 2012-006 Update NightHacking Tour Across Europe Four New Java Champions Oracle Announces Availability of Oracle Solaris 11.1 and Oracle Solaris Cluster 4.1 Oracle Announces General Availability of Oracle Application Development Framework Mobile Bean Validation 1.1 Early Draft JSR 107 Early Draft JCP Elections - Meet the Candidates GlassFish switching to JDK-7 only build Events Oct 30-Nov 1, Arm TechCon, Santa Clara, United States of America Oct 31, JFall, Hart van Holland, Netherlands Nov 2-3, JMaghreb, Rabat, Morocco Nov 5-9, Øredev Developer Conference, Malmö, Sweden Nov 13-17, Devoxx, Antwerp, Belgium Nov 20-22, DOAG 2012, Nuremberg, Germany Dec 3-5, jDays, Göteborg, Sweden Dec 4-6, JavaOne Latin America, Sao Paolo, Brazil Dec 14-15, IndicThreads, Pune, India Feature InterviewMilton Smith leads the security program for Java products at Oracle. His responsibilities span from tactical to strategic: definition and communication of the security vision for Java, working with engineering teams and researchers, as well as industry at large. He has over 20+ years of industry experience with emphasis in programming and computer security. Milton previous employer was Yahoo where he lead security for the User Data Analytics(UDA) property.Bruce Lowenthal is the Senior Director of Security Alerts at Oracle Corporation. What’s Cool Andrew Haley on an OpenJDK ARM64 Port Joe Darcy - JDK bug migration: bugs.sun.com now backed by JIRA Marcus Hirt on Using the Mission Control DTrace Plug-in

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  • Convert a Row to a Column (or Backwards) in Google Docs Spreadsheets

    - by The Geek
    If you have to deal with a lot of spreadsheets, you’re probably really bored right now. You also might be wondering how to turn a row into a column, or a column into a row. Here’s how to do it with Google Docs Spreadsheets. If you’re an Excel user, you’re also in luck, because we’ve already shown you how to turn a row into a column, or vice-versa. It won’t make you any less bored though. Convert a Row to a Column (or backwards) The first thing you’ll need is a column or a row of information that you want to convert into the opposite. For our example, we’ve got this set of data that we created by using the Auto Fill options in Google Docs. Now in another cell, you’ll need to use the TRANSPOSE function, which you can use by simply typing in the following: =TRANSPOSE( And then selecting the cells with the mouse, or manually typing in the range of cells you want to copy. The final function in this example was: =TRANSPOSE(A1:A11) Finish it off with the final ) character to complete the function, hit the Enter key, and there we are… the column was transposed over to the right. You can use the same thing to turn columns into rows, or rows into columns—just change the range you are looking for. Similar Articles Productive Geek Tips How To Use AutoFill on a Google Docs Spreadsheet [Quick Tips]Integrate Google Docs with Outlook the Easy WayHow To Export Documents from Google Docs to Your ComputerConvert a Row to a Column in Excel the Easy WayScroll Backwards From the Ubuntu Server Command Line TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Check Your IMAP Mail Offline In Thunderbird Follow Finder Finds You Twitter Users To Follow Combine MP3 Files Easily QuicklyCode Provides Cheatsheets & Other Programming Stuff Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7)

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  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

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  • Make one monitor act like two, split in half

    - by Nathan J. Brauer
    Context: Ubuntu 11.10, Unity Let's say I have a screen at resolution 1000x500. What I'd like to do is split the screen down the middle so [Unity or X or ?] acts as if there are two displays (each of 500x500). Examples: Unity will display a different toolbar (the top one) on each side of the display. If I maximize a window on the left side of the screen, it will fill the left side only. If I maximize on the right, it will fill the right. If I hit "fullscreen" in youtube (flash) or Chrome or Movie Player, it will only fill the side of the display that it's on. If it's really is impossible to do this with Unity, will it work with Gnome3 and how? A million thanks!

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  • Friday Fun: Wake Up the Box

    - by Mysticgeek
    Another Friday and it’s time to waste the rest of your Friday playing a  fun flash game online. Today we take a look at a relaxing physic based puzzle game called Wake Up the Box. Wake Up the Box This goal of this game is to wake up the box character by attaching parts of existing wood objects in each stage. You can start a new game or continue your progress from where you left off. At the beginning you get a tutorial showing what you need to do to wake the box. You get wood parts and can attach them to other wood pieces but not metal or brick. After successfully waking up Mr. Box, you can go to the next level or restart a level at any time if your having problems figuring out the puzzle. Each level gets more difficult and the puzzles are more challenging. Wake Up the Box is a relaxing and challenging game that will allow you to have fun, not working on TPS reports until the whistle blows. Play Wake Up the Box at FreeWebArcade Similar Articles Productive Geek Tips Stop the Mouse From Waking Up Your Computer from Sleep ModeFix "Sleep Mode Randomly Waking Up" Issue in Windows VistaStop Your Mouse from Waking Up Your Windows 7 ComputerPrevent Windows Asking for a Password on Wake Up from Sleep/StandbyUse Sleep.FM to Wake Up with the Web TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird Follow Finder Finds You Twitter Users To Follow Combine MP3 Files Easily QuicklyCode Provides Cheatsheets & Other Programming Stuff

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  • Banshee music file copy to Mac iPhone 4s ios5.1 not permanent

    - by user95736
    In Ubuntu 12.04 - When I drag .mp3 files from Banshee 2.6 to my Mac-formatted iPhone 4s ios5.1: a. Banshee says it's syncing with the phone, updating the media database, and the filecount on the phone is incremented; b. The files show up under the device in Banshee and I can play them; c. I can see them on the iPhone in a file browser; d. I can navigate to the iPhone filesystem in a terminal and create a file, so I know I have write permissions. When I disconnect the device in Banshee, it again tells me it's syncing the phone and updating the media database, but I can't find the songs on the phone in iTunes - they are not there when I reconnect the phone to my computer. Am I just being deceived by gvfs? I haven't been able to find a recent post indicating the status of syncing ios5.x devices with Banshee, RhythmBox, etc... Can someone tell me if this should work? Also, I wonder if my iPhone needs to be formatted/initialized by iTunes for Windows, since it has been managed on a Mac? I solved a syncing problem with an older ipod classic which had been managed by iTunes on a Mac, by re-initializing it under iTunes for Windows - perhaps an hfs+ issue. Thanks for any help.

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  • XNA extending the existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references?

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  • How can a NodeJS server be used from Game Maker HTML5?

    - by Tokyo Dan
    I want to create a client-server game that runs on Game Maker HTML5-NodeJS. The NodeJS server will be an AI server - a bot that acts like a human opponent and plays against the human player at a front-end game client that is coded in GM HTML5. How can a NodeJS server be used from GM HTML5. Are there any examples of such a system? I already got an iOS game that can talk to a remote AI server (coded in Lua) using TCP sockets. Can this be done with Game Maker HTML5 and NodeJS.

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  • How to convert unconvertable & unviewable .ts files?

    - by Evelin Versh
    How to convert .ts files that can not be converted with usual WinFF, Avidemux etc programs? The .ts files in question are recorded from TV with STV digital cable digibox, viewable to me so far ONLY with that same digibox. All the video-playing programs i tried do not open the files at all (e.g. classical VLC and WinMedia player). All but 1 video converters i tried also are not able even to open or load the file into the program, therefore no conversion is possible. According to WinFF it can not find codec parameters during the conversion, evidently leading to nothing-happening???! HELP!, please.

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  • Black & White Video with Youtube

    - by RobertPitt
    Hey'a guys, I have an issue with the Youtube Player within Ubuntu, it seems that when playing videos there in black & white, no matter if there normal or HD. I kind of figured out how to prevent this from happening by deleting the cookie PREF that holds a KV Pair like so: PREF f1=50000000&fv=10.2.154 .youtube.com / Sat, 12 Mar 2011 11:38:29 GMT The issue is the Flash Version key, when I Delete this the color comes back, but obviously when I navigate to another page the cookie is set again. Does anyone know why this issue occurs and a possible fix? Using Latest Google Chrome on the latest version of Ubuntu (Installed 3 days ago) Thanks

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  • Adding a Wine (.exe) file to open/play files in Thunar's 'Custom Actions'

    - by cipricus
    What is the line parameter in Thunar's "custom actions" that would play a music directory in a Wine (.exe) program? I want to put Foobar2000 (and possibly other such applications) in Thunar's Custom Actions (actions that can be added/edited to be used in the context menu to play music folder's content). If I put no command parameter at the end of path, the player opens but there is no play and no files in the play list. If I add any of the listed parameters I get the error unknown commandline parameter: /path.to.file (Giving an answer to this question depends on knowing the CLI command that would have to be added into Thunar - so please look at this question too)

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  • Python rpg adivce? [closed]

    - by nikita.utiu
    I have started coding an text rpg engine in python. I have basic concepts laid down, like game state saving, input, output etc. I was wondering how certain scripted game mechanics(eg. debuffs that increase damage received from a certain player or multiply damage by the number of hits received, overriding of the mobs default paths for certain events etc) are implemented usually implemented. Some code bases or some other source code would be useful(not necessarily python). Thanks in advance.

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  • Direction of the bullet - how to have something else than left, right, top, bottom

    - by Florian Margaine
    I'm making a simple shooter game using canvas and javascript. The current code can be seen here. To know which way I want the bullet to be shot, I simply have a direction property that can have 4 values (left, right, bottom, top), and I can then calculate the next position of the bullet easily. However, I'd like to move the bullet to the mouse position, but I don't really see how to do this. How do I calculate the next position? I'm guessing there is some formula to calculate the line between two positions (the player's and the mouse's), but I don't have much idea yet. So there is no obstacle, but I don't see how to calculate this, and be able have the next position of the bullet at each frame.

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