World of Warcraft lau addon- move towards player's side - lua

I am trying to create a World of Warcraft addon which allows a player to move towards the side of a player. Just like the follow function but instead of walking behind the player at his side. I was thinking on getting the player's location with UnitPosition and make the player walk towards that location by adding:
math.cos(direction player is facing in radians)*(length)
math.sin(direction player is facing in radians)*(length)

This is not possible today using Blizzard's current API.
Player movement addons were possible during the early days of Vanilla. People made auto-run GPS-style addons to help characters auto-travel on foot from one town to another.

Related

How to know how much time the player is in air (Roblox)?

I just created a Roblox game of shooting. The main target of the game is to stay alive as long as possible. But I recently noticed while playing other games that people use mods for flying in air. (In simple words 'hacking').
If the people use that in my game also they might be the one and only winner always.
So I decided to check when a player is not touching any object (In air) for more than 5 seconds the the player should die.
But then I searched In Google if there are any ways that I can do that. But found none. If anyone know how to achieve that can please help me...
Thanks in advance
This is the result of my 1 minute google search, no idea what you searched for...
From: https://developer.roblox.com/en-us/api-reference/property/Humanoid/FloorMaterial
When the Humanoid is not standing on a floor, the value of this
property will be set to Air.
The code sample below demonstrates how to listen to when this property
changes using Instance:GetPropertyChangedSignal
So if the material changed to Air you start a 5 second timer.
If the player lands stop the timer. When the timer finishes, kill the player.
There are some comments that FloorMaterial might be problematic if the player is swimming. So probably use https://developer.roblox.com/en-us/api-reference/event/Humanoid/StateChanged to start and stop the timer.
That should give you plenty of starting points. I won't give you any code. Make yourself familiar with the examples and you'll come up with a solution quickly.

How to spawn power ups and detect when they are picked up without enemies being to interact with them

I am currently making a game with sprite and the spritekit library, and I am trying to add power ups. I have tried to use physics bodies to detect when the player touches the power up, however that has not worked for me as the enemies are also able to interact with it. This is a problem, as I only want the player to be able to pick up the power up and have enemies walk straight over the power ups.(The game is top down) I was wondering how I could achieve this. Thank you.
There are a lot of different ways to achieve this.
You could add in some code to the power-up sprite that checks that the colliding sprite is the player.
You could also add in some code to the enemy sprite so that when it collides with the power-up sprite nothing is done.
I'd recommend looking up some tutorials on game development with Swift.
Good luck!

managing sprite kit multiplayer world node

I've been working on a 'side scroller' sprite kit game (not really side scroller, you can move in any direction) and the apple docs/stackoverflow answers say to make a world node as the child of the scene, and move the world node instead of the character sprite.
does this suggestion change for a multiplayer game where there are multiple character sprites moving inside the same world node? Because in this case, one sprite moving changes the world for everybody.
The suggestion still applies in multiplayer. Normally you have only one local player, so the "camera" will still be following that particular player and none other.
In local multiplayer (2 players playing on same device) you would probably have the camera follow the mid point between the two players. But it's still the same principle.

Augmented Reality Gaming

I want to develop a augmented reality game. Player will stand in a room and some cameras will take video of him. Idea is to add a monster to that video which will be seen by player with glasses or direct view from a lcd. Basically this can be done with some image proccessing consept. Adding colored parts or some markers where the monster will be and some hardworking would do that.
But my question is how to make this monster move and as a result have a video which monster looks like attacking the player. Actual game starts after that but I will go step by step. First step is to have that video with attacking monster.
I'm completely new to this , I only used opencv. So I will need some tools to achieve my goal. Where would you suggest me to start? I prefer C++ but any language with some api suggestions are also accepted. I m also open for theoretical, conceptual suggestions. Thank you for reading my question
Not: This idea came to my mind after watching anime Sword Art Online. If you like to watch animes and virtual reality stuff; I suggest you to watch it. It is a good one.
If you want the monster to move like attacking the player you will need to know the 3D coordinates of the player or some parts of the player. This can be done by making the player wearing recognizable markers that can be detected so homography can be extracted to get the 3D position.
You can start reading this post on the topic, it is about c++ agugmented reality on OpennCV.

Making a table tennis game

I am very interested in making a table tennis game. It will be in 2D specially as I have no experience dealing the 3D. I have built aero-fighter in java. No i am learning XNA and want to make a table tennis (ping pong) video game in it. It will be human vs computer game.
I have some idea to do the task. But I am eager to know how the tennis game industry move their player ?
There are several question about the game --
***What will be the best to create such a game in 2D or 3D ?
How can i move the ball in 2D game? The equation of the ball move for top,under,flat shot or spin?
How can i move my player?
How can i spin the bat of player and the ball?*
First of all my idea is , making a sprite sheet of some special move for such -
Forehand counter hit, Backhand counter hit, Forehand push, Forehand serve, Backhand Serve... etc.
But it seems to boring and time consuming a lot. What is the best idea to handle such things or this problem?
I do not know the idea to movement of the tt ball. How can i use the spin in the ball and how can i show the spin -- Is it with the sprite?
Please help me if anyone know anything about it. I also like to have some links to get the concept of the video game....
I recomend you get confident with 2D games before you start with 3D. 3D is much more complex and your unlikely to get anywhere if you try to run before you can walk.
The rest of your question is a little broad to answer properly, I suggest you go through the tutorials on app hub and raise a new topic if you need help with a specific part.
If you become familiar with a physics engine such as farseer (harder to initially learn, better in the long run) or Physics2D (easy to pickup, but a little limiting) you could create a pong clone in under an hour I would say.

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