I thought about writing a new question, because there were too many comments and some other people could not get the proper idea of my doubt.
For this, I have posted my GameScene on Git: https://github.com/henriquesv/iOS_Tests/blob/master/GameScene.m
Summerizing:
This is a game where I have a few pipes connected and some pieces start already inside of them.
The user can touch each piece at a time and slide them through the tubes.
So, I have to be able to move each piece with a finger. The pieces cannot pass through the pipes (you can look at the piece of code where I check for some Areas). And each piece cannot overlap each other.. they are a barrier to each other.
What is the problem now?
The pipe areas are being respected (ok!), but the pieces are being overlapped by a few pixels and then they get stucked because on the next move they are already overlapped.
Any ideas?
Thank you!
Related
the MFC application I'm currently working on is a little hobby project, supposed to look like the green code rain from the movie Matrix. My application has the window divided into thousands of little squares, each holding a letter and each of which might need a redraw to the screen after 25 milliseconds (one frame). Currently, I tried to do this with CClientDC::TextOutW. However, depending on how many of the tiles need an update, calling TextOutW for all the necessary tiles might take anywhere from 30 to 75 milliseconds, which is obviously way too long. The output looked great, but it was just progressing too slowly.
Then I tried to use some multithreading to do the redrawing, but for that, each thread needed access to the screen. I couldn't find any documentation on whether a CClientDC can be used by multiple threads or if multiple threads can have several CClientDCs at once, writing to the same device. The multithreaded apllication I wrote compiles and runs, but the output looks pretty garbled.
I might have made a mistake somewhere (I'm not that well-experienced with multithreading yet), but then again, I might be trying to push butter through stone here. Can anyone tell me if what I'm trying to do with the CClientDC is even possible?
If multithreaded output to the screen via CClientDC is not possible, does anyone have another idea how I could output about 2000 letters on different positions onto the screen in the timespan of 20 milliseconds?
Thanks in advance!
As I understand rendering textures in SDL2, everything is waiting behind the scenes and a texture appears after using the SDL_RenderPresent() function and vanishes with SDL_RenderClear(), which you use before advancing to the next frame.
I understand that as far as it goes for imagery, but what about functionality? I have two button textures linked to mouse events that I want to see and use at different times in different places. I've got them rendering during different enum states and each button does indeed appear and disappear on cue when the states change.
However, since both button textures are always "there" even while not being rendered, I can still mouse click on the invisible button that isn't being rendered at any given time. This doesn't seem to be an issue for mouse motion events, just mouse button events. How do I make a texture inactive as well as invisible when it's not being rendered?
I solved this one with some tinkering and a more experienced programmer named mbozzi's help to clue me in the right direction as to what was going on. The underlying issue was due to my completely decoupling the GUI logic and GUI rendering. Which is what we are always told to do: decouple everything, right? But I needed to couple the logic and rendering that I want to occur at the same time and place.
My event poll>>mouse input>>image rendering code was one giant loop. However, when I split that giant loop into separate mini event poll>>mouse input>>image rendering loops that each runs independently (but not concurrently, I just put them in their own different enum game states), that clears up the issue. So, if anyone has a similar problem with clicking invisible buttons, hopefully this will help.
I want to make a game (something like theses) in C++ (Visual C++). Now a graphic game needs to refresh its picture quite often.
I can print around 20 blank lines. This method is unefficient and quite "laggy". What I need is something fast and efficient and that cause no memory problem because the game will process a lot of data (like mouvements, scores, coins...).
I've also tried to use system('cls'). This is quite bad because can "kinda" gives the player an epileptic attack!
Is there a better solution??
Thanks.
The command line has no image output. The only way you can fake it on the command line is the way you have described it.
The way to make a game efficient is to create a window yourself and then draw with DirectX or OpenGL something into that window. Then you can clear it and redraw it. This might not satisfy you at the moment, as it sounds more like a quick project. But in the long run, you will not be happy to "draw" on the command line if you search for efficiency.
I am working on a qt-vtk project. We have a line drawing function. where straight lines are created between two mouse click position. But once actor is created it is not visible. I was calling render function just after adding the actor. But it didn't work. But if i do camera->resetview() lines become visible , but entire perspective changes. Where am i doing wrong ?
thanks
Rwik
This may not be relevant to you, but I had this exact same problem (in ActiViz [managed VTK]) and wrangled with it for a week, so I hope this helps someone out there. It turned out to be a problem with the location of the lines we wanted to draw on the canvas; they were too far away from the camera (on the Z axis) to be visible.
For us, we were trying to draw a cross on the viewing area wherever the user clicked. The data points were there, as were the actors and whatnot, but they would only be visible in the scene if you called resetCamera() and thusly changed the camera's configuration.
Initially, I blamed the custom interactor that we had to add to cirvumvent the default interactor's swallowing of MouseUp events (intended behavior). Investigation revealed that this seemed unlikely.
After this I shifted the blame onto the camera under the suspicion that perhaps the reset call was making a call to some kind of update method which I wasn't aware of. I called resetCamera() and then reverted the camera values to what they were initially.
When this was successfully done, it eventuated that the crosses would appear when the camera zoomed out and then disappear again as soon as it was set back, and it was at this point I realized that it was something to do with the scene.
At this point, I checked the methods we were using to retrieve the mouse location in 3D and realized that the z value was enormous and it was placing the points too far away as a byproduct of VTK's methods to convert 2D locations on the control to 3D locations in the scene and vice versa.
So after all that, a very mundane and avoidable mistake that originated from the methods renderer.DisplayToWorld() and WorldToDisplay().
This might not be everyone's problem, but I hope I've spared someone a week of fiddling around with VTK.
I think that's a bit hard to help, without see the code, but have you tried using
ui->qvtkwidget->update();
, where ui is the instance of your class derived from QMainWindow?
Hi guys
I am new to the cocos2D.In my game i have one scene and several layer to display Menu,pause,level finish,game over. now i want to find out the layer which is being used on top of the scene. i already tried and got the solution to solve it by using boolean variable for every layer. but this is not a good way to use i thought.
please provide some suggestions
Thanks
Riash
You can simply keep a pointer to the active layer. And it is better to have different scenes for every game state because in this case your management will become much simpler. That's because typically your game scene will have more then one layer. For example: background, level objects, controls and so on.