Search Results

Search found 18839 results on 754 pages for 'android resources'.

Page 308/754 | < Previous Page | 304 305 306 307 308 309 310 311 312 313 314 315  | Next Page >

  • Resources such as libraries, engines and frameworks to make Javacript-based MMORTS? [closed]

    - by hhh
    I am looking for resources outlined to make a MMORTS with Javascript as the client-side, probably just a simple canvas for the frontend. The guy in the video here mentions that JavaScript is one of the most misunderstood language -- and I do believe that. I think one can make quite cool games with it in the future. So I am now proactively looking for resources and perhaps some ideas. My first idea contained Node.js, C and NetBSD/bozohttpd (or the-4-7-chars' *ix-thing with green-logo -thing, move the q here) but I acknowledge my beginner -style approach -- this issue is broad and not only for one person to make it all-the-time-improved project! So I think perfect for community to tinker. Some games and examples possibly easy to make into MMORTS BrowserQuest here under MPL 2.0 and its content licensed under CC-BY-SA 3.0 (source here) [proprietary] LoU here and built with JS/Qooxdoo/c#/Windows-Server/ISS/etc, source. MY ANSWER BEGINS HERE TO BE MOVED BELOW, REQUIRING RE-OPENING. PLEASE, VOTE TO OPEN IT -- HELP US TO TINKER! My answer Generic Is there an MMO-related research body? Although about Android, certain things also appropriate with JS -game: Are there any 2D gaming libraries/frameworks/engines for Android? Why is it so hard to develop a MMO? Browser based MMO Architecture MMO architecture - Highly Scalable with Reporting capabilities What are the Elements of an MMO Game? Is this the right architecture for our MMORPG mobile game? Looking for architectures to develop massive multiplayer game server Information on seamless MMO server architecture Game-mechanics (search) Question sounding like about LoU: What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Building an instance system What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Hosting is it possible to make a MMO starting with scalable hosting? Should I keep login server apart from game server? MMO techniques, algorithms and resources for keeping bandwidth low? MMO Proxy Server Javascript and Client-based things What do I need to do a MMORTS in JavaScript with small amount of Developers? How to update the monsters in my MMO server using Node.js and Socket.IO Are there any good html 5 mmo design tutorials? Networking Loadbalancing Questions Something about TCP, routers, NAT, etc: How do I start writing an MMO game server? Who does the AI calculations in an MMO? They need someone more knowledgable to work with, a lot of cases where the same words mean different things. Data Structures What data structure should I use for a Diablo/WoW-style talent tree? Game Engine Need an engine for MMO mockup Helper sites http://www.gamedev.net/page/index.html

    Read the article

  • Eclipse ADT: Layout Properties Editor doesn't work correctly

    - by NullNoname
    I have a new, clean installation of Eclipse Kepler (4.3.1) SR1 (x64) in Linux Mint 15 Olivia x64 (based on Ubuntu 13.04 “Raring Ringtail”). ADT version is 22.3.0, and Java is Oracle's 1.7.0_45. The problem is, I cannot edit the properties in layout editor; nothing happens when I click "..." button, nor I can edit the properties directly by clicking the empty space. The boolean properties don't even contain the checkbox. This doesn't happen in Windows XP 32bit, with the same versions of Eclipse and ADT: Anyone know any workarounds/reasons for this? Looks like Mac OS X Mountain Lion had a similar issue in the past, but I heard that was fixed, and I'm talking about Linux version here. I had no such problems in Eclipse Indigo and an old version of ADT, but I can't remember the exact versions of them. EDIT: Lubuntu 13.04 (32bit) in VMware Player doesn't have this problem.

    Read the article

  • Ubuntu Touch Porting - Audio

    - by user205695
    I'm currenty trying to port Ubuntu Touch to the Galaxy s4 International LTE (GI9505/ jfltexx). I've come to the point where I need to create a UCM directory but I don't know where and how I should call it. By "looking at /usr/share/alsa/ucm/apq8064-tabla-snd-card/" is the local Ubuntu PC directory or a directory on the downloaded CM meant? Same thing for "/proc/asound/cards" which should give a hint about what the directory should be called. 0 [PCH ]: HDA-Intel - HDA Intel PCH HDA Intel PCH at 0xfb200000 irq 51 1 [NVidia ]: HDA-Intel - HDA NVidia HDA NVidia at 0xfb080000 irq 17 I dont think the directory should be called anything like this. Thanks for the help Robin Kertels

    Read the article

  • set TouchEvent to every particle in SpriteParticleSystem in andEngine livewallpaper

    - by Girish Bhutiya
    All I have working on andEngine Live wallpaper and I have use SpriteParticleSystem. I want to add touch event to every Sprite of SpriteParticleSystem and remove that sprite from scene. I have use below code for create particle system. final SpriteParticleSystem particleSystem = new SpriteParticleSystem(new PointParticleEmitter(mParticleX, mParticleY),mParticleMinRate, mParticleMaxRate, mParticleMax,this.mFlowerTextureRegion, this.getVertexBufferObjectManager()); //particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE)); particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(-90, 0, 0, 0)); particleSystem.addParticleInitializer(new AccelerationParticleInitializer<Sprite>(8, -11)); particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f)); //particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(1.0f, 1.0f, 0.0f)); particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(15.5f)); particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 0.5f, 2.0f)); background = new Sprite(0, 0, backgroundTextureRegion, mEngine.getVertexBufferObjectManager()); background.setPosition((CAMERA_WIDTH - background.getWidth()) * 0.5f, (CAMERA_HEIGHT - background.getHeight()) * 0.5f); //background.setScale(1.5f); //SpriteBackground bg = new SpriteBackground(background); //mScene.setBackground(bg); this.mScene.attachChild(background); this.mScene.attachChild(particleSystem); <br> Thanks in advance.

    Read the article

  • My Speaking Engagements in the Last Two Months

    - by gsusx
    I’ve been so busy lately with the activities around Moesion that I haven’t had time to blog about a couple of great conferences I had the opportunity to speak at in the last two months. Software Architect Conference, UK ( http://www.software-architect.co.uk/ ) This conference is becoming one of my favorite events of the year. As always Nick Payne and his team did a remarkable job lining up an all-star group of speakers that covered some of the hottest topics in today’s software industry. The first...(read more)

    Read the article

  • Ubuntu Touch porting: bad file tree

    - by fcole90
    I'm trying to port ubuntu touch to Samsung Galaxy S Plus but I'm finding it really difficult. The problems at first were to find a good CM rom as base, because this device is not officially supported by CM. Currently I'm using EhndroixIII but now I'm founding a lot of problems with the porting guide. In particular my file tree seems totally different from the one of the guide. For example, there is no device folder. What can I do to solve? Should I create those files? My repository is https://github.com/fcole90/utouch-sgsp.git

    Read the article

  • Moesion Webinar: Managing BizTalk Server from your Smartphone or Tablet Without Upsetting your Boss

    - by gsusx
    BizTalkers, This Thursday we will be hosting a webinar to highlight how to use Moesion to manage your BizTalk Server environment from your mobile device. We will walk through the complete feature set of Moesion HTML5 BizTalk management console as well as complementary features of the Moesion platform that can be used to manage your BizTalk environment from your mobile device. More importantly, if you are a BizTalk developer or IT Pro we REALLY REALLY REALLY would love to get your feedback about the...(read more)

    Read the article

  • How to move a sprite automatically using a physicsHandler in Andengine?

    - by shailenTJ
    I use a DigitalOnScreenControl (knob with a four-directional arrow control) to move the entity and the entity which is bound to a physicsHandler. physicsHandler.setEntity(sprite); sprite.registerUpdateHandler(physicsHandler); From the DigitalOnScreenControl, I know which direction I want my sprite to move. Inside its overridden onControlChange function, I call a function animateSprite that checks which direction I chose. Based on the direction, I animate my sprite differently. PROBLEM: I want to automatically move the sprite to a specific location on the scene, say at coordinates (207, 305). My sprite is at (100, 305, which means it has to move down by 107 pixels. How do I tell the physicsHandler to move the sprite down by 107 pixels? My animateSprite method will take care of animating the sprite's downward motion. Thank you for your input!

    Read the article

  • Problem to match font size to the screen resolution in libgdx

    - by Iñaki Bedoya
    I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size independently from the screen and from DPI. I've found this and this answer that I think should solve my problem but don't. In desktop the size is ok, but in my phone is too big. This is the result on my Nexus 4: (768x1280, 2.0 density) And this is the result on my MacBook: (480x800, 0.6875 density) I'm using the Open Sans Condensed (link to google fonts) As you can see on desktop looks good, but on the phone is so big. Here the code of my test: public class TextTest extends ApplicationAdapter { private static final String TAG = TextTest.class.getName(); private static final String TEXT = "Tap the screen to start"; private OrthographicCamera camera; private Viewport viewport; private SpriteBatch batch; private BitmapFont font; @Override public void create () { Gdx.app.log(TAG, "Screen size: "+Gdx.graphics.getWidth()+"x"+Gdx.graphics.getHeight()); Gdx.app.log(TAG, "Density: "+Gdx.graphics.getDensity()); camera = new OrthographicCamera(); viewport = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getWidth(), camera); batch = new SpriteBatch(); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-CondLight.ttf")); font = createFont(generator, 64); generator.dispose(); } private BitmapFont createFont(FreeTypeFontGenerator generator, float dp) { FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); int fontSize = (int)(dp * Gdx.graphics.getDensity()); parameter.size = fontSize; Gdx.app.log(TAG, "Font size: "+fontSize+"px"); return generator.generateFont(parameter); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int w = -(int)(font.getBounds(TEXT).width / 2); batch.setProjectionMatrix(camera.combined); batch.begin(); font.setColor(Color.BLACK); font.draw(batch, TEXT, w, 0); batch.end(); } @Override public void resize(int width, int height) { viewport.update(width, height); } @Override public void dispose() { font.dispose(); batch.dispose(); } } I'm trying to find a neat way to fix this. What I'm doing wrong? is the camera? the viewport? UPDATE: What I want is to keep the same margins in proportion, independently of the screen size or resolution. This image illustrates what I mean.

    Read the article

  • Disabling depth write trashes the frame buffer on some GPUs

    - by EboMike
    I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO with the Adreno GPU for example, I end up with the frame buffer being complete garbage (I see traces of the meshes I rendered somewhere, but the entire screen is mostly trashed). If I force glDepthMask to be true the entire time, everything works fine. I need glDepthMask to be off during parts of the alpha rendering. What can cause the framebuffer to get destroyed by turning the depth writing off? I do clear the depth buffer initially, and the majority of the screen has pixels rendered with depth writing turned on first before I do additional drawing with it turned off.

    Read the article

  • LibGDX tutorial help Scene2D

    - by BluFire
    I'm having trouble understanding this tutorial. It defines the importance of classes, but it doesn't show an outline of the project file so far. From what I got from that tutorial was that there is a stage and actors. Stage would be the static parts of the game, while the actors are the ones moving. After that I got confused with the drawing method. I tried modifying it so I can draw a shape, but it wouldn't work. How, if possible, would I create sprites using LibGDX's scene2d?

    Read the article

  • Passing values between Activities using MonoDroid

    - by Wallym
    Been doing some work in MonoDroid and found that I needed to pass a user entered value from on Activity to another Activity in MonoDroid.  Here's how I did it. In my sending Activity, I need to take some user user entered data and send it to my second activity.  Here is the code:             string UserId = Convert.ToString(et.Text);            if (!String.IsNullOrEmpty(UserId))            {                Intent i = new Intent();                i.SetClass(this, typeof(CustomList));                i.AddFlags(ActivityFlags.NewTask);                i.PutExtra("TwitterId", UserId);                StartActivity(i);            }  In this code, I have called .PutExtra and  passed it with a key.  In this case, I am passing a Twitter id.  In the code that is receiving the data, the code to retrieve the Twitter id is: string twitterId = Intent.GetStringExtra("TwitterId"); The call to GetStringExtra() returns the value passed on the key.

    Read the article

  • Writing to the UI with MonoDroid using RunOnUIThread

    - by Wallym
    I've been pulling my hair out over the past day or so trying to update the UI in my test app.  I was having problem after problem.  I finally got down to my base problem.  I could not write out to my TextView.  WTF could be causing that?  I can write to my UI in other parts of my app.  This is pure craziness.  I thought long and hard and nothing was coming to me.  Wait, the light bulb went on.  I am in the wrong thread.  Great, how do I write in the correct thread?  MonoDroid supports the entire AsyncTask set of objects, but this seemed like overkill.  I was reading and came across RunOnUIThread().......Bing..........The lightbulb has been invented...BlueStar Airlines (oh wait, wrong context). Anyway, here is what I needed:this.RunOnUiThread(() => TextViewControl.Text = "Hello World"); Enjoy!!!!!!!  Remember kiddies, running on the main ui for off device operations is bad, not as bad as crossing the streams bad, but bad as in trying to drive on a flat tire bad. It won't kill you, but it does keep you from getting anywhere.

    Read the article

  • Testing for Auto Save and Load Game

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game every time the newbies open the first app then continues it on the other day? I'm trying to make a simple app with a simple moving block sprite, starting at the center coordinate. Once I moved the sprite to the top by touch n' drag, I touch the back key to close the app. I expected that once I re-open the app and the block sprite is still at the top. But instead, it goes back to the center instead. Where can I find more ways to use the preferences or manipulating by telling the dispose method to dispose only specific wastes but not the important records (fastest time, last time where the sprite is located via coordinates, etc.). Is there really an easy way or it has no shortcuts but most effective way? I need help to expand more ideas. Thank you. Here are the following links that I'm trying to figure it out how to use them: http://www.youtube.com/watch?v=gER5GGQYzGc http://www.badlogicgames.com/wordpress/?p=1585 http://www.youtube.com/watch?v=t0PtLexfBCA&feature=relmfu Take note that these links above are codes. But I'm not looking answers for code but to look how to start or figure it out how to use them. Tell me if I'm wrong.

    Read the article

  • Videos of my MonoTouch and Mono and Mobile sessions from NDC 2011

    - by Chris Hardy (ChrisNTR)
    Two weeks ago, I was in Oslo, Norway getting ready to present a few talks at the Norwegian Developer's Conference 2011 and now two weeks later, it's about time I point you to my MonoTouch and Mono and Mobile talks from the conference! First I would like to thanks for everyone involved with the conference, the hosts, the staff, the speakers and the attendees. There was so many great talks going on that you're forced to download the videos afterwards! All the videos from the conference are up on the...(read more)

    Read the article

  • How to run adb command through a script

    - by Outride
    As the title says, I'm trying to find how to run adb commands through a pre-written script (such as how .bat and .vbs files work) so I can make a semi automatic program to pull some files from my android phone whenever I click on the launch.bat which launches a line of program to go through the phone and find certain files. I know the script line: adb pull /data/data/kik.android/databases/ %drive%\All\Database This copies all the files in this specific database into the flash drive's folder "Database" under the "All" folder. But, how could i make it so that the adb program looks through the phone and finds other files, and how could i pull the specific files, rather than pulling the entire folder?

    Read the article

  • What are the ways to start making actual/real-world programs using Java/C++ to excel my Programming Skills?

    - by Umer Hassan
    The programming that we learn at university is not that vast, like those are really small exercises to build our logic, but everyone knows that this will not be the scenario when I'll get out in the market as a professional programmer, I really want to make real life programs which would actual make some impacts and will be useful. Tell me in the light of your experience that how should I start making those programs and polish my self as a professional programmer, if there are any sources available for it then kindly also recommend me those.

    Read the article

  • What SDK I should choose on Amazon Web Service to build API on server app?

    - by Nguyen Minh Binh
    I am a newbie on Amazon Web Service. I have a task that setup then build a web service that provide APIs to Mac OS, iOS, Android client. There are some APIs and Database need to be kept in secure. I see that AWS support multiple platform such as Java, .Net, PHP,... It also support many Database Management System. Not yet, there are 2 special SDK for Android and iOS app. So, What should I choose (Java, .Net, PHP,...) to carry out my task? Does AWS support all webservice protocol? Does it support secure webservice? Thanks a lot.

    Read the article

  • Cliq Wireless questions

    - by Nathan Adams
    Heres the deal: I am by no means a Linux expert, even less when it comes to the Android OS but lets see if we can't solve this problem. The problem I am having is that on the Cliq we have a broadcom chip. In order to use the wireless card you must first insert the module into the kernel. Fine: # insmod /system/lib/dhd.ko insmod /system/lib/dhd.ko # lsmod lsmod dhd 164936 0 - Live 0xbf000000 # BUT netcfg (or ifconfig in busybox) does not recognize that there is a wireless adapter there: # netcfg netcfg lo UP 127.0.0.1 255.0.0.0 0x00000049 dummy0 DOWN 0.0.0.0 0.0.0.0 0x00000082 rmnet0 UP 14.67.164.2 255.255.255.252 0x00001043 rmnet1 DOWN 0.0.0.0 0.0.0.0 0x00001002 rmnet2 DOWN 0.0.0.0 0.0.0.0 0x00001002 usb0 DOWN 0.0.0.0 0.0.0.0 0x00001002 # busybox ifconfig busybox ifconfig lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:282 errors:0 dropped:0 overruns:0 frame:0 TX packets:282 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:18754 (18.3 KiB) TX bytes:18754 (18.3 KiB) rmnet0 Link encap:Ethernet HWaddr EE:83:E8:B4:4A:ED inet addr:14.x.x.x Bcast:14.67.164.3 Mask:255.255.255.252 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:7148 errors:0 dropped:0 overruns:0 frame:0 TX packets:7659 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2609236 (2.4 MiB) TX bytes:908575 (887.2 KiB) # For giggles if we attempt to launch wpa_supplicant anyways we get this: # wpa_supplicant -Dwext -ieth0 -c/data/misc/wifi/wpa_supplicant.conf wpa_supplicant -Dwext -ieth0 -c/data/misc/wifi/wpa_supplicant.conf ioctl[SIOCSIWPMKSA]: No such device ioctl[SIOCSIWMODE]: No such device Could not configure driver to use managed mode ioctl[SIOCGIFFLAGS]: No such device Could not set interface 'eth0' UP ioctl[SIOCGIWRANGE]: No such device ioctl[SIOCGIFINDEX]: No such device CTRL-EVENT-STATE-CHANGE id=-1 state=0 ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWAUTH]: No such device WEXT auth param 7 value 0x0 - Failed to disable WPA in the driver. ioctl[SIOCSIWAUTH]: No such device WEXT auth param 5 value 0x0 - ioctl[SIOCSIWAUTH]: No such device WEXT auth param 4 value 0x0 - ioctl[SIOCSIWAP]: No such device ioctl[SIOCGIFFLAGS]: No such device # In dmesg we get: <4>[18300.494065] dhd_oob_enable_intr : enable <4>[18305.019976] dhd_net_start failed bus is not ready <4>[18305.020278] dhdsdio_probe: dhd_net_start failed! Do I need to specify the firmware with insmod? Why are we trying to control the interface manually instead of through the Android API? The Android API doesn't support ad-hoc connections as far as I can tell. The card, I am sure, most certainly can.

    Read the article

  • OpenGL slower than Canvas

    - by VanDir
    Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some levels. However, I find myself disappointed because OpenGL now reaches around 40/50 FPS at all levels. Surely (I hope) I'm doing something wrong. How can I increase the performance at stable 60FPS? My game is pretty simple and I can not believe that it is impossible to reach them. I use 2D sprite texture applied to a square for all the objects. I use a transparent GLSurfaceView, the real background is applied in a ImageView behind the GLSurfaceView. Some code public MyGLSurfaceView(Context context, AttributeSet attrs) { super(context); setZOrderOnTop(true); setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888); mRenderer = new ClearRenderer(getContext()); setRenderer(mRenderer); setLongClickable(true); setFocusable(true); } public void onSurfaceCreated(final GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDepthMask(false); gl.glEnable(GL10.GL_ALPHA_TEST); gl.glAlphaFunc(GL10.GL_GREATER, 0); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, width, height, 0, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Draw all the graphic object. for (byte i = 0; i < mGame.numberOfObjects(); i++){ mGame.getObject(i).draw(gl); } // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } mGame.getObject(i).draw(gl) is for all the objects like this: /* HERE there is always a translatef and scalef transformation and sometimes rotatef */ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexPointer[0]); // Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length / 3); EDIT: After some test it seems to be due to the transparent GLSurfaceView. If I delete this line of code: setEGLConfigChooser(8, 8, 8, 8, 0, 0); the background becomes all black but I reach 60 fps. What can I do?

    Read the article

  • Edge Detection on Screen

    - by user2056745
    I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce from the edges of the screen. Everything works as i want except one case. When the coin hits left edge and goes to right edge the system doesnt detect the collision. The rest cases are working perfectly, like hitting the right edge first and then the left edge. Can someone suggest a solution for it? public void onMove(float dx, float dy) { coinX += dx; coinY += dy; if (coinX > rightBorder) { coinX = ((rightBorder - coinX) / 3) + rightBorder; } if (coinX < leftBorder) { coinX = -(coinX) / 3; } if (coinY > bottomBorder) { coinY = ((bottomBorder - coinY) / 3) + bottomBorder; } invalidate(); }

    Read the article

  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

    Read the article

  • Where are all the tutorials for libGDX?

    - by BluFire
    I've searched online for help and tutorials on LibGDX but I couldn't really find any, except and the wiki for asking questions on stackexchange. Besides the source (demos) and wiki, is there any other tutorials online that's hidden or indirect? From what I read, there isn't much documentation for LibGDX, so there's only two options I see Give up move to a different framework. Ask people a lot of questions.

    Read the article

  • Creating Transparent Game Menu Items using AndEngine

    - by Chaitanya Chandurkar
    I'm trying to create a Game Menu which contains some Menu Items like New Game Multiplayer Options Exit I want to make this Menu Items Transparent. Only Text in White color should be visible. So i guess i do not need any background image for Menu Items. I have seen examples of SpriteButton like given below. ButtonSprite playButton = new ButtonSprite(0, 0, btnNormalTextureRegion, btnPushedTextureRegion, this.getVertexBufferObjectManager(), new OnClickListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { // Do Stuff here } } The thing which i don't understand is how can i initialize btnNormalTextureRegion? I use the code give below to initialize ITexture and ITextureRegion for objects. mBackgruondTexture = new BitmapTexture(activity.getTextureManager(), new IInputStreamOpener() { public InputStream open() throws IOException { return activity.getAssets().open("gfx/backgrounds/greenbg.jpg"); } }); mBackgruondTextureRegion = TextureRegionFactory.extractFromTexture(mBackgruondTexture); This code openes up an Image from assest. As i do not want to use any image for Menu Item How can i initialize btnNormalTextureRegion for SpriteButton. OR Is there any alternative to create Game Menu?

    Read the article

  • How to Save Tweet Links for Later Reading from Your Desktop and Phone

    - by Zainul Franciscus
    Have you come across a lot of interesting links from Twitter, but you don’t have the time to read all of them? Today we’ll show you how to read these links later from your desktop and phone. Organizing links from Twitter can be a troublesome, but these tools will reduce the effort greatly Latest Features How-To Geek ETC The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin View the Cars of Tomorrow Through the Eyes of the Past [Historical Video] Add Romance to Your Desktop with These Two Valentine’s Day Themes for Windows 7 Gmail’s Priority Inbox Now Available for Mobile Web Browsers Touchpad Blocker Locks Down Your Touchpad While Typing Arrival of the Viking Fleet Wallpaper A History of Vintage Transformers [Infographic]

    Read the article

< Previous Page | 304 305 306 307 308 309 310 311 312 313 314 315  | Next Page >