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  • Update text on CCLabelTFF end in bad access?

    - by TheDeveloper
    I'm doing a little game in Coco2D and I have a countdown clock Note: As I am just trying to fix a bug, I am not working on cleanup so the timer can stop, etc. Here is my code I'm using to setup the label and start the timer: timer = [CCLabelTTF labelWithString:@"10.0000" fontName:@"Helvetica" fontSize:20]; timerDisplay = timer; timerDisplay.position = ccp(277,310); [self addChild:timerDisplay]; timeLeft = 10; timerObject = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(updateTimer) userInfo:nil repeats:YES]; Note: timeLeft is a double This is updateTimers's code: -(void)updateTimer { NSLog(@"Got Called!"); timeLeft = timeLeft -0.1; [timer setString:[NSString stringWithFormat:@"%f",timeLeft]]; timerDisplay = timer; timerDisplay.position = ccp(277,310); [self removeChild:timerDisplay cleanup:YES]; //[self addChild:timerDisplay]; if (timeLeft <= 0) { [timerObject invalidate]; } } When I run this I toggle between crashing on this this: [timer setString:[NSString stringWithFormat:@"%f",timeLeft]]; and in the green arrow thing it gives Thread 1: EXEC_BAD_ACCESS (code=2, address=0x8) and 0x197a7ff: movl 16(%edi), %esi and in the green arrow thing it gives Thread 1: EXEC_BAD_ACCESS (code=2, address=0x8)

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  • Deterministic floating point and .NET

    - by code2code
    How can I guarantee that floating point calculations in a .NET application (say in C#) always produce the same bit-exact result? Especially when using different versions of .NET and running on different platforms (x86 vs x86_64). Inaccuracies of floating point operations do not matter. In Java I'd use strictfp. In C/C++ and other low level languages this problem is essentially solved by accessing the FPU / SSE control registers but that's probably not possible in .NET. Even with control of the FPU control register the JIT of .NET will generate different code on different platforms. Something like HotSpot would be even worse in this case... Why do I need it? I'm thinking about writing a real-time strategy (RTS) game which heavily depends on fast floating point math together with a lock stepped simulation. Essentially I will only transmit user input across the network. This also applies to other games which implement replays by storing the user input. Not an option are: decimals (too slow) fixed point values (too slow and cumbersome when using sqrt, sin, cos, tan, atan...) update state across the network like an FPS: Sending position information for hundreds or a few thousand units is not an option Any ideas?

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  • ActiveRecord Validations for Models with has_many, belongs_to associations and STI

    - by keruilin
    I have four models: User Award Badge GameWeek The associations are as follows: User has many awards. Award belongs to user. Badge has many awards. Award belongs to badge. User has many game_weeks. GameWeek belongs to user. GameWeek has many awards. Award belongs to game_week. Thus, user_id, badge_id and game_week_id are foreign keys in awards table. Badge implements an STI model. Let's just say it has the following subclasses: BadgeA and BadgeB. Some rules to note: The game_week_id fk can be nil for BadgeA, but can't be nil for BadgeB. Here are my questions: For BadgeA, how do I write a validation that it can only be awarded one time? That is, the user can't have more than one -- ever. For BadgeB, how do I write a validation that it can only be awarded one time per game week?

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  • How did you learn to be a programming guru?

    - by Xonara
    College courses are obviously very helpful, but I hear all the time about great programmers that just "taught themselves," and I wonder how the hell they did it. Online tutorials are nice - online support, even better - but learning with nothing but online resources is difficult to say the least, and I don't know anybody that's experienced enough to help me learn. Even if I did, they probably wouldn't have the time for it. Any advice is greatly appreciated. Becoming an application/game designer is something I've wanted to achieve for a long, long time, even if I never use it for a career, and it does mean alot to me. However, I'm constantly thwarted by lack of motivation, or perhaps confidence. Though I've found some good tutorials online, sometimes I feel it just isn't enough to really get me somewhere, and my limited knowledge of computers (and any other technology) in general is hardly reassuring. I'm constantly getting the feeling that maybe it isn't "in me." Well, guess that's it. I just don't want to join the legions of aspiring techies that just gave up.

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  • C# XNA: What can cause SpriteBatch.End() to throw a NRE?

    - by Rosarch
    I don't understand what I'm doing wrong here: public void Draw(GameTime gameTime) // in ScreenManager { SpriteBatch.Begin(SpriteBlendMode.AlphaBlend); for (int i = 0; i < Screens.Count; i++) { if (Screens[i].State == Screen.ScreenState.HIDDEN) continue; Screens[i].Draw(gameTime); } SpriteBatch.End(); // null ref exception } SpriteBatch itself is not null. Some more context: public class MasterEngine : Microsoft.Xna.Framework.Game { public MasterEngine() { graphicsDeviceManager = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); // ... spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); screenManager = new ScreenManager(assets, gameEngine, graphicsDeviceManager.GraphicsDevice, spriteBatch); } //... protected override void Draw(GameTime gameTime) { screenManager.Draw(gameTime); // calls the problematic method base.Draw(gameTime); } } Am I failing to initialize something properly? UPDATE: As an experiment, I tried this to the constructor of MasterEngine: spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); spriteBatch.Begin(); spriteBatch.DrawString(assets.GetAsset<SpriteFont>("calibri"), "ftw", new Vector2(), Color.White); spriteBatch.End(); This does not cause a NRE. hmm.... UPDATE 2: This does cause an NRE: protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.End(); // boned here //screenManager.Draw(gameTime); base.Draw(gameTime); }

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  • How do i find if an object is before or after a waypoint?

    - by BoMann Andersen
    Im working on a racing game for a school project. Using Visual studio 10 pro, and Irrlicht. Sorry for bad grammar ., and its my first question so not sure if its done right. How i want it to work is that i make waypoints at different points on the track, and then i run my waypoint check to see if a car is past its next waypoint (the next it "needs" to go past), if yes then it updates the next waypoint, else nothing. The way i hope this will work is, i make a vector from n to n+1, then find the vector that is perpendicular to the first vector at n. Then i see if the object is in front or behind that vector. I found a Gamedev.net forumpost that helped me make this function: void Engine::checkWaypoint(Vehicle* vehicle) { btVector3 vector = waypoints[vehicle->nextWaypoint]; // n btVector3 nextVector = waypoints[vehicle->nextWaypoint + 1]; // n+1 vector = nextVector - vector; // First vector btVector3 pos = btVector3(vehicle->position.X,vehicle->position.Y,vehicle->position.Z); float product = vector.dot(pos - waypoints[vehicle->nextWaypoint]); // positiv = before, negative = behind if(product < 0) vehicle->nextWaypoint += 1; } Current bugs with this is: Updates the nextwaypoint more then ones without going past a new point. When it gets to the end and resets, it stops triggering on the first waypoints. So my questions: Is this an good way to do this? Did i do it right?

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  • XNA: What can cause SpriteBatch.End() to throw a NRE?

    - by Rosarch
    I don't understand what I'm doing wrong here: public void Draw(GameTime gameTime) // in ScreenManager { SpriteBatch.Begin(SpriteBlendMode.AlphaBlend); for (int i = 0; i < Screens.Count; i++) { if (Screens[i].State == Screen.ScreenState.HIDDEN) continue; Screens[i].Draw(gameTime); } SpriteBatch.End(); // null ref exception } SpriteBatch itself is not null. Some more context: public class MasterEngine : Microsoft.Xna.Framework.Game { public MasterEngine() { graphicsDeviceManager = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); // ... spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); screenManager = new ScreenManager(assets, gameEngine, graphicsDeviceManager.GraphicsDevice, spriteBatch); } //... protected override void Draw(GameTime gameTime) { screenManager.Draw(gameTime); // calls the problematic method base.Draw(gameTime); } } Am I failing to initialize something properly? UPDATE: As an experiment, I tried this to the constructor of MasterEngine: spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); spriteBatch.Begin(); spriteBatch.DrawString(assets.GetAsset<SpriteFont>("calibri"), "ftw", new Vector2(), Color.White); spriteBatch.End(); This does not cause a NRE. hmm.... UPDATE 2: This does cause an NRE: protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.End(); // boned here //screenManager.Draw(gameTime); base.Draw(gameTime); }

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  • Variable not accessible within an if statment

    - by Chris
    I have a variable which holds a score for a game. My variable is accessible and correct outside of an if statement but not inside as shown below score is declared at the top of the main.cpp and calculated in the display function which also contains the code below cout << score << endl; //works if(!justFinished){ cout << score << endl; // doesn't work prints a large negative number endTime = time(NULL); ifstream highscoreFile; highscoreFile.open("highscores.txt"); if(highscoreFile.good()){ highscoreFile.close(); }else{ std::ofstream outfile ("highscores.txt"); cout << score << endl; outfile << score << std::endl; outfile.close(); } justFinished = true; } cout << score << endl;//works

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  • Accessing derived class members with a base class pointer

    - by LRB
    I am making a simple console game in C++ I would like to know if I can access members from the 'entPlayer' class while using a pointer that is pointing to the base class ( 'Entity' ): class Entity { public: void setId(int id) { Id = id; } int getId() { return Id; } protected: int Id; }; class entPlayer : public Entity { string Name; public: entPlayer() { Name = ""; Id = 0; } void setName(string name) { Name = name; } string getName() { return Name; } }; Entity *createEntity(string Type) { Entity *Ent = NULL; if (Type == "player") { Ent = new entPlayer; } return Ent; } void main() { Entity *ply = createEntity("player"); ply->setName("Test"); ply->setId(1); cout << ply->getName() << endl; cout << ply->getId() << endl; delete ply; } How would I be able to call ply-setName etc? OR If it's not possible that way, what would be a better way?

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  • Fast (de)serialization on iPhone

    - by Jacob Kuypers
    I'm developing a game/engine for iPhone OS. It's the first time I'm using Objective-C. I made my own binary format for geometry data and for textures I'm focusing on PVRTC. That should be the optimal approach as far as speed and space are concerned. I really want to keep loading time to a minimum and - if possible - be able to save very fast as well. So now I'm trying to make my "Entity" stuff persistent without sacrificing performance. First I wanted to use NSKeyedArchiver. From what I've heard, it's not very fast. Also, what I want to serialize is mostly structs made of floats with some ints and strings, so there isn't really a need for all that "object graph" overhead. NSArchiver would have been more appropriate, but they kicked that off the iphone for some reason. So now I'm thinking about making my own serialization scheme again. Am I wrong in thinking that NSKeyedArchiver is slow (I only read that, haven't tested it myself)? If so, what's the best way to encode/decode structs (with no pointers, mostly floats) without sacrificing speed?

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  • trouble with state monad composition

    - by user1308560
    I was trying out the example given at http://www.haskell.org/haskellwiki/State_Monad#Complete_and_Concrete_Example_1 How this makes the solution composible is beyond my understanding. Here is what I tried but I get compile errors as follows: Couldn't match expected type `GameValue -> StateT GameState Data.Functor.Identity.Identity b0' with actual type `State GameState GameValue' In the second argument of `(>>=)', namely `g2' In the expression: g1 >>= g2 In an equation for `g3': g3 = g1 >>= g2 Failed, modules loaded: none. Here is the code: See the end lines module StateGame where import Control.Monad.State type GameValue = Int type GameState = (Bool, Int) -- suppose I want to play one game after the other g1 = playGame "abcaaacbbcabbab" g2 = playGame "abcaaacbbcabb" g3 = g1 >>= g2 m2 = print $ evalState g3 startState playGame :: String -> State GameState GameValue playGame [] = do (_, score) <- get return score playGame (x:xs) = do (on, score) <- get case x of 'a' | on -> put (on, score + 1) 'b' | on -> put (on, score - 1) 'c' -> put (not on, score) _ -> put (on, score) playGame xs startState = (False, 0) main str = print $ evalState (playGame str) startState

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  • Just for fun (C# and C++)...time yourself [closed]

    - by Ted
    Possible Duplicate: What is your solution to the FizzBuzz problem? OK guys this is just for fun, no flamming allowed ! I was reading the following http://www.codinghorror.com/blog/2007/02/why-cant-programmers-program.html and couldn't believe the following sentence... " I've also seen self-proclaimed senior programmers take more than 10-15 minutes to write a solution." For those that can't be bothered to read the article, the background is this: ....I set out to develop questions that can identify this kind of developer and came up with a class of questions I call "FizzBuzz Questions" named after a game children often play (or are made to play) in schools in the UK. An example of a Fizz-Buzz question is the following: Write a program that prints the numbers from 1 to 100. But for multiples of three print "Fizz" instead of the number and for the multiples of five print "Buzz". For numbers which are multiples of both three and five print "FizzBuzz". SO I decided to test myself. I took 5 minutes in C++ and 3mins in c#! So just for fun try it and post your timings + language used! P.S NO UNIT TESTS REQUIRED, NO OUTSOURCING ALLOWED, SWITCH OFF RESHARPER! :-) P.S. If you'd like to post your source then feel free

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  • Organising files and classes in XCode (iPhone application)

    - by pulegium
    It's a generic question and really a newbie one too, so bear with me... I'm playing with some iPhone development, and trying to create a simple "flip type" application. Nothing sophisticated, let's say on the flip side is a short application summary, bit like 'help' and on the main screen is a simple board game, let's say tic-tac-toe or similar. Now, XCode has generated me 'Main View', 'Flipside View' and 'Application Delegate' folders, with default template files in them. Now the question is where do I create appropriate 'MVC' classes? Let's say (V)iew classes are going to be the ones that have been automatically created. So the Flipside view class is responsible for generating text/images etc on the 'help' view. 'Main View' class is what draws the items on the table and updates the counters, etc. Where should I place the 'controller' class? And also, should it only be dealing with proxying only to the model? According to this the controller method is called from the view and manipulates the method classes. Similarly, the results from model are passed back to the view class by the controller issuing the calls to appropriate view methods. Similarly, where does the model class go? or should I just create a new folder for each, controller and model class files? What I'm after is the best practices, or just a short description how people normally structure their applications. I know it's very specific and also undefined... I came from Django background, so the way stuff is organised there is slightly different. Hope this makes sense, sorry if it's all bit vague, but I have to start somewhere :) And yes I've read quite few docs on the apple developer site, but trouble is that the documents are either going into too much detail about the language/framework/etc and the examples are way too simplistic. Actually, this leads me to the final question, has anyone know any good example of relatively complete application tutorial which I could use as a reference in organising my files?...

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  • How can I handle arbitrary text as "nouns" in Inform 7?

    - by Beska
    In Inform, I'd like to be able to create a new action, and have it be able to work on aribitrary text. I can easily create a new action that will work on existing things. Finding is an action with past participle found, applying to one thing. Understand "Find [something]" as finding. Carry out finding: say "You find [the noun]." But this only works on items that exist within the game world. If I try to "find fdsljk", for instance, it will fail because I haven't created a "fdsljk". I'd like to be able to "find fdsljk" and then be able to grab that extra text and respond with it...something like "You find the fdsljk." I was thinking that something like A foo is a kind of value. Finding is an action with past participle found, applying to one foo. Understand "Find [something]" as finding. Carry out finding: say "You find [the foo]." might be close...but it doesn't work. I get an error that reads: You wrote 'say "You find [the foo]."' , and in particular 'the foo': but this asked to say something of a kind which can't be said, or rather, printed. Although this problem can arise when you use complicated text substitutions which come in variant forms depending on the kinds of value used, far more often what this means is just that you tried to use a substituted value (e.g., in 'say "The dial reads [V]."') of a kind which could not be printed out. For instance, if V is a number or a piece of text, there is no problem: but if V is a parsing topic, say an entry in a 'topic' column of a table, then this problem will arise. The italics are mine, and highlight the key...I think this should be doable, but I'm taking the wrong path. Clues?

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  • How much does an InnoDB table benefit from having fixed-length rows?

    - by Philip Eve
    I know that dependent on the database storage engine in use, a performance benefit can be found if all of the rows in the table can be guaranteed to be the same length (by avoiding nullable columns and not using any VARCHAR, TEXT or BLOB columns). I'm not clear on how far this applies to InnoDB, with its funny table arrangements. Let's give an example: I have the following table CREATE TABLE `PlayerGameRcd` ( `User` SMALLINT UNSIGNED NOT NULL, `Game` MEDIUMINT UNSIGNED NOT NULL, `GameResult` ENUM('Quit', 'Kicked by Vote', 'Kicked by Admin', 'Kicked by System', 'Finished 5th', 'Finished 4th', 'Finished 3rd', 'Finished 2nd', 'Finished 1st', 'Game Aborted', 'Playing', 'Hide' ) NOT NULL DEFAULT 'Playing', `Inherited` TINYINT NOT NULL, `GameCounts` TINYINT NOT NULL, `Colour` TINYINT UNSIGNED NOT NULL, `Score` SMALLINT UNSIGNED NOT NULL DEFAULT 0, `NumLongTurns` TINYINT UNSIGNED NOT NULL DEFAULT 0, `Notes` MEDIUMTEXT, `CurrentOccupant` TINYINT UNSIGNED NOT NULL DEFAULT 0, PRIMARY KEY (`Game`, `User`), UNIQUE KEY `PGR_multi_uk` (`Game`, `CurrentOccupant`, `Colour`), INDEX `Stats_ind_PGR` (`GameCounts`, `GameResult`, `Score`, `User`), INDEX `GameList_ind_PGR` (`User`, `CurrentOccupant`, `Game`, `Colour`), CONSTRAINT `Constr_PlayerGameRcd_User_fk` FOREIGN KEY `User_fk` (`User`) REFERENCES `User` (`UserID`) ON DELETE CASCADE ON UPDATE CASCADE, CONSTRAINT `Constr_PlayerGameRcd_Game_fk` FOREIGN KEY `Game_fk` (`Game`) REFERENCES `Game` (`GameID`) ON DELETE CASCADE ON UPDATE CASCADE ) ENGINE=INNODB CHARACTER SET utf8 COLLATE utf8_general_ci The only column that is nullable is Notes, which is MEDIUMTEXT. This table presently has 33097 rows (which I appreciate is small as yet). Of these rows, only 61 have values in Notes. How much of an improvement might I see from, say, adding a new table to store the Notes column in and performing LEFT JOINs when necessary?

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  • How can I use TDD to solve a puzzle with an unknown answer?

    - by matthewsteele
    Recently I wrote a Ruby program to determine solutions to a "Scramble Squares" tile puzzle: I used TDD to implement most of it, leading to tests that looked like this: it "has top, bottom, left, right" do c = Cards.new card = c.cards[0] card.top.should == :CT card.bottom.should == :WB card.left.should == :MT card.right.should == :BT end This worked well for the lower-level "helper" methods: identifying the "sides" of a tile, determining if a tile can be validly placed in the grid, etc. But I ran into a problem when coding the actual algorithm to solve the puzzle. Since I didn't know valid possible solutions to the problem, I didn't know how to write a test first. I ended up writing a pretty ugly, untested, algorithm to solve it: def play_game working_states = [] after_1 = step_1 i = 0 after_1.each do |state_1| step_2(state_1).each do |state_2| step_3(state_2).each do |state_3| step_4(state_3).each do |state_4| step_5(state_4).each do |state_5| step_6(state_5).each do |state_6| step_7(state_6).each do |state_7| step_8(state_7).each do |state_8| step_9(state_8).each do |state_9| working_states << state_9[0] end end end end end end end end end So my question is: how do you use TDD to write a method when you don't already know the valid outputs? If you're interested, the code's on GitHub: Tests: https://github.com/mattdsteele/scramblesquares-solver/blob/master/golf-creator-spec.rb Production code: https://github.com/mattdsteele/scramblesquares-solver/blob/master/game.rb

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  • Start the Control Panel item Windows Update with WinExec.

    - by Bill
    Windows Vista Canonical Names The Microsoft website says "In Windows Vista and later, the preferred method of launching a Control Panel item from a command line is to use the Control Panel item's canonical name." According to the Microsoft website this should work: The following example shows how an application can start the Control Panel item Windows Update with WinExec. WinExec("%systemroot%\system32\control.exe /name Microsoft.WindowsUpdate", SW_NORMAL); For Delphi 2010 I tried: var CaptionString: string; Applet: string; Result: integer; ParamString: string; CaptionString := ListviewApplets1.Items.Item[ ListviewApplets1.ItemIndex ].Caption; if CaptionString = 'Folder Options' then { 6DFD7C5C-2451-11d3-A299-00C04F8EF6AF } Applet := 'Microsoft.FolderOptions' else if CaptionString = 'Fonts' then {93412589-74D4-4E4E-AD0E-E0CB621440FD} Applet := 'Microsoft.Fonts' else if CaptionString = 'Windows Update' then { 93412589-74D4-4E4E-AD0E-E0CB621440FD } Applet := 'Microsoft.WindowsUpdate' else if CaptionString = 'Game Controllers' then { 259EF4B1-E6C9-4176-B574-481532C9BCE8 } Applet := 'Microsoft.GameControllers' else if CaptionString = 'Get Programs' then { 15eae92e-f17a-4431-9f28-805e482dafd4 } Applet := 'Microsoft.GetPrograms' //... ParamString := ( SystemFolder + '\control.exe /name ' ) + Applet; WinExec( ParamString, SW_NORMAL); <= This does not execute and when I trapped the error it returned ERROR_FILE_NOT_FOUND. I tried a ExecAndWait( ParamString ) method and it works perfectly with the same ParamString used with WinExec: ParamString := ( SystemFolder + '\control.exe /name ' ) + Applet; ExecAndWait( ParamString ); <= This executes and Runs perfectly The ExecAndWait method I used creates a Windows.CreateProcess... if Windows.CreateProcess( nil, PChar( CommandLine ), nil, nil, False, 0, nil, nil, StartupInfo, ProcessInfo ) then begin try My Question Does WinExec require a different ParamString or am I doing this wrong with WinExec? I did not post the full ExecAndWait method but I can if someone wants to see it...

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  • UDP packets are dropped when its size is less than 12 byte in a certain PC. how do i figure it out the reason?

    - by waan
    Hi. i've stuck in a problem that is never heard about before. i'm making an online game which uses UDP packets in a certain character action. after i developed the udp module, it seems to work fine. though most of our team members have no problem, but a man, who is my boss, told me something is wrong for that module. i have investigated the problem, and finally i found the fact that... on his PC, if udp packet size is less than 12, the packet is never have been delivered to the other host. the following is some additional information: 1~11 bytes udp packets are dropped, 12 bytes and over 12 bytes packets are OK. O/S: Microsoft Windows Vista Business NIC: Attansic L1 Gigabit Ethernet 10/100/1000Base-T Controller WSASendTo returns TRUE. loopback udp packet works fine. how do you think of this problem? and what do you think... what causes this problem? what should i do for the next step for the cause? PS. i don't want to padding which makes length of all the packets up to 12 bytes.

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  • python list Index out of range error

    - by dman762000
    I am working on a python tetris game that my proffessor assigned for the final project of a concepts of programming class. I have got just about everything he wanted to work on it at this point but I am having a slight problem with one part of it. Whenever I start moving pieces left and right I keep getting "index out of range error". This only happens when it is up against a piece. Here are the culprits that are giving me grief. def clearRight(block=None): global board, activeBlock, stackedBlocks isClear = True if(block == None): block = activeBlock if(block != None): for square in block['squares']: row = square[1] col = square[0]+1 if(col >= 0 and stackedBlocks[row][col] !=None): isClear=False return isClear def clearLeft(block=None): global board, activeBlock, stackedBlocks isClear = True if(block == None): block = activeBlock if(block != None): for square in block['squares']: row = square[1] col = square[0]-1 if(col >= 0 and stackedBlocks[row][col] !=None): isClear=False return isClear I am not looking to get anyone to fix it for me, I'm only looking for tips on how to fix it myself. Thanks in advance for any help that is given.

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  • C++ AI Design Question

    - by disney
    Hi, I am currently writing a bot for a MMORPG. Though, currently I am stuck at trying to figure out how to nicely implement this. The design problem is related to casting the character spells in the correct order. Here is a simple example to what I need to archieve. It's not related to casting them, but doing it in the correct order. I would know how simply cast them randomly, by checking which skill has not yet been casted, but in right order as being shown in the GUI, not really. note: the skill amount may differ, it's not always 3, maximum 10 though. Charactername < foobar has 3 skills. Skill 1: Name ( random1 ) cooldown ( 1000 ms ) cast duration ( 500 ms ) Skill 2: Name ( random2 ) cooldown ( 1500 ms ) cast duration ( 700 ms ) Skill 3: Name ( random3 ) cooldown ( 2000 ms ) cast duration ( 900 ms ) I don't really know how I could implement this, if anyone has some thoughts, feel free to share. I do know that most of the people don't like the idea of cheating in games, I don't like it either, nor I am actually playing the game, but its an interesting field for me. Thank you.

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  • How come JFrame window size in Java does not produce the size of window specified?

    - by typoknig
    Hi all, I am just messing around trying to make a game right now, but I have had this problem before too. When I specify a specific window size (1024 x 768 for instance) the window produced is just a little larger than what I specified. Very annoying. Is there a reason for this? How do I correct it so the window created is actually the size I want instead of being just a little bit bigger? Up till now I have always just gone back and manually adjusted the size a few pixels at a time until I got the result I wanted, but that is getting old. If there was even a formula I could use that would tell me how many pixels I needed to add/subtract from my my variable that would be excellent! P.S. I don't know if my OS could be a factor in this, but I am using W7X64. private int windowWidth = 1024; private int windowHeight = 768; public SomeWindow() { this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setSize(windowWidth, windowHeight); this.setResizable(false); this.setLocation(0,0); this.setVisible(true); }

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  • Moving Computer Player in Xcode

    - by user1631497
    I am working on a 2d game using xcode and objective-c. I am trying to make my enemy player move left if I am left of him, until he is touching my character. The same will go when I am right of him. Basically just trying to get him to move towards me. But my code to do so is not working. So I have my code that says the following -(void)moveTowardsCharacter { enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; if (enemyLeftTimer == nil){ enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; } } -(IBAction)enemyStopLeft { if (CGRectIntersectsRect(bluebox.frame, redbox.frame)) { [enemyLeftTimer invalidate]; enemyLeftTimer = nil; } } -(void)goEnemyLeft { if (redbox.center.x + [self getRedboxWidthLeft] > bluebox.center.x + [self getBlueboxWidthRight]) { redbox.center = CGPointMake(redbox.center.x -5, redbox.center.y); } } So the first bit is saying for it to set up a timer to continue moving left. The next will stop the timer if my player(bluebox) and the Computer player(redbox) collide. Finally, the thing that actually tells it to go left, but only if the bluebox is left of the redbox. The getRedBoxWidth Left and getBlueBoxWidthRight are just voids that get, well, the left and right edges. If you could, please help try and solve this code. Thank You.

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  • Setting up a view to draw to in Objective-C (iPhone) ?

    - by Johannes Jensen
    Okay, so, I'm all new to iPhone and stuff, but I'm not even at programming, I have many years of experience with ActionScript 2.0 and 3.0, I want to set up a view, that I can also pass variables to. The view is gonna draw everything with Quartz. I tried to make another game where I tried to add a pointer to a NSMutableArray to the view class, but it didn't work cause I didn't know how to store an actual class. I wanted to do like: [myView setNeedsDisplay]; but I had to do [(View*)self.view setNeedsDisplay]; didn't really work out in the end... Okay, so now I got: - (void) viewDidLoad { [super viewDidLoad]; viewClass = [[View class] retain]; gameView = [[[viewClass alloc] initWithFrame: CGRectZero] retain]; [gameView setNeedsDisplay]; } This is in my drawInContext:context, which is fired by drawRect: Also, my drawRect does [self drawInContext: UIGraphicsGetCurrentContext()]; CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]); CGContextSetLineWidth(context, 3.0); CGContextSetLineCap(context, kCGLineCapRound); CGContextSetLineJoin(context, kCGLineJoinRound); CGMutablePathRef aPath = CGPathCreateMutable(); CGPathMoveToPoint(aPath, nil, 5, 5); CGPathAddLineToPoint(aPath, nil, 45, 43); CGContextAddPath(context, aPath); CGContextStrokePath(context); Nothing happens. Help? Oh yeah, I get this error: : invalid context for each time I use those functions. :[ Thanks!

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  • Using Visual Studio 2010 Express to create a surface I can draw to

    - by Joel
    I'm coming from a Java background and trying to port a simple version of Conway's Game of Life that I wrote to C# in order to learn the language. In Java, I drew my output by inheriting from JComponent and overriding paint(). My new canvas class then had an instance of the simulation's backend which it could read/manipulate. I was then able to get the WYSIWYG GUI editor (Matisse, from NetBeans) to allow me to visually place the canvas. In C#, I've gathered that I need to override OnPaint() to draw things, which (as far as I know) requires me to inherit from something (I chose Panel). I can't figure out how to get the Windows forms editor to let me place my custom class. I'm also uncertain about where in the generated code I need to place my class. How can I do this, and is putting all my drawing code into a subclass really how I should be going about this? The lack of easy answers on Google suggests I'm missing something important here. If anyone wants to suggest a method for doing this in WPF as well, I'm curious to hear it. Thanks

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  • Receiving "expected expression before" Error When Using A Struct

    - by Zach Dziura
    I'm in the process of creating a simple 2D game engine in C with a group of friends at school. I'd like to write this engine in an Object-Oriented way, using structs as classes, function pointers as methods, etc. To emulate standard OOP syntax, I created a create() function which allocates space in memory for the object. I'm in the process of testing it out, and I'm receiving an error. Here is my code for two files that I'm using to test: test.c: #include <stdio.h> int main() { typedef struct { int i; } Class; Class *test = (Class*) create(Class); test->i = 1; printf("The value of \"test\" is: %i\n", test->i); return 0; } utils.c: #include <stdio.h> #include <stdlib.h> #include "utils.h" void* create(const void* class) { void *obj = (void*) malloc(sizeof(class)); if (obj == 0) { printf("Error allocating memory.\n"); return (int*) -1; } else { return obj; } } void destroy(void* object) { free(object); } The utils.h file simply holds prototypes for the create() and destroy() functions. When I execute gcc test.c utils.c -o test, I'm receiving this error message: test.c: In function 'main': test.c:10:32: error: expected expression before 'Class' I know it has something to do with my typedef at the beginning, and how I'm probably not using proper syntax. But I have no idea what that proper syntax is. Can anyone help?

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