my character is able to move right and left i want to be able to make the character collide with objects for objects i used picturebox option i hope thats right to use my problem is how to make a sprite have collision with a picturebox here is how i set up my sprite just in case u need the info because ive seen other sprite codes differently
ElseIf _ObjectState = ObjectStates.RunningRight Then
Select Case _SpriteAnimation
Case 1
I need some advice on a game I created. The game bounces a Sprite around a Panel and the user clicks the sprite to catch the sprite What I want to do is introduce a dificulty level easy medium and hard the level puts more sprites in the panel, the higher the dificulty level example
In my code i used a button to create a picturebox & it can move. I want to avoid overlapping of any pictureboxes created in the form.i used timer for it but i am having a trouble to avoid overlapping & i cant apply array in the intersectwith().
I am currently working on a game with collisions. I am using a picturebox with an animated gif in the Image property. I am currently using the following function call to detect collision: pictureboxPlayer.Bounds.IntersectsWith(pictureboxOfBadGuy.Bounds) When an pictureboxOfBadGuy collides with some of the whitespace of my picturboxPlayer the above line returns true. Does anyone know if VB has detection for images within a pictureBox.
I have code my pictureboxes so that I can move them around my form, however i can move a picturebox under another picturebox. Basically What i would like to be able to do it for a picturebox not to be able to go underneath another picturebox and thus dissapear.For example my picturebox 1 when i move it can go under my picturebox2, I would like it to touch the edges of picturebox2 at most but not go underneath it. I am using visual basic 2008.
I Use the following code to detect if a sprite should be going up or down and the response
If (pos.Y + 100) >= Sprite.BottomY Then Going_up = True pos.Y = Sprite.BottomY - 130 End If
[Code]...
but it's pretty terrible. It only works when the sprite starts at the top, and when I want to change the BottomY and TopY, it just starts glitching. What is a better to detect if the sprite should be going up or down?
I've been trying to figure out how to create transparency in a sprite, i.e. with the use of a mask. Problem is, every tutorial I could find was either completely irrelevant or for freaking Visual Basic 1858.
I'm using a class which lets me retrieve the a System.Drawing.Image by specifying a Sprite ID... I'm wondeirng, after I get the image, how do I draw it onto the form? Heres what I got so far
Dim img As Image = Util.SpriteReader.GetSpriteImage(3367)
I am creating a 2D RPG game similar to the pokemon interface. After solving my problem with walls, I came across another problem. If I make the panel show the whole map, it would be too small. Thus, I tried to increased the size to 1200,1200, but it wouldn't let me because my screen is smaller than that. Then I thought about it and realized that most games limit the sight of the map to the characters surroundings.
I have been searching the internet for a few days now, looking for ways to solve my problem, but I can't find anything. What I am trying to do is make my sprite walk. The way I did this was I made multiple GIF's with my characters different movements, but when I try to switch which ones are showing by releasing an arrow key, it does not do anything. Does anyone have a solution for this? My code so far is below, but it only lets me switch to the running GIF and not to the standing one.
I can't seem to find a way to get the Transparency of the character sprite to work. It always seems to take the background image of the form no matter how I tweak it.
I made a game in VB 08 and I have sprites and a background but I need to know how to make the background of the sprites transparent.I'd like to note that I'm using a picture box for my sprite, and the game is animated (I read that those things are relevant).I've read a lot on bitblting but I don't understand it, and when I found a helpful article it mentioned to use the .hdc. This article though was made before the introduction of GDI+ which now makes it harder to obtain said .hdc.
is ther any way to make my screen follow my sprite? I want the visable area of my game to change when my sprite moves past this X value 284 but i can not figure it out ill post my VB Express code below
I am using vb.net by the way. From what I understand, Xna is not usable in visual Basic. Therefore, in order to create my characters, I defined a sprite class. Now my question is.... (I am drawing everything using a timer on the form btw by the process of invalidation.)... how do I use time to cycle through the images in an image array while the instance has no focus, and whilst the class inherits the "Control" class? Basically, how do i get these instances to act without user input? I want a character to eventually respond to user input, but I also need npcs that do not need any input in order to move themselves. Also, I need this in such a way that each instance's processes do NOT interfere with the processes of others. So that whatever timing I use does not also stall the whole window/form.
I am currently making a small flood runner like game, I completed most of it, but I can't seem to get the jump action right. I got it to jump straight up and back down again, but it doesn't work when I use a left/right arrow key with it to perform a left/right jump. The sprite goes straight up if I only press space.What I want- The sprites goes up and right or left when I press space while holding right or left.
What is the best way for collision detection? I keep trying but I have failed every time.I want my player to not be able to go through my pictureboxes/obstacles from ALL sides.I have 2 player movement down but now I need collision detection. I am trying to save player2's location with a timer using a variable for the location then check if player2 (picturebox2) intersects with picturebox3. If it does then picturebox2 will go back to the location.
I need help with collision detection in visual basic. I am trying to detect when a picture box hits another picture box. The code I'm using is very simple because I'm very much a beginner.
Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick If Math.Abs(PictureBox2.Left - PictureBox1.Right) And Math.Abs(PictureBox2.Top - PictureBox1.Bottom) Then MessageBox.Show("You Are Dead") End If End Sub
I am currently using the Visual Basic 2008 Express Edition. Assuming that I've created 2 lines at runtime, what's the most efficient way to perform the collision-checking event?
I am trying to do simple collision detection in VB.NET using picture boxes, I have a fixed picturebox, (colour Green), and a moving picturebox, (colour Red). I can manage the collision detection OK, but how do make the movingpicture box bounce off the fixed picturebox and at the right angle? In the following code the moving picturebox sometimes passes right through the fixed one, but not everytime.
ublic Class Form1 Private RedXSpeed As Single = 5 Private RedYSpeed As Single = 5
I'm building a maze application in visual basic. The game relies on two variables, X and Y which are integers. There's a timer which basically invalidates the whole form for a redraw. Now my question is, that there are various squares and rectangles dotted around the form. How would I create a handler, or something as such to detect if the square that the form draws is touching these objects?[code]...
How To Have A Collision In VB.net XNA Using VB.net Codes And Format. Doing Collision In Normal Windows Form Application Is Simple By Calling Two Picture Box. Example:
If(enemyRectangle.Intersects(p�layerRectangle)) Then 'Do code here end if
But In XNA VB.net, There Are No Multiple Picture Box Or Windows Forms Thingy Buy Only One Picture Box Which Contains All Sprite Block And Display.
Here Is The Class Content Code:
Public Class clsContent Public Class GameContent Public Content As ContentManager Private ServiceHelper As New ServiceHelper
Let me just start off saying that I'm generally new to all programming so if my coding is painful to read I understand. I am currently working on a project that relies on perfect or near perfect collision detection, and I'm not sure whats wrong but sometimes the object being moved completly passes through the object it is supposed to collide at. Here's my coding relating to collision detection so far:
[Code]...
Also, the object, toon, is set to jump with a timer at an interval of 45. Any input regarding how I could make the overall collsion detection better or if I didnt provide the right section of code let me know.
I'm writing a brick breaker game. And I've come across a problem when drawing the bricks and detecting the colliaion between the bricks and the ball. I can't think of any way to draw multiple bricks, without testing for a ridiculous number of collisions.I have a class for bricks, with properties such as visible, loccation, and the bounds, but i'm not sure that this is the right approach.I also want to have different levels in my game so I have a class for levels.
I am working on a program that has bubbles being generated at the bottom of a panel and rising to the top I have all of that worked out but am having trouble figuring out how to detect when a bubble collides with another bubble and then seperating these two bubbles.[code]
i have 3 PicBoxes on a form. PicBox1=sprite PicBox2=Block1 PicBox3=Block2 I have figured out sprite movement on key down and have figured out simple collision detection for all 4 sides of Block1. My question(s) are:
is there an ideal way to create a method that can be called to handle the collision for all future PicBox's added instead of writting code independently for each key press and each NewBlock along with all 4 sides of the NewBlocks?If I created 100 PicBoxes as obsticles too create a maze type game for my Sprite to navigate through?
I'm designing a system to detect whether a projectile arc impacts a stationary square target. However, the detection is very limited and only seems to work if I use a while loop and a very large area, whereas if possible I'd prefer to animate it using a for loop and have the target somewhat smaller.Here's what I have at present:
Private Sub Timer2_Tick(sender As System.Object, e As System.EventArgs) Handles Timer2.Tick If (Not errorState2) Then