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  • Simple Modal Window + jQuery Cookie

    - by w00t
    I use this plugin jQuery Simple Modal Window to display a modal window. I also use jQuery Cookie Plugin (jquery.cookie.js) to set cookies. How can I mix jQuery Simple Modal Window and jQuery Cookie? It`s necessary that after clicking on the "Continue" button, the cookies were set and the modal window in the future doesnt appear to users. I'm sorry, I'm just the beginner. This is my code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title></title> <script type="text/javascript" src="js/jquery.js"></script> <script type="text/javascript" src="js/jquery.cookie.js"></script> <script type="text/javascript"> $(document).ready(function() { //Put in the DIV id you want to display launchWindow('#alert'); //if close button is clicked $('.window .close').click(function (e) { $('#mask').hide(); $('.window').hide(); }); }); //if close button is clicked $('.window .close').click(function (e) { //Cancel the link behavior e.preventDefault(); $('#mask').hide(); $('.window').hide(); }); //if mask is clicked $('#mask').click(function () { $(this).hide(); $('.window').hide(); }); function launchWindow(id) { //Get the screen height and width var maskHeight = $(document).height(); var maskWidth = $(window).width(); //Set heigth and width to mask to fill up the whole screen $('#mask').css({'width':maskWidth,'height':maskHeight}); //transition effect $('#mask').fadeIn(1000); $('#mask').fadeTo("slow",0.95); //Get the window height and width var winH = $(window).height(); var winW = $(window).width(); //Set the popup window to center $(id).css('top', winH/2-$(id).height()/2); $(id).css('left', winW/2-$(id).width()/2); //transition effect $(id).fadeIn(2000); } </script> <script type="text/javascript"> $(function() { $('#button').click(function(e) { $.cookie('the_cookie', '1', { expires: 999 }); }); }); </script> </head> <body> <!-- Start alert block --> <div id='boxes'> <div id='alert' class='window'> some text... <input type="button" id="button" value="" class='close warn_buttons'/> </div> <!-- Mask --> <div id='mask'></div> </div> <!-- End alert block --> </body> </html>

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  • How to determine edges in an image optimally?

    - by SorinA.
    I recently was put in front of the problem of cropping and resizing images. I needed to crop the 'main content' of an image for example if i had an image similar to this: the result should be an image with the msn content without the white margins(left& right). I search on the X axis for the first and last color change and on the Y axis the same thing. The problem is that traversing the image line by line takes a while..for an image that is 2000x1600px it takes up to 2 seconds to return the CropRect = x1,y1,x2,y2 data. I tried to make for each coordinate a traversal and stop on the first value found but it didn't work in all test cases..sometimes the returned data wasn't the expected one and the duration of the operations was similar.. Any idea how to cut down the traversal time and discovery of the rectangle round the 'main content'? public static CropRect EdgeDetection(Bitmap Image, float Threshold) { CropRect cropRectangle = new CropRect(); int lowestX = 0; int lowestY = 0; int largestX = 0; int largestY = 0; lowestX = Image.Width; lowestY = Image.Height; //find the lowest X bound; for (int y = 0; y < Image.Height - 1; ++y) { for (int x = 0; x < Image.Width - 1; ++x) { Color currentColor = Image.GetPixel(x, y); Color tempXcolor = Image.GetPixel(x + 1, y); Color tempYColor = Image.GetPixel(x, y + 1); if ((Math.Sqrt(((currentColor.R - tempXcolor.R) * (currentColor.R - tempXcolor.R)) + ((currentColor.G - tempXcolor.G) * (currentColor.G - tempXcolor.G)) + ((currentColor.B - tempXcolor.B) * (currentColor.B - tempXcolor.B))) > Threshold)) { if (lowestX > x) lowestX = x; if (largestX < x) largestX = x; } if ((Math.Sqrt(((currentColor.R - tempYColor.R) * (currentColor.R - tempYColor.R)) + ((currentColor.G - tempYColor.G) * (currentColor.G - tempYColor.G)) + ((currentColor.B - tempYColor.B) * (currentColor.B - tempYColor.B))) > Threshold)) { if (lowestY > y) lowestY = y; if (largestY < y) largestY = y; } } } if (lowestX < Image.Width / 4) cropRectangle.X = lowestX - 3 > 0 ? lowestX - 3 : 0; else cropRectangle.X = 0; if (lowestY < Image.Height / 4) cropRectangle.Y = lowestY - 3 > 0 ? lowestY - 3 : 0; else cropRectangle.Y = 0; cropRectangle.Width = largestX - lowestX + 8 > Image.Width ? Image.Width : largestX - lowestX + 8; cropRectangle.Height = largestY + 8 > Image.Height ? Image.Height - lowestY : largestY - lowestY + 8; return cropRectangle; } }

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  • How do I expand my <div> to properly fit more vertical content?

    - by CSS_maniac
    Whenever I try to add margin-top: 30px to my box_1 and box_2 <div>, my bottom <div> gets pushed down and disappears. It seems like my wrapper wont expand to fit the content. How do I get a 30px gap between top and box_1/2 and bottom? <html> <head> <title>Circle Motion</title> <link rel="stylesheet" type="text/css" href="styles.css" /> </head> <body> <div id="outer-wrapper"> <div id="wrapper"> <div id="top"> </div> <div id="box_1"> <img src="chrome_400x400.png" /> </div> <div id="box_2"> <img src="firefox_400x400.png" /> </div> <div id="bottom"> <p>All Rights Reserved - CSS_maniac 2012 ©</p> </div> </div> </div> </body> </html> CSS /* My CSS */ html { height: 100% } body { background-color: grey; } #outer-wrapper { height: 100%; width: 1000px; margin: 0px auto; background-color: #EAFFDB; -moz-border-radius: 15px; border-radius: 15px; } #wrapper { height: 100%; width: 960px; margin: 0px auto; background-color: #EAFFDB; overflow: hidden; } #top { width: 900px; height: 110px; margin-top: 35px; margin-left: 30px; margin-right: 30px; background-color: white; -moz-border-radius: 15px; border-radius: 15px; } #box_1 { width: 430px; height: 430px; background-color: white; -moz-border-radius: 15px; border-radius: 15px; float:left; margin-left: 30px; text-align: center; } #box_2 { width: 430px; height: 430px; background-color: white; -moz-border-radius: 15px; border-radius: 15px; float:right; margin-right: 30px; text-align: center; } #box_1 img { margin: 15px 0px; } #box_2 img { margin: 15px 0px; } #bottom { width: 900px; margin: 0px auto 0px auto; text-align: center; background-color: white; -moz-border-radius: 15px; border-radius: 15px; clear:both; } /* Classes */ .clear { clear: both; }

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  • won't repaint a different Month after pressing button in my calendar

    - by DarkStar123
    I'm trying to build a Calendar in Java as a little project I thought of, But I can't seem to change the name of the Month every time I click the Next button. here's my code! package drawing; import javax.swing.*; import java.awt.*; import java.awt.event.*; public class Drawing_something extends JPanel{ int[] calender_squares = {1, 2, 3, 4, 5, 6, 7}; String[] Month = {"January", "February", "March", "April","May","June","July", "August","September","October","November","December"}; int i = 0; Graphics c; @Override public void paintComponent(Graphics c){ super.paintComponent(c); this.setBackground(Color.WHITE); int WIDTH = 55, HEIGHT = 65; for (int in: calender_squares) { for (int counter = 0; counter < 7; counter++){ c.drawRect(50, 50, 100, 100); c.drawRect(50, 50, 700, 500); c.copyArea(50, 50, 600, 500, 100, 0); c.copyArea(50, 50, 600, 400, 0, 100); } } for (int date = 1; date <= 30; date++) { String s = String.valueOf(date); c.drawString(s, WIDTH, HEIGHT); if (date <= 6){ WIDTH += 100; } else if (date == 7){ WIDTH = 55; HEIGHT = 165; }else if (date <= 13){ WIDTH += 100; }else if (date == 14){ WIDTH = 55; HEIGHT = 265; }else if (date <= 20){ WIDTH += 100; }else if (date == 21){ WIDTH = 55; HEIGHT = 365; }else if (date <= 27){ WIDTH += 100; }else if (date == 28){ WIDTH = 55; HEIGHT = 465; }else if (date <= 30){ WIDTH += 100; } } c.setFont(new Font("default", Font.BOLD, 40)); c.drawString(Month[i], 320, 45); } public Drawing_something(){ setLayout(new BorderLayout()); JButton N = new JButton("NEXT"); JButton B = new JButton("BACK"); JPanel P = new JPanel(); P.add(B); P.add(N); add(P, BorderLayout.SOUTH); B.addActionListener(new HandlerClass()); N.addActionListener(new NextClass()); } public class HandlerClass implements ActionListener{ public void actionPerformed(ActionEvent e){ } } public class NextClass implements ActionListener{ public void actionPerformed(ActionEvent e){ if (i == 11){ i = 0; } i = i + 1; c.drawString(Month[i], 320, 45); } } public static void main(String[] args){ JFrame mainFrame = new JFrame("Calender"); mainFrame.add(new Drawing_something()); mainFrame.setSize(850, 650); mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); mainFrame.setVisible(true); } } if anyone could help that would be much appreciated!! Thanks in advance!!

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  • DisplayObject not being displayed in AS3

    - by MarkSteve
    I have this class: public class IskwabolText extends Sprite { private var _tf:TextField; private var _tfmt:TextFormat; private var _size:Number; private var _text:String; public function IskwabolText(params:Object) { var defaultParams:Object = { color: 0x000000, background: false, backgroundColor: 0xFFFFFF, width: 0, height: 0, multiline: false, wordWrap: false }; // textfield _tf = new TextField(); _tf.antiAliasType = 'advanced'; _tf.embedFonts = true; _tf.type = 'dynamic'; _tf.selectable = false; // textformat _tfmt = new TextFormat(); set(defaultParams); set(params); } public function get(param:String):Object { switch (param) { case 'size': return _tfmt.size; case 'text': return _tf.text; case 'font': return _tfmt.font; case 'color': return _tfmt.color; case 'background': return _tf.background; case 'backgroundColor': return _tf.backgroundColor; case 'width': return _tf.width; case 'height': return _tf.height; case 'multiline': return _tf.multiline; case 'wordWrap': return _tf.multiline; default: return this[param]; } return null; } public function set(params:Object):Object { for (var i:String in params) { setParam(i, params[i]); } redraw(); return this; } private function setParam(param:String, value:Object):Object { switch (param) { case 'size': _tfmt.size = new String(value); break; case 'text': _tf.text = new String(value); break; case 'font': _tfmt.font = new String(value); break; case 'color': _tfmt.color = new uint(value); break; case 'background': _tf.background = new Boolean(value); break; case 'backgroundColor': _tf.backgroundColor = new uint(value); break; case 'width': _tf.width = new Number(value); break; case 'height': _tf.height = new Number(value); break; case 'multiline': _tf.multiline = new Boolean(value); break; case 'wordWrap': _tf.multiline = new Boolean(value); break; default: this[param] = value; break; } return this; } private function redraw():void { _tf.setTextFormat(_tfmt); if (contains(_tf)) removeChild(_tf); if (_tf.width == 0) _tf.width= _tf.textWidth+5; _tf.height = _tf.textHeight; addChild(_tf); } } But when I do this: public class Main extends Sprite { public function Main() { addChild(new IskwabolText({ size: 100, text: 'iskwabol', font: 'Default', // this is properly embedded color: 0x000000, x: stage.stageWidth / 2 - this.width / 2, y: 140 })); } } The child IskwabolText doesn't get displayed. What happening?

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  • Shrinking image by 57% and centering inside css structure

    - by Johua
    Hy, i'm really stuck. I'll go step by step and hope to make it short. This is the html structure: <li class="FAVwithimage"> <a href=""> <img src="pics/Joshua.png"> <span class="name">Joshua</span> <span class="comment">Developer</span> <span class="arrow"></span> </a> </li> Before i paste the css classes, some info about the exact goal to accomplish: Resize the picture (img) by 57%. If it cannot be done with css, then jquery/javascript solution. For example: Original pic is 240x240px, i need to resize it by 57%. That means that a pic of 400x400 would be bigger after resizing. After resizing, the picture needs to be centered vertical&horizontal inside a: 68x90 boundaries. So you have an LI element, wich has an A element, and inside A we have IMG, IMG is resized by 57% and centered where the maximum width can be of course 68px and maximum height 90px. No for that to work i was adding a SPAN element arround the IMG. This is what i was thinking: <li class="FAVwithimage"> <a href=""> <span class="picHolder"><img src="pics/Joshua.png"></span> <span class="name">Joshua</span> <span class="comment">Developer</span> <span class="arrow"></span> </a> </li> Then i would give the span element: display:block and w=68px, h=90px. But unforunatelly that didn't work. I know it's a long post but i'v did my best to describe it very simple. Beneath are the css classes and a picture to see what i need. li.FAVwithimage { height: 90px!important; } li.FAVwithimage a, li.FAVwithimage:hover a { height: 81px!important; } That's it what's relevant. I have not included the classes for: name,comment,arrow And now the classes that are incomplete and refer to IMG. li.FAVwithimage a span.picHolder{ /*put the picHolder to the beginning of the LI element*/ position: absolute; left: 0; top: 0; width: 68px; height: 90px; diplay:block; border:1px solid #F00; } Border is used just temporary to show the actuall picHolder. It is now on the beginning of LI, width and height is set. li.FAVwithimage span.picHolder img { max-width:68px!important; max-height:90px!important; } This is the class wich should shrink the pic by 57% and center inside picHolder Here I have a drawing describing what i need:

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  • Unable to display images through media queries form stylesheet

    - by kNair
    I'm trying to create a responsive homepage with max-width of 1024 first. However the images are not displaying when I called from the css file. I did include the stylesheet inside the home page and the current viewport is 1024. I can't find my mistake, please help. Thanks. homepage <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <meta name="viewport" content="width=device-width,initial-scale=1"/> <title>Responsive design</title> <link rel="stylesheet" href="res-style.css" type="text/css" media="screen and (max-width:1024px)"/> </head> <body> <table class="ct"> <tr> <td class="1"> <?php include 'menu.php'; ?> </td> </tr> <tr> <td class="2"> </td> </tr> <tr> <td class='3'> <img src="NewLogo1.png"></td> </tr> <tr> <td class='4'> </td> </tr> <tr> <td class='5'> wefhuiweabhfuia</td> </tr> </table> </body> </html> stylesheet @charset "utf-8"; /* CSS Document */ @media screen and (max-width:1024px) { .ct{min-width:1000px;height:898px;border:0;} .1{background-image:url('images/text-5_02.png');min-width:1000px;height:43px;margin-left:10px;background-repeat:no-repeat;display:inherit;} .2{background-image:url('images/text-5_04.png');min-width:1000px;height:256px;background-repeat:no-repeat;} .3{background-image:url('images/text-5_05.png');min-width:1000px;height:288px;padding-left:25%;background-repeat:no-repeat;} .4{background-image:url('images/text-5_06.png');min-width:1000px;height:256px;background-repeat:no-repeat;} .5{background-image:url('images/text-5_07.png');min-width:1000px;height:55px;background-repeat:no-repeat;} }

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  • Como Exportar Crystal Reports a Excel, Word, Rich Text, PDF ó HTML

    - by jaullo
    Cuando trabajamos con reportes siempre requerimos la funcionalidad de exportación. En crystal reports para asp.net, realizar esta tarea es sumamente sencillo. Sin embargo la pregunta más grande que salta siempre, es como realizarlo utilizando código Behind. Para poder acceder a las librerias de crystal y sus componentes, primero debemos importar los espacios de nombres: Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Imports CrystalDecisions.CrystalReports.Engine Imports CrystalDecisions.Shared  CrystalDecisions.CrystalReports.Engine, nos servirá para poder manejar nuestro reportDocument y CrystalDecisions.Shared, será el medio que utilicemos para la exportación. Así que, veamos como podemos exportar nuestro informe sin tener que enviarlo a la impresora, recordemos que por defecto crystal reports ya tiene la opcion de exportar a PDF sin embargo debemos hacerlo tal como si fueramos a imprimir y que es lo que evitaremos acá. Colocamos un botón en nuestra pagina asp Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} <asp:Button ID="btntopdf" runat="server" Text="Exportar a PDF" /> Y en nuestro boton deberemos ejecutar la siguiente rutina: Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Protected Sub btntodpf_Click(ByVal sender As Object, ByVal e As System.EventArgs) Handles btntopdf.Click          'Cargar reporte. Enlazando a la fuente de datos.        LoadReporte()          'Mas adelante veremos que estas lineas las podemos obviar        Response.Buffer = False        Response.Clear()  'ClearContent, ClearHeaders          reporteDoc.ExportToHttpResponse(ExportFormatType.PortableDocFormat, Response, True, "NombreArchivo")       End Sub LoadReport, es el encargado de llenar nuestro crystal con la fuente de datos. Está fue la primer forma de exporta nuestro crystal reports, pero no es la única, así que vamos a ver otra forma en la cual utilizaremos el metodo v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} ExportToHttpResponse  Para este metodo, nuestro código en el botón cambia relativamente, pero antes de ello, daremos un repaso a los metodos utilizados. Nuestro primer parametro FormatType es un valor de tipo ExportFormatType, que puede corresponder a cualquiera de los metodos que enumeramos a continuación: CrystalReport: El formato al cual se exporta es de Tipo CrystalReport. Excel: El formato al cual se exporta es de tipo Excel ExcelRecord: El formato al cual se exporta es de Tipo Excel Record. NoFormat: No se ha especificado un formato de exportación. PortableDocFormat: El formato al cual se exporta es de Tipo PDF.  No voy a enumerar todos, pues me imagino que ya sabrán la idea de cada uno de los formatos, los numerados arriba son los mas importantes. Nuestro segundo parametro el objeto response nos permite adozar el archivo. Y por último, nuestro tercer parametro, definirá si debe ir como un objeto adjunto o no. Si lo colocamos en TRUE, estaremos enviando nuestro archivo como parametro, esto hará que no necesitemos las siguientes líneas de código: Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Response.Buffer = False Response.Clear()   Con esto realizado, ya contamos con la posibilidad de enviar el archivo directamente al cliente.   Ahora si, veamos cuanto se ha reducido nuestro código: Unicamente nos quedan dos líneas de código en nuestro botón Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}        'Cargar reporte. Enlazando a la fuente de datos.        LoadReport()          reporteDoc.ExportToHttpResponse(ExportFormatType.PortableDocFormat, Response, True, "NombreArchivo")   Para finalizar, nada mas decir que espero esto les sea de ayuda y por supuesto,  que les facilite la vida con el uso de crystal reports.

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  • How to properly scroll a 2D tilemap?

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Help on TileMapRenderer

    - by Crypted
    In my project, I'm trying to render a map using TileMapRenderer. But it doesn't show anything when I render it. But when I use some other files from a tutorial they are rendered correctly. When debugging my TileAtlas instance shows the size as 0. I have used Texture Packer UI for packing the images. Comparing with the tutorial's files, I can see that the index starts from 1 in my file and 0 in the tutorial. But changing it to 0 wouldn't work also. map.png format: RGBA8888 filter: Nearest,Nearest repeat: none Map rotate: false xy: 0, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 1 Map rotate: false xy: 32, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 2 Map rotate: false xy: 64, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 3 Map rotate: false xy: 96, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 4 Map rotate: false xy: 128, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 5 Here is the begining of the tmx file. <?xml version="1.0" encoding="UTF-8"?> <map version="1.0" orientation="orthogonal" width="20" height="20" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="a" tilewidth="32" tileheight="32"> <image source="map.png" width="256" height="32"/> </tileset> <layer name="Tile Layer 1" width="20" height="20"> <data> <tile gid="2"/> <tile gid="2"/> Apart from that the tutorial files and my files seems to be similar. Can anyone help me here.

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  • Using rounded corners in modern websites with CSS3

    - by nikolaosk
    This is going to be the sixth post in a series of posts regarding HTML 5. You can find the other posts here , here, here , here and here.In this post I will provide a hands-on example on how to use rounded corners (rounded corners in CSS3) in your website. I think this is the feature that is most required in the new modern websites.Most websites look great with their lovely round panels and rounded corner tab style menus. We could achieve that effect earlier but we should resort to complex CSS rules and images. I will show you how to accomplish this great feature with the power of CSS 3.We will not use Javascript.Javascript is required for IE 7, IE 8 and the notorious IE 6. The best solution for implementing corners using CSS and Javascript without using images is Nifty corners cube. There are detailed information how to achieve this in the link I provided. This solution is tested in earlier vesrions of IE (IE 6,IE 7,IE 8) and Opera,Firefox,Safari. In order to be absolutely clear this is not (and could not be) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School.Another excellent resource is HTML 5 Doctor.Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here.Before I go on with the actual demo I will use the (http://www.caniuse.com) to see the support for web fonts from the latest versions of modern browsers.Please have a look at the picture below. We see that all the latest versions of modern browsers support this feature.We can see that even IE 9 supports this feature.  Let's move on with the actual demo. This is going to be a rather simple demo.I create a simple HTML 5 page. The markup follows and it is very easy to use and understand <!DOCTYPE html><html lang="en">  <head>    <title>HTML 5, CSS3 and JQuery</title>    <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >    <link rel="stylesheet" type="text/css" href="style.css">       </head>  <body>      <div id="header">      <h1>Learn cutting edge technologies</h1>    </div>        <div id="main">          <h2>HTML 5</h2>                        <p id="panel1">            HTML5 is the latest version of HTML and XHTML. The HTML standard defines a single language that can be written in HTML and XML. It attempts to solve issues found in previous iterations of HTML and addresses the needs of Web Applications, an area previously not adequately covered by HTML.          </p>      </div>             </body>  </html>Then I need to write the various CSS rules that style this markup. I will name it style.css   body{        line-height: 38px;        width: 1024px;        background-color:#eee;        text-align:center;      }#panel1 { margin:auto; text-align:left; background-color:#77cdef;width:400px; height:250px; padding:15px;font-size:16px;font-family:tahoma;color:#fff;border-radius: 20px;}Have a look below to see what my page looks like in IE 10. This is possible through the border-radious property. The colored panel has all four corners rounded with the same radius.We can add a border to the rounded corner panel by adding this property declaration in the #panel1,  border:4px #000 solid;We can have even better visual effects if we specify a radius for each corner.This is the updated version of the style.css. body{        line-height: 38px;        width: 1024px;        background-color:#eee;        text-align:center;      }#panel1 { margin:auto; text-align:left; background-color:#77cdef;border:4px #000 solid;width:400px; height:250px; padding:15px;font-size:16px;font-family:tahoma;color:#fff;border-top-left-radius: 20px;border-top-right-radius: 70px;border-bottom-right-radius: 20px;border-bottom-left-radius: 70px;} This is how my page looks in Firefox 15.0.1  In this final example I will show you how to style with CSS 3 (rounded corners) a horizontal navigation menu. This is the new version of the HTML markup<!DOCTYPE html><html lang="en">  <head>    <title>HTML 5, CSS3 and JQuery</title>    <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >    <link rel="stylesheet" type="text/css" href="style.css">       </head>  <body>      <div id="header">      <h1>Learn cutting edge technologies</h1>    </div>        <div id="nav"><ul><li><a class="mymenu" id="activelink" href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8934038#">Main</a></li><li><a class="mymenu" href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8934038#">HTML 5</a></li><li><a class="mymenu" href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8934038#">CSS 3</a></li><li><a class="mymenu" href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8934038#">JQuery</a></li></ul></div>        <div id="main">          <h2>HTML 5</h2>                        <p id="panel1">            HTML5 is the latest version of HTML and XHTML. The HTML standard defines a single language that can be written in HTML and XML. It attempts to solve issues found in previous iterations of HTML and addresses the needs of Web Applications, an area previously not adequately covered by HTML.          </p>      </div>             </body>  </html> This is the updated version of style.css body{        line-height: 38px;        width: 1024px;        background-color:#eee;        text-align:center;      }#panel1 { margin:auto; text-align:left; background-color:#77cdef;border:4px #000 solid;width:400px; height:250px; padding:15px;font-size:16px;font-family:tahoma;color:#fff;border-top-left-radius: 20px;border-top-right-radius: 70px;border-bottom-right-radius: 20px;border-bottom-left-radius: 70px;}#nav ul {width:900px; position:relative;top:24px;}ul li { text-decoration:none; display:inline;}ul li a.mymenu { font-family:Tahoma; color:black; font-size:14px;font-weight:bold;background-color:#77cdef; color:#fff;border-top-left-radius:18px; border-top-right-radius:18px; border:1px solid black; padding:15px; padding-bottom:10px;margin :2px; text-decoration:none; border-bottom:none;}.mymenu:hover { background-color:#e3781a; color:black;} The CSS rules are the classic rules that are extensively used for styling menus.The border-radius property is still responsible for the rounded corners in the menu.This is how my page looks in Chrome version 21.  Hope it helps!!!

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  • Get the Latest on MySQL Enterprise Edition

    - by monica.kumar
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Font Definitions */ @font-face {font-family:Wingdings; panose-1:5 0 0 0 0 0 0 0 0 0; mso-font-charset:2; mso-generic-font-family:auto; mso-font-pitch:variable; mso-font-signature:0 268435456 0 0 -2147483648 0;}@font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:1; mso-generic-font-family:roman; mso-font-format:other; mso-font-pitch:variable; mso-font-signature:0 0 0 0 0 0;}@font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1610611985 1073750139 0 0 159 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}a:link, span.MsoHyperlink {mso-style-priority:99; color:blue; mso-themecolor:hyperlink; text-decoration:underline; text-underline:single;}a:visited, span.MsoHyperlinkFollowed {mso-style-noshow:yes; mso-style-priority:99; color:purple; mso-themecolor:followedhyperlink; text-decoration:underline; text-underline:single;}p.MsoListParagraph, li.MsoListParagraph, div.MsoListParagraph {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:.5in; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}p.MsoListParagraphCxSpFirst, li.MsoListParagraphCxSpFirst, div.MsoListParagraphCxSpFirst {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:0in; margin-left:.5in; margin-bottom:.0001pt; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}p.MsoListParagraphCxSpMiddle, li.MsoListParagraphCxSpMiddle, div.MsoListParagraphCxSpMiddle {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:0in; margin-left:.5in; margin-bottom:.0001pt; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}p.MsoListParagraphCxSpLast, li.MsoListParagraphCxSpLast, div.MsoListParagraphCxSpLast {mso-style-priority:34; mso-style-unhide:no; mso-style-qformat:yes; mso-style-type:export-only; margin-top:0in; margin-right:0in; margin-bottom:10.0pt; margin-left:.5in; mso-add-space:auto; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}.MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;}@page WordSection1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;}div.WordSection1 {page:WordSection1;} /* List Definitions */ @list l0 {mso-list-id:595597020; mso-list-type:hybrid; mso-list-template-ids:1001697690 67698689 67698691 67698693 67698689 67698691 67698693 67698689 67698691 67698693;}@list l0:level1 {mso-level-number-format:bullet; mso-level-text:?; mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in; font-family:Symbol;}ol {margin-bottom:0in;}ul {margin-bottom:0in;}--Oracle just announced MySQL 5.5 Enterprise Edition. MySQL Enterprise Edition is a comprehensive subscription that includes:- MySQL Database- MySQL Enterprise Backup- MySQL Enterprise Monitor- MySQL Workbench- Oracle Premier Support; 24x7, WorldwideNew in this release is the addition of MySQL Enterprise Backup and MySQL Workbench along with enhancements in MySQL Enterprise Monitor. Recent integration with MyOracle Support allows MySQL customers to access the same support infrastructure used for Oracle Database customers. Joint MySQL and Oracle customers can experience faster problem resolution by using a common technical support interface. Supporting multiple operating systems, including Linux and Windows, MySQL Enterprise Edition can enable customers to achieve up to 90 percent TCO savingsover Microsoft SQL Server. See what Booking.com is saying:“With more than 50 million unique monthly visitors, performance and uptime are our first priorities,” said Bert Lindner, Senior Systems Architect, Booking.com. “The MySQL Enterprise Monitor is an essential tool to monitor, tune and manage our many MySQL instances. It allows us to zoom in quickly on the right areas, so we can spend our time and resources where it matters.” Read the press release for detailson technology enhancements.

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  • Custom Content Pipeline with Automatic Serialization Load Error

    - by Direweasel
    I'm running into this error: Error loading "desert". Cannot find type TiledLib.MapContent, TiledLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.InstantiateTypeReader(String readerTypeName, ContentReader contentReader, ContentTypeReader& reader) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(String readerTypeName, ContentReader contentReader, List1& newTypeReaders) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.ReadTypeManifest(Int32 typeCount, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentReader.ReadHeader() at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action1 recordDisposableObject) at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) at TiledTest.Game1.LoadContent() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 51 at Microsoft.Xna.Framework.Game.Initialize() at TiledTest.Game1.Initialize() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 39 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at TiledTest.Program.Main(String[] args) in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Program.cs:line 15 When trying to run the game. This is a basic demo to try and utilize a separate project library called TiledLib. I have four projects overall: TiledLib (C# Class Library) TiledTest (Windows Game) TiledTestContent (Content) TMX CP Ext (Content Pipeline Extension Library) TiledLib contains MapContent which is throwing the error, however I believe this may just be a generic error with a deeper root problem. EMX CP Ext contains one file: MapProcessor.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content.Pipeline; using Microsoft.Xna.Framework.Content.Pipeline.Graphics; using Microsoft.Xna.Framework.Content.Pipeline.Processors; using Microsoft.Xna.Framework.Content; using TiledLib; namespace TMX_CP_Ext { // Each tile has a texture, source rect, and sprite effects. [ContentSerializerRuntimeType("TiledTest.Tile, TiledTest")] public class DemoMapTileContent { public ExternalReference<Texture2DContent> Texture; public Rectangle SourceRectangle; public SpriteEffects SpriteEffects; } // For each layer, we store the size of the layer and the tiles. [ContentSerializerRuntimeType("TiledTest.Layer, TiledTest")] public class DemoMapLayerContent { public int Width; public int Height; public DemoMapTileContent[] Tiles; } // For the map itself, we just store the size, tile size, and a list of layers. [ContentSerializerRuntimeType("TiledTest.Map, TiledTest")] public class DemoMapContent { public int TileWidth; public int TileHeight; public List<DemoMapLayerContent> Layers = new List<DemoMapLayerContent>(); } [ContentProcessor(DisplayName = "TMX Processor - TiledLib")] public class MapProcessor : ContentProcessor<MapContent, DemoMapContent> { public override DemoMapContent Process(MapContent input, ContentProcessorContext context) { // build the textures TiledHelpers.BuildTileSetTextures(input, context); // generate source rectangles TiledHelpers.GenerateTileSourceRectangles(input); // now build our output, first by just copying over some data DemoMapContent output = new DemoMapContent { TileWidth = input.TileWidth, TileHeight = input.TileHeight }; // iterate all the layers of the input foreach (LayerContent layer in input.Layers) { // we only care about tile layers in our demo TileLayerContent tlc = layer as TileLayerContent; if (tlc != null) { // create the new layer DemoMapLayerContent outLayer = new DemoMapLayerContent { Width = tlc.Width, Height = tlc.Height, }; // we need to build up our tile list now outLayer.Tiles = new DemoMapTileContent[tlc.Data.Length]; for (int i = 0; i < tlc.Data.Length; i++) { // get the ID of the tile uint tileID = tlc.Data[i]; // use that to get the actual index as well as the SpriteEffects int tileIndex; SpriteEffects spriteEffects; TiledHelpers.DecodeTileID(tileID, out tileIndex, out spriteEffects); // figure out which tile set has this tile index in it and grab // the texture reference and source rectangle. ExternalReference<Texture2DContent> textureContent = null; Rectangle sourceRect = new Rectangle(); // iterate all the tile sets foreach (var tileSet in input.TileSets) { // if our tile index is in this set if (tileIndex - tileSet.FirstId < tileSet.Tiles.Count) { // store the texture content and source rectangle textureContent = tileSet.Texture; sourceRect = tileSet.Tiles[(int)(tileIndex - tileSet.FirstId)].Source; // and break out of the foreach loop break; } } // now insert the tile into our output outLayer.Tiles[i] = new DemoMapTileContent { Texture = textureContent, SourceRectangle = sourceRect, SpriteEffects = spriteEffects }; } // add the layer to our output output.Layers.Add(outLayer); } } // return the output object. because we have ContentSerializerRuntimeType attributes on our // objects, we don't need a ContentTypeWriter and can just use the automatic serialization. return output; } } } TiledLib contains a large amount of files including MapContent.cs using System; using System.Collections.Generic; using System.Globalization; using System.Xml; using Microsoft.Xna.Framework.Content.Pipeline; namespace TiledLib { public enum Orientation : byte { Orthogonal, Isometric, } public class MapContent { public string Filename; public string Directory; public string Version = string.Empty; public Orientation Orientation; public int Width; public int Height; public int TileWidth; public int TileHeight; public PropertyCollection Properties = new PropertyCollection(); public List<TileSetContent> TileSets = new List<TileSetContent>(); public List<LayerContent> Layers = new List<LayerContent>(); public MapContent(XmlDocument document, ContentImporterContext context) { XmlNode mapNode = document["map"]; Version = mapNode.Attributes["version"].Value; Orientation = (Orientation)Enum.Parse(typeof(Orientation), mapNode.Attributes["orientation"].Value, true); Width = int.Parse(mapNode.Attributes["width"].Value, CultureInfo.InvariantCulture); Height = int.Parse(mapNode.Attributes["height"].Value, CultureInfo.InvariantCulture); TileWidth = int.Parse(mapNode.Attributes["tilewidth"].Value, CultureInfo.InvariantCulture); TileHeight = int.Parse(mapNode.Attributes["tileheight"].Value, CultureInfo.InvariantCulture); XmlNode propertiesNode = document.SelectSingleNode("map/properties"); if (propertiesNode != null) { Properties = new PropertyCollection(propertiesNode, context); } foreach (XmlNode tileSet in document.SelectNodes("map/tileset")) { if (tileSet.Attributes["source"] != null) { TileSets.Add(new ExternalTileSetContent(tileSet, context)); } else { TileSets.Add(new TileSetContent(tileSet, context)); } } foreach (XmlNode layerNode in document.SelectNodes("map/layer|map/objectgroup")) { LayerContent layerContent; if (layerNode.Name == "layer") { layerContent = new TileLayerContent(layerNode, context); } else if (layerNode.Name == "objectgroup") { layerContent = new MapObjectLayerContent(layerNode, context); } else { throw new Exception("Unknown layer name: " + layerNode.Name); } // Layer names need to be unique for our lookup system, but Tiled // doesn't require unique names. string layerName = layerContent.Name; int duplicateCount = 2; // if a layer already has the same name... if (Layers.Find(l => l.Name == layerName) != null) { // figure out a layer name that does work do { layerName = string.Format("{0}{1}", layerContent.Name, duplicateCount); duplicateCount++; } while (Layers.Find(l => l.Name == layerName) != null); // log a warning for the user to see context.Logger.LogWarning(string.Empty, new ContentIdentity(), "Renaming layer \"{1}\" to \"{2}\" to make a unique name.", layerContent.Type, layerContent.Name, layerName); // save that name layerContent.Name = layerName; } Layers.Add(layerContent); } } } } I'm lost as to why this is failing. Thoughts? -- EDIT -- After playing with it a bit, I would think it has something to do with referencing the projects. I'm already referencing the TiledLib within my main windows project (TiledTest). However, this doesn't seem to make a difference. I can place the dll generated from the TiledLib project into the debug folder of TiledTest, and this causes it to generate a different error: Error loading "desert". Cannot find ContentTypeReader for Microsoft.Xna.Framework.Content.Pipeline.ExternalReference`1[Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent]. at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(Type targetType, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(Type targetType) at Microsoft.Xna.Framework.Content.ReflectiveReaderMemberHelper..ctor(ContentTypeReaderManager manager, FieldInfo fieldInfo, PropertyInfo propertyInfo, Type memberType, Boolean canWrite) at Microsoft.Xna.Framework.Content.ReflectiveReaderMemberHelper.TryCreate(ContentTypeReaderManager manager, Type declaringType, FieldInfo fieldInfo) at Microsoft.Xna.Framework.Content.ReflectiveReader1.Initialize(ContentTypeReaderManager manager) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.ReadTypeManifest(Int32 typeCount, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentReader.ReadHeader() at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action1 recordDisposableObject) at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) at TiledTest.Game1.LoadContent() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 51 at Microsoft.Xna.Framework.Game.Initialize() at TiledTest.Game1.Initialize() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 39 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at TiledTest.Program.Main(String[] args) in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Program.cs:line 15 This is all incredibly frustrating as the demo doesn't appear to have any special linking properties. The TiledLib I am utilizing is from Nick Gravelyn, and can be found here: https://bitbucket.org/nickgravelyn/tiledlib. The demo it comes with works fine, and yet in recreating I always run into this error.

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  • Tile Collision & Sliding against tiles

    - by Devin Rawlek
    I have a tile based map with a top down camera. My sprite stops moving when he collides with a wall in any of the four directions however I am trying to get the sprite to slide along the wall if more than one directional key is pressed after being stopped. Tiles are set to 32 x 32. Here is my code; // Gets Tile Player Is Standing On var splatterTileX = (int)player.Position.X / Engine.TileWidth; var splatterTileY = (int)player.Position.Y / Engine.TileHeight; // Foreach Layer In World Splatter Map Layers foreach (var layer in WorldSplatterTileMapLayers) { // If Sprite Is Not On Any Edges if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West } // If Sprite Is Not On Any X Edges And Is On -Y Edge if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X And -Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X Edge And Y Is Not On Any Edge if (splatterTileX == layer.Width - 1 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is On +X And +Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is Not On Any X Edges And Is On +Y Edge if (splatterTileX < (layer.Width - 1) && splatterTileX > 0 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X And +Y Edges if (splatterTileX == 0 && splatterTileY == layer.Height - 1) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X Edge And Y Is Not On Any Edges if (splatterTileX == 0 && splatterTileY < (layer.Height - 1) && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // If Sprite Is In The Top Left Corner if (splatterTileX == 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // Creates A New Rectangle For TileN tileN.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And N Tile var tileNCollision = player.Rectangle.Intersects(tileN.TileRectangle); // Creates A New Rectangle For TileNE tileNE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And NE Tile var tileNECollision = player.Rectangle.Intersects(tileNE.TileRectangle); // Creates A New Rectangle For TileE tileE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And E Tile var tileECollision = player.Rectangle.Intersects(tileE.TileRectangle); // Creates A New Rectangle For TileSE tileSE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SE Tile var tileSECollision = player.Rectangle.Intersects(tileSE.TileRectangle); // Creates A New Rectangle For TileS tileS.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And S Tile var tileSCollision = player.Rectangle.Intersects(tileS.TileRectangle); // Creates A New Rectangle For TileSW tileSW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SW Tile var tileSWCollision = player.Rectangle.Intersects(tileSW.TileRectangle); // Creates A New Rectangle For TileW tileW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileWCollision = player.Rectangle.Intersects(tileW.TileRectangle); // Creates A New Rectangle For TileNW tileNW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileNWCollision = player.Rectangle.Intersects(tileNW.TileRectangle); // Allow Sprite To Occupy More Than One Tile if (tileNCollision && tileN.TileBlocked == false) { tileN.TileOccupied = true; } if (tileECollision && tileE.TileBlocked == false) { tileE.TileOccupied = true; } if (tileSCollision && tileS.TileBlocked == false) { tileS.TileOccupied = true; } if (tileWCollision && tileW.TileBlocked == false) { tileW.TileOccupied = true; } // Player Up if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Up; if (tileN.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileNCollision && tileN.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } else if (tileN.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } } // Player Down if (keyState.IsKeyDown(Keys.S) || (gamePadOneState.DPad.Down == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Down; // Check Collision With Tiles if (tileS.TileOccupied == false) { if (tileSWCollision && tileSW.TileBlocked || tileSCollision && tileS.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } else if (tileS.TileOccupied) { if (tileSWCollision && tileSW.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } } // Player Left if (keyState.IsKeyDown(Keys.A) || (gamePadOneState.DPad.Left == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Left; if (tileW.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileWCollision && tileW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } else if (tileW.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } } // Player Right if (keyState.IsKeyDown(Keys.D) || (gamePadOneState.DPad.Right == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Right; if (tileE.TileOccupied == false) { if (tileNECollision && tileNE.TileBlocked || tileECollision && tileE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } else if (tileE.TileOccupied) { if (tileNECollision && tileNE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } } I have my tile detection setup so the 8 tiles around the sprite are the only ones detected. The collision variable is true if the sprites rectangle intersects with one of the detected tiles. The sprites origin is centered at 16, 16 on the image so whenever this point goes over to the next tile it calls the surrounding tiles. I am trying to have collision detection like in the game Secret of Mana. If I remove the diagonal checks the sprite will pass through thoses tiles because whichever tile the sprites origin is on will be the detection center. So if the sprite is near the edge of the tile and then goes up it looks like half the sprite is walking through the wall. Is there a way for the detection to occur for each tile the sprite's rectangle touches?

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  • I can't scroll my tilemap ... HELP!

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Gathering all data in single iteration vs using functions for readable code

    - by user828584
    Say I have an array of runners with which I need to find the tallest runner, the fastest runner, and the lightest runner. It seems like the most readable solution would be: runners = getRunners(); tallestRunner = getTallestRunner(runners); fastestRunner = getFastestRunner(runners); lightestRunner = getLightestRunner(runners); ..where each function iterates over the runners and keeps track of the largest height, greatest speed, and lowest weight. Iterating over the array three times, however, doesn't seem like a very good idea. It would instead be better to do: int greatestHeght, greatestSpeed, leastWeight; Runner tallestRunner, fastestRunner, lightestRunner; for(runner in runners){ if(runner.height > greatestHeight) { greatestHeight = runner.height; tallestRunner = runner; } if(runner.speed > ... } While this isn't too unreadable, it can get messy when there is more logic for each piece of information being extracted in the iteration. What's the middle ground here? How can I use only a single iteration while still keeping the code divided into logical units?

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  • Tessellating to a curve?

    - by Avi
    I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. By the time I'm finished with it, that won't be a very unreasonable requirement. Because it assumes such a modern environment, I'm going to try and exploit tessellation. The most popular way, it seems, to procedurally increase geometry through tessellation is to tessellate to a height map. This works for a lot of things, but has limitations in that height maps still use up VRAM and also only have finite scalability. So I want to be able to use curves to define what a mesh should tessellate to. The thing is, I have no idea what definition of curves I should use, how I should store it, and how I should tessellate to it. Do I use NURBS curves? Bezier? Hermite? And once I figure that out, is there an algorithm to determine how the tessellation shader should produce and move vertices to match the curve as closely as possible? Is the infinite scalability and lower memory usage when compared to height maps worth the added computational complexity? I'm sorry I'm kind if ignorant as to these matters. I just don't know where to start.

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  • GetData() error creating framebuffer

    - by Lelezeus
    I'm currently porting a game written in C# with XNA library to Android with Monogame. I have a Texture2D and i'm trying to get an array of uint in this way: Texture2d textureDeform = game.Content.Load<Texture2D>("Texture/terrain"); uint[] pixelDeformData = new uint[textureDeform.Width * textureDeform.Height]; textureDeform.GetData(pixelDeformData, 0, textureDeform.Width * textureDeform.Height); I get the following exception: System.Exception: Error creating framebuffer: Zero at Microsoft.Xna.Framework.Graphics.Texture2D.GetTextureData (Int32 ThreadPriorityLevel) [0x00000] in :0 I found that the problem is in private byte[] GetTextureData(int ThreadPriorityLevel) creating the framebuffer: private byte[] GetTextureData(int ThreadPriorityLevel) { int framebufferId = -1; int renderBufferID = -1; GL.GenFramebuffers(1, ref framebufferId); // framebufferId is still -1 , why can't be created? GraphicsExtensions.CheckGLError(); GL.BindFramebuffer(All.Framebuffer, framebufferId); GraphicsExtensions.CheckGLError(); //renderBufferIDs = new int[currentRenderTargets]; GL.GenRenderbuffers(1, ref renderBufferID); GraphicsExtensions.CheckGLError(); // attach the texture to FBO color attachment point GL.FramebufferTexture2D(All.Framebuffer, All.ColorAttachment0, All.Texture2D, this.glTexture, 0); GraphicsExtensions.CheckGLError(); // create a renderbuffer object to store depth info GL.BindRenderbuffer(All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent24Oes, Width, Height); GraphicsExtensions.CheckGLError(); // attach the renderbuffer to depth attachment point GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); All status = GL.CheckFramebufferStatus(All.Framebuffer); if (status != All.FramebufferComplete) throw new Exception("Error creating framebuffer: " + status); ... } The frameBufferId is still -1, seems that framebuffer could not be generated and I don't know why. Any help would be appreciated, thank you in advance.

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • Positioning a sprite in XNA: Use ClientBounds or BackBuffer?

    - by Martin Andersson
    I'm reading a book called "Learning XNA 4.0" written by Aaron Reed. Throughout most of the chapters, whenever he calculates the position of a sprite to use in his call to SpriteBatch.Draw, he uses Window.ClientBounds.Width and Window.ClientBounds.Height. But then all of a sudden, on page 108, he uses PresentationParameters.BackBufferWidth and PresentationParameters.BackBufferHeight instead. I think I understand what the Back Buffer and the Client Bounds are and the difference between those two (or perhaps not?). But I'm mighty confused about when I should use one or the other when it comes to positioning sprites. The author uses for the most part Client Bounds both for checking whenever a moving sprite is of the screen and to find a spawn point for new sprites. However, he seems to make two exceptions from this pattern in his book. The first time is when he wants some animated sprites to "move in" and cross the screen from one side to another (page 108 as mentioned). The second and last time is when he positions a texture to work as a button in the lower right corner of a Windows Phone 7 screen (page 379). Anyone got an idea? I shall provide some context if it is of any help. Here's how he usually calls SpriteBatch.Draw (code example from where he positions a sprite in the middle of the screen [page 35]): spriteBatch.Draw(texture, new Vector2( (Window.ClientBounds.Width / 2) - (texture.Width / 2), (Window.ClientBounds.Height / 2) - (texture.Height / 2)), null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); And here is the first case of four possible in a switch statement that will set the position of soon to be spawned moving sprites, this position will later be used in the SpriteBatch.Draw call (page 108): // Randomly choose which side of the screen to place enemy, // then randomly create a position along that side of the screen // and randomly choose a speed for the enemy switch (((Game1)Game).rnd.Next(4)) { case 0: // LEFT to RIGHT position = new Vector2( -frameSize.X, ((Game1)Game).rnd.Next(0, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - frameSize.Y)); speed = new Vector2(((Game1)Game).rnd.Next( enemyMinSpeed, enemyMaxSpeed), 0); break;

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • Does the HTMLEditor control raise any client-side events?

    - by SAMIR BHOGAYTA
    The HTML Editor has three modes: Design, HTML Text and preview mode. Design mode is in an IFrame. HTML Text is prensented in a TextArea and preview mode is in another Iframe. The code rendered about these three modes is as below. iframe id="editor1_ctl02_ctl00" name="editor1_ctl02_ctl00" marginheight="0" marginwidth="0" frameborder="0" src="javascript:false;" style="height:100%;width:100%;display:none;border-width:0px;" /iframe textarea id="editor1_ctl02_ctl01" class="ajax__htmleditor_htmlpanel_default" style="height:100%;width:100%;display:none;" /textarea iframe id="editor1_ctl02_ctl02" name="editor1_ctl02_ctl02" marginheight="0" marginwidth="0" frameborder="0" src="javascript:false;" style="height:100%;width:100%;display:none;border-width:0px;" /iframe In design mode, we can use the following JavaScript to append a callback function in onKeypress event. script type="text/javascript" var count = 0; function pageLoad() { $get('editor1_ctl02_ctl00').contentWindow.document.body.onkeypress = function() { count++; $get('cc').innerHTML = "you input " + count + "charactors"; }; } /script As a same way, you can append another keypress event on TextArea and preview IFrame.

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • Change collision action

    - by PatrickR
    I have a collision detection and its working fine, the problem is, that whenever my "bird" is hitting a "cloud", the cloud dissapers and i get some points. The same happens for the "sol" which it should, but not with the clouds. How can this be changed ? ive tryed a lot, but can seem to figger it out. Collision Code - (void)update:(ccTime)dt { bird.position = ccpAdd(bird.position, skyVelocity); NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *bird in _projectiles) { bird.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(bird.position.x, bird.position.y, [bird boundingBox].size.width, [bird boundingBox].size.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *cloudSprite in _targets) { cloudSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(cloudSprite.position.x, cloudSprite.position.y, [cloudSprite boundingBox].size.width, [cloudSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [cloudSprite boundingBox])) { [targetsToDelete addObject:cloudSprite]; } } for (CCSprite *solSprite in _targets) { solSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(solSprite.position.x, solSprite.position.y, [solSprite boundingBox].size.width, [solSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [solSprite boundingBox])) { [targetsToDelete addObject:solSprite]; score += 50/2; [scoreLabel setString:[NSString stringWithFormat:@"%d", score]]; } } // NÅR SKYEN BLIVER RAMT AF FUGLEN for (CCSprite *cloudSprite in targetsToDelete) { //[_targets removeObject:cloudSprite]; //[self removeChild:cloudSprite cleanup:YES]; } // NÅR SOLEN BLIVER RAMT AF FUGLEN for (CCSprite *solSprite in targetsToDelete) { [_targets removeObject:solSprite]; [self removeChild:solSprite cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:bird]; } [targetsToDelete release]; } // NÅR FUGLEN BLIVER RAMT AF ALT ANDET for (CCSprite *bird in projectilesToDelete) { //[_projectiles removeObject:bird]; //[self removeChild:bird cleanup:YES]; } [projectilesToDelete release]; }

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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