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Siege of Orgrimmar (5.4)
Updated:01-02-14 08:47 PM
Created:01-02-14 08:47 PM
Downloads:203
Favorites:2
MD5:
5.4
Kodo Manager
Version: 0.1
by: Duugu [More]
Kodo Manager is an ingame version of the best smartphone/tablet game ever: Harbor Master.

Be warned: it's more or less unfinished, it's work in progress, it's unbalanced, it's full of bugs, and much more Features would be definitely a plus
... but...
... it's entertaining and a great time filler.

Just give it a try.

Would love to read your feedback, bug reports, whatever.

/km s to open the game window
Settings via Blizzard Interface Settings

If you make it through level 5 you'll start from level 1 again - but in a more difficult version.
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Unread 01-07-14, 09:31 AM  
Duugu
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Hey Sire. Vielen Dank. Toll das Du noch da bist.
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Unread 01-06-14, 04:06 PM  
humfras
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Zuerst mal:
Willkommen zurŁck, Ulf!

Werde dem Spiel bei Gelegenheit mal auf den Zahn fŁhlen.
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Unread 01-03-14, 12:35 PM  
Duugu
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Collision detection for transports (or vehicles):
Just imagine a virtual circle around two objects. With a radius for each one that is big enough to cover the full object. If the two circles intersect there's a collision. To test if they intersect is really simple if you don't care where both circles do intersect (and I do not care *g*). Just add the radius of circle 1 and the radius of circle 2. That's the minimum range without any intersection. Then compute the range from center of circle 1 to the center of circle 2. If the range is lower than the minimum range there's an intersection.

Collision detection for vehicle with borders:
All the borders are comprised of convex polygons. A vehicle can't be inside a polygon. Due to this to detect if a vehicles path has a collision with a polygon it's enough to check for the first intersection of the vehicles path with any line of any polygon. If the check is true for the first time you've found the one and only collision point that matters.
To "bounce back" the vehicle just compute the intersection point of the vehicles path and the polygon line, compute the angle, invert the angle and compute a new path from the intersection Point using the new angle.

[e] This very somple approach does work with convex polygons only.
Have a look at http://www.gamedev.net/topic/310514-bounding-polygon-collision-detection or Google for "convex polygons collision detection" or something. There are many examples and descriptions out there.
Last edited by Duugu : 01-03-14 at 01:03 PM.
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Unread 01-03-14, 12:11 PM  
Duugu
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You could mail me your skype id via a private message if you would like to chat about particular stuff. Don't know if I'm helpful at all but at least I'm willing to try.
Last edited by Duugu : 01-03-14 at 12:12 PM.
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Unread 01-03-14, 12:10 PM  
Resike
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Originally Posted by Duugu
Originally Posted by Resike
Originally Posted by Duugu
Originally Posted by Resike
Yeah, i already reverseengineered thoose, the other part that would intrest me is the collision detection.
It absolutly simple. The collision detection checks if virtual circles with radius x around two objects intersect.
Yeah about that, i'm like stuck at square frames i have no clue how to draw a virtual circle.
Are we talking about the collision of transports with other transports or the collision of transports with borders?
Well, i would like to know both.
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Unread 01-03-14, 12:05 PM  
Duugu
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Originally Posted by Resike
Originally Posted by Duugu
Originally Posted by Resike
Yeah, i already reverseengineered thoose, the other part that would intrest me is the collision detection.
It absolutly simple. The collision detection checks if virtual circles with radius x around two objects intersect.
Yeah about that, i'm like stuck at square frames i have no clue how to draw a virtual circle.
Are we talking about the collision of transports with other transports or the collision of transports with borders?

You could mail me your skype id via a private message if you would like to chat about particular stuff. Don't know if I'm helpful at all but im willing to at least.
Last edited by Duugu : 01-03-14 at 12:11 PM.
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Unread 01-03-14, 11:12 AM  
Resike
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Originally Posted by Duugu
Originally Posted by Resike
Yeah, i already reverseengineered thoose, the other part that would intrest me is the collision detection.
It absolutly simple. The collision detection checks if virtual circles with radius x around two objects intersect.
Yeah about that, i'm like stuck at square frames i have no clue how to draw a virtual circle.
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Unread 01-03-14, 11:06 AM  
Duugu
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Originally Posted by Resike
Yeah, i already reverseengineered thoose, the other part that would intrest me is the collision detection.
It absolutly simple. The collision detection checks if virtual circles with radius x around two objects intersect.
Last edited by Duugu : 01-03-14 at 11:08 AM.
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Unread 01-03-14, 10:54 AM  
Resike
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Originally Posted by Duugu
Hell ya ... I wouldnít recommend anyone to use or even review my code. Iíve started it playing around with some line drawing stuff. Then it was growing to this. Iím as bad as one can be at math. That means the path finding is a great mess.
Iím remembering I had a look into the model stuff too but decided to do the animations quick and dirty via static images.
The code is almost 3 years old. I didnít touched it since then. Stumbled over it a week ago reviewing my old addon stuff and thought it deserves to be published. The game mechanic was more or less complete. Only the gameplay stuff had to be done. So I decided to spend an afternoon hacking a very basic version of the missing parts into it. Funny enough understanding my old code was an unexpected big challenge.

To visualize some of the path finding just set the debug level to 10 and start a new game (deactivates the collision detection too):
Code:
/script KodoManagerDebugLevel = 10
Starting a game and reloading the current map with the second parameter set to true additionally shows the "polygons".
Code:
/script KodoManagerLoadMap(<map number (1-5)>, true)
Yeah, i already reverseengineered thoose, the other part that would intrest me is the collision detection.

Anyway if you are intrested in my game here is it:

https://github.com/Resike/PlantsVsGhouls

- "/pvg" toggles the game.

I have only have like 1 day work in it (But most part of it is already ready in my head.), and the code is terribad.
Last edited by Resike : 01-03-14 at 11:18 AM.
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Unread 01-03-14, 08:32 AM  
Duugu
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Hell ya ... I wouldnít recommend anyone to use or even review my code. Iíve started it playing around with some line drawing stuff. Then it was growing to this. Iím as bad as one can be at math. That means the path finding is a great mess.
Iím remembering I had a look into the model stuff too but decided to do the animations quick and dirty via static images.
The code is almost 3 years old. I didnít touched it since then. Stumbled over it a week ago reviewing my old addon stuff and thought it deserves to be published. The game mechanic was more or less complete. Only the gameplay stuff had to be done. So I decided to spend an afternoon hacking a very basic version of the missing parts into it. Funny enough understanding my old code was an unexpected big challenge.

To visualize some of the path finding just set the debug level to 10 and start a new game (deactivates the collision detection too):
Code:
/script KodoManagerDebugLevel = 10
Starting a game and reloading the current map with the second parameter set to true additionally shows the "polygons".
Code:
/script KodoManagerLoadMap(<map number (1-5)>, true)
Last edited by Duugu : 01-03-14 at 10:33 AM.
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Unread 01-03-14, 05:05 AM  
Resike
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Oh god thats actually awesome.
Really intrested about the path finding part.
I'm also working on a tower defense wow addon, just mine using models.
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