A dynamically changeable wpf animation - simulation

I'm making a zero-player c# wpf football simulation and I have the field laid out and everything, just no players or ball doing anything at the moment.
How could I make the players move, for a start? And for seconds, colliding with the ball imparts the player's velocity on it somehow?
C# Express 2010, all help appreciated. Thx

You might try something like this to get you started:
Beginner's WPF Animation Tutorial
That should get you to a point where you're ready to ask more specific questions.

Related

unity character attached to game object

I'm quite new to Unity and there is one thing i couldn't think of how to make it and i couldn't exact information either so here i am. (sorry, my English is not perfect)
what i want to do is attaching a character to game object.
In my game, player(user) will control or steer the game object and the character attached to the game object just Looks as if it's riding or driving the game object.
(to help you understand, maybe you can imagine that player control a skateboard and there is a character on it)
So far, I tried 2 ways -
1. I made character as child of the game object, and gave an animation to the character but i found out it is not looks very natural.
2. I made a ragdoll and tried to attach it to the game object by using fixed joint between the game object and the character's feet but in playing mode, only ragdoll's feet was moving with the game object.
So I wonder if there is a good way to do it.
Anybody can give me an advice? I would so appreciate it.
Thanks in advance.
Your solutions is here, and its called IK:
1https://docs.unity3d.com/Manual/InverseKinematics.html
Invere kinematics isn't an easy topic and you will have to test it a lot(of course you could find some workarounds) but if you want the most elegant solution give it a try.

Coyote time for 2D platformer

I'm a novice game designer and a coder new to the term 'coyote time.'
I've always felt its existence before or after practicing game design as a career ever so naturally playing other games, but now that I have to implement it to my own game I'm kind of confused how to actually attempt to do it.
My game is set up with modified CharacterController in 3D world space as an orthographic 2D platformer. If anyone could give me where to look for head start trying to implement this feature for the first time or a very simple example I'd appreciate it very very much. Google didn't quite cut it this time for me :(.
It's 11 months late but hey, maybe someone else will benefit from the answer.
Have a player variable called coyoteTime. Whenever the player touches the ground, set coyoteTime to a certain number between 0 and half a second. At every game update, reduce that number. If the player touches the ground, set it back to that number.
When the player tries to jump, if (0 < coyoteTime), the player can jump.
This is basically just extra time to jump

Path finding on a 2d plataformer game. Making enemies jump

I am working 2D Platform running game and I am stuck at this issue, i cant figure it out how to make my enemies jump through platforms as they follow the player. I used A* path finding with a Grid graph for my flying enemy and it works just fine. But with the ground troops i don't know what to do. Any recommendations where to start and what to study? Thanks in advance
Place a Trigger (Collider) attached with the Platform at the point where you want your enemy to Act (Jump in your case). and Attach a script to your Enemy to Handle its actions whenever it enters that trigger. you can make it Jump/Fly or whatever you want to. Thumb up if its helpful :)

Unity help, indie horror game

I am making a game using a combination of Blender and Unity and have hit a wall. I am trying to make it so a lamp flies off of a table and smashes against a wall once the player walks past a certain point in the map.
I am having a hard time with this. Any help is appreciated.
You need to break this up into little parts.
The first part is that once the player walks past a certain point you want to do something. To do this, look at http://docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html
An on trigger event will let you run some code when an object collides with another object. In your case, when your player collides with a certain point in the game.
Next, inside that OnTriggerEvent, you want to fire the lamp off the table. To best do this, create a keyframe animation (or whatever you're most comfortable with) that animates the lamp to fly off the table. Lastly, play that animation in the trigger event. http://unity3d.com/learn/tutorials/modules/beginner/animation
To summarize, when the user hits a certain point, play an animation on the lamp.

Problem in using CCCamera

I am going to work on a game project. I am using cocos2d. I want to use cccamera class of cocos2d. Please tell me about any tutorial on cccamera. I want to implement more or less like angry birds, throwing the ball that reaches its destination facing the obstacles in the way.
So when the ball moves ahead the scene accordingly moves back depending on speed of the ball.
How to manage all that. I think i should use cccamera.
Thanx.
CCCamera, per the documentation is used for 3D effects (http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_camera.html) and recommends the use of CCFollow (http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_follow.html) for 2D related effects (such as following the birds forward, etc).