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skuhtz

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  1. [quote name='LordRhys' timestamp='1354637069' post='5007108'] This is a bit of code obtained from Nick Gravelyn's RPG tutorial which will bounce the player character away from an nc character it collides with, you could possibly make something useful out of it. Sprite is the PC that is moving into s which is the npc, the Origin is the Position + an offset which is where you determine collision points. if (AnimatedSprite.AreColliding(sprite, s)) { // we are assuming that npcs will never move Vector2 d = Vector2.Normalize(s.Origin - sprite.Origin); sprite.Position = s.Position - (d * (sprite.CollisionRadius + s.CollisionRadius)); } [/quote] I modified the code using ideas out of this, but I still can't get it working properly. This is the only thing I've had major problems with and it's so aggravating [img]http://public.gamedev.net//public/style_emoticons/default/blink.png[/img] Although this doesn't work maybe some tips can be salvaged out of this? [CODE] Vector2 direction = Vector2.Normalize(collisionPoint - player1Origin); player1Pos = collisionPoint - (direction * player1Speed); [/CODE]
  2. I've gotten a lot closer with this... still not quite working correctly but I feel like I'm on the right track. I've basically divided the player's ship into 4 quadrants and adjusting the response based on the location of the collision in relation to the quadrants. I'm hitting the sack though, hopefully I can resolve this tomorrow [img]http://public.gamedev.net//public/style_emoticons/default/unsure.png[/img] [CODE] if (fgACollisionP1.X < (player1Pos.X + (player1.Width / 4)) | fgACollisionP1.Y < (player1Pos.Y + (player1.Height / 4))) player1Pos -= Vector2.Normalize(player1Pos - fgACollisionP1) * player1Speed; else if (fgACollisionP1.X > (player1Pos.X + (player1.Width * 0.75f)) | fgACollisionP1.X > (player1Pos.Y + (player1.Height * 0.75f))) player1Pos -= Vector2.Normalize(fgACollisionP1 - player1Pos) * player1Speed; [/CODE]
  3. Thanks for the reply. I couldn't make out anything useful from the code you posted, but what you said before got me thinking a little differently. I revised the code to look like this: [CODE] if (fgACollisionP1.X <= player1Pos.X) player1Pos -= Vector2.Normalize(player1Pos - fgACollisionP1) * shipSpeed; else player1Pos -= Vector2.Normalize(fgACollisionP1 - player1Pos) * shipSpeed; [/CODE] subtracting the collision point from the players position works fine while colliding with the back end of the ship and subtracting the player's position from the collision point works the same as before. The problem though, is when I put them into this if statement the first line doesn't read. I would figure this statement would check to see if the collision takes place to the left or right of the ship? Also, it's not actually a bouncing effect I'm getting, it's the opposite. The angles that aren't working properly actually suck the ship into the image rather than negating the movement.
  4. I've been struggling with this for a while and was determined to figure it out on my own, but I give up. I'm using per pixel collision detection in a scrolling shooter, which works just fine - It's the collision response that I've been struggling with. The bit of code bellow works perfectly fine while colliding with the terrain directly bellow the ship, but in any other direction the collision responds differently. What I'm trying to do with the code bellow is find the coordinates of where the collision takes place, turn that into a direction and then negate the ships movement based on that direction... Or at least I'm pretty sure that's what I'm trying to do. I've been staring at it for too long and it's almost 3am lol. fgACollisionP1 is where the collision takes place. [CODE] Vector2 newPos = player1Pos - fgACollisionP1; player1Pos += Vector2.Normalize(newPos) * 8; [/CODE] Can anyone shed some light on this?
  5. I'm following the book "C# Game Programming for Serious Game Creation" to learn c# and I've hit a wall... I've written Rendering and Sprite classes according to the books direction, but when I run the program nothing is rendering. I've checked for syntax errors and checked my code against the code in the book and even compared it to the code given on the CD bundled with the book. I'm fairly certain all of the needed references are accounted for, I'm really at a loss here x.X Any sort of guidance would be super duper All of this should be the only relevant code... [b]Renderer Class[/b] [code] using System; using System.Collections.Generic; using System.Linq; using System.Text; using Tao.OpenGl; namespace GameStructure { public class Renderer { public Renderer() { Gl.glEnable(Gl.GL_TEXTURE_2D); Gl.glEnable(Gl.GL_BLEND); Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA); } public void DrawImmediateModeVertex(Vector position, Color color, Point uvs) { Gl.glColor4f(color.Red, color.Green, color.Blue, color.Alpha); Gl.glTexCoord2f(uvs.X, uvs.Y); Gl.glVertex3d(position.X, position.Y, position.Z); } internal void DrawSprite(Sprite sprite) { Gl.glBegin(Gl.GL_TRIANGLES); { for (int i = 0; i < Sprite.VertexAmount; i++) { Gl.glBindTexture(Gl.GL_TEXTURE_2D, sprite.Texture.Id); DrawImmediateModeVertex( sprite.VertexPositions[i], sprite.VertexColors[i], sprite.VertexUVs[i]); } } Gl.glEnd(); } } }[/code][b] [/b] [b]Sprite Class[/b] [code] using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Runtime.InteropServices; namespace GameStructure { public class Sprite { internal const int VertexAmount = 6; Vector[] _vertexPositions = new Vector[VertexAmount]; Color[] _vertexColors = new Color[VertexAmount]; Point[] _vertexUVs = new Point[VertexAmount]; Texture _texture = new Texture(); public Sprite() { InitVertexPositions(new Vector(0, 0, 0), 1, 1); SetColor(new Color(1, 1, 1, 1)); SetUVs(new Point(0, 0), new Point(1, 1)); } public Texture Texture { get { return _texture; } set { _texture = value; // By default the width and height is set // to that of the texture InitVertexPositions(GetCenter(), _texture.Width, _texture.Height); } } public Vector[] VertexPositions { get { return _vertexPositions; } } public Color[] VertexColors { get { return _vertexColors; } } public Point[] VertexUVs { get { return _vertexUVs; } } private Vector GetCenter() { double halfWidth = GetWidth() / 2; double halfHeight = GetHeight() / 2; return new Vector( _vertexPositions[0].X + halfWidth, _vertexPositions[0].Y - halfHeight, _vertexPositions[0].Z); } private void InitVertexPositions(Vector position, double width, double height) { double halfWidth = width / 2; double halfHeight = height / 2; // Clockwise creation of two triangles to make a quad. // TopLeft, TopRight, BottomLeft _vertexPositions[0] = new Vector(position.X - halfWidth, position.Y + halfHeight, position.Z); _vertexPositions[1] = new Vector(position.X + halfWidth, position.Y + halfHeight, position.Z); _vertexPositions[2] = new Vector(position.X - halfWidth, position.Y - halfHeight, position.Z); // TopRight, BottomRight, BottomLeft _vertexPositions[3] = new Vector(position.X + halfWidth, position.Y + halfHeight, position.Z); _vertexPositions[4] = new Vector(position.X + halfWidth, position.Y - halfHeight, position.Z); _vertexPositions[5] = new Vector(position.X - halfWidth, position.Y - halfHeight, position.Z); } public double GetWidth() { // topright - topleft return _vertexPositions[1].X - _vertexPositions[0].X; } public double GetHeight() { // topleft - bottomleft return _vertexPositions[0].Y - _vertexPositions[2].Y; } public void SetWidth(float width) { InitVertexPositions(GetCenter(), width, GetHeight()); } public void SetHeight(float height) { InitVertexPositions(GetCenter(), GetWidth(), height); } public void SetPosition(double x, double y) { SetPosition(new Vector(x, y, 0)); } public void SetPosition(Vector position) { InitVertexPositions(position, GetWidth(), GetHeight()); } public void SetColor(Color color) { for (int i = 0; i < Sprite.VertexAmount; i++) { _vertexColors[i] = color; } } public void SetUVs(Point topLeft, Point bottomRight) { // TopLeft, TopRight, BottomLeft _vertexUVs[0] = topLeft; _vertexUVs[1] = new Point(bottomRight.X, topLeft.Y); _vertexUVs[2] = new Point(topLeft.X, bottomRight.Y); // TopRight, BottomRight, BottomLeft _vertexUVs[3] = new Point(bottomRight.X, topLeft.Y); _vertexUVs[4] = bottomRight; _vertexUVs[5] = new Point(topLeft.X, bottomRight.Y); } } } [/code] [b]Sprite Class Test State[/b] (using this state to test the rendering system) [code] using System; using System.Collections.Generic; using System.Linq; using System.Text; using Tao.OpenGl; namespace GameStructure { class TestSpriteClassState : IGameObject { TextureManager _textureManager; Renderer _renderer = new Renderer(); Sprite _testSprite = new Sprite(); Sprite _testSprite2 = new Sprite(); public TestSpriteClassState(TextureManager textureManager) { _textureManager = textureManager; _testSprite.Texture = _textureManager.Get("face_alpha"); _testSprite.SetHeight(256 * 0.5f); _testSprite2.Texture = _textureManager.Get("face_alpha"); _testSprite2.SetPosition(-256, -256); _testSprite2.SetColor(new Color(1, 0, 0, 1)); } public void Render() { Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); _renderer.DrawSprite(_testSprite); _renderer.DrawSprite(_testSprite2); Gl.glFinish(); } public void Update(double elapsedTime) { } } }[/code]