Search found 12 matches

by Culando
Tue Apr 03, 2007 11:24 pm
Forum: Advanced Help
Topic: Colission with bullets
Replies: 6
Views: 1071

I am calculating the bounding boxes with getTransformedBoundingBox(). It works with a collision between the enemy and the player. But perhaps it is as you've said that the bullet (zap) is going through too fast and not being detected. I just have to figure out how to make it with a line/box collision.
by Culando
Tue Apr 03, 2007 3:41 am
Forum: Advanced Help
Topic: Colission with bullets
Replies: 6
Views: 1071

Perhaps I should have been more specific. My fault.

This is going to be a 2.5D scrolling space shooter. The bullets are always fired from the player's position (boxy_x, _y, _z) and go in a straight line. Right now it'll stop before it passes the screen, but that's not finalized.

There is no real ...
by Culando
Sat Mar 31, 2007 8:07 pm
Forum: Advanced Help
Topic: Colission with bullets
Replies: 6
Views: 1071

Colission with bullets

Sorry if this belongs in the beginners forum.

I have a code to make a bullet animate across the screen whenever a key is pressed, but I can't seem to get it to collide with my enemy properly. Here's the code snippet.

if(borka_coll.intersectsWithBox(zap_coll)){
borka->setMaterialTexture( 0 ...
by Culando
Sun Mar 18, 2007 8:04 pm
Forum: Beginners Help
Topic: Working on collisions
Replies: 7
Views: 781

It always has to be something simple I over look. Every *headdesk* last *headdesk* time! *headdesk*

But at least I have the extremely helpful forum with people to get me those simple things out in the open. :) Many thanks. It works perfect. Next step is to try to get the bullets and the enemies to ...
by Culando
Tue Mar 13, 2007 2:12 am
Forum: Beginners Help
Topic: Working on collisions
Replies: 7
Views: 781

Working on collisions

I think this would still be considered a beginner's question.

My game is progressing and I'm ready to move on to collision detection so the player can take damage and bullets can pop enemies. I found some code in the API, but it's not working like I had hoped.

node (aka boxy) is a player ...
by Culando
Wed Mar 07, 2007 12:06 am
Forum: Beginners Help
Topic: Stop constant input from a held down key?
Replies: 3
Views: 311

Awesome, thanks a lot. I KNEW it'd be something simple. Only a few more things to fix and my bullet code will be finished and I can move on.
by Culando
Tue Mar 06, 2007 2:04 am
Forum: Beginners Help
Topic: Stop constant input from a held down key?
Replies: 3
Views: 311

Stop constant input from a held down key?

Asking for help again as I can never seem to find this information on my own no matter how thoroughly I look.

Ok, I have this simple routine to shoot bullets, activated by the 'w' key.

if ( receiver.Keys[ KEY_KEY_W ] ){
IAnimatedMesh* mesh = smgr->getMesh("../../media/bullet1.x ...
by Culando
Tue Feb 27, 2007 1:14 am
Forum: Beginners Help
Topic: Slowing down movement
Replies: 5
Views: 634

I actually haven't gotten to the code in almost a week, too busy with work and such.

Ok, it's working now. Though I didn't know where exactly to put that code until I referred back to the movement tutorial. Now I know how all that code works too. It was a bit confusing at first, but I get it all now.
by Culando
Tue Feb 20, 2007 4:19 am
Forum: Beginners Help
Topic: Slowing down movement
Replies: 5
Views: 634

Ok, I tried using a timer like you suggested, but it doesn't seem to be doing anything. TIMER_STEP is an enum value of 5000. I've set it higher but saw no change.

ITimer* myTimer = device->getTimer();
myTimer->start();

...................................

if(enemy_x < 50 && (myTimer->getTime ...
by Culando
Tue Feb 20, 2007 3:03 am
Forum: Beginners Help
Topic: Slowing down movement
Replies: 5
Views: 634

Slowing down movement

I'm working on a game and still getting used to this engine. I'm getting movement working, but it's way to freaking fast and whenever I try to slow it down, it just breaks. Here's the basic code I'm starting for a simple enemy that darts across the screen.

if(enemy_x < 50){
enemy->setPosition(core ...
by Culando
Tue Jan 30, 2007 1:27 am
Forum: Beginners Help
Topic: Animation frame ranges with .X models
Replies: 2
Views: 221

Aah, many thanks, that will help.
by Culando
Mon Jan 29, 2007 3:38 am
Forum: Beginners Help
Topic: Animation frame ranges with .X models
Replies: 2
Views: 221

Animation frame ranges with .X models

For my project my partner will be using .x meshes for our models. However, I'll need to set up the starting and ending frames for the various animations somehow so when I call EMAT_STAND or whatever properly with the models that were made. I just need to know where and how to set those up.