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About TheBroodian

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  1. I've been writing a 2D platformer for some time now, and I'm getting to the point where I am preparing to add more objects to the world other than the player. This has led me to a position where I need to create some sort of collision system for dynamic world objects (NPC's/enemies, movable objects, floating platforms, etc). Up to this point the player has only utilized world-based collision detection, which works great, but world data is static, so I can't really use it to solve dynamic world object collisions. To start off with, I was just trying to form some sort of system so that the player could push, or be pushed by objects (be they enemies, or some other neutral type source) that would also sort of simulate a sort of weight between objects. It doesn't have to be perfect but I haven't been able to nail it down yet. Here is the code I've written so far to give an example about what in theory I'm trying to achieve: [source lang="csharp"]//Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-((offset * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(((offset * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2(((offset * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-((offset * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } }[/source] Unfortunately for me, this code doesn't exactly work. It... produces results, but not as intended. When an object pushes into another object, it's almost as though the object pushing has met a wall, which isn't entirely undesirable behavior in of itself, but then when the object stops pushing, both objects sort of rubberband in the opposite direction. Sorry if the code looks like a mess. Any thoughts are immensely appreciated.
  2. I'm currently developing a PC game with the assistance of XNA and I'm integrating keyboard and gamepad control support. Up until now I've only supported gamepad control, and finding an elegant way to allow the player to choose one or the other is posing a complicated task to resolve. I was thinking of creating a class that would sort of convert either input into a universal sort of data that the game could then use for the player's character and the rest of the game to interpret- but I don't exactly know what that might look like, and I don't know where to start? Then, I thought maybe it would be simpler to create a duplicate of my main character's class, except adjust it to respond to keyboard input instead of gamepad input. Can anybody offer any insight?
  3. Excuse me, how silly of me, I'm using XNA with a wrapper for direct input.
  4. Trying to work on some sort of a button assignment system to change key bindings for controllers and keyboards. I have some sort of foggy idea about how I would do this, but I reach a point where the idea escapes me a little bit. Both direct input and Xinput's buttons correspond to an int, so it would seem simple enough to be able to attach that int to a string to symbolize the function the button has in the game (as the player prefers). But I'm a little unsure of how I would set this up. In case I'm explaining this poorly, this is sort of how I would like it to work: A menu queries the player to press the button he wants to use to Jump. Player presses the button he wants to use for Jumping. That button returns its int value corresponding to that button, and the game stores that int somewhere and correlates it to the action/function. Anytime the button is pressed with that value, the game will relate it to the "Jump" button. And if at a later time the player would like to do so, he can reassign the button to another function, and use a different button for Jump.
  5. So, I've been developing a game in XNA and I've been trying to lay the foundation for my game before starting on the real meat and potatoes of the game itself and getting all of my game components in order. For the most part I think I'm almost ready to start with some actual gameplay, but I have one big unsightly brown spot in my game that I'd really like to be able to do something about, but cannot quite figure out how. I'd really like to implement direct input into my game being as I don't own an XBox controller myself, and I know that without it, I'm shooting myself in the foot because very few people do in general (at least as far as a PC game goes, obviously it isn't such a big deal if I produce an XBox version of my game, but at the moment I only have plans to release it as a PC game). I've read as much as I can about wrappers for XNA to access direct input, and have eyeballed a few wrappers for it, but cannot for the life of me find any worthwhile documentation on how it works, and as a result have sort of shelved the idea.In summary: has anybody worked at all with any wrappers like nuclex.input or soopah.xna.input or any other sort of direct input wrapper? Can anybody explain how they work or how I would go about making my own wrapper?