Games [Project] Kingdom Crisis (KZ Engine)

wonder

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Update for beta testers:
- Bomb explosion bottleneck removed by rewriting some critical parts of the code in C++.
- Faster math functions.
- Bug fixes (adios SIGSEV crash!)

Want to join the beta testing program? Just msg me your Google Play associated email address.
Click this link after joining: https://play.google.com/apps/testing/com.ninjadynamics.knights


I WANT YOU

TO BECOME A BETA TESTER!
 
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ilan

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I switched to ios (testing new b4i apps) Can u make a b4i version of your game?
I would really like to see your latest updates
 

wonder

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I'm aiming for the leanest and most optimized code possible, so the current development cycle is mainly focused on rewriting and rerouting critical parts of the engine in and into the native layer.

Nevertheless, I guess I can record a new one tonight, why not?
For the moment, there should be no visual differences from the previous updates.
 
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wonder

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With C++ powered collision detection, for example...
B4X:
//Kai/Zen 2D Game Engine: Returns the list of blocks which are affected by the given explosion
char* cMapGetExplosionBlocks(uintptr_t cMapAddress, double bombX, double bombY, double bombMass, long long cClass, long long iTypeRange, long long fTypeRange, bool singleBomb, double bombEffectRadiusMultiplier)
{   
    ContentMap *cMap = (ContentMap*)(cMapAddress);
    int hB = (int)(ceil(cMap->halfBlockSize));
    int mX = (int)(bombX * cMap->invBlockSize);
    int mY = (int)(bombY * cMap->invBlockSize);   
    int bX = (mX * cMap->blockSize) + hB;
    int bY = (mY * cMap->blockSize) + hB;
    int numberOfBombs = 1;
    if (!singleBomb) {
        numberOfBombs = cMapContainsType(cMapAddress, mX, mY, cClass, iTypeRange, fTypeRange);
        if (numberOfBombs == 0) {
            return "";
        };
    }
           
    double cR = cbrt(bombMass * 0.375 * numberOfBombs);
    double pR = (cR * cMap->blockSize) + cMap->halfBlockSize;
    double rS = pR * pR;
    double aS = rS * bombEffectRadiusMultiplier;

    int  sX, sY, dX, dY;
    std::stringstream ss1;
    std::stringstream ss2;
    for (int pX = (int)(bX - pR); pX <= (bX + hB); pX += cMap->blockSize) {
        mX = (int)(pX * cMap->invBlockSize);
        dX = ((mX * cMap->blockSize) + hB) - bX;
        for (int pY = (int)(bY - pR); pY <= (bY + hB); pY += cMap->blockSize) {
            mY = (int)(pY * cMap->invBlockSize);
            dY = ((mY * cMap->blockSize) + hB) - bY;
           
            //Create list of affected blocks
            int distSq = (dX * dX) + (dY * dY);
            if (distSq <= aS) {
                //Create list of exploding blocks
                if (distSq <= rS) {
                    sX = (int)((bX - dX) * cMap->invBlockSize);
                    sY = (int)((bY - dY) * cMap->invBlockSize);
                    if (mX >= 0 && mX < cMap->sizeX && mY >=0 && mY < cMap->sizeY) {
                        ss1 << "," << std::to_string(mX) << "," << std::to_string(mY);
                    }
                    if (sX != mX && sY != mY && sX >= 0 && sX < cMap->sizeX && sY >= 0 && sY < cMap->sizeY) {
                        ss1 << "," << std::to_string(sX) << "," << std::to_string(mY);
                        ss1 << "," << std::to_string(mX) << "," << std::to_string(sY);
                        ss1 << "," << std::to_string(sX) << "," << std::to_string(sY);
                    }
                    else {
                        if (sX != mX && sX >= 0 && sX < cMap->sizeX && mY >= 0 && mY < cMap->sizeY) {
                            ss1 << "," << std::to_string(sX) << "," << std::to_string(mY);
                        }
                        if (sY != mY && mX >= 0 && mX < cMap->sizeX && sY >= 0 && sY < cMap->sizeY) {
                            ss1 << "," << std::to_string(mX) << "," << std::to_string(sY);
                        }
                    }
                }
                //End of List Creation
                sX = (int)((bX - dX) * cMap->invBlockSize);
                sY = (int)((bY - dY) * cMap->invBlockSize);
                if (mX >= 0 && mX < cMap->sizeX && mY >= 0 && mY < cMap->sizeY) {
                    ss2 << "," << std::to_string(mX) << "," << std::to_string(mY);
                }
                if (sX != mX && sY != mY && sX >= 0 && sX < cMap->sizeX && sY >= 0 && sY < cMap->sizeY) {
                    ss2 << "," << std::to_string(sX) << "," << std::to_string(mY);
                    ss2 << "," << std::to_string(mX) << "," << std::to_string(sY);
                    ss2 << "," << std::to_string(sX) << "," << std::to_string(sY);
                }
                else {
                    if (sX != mX && sX >= 0 && sX < cMap->sizeX && mY >= 0 && mY < cMap->sizeY) {
                        ss2 << "," << std::to_string(sX) << "," << std::to_string(mY);
                    }
                    if (sY != mY && mX >= 0 && mX < cMap->sizeX && sY >= 0 && sY < cMap->sizeY) {
                        ss2 << "," << std::to_string(mX) << "," << std::to_string(sY);
                    }
                }
            }
            //End of List Creation
        }
    }

    std::string output2 = ss2.str();
    char* result2 = (char*)output2.c_str();
    size_t allocSize2 = sizeof(result2) * output2.length();
    if (allocSize2 > 0) {
        cMap->lastExplosionRadius = (int)pR;
        if (strlen(cMap->outputBufferB) < allocSize2) {
            cMap->outputBufferB = (char*)realloc(cMap->outputBufferB, allocSize2);
        }
        strcpy(cMap->outputBufferB, result2);
    }
   
    std::string output1 = ss1.str();
    char* result1 = (char*)output1.c_str();
    size_t allocSize1 = sizeof(result1) * output1.length();   
    if (allocSize1 > 0) {       
        if (strlen(cMap->outputBufferA) < allocSize2) {
            cMap->outputBufferA = (char*)realloc(cMap->outputBufferA, allocSize1);
        }
        strcpy(cMap->outputBufferA, result1);
        return cMap->outputBufferA;
    }
    else {
        return "";
    }
}
 

ilan

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b4a can handle c++ code ?
 

wonder

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Dear testers,

A new version is out: 0.0.29a

Would you kindly perform the following:
- Enter designer mode
- Add a few text boxes (some keys are not implemented yet)
- Try them in-game

I'm not providing any instructions because I'm hoping the user interface to be intuitive enough for such a simple task.

Please report back.

To everyone else, you're very welcome to join the testing team!

EDIT:
There are still some text issues in devices with very small screens.
 
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