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Oct
15
accepted What's the simplest way to determine the size of an empty space between rectangles?
Oct
7
awarded  Editor
Oct
7
revised What's the simplest way to determine the size of an empty space between rectangles?
More information
Oct
6
comment What's the simplest way to determine the size of an empty space between rectangles?
The map itself is a 2d int array. It's basically just int[width, height] with the type of ground being represented by numbers. I'm not really sure if that helps. I guess what I'm asking is: if I already have rooms on the map (and have their locations stored in a dictionary as rectangles) how can I create a rectangle that perfectly fits between them. Would it be as simple as creating a rectangle with the maximum room size in the area I want the new room and shortening it according to where other rectangles intersect with it, or is there a better way of doing it?
Oct
6
asked What's the simplest way to determine the size of an empty space between rectangles?
Sep
19
accepted How can I get a 2D texture to rotate like a compass in XNA?
Sep
19
asked How can I get a 2D texture to rotate like a compass in XNA?
Sep
5
comment What would be the best way to find an open space in a level?
I know how to do that, but I'm not sure how I can use a search algorithm to find a new point when the old point isn't open. I've been reading up on pathfinding and it seems like I could do something similar to that, where I would use Dijkstra's algorithm or A* algorithm to find the nearest open space. I'm just not sure how I could do that, because I've never programmed anything like it before. Sorry to be such a bother, I'm kind of new to programming, so I don't really know that much yet.
Sep
3
comment What would be the best way to find an open space in a level?
@Drackir Here's video of the game thus far. Every time you lay down tiles, you change the values at that location on the collision map (an int array.) With the warp tiles I need 9 tiles worth of open space (all 9 tiles are equal to 0) and the warp tiles are created at the end points of the purple line (where the flags appear at 1:32.) What I need is a way to use a search algorithm to look around the old point for a new point that fits my guidelines (8 empty tiles around the new point which is also empty.) Example.
Aug
23
comment What would be the best way to find an open space in a level?
@Drackir The paint is just a particle trail that doesn't disappear or move and every particle has it's own point to map it's position. So I've made a for loop that checks each particles position, sees if that tile is open, changes the collision map accordingly and then removes the particle. The tile graphics are drawn according to the collision map.
Aug
23
asked What would be the best way to find an open space in a level?
Jul
29
awarded  Supporter
Jul
29
accepted Some questions about lists
Jul
29
comment Some questions about lists
No, it's a puzzle game and I want the bullets to act sort of like magnets when they're done. So if two bullets with the same charge get close they push each other away and if two bullets with opposite charges get close they draw each other in and destroy each other. Also, I don't think there will be a problem with the number of checks because there can only be ten bullets in the game at one time.
Jul
29
asked Some questions about lists
Jul
27
comment How can I fix my combo system?
The problem with that is I actually use the increasing combo number to play a different animation while in the "attack" state. So each if combo statement is actually the next animation in the combo sequence. I definitely agree with you that I made this is more complicated than it needs to be, but this is the first time I've made a combo system so I'm trying my best.
Jul
27
asked How can I fix my combo system?
Jun
24
awarded  Student
Jun
24
comment I need help with specific types of movement
Equalize adds/subtracts from speed until it equals 0.
Jun
24
asked I need help with specific types of movement