[iphone] draw Images - tile based game
Hello,
i am trying to create a simple puzzle game.. and i have an int[8][8] array that reprents the map.
each cell has a value which represents some item.
now i want to draw this map on the screen, i have an image file for each item. (each item has the same width and height)
i tried to do this with creating a UIImageView for each cell and add it to the View.
But what shall i do if the puzzle changes (it changes after each move.. so very often)? Remove all UIImageViews and create new? I do all the logic with the int[][] map..
What would you reccommend me ?
Thank you,
chris
The OpenGL view can be the EAGLView from the basic OpenGLES sample provided with the iPhone SDK or the basic NSOpenGLView : those you can find easilly, then I post only what is specific to Textures :
//somewhere when your GLView first opens or when you decide to change your texture
// Generate 1 "Name" for your texture : an OpenGL feature
glGenTextures(1, TextureName); // => GLuint TextureName[1]; : a member
glBindTexture(GLTEXTURE2D, TextureName[0]); // Link the name with the current 2D Texture OpenGL with work with (as soon as you enable Texture. See further)
glTexImage2D(GLTEXTURE2D, 0, GL_RGB, imageWidth,
imageHeight, 0, GL_RGB, GLUNSIGNEDBYTE,
pixels); // Generate a Texture from your "Pixels" table. Must be a on dimension array : Byte[imageWidth x imageHeight]
glTexParameterf(GLTEXTURE2D,
GLTEXTURE_MINFILTER, GL_LINEAR); // Some standard parameters. See doc
glTexParameterf(GLTEXTURE2D,
GLTEXTURE_MAGFILTER, GL_LINEAR); // the same
And later, when you are ready to display :
-(void)DrawImage{
// any draw you will make will be "textured", including lines. If you want to texture only some specific thing, encapsulate your feature between a glEnable() / glDisable() block.
glEnable(GLTEXTURE2D);
// These coords match the box ones. A basic texture has these coords. It's your duty to make them match the surface your want to display (if the target surface is not a squate, then the texture will be distorted to match it
GLfloat texCoords[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f };
//The surface that will be "textured"
GLfloat box[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f};
// SOme standard nice features
glEnable(GLDEPTHTEST);
glDepthFunc(GL_LEQUAL);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
// store the coords (you could also use a glBegin() + glVertexx + glEnd() Block (see doc)
glVertexPointer(3, GL_FLOAT, 0, box);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
// Set tome boolean so that OpenGL is read to draw our coords
glEnableClientState(GLVERTEXARRAY);
glEnableClientState(GLTEXTURE_COORDARRAY);
// Red is nice
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
// Light (if some is implemented) will be reflected along the 'z' axis
glNormal3f(0.0f, 0.0f, 1.0f);
// At least!
glDrawArrays(GLTRIANGLESTRIP, 0, 4);
// Finish
glFlush ();
Hope this will help. If you miss something, I'll try to help
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Effecient tile-based game setup
Hello i am working on the engine for a tile based game, i have set up a two dimensional array with the number 1 representing a tile, and the number 0 representing an empty space. Currently i am using the following code which does work, but it is no very effecient because there are too many movieclips on the stage, which is causing my game to run at a lower framerate.
function prepareGame():void
for (var y:int = 0; y<mazeHeight; y++)
for (var x:int = 0; x<mazeWidth; x++)
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cell.x = ts * x;
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Any help is appreciated thank you!Here is an example of scrolling tiles (just paste the code on timeline).
Background takes only stage dimensions but the impression is that it scrolls indefinitely.
import flash.display.BitmapData;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import flash.geom.Rectangle;
var board:Sprite;
var bitmapData:BitmapData;
var appendBitmapData:BitmapData;
var copyRect:Rectangle;
var zeroPoint:Point = new Point();
var targetPoint:Point;
var speed:Number = -1;
init();
function init():void
drawBoard();
setGeometry();
addEventListener(Event.ENTER_FRAME, animate);
function drawBoard():void
board = new Sprite();
var tileInstance:Sprite = tile;
bitmapData = new BitmapData(tileInstance.width, tileInstance.height);
bitmapData.draw(tileInstance);
var g:Graphics = board.graphics;
g.beginBitmapFill(bitmapData, null, true);
g.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
addChild(board);
function setGeometry():void
appendBitmapData = new BitmapData(Math.abs(speed), bitmapData.height, true, 0x00000000);
copyRect = new Rectangle(0, 0, Math.abs(speed), bitmapData.height);
targetPoint = new Point(bitmapData.width - 1, 0);
function animate(e:Event):void
bitmapData.lock();
appendBitmapData.copyPixels(bitmapData, copyRect, zeroPoint);
bitmapData.scroll(speed, 0);
bitmapData.copyPixels(appendBitmapData, copyRect, targetPoint);
bitmapData.unlock();
function get tile():Sprite
var s:Sprite = new Sprite();
var g:Graphics = s.graphics;
g.lineStyle(2, 0x004000);
g.beginFill(0x009700);
g.drawRect(1, 1, 80, 50);
return s; -
How would you implement a side scroller with tiles ?
in that case, pick up any of the miriad books dealing with writing games (skipping any that talks about "3D" of course) as almost every single one of them will contain examples leading to something similar (though of course more limited in scope because there's only so much you can do in a few hundred pages).
-
Hi, I know there are tons on posts about this topic, but I can not find the answer to my questions.
First, how would I go about moving the world around so the char is always in the center or near center of the screen? Do I have to have some sort of offset or something?
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public class worldTravelPanel extends JPanel implements MouseListener
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mapWall mapWall = new mapWall();
mapRoof mapRoof = new mapRoof();
mapDoor mapDoor = new mapDoor();
mapNPC mapNPC = new mapNPC();
Point2D start, end;
double x, y, animationSet;
Timer timer = new Timer();
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mapNPC.loadImages("generic");
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mapRoof.loadImages("town");
mapRoof.loadTiles("olatheMap");
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int tempY = (int)(hero.location[1][1] / 32);
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public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
private void processMouseMotion(MouseEvent e)
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}Thanks for any and all help!
RyltarI answered this here:
http://forum.java.sun.com/thread.jsp?forum=406&thread=535480&tstart=60&trange=15
If that doesn't work for you, ask some more specific questions and I'll try to give more help. -
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Best way to do a tile-based map
Hello everybody-
This should be a simple thing but I just can't get it to work. I'm making a tile-based top-down online rpg (application, not applet), and I pretty much have most of it done except I can't get the map to display and scroll right. i will admit that java graphics isn't really my thing, but i just can't get it. Its been so frustrating that i actually quite develpment on my game and quit for awhile, but i decided to try again. What I have is an array if images that make up the map, and then i manipulate the array depending where the character is so i only draw the tiles necessary. what i want to do is to combine all the tiles i need for the particular position, draw that image to the screen (so i don't have to draw each tile individually to the screen). then i could move that large image depending where the character moved, and add tiles to it depending on which way the character moves. I just can't get it to work however. I've looked at double-bufferning posts and that gave me some ideas, but not enough for my particular situation. if anybody has any experience in this i would be more than greatful. thank youI know exactly what you are talking about, I had your problem a while back when I was doing mobile phone games.
To reduce the number of cell draws needed, cells were only drawn when at the edges of the view area. (all other cells were maintained from the previously drawn frame.)
It gets pretty complicated, but it will work - stick with it.
I would post some code - but I don't have it anymore - and it was pretty specific to J2ME MIDP API (java mobile phone).
p.s. When I did it, I had to include several additional optimisation, these made it incredibly complex :(
I will try to describe it, but without pictures, It will probably be in vain. (don't worry if you don't understand it :P)
here is the summary of the logic :-
the backbuffer had dimensions SCREEN_WIDTH+CELL_WIDTH*2, SCREEN_HEIGHT+CELL_HEIGHT*2 (I effectively had a border that was CELL_WIDTH wide, and CELL_HEIGHT tall.)
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(each column/row had its own buffer into which the pre-rendering was done)
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basically, these were crazy optimisations that were only necessary because I was developing for mobile phones.
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Hello,
I am developing a small game which requires the use of a map system. I chose to make that map system work upon a tile-based system. At the moment, each tile is 32x32, and I contain 24x20 tiles on my map.
A walking system is also required for this game I'm developing, so I ran into some issues with making the loaded sprite walk "smoothly". At the moment, it jumps from tile to tile in order to walk. This makes it seem very unrealistic. I have tried many different ways to make the walking "smoother", but it requires me to change my tile's size in order to accommodate the sprite's size. This would not be an issue if I only used the same sprite in the game, but since I load different sprites which contain different measurements, I do not know how to make my walking system accommodate all of the sprites in order to make the walking realistic.
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Thank youIf your image is opaque, then it may draw the edges around itself, but wouldn't this be a problem wether it were completely contained within a tile or not? If the image has transparency, then it doesn't matter if it's drawn as a rectangle, it would still appear to be contained only by its outline.
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The bug report from "Tactical intervention" follows:
Process: tacint_osx [3304]
Path: /Users/USER/Library/Application Support/Steam/*/tacint_osx
Identifier: tacint_osx
Version: ???
Code Type: X86 (Native)
Parent Process: bash [3301]
User ID: 501
Date/Time: 2013-08-30 13:44:00.342 +0200
OS Version: Mac OS X 10.8.4 (12E55)
Report Version: 10
Interval Since Last Report: 120536 sec
Crashes Since Last Report: 2
Per-App Crashes Since Last Report: 2
Anonymous UUID: A8FD5912-2699-8EB1-69E9-9CE46F77DF51
Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
VM Regions Near 0:
--> __PAGEZERO 0000000000000000-0000000000001000 [ 4K] ---/--- SM=NUL /Users/USER/Library/Application Support/Steam/*
__TEXT 0000000000001000-0000000000002000 [ 4K] r-x/rwx SM=COW /Users/USER/Library/Application Support/Steam/*
Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 engine.dylib 0x09a3ee7f Sys_Error_Internal(bool, char const*, char*) + 383
1 engine.dylib 0x09a3eee3 Sys_Error(char const*, ...) + 35
2 engine.dylib 0x09e56a3d CEngineConsoleLoggingListener::Log(LoggingContext_t const*, char const*) + 749
3 libtier0.dylib 0x0003928b CLoggingSystem::LogDirect(int, LoggingSeverity_t, Color, char const*) + 235
4 libtier0.dylib 0x00038dfc Error + 236
5 client.dylib 0x1923f9d6 BaseModUI::TIMainMenuContainer::Resp_Login(fixapi2::eFixLoginResult, int, int) + 118
6 launcher.dylib 0x005413d9 fixapi2_impl::CFixClientAPI::CommonPacket_Login(fixapi2_impl::CFixClientSocket* , fixapi2_impl::CFixClientPacket*) + 521
7 launcher.dylib 0x00536a57 fixapi2_impl::CFixClientAPI::Do_ReadPacket(fixapi2::IFixPacket*) + 423
8 launcher.dylib 0x00539e31 fixapi2_impl::CFixClientAPI::Do_MainFrame() + 833
9 client.dylib 0x18d3819c IGameSystem::UpdateAllSystems(float) + 108
10 client.dylib 0x18e99bb2 CHLClient::HudUpdate(bool) + 130
11 engine.dylib 0x09bd98e6 ClientDLL_Update() + 54
12 engine.dylib 0x09d29e92 _Host_RunFrame(float) + 2722
13 engine.dylib 0x09d45819 CHostState::State_Run(float) + 281
14 engine.dylib 0x09d46400 CHostState::FrameUpdate(float) + 592
15 engine.dylib 0x09d464c5 HostState_Frame(float) + 37
16 engine.dylib 0x09e5c246 CEngine::Frame() + 710
17 engine.dylib 0x09e59556 CEngineAPI::MainLoop() + 214
18 engine.dylib 0x09e5973a CModAppSystemGroup::Main() + 234
19 engine.dylib 0x09ebf7b8 CAppSystemGroup::Run() + 88
20 engine.dylib 0x09e59ecd CEngineAPI::RunListenServer() + 125
21 launcher.dylib 0x005199c8 CAppSystemGroup::Run() + 88
22 launcher.dylib 0x005199c8 CAppSystemGroup::Run() + 88
23 launcher.dylib 0x00521a92 MainFunctionThread(void*) + 82
24 launcher.dylib 0x005220bc ValveCocoaMain + 140
25 launcher.dylib 0x0050f441 LauncherMain + 897
26 tacint_osx 0x00001d26 start + 54
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x930a39ae kevent + 10
1 libdispatch.dylib 0x96f13c71 _dispatch_mgr_invoke + 993
2 libdispatch.dylib 0x96f137a9 _dispatch_mgr_thread + 53
Thread 2:
0 libsystem_kernel.dylib 0x930a30ee __workq_kernreturn + 10
1 libsystem_c.dylib 0x972660ac _pthread_workq_return + 45
2 libsystem_c.dylib 0x97265e79 _pthread_wqthread + 448
3 libsystem_c.dylib 0x9724dd2a start_wqthread + 30
Thread 3:
0 libsystem_kernel.dylib 0x930a30ee __workq_kernreturn + 10
1 libsystem_c.dylib 0x972660ac _pthread_workq_return + 45
2 libsystem_c.dylib 0x97265e79 _pthread_wqthread + 448
3 libsystem_c.dylib 0x9724dd2a start_wqthread + 30
Thread 4:: IOPollingHelperThread
0 libsystem_kernel.dylib 0x930a39ae kevent + 10
1 steamclient.dylib 0x060889c5 OSXHelpers::CIOPollingHelper::RealRun() + 249
2 libtier0_s.dylib 0x00704f3d CatchAndWriteContext_t::Invoke() + 159
3 libtier0_s.dylib 0x00704ac8 CatchAndWriteMiniDumpExForVoidPtrFn + 86
4 libtier0_s.dylib 0x00704af2 CatchAndWriteMiniDumpForVoidPtrFn + 37
5 steamclient.dylib 0x060888bb OSXHelpers::CIOPollingHelper::Run() + 41
6 libtier0_s.dylib 0x00709314 SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 16
7 libtier0_s.dylib 0x00704f3d CatchAndWriteContext_t::Invoke() + 159
8 libtier0_s.dylib 0x00704ac8 CatchAndWriteMiniDumpExForVoidPtrFn + 86
9 libtier0_s.dylib 0x00704af2 CatchAndWriteMiniDumpForVoidPtrFn + 37
10 libtier0_s.dylib 0x0070928c SteamThreadTools::CThread::ThreadProc(void*) + 196
11 libsystem_c.dylib 0x972635b7 _pthread_start + 344
12 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 5:
0 libsystem_kernel.dylib 0x930a30ee __workq_kernreturn + 10
1 libsystem_c.dylib 0x972660ac _pthread_workq_return + 45
2 libsystem_c.dylib 0x97265e79 _pthread_wqthread + 448
3 libsystem_c.dylib 0x9724dd2a start_wqthread + 30
Thread 6:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 7:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 8:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 9:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 10:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 11:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 12:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 13:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 14:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 15:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 16:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 libvstdlib.dylib 0x00092857 CJobThread::Run() + 295
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 17:: AQClient
0 libsystem_kernel.dylib 0x930a07d2 mach_msg_trap + 10
1 libsystem_kernel.dylib 0x9309fcb0 mach_msg + 68
2 com.apple.CoreFoundation 0x9472af79 __CFRunLoopServiceMachPort + 185
3 com.apple.CoreFoundation 0x9473095f __CFRunLoopRun + 1247
4 com.apple.CoreFoundation 0x9473001a CFRunLoopRunSpecific + 378
5 com.apple.CoreFoundation 0x9472fe8b CFRunLoopRunInMode + 123
6 com.apple.audio.toolbox.AudioToolbox 0x90096a81 GenericRunLoopThread::Entry(void*) + 209
7 com.apple.audio.toolbox.AudioToolbox 0x900969ac CAPThread::Entry(CAPThread*) + 196
8 libsystem_c.dylib 0x972635b7 _pthread_start + 344
9 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 18:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
3 libtier0.dylib 0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
4 libtier0.dylib 0x000497c8 CThreadEvent::Wait(unsigned int) + 24
5 engine.dylib 0x09db1029 CQueuedPacketSender::Run() + 121
6 libtier0.dylib 0x0004acc4 CThread::ThreadProc(void*) + 212
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 19:
0 libsystem_kernel.dylib 0x930a28e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x97268280 _pthread_cond_wait + 833
2 libsystem_c.dylib 0x972ee095 pthread_cond_wait$UNIX2003 + 71
3 com.apple.audio.toolbox.AudioToolbox 0x900a69c1 CAGuard::Wait() + 113
4 com.apple.audio.toolbox.AudioToolbox 0x900a5619 AQConverterManager::AQConverterThread::Run() + 271
5 com.apple.audio.toolbox.AudioToolbox 0x900a54a2 AQConverterManager::AQConverterThread::ConverterThreadEntry(void*) + 22
6 com.apple.audio.toolbox.AudioToolbox 0x900969ac CAPThread::Entry(CAPThread*) + 196
7 libsystem_c.dylib 0x972635b7 _pthread_start + 344
8 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 20:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x930a07d2 mach_msg_trap + 10
1 libsystem_kernel.dylib 0x9309fcb0 mach_msg + 68
2 com.apple.audio.CoreAudio 0x96c6eeba HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned long, unsigned long, mach_msg_header_t*, bool, unsigned int) + 138
3 com.apple.audio.CoreAudio 0x96c6952e HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 70
4 com.apple.audio.CoreAudio 0x96c67bcd HALC_ProxyIOContext::IOWorkLoop() + 1287
5 com.apple.audio.CoreAudio 0x96c67617 HALC_ProxyIOContext::IOThreadEntry(void*) + 145
6 com.apple.audio.CoreAudio 0x96c71b61 ___ZN19HALC_ProxyIOContextC2Emj_block_invoke_0 + 20
7 com.apple.audio.CoreAudio 0x96c6753d HALB_IOThread::Entry(void*) + 71
8 libsystem_c.dylib 0x972635b7 _pthread_start + 344
9 libsystem_c.dylib 0x9724dd4e thread_start + 34
Thread 21:
0 libsystem_kernel.dylib 0x930a30ee __workq_kernreturn + 10
1 libsystem_c.dylib 0x972660ac _pthread_workq_return + 45
2 libsystem_c.dylib 0x97265e79 _pthread_wqthread + 448
3 libsystem_c.dylib 0x9724dd2a start_wqthread + 30
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0xdeadbeef ebx: 0x09a3ed17 ecx: 0xbfffdb84 edx: 0x00002500
edi: 0xaca3b174 esi: 0xbfffdbfc ebp: 0xbfffe018 esp: 0xbfffdbd0
ss: 0x00000023 efl: 0x00210282 eip: 0x09a3ee7f cs: 0x0000001b
ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f
cr2: 0x00000000
Logical CPU: 2
Binary Images:
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0x2e3000 - 0x2eafff +com.googlecode.google-breakpad (1.0) <52A4C312-E82C-3FD2-AD6B-71E07E934FA9> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A /Breakpad
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0x77a000 - 0x7a5ff7 com.apple.audio.OpenAL (1.6 - 1.6) <CDE1BC7D-871D-3BE7-A6DE-96F6806BB7E1> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x7b5000 - 0x7c0fff +crashhandler.dylib (1) <4C339284-0393-32BE-9D3B-CE01C33C09EE> /Applications/Steam.app/Contents/MacOS/osx32/crashhandler.dylib
0x7d7000 - 0x7e6fff +breakpadUtilities.dylib (1) <705ACFD7-8CF0-3AB6-9F66-AF306AF3286F> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A /Resources/breakpadUtilities.dylib
0x7ef000 - 0x7f4fff com.apple.audio.AppleHDAHALPlugIn (2.3.7 - 2.3.7fc4) <903097A8-3922-3BF8-8B82-8BD1D831F6E7> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bun dle/Contents/MacOS/AppleHDAHALPlugIn
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0x2400000 - 0x24a8fff +filesystem_stdio.dylib (1) <35589B63-D93F-A355-B940-E450EB840B19> /Users/USER/Library/Application Support/Steam/*/filesystem_stdio.dylib
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0x27a8000 - 0x27abffd com.apple.ForceFeedback (1.0.6 - 1.0.6) <0DF7BE00-63E3-3A7B-8427-32EB741FE6C9> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback
0x27b0000 - 0x27e3fef +valve_avi.dylib (1) <E10D4C35-E92A-B1F3-0CCC-57E0E3E70EA2> /Users/USER/Library/Application Support/Steam/*/valve_avi.dylib
0x3c00000 - 0x3e8cff7 +libsteam.dylib (1) <489E1F11-B16B-31AB-A7A8-7730CAE82AD7> /Applications/Steam.app/Contents/MacOS/osx32/libsteam.dylib
0x3f9b000 - 0x3fe2fe7 +soundemittersystem.dylib (1) <33779D9B-6F68-B82C-DEDE-91BE3528752F> /Users/USER/Library/Application Support/Steam/*/soundemittersystem.dylib
0x5a25000 - 0x64caf8f +steamclient.dylib (1) <DCD12DE2-488E-3C76-B78C-FD1198871B17> /Applications/Steam.app/Contents/MacOS/osx32/steamclient.dylib
0x6fbd000 - 0x6fc1fff com.apple.IOAccelerator (74.5.1 - 74.5.1) <CB7CDE62-DAEC-35AF-8ADB-3271AA2DF921> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelera tor
0x6fc8000 - 0x6fd2fff libGPUSupportMercury.dylib (8.9.2) <302EC167-66A3-3E12-8416-F03F50CA96D9> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/lib GPUSupportMercury.dylib
0x6fda000 - 0x6fe2ffd libcldcpuengine.dylib (2.2.16) <0BE2D018-66CC-3F69-B8F1-7A81EEEE09F4> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/libcldcpuengin e.dylib
0x99f2000 - 0xa213ff7 +engine.dylib (1) <EEB845B5-80D0-9E9B-9851-9A28E28250A7> /Users/USER/Library/Application Support/Steam/*/engine.dylib
0xad57000 - 0xaf36fef +vphysics.dylib (1) <2143AF98-C929-355A-DBDD-E09A49EFDA61> /Users/USER/Library/Application Support/Steam/*/vphysics.dylib
0xafd8000 - 0xb134fef +materialsystem.dylib (1) <B2C7E2F4-335A-619A-2A6A-A09FF4D8A0E1> /Users/USER/Library/Application Support/Steam/*/materialsystem.dylib
0xc1f7000 - 0xc27ffef +datacache.dylib (1) <FCA0D47C-5663-126D-5BC8-49B13A2F4353> /Users/USER/Library/Application Support/Steam/*/datacache.dylib
0xc2b7000 - 0xc399fe7 +studiorender.dylib (1) <C41117CD-3778-7AE8-D233-E04340BD74AE> /Users/USER/Library/Application Support/Steam/*/studiorender.dylib
0xc78f000 - 0xc870fff +vscript.dylib (1) <F4CEE888-6C8B-FF33-381A-8093DE544E34> /Users/USER/Library/Application Support/Steam/*/vscript.dylib
0xc8ae000 - 0xcab5fe3 +vguimatsurface.dylib (1) <61705565-6993-CB41-2457-AFAAFB1A0047> /Users/USER/Library/Application Support/Steam/*/vguimatsurface.dylib
0xcc1a000 - 0xcc79fff +vgui2.dylib (1) <BEC9DF22-3873-3559-5CDE-A217016CF834> /Users/USER/Library/Application Support/Steam/*/vgui2.dylib
0xdc97000 - 0xddeafe7 +shaderapidx9.dylib (1) <CF7CC900-F51D-A8F5-CA15-9783302D2E58> /Users/USER/Library/Application Support/Steam/*/shaderapidx9.dylib
0xde81000 - 0xdec1ff3 +localize.dylib (1) <50D65CFA-AB29-CD38-89C5-76CA025AED68> /Users/USER/Library/Application Support/Steam/*/localize.dylib
0xded7000 - 0xe06bffa GLEngine (8.9.2) <73F967E8-16C2-3FB2-8C04-293EB038952D> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0xe0a2000 - 0xe223fff libGLProgrammability.dylib (8.9.2) <B7AFCCD1-7FA5-3071-9F11-5161FFA2076C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgramma bility.dylib
0xe255000 - 0xe6a2ff3 com.apple.driver.AppleIntelHD4000GraphicsGLDriver (8.12.47 - 8.1.2) <5B46A344-20F2-3C75-9D42-D13092E6BB81> /System/Library/Extensions/AppleIntelHD4000GraphicsGLDriver.bundle/Contents/Mac OS/AppleIntelHD4000GraphicsGLDriver
0xf3ff000 - 0xf42aff7 GLRendererFloat (8.9.2) <96FF25EA-1BC3-3FBA-85B6-08CC9F1D2077> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GL RendererFloat
0x10e00000 - 0x10e41ff7 +stdshader_dbg.dylib (1) <887F679E-D82F-3EDE-187E-B32B7612D91F> /Users/USER/Library/Application Support/Steam/*/stdshader_dbg.dylib
0x11900000 - 0x119f8feb +stdshader_dx9.dylib (1) <FE0463BF-5F1E-DF57-3068-77DFDBCB9A5B> /Users/USER/Library/Application Support/Steam/*/stdshader_dx9.dylib
0x17aa0000 - 0x17abfff7 +scenefilecache.dylib (1) <718E9E85-2938-9B68-06A4-2B02E12B121C> /Users/USER/Library/Application Support/Steam/*/scenefilecache.dylib
0x18c22000 - 0x19a73ffb +client.dylib (1) <88EA4F01-3151-6E37-5D79-FDFFD84DEADF> /Users/USER/Library/Application Support/Steam/*/client.dylib
0x1a5f5000 - 0x1b296fe7 +server.dylib (1) <B08CF5F2-E3DD-7638-BAEE-9376A50823F6> /Users/USER/Library/Application Support/Steam/*/server.dylib
0x70000000 - 0x7015eff7 com.apple.audio.units.Components (1.9 - 1.9) <F2B2712A-3203-3875-B1FF-768E92AE0D42> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
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0x90007000 - 0x9005eff3 com.apple.HIServices (1.20 - 417) <561A770B-8523-3D09-A763-11F872779A4C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ HIServices.framework/Versions/A/HIServices
0x9005f000 - 0x90090fff com.apple.DictionaryServices (1.2 - 184.4) <CCB46C81-57C6-3F45-B77C-4D29E4CD6BA6> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Diction aryServices.framework/Versions/A/DictionaryServices
0x90091000 - 0x901eaffb com.apple.audio.toolbox.AudioToolbox (1.9 - 1.9) <8BF022FC-C38A-34AA-8469-D98294094659> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox
0x901eb000 - 0x901f5fff libsystem_notify.dylib (98.5) <7EEE9475-18F8-3099-B0ED-23A3E528ABE0> /usr/lib/system/libsystem_notify.dylib
0x901f6000 - 0x90200fff com.apple.DisplayServicesFW (2.7.2 - 357) <76D33A58-C39E-398A-9597-389A9B1FE76D> /System/Library/PrivateFrameworks/DisplayServices.framework/Versions/A/DisplayS ervices
0x90a7f000 - 0x90a80fff libremovefile.dylib (23.2) <9813B2DB-2374-3AA2-99B6-AA2E9897B249> /usr/lib/system/libremovefile.dylib
0x90a81000 - 0x90a85ffc libGIF.dylib (850) <45CD8B8F-7324-3187-B01C-8E16C04F33FA> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib
0x90a86000 - 0x90acdff3 com.apple.CoreMedia (1.0 - 926.104) <D0E3BE86-12ED-31BE-816F-E72D757A9F2F> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia
0x90ace000 - 0x90ad8fff libCSync.A.dylib (332) <86C5C84F-11EC-39C0-9FAC-A93FDEEC3117> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib
0x90ad9000 - 0x90b55ff3 com.apple.Metadata (10.7.0 - 707.11) <F9BB5BBE-69D0-3309-8280-2303EB1DC455> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadat a.framework/Versions/A/Metadata
0x90b56000 - 0x90b56fff com.apple.vecLib (3.8 - vecLib 3.8) <83160DD1-5614-3E34-80EB-97041016EF1F> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
0x90b57000 - 0x90b57ffd libOpenScriptingUtil.dylib (148.3) <87895E27-88E2-3249-8D0E-B17E76FB00C1> /usr/lib/libOpenScriptingUtil.dylib
0x90b58000 - 0x90b5bfff com.apple.help (1.3.2 - 42) <2B727B38-0E18-3108-9735-F65958924A91> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framewor k/Versions/A/Help
0x90b5c000 - 0x90b8fffb com.apple.GSS (3.0 - 2.0) <9566A96D-C296-3ABD-A12A-E274C81C0B25> /System/Library/Frameworks/GSS.framework/Versions/A/GSS
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0x96953000 - 0x969b5fff libc++.1.dylib (65.1) <35EE57E1-2705-3C76-A75A-75655D720268> /usr/lib/libc++.1.dylib
0x969b6000 - 0x969c1fff libcommonCrypto.dylib (60027) <8EE30FA5-AA8D-3FA6-AB0F-05DA8B0425D9> /usr/lib/system/libcommonCrypto.dylib
0x969c2000 - 0x969cbffd com.apple.audio.SoundManager (4.0 - 4.0) <6A0B4A5D-6320-37E4-A1CA-91189777848C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.f ramework/Versions/A/CarbonSound
0x969cc000 - 0x969d8ff7 com.apple.NetAuth (4.0 - 4.0) <52D23F12-0718-341D-B9DF-16C814022250> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth
0x969d9000 - 0x96a0fffb com.apple.DebugSymbols (98 - 98) <D0293694-C381-30DF-8DD9-D1B04CD0E5F0> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbol s
0x96a10000 - 0x96abafff com.apple.LaunchServices (539.9 - 539.9) <C0E0CFFF-3714-3467-87DA-4A6F0AF1953B> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchS ervices.framework/Versions/A/LaunchServices
0x96ac9000 - 0x96c52ff7 com.apple.vImage (6.0 - 6.0) <1D1F67FE-4F75-3689-BEF6-4A46C8039E70> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.fr amework/Versions/A/vImage
0x96c53000 - 0x96cb4fff com.apple.audio.CoreAudio (4.1.1 - 4.1.1) <A3B911DB-77DF-3037-A47A-634B08E5727D> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x96cb5000 - 0x96cc3fff com.apple.opengl (1.8.9 - 1.8.9) <1872D2CD-00A8-30D1-8ECC-B663F4E4C530> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
0x96cc4000 - 0x96cfbffa com.apple.LDAPFramework (2.4.28 - 194.5) <23668AB5-68EA-37D2-978E-C9EF22BF8C0C> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP
0x96d9e000 - 0x96e7ffff libcrypto.0.9.8.dylib (47.1) <E4820342-4F42-3DEB-90DB-DE5A66C5585E> /usr/lib/libcrypto.0.9.8.dylib
0x96e80000 - 0x96ec2ff7 libcups.2.dylib (327.6) <D994A44F-CCDD-3D40-B732-79CB88F45908> /usr/lib/libcups.2.dylib
0x96f0f000 - 0x96f21ff7 libdispatch.dylib (228.23) <86EF7D45-2D97-3465-A449-95038AE5DABA> /usr/lib/system/libdispatch.dylib
0x96f22000 - 0x96f22fff com.apple.Accelerate (1.8 - Accelerate 1.8) <4EC0548E-3A3F-310D-A366-47B51D5B6398> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate
0x96f27000 - 0x96f81ff3 com.apple.ImageCaptureCore (5.0.4 - 5.0.4) <6313E06F-37FD-3606-BF2F-87D8598A9983> /System/Library/Frameworks/ImageCaptureCore.framework/Versions/A/ImageCaptureCo re
0x96f82000 - 0x97076ff3 com.apple.QuickLookUIFramework (4.0 - 555.5) <5A62C87F-5F74-380B-8B86-8CE3D8788603> /System/Library/Frameworks/Quartz.framework/Versions/A/Frameworks/QuickLookUI.f ramework/Versions/A/QuickLookUI
0x970d2000 - 0x971cfff7 com.apple.DiskImagesFramework (10.8.3 - 345) <26D0C7F8-E87E-3511-8388-8EE616A39D6D> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages
0x971d2000 - 0x97214fff libcurl.4.dylib (69.2) <8CC566A0-0B25-37E8-A6EC-30074C3CDB8C> /usr/lib/libcurl.4.dylib
0x97215000 - 0x97216ffd libunc.dylib (25) <5E1EEE9E-3423-33D7-95B2-E4D17DD08C18> /usr/lib/system/libunc.dylib
0x97217000 - 0x97240fff libxslt.1.dylib (11.3) <0DE17DAA-66FF-3195-AADB-347BEB5E2EFA> /usr/lib/libxslt.1.dylib
0x9724d000 - 0x9730afeb libsystem_c.dylib (825.26) <6E35A83F-1A5B-3AF9-8C6D-D7B57B25FB63> /usr/lib/system/libsystem_c.dylib
0x9730b000 - 0x97359ffb libFontRegistry.dylib (100) <97D8F15F-F072-3AF0-8EF8-50C41781951C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ ATS.framework/Versions/A/Resources/libFontRegistry.dylib
0x97390000 - 0x973ffffb com.apple.Heimdal (3.0 - 2.0) <964D9952-B0F2-34F6-8265-1823C0D5EAB8> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal
0x97400000 - 0x9740cffe libkxld.dylib (2050.24.15) <BEC097B0-9D9A-3484-99DB-0F537E71963E> /usr/lib/system/libkxld.dylib
0x9740f000 - 0x97412ffc libpam.2.dylib (20) <FCF74195-A99E-3B07-8E49-688D4A6F1E18> /usr/lib/libpam.2.dylib
0x97413000 - 0x97417ff7 libmacho.dylib (829) <5280A013-4F74-3F74-BE0C-7F612C49F1DC> /usr/lib/system/libmacho.dylib
0x97479000 - 0x974bbffb com.apple.RemoteViewServices (2.0 - 80.6) <AE962502-4539-3893-A2EB-9D384652AEAC> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/Remot eViewServices
0x974bc000 - 0x97516fff com.apple.Symbolication (1.3 - 93) <4A794D1C-DE02-3183-87BF-0008A602E4D3> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolicat ion
0x97517000 - 0x97665ff3 com.apple.CFNetwork (596.4.3 - 596.4.3) <547BD138-E902-35F0-B6EC-41DD06794B22> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x97666000 - 0x978d3ffb com.apple.imageKit (2.2 - 673) <CDB2AC11-6D60-34A7-83F9-F6E7DA25F97B> /System/Library/Frameworks/Quartz.framework/Versions/A/Frameworks/ImageKit.fram ework/Versions/A/ImageKit
0x978d4000 - 0x978eafff com.apple.CFOpenDirectory (10.8 - 151.10) <3640B988-F915-3E0D-897C-CB04C95BA601> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpen Directory.framework/Versions/A/CFOpenDirectory
0x978eb000 - 0x978f5fff com.apple.speech.recognition.framework (4.1.5 - 4.1.5) <774CDB2F-34A1-347A-B302-4746D256E921> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecogni tion.framework/Versions/A/SpeechRecognition
0x978f6000 - 0x97d38fff com.apple.CoreGraphics (1.600.0 - 332) <67E70F21-A0F1-356F-90B7-4B90C468EE2C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ CoreGraphics.framework/Versions/A/CoreGraphics
0x97d39000 - 0x97d46ff7 com.apple.AppleFSCompression (49 - 1.0) <9A066D13-6E85-36FC-8B58-FD46E51751CE> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/Apple FSCompression
0x97d47000 - 0x97d47fff libSystem.B.dylib (169.3) <B81FAD7E-8808-3F49-807F-0AD68D0D7359> /usr/lib/libSystem.B.dylib
0x97d48000 - 0x9812bfff com.apple.HIToolbox (2.0 - 626.1) <ECC3F04F-C4B7-35BF-B10E-183B749DAB92> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.fra mework/Versions/A/HIToolbox
0x98136000 - 0x98153ff7 libresolv.9.dylib (51) <B974Hi, never played them or had Steam, but it appears to be something about the Login as far as I can tell, but not sure of course.
Hopefully my reply brings your query to the top again & we get more help here. -
Tile-based map and A-star help?
I am working on a tower defense type game. A while ago I posted asking about maze logic and was kindly directed towards A-star pathfinding. It is perfect. I understand the concept and it makes sense. Now the problem I am having is how to do the tile-based map? I'm having a hard time wrapping my head around it. I just want to do a straight square map comprised of squares. I realize a 2D Array would probably be the best way just such as:
int[][] map = new int[100][100]
where there would be 100 x 100 tiles. I can then populate the array with numbers ie 0 = walkable, 1 = unwalkable. I can have my A* algorithm return the set of tiles to move to.
My problem is that I don't want my game to be in pixels and I'm having a hard time understanding how to make the game appear tile based and large enough to be playable? ie. 1 tile = 30x30 pixels. If we are looking at it in terms of model and view, I understand the model part, but I am having a hard time translating to the view? How do I create a tile based view so that the user can only place towers on a tile(the mouse click location could be any point inside the tile)? Also, how would I keep the enemy units moving smoothly between tiles and not just jumping to the center of each tile?
I got some great advice last time and any more advice or points in a good direction would be greatly appreciated.The reason to distribute your maze into nodes (tiles) is that pathfinding is slow, so you want to eliminate any notion of screen dimensions (pixels, inches, etc.) from A*. For all purposes, your maze is 100x100 pixels; any given object can choose between 100 horizontal and 100 vertical values.
how would I keep the enemy units moving smoothly between tiles and not just jumping to the center of each tile?Although your units may only have 100x100 nodes to consider, you can still animate them walking between each adjacent node on the path. Remember that the pathfinding (per tier) will occur before anything actually moves.
Still, this could look funny with only 100 nodes per axis. Units should use the shortest path thats visible to them, and turning several degrees at each node will look choppy. So. I list three potential solutions here:
• Increase the number of nodes (the accuracy). Speed may be an issue.
• Use path smoothing algorithm. I havent seen your circumstance, but I would generally recommend this.
• Use multi-tiered/hierarchical pathfinding. This is probably more complex to implement.
Note that although the second and third options are distinct, they may coincide (some smoothing algorithms use multiple tiers). Googling for pathfinding smoothing returned many results; this one in particular looked useful: [Toward More Realistic Pathfinding|http://www.gamasutra.com/features/20010314/pinter_01.htm]
How do I create a tile based view so that the user can only place towers on a tile(the mouse click location could be any point inside the tile)?If objects can be placed at arbitrary points, then A* needs to deem nodes impassable (your arrays 1) based on the objects placed in them. You have to be careful here and decide whether entire nodes should be ignored based on towers partial presence; for instance:
|====|====|====|====|====|
|====|====|====|===+|+++=|
|====|====|====|===+|+++=|
|====|====|====|====|====|
|0~0=|====|====|====|====|pixels: = ; node dividers: | (and line breaks for vertical) ; tower: +
The tower only covers ¼ of the node at (3, 3); should you eliminate it? Five solutions are obvious:
Ignore any node with any chunk of a tower in it.
Ignore any node entirely covered by a tower.
Ignore any node whose center is covered by a tower. This wont work with multi-tiered pathfinding.
Ignore any node that has a tower covering any point the units are required to pass through. This will work with multi-tiered pathfinding.
Using multi-tiered pathfinding, consider only consider the sub-nodes that arent covered by a tower.
I realize a 2D Array would probably be the best way just such as
int[][] map = new int[100][100]
For starters, if only want two valuespassable and impassiblethen a boolean would be better. But I would recommend against this. Id bet you could write some OO code specific to your situation. You might want to use terrain costs, where nodes exist that A* would prefer over others.
I hope I answered some of your questions. Let me know if you have moreor if I didnt.
Good luck.
Douglas -
Hello i am still trying to create tile based movement. What i mean by that is the character can move smoothly but will always end up in the middle of a tile (just like the pokemon games). I have managed to make it work if the player uses only one key, however in combination with other keys it does not work. I was hoping someone could give me advise how to fix the code or perhaps some better/easier way to do it.
Here is my code so far (this is only for left and right key) my character movieclip has the instance name char
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
import flash.events.Event;
import fl.transitions.easing.*;
import com.greensock.*;
var pixelsMoved:Number = 0;
var pixelsLeft:Number = 0;
var tweening:Boolean = false;
var rightKeyDown:Boolean = false;
var leftKeyDown:Boolean = false;
addEventListener(Event.ENTER_FRAME,Loop);
stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyPress);
stage.addEventListener(KeyboardEvent.KEY_UP,KeyRelease);
function Loop(event:Event):void
if (tweening == false)
if (rightKeyDown == true)
char.x += 1;
pixelsMoved += 1;
else if (leftKeyDown == true)
char.x -= 1;
pixelsMoved += 1;
if (pixelsMoved >= 25)
pixelsMoved = 0;
pixelsLeft = 25;
function KeyPress(event:KeyboardEvent):void
if (event.keyCode == Keyboard.RIGHT)
rightKeyDown = true;
if (event.keyCode == Keyboard.LEFT)
leftKeyDown = true;
function KeyRelease(event:KeyboardEvent):void
pixelsLeft = 25 - pixelsMoved;
if (event.keyCode == Keyboard.RIGHT)
if (tweening == false)
var moveRight:TweenLite = new TweenLite(char,pixelsLeft,{x:char.x + pixelsLeft,ease:None.easeNone,useFrames: true,onComplete: resetVars});
rightKeyDown = false;
tweening = true;
if (event.keyCode == Keyboard.LEFT)
if (tweening == false)
var moveLeft:TweenLite = new TweenLite(char,pixelsLeft,{x:char.x - pixelsLeft,ease:None.easeNone,useFrames: true,onComplete: resetVars});
leftKeyDown = false;
tweening = true;
function resetVars():void
tweening = false;
pixelsLeft = 0;
pixelsMoved = 0;
Any help is much apreciated!I am not sure I understand all the requirements. Also I guess you refer to pacman game - not pokemon.
In any case, here is something that works pretty smooth at 60fps. Note there are no ENTER_FRAME handlers - all animations are handled by TweenLite.
Just dump the code on a timeline in a new FLA - it is not meant to be injected into your existing code. So, this is just an independent fully functional concept. All objects are created dynamically by the script - you don't have to do anything to view/test this example.
Read comments.
import com.greensock.easing.Ease;
import com.greensock.easing.Linear;
import com.greensock.easing.Sine;
import com.greensock.TweenLite;
import flash.display.Graphics;
import flash.display.Shape;
import flash.display.Sprite;
import flash.events.KeyboardEvent;
import flash.geom.Point;
import flash.ui.Keyboard;
var board:Sprite;
var tileSide:Number = 40;
var numRows:int = 10;
var numCols:int = 14;
var char:Shape;
var _currentKey:uint = 0;
var tween:TweenLite;
init();
function init():void
drawBoard();
configStage();
function configStage():void
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
function onKeyRelease(e:KeyboardEvent):void
// if the latest processed key was not release - we block the latest pressed key
if (e.keyCode == _currentKey)
_currentKey = 0;
function onKeyPress(e:KeyboardEvent):void
currentKey = e.keyCode;
function get tile():Shape
var shape:Shape = new Shape();
shape.cacheAsBitmap = true;
var color:uint = 0x808080;
var g:Graphics = shape.graphics;
g.lineStyle(1, color);
g.beginFill(0xEBEBEB);
g.drawRect(-tileSide / 2, -tileSide / 2, tileSide, tileSide);
return shape;
function moveChar(targetX:int = 0, targetY:int = 0):void
tween = TweenLite.to(char, 0.45, {x: targetX, y: targetY, ease: Linear.easeNone, onComplete: onTweenComplete});
function onTweenComplete():void
* need to do that
* a. if key is kept pressed
* c. to override situations when another key is pressed simulataneously
currentKey = _currentKey;
function set currentKey(value:uint):void
var targetPosition:Number = 0;
* key value is proccessed if
* a. key is allowed - via switch
* b. there is no key pressed before or ptreviously pressed key _currentKey is the same as new value
* c. tween in not active
if ((!_currentKey || _currentKey == value) && !tween._active)
switch (value)
case Keyboard.RIGHT:
targetPosition = char.x + tileSide;
if (targetPosition < tileSide * numCols)
moveChar(targetPosition, char.y);
charRotation = 0;
_currentKey = value;
break;
case Keyboard.LEFT:
targetPosition = char.x - tileSide;
if (targetPosition >= 0)
moveChar(targetPosition, char.y);
charRotation = 180;
_currentKey = value;
break;
case Keyboard.UP:
targetPosition = char.y - tileSide;
if (targetPosition >= 0)
moveChar(char.x, targetPosition);
charRotation = -90;
_currentKey = value;
break;
case Keyboard.DOWN:
targetPosition = char.y + tileSide;
if (targetPosition < tileSide * numRows)
moveChar(char.x, targetPosition);
charRotation = 90;
_currentKey = value;
break;
function set charRotation(value:Number):void
if (char.rotation == -180)
char.rotation = 180;
if (char.rotation == 180 && value == -90)
char.rotation = -180;
else if (char.rotation == -90 && value == 180)
value = -180;
TweenLite.to(char, 0.2 * (Math.abs((char.rotation - value) / 90) || 1), {rotation: value});
function drawBoard():void
board = new Sprite();
var numTiles:int = numRows * numCols;
for (var i:int = 0; i < numTiles; i++)
var t:Shape = tile;
t.x = tileSide * (i % numCols);
t.y = tileSide * int(i / numCols);
board.addChild(t);
board.addChild(addChar);
addChild(board);
board.x = board.y = 20 + tileSide / 2;
function get addChar():Shape
var radius:Number = tileSide / 2 - 4;
char = new Shape();
var g:Graphics = char.graphics;
g.lineStyle(1);
g.beginFill(0xff0000);
g.drawCircle(0, 0, radius);
g.endFill();
g.lineStyle(2);
g.moveTo(0, 0);
g.lineTo(radius, 0);
g.beginFill(0x000000);
g.moveTo(radius, 0);
g.lineTo(radius - 10, 4);
g.lineTo(radius - 10, -4);
g.endFill();
tween = new TweenLite(char, 1, null);
char.cacheAsBitmap = true;
return char; -
Tile based movement in flash as3
Hello i am currently working on the engine for a tiled based game. I have set up the map using a 2 dimensional array. Movement wise i have just increased/decreased the x/y position of my characer by the same amount of pixels as my tiles. Anyway of course this does not look good as my character is just "teleporting" to the next tile. Perhaps anyone can help me how to make some smooth movement and still ensure that my character will end up in the middle of a tile (Just like in the pokemon games).
Any help is much appreciated - JohnUse a tween engine:
http://www.greensock.com/ -
Effectivly Drawing a Real-Time Game
Hello, I have several questions regarding the methods needed to draw a real-time game. First of all, is there a way of using Hardware accelerated graphics in Java? Secondly, and more to the point, my real-time game needs to repaint the screen every 25 milliseconds. The actual painting is done in the paintComponent method of my Game component (which extends JPanel). Anyway, I need to draw the background Image and to draw the foreground image onto existing terrain. I am painting the whole Background image (clipped to the size of the screen) each repaint. Furthermore, I draw the Foreground Image once for each polygon in my Vector of Polygons which describe the terrain - each time the graphics is clipped to the current terrain polygon I am referring to. This means I draw the amount of Polygons + 1 images every 25 milliseconds (And some of which are 3000x3000 pixels big). No wonder the screen is flickering... However, I do not know any alternate way (even though I am sure one exists). Any help would be kindly appreciated.
With Thanks,
laginimaineb.@laginimaineb,
Create terrain image 'only once' using,
Image image = Toolkit.getDefaultToolkit().getImage(fileName);
BufferedImage bimage = new BufferedImage(3000,3000, type); //Max size set
Graphics g = bimage.createGraphics();
for(int i=0;i<noOfPolygons;i++) {
g.drawImage(image, xPos, yPos, null);
g.drawPolygon(polygon);
Image completeImage = Toolkit.getDefaultToolkit().createImage(bimage.getSource());
g.dispose();
Just draw this CompleteImage in paint() or paintComponent() method.
CompleteImage is created only once.
If you are changing terrain after 25 seconds then different logic may need. -
How can I draw image in a vbean?
How can I draw image in a vbean?
this is my code :
import java.awt.BorderLayout;
import java.awt.Image;
import java.awt.Graphics;
import java.net.MalformedURLException;
import java.net.URL;
import com.sun.jimi.core.Jimi;
import oracle.forms.handler.IHandler;
import oracle.forms.properties.ID;
import oracle.forms.ui.VBean;
public class PrintEmailLogo extends VBean {
URL url;
Image img;
boolean ImageLoaded = false;
public void paint(Graphics g) {
if (ImageLoaded) {
System.out.println("yes~~~");
g.drawImage(img, 0, 0, null);
} else
System.out.println("no~~~");
public boolean imageUpdate(Image img, int infoflags, int x, int y, int w,
int h) {
if (infoflags == ALLBITS) {
System.out.println("yes");
ImageLoaded = true;
repaint();
return false;
} else
return true;
public void init(IHandler arg0) {
super.init(arg0);
try {
url = new URL("file:print/77G.gif");
img = Jimi.getImage(url);
Image offScreenImage = createImage(size().width, size().height);
Graphics offScreenGC = offScreenImage.getGraphics();
System.out.println(offScreenGC.drawImage(img, 0, 0, this));
} catch (MalformedURLException e) {
// TODO Auto-generated catch block
e.printStackTrace();
but when I run it in forms
when it run Graphics offScreenGC = offScreenImage.getGraphics();
It throw a exception:
java.lang.NullPointerException at com.avicit.aepcs.calendar.PrintEmailLogo.init(PrintEmailLogo.java:72) at oracle.forms.handler.UICommon.instantiate(Unknown Source) at oracle.forms.handler.UICommon.onCreate(Unknown Source) at oracle.forms.handler.JavaContainer.onCreate(Unknown Source) at oracle.forms.engine.Runform.onCreateHandler(Unknown Source) at oracle.forms.engine.Runform.processMessage(Unknown Source) at oracle.forms.engine.Runform.processSet(Unknown Source) at oracle.forms.engine.Runform.onMessageReal(Unknown Source) at oracle.forms.engine.Runform.onMessage(Unknown Source) at oracle.forms.engine.Runform.processEventEnd(Unknown Source) at oracle.ewt.lwAWT.LWComponent.redispatchEvent(Unknown Source) at oracle.ewt.lwAWT.LWComponent.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)
I change it to:
import java.awt.BorderLayout;
import java.awt.Image;
import java.awt.Graphics;
import java.net.MalformedURLException;
import java.net.URL;
import javax.swing.JFrame;
import com.sun.jimi.core.Jimi;
import oracle.forms.handler.IHandler;
import oracle.forms.properties.ID;
import oracle.forms.ui.VBean;
public class PrintEmailLogo extends VBean {
URL url;
Image img;
public void paint(Graphics g) {
try {
url = new URL("file:print/77G.gif");
img = Jimi.getImage(url);
g.drawImage(img, 0, 0, this));
} catch (MalformedURLException e) {
// TODO Auto-generated catch block
e.printStackTrace();
public void init(IHandler arg0) {
super.init(arg0);
But it display nothing.
It isn't paint continuous.
what's wrong in my vbean?
please help me.The following code works fine for me:
package oracle.forms.fd;
import java.awt.*;
import java.awt.event.*;
import java.net.*;
import java.util.*;
import javax.swing.*;
import javax.swing.event.*;
import oracle.forms.handler.IHandler;
import oracle.forms.properties.ID;
import oracle.forms.ui.CustomEvent;
import oracle.forms.ui.VBean;
public class test extends VBean {
private URL url;
private URL m_codeBase;
private Image img;
public void paint(Graphics g) {
// draw the image
g.drawImage(img, 0, 0, this);
public void init(IHandler arg0) {
super.init(arg0);
// load image file
img = loadImage("file:///c:/coyote.jpg");
public test()
super();
* Load an image from JAR file, Client machine or Internet URL *
private Image loadImage(String imageName)
URL imageURL = null;
boolean loadSuccess = false;
Image img = null ;
//JAR
imageURL = getClass().getResource(imageName);
if (imageURL != null)
try
img = Toolkit.getDefaultToolkit().getImage(imageURL);
loadSuccess = true;
return img ;
catch (Exception ilex)
System.out.println("Error loading image from JAR: " + ilex.toString());
else
System.out.println("Unable to find " + imageName + " in JAR");
//DOCBASE
if (loadSuccess == false)
System.out.println("Searching docbase for " + imageName);
try
if (imageName.toLowerCase().startsWith("http://")||imageName.toLowerCase().startsWith("https://"))
imageURL = new URL(imageName);
else if(imageName.toLowerCase().startsWith("file:"))
imageURL = new URL(imageName);
else
imageURL = new URL(m_codeBase.getProtocol() + "://" + m_codeBase.getHost() + ":" + m_codeBase.getPort() + imageName);
System.out.println("Constructed URL: " + imageURL.toString());
try
img = createImage((java.awt.image.ImageProducer) imageURL.getContent());
loadSuccess = true;
System.out.println("Image found: " + imageURL.toString());
return img ;
catch (Exception ilex)
System.out.println("Error reading image - " + ilex.toString());
catch (java.net.MalformedURLException urlex)
System.out.println("Error creating URL - " + urlex.toString());
//CODEBASE
if (loadSuccess == false)
System.out.println("Searching codebase for " + imageName);
try
imageURL = new URL(m_codeBase, imageName);
System.out.println("Constructed URL: " + imageURL.toString());
try
img = createImage((java.awt.image.ImageProducer) imageURL.getContent());
loadSuccess = true;
System.out.println("Image found: " + imageURL.toString());
return img ;
catch (Exception ilex)
System.out.println("Error reading image - " + ilex.toString());
catch (java.net.MalformedURLException urlex)
System.out.println("Error creating URL - " + urlex.toString());
if (loadSuccess == false)
System.out.println("Error image " + imageName + " could not be located");
return img ;
}Francois -
Can one add more than one photo layer to a draw image?
I cannot seem to find a way to add more than one photo or photo layer to a Draw image, but the Draw page on Adobe seems to imply multiple photos can be added. How might I accomplish this? Thanks for your time.
Unfortunately, Draw is currently limited to one photo layer, and only one photo within that layer.
Hope that helps,
Frank
Draw Engineering
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