Tile Based Game Questions
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?
Second, how would I have efficient collision dection? I use the following code for movement...
public class worldTravelPanel extends JPanel implements MouseListener
mapGround mapGround = new mapGround();
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();
public worldTravelPanel()
mapGround.loadImages("town");
mapGround.loadTiles("olatheMap");
mapWall.loadImages("town");
mapWall.loadTiles("olatheMap");
mapDoor.loadImages("town");
mapDoor.loadTiles("olatheMap");
mapNPC.loadImages("generic");
mapNPC.loadTiles("olatheMap");
mapRoof.loadImages("town");
mapRoof.loadTiles("olatheMap");
x = programWidth / 2;
y = programHeight / 2;
animationSet = 7.0;
class moveTask extends TimerTask
Point2D start = new Point2D.Double(hero.location[0][0], hero.location[0][1]);;
Point2D end = new Point2D.Double(hero.location[1][0], hero.location[1][1]);
double distance = start.distance(end);
public void run()
if(((Math.abs(start.getX() - end.getX()) < 0.5) && (Math.abs(start.getY() - end.getY()) < 0.5)) && start != end)
start = end;
else if (start != end)
double distance = start.distance(end);
x = (end.getX() - start.getX()) / distance;
y = (end.getY() - start.getY()) / distance;
hero.location[1][0] = (int)(start.getX() + x);
hero.location[1][1] = (int)(start.getY() + y);
checkForCollision();
repaint();
else
hero.location[0][0] = (int)start.getX();
hero.location[0][1] = (int)start.getY();
timer.cancel();
public void checkForCollision()
int tempX = (int)(hero.location[1][0] / 32);
int tempY = (int)(hero.location[1][1] / 32);
boolean wallCollision = false;
if(end.getX() > start.getX())
if(mapWall.currentWallMap[tempY][tempX + 1] != 00)
wallCollision = true;
else if(end.getX() < start.getX())
if(tempX <= 1)
tempX = 1;
if(mapWall.currentWallMap[tempY][tempX - 1] != 00)
wallCollision = true;
if(end.getY() < start.getY())
if(mapWall.currentWallMap[tempY + 1][tempX] != 00)
wallCollision = true;
else if(end.getY() > start.getY())
if(tempY <= 1)
tempY = 1;
if(mapWall.currentWallMap[tempY - 1][tempX] != 00)
wallCollision = true;
if(wallCollision == true)
System.out.println("Wall Collision: " + tempY + ", " + tempX);
//end.setLocation(hero.location[1][0], hero.location[1][1]);
//start.setLocation(hero.location[1][0], hero.location[1][1]);
start.setLocation(start.getX() + x, start.getY() + y);
x = start.getX();
y = start.getY();
else if(mapDoor.currentDoorMap[tempY][tempX] != 00)
System.out.println("Enter Door: " + mapDoor.currentDoorMap[tempY][tempX]);
hero.map = "olatheMap";
changeMap();
else if(mapNPC.currentNPCMap[tempY][tempX] != 00)
System.out.println("NPC Collision");
start.setLocation(start.getX() + x, start.getY() + y);
x = start.getX();
y = start.getY();
else
start.setLocation(start.getX() + x, start.getY() + y);
x = start.getX();
y = start.getY();
public void changeMap()
mapGround.loadTiles(hero.map);
mapWall.loadTiles(hero.map);
mapDoor.loadTiles(hero.map);
mapNPC.loadTiles(hero.map);
mapRoof.loadTiles(hero.map);
x = programWidth / 2;
y = programHeight / 2;
start.setLocation(x, y);
end.setLocation(x, y);
protected void paintComponent(Graphics g)
g.clipRect(0, 0, programWidth, programHeight);
g.setColor(Color.white);
g.fillRect(0, 0, programWidth, programHeight);
mapGround.drawGround(g);//Floor Layer
mapWall.drawWall(g);//Wall Layer
mapDoor.drawDoor(g);//Interaction Layer 1
mapNPC.drawNPC(g);//Interaction Layer 2
charHero[(int)animationSet].paintIcon(this, g, (int)x, (int)y);
mapRoof.drawRoof(g);//Roof Layer
//Begin Mouse Listener Block
public void mouseClicked(MouseEvent e){}
public void mousePressed(MouseEvent e){processMouseMotion(e);}
public void mouseReleased(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
private void processMouseMotion(MouseEvent e)
if(e.getModifiers() == MouseEvent.BUTTON1_MASK)
hero.location[0][0] = (int)x;
hero.location[0][1] = (int)y;
hero.location[1][0] = (int)(e.getX() / 32) * 32 + 3;//Centers hero is tile
hero.location[1][1] = (int)(e.getY() / 32) * 32;//Centers hero is tile
timer.cancel();
timer = new Timer();
timer.schedule(new moveTask(), 0, 10);
//End Mouse Listener Block
}Thanks for any and all help!
Ryltar
I 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.
Similar Messages
-
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++)
if (myMaze[y][x] == 1)
var cell:MovieClip = new mc_tile();
cell.x = ts * x;
cell.y = ts * y;
addChild(cell);
So my question is how do i optimize this code? If i could somehow make flash view all the movieclips as one big bitmap i guess that would solve the problem but i need some help.
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).
-
[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,
chrisThe 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 -
Allright i am about to start working on something that i have never tried before. I am making a tile based game which is set up with a two-dimensional array.
0 in the array represents wall tiles which aren't walkable.
1 in the array represents path tiles which can be walked on.
I would like to add some enemies to the game which i want to have following the character. The enemies must follow the character by walking on the shortest route possibly. I have tried looking into path-finding but it seems quite complex. If anyone has some advice on how i would go about doing this, i would very much love to hear. Maybe if someone can recommend a good tutorial that would be nice.
Thanks in advance!Here's your typical A* pathfinding explained:
http://www.raywenderlich.com/4946/introduction-to-a-pathfinding -
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 -
Help with text based game.
SO I've just begun to make a text based game and i've already ran into a problem :/
I've made a switch statement that has cases for each of the classes in the game..for example
Output will ask what you want to be
1. Fighter
2. etc
3. etc
case 1: //Fighter
My problem is i want to be able to display the class
as in game class not java class
as Fighter
That may be a bit confusing to understand sorry if it isn't clear
Here is my code that i'm using this may help.
import java.util.Scanner;
public class main {
public static void main(String args[]) {
Scanner input = new Scanner(System.in);
int health = 0;
int power = 0;
int gold = 0;
System.out.println("Welcome to my game!");
System.out.println("First of what is your name?");
String name = input.next();
System.out.println(name + " you say? Interesting name. Well then " + name + " what is your race?");
System.out.println();
System.out.println("Press 1. for Human");
System.out.println("Press 2. for Elf");
System.out.println("Press 3. for Orc");
int Race = input.nextInt();
switch (Race) {
case 1: // Human
String race = "Human";
health = 10;
power = 10;
gold = 25;
break;
case 2: // Elf
health = 9;
power = 13;
gold = 25;
break;
case 3: // Orc
health = 13;
power = 9;
gold = 30;
break;
default:
System.out.println("Invalid choice Please choose 1-3");
break;
System.out.println("Now what is your class?");
System.out.println("Press 1. Fighter");
System.out.println("Press 2. Mage");
System.out.println("Press 3. Rogue");
int Class = input.nextInt();
switch (Class) {
case 1: // Fighter
health = health + 1;
power = power + 1;
gold = gold + 1;
break;
case 2: // Mage
health = health + 1;
power = power + 1;
gold = gold + 1;
break;
case 3: // Rogue
health = health + 1;
power = power + 1;
gold = gold + 1;
break;
default:
System.out.println("Invalid choice Please choose 1-3");
break;
System.out.println("So your name is " + name );
System.out.println("and your race is: " + race);
System.out.println("and your class is: " + Class);
}Thanks in advance!Brushfire wrote:
So you're advising him to run his console based game on the EDT, why?Far King good question... To which I suspect the answer is "Ummm... Ooops!" ;-)
@OP: Here's my 2c... if you don't follow then ask good questions and I'll consider giving good answers.
package forums;
import java.util.Scanner;
abstract class Avatar
public final String name;
public int type;
public int health;
public int power;
public int gold;
protected Avatar(String name, int health, int power, int gold) {
this.name = name;
this.health = health;
this.power = power;
this.gold = gold;
public String toString() {
return "name="+name
+" health="+health
+" power="+power
+" gold="+gold
class Human extends Avatar
public Human(String name) {
super(name, 10, 11, 31);
class Elf extends Avatar
public Elf(String name) {
super(name, 9, 13, 25);
class Orc extends Avatar
public Orc(String name) {
super(name, 6, 17, 13);
interface AvatarFactory
public Avatar createAvatar();
class PlayersAvatarFactory implements AvatarFactory
private static final Scanner scanner = new Scanner(System.in);
public Avatar createAvatar() {
System.out.println();
System.out.println("Lets create your avatar ...");
String name = readName();
Avatar player = null;
switch(readRace(name)) {
case 1: player = new Human(name); break;
case 2: player = new Elf(name); break;
case 3: player = new Orc(name); break;
player.type = readType();
return player;
private static String readName() {
System.out.println();
System.out.print("First off, what is your name : ");
String name = scanner.nextLine();
System.out.println(name + " you say? Interesting name.");
return name;
private static int readRace(String name) {
System.out.println();
System.out.println("Well then " + name + ", what is your race?");
System.out.println("1. for Human");
System.out.println("2. for Elf");
System.out.println("3. for Orc");
while(true) {
System.out.print("Choice : ");
int race = scanner.nextInt();
scanner.nextLine();
if (race >= 1 && race <= 3) {
return race;
System.out.println("Bad Choice! Please try again, and DO be careful! This is important!");
private static int readType() {
System.out.println();
System.out.println("Now, what type of creature are you?");
System.out.println("1. Barbarian");
System.out.println("2. Mage");
System.out.println("3. Rogue");
while(true) {
System.out.print("Choice : ");
int type = scanner.nextInt();
scanner.nextLine();
if (type >= 1 && type <= 3) {
return type;
System.out.println("Look, enter a number between 1 and 3 isn't exactly rocket surgery! DO atleast try to get it right!");
public class PlayersAvatarFactoryTest {
public static void main(String args[]) {
try {
PlayersAvatarFactoryTest test = new PlayersAvatarFactoryTest();
test.run();
} catch (Exception e) {
e.printStackTrace();
private void run() {
AvatarFactory avatarFactory = new PlayersAvatarFactory();
System.out.println();
System.out.println("==== PlayersAvatarFactoryTest ====");
System.out.println("Welcome to my game!");
Avatar player1 = avatarFactory.createAvatar();
System.out.println();
System.out.println("Player1: "+player1);
}It's "just a bit" more OOified than your version... and I changed random stuff, so you basically can't cheat ;-)
And look out for JSG's totally-over-the-top triple-introspective-reflective-self-crushing-coffeebean-abstract-factory solution, with cheese ;-)
Cheers. Keith.
Edited by: corlettk on 25/07/2009 13:38 ~~ Typo!
Edited by: corlettk on 25/07/2009 13:39 ~~ I still can't believe the morons at sun made moron a proscribed word. -
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.)
this meant new cells only had to be drawn every time the view area passed over a cell boundary.
however, doing this, meant it was super smooth until it hit a cell boundary, at which point it had to draw all the cells in the newly exposed column and/or row - which caused a jerk.
To get around this, I devised a speculative rendering, where by the next column/row was pre-rendered over a series of game frames.
(each column/row had its own buffer into which the pre-rendering was done)
On average 2-4 times as many edge cells had to be rendered than needed, but, because the camera moved slowly, this could be distributed over approx. 10 game frames.
By distributing the rendering of the edge cells over a number of game frames, I hoped to remove the jerk experienced as the camera crossed a cell boundary.
The system worked... ish... but I never finished it :(
basically, these were crazy optimisations that were only necessary because I was developing for mobile phones.
On mobile phones the speed of rendering is relative to the number of draw calls, NOT the actual area of the screen being repainted.
e.g.
fillRect(0,0,50,50)
fillRect(0,50,50,50)
will take almost twice as long as
fillRect(0,0,100,100)
even though you are only painting 1/2 the area. -
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/ -
Smooth walking on tile based map system
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.
I am not requesting any code whatsoever, simply ideas.
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.
If you're using a back-buffer (which I highly recommend if there is going to be animation or movement onscreen), then you may need to specify the type for the BufferedImage that you use as a buffer, I always use TYPE_INT_ARGB to make sure I have Alpha values (transparency). -
Hi!
Well, i'm really happy with the card overall but i have the same issue as priyajeet(he posted it in the crackle/pop thread.
Here's the thing, i can't play any directX based game. I do play OpenGL based games without any issue.
Tried few DX games so far, HL2 based games, BF 242 and Gunmetal, in all the same problem occurs, the screen goes black, system hangs, sounds in loop.
priyajeet was probably ignored cause he has nforce4 based board, that's not my case.
Pentium 4E 2.8GHz
Asus P4P800 SE Bios Version: 0 (latest non-Beta) (northbridge 865PE with Southbridge ICH5)
OCZ 2x52Mb DDR (Dual channel)
2x seagate 200GB SATA II in Hardware raid 0
PSU LC Power 550W
XFX 6600GT 28Mb DDR3
X-Fi Platinum (not in shared IRQ, it has IRQ 22 all for herself)
Some Ethernet PCI card based on a Realtek chipset
LG DVD Player
Philips CD recorder
I don't feel that the peripherals need to be posted with detail(Speakers, mouse, keyboard, printer, monitor)
It kinda seems that this is resources issue, since any openGl based game will work fine and DirectX based games work for few seconds till it crashes.
If anyone has any ideas or sugestions or questions about the current configuration of my computer, both hardware or software please answer, i really like this sound card and i would like to keep it, but i won't if the issues remain.
Best regards,
DanielMessage Edited by darthdan on 02-04-200704:7 PMHow embarrassing, I'd be lucky if my cpu was operating at 600Mhz. The computer is an all-in-one IBM handmedown from dad that was purchased in 200. He crashed the harddri've (at least it broke down) & left it to me to upgrade. Now running multiboot C:\98SE Vs D:\winXP on a 20Gb Samsung HDD with intergrated audio/usb.. The machine is a netvista 27952A & it's not clear at all what sort of soundblaster was put onboard b4 sale. I was checking through the bios yesterday & using a diagnostix app. on diskette downloaded from IBM/lenovo website which showed the sound card has no I/0 addresses at all! The system information IDs the sound card OK but says its not configured & F help goes on to say I need soundblaster pro or compatible sound card. OK so I came here, to creative labs, looking for low profile PCI cards and finally figure out it's really not the hardware that I need it's the software (ie: cd-rom or web-link). There is a possibility that new soundcard in the ethernet expansion slot would work v. well but I'd be messing up some particularly neat hardware. What do you think? If I hadn't found your reply here I was going to start a new thread "sound card with no I/0 address". I have put the qr6z07.exe audio file from IBM website in place + reboot & also have used the IBM nati've cd-rom recovery console to reinstall o/s. Have had rare patches of internal speaker system & cd-rom playback but the twin stereo speakers don't make a peep unless you switch the power off, 24 months or so now and v. frustrating:angry:. I'm running out of time to complete the machine b4 support dries up altogether... I was thinking I be able to?network it in combo with a dual core server to surf & be you know 'long board sentimental'.
-
Hi all,
I'm a bit of a video game lover and recently have come across some oldies on the web I used to love. Mostly PC games like Indiana Jones adventure types....
I'm now 100% Mac, and found a copy on Amazon of one of these games on CD for sale. Question is, will very old mac based games run on my Intel Based iMac?
If not, does any one know/has heard of any programs or tools to run video games classics?
thanksHi djkhont,
As someone who was recently trying to revive my old PC games, try the following utilities:
DosBOX - An MS-DOS emulator, available free for download for many platforms (including Mac OS X Universal)
ScummVM - Another free application to run a good chunk of the classic LucasArts games (Monkey Island, Sam & Max, Loom, etc). You mentioned Indiana Jones... don't know which Indiana Jones you found at Amazon, but check the list of supported games, I believe "Last Crusade" is in there.
As far as playing MacOS 9 (Classic) games on an Intel Mac, I'm afraid it's not possible, as the other posters had mentioned. The Intel Macs do not support the Classic environment.
(another reason why I will never part with my old iBook...)
Hope this helps,
Steve
iMac Intel Core 2 Duo, 2.16 GHz, 2 GB RAM Mac OS X (10.4.9) iBook G3 366 MHz (graphite clamshell), 576 MB RAM, Mac OS X 10.3.9 -
Hi all......i have searched the forums on this topic but i don't think my question has been answered.
So......I have a ton of windows based games, ie. Tiger woods golf, half life, etc.
I would like to use them on my mbp. Can I? How about microsoft money 2006?
thanks much, alI just got my MBP and installed windows, not only did all the programes you mentioned work, they were better than my top of the range PC. They were faster and the gfx were much better quality.
BF2 was unbelievable with 60 fps.
Enjoy
callaghan001 -
Every time I launch a Source - based game, it crashes on startup. This happens with both "Team fortress 2" and "Tactical intervention". This began to happen recently (they used to work fine), but as I recall I've just installed Crossover... can anyone help me?
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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0x5a25000 - 0x64caf8f +steamclient.dylib (1) <DCD12DE2-488E-3C76-B78C-FD1198871B17> /Applications/Steam.app/Contents/MacOS/osx32/steamclient.dylib
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0x6fda000 - 0x6fe2ffd libcldcpuengine.dylib (2.2.16) <0BE2D018-66CC-3F69-B8F1-7A81EEEE09F4> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/libcldcpuengin e.dylib
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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
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0xdc97000 - 0xddeafe7 +shaderapidx9.dylib (1) <CF7CC900-F51D-A8F5-CA15-9783302D2E58> /Users/USER/Library/Application Support/Steam/*/shaderapidx9.dylib
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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
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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.
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