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Dustin Booher

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  1. Okay I fixed it by changing [color=#660066]Switches[/color][color=#666600].[/color][color=#000000]tileset[/color][color=#666600].[/color][color=#660066]GetData[/color][color=#666600]<[/color][color=#660066]Color[/color][color=#666600]>([/color][color=#006666]0[/color][color=#666600],[/color] [color=#000000] [/color][color=#000088]new[/color][color=#000000] [/color][color=#660066]Rectangle[/color][color=#666600]([/color][color=#000000]x [/color][color=#666600]*[/color][color=#000000] image_width[/color][color=#666600],[/color][color=#000000] y [/color][color=#666600]*[/color][color=#000000] image_height[/color][color=#666600],[/color][color=#000000] image_width[/color][color=#666600],[/color][color=#000000] image_height[/color][color=#666600]),[/color] [color=#000000] data[/color][color=#666600],[/color][color=#000000] x[/color][color=#666600]*[/color][color=#000000]image_width [/color][color=#666600]+[/color][color=#000000] [/color][color=#666600]([/color][color=#000000]y [/color][color=#666600]*[/color][color=#000000] image_width[/color][color=#666600]),[/color][color=#000000] image_height [/color][color=#666600]*[/color][color=#000000] image_width[/color][color=#666600]);[/color] [color=#666600]to [/color] [CODE] Switches.tileset.GetData<Color>(0, new Rectangle(x * image_width, y * image_height, image_width, image_height), data, 0, image_height * image_width);[/CODE] but now its not reading my first tile at all, it just reads the second one twice.
  2. so im trying to split up a tileset into seperate tiles, ive done this before but idk what im doing wrong atm. [CODE] image_width = Switches.tileset.Width / target_cols; image_height = Switches.tileset.Height / target_rows; Color[] data=new Color[image_height*image_width]; Texture2D temp = new Texture2D(Switches.device, image_width, image_height); Switches.images = new List<Texture2D>(); Switches.positions = new List<Vector2>(); for (int y = 0; y*image_height < Switches.tileset.Height; y++) { for(int x=0;x*image_width<Switches.tileset.Width;x++) { data = new Color[image_height * image_width]; Switches.tileset.GetData<Color>(0, new Rectangle(x * image_width, y * image_height, image_width, image_height), data, x*image_width + (y * image_width), image_height * image_width); temp.SetData<Color>(data); Switches.images.Add(temp); Switches.positions.Add(new Vector2(x*image_width,y*image_height)); } }[/CODE] thats my code, in the example im use tile width/height is 32x32 and the image is 64x32 (only 2 tiles)
  3. So im creating a "Falling Sand Game" but have run into an issue. What ive done is I have a grid containing one element per pixel and its 800x480 so its [CODE]_GRID[800,480][/CODE] The grid contains data of type _node, which is setup as follows: [CODE] public class _node { public _type _TYPE=_type._NULL; public int _ID=-1; }[/CODE] In addition i have a [CODE]List<Sprite> Sprites[/CODE] For holding all the sprite data. Right now I only have sand & Water working, but i want the sand to sink if water is direcly above it. I figured the best way to go about this, is to check if a Sand Element has A Water Element directly below it then switch the positions. Im Checking like this: [CODE] if (_Grid[_x, _y + 1]._TYPE != _type._NULL && (_Grid[_x, _y + 1]._TYPE != _type._SAND)) { if (_Grid[_x, _y + 1]._TYPE == _type._WATER) { _sprite _TEMPS = _sprites[_Grid[_x, _y + 1]._ID]; _sprite._switch(Con,ref _Grid, ref _TEMPS); _sprites[_Grid[_x, _y + 1]._ID] = _TEMPS; } }[/CODE] So first it makes sure there is Something (that's not sand) below it. Then it checks to see if its water. Then it Creates a temporary Sprite to be Passed to the Switch Method if it Is Water. Once that's done It updates the Sprite list Changing it to the Temporary Sprite. Switch Method: [CODE] public void _switch(ContentManager Con, ref _node[,] _grid ,ref _sprite _Sprite) { _sprite _Temp = new _sprite(Con,new Vector2(_Sprite._POSITION.X,_Sprite._POSITION.Y), _Sprite._TYPE,_Sprite._COLOR,_Sprite._ID); _node _Node = _grid[(int)_Sprite._POSITION.X, (int)_Sprite._POSITION.Y]; _grid[(int)_Sprite._POSITION.X, (int)_Sprite._POSITION.Y] = _grid[(int)_POSITION.X, (int)_POSITION.Y]; _grid[(int)_POSITION.X, (int)_POSITION.Y] = _Node; _Sprite._POSITION = _POSITION; _Sprite._ID = _ID; _Sprite._COLOR = _COLOR; _Sprite._TYPE = _TYPE; _POSITION = _Temp._POSITION; _ID = _Temp._ID; _COLOR = _Temp._COLOR; _TYPE = _Temp._TYPE; }[/CODE] Fairly straight forward, it takes the Data from the Temporary sprite, and Switches it with the sprite that is currently being processed. Or at least it should, Ive tried 1000 things but when i spawn sand above water it just sits on top. For clarity ive included the game below if you want to see what i mean (Just spawn water then sand above it). All im trying to figure out is WHY they aren't switching, any help is appreciated. Thank you.
  4. okay so ive been stuck on this for quite some time now, my goal is to take an object which has its position update with a velocity (a vector 2 that is added to its position vector2). and to rotate this object (over time) until it holds the same place as its goal. as illustrated below. [attachment=6634:vel.png] hopefully you understand what i mean here. I don't want the velocity to rotate to face the object immediately. I need to gather the required angle to rotate to split that up over time. and to guarantee the regardless of where the object starts, where the destination is, or what its velocity is, that it will at one point or another intersect the object. ive tried this countless times and countless ways in my main project but all methods have failed. usually what happens is the object continually rotates and rotates in wider and wider circles. so i made a new project to work on just this where i have 2 blocks (each 16x16) one to illustate the goal. and the other moves with a velocity of (1,0) so dead right. I dont understand how to obtain the rotation angle to create the matrix to accomplish this. Please help