Search found 160 matches
- Wed Jun 22, 2011 5:53 pm
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Re: Artificial Stupidity
My problem (at least in my mind) has nothing to do with collision. I'm simple trying to get the AI's x and y to the gem's x and y.
- Wed Jun 22, 2011 2:51 pm
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Re: Artificial Stupidity
That's kind of what's happening. The AI checks to see if it's x pos is less than the gem's, and if it is, the AI moves 2 pixels right. The problem is, if for example the AI's x is 100, and the gem's x is 101, then the AI will move 2 pixels right, causing it's x pos to be greater than the gem's x pos...
- Tue Jun 21, 2011 6:18 am
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Re: Artificial Stupidity
I tried outputting the player's and the gem's coordinates, and it turn out it happens when the second player's x coord is less than two less than the gem's x coords.
- Sun Jun 19, 2011 5:44 pm
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Re: Artificial Stupidity
Alright, I've fixed it so that the AI no longer walks past the gem. However, it now gets stuck when the AI is to the left of the gem. Here's my code: if ((int)player2Pos.x < (int)gemPos.x) { player2Direction = RIGHT; player2Animating = true; player2.Move(3, 0); } else if ((int)player2Pos.x > (int)ge...
- Sun Jun 19, 2011 7:58 am
- Forum: Programming Discussion
- Topic: New to gameprogramming but very exited to begin
- Replies: 13
- Views: 2306
Re: New to gameprogramming but very exited to begin
SDL is a nice library, but it is also a little restrictive in that you can only have 1 window at a time, and its normal drawing, compared to SFML (which is based on OpenGL), runs about as fast as an elephant with a broken knee. It does the job, but I can't say it's great. In SDL 1.3, pretty much al...
- Sun May 29, 2011 4:10 pm
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Re: Artificial Stupidity
That causes the player to walk past the gem. The x and y coords do correspond to the top left corner of both, and the width and height of both objects in greater than 5.
- Sun May 29, 2011 7:20 am
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Re: Artificial Stupidity
Yes, but I want the second player to travel in straight lines to the gem.dandymcgee wrote:Toward the gem?lotios611 wrote:That change made the second player travel diagonally.
- Sat May 28, 2011 6:15 pm
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Re: Artificial Stupidity
That change made the second player travel diagonally. My project is all in main.cpp, which I've uploaded to pastebin here.
- Sat May 28, 2011 1:26 pm
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Re: Artificial Stupidity
It's still not working. Now it works when the gem is to the right or above the second player, but not when it is to the left of the player.
Edit: It turns out it works sometimes, but not other times...
Edit: It turns out it works sometimes, but not other times...
- Sat May 28, 2011 8:33 am
- Forum: Programming Discussion
- Topic: Artificial Stupidity
- Replies: 25
- Views: 3172
Artificial Stupidity
I'm working on a remake of Pickin' Sticks, and am trying to get some AI so that you can have a second player that is controlled by the computer. My problem is, the second player just walks right past the gem, going down. For example, say the gem spawns at 200, 200 and the second player spawns at 0, ...
- Tue May 10, 2011 5:32 am
- Forum: Game Development
- Topic: [Question] Lua/C++ Balance, sequencing and Lua questions.
- Replies: 7
- Views: 3835
Re: [Question] Lua/C++ Balance, sequencing and Lua questions
I have no idea how to handle waiting until a key is pressed before returning to your Lua script without halting other things going on in your game, but I think you should handle the talk event in Lua so you can change what the entity says without having to recompile. That's pretty much the whole rea...
- Thu Apr 07, 2011 6:09 pm
- Forum: Programming Discussion
- Topic: Simple C Error
- Replies: 6
- Views: 887
Re: Simple C Error
char *cmd = (char *)malloc(sizeof(char) * (strlen("gcc -std=c99 ") + strlen(fileName) + 1)); // The sizeof(char) may look a little redundant, but I have a habit of writing my C-style allocations to be ready to upgrade to wide characters with just a few project-wide find/replaces. sprintf(...
- Thu Apr 07, 2011 5:46 pm
- Forum: Programming Discussion
- Topic: Simple C Error
- Replies: 6
- Views: 887
Re: Simple C Error
char *cmd = (char *)malloc(sizeof(char) * (strlen("gcc -std=c99 ") + strlen(fileName) + 1)); // The sizeof(char) may look a little redundant, but I have a habit of writing my C-style allocations to be ready to upgrade to wide characters with just a few project-wide find/replaces. sprintf(...
- Wed Apr 06, 2011 5:08 pm
- Forum: Programming Discussion
- Topic: Simple C Error
- Replies: 6
- Views: 887
Re: Simple C Error
I am trying to code a brainfuck compiler thingy, and am almost done. However, I have ran into a problem. For some reason, the following code segfaults when ran. char* fileName = malloc((int)strlen(strcat(stripFileExtension(argv[1]), ".c")) * sizeof(char)); strcpy(fileName, strcat(stripFil...
- Wed Apr 06, 2011 4:21 pm
- Forum: Programming Discussion
- Topic: Simple C Error
- Replies: 6
- Views: 887
Simple C Error
I am trying to code a brainfuck compiler thingy, and am almost done. However, I have ran into a problem. For some reason, the following code segfaults when ran. char* fileName = malloc((int)strlen(strcat(stripFileExtension(argv[1]), ".c")) * sizeof(char)); strcpy(fileName, strcat(stripFile...