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  • Specifying $(this).val() for two different elements (by class)

    - by Chaya Cooper
    What would be the correct syntax for specifying 2 elements by class to evaluate their values when they have different classes? This snippet adds and/or removes values from "increase_priority1" when the user has selected both a complaint and ranked the importance level of the issue, however when I added the 2nd element (".complaint select") to the If Statement it stopped working properly and only accepts input from the 2nd item (Waist) after the 1rst item (Shoulders) has been selected. I believe the problem is that it's unable to determine which ".complaint select" to use, but I haven't been able to figure out how to use (this) for the 2nd element, or another similar approach. The complete function includes apx. 20 similar pairs of If Statements to set & unset other elements, and a working example with 4 pairs is available at http://jsfiddle.net/chayacooper/vWLEn/168/ I'm trying to avoid using ID's because that becomes pretty cumbersome to do for 25 Select elements and each of their values (ID's were also problematic because it stopped working when I added a 2nd element to the If Statement for removing/unsetting a value) Javascript var $increase_priority1 = $(".increase_priority1"); // If value is "Shoulders", complaint was Shoulders too small (select name=Shoulders value=Too_small) and it was assigned a level 1 priority (select class="ranking shoulders" value=1). // var's for other issues and priority levels go here $(".ranking, .complaint select").change(function() { var name = $(this).data("name"); //get priority name if ($(".complaint select").val() === "Too_small" && $(this).val() == 1 && !$(this).data("increase_priority1")) { //rank is 1, and not yet added to priority list $("<option>", {text:name, val:name}).appendTo($increase_priority1); $(this).data("increase_priority1", true); //flag as a priority item } if ($(this).data("increase_priority1") && ($(this).val() != 1 || $(".complaint select").val() != "Too_small")) { //is in priority list, but now demoted $("option[value=" + name + "]", $increase_priority1).remove(); $(this).removeData("increase_priority1"); //no longer a priority item } // Similar If Statements to set & unset other elements go here }); HTML <div> <label>To Increase - 1rst Priority <select name="modify_increase_1rst[]" class="increase_priority1" multiple> </select></label> </div> <div> <span class="complaint"> <label>Shoulders</label> <select name=Shoulders> <option value="null">Select</option><option value="Too_small">Too Small</option><option value="Too_big">Too Big</option><option value="Too_expensive">Too expensive</option> </select> </span> <label>Ranking</label> <select name="importance_bother_shoulders" class="ranking shoulders" data-name="Shoulders"> <option value="Null">Select</option><option value="1">1</option><option value="2">2</option><option value="3">3</option><option value="4">4</option> <option value="5">5</option> </select> </div> <div> <span class="complaint"> <label>Waist</label> <select name=Waist> <option value="null">Select</option><option value="Too_small">Too Small</option><option value="Too_big">Too Big</option><option value="Too_expensive">Too expensive</option> </select> </span> <label>Ranking</label> <select name="importance_bother_waist" class="ranking waist" data-name="Waist"> <option value="Null">Select</option><option value="1">1</option><option value="2">2</option><option value="3">3</option><option value="4">4</option> <option value="5">5</option> </select> </div>

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  • Two way binding when setter is overriden

    - by Nicolas Goy
    I have an NSTextField bound to some object "zoom" property. In this object's class implementation, I have the following - (void)setZoom:(CGFloat)zoom { _zoom = MAX(0, MIN(10, zoom)); } If I write "-5" in the textfield, setZoom: will be called with "-5" as argument and _zoom will be set to 0. Then problem is that the textfield is not updating itself and it shows "-5" instead of re-reading the property value it has just set. If I do myObject.zoom = -5; in code, the text field will display 0 correctly. I tried to wrap _zoom =... inside willChangeValueForKey/didChangeValueForKey calls but it didn't change anything.

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  • Saving a grails object with a composite id

    - by Jared
    The answer to this may be obvious but how do you save an object, in grails, that has a composite id. I have an object that has a composite id including a long and a date and I am trying to save an instance of the object from the update method of another classes controller, and using (object).save() isn't working. Any tips or suggestions?

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  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

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  • Content Assist problem in eclipse 3.5

    - by user361996
    I've got a Content Assist problem in eclipse 3.5, which is eclipse-java-galileo-win32.zip. When I press Alt+/(I've changed Ctrl+Space to this) in Java Editor, no assistant tips are shown up. I've solved this problem and I'd like to share my experience. 1 Eclipse--Preferences--General--Keys; 2 Search 'Content Assist'; 3 You'll find that in 'When' Field, the default value is 'in dialogs and window', change it to 'Editing Java Source', then press 'OK' to save; I can not post a image, but here is a link: http://www.freeimagehosting.net/image.php?e0987ea847.png That's All.

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  • LINQ2SQL: How to let a column accept null values as zero (0) in Self-Relation table

    - by Remon
    As described in the img, I got a parent-Children relation and since the ParentID not accepting null values (and I can't change to nullabel due to some restriction in the UI I have), how can I remove an existence relation between ReportDataSources in order to change the parent for them (here i want to set the parentId for one of them = 0) how could i do that since i cant change the ParentID directly and setting Parent = null is not valid public void SetReportDataSourceAsMaster(ReportDataSource reportDataSource) { //Some logic - not necessarily for this scenario //Reset Master this.ReportDataSources.ToList().ForEach(rds => rds.IsMaster = false); //Set Master reportDataSource.IsMaster = true; //Set Parent ID for the rest of the Reports data sources this.ReportDataSources.Where(rds => rds.ID != reportDataSource.ID).ToList().ForEach(rds => { //Change Parent ID rds.Parent = reportDataSource; //Remove filttering data rds.FilteringDataMembers.Clear(); //Remove Grouping Data rds.GroupingDataMembers.Clear(); }); //Delete parent HERE THE EXCEPTION THROWN AFTER CALLING SUBMITCHANGES() reportDataSource.Parent = null; //Other logic } Exception thrown after calling submitChanges An attempt was made to remove a relationship between a ReportDataSource and a ReportDataSource. However, one of the relationship's foreign keys (ReportDataSource.ParentID) cannot be set to null.

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  • how to store data with many categories and many properties efficiently?

    - by Mickey Shine
    We have a large number of data in many categories with many properties, e.g. category 1: Book properties: BookID, BookName, BookType, BookAuthor, BookPrice category 2: Fruit properties: FruitID, FruitName, FruitShape, FruitColor, FruitPrice We have many categories like book and fruit. Obviously we can create many tables for them (MySQL e.g.), and each category a table. But this will have to create too many tables and we have to write many "adapters" to unify manipulating data. The difficulties are: 1) Every category has different properties and this results in a different data structure. 2) The properties of every categoriy may have to be changed at anytime. 3) Hard to manipulate data if each category a table (too many tables) How do you store such kind of data?

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  • Should I try to write simple key-value storage by myself?

    - by shabunc
    I need a key-value storage in a simplest form we can think of. Keys should be some fixed-length strings, values should be some texts. This key-value storage should have an HTTP-backed API. That's basically it. As you can see, there is no big difference between such storage and some web application with some upload functionality. The thing is - it'll take few hours (including tests and coffee drinking) to write something like this. "Something like this" will be fully under my control and can be tuned on demand. Should I, in this specific case, not try to reinvent bicycles? Is it better to use some of existing NoSQL solutions. If yes, which one exactly? If, say, I'd needed something SQL-like, I won't ask and won't try to write something by myself. But with NoSQL I just don't know what is adequate and what is not.

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  • How do I specify the foreign key on a many-to-one relationship when is not a property on the object

    - by jjujuma
    I'm trying to map a many-to-one relationship from MarketMenuBranch to Market. My classes look like: public class Market implements Serializable { private int id; private String name; private List<MarketMenuBranch> marketMenuBranches; // accessors / mutators etc... public class MarketMenuBranch implements Serializable { private MarketMenuBranchId id; private String name; // accessors / mutators etc... public class MarketMenuBranchId implements Serializable { private int marketId; private int sequence; // accessors / mutators etc... But I don't know what I can put for the property name (where I have ???? below). I really want to put id.marketId but that seems to be wrong. <class name="MarketMenuBranch" table="MARKET_MENU_BRANCH"> <composite-id name="id" class="MarketMenuBranchId"> <key-property name="marketId"/> <key-property name="sequence"/> </composite-id> <property name="name"/> <many-to-one name="????????"/> </class> How can I do this?

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  • array_key_exists is not working

    - by Arun
    array_key_exists is not working for large multidimensional array. For ex $arr=array( '1'=>10, '2'=>array('21'=>21, '22'=>22, '23'=>array('test'=>100, '231'=>231), ), '3'=>30, '4'=>40 ); array_key_exists('test',$arr) returns 'false' but it works with some simple arrays.

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  • When would I want to model a class with a private ctor?

    - by dotnetdev
    Hi, I've seen plenty of classes in .NET which have private constructor (Stream is one of them I think). When would I want to model a class like this? I keep thinking that if my class has no internal state/fields, then I can make it have a private constructor. Am I on the right track with this idea? I can understand the use of a factory (I've run into the tipping point a few times), but not with a private constructor class. Thanks

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  • Correct way to protect a private API key when versioning a python application on a public git repo

    - by systempuntoout
    I would like to open-source a python project on Github but it contains an API key that should not be distributed. I guess there's something better than removing the key each time a "push" is committed to the repo. Imagine a simplified foomodule.py : import urllib2 API_KEY = 'XXXXXXXXX' urllib2.urlopen("http://example.com/foo?id=123%s" % API_KEY ).read() What i'm thinking is: Move the API_KEY in a second key.py module importing it on foomodule.py; i would then add key.py on .gitignore file. Same as 1 but using ConfigParser Do you know a good programmatic way to handle this scenario?

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  • Rename INDEX Column

    - by Lee
    Hey All I have a database with around 40 tables and need to rename every index column. IE USER a table has a bunch of fields like user_id | user_username | user_password | etc... I want to rename the ID columns just to id ie id | user_username | user_password | etc... But I keep getting mysql errors on the alter table command ie. ALTER TABLE database RENAME COLUMN user_id to id; Plus many different variations. Whats the best way to do this ? Hope you can advise

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  • Entity framework Update fails when object is linked to a missing child

    - by McKay
    I’m having trouble updating an objects child when the object has a reference to a nonexising child record. eg. Tables Car and CarColor have a relationship. Car.CarColorId CarColor.CarColorId If I load the car with its color record like so this var result = from x in database.Car.Include("CarColor") where x.CarId = 5 select x; I'll get back the Car object and it’s Color object. Now suppose that some time ago a CarColor had been deleted but the Car record in question still contains the CarColorId value. So when I run the query the Color object is null because the CarColor record didn’t exist. My problem here is that when I attach another Color object that does exist I get a Store update, insert error when saving. Car.Color = newColor Database.SaveChanges(); It’s like the context is trying to delete the nonexisting color. How can I get around this?

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  • How to add values accordingly of the first indices of a dictionary of tuples of a list of strings? Python 3x

    - by TheStruggler
    I'm stuck on how to formulate this problem properly and the following is: What if we had the following values: {('A','B','C','D'):3, ('A','C','B','D'):2, ('B','D','C','A'):4, ('D','C','B','A'):3, ('C','B','A','D'):1, ('C','D','A','B'):1} When we sum up the first place values: [5,4,2,3] (5 people picked for A first, 4 people picked for B first, and so on like A = 5, B = 4, C = 2, D = 3) The maximum values for any alphabet is 5, which isn't a majority (5/14 is less than half), where 14 is the sum of total values. So we remove the alphabet with the fewest first place picks. Which in this case is C. I want to return a dictionary where {'A':5, 'B':4, 'C':2, 'D':3} without importing anything. This is my work: def popular(letter): '''(dict of {tuple of (str, str, str, str): int}) -> dict of {str:int} ''' my_dictionary = {} counter = 0 for (alphabet, picks) in letter.items(): if (alphabet[0]): my_dictionary[alphabet[0]] = picks else: my_dictionary[alphabet[0]] = counter return my_dictionary This returns duplicate of keys which I cannot get rid of. Thanks.

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  • Database PK-FK design for future-effective-date entries?

    - by Scott Balmos
    Ultimately I'm going to convert this into a Hibernate/JPA design. But I wanted to start out from purely a database perspective. We have various tables containing data that is future-effective-dated. Take an employee table with the following pseudo-definition: employee id INT AUTO_INCREMENT ... data fields ... effectiveFrom DATE effectiveTo DATE employee_reviews id INT AUTO_INCREMENT employee_id INT FK employee.id Very simplistic. But let's say Employee A has id = 1, effectiveFrom = 1/1/2011, effectiveTo = 1/1/2099. That employee is going to be changing jobs in the future, which would in theory create a new row, id = 2 with effectiveFrom = 7/1/2011, effectiveTo = 1/1/2099, and id = 1's effectiveTo updated to 6/30/2011. But now, my program would have to go through any table that has a FK relationship to employee every night, and update those FK to reference the newly-effective employee entry. I have seen various postings in both pure SQL and Hibernate forums that I should have a separate employee_versions table, which is where I would have all effective-dated data stored, resulting in the updated pseudo-definition below: employee id INT AUTO_INCREMENT employee_versions id INT AUTO_INCREMENT employee_id INT FK employee.id ... data fields ... effectiveFrom DATE effectiveTo DATE employee_reviews id INT AUTO_INCREMENT employee_id INT FK employee.id Then to get any actual data, one would have to actually select from employee_versions with the proper employee_id and date range. This feels rather unnatural to have this secondary "versions" table for each versioned entity. Anyone have any opinions, suggestions from your own prior work, etc? Like I said, I'm taking this purely from a general SQL design standpoint first before layering in Hibernate on top. Thanks!

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  • Importing data and keeping ids and relationships

    - by Justin Hamade
    I am working on cleaning up a mess that another programmer started. The created 2 identical databases for different locations but that obviously caused major issues. They are using cakePHP and there are quite a few relationships. I am pretty sure I will have to write a script to import that data from on DB to the other and keep all the relationships but was wondering if there is an easier way to do it.

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  • MYSQL to UPDATE table if row with 2 specific columns exist or INSERT new row if it does not exist

    - by user2509541
    I have a MYSQL table that looks as follows: id id_jugador id_partido team1 team2 1 2 1 5 2 2 2 2 1 1 3 1 2 0 0 I need to create a query to either INSERT new rows in the table or UPDATE the table. The condition is based on id_jugador and id_partido, meaning that if I wanted to insert id_jugador = 2 and id_partido = 1, then it should just UPDATE the existing row with the new team1 and team2 values I am sending. And dont duplicate the row. However, if I have an entry id_jugador=2 and id_partido=3, since this combination does not exist yet, it should add the new row. I read about the REPLACE INTO but it seems to be unable to check combination of UNIQUE KEYS.

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  • Solution for this SQL query?

    - by homeWorkBoy
    Suppose you have these tables: Table Name: Salesman Fields: S_ID(Primary Key), Name Table Name: Region_1 Fields: Reg_ID(Primary Key), S_ID(Foreign Key), sales Table Name: Region_2 Fields: Reg_ID(Primary Key), S_ID(Foreign Key), sales Table Name: Region_3 Fields: Reg_ID(Primary Key), S_ID(Foreign Key), sales Table Name: Region_4 Fields: Reg_ID(Primary Key), S_ID(Foreign Key), sales Query 1: Find out total of sales of each salesman in all the regions. Query 2: Find out total of sales of a particual salesman in all the regions. (if the first one is solved I think this will be easy. :-) )

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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