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  • Tile Collision Question

    - by Alu
    Hey guys, I'm working on tile collision. Currently, I just draw the tile map the normal way (two for loops) and there is no scrolling. Right now, to check if my player is over a tile, I use tileX = (int)person1v.X / 16; tileY = (int)person1v.Y / 16; However, I want to detect collision before I hit the tile so it could act as a wall. How do I detect collision before even making the move?

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  • Using nested error wrappers with jQuery validate plugin

    - by RyOnLife
    I am using the jQuery validate plugin. My error labels are styled like tooltips and take many levels of nested divs in order to create. The plugin has a wrapper option that allows for an element type to be specified as a wrapper for the error message, but it's only wrapped once. Is anyone familiar with how to do nested wrapping? This isn't my exact markup, but as an example: <div class="tooltip"> <div> <div> <span class="error">This field is required.</span> </div> </div> </div> * UPDATE * The response from Chris answers my original question, but creates a new problem. The errors are now being displayed as desired, but the plugin fails to clear them. When a failed validation passes, span.error is set to display:none, but the div.tooltip nested wrapper still displays.

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  • Maven Eclipse plugin and classpath issues in Eclipse

    - by subferno
    I am using Eclipse 3.51, Maven 2.0.9, Java 1.4, with the Maven Eclipse plugin 2.7 with WTP 2.0 (not m2Eclipse). I have a flat multi module project that is set up as follows (module Parent with the parent pom, module A and B is dependent on C). Importing the four modules in for the first time will show compile errors as expected since I have not ran the eclipse plugin. With my local repository empty, running eclipse clean will resolve all compile errors and dependencies within the my local workspace. If I were to make some minor code changes to module B and run the eclipse plugin again, compile errors would show up in module A and B. Compile errors about classes that cannot be found. Its like module C is no longer in the classpath for A and B to see. I look at the .classpath file and its definitely looking at the right modules in the Eclipse workspace. If I delete the maven repository and do the eclipse clean again, the compile errors about unresolved classes are fixed. Also, if I run the eclpse clean command with the useProjectReferences flag to false and then rerun it with true, Eclipse would rebuild my workspace and the errors will go away. Whats going on?

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  • JQuery Autocomplete plugin not working with JQuery 1.4.1

    - by Russ Clark
    I've been using the JQuery Autocomplete plugin with JQuery version 1.3.2, and it has been working great. I recently updated JQuery in my project to version 1.4.2, and the Autocomplete plugin is now broken. The JQuery code to add items to a textbox on my web page doesn't seem to be getting called at all. Does anyone know if the JQuery Autocomplete plugin is incompatible with JQuery version 1.4.2, and if there is a fix for this problem? Here is some sample code I've built in an ASP.Net web site (which works fine if I change the JQuery file to jquery-1.3.2.js, but nothing happens using jquery-1.4.2.js): <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %> <!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 runat="server"> <title>Untitled Page</title> <script type="text/javascript" src="js/jquery-1.4.2.js" ></script> <script type="text/javascript" src="js/jquery.autocomplete.js" ></script> <script type="text/javascript"> $(document).ready(function() { var data = "Core Selectors Attributes Traversing Manipulation CSS Events Effects Ajax Utilities".split(" "); $(':input:text:id$=sapleUser').autocomplete(data); }); </script> </head> <body> <form id="form1" runat="server"> API Reference: <input id="sapleUser" autocomplete="off" type="text" runat="server" /> (try "C" or "E") </form> </body> </html>

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  • Maven compile plugin

    - by phanikiran
    Hi every body, in pom of a project, i have added dependency with scope compile . which is a jar file which contains some class file and jar's as well. my current java file needs internal jars of dependent jar to compile. But maven compile goal returning compilation error . :banghead: All the jar's needed to compile are in the single jar file which is added in dependency............................. Please help me! my pom: <dependency> <groupId>eagle</groupId> <artifactId>zkui</artifactId> <version>360LTS</version> <type>jar</type> <scope>compile</scope> </dependency> <build> <sourceDirectory>./src/main/java/</sourceDirectory> <outputDirectory>./target/classes/</outputDirectory> <finalName>${project.groupId}-${project.artifactId}</finalName> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-compiler-plugin</artifactId> <version>2.2</version> <configuration> <source>1.6</source> <target>1.6</target> </plugin> </plugins> </build> </project> error: package org.zkoss.zk.ui does not exist this package org.zkoss.zk.ui is in jar file zkex.jar which is in dependency jar eagle:zkui:360LTS jar file Please Help ME!!!! :jumpingjoy: Advance Thanks

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  • Help for Platform plus Plugin development by J2ee

    - by echo
    Hi, everybody. I want to develop a monitor platform which can monitor many different subjects such as database, OS, middle ware etc. The system includes two parts: 1. Report center(Show some useful chart and report) 2. Collector(Collect information from monitored subject) For the time being, I just want to monitor some parameters of oracle and Linux. And I will add more monitor subject like MS SqlServer, IBM Db2 ect. later. I need a good architecture so I can easily add new monitor module and not to disturb original framework too much. I want to develop it by the method of “Platform + plugin”. A plugin should have its own UI, setting part and something else. I plan to use struts2 + spring + hibernate to develop report center. I am not very sure how to do design this architecture for I have any “Platform + plugin” experience. I ever googled some information such as OSGI and Portlet. I am not sure which one should be my best choice. Can anyone give me some instruction about it. Your help will be appreciated.

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  • WordPress plugin to output a certain category on content page tweak help

    - by talkingD0G
    I'm using WordPress plugin Category Page to display the most recent 5 posts from a certain category on a regular content page (not the blog page) of a website. Right now the plugin is limited to display the post title linked to the post page. This is a video blog type site and I need the plugin to display the post title (as it does now) with the video as well. Probably just telling the script to show the content would work but I don't know how to tweak it. This is the section of the script that is outputting the post title: function page2cat_content_catlist($content){ global $post; if ( stristr( $content, '[catlist' )) { $search = "@(?:<p>)*\s*\[catlist\s*=\s*(\w+|^\+)\]\s*(?:</p>)*@i"; if (preg_match_all($search, $content, $matches)) { if (is_array($matches)) { $title = get_option('p2c_catlist_title'); if($title != "") $output = "<h4>".$title."</h4>"; else $output = ""; $output .= "<ul class='p2c_catlist'>"; $limit = get_option('p2c_catlist_limit'); foreach ($matches[1] as $key =>$v0) { $catposts = get_posts('category='.$v0."&numberposts=".$limit); foreach($catposts as $single): $output .= "<li><a href='".get_permalink($single->ID)." '>".$single->post_title."</a></li>"; endforeach; $search = $matches[0][$key]; $replace= $output; $content= str_replace ($search, $replace, $content); } $output .= "</ul>"; } } } return $content; } If anyone has any advice or knows how to help thanks in advance!

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  • Preserving timestamps on Clojure .clj files when building shaded jar via Maven Shade Plugin

    - by Dereference
    When using the maven-shade-plugin to package our jar artifact that contained a few Clojure libs and some Java. We were using AOT compilation for our Clojure code. When we loaded the jar, it was having very slow load times. AOT compilation is supposed to help this quite a bit, but that wasn't what we were seeing. We noticed in java jar -verbose output that there was a lot of JVM__DEFINE_CLASS calls happening when Clojure classes were being loaded. This didn't make sense, since more of our Clojure code was AOT compiled to .class files. Turns out the maven-shade-plugin creates all new files, with new timestamps in the final artifact Clojure uses the timestamp information on a .clj file vs. a .class file, to determine if the file needs to be recompiled. The maven-shade-plugin was causing the .clj file and it's associated .class file to have the same timestamp, so Clojure always chose to dynamically recompile the source. The only workaround that we have been able to figure out, at this point, is to write a script that would re-open the shaded jar and bump the .clj file timestamps back to some time in the past, so that they wouldn't be equal to the timestamps of their associated .class files. Does anyone know of a better approach?

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  • Android Plugin for Eclipse problem

    - by tbneff
    I am using a laptop with Windows 7 Home Prem x64. I have installed Java JDK1.6.0_18 and Eclipse Gallileo. I have downloaded and installed the latest version of Android SDK with several Platforms loaded and a AVD defined. I can install the Android Eclipse plugin from the remote site stated in the instructions. The plugin installation performs without any errors and I can verify that the plugins are indeed installed. My problem begins when I go to Windows - Preferences, there is no Android section to configure. And when I go to File - New - Project, there is no Android Project to choose. I have uninstalled the plugin and reinstalled at least 10 times, trying different things and still no luck. I originally had the 64 bit version of the JDK installed, but removed it and installed the 32 bit version. Has anyone heard of this type of problem? Is it because I am using Windows 7? Thanks for any help. tbneff

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • 2D non-tile based map editor

    - by user5468
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Turn-based tile game dynamic item/skill/command script files

    - by user1542
    I want to create a mechanism that could read text script, for example some kind of custom script such as ".skill" or ".item", which maybe contain some sort of simple script like .item Item.Name = "Strength Gauntlet"; Character.STR += 20; .. .skill Skill.Name = "Poison Attack"; Skill.Description = "Steal HP and inflict poison"; Player.HP += 200; Enemy.HP -= 200; Enemy.Status += Status.POISON; It may be different from this, but just want to give some idea of what I desire. However, I do not know how to dynamically parse these things and translate it into working script. For example, in battle scenerio, I should make my game read one of this ".skill" file and apply it to the current enemy, or the current player. How would I do this? Should I go for String parsing? It is like a script engine, but I prefer C# than creating new language, so how would I parse custom files into appropiate status commands? Another problem is, I have also created a command engine which would read String input and parse it into action such as "MOVE (1,2)" would move character to tile (1,2). Each command belong to separate class, and provide generic parsing method that should be implemented by hand. This is for the reason of custom number/type of arguments per each command. However, I think this is not well designed, because I desire it to automatically parse the parameters according to specify list of types. For example, MOVE command in "MOVE 1 2" would automatically parse the parameters into int, int and put it into X and Y. Now, this form can change, and we should be able to manually specify all type of formats. Any suggestion to this problem? Should I change from string parsing to some hardcode methods/classes?

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  • Snow Leopard dock - when I minimize files, where do they go?

    - by user40150
    I upgraded to Snow Leopard a bit ago. Recently, when I minimize files in any application the files disappear - no icon that I can find, showing how to bring to a dominant window any of the minimized files. I search, can't find, have to re-boot app., and lose data. Not good. When I minimize files, where do they go, how do I reopen them, and how can I change it so icons for all minimized files remain visible? Thanks

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  • Flixel: doesn't light tile up

    - by Arno
    i'm creating a game with flixel, and I want to have a effect when you mouse over a tile, I tried implementing it, and this is what it gives: public class GameState extends FlxState { private var block:EmptyBlock; public function GameState() { } override public function create():void { for (var i:Number = 0; i < 30; i++) { block = new EmptyBlock(i, 20); block.create(); } } override public function update():void { block.update(); super.update(); } } } GameState class and here is the EmptyBlock class: public class EmptyBlock { private var x:int; private var y:int; private var row:FlxRect public function EmptyBlock(x:int, y:int ) { this.x = x; this.y = y; } public function create():void { row = new FlxRect(x, y, 32, 32); trace ("Created block at" + x + y); } public function update():void { if (FlxG.mouse.screenX == row.x) { if (FlxG.mouse.screenY == row.y) { var outline:FlxSprite = new FlxSprite(row.x, row.y).makeGraphic(row.width, row.height, 0x002525); } } } } }

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • Why 2 versions of jetty maven plugins ?

    - by Flueras Bogdan
    Hello, I set up a new webapp maven project and wanted to test it with jetty's maven plugin. So issuded in the console the command: mvn jetty:run After defining the pluginGroup in Maven's setting file I ran once again the command. Unfortunately, it failed because i was using one of the below mentioned versions of the plugin. The first has artifact id: maven-jetty-plugin and the 2nd:jetty-maven-plugin. Why there are 2 maven based plugins for achieving the same thing - running jetty? Why do they have to bring so much confusion? Or be so kind as to explain me the differences between them. Thank you.

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  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

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  • How to remove "online accounts" from "system settings"?

    - by A_txt
    I uninstalled "Unity" and use "Gnome Shell" instead, but the new "online accounts" was still in the "system settings" menu. How can I completely remove it? I tried the command below but it doesn't work: sudo apt-get -y remove unity-lens-shopping account-plugin-aim account-plugin-facebook account-plugin-flickr account-plugin-google account-plugin-icons account-plugin-identica account-plugin-jabber account-plugin-salut account-plugin-twitter account-plugin-windows-live account-plugin-yahoo gnome-online-accounts

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • Rending 2D Tile World (With Player In The Middle)

    - by Mick
    What I have at the moment is a series of data structures I'm using, and I would like to render the world onto the screen (just the visible parts). I've actually already done this several times (lots of rewrites), but it's a bit buggy (rounding seems to make the screen jump ever so slightly every x tiles the player walks past). Basically I've been confusing myself heavily on what I feel should be a pretty simple problem... so here I am asking for some help! OK! So I have a 50x50 array holding the tiles of the world. I have the player position as 2 floats, x ([0, 49]) and y ([0, 49]) in that array. I have the application size exactly in pixels (x and y). I have an arbitrary TILE_SIZE static int (based on screen pixels). What I think is heavily confusing me is using a 2d orthogonal projection in opengl which maps (0,0) to the top left of the screen and (SCREEN_SIZE_X, SCREEN_SIZE_Y) to the bottom right of the screen. gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0, getActualWidth(), getActualHeight(), 0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); The map tiles are set so that the (0,0) in the array is the bottom left. And the player has to be in the middle on the screen (SCREEN_SIZE_X/2, SCREEN_SIZE_Y/2). What I've been doing so far is trying to render 1-2 tiles more all around what would be displayed on the screen so that I don't have to worry about figuring out rendering half a tile from the top left, depending where the player is. It seems like such an easy problem but after spending about 40+hours on it rewriting it many times I think I'm at a point where I just can't think clearly anymore... Any help would be appreciated. It would be great if someone can provide some very basic pseudo code on keeping the player in the middle when your projection is mapped to screen coordinates and only rendering basically the tiles that you would be any be see. Thanks!

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  • Can't install gwt developer plugin for IE 7 or 8

    - by Ehsan Khodarahmi
    I want to install gwt developer plugin for IE (I already installed it on chrome and firefox without any problem). When i want to install it for IE7 (on both vista with sp2 & windows server 2008 with sp2), it says that plugin installed sucessfully, but it does not work & nothing adds under add-ons section. I upgraded my ie to latest 8 version & even installed google optimized version of IE8, but it couldn't help me. Any idea ?

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  • force lifecycle prerequisite for maven plugin execution?

    - by nsayer
    I use the maven-properties-plugin during the initialization phase to read in a bunch of properties from a properties file. I also have the jetty plugin configured to set a couple of the project properties - including those read in above - as system properties to jetty. If I run the result as mvn initialize jetty:run-war it works. If I just say mvn jetty:run-war it fails. How can I force a goal specified on the command line to run in a lifecycle that includes the initialization phase?

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  • JQuery - drop shadow plugin. Custom color

    - by Ockonal
    Hello, I'm using Jquery plugin DropShadow: web site And I want to set drop shadow color manually. Color is specified in the usual manner, with a color name or hex value. The color parameter does not apply with transparent images. From documentation, so, here is my code: { ... color: "black", swap: false } It works perfect, with '#000' against 'black' it works too... But if I need shadow color, for example, red '#fff000' plugin doesn't work. I don't see any shadow. Why?

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  • Configurable UI Plugin frameworks for .NET Compact Framework

    - by Andy White
    Is anyone aware of any frameworks for configuring UIs and possibly plugins for .NET Compact Framework (rich client) applications? Ideally, I'm hoping to find something that would allow you to bascially configure an application's UI and screenflow via an XML file, or some other configuration mechanism, and allow you to plugin different "Action" classes to take care of specific events, etc. in the app. We basically want to have a base application, which allows you to plugin specific/custom functionality to support different customers. I know it's a lot to find, but feel free to throw out any frameworks that might support any or all of these types of things.

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  • jQuery calculation plugin: show total in form field rather than text

    - by Katherine
    I'm embarrassed by the 'basicness' of this question, but after wasted hours, here goes. In an effort to do something with the jQuery Calculation plugin, I am playing with the basic example of the order form on the plugin site. I want to have the grand total as a form field,rather than text, so I can use the value. The function that calculates and shows the grand total is: function ($this){ // sum the total of the $("[id^=total_item]") selector var sum = $this.sum(); $("#grandTotal").text( // round the results to 2 digits sum.toFixed(2) ); } the total updates on keyup in: <span id="grandTotal"></span> But this does not work with: <input type="text" id="grandTotal" value=""/> Can anyone point me to what I need to add/change to make that work? To call my javascript basic would be a compliment, so please talk to me like I know nothing!

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