Event is action that is usually happenes "outside" of main program thread, but handled inside of it.
0
votes
2answers
62 views
How to design reward and points system?
There are few events in my game, like complete levels , complete puzzles , kill enemies and so on. Each such event will reward the player points and bonus powers. Now each "master" task (for example ...
3
votes
1answer
59 views
EventManager adding data to the event message
Some backstory:
I decided it was time to start making a game. I've got a bachelor degree in computer sciences, but I didn't really get to code much during my studies.
I've started making a quick ...
2
votes
1answer
79 views
When one should use events in Unity and how they impact performance?
let's say that inside an OnGUI() script we want to call a method from another script to handle a particular situation. From a prestational point of view, what's the difference between these 3 ...
1
vote
1answer
100 views
How do I best solve multiple component modifications via a single event?
I'm trying to solve multiple component modifications via a single event. Is there a better way of handling this?
I have an a label entity that cares about when a shield entity's hitpoints component ...
1
vote
1answer
146 views
Why game loop should be running on a separate thread?
I am struggling to fully understand the responsiveness argument suggesting to run the game loop on a separate thread other than main thread.
When OS sends a user event (touch, mouse move, etc.) it ...
0
votes
1answer
99 views
Why does this code to filter events with SDL not function properly?
According to the SDL2 wiki,
SDL_SetEventFilter : Use this function to set up a filter to process all events before they change internal state and are posted to the internal event queue.
...
3
votes
1answer
117 views
How can I detect mouse events on sprites in a canvas?
I'm making an HTML 5 game. I want mouse clicks on sprites drawn in a canvas element cause events that my code can react to. At the moment, I'm doing it by checking through all of my sprites in a ...
0
votes
2answers
148 views
How can I regulate update and event frequency?
I'm trying to create a small 2D RPG-type engine using C++, SDL/OpenGL and Tiled. My little demo looks very similar to a Pokemon or Zelda game.
I was curious how to go about regulating FPS and how ...
1
vote
1answer
100 views
Is the Key Bindings delay unavoidable in Java when pressing different directional keys quickly?
I've read just about every tutorial I can on why to use Key Bindings instead of implementing the KeyListener interface, including all the examples that show using a field to track the key event ...
0
votes
1answer
380 views
Keyboard and Mouse callbacks in GLUT
I'm using OpenGL via GLUT in Ubuntu.
While writing text in a text editor, the first keystroke is printed immediately.
But if we keep pressing the key, it waits for a moment and then prints a trail of ...
-1
votes
1answer
76 views
A custom method for events [closed]
Basically what I am trying to do here is to create an event system for a simple game engine I am working on.
I'm trying to make this program as platform independent as possible with the C++ language ...
-1
votes
1answer
92 views
Advice on developing a random event engine [closed]
I am looking into creating a random event engine like the one found in the Paradox Interactive’s Europa Universalis franchise.
They use a ‘mean time to happen’ mechanic that applies various ...
2
votes
1answer
227 views
LibGDX Scene2D event handling and bounding box relative to the center of a TextureRegion
I'm experimenting with Scene2D to see if it fits fot the game I want to develop.
Say I have an Actor with the origin in the center of its TextureRegion.
My setup method contains this code:
float ...
0
votes
1answer
245 views
Input events slow on unity Update function
I have this running on the Update() on Unity. I am trying to create a page swipe feature on my game, but the problem is there is a half second delay when printing "dragging" to "end drag" when I ...
5
votes
2answers
261 views
Where to put Entity Death Events in a Component/System Design
Entities in my game are nothing more than a collection of components, tied together with an entityID. I have (near) data-only components, and systems that work on the data.
One of these components is ...
3
votes
2answers
471 views
How to implement an event system
Im trying to implement an Event System for a game, where there are classes that can fire or handle an event wheter or not they implement these interfaces:
public interface IGameEvent<T> where T ...
4
votes
3answers
917 views
Game loop on windows
I have seen different "basic" game loops both from books like "Introduction to 3D game programming with DX11" or online tutorial ( Rastertek ) and if we take off all the fancy stuff to control ...
3
votes
3answers
348 views
Effective way to check if an Entity/Player enters a region/trigger
I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue.
I've seen ...
4
votes
1answer
135 views
Time critical events based on framerate
Problem Description
Basically, I've made a "programming game" in which I've made my own scripting language. It is a completely standard Lunar Lander game, though instead of directly controlling the ...
-1
votes
2answers
107 views
UnityScript generating UnityEngine error
I have the following code set out for a simple animation in Unity:
#pragma strict
function Start () {
}
function Update () {
if (Input.GetButtonDown("KeyCode.W")){
...
0
votes
0answers
27 views
How to read (and discard) Windows events in Ogre?
In my Ogre application I use a custom mouse handler implementation instead of OIS (to support more than one mouse). That is working fine, however, without OIS when reading mouse events directly they ...
1
vote
3answers
1k views
How to create / draw clickable object (such as Button in WinForm) in XNA WP8?
I am developing a 2D (No 3D in every aspect) Windows Phone 8 turn based tactical games for my college project. I use Monogame.
I want to draw an object similar to Button in windows form, that if the ...
0
votes
1answer
121 views
Problem with Widget Event Reporting in Libgdx
So I'm trying to test an ImageButton on an Android device. I can get the button to appear on the screen, but when I press it nothing happens or appears on the log. Here is what I have in the Show() ...
4
votes
1answer
141 views
Game State and Configuration via Events
Often "singletons" are problematic for testing, so with my next game I'm trying my best to avoid them. But there is bunch of data (configuration or game state information) that different parts of my ...
3
votes
3answers
597 views
Unable to detect continuous keypress event in SDL
I am developing a game using SDL, and am unable to do continuous motion for my object when a key is held down.
I'm calling SDL_PollEvent() to retrieve all events during a frame, and passing each ...
0
votes
2answers
229 views
Best approach for Event driven UI
Had an idea for a modification to a game, however the core functionality heavily involves UI, and the API for the mod is event based.
The player will have there own custom data object, so I know one ...
2
votes
3answers
698 views
Creating Rectangle-based buttons with OnClick events
As the title implies, I want a Button class with an OnClick event handler. It should fire off connected events when it is clicked.
This is as far as I've made it:
public class Button {
public ...
3
votes
0answers
65 views
Check key state or listen for event? [duplicate]
Possible Duplicate:
Polling vs event driven input
I'm trying to teach myself a bit of game development using Pygame, and I'm unsure what's the best way to approach some of the fundamental ...
0
votes
1answer
388 views
Am I doing this node.js game loop wrong?
I have 2 arrays of JSON objects, actions and game objects.
At any time a user can make a request from the client which can add an action to the actions array.
I have a setInterval(function(){ }, ...
1
vote
0answers
82 views
Collision detection code style [closed]
Not only there are two useful broad-phase algorithms and a lot of useful narrowphase algorithms, there are also multiple code styles.
Arrays vs. calling
Make an array of broadphase checks, then ...
2
votes
1answer
282 views
Handling game logic events by behavior components
My question continues on topic discussed here
I have tried implementing attribute/behavior design
and here is a quick example demonstrating the issue.
class HealthAttribute : public ActorAttribute
{
...
-2
votes
1answer
160 views
How do I set an event off when player is on certain tile?
Here is the code I use to create and print my map to the canvas:
var board = [];
function loadMap(map) {
if (map == 1) {
return [
...
1
vote
2answers
267 views
Events Driven Library XNA C#
Language: C# w/ XNA Framework
Relevant and Hopefully Helpful Background Info:
I am making a library using the XNA framework for games I make with XNA. The Library has a folder(Namespace) dedication ...
2
votes
1answer
84 views
How to apply effects that occur (or change) over time to characters in a game?
So assume that I have a system that applies Effects to Characters like so:
public class Character {
private Collection<Effect> _effects;
public void AddEffect (Effect e) {
...
1
vote
2answers
211 views
Coding Dynamic Events?
I have no idea what the title of this question should be so bare with me.
My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at ...
1
vote
2answers
251 views
what is the best way to use loops to detect events while the main loop is running?
I am making an "game" that has pathfinding using pygame. I am using Astar algo.
I have a main loop which draws the whole map. In the loop I check for events. If user press "enter" or "space", random ...
0
votes
1answer
164 views
Creating a newspaper that effects the game's economy?
I am writing a game in Objective C/cocos2d where a newspaper is a central part of what controls or rather effects the game's world economy as well as what a city might do (such as increase X, reduce ...
0
votes
1answer
172 views
Building a touch event driven UI from scratch: what algorithms or data types? [closed]
I have a touch display. As input I can receive the coordinates and how many touch points are in use, basically I just get an X,Y couple for every touch event/activated point at a customizable rate.
I ...
2
votes
2answers
486 views
pointers to member functions in an event dispatcher
For the past few days I've been trying to come up with a robust event handling system for the game (using a component based entity system, C++, OpenGL) I've been toying with.
class EventDispatcher {
...
1
vote
1answer
975 views
Using Event Driven Programming in games, when is it beneficial?
I am doing a refresher on ActionScript 3.
Other than using rudimentary tools like, Event.ENTER_FRAME and using events to receive input from the user's mouse and keyboard, I find that I rarely use ...
2
votes
2answers
125 views
How do I drag my widgets without dragging other widgets?
I have a bunch of drag-able widgets on screen. When I am dragging one of the widgets around, if I drag the mouse over another widget, that widget then gets "snagged" and is also dragged around.
...
6
votes
4answers
716 views
Game Clock Precision
I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article:
If you start your game clock at about 4 billion (more precisely 2^32,
or any ...
1
vote
0answers
402 views
Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so? [closed]
I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop.
Two main reasons ...
1
vote
4answers
1k views
SDL - Getting a single keypress event instead of a keystate?
Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I ...
1
vote
1answer
549 views
User input in game loop
I am building a simple multi-player fly-around-a-3D-world game in Javascript/webGL/websocket (Chrome, Firefox mostly).
How should I handle and process user input?
My preliminary design (untested) is ...
2
votes
2answers
373 views
Simulating probability
Stupid stupid question but here we are..
so, I want to generate some random events for an iPhone game but I guess this could be applied to any game written with a framework that suppports calls to ...
4
votes
5answers
981 views
Should my game handle collisions in the Player object?
I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player ...
1
vote
3answers
913 views
Efficiently checking input and firing events
I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events:
internal ...
-1
votes
1answer
436 views
Windows Events lag behind
I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
0
votes
1answer
203 views
Implementing a Turn-Based Game with Windows API Window Messages
I'm trying to make a 2-player Connect 4 game, but I'm having trouble wrapping my head around some of the concepts related to incorporating event handlers while progressing with the game.
On the one ...