Heey, i've been looking alot on Lidgren, and i've managed to get some simple console client and servers, but i'm having a really hard time with 2D...
Basically what i have so far is only Console based applications but i found an Example of a 2D game using Lidgren. You opened a server, and then two applications. They connected automatically and you could play with the two windows, seeing the character move in the other screen. That project used an array to load the textures and in the Draw() method it simple draws the array, but using a value from:
foreach (var kvp in positions)
{
// use player unique identifier to choose an image
int num = Math.Abs((int)kvp.Key) % textures.Length;`
// draw player
spriteBatch.Draw(textures[num], kvp.Value, Color.White);
}
Could someone explain what that num variable does? And if i wanted to use diffrent classes to do this, would i simply just do the same but in the player classes, and also, animations - how do you send texture update data?? Sorry that i'm asking so much..but i haven't found anything that actually helps :/
Thanks in advance and if you need to know something else, tell me! :)
The num variable simply chooses a unique texture, that will always be the same, from the textures array. Say you have 4 textures, but the Key the modulo operator (%) will get the remainder of 7/4, which would be 3. Basically it would wrap it around the amount of textures, because they would have to repeat (Ex, Id 4 and Id 8 have the same textures)
For now you can just use a static texture, but you can use the same code to choose a texture variation.
What do you mean texture update data? Such as changing textures, or updating positions? If changing textures, is the texture known or not? (Ex, can an ID/name be sent, or does the data have to?)
Related
I'm trying to create a grid system for a 2D game. Not completely sure if I'll go with a hexagon-grid or isometric, but which shouldn't matter too much here. Basically, I'm trying to create a tower defense game where you deploy units instead of towers, and can move those as if you were playing a tactical game. The problem is that the tiles themselves are gonna be complex - there will be different types of terrain. Some units can only be deployed in X, and can't go through Y, that kind of thing. I also need the ability to add some logic to these tiles at will - who knows, maybe I want a special tile to give extra attack range to units above it, that kind of thing. The game must also "feel" like a grid - making things snap to the center of the tiles, as well as highlighting the tiles on hover and when moving/attacking.
Okay, this leads me to a pretty obvious route: I can create prefabs for the different types of tiles I need, add all the proprieties and logic as script components and create a grid class that instantiates each tile in the world. This works great, cause this way I have full control over everything - I can do whatever I want with the tiles, and I can also create a 2d matrix for their positions as I instantiate them. This way I can call tile[3, 6] for example, which sounds like a huge deal for pathing, highlighting and such. I can also link whatever gameobject is on top of it to the tile itself, so I could call something like tile[6, 2].ObjectOnTop.~WhateverInfoINeedFromIt, which also sounds super handy for overall logic.
But the shortcomings are also terrible - how do I even design and deploy different levels designs? The only way I can think of it is to figure out a way to do it all by hand, export that info somehow to a json file, and have the grid class that instantiates everything select which tile will be instantiated where based on the json info. I not only have no idea how to actually implement that, but I also think it would be an absurd amount of work for something that is supposed to be natural. I'm also not sure if a gameobject for each tile is a good idea in terms of performance. The biggest problem? It's easy to create such a grid if it's a simple squared tiles grid - but when we start talking about hexagons and isometric grids... it's not nearly as easy, honestly. The complex shapes make it so difficult to work with this kind of thing. For example, how do I even convert the mouse position into the equivalent tile? It's super easy for squares... not so much for the rest. It also kind of sucks that the grid is only really deployed when the game runs (is this generally considered a bad thing that I should avoid, btw?).
But don't worry, cause I've found the solution: tilemaps! Of course! It fixes all the problems I have, right? Supposedly yes, but it also removes all the power I had from having prefabs. Now I can't have any logic with tiles... They can't store any properties... so I'm doomed, I guess. I've read a bit on ways to overcome this (prefab brushes, custom classes inherenting from Tile, making a tilemap for each tile type), but they are honestly extremely niche and just don't feel right.
It's so weird, a generic grid system like this was supposed to be so simple and common. But I can barely find any information at all. It's like I'm missing this pretty obvious tool that no one seems to mention cause it's that obvious. So here I am, struggling to start a project cause I can't even figure out how to implement the basic structure of the game. Everything I see online leads me to tilemaps - but they only work for very basic stuff, from what I understood. I won't work for this kind of game, I think. I have no idea what to do at this point - there must be an optimal way to solve everything, the one that is likely used for all the devs that work on this kind of game. And honestly, there are a ton of them.
So, please, shed me some light. And thanks a lot in advance!
(Here's someone that posted an extremely similar question: Per Tilemap Tile Data Storage & Retrieval)
I have the exact same problem. The best i found is this: https://m.youtube.com/playlist?list=PLzDRvYVwl53uhO8yhqxcyjDImRjO9W722
It is playlist by CodeMonkey where he creates grid by script but also adding generics, which allow you to have that logic that you want and adding visual tiles. The only problem is that while I want squares while you want different shapes. I don't know how to do that, maybe you can adjust the grid(more likely tilemap it uses to display visuals) or maybe you should just let go of different shapes, i don't know.
Hope i helped at least little. I seen this post and it is very sad that noone replied to you. Hope you can achieve what you want and that it will be succes. Good luck and mainly have fun : )
convert mouse position to tile position can be done different ways, simplest would be to raycast the mouse and see if it hits a tile
probably easiest to make a 2dimensional array of tiles of class 'Tile', even if its hex break it down into a 2d array and offset , setup the tiles dynamically in code
for pathing and such djikstra algorithm is pretty useful
https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm
May be it can help
grid = new gridSpace[roomWidth + 3, (roomWidth / 2) + 2];
int xStep = 4; # 2:1 isometry type
for (int x = 0; x < roomWidth - 1; x += xStep) #xStep depends by type of isometry
{
int minX = x;
int maxX = x + 2;
int localX = x;
for (int y = roomWidth / 2; y > -1; y--)
{
grid[localX, y] = gridSpace.empty;
if (localX == minX)
{
localX = maxX;
}
else
{
localX = minX;
}
}
}
So I'm trying to create a VR maze game in unity with a fixed map using 1x1x1 default cubes and a c# script to store the map data. I'm a bit new to this kind of stuff so before moving on I wanted to ask more experienced people what kind of method I should use to store the data for the maze structure. I'm currently looking at a 100x100x100 maze, and my idea was to use 2d arrays with a 'y' or 'n' in each index that determines if that location has a block or not, and if it does, it takes the index as vector values and generates a gameobject at that location. I feel like there are definitely better methods that games like Minecraft use, but I have no idea how they work. Any help would be appreciated. Thanks!
In Minecraft, not all map data is stored. the only thing stored is one chunk, which is 16 * 16 * (map height) = 65536 blocks, and the seed value, and the blocks that user has modified. Using this seed value, map is generated as needed.
But in your case, it doesn't seem to be that there is some kind of map generation feature. So I think it would be enough to store tuples, like List<(int x, int y, int z)> If the block that contains wall is more than blank spaces, you can store the coordinates of the wall blocks, like (0, 0, 0), (0, 0, 1), ... If the blank space is more, then store the coordinates of blank spaces.
With regard to saving this list, you may consider the way of JSON Seriallization, or if you want to store just a list of tuples, you may construct your own way to store and parse it via .txt files.
Hope this answer would help :)
I am a beginner in Unity and I'm trying to make something pretty simple. However, I don't know where to start. I have a number of 'knots' in the scene, that the player will be able to select. They will then be able to connect two knots. I managed to find all knots in a range of 40 from the player's position and put them in an array. The next step would be to 'navigate' through the knots. I want the player to use the left analogue stick for that, but I don't know how to go about it. When they hold the stick at 120°, the knot closest to that position would be able to be selected by pressing another button. I looked at some UI navigation scripts, but this situation is pretty different as it's a two dimensional space. Does anyone have any suggestion on how to go about this? Thank you.
screenshot
It sounds to me like you're going to have to do some trigonometry to be able to find the nearest "knot." Each of these--at least if you're programming well--should each be an object whose x and y location variables can be accessed from your script.
You could iterate through the list of collected objects and compare them to your current location and store the object in a temporary variable if it is a shorter distance than the last object in the array.
Here's some pseudocode that should help illustrate my point:
for item in array {
Object closestKnotDist = Null
Float currentKnotDist = math.sqrt((player.x-item.x)**2 + (player.y-item.y)**2)
if currentKnotDist < closestKnotDist {
closestKnotDist = currentKnotDist
}
}
Thus, closestKnotDist will be the closest object to the player. Manipulate it how you will.
Not sure if this answered your question, but feel free to add some more explanation if not!
I'm making a 2D top down survival game, maximum sprite count for the top level is 100 sprites.
When I use a random to generate their vector positions occasionally i'll get some overlap between sprites.
So to combat this i'm going to store some pre-defined positions.
The question
So my question is what would be the best way of storing these. Initially i was going to store them in an array, however i'm thinking that storing them in a text file and reading them in at the start of the game would be a better solution.
I'm a beginner so if anyone could give any advice on this it would be much appreciated.
Many thanks
Yes store them in a CSV (comma separated values) text file, or if you want, use a database, although I would recommend the former. Database storage sounds like overkill in your situation. On start-up you would load the values into an array. If you don't the game will lag every time it gets a value. You just need the text file for persistent storage and then the array for usage.
Hope this clears your issue up for you!
Why don't you just check if the position of the sprites overlap? If the sprites do not overlap often this should not add too much calculations and grands more randomness then a fixed position template.
What you do in the class for the entities with the sprite is add a public Rectangle, you probably already use a rectangle to draw them to the screen. Making this public allows you to do something like this in the class that generates the entities.
if (addSprite)
{
Entity newEntity = new Entity(random position);
foreach (Entity e in entityList)
{
if (newEntity.rectangle(Intersects(newEntity.rectangle))
{
//give a new position to newEntity and run this loop again
}
else
{
entityList.add(newEntity);
}
}
I am trying to figure out a way of getting Sikuli's image recognition to use within C#. I don't want to use Sikuli itself because its scripting language is a little slow, and because I really don't want to introduce a java bridge in the middle of my .NET C# app.
So, I have a bitmap which represents an area of my screen (I will call this region BUTTON1). The screen layout may have changed slightly, or the screen may have been moved on the desktop -- so I can't use a direct position. I have to first find where the current position of BUTTON1 is within the live screen. (I tried to post pictures of this, but I guess I can't because I am a new user... I hope the description makes it clear...)
I think that Sikuli is using OpenCV under the covers. Since it is open source, I guess I could reverse engineer it, and figure out how to do what they are doing in OpenCV, implementing it in Emgu.CV instead -- but my Java isn't very strong.
I looked for examples showing this, but all of the examples are either extremely simple (ie, how to recognize a stop sign) or very complex (ie how to do facial recognition)... and maybe I am just dense, but I can't seem to make the jump in logic of how to do this.
Also I worry that all of the various image manipulation routines are actually processor intensive, and I really want this as lightweight as possible (in reality I might have lots of buttons and fields I am trying to find on a screen...)
So, the way I am thinking about doing this instead is:
A) Convert the bitmaps to byte arrays and do brute force search. (I know how to do that part). And then
B) Use the byte array position that I found to calculate its screen position (I'm really not completely sure how I do this) instead of using the image processing stuff.
Is that completely crazy? Does anyone have a simple example of how one could use Aforge.Net or Emgu.CV to do this? (Or how to flesh out step B above...?)
Thanks!
Generally speaking, it sounds like you want basic object recognition. I don't have any experience with SIKULI, but there are a number of ways to do object recognition (Edge based template matching, etc.). That being said you might be able to go with just straight histogram matching.
http://www.codeproject.com/KB/GDI-plus/Image_Processing_Lab.aspx
That page should show you how to use AForge.net to get the histogram of an image. You would just do a brute force search using something like this:
Bitmap ImageSearchingWithin=new Bitmap("Location of image"); //or just load from a screenshot or whatever
for (int x = 0; x < ImageSearchingWithin.Width - WidthOfImageSearchingFor; ++x)
{
for (int y = 0; y < ImageSearchingWithin.Height - HeightOfImageSearchingFor; ++y)
{
Bitmap MySmallViewOfImage = ImageSearchingWithin.Clone(new Rectangle(x, y, WidthOfImageSearchingFor, HeightOfImageSearchingFor), System.Drawing.Imaging.PixelFormat.Format24bppRgb);
}
}
And then compare the newly created bitmap's histogram to the one that you calculated of the original image (whatever area is the closest in terms of matching is what you would select as being the region of BUTTON1). It's not the most elegant solution but it might work for your needs. Otherwise you get into more difficult techniques (of course I could be forgetting something at the moment that might be simpler).