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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • Slider Position

    - by RobinHood
    I had used this code for to create a slider. It's working fine. I want to place the slider next to my label control. Like this (Slidder : Slidder Bar) How to do that? <div> <tr> <td class="aln-rht"> <asp:Label ID="Literal4" runat="server" Text="Slidder :" Font-Bold="true" /> </td> <td> <%=Html.DropDownList("Scale", null, "--Select Scale--", new { id = "speed1" , Style = "display:none"})%> </td> </tr> </div> <script type="text/javascript"> $(function () { var abc = $('select#speed1').selectToUISlider().next(); fixToolTipColor(); }); function fixToolTipColor() { $('.ui-tooltip-pointer-down-inner').each(function () { var bWidth = $('.ui-tooltip-pointer-down-inner').css('borderTopWidth'); var bColor = $(this).parents('.ui-slider-tooltip').css('backgroundColor') $(this).css('border-top', bWidth + ' Solid ' + bColor); }); } </script> The ui.slider.extras.css, selectToUISlider.JQuery.js and ui.slider.js files I had used This is JQuery-ui-1.7.1.custom.css, which i am using... .ui-slider { position: relative; text-align: left; } .ui-slider .ui-slider-handle { position: absolute; z-index: 2; width: 1.2em; height: 1.2em; cursor: default; border-color: Maroon; background-color: Olive} .ui-slider .ui-slider-range { position: absolute; z-index: 1; font-size: .7em; display: block; border: 0; } .ui-slider-horizontal { height: .8em; border-color: Olive;} .ui-slider-horizontal .ui-slider-handle { top: -.3em; margin-left: -.6em; } .ui-slider-horizontal .ui-slider-range { top: 0; height: 100%; } .ui-slider-horizontal .ui-slider-range-min { left: 0; } .ui-slider-horizontal .ui-slider-range-max { right: 0; } .ui-slider-vertical { width: .8em; height: 100px; border-color: Olive; } .ui-slider-vertical .ui-slider-handle { left: -.3em; margin-left: 0; margin-bottom: -.6em; } .ui-slider-vertical .ui-slider-range { left: 0; width: 100%; } .ui-slider-vertical .ui-slider-range-min { bottom: 0; } .ui-slider-vertical .ui-slider-range-max { top: 0; }/* Tabs

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  • How to implement dynamic binary search for search and insert operations of n element (C or C++)

    - by iecut
    The idea is to use multiple arrays, each of length 2^k, to store n elements, according to binary representation of n.Each array is sorted and different arrays are not ordered in any way. In the above mentioned data structure, SEARCH is carried out by a sequence of binary search on each array. INSERT is carried out by a sequence of merge of arrays of the same length until an empty array is reached. More Detail: Lets suppose we have a vertical array of length 2^k and to each node of that array there attached horizontal array of length 2^k. That is, to the first node of vertical array, a horizontal array of length 2^0=1 is connected,to the second node of vertical array, a horizontal array of length 2^1= 2 is connected and so on. So the insert is first carried out in the first horizontal array, for the second insert the first array becomes empty and second horizontal array is full with 2 elements, for the third insert 1st and 2nd array horiz. array are filled and so on. I implemented the normal binary search for search and insert as follows: int main() { int a[20]= {0}; int n, i, j, temp; int *beg, *end, *mid, target; printf(" enter the total integers you want to enter (make it less then 20):\n"); scanf("%d", &n); if (n = 20) return 0; printf(" enter the integer array elements:\n" ); for(i = 0; i < n; i++) { scanf("%d", &a[i]); } // sort the loaded array, binary search! for(i = 0; i < n-1; i++) { for(j = 0; j < n-i-1; j++) { if (a[j+1] < a[j]) { temp = a[j]; a[j] = a[j+1]; a[j+1] = temp; } } } printf(" the sorted numbers are:"); for(i = 0; i < n; i++) { printf("%d ", a[i]); } // point to beginning and end of the array beg = &a[0]; end = &a[n]; // use n = one element past the loaded array! // mid should point somewhere in the middle of these addresses mid = beg += n/2; printf("\n enter the number to be searched:"); scanf("%d",&target); // binary search, there is an AND in the middle of while()!!! while((beg <= end) && (*mid != target)) { // is the target in lower or upper half? if (target < *mid) { end = mid - 1; // new end n = n/2; mid = beg += n/2; // new middle } else { beg = mid + 1; // new beginning n = n/2; mid = beg += n/2; // new middle } } // find the target? if (*mid == target) { printf("\n %d found!", target); } else { printf("\n %d not found!", target); } getchar(); // trap enter getchar(); // wait return 0; } Could anyone please suggest how to modify this program or a new program to implement dynamic binary search that works as explained above!!

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  • NSTableView get rid blank space separating columns

    - by Matt S.
    I have an NSTableView with 4 columns. I also have a custom background color for each row. The only problem is I have these ugly white spaces where the gridlines would go in both the horizontal and vertical axis. I have both unchecked in IB, but they still show up. How can I get rid of the vertical ones and change the color and size of the horizontal ones? Here's what I see:

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  • Gnu Emacs indenting of my typedef

    - by Kinopiko
    Gnu Emacs is insisting on indenting my typedef as follows: typedef enum { horizontal, vertical, } shapes; I want it to indent as follows: typedef enum { horizontal, vertical, } shapes; What switch can I use to get that?

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  • CLLocationManager ensure best accuracy for iphone

    - by Zap
    Does anyone have any suggestions on how to obtain the best horizontal accuracy on the location manager? I have set the desired accuracy to NearestTenMeters, but given that the accuracy can always change depending on coverage area, how can I write some code in the locationManager to stop updating only after I get the best horizontal accuracy?

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  • Silverlight DataGrid vertical scrollbar issue

    - by philbrowndotcom
    I have a DataGrid in my silverlight application and I'm wondering how to get the same behavior for the vertical scrolling as the horizontal scrolling. When I resize the browser horizontally, The app will bunch up all the controls and the horizontal scrollbar will appear, however when I resize it vertially, the controls at the bottom of the app just move out of view. Does anyone know any tricks to handle something like this?

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  • Edge detection using wavelet

    - by cheoma
    I had done Edge detection using wavelet transform using thus steps changing the image to Gray scale decomposing the image using dwt2(discrete wavelet transform,Haar wavelet filter ) in to horizontal,vertical,diagonal and approximation(detail) further decomposing the horizontal part threshold (global threshold like canny Edge detection ) i got the edge but i got a problem while locating the edge to complete image to mean recovering original image using only the Edges so i need help concerning this either in concept ,mat lab code or references I hope i will get your help soon

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  • WPF button template alignment not setting correctly

    - by Dave Colwell
    Hi guys, I have created a button template consisting of a border and a content presenter. A style is then wrapped around this template and applied to a button, when this button is used it is not carrying the values for horizontal and vertical alignment. In the designer the allignments are showing and the button is in the correct place, but when i run the program the button appears to have horizontal alignment = left and vertical alignment = right. Any ideas?

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  • How to make items fill available space in JToolBar?

    - by Konrad Garus
    I have a horizontal JToolbar with JToggleButtons. For some reason it is placed in a container that has larger height. My JToggleButtons use only as much space as they need, leaving ugly empty space below and under them. How can I make them fill all available space without setting size arbitrarily? Similar question: How I can make components fill all horizontal space in a vertical tool bar?

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  • Programmatically created GridView cells don't scale to fit screen

    - by ChrisAshton84
    I've read a ton of other responses about GridView already but almost all deal with the XML format (which I had working). I wanted to learn the programmatic way of designing Android, though, so I'm trying to build most of this app without XML. All I define in XML are the GridView and the first TextView. After that I add the other LinearLayouts in onCreate(). I would like to have a 2 column GridView containing a title and several (4 for now) LinearLayouts. I realize from documentation that the GridView won't scale cells unless they have a gravity set, but no matter how I try to do this I can't get it to work. After adding two cells, my GridView tree would look like: GridView -> TextView (colspan 2) -> LinearLayout (Vertical) -> TextView -> LinearLayout (Horizontal) -> TextView -> TextView -> LinearLayout (Horizontal) -> TextView -> TextView -> LinearLayout (Vertical) -> TextView -> LinearLayout (Horizontal) -> TextView -> TextView -> LinearLayout (Horizontal) -> TextView -> TextView I've tried about every combination of FILL and FILL_HORIZONTAL I could think of on either the outermost LinearLayouts, or also trying on the TextViews and inner LinearLayouts. No matter what I do, the LinearLayouts I add are always sized as small as possible and pushed to the left of the screen. Meanwhile, the first TextView (the colspan 2 one) with only CENTER_HORIZONTAL set is correctly centered in the screen. Its as if that TextView gets one idea of the column widths and the LinearLayouts get another! (If I add the FILL Gravity for it, it also moves all the way left.) I believe I had this working accidentally with 100% XML, but I would prefer not to switch back unless this is known to not work programatically. Any ideas what I can try to get this working?

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  • ScrollView with scrollViews - what is the right way to do it?

    - by hveveris
    Hello! Client wants some tricky stuff and i don't really know where to start with it. The idea is that there is a horizontal scrollView whose each page consists of a vertical scrollView. For example, on the horizontal axis there are galleries, on the vertical we scroll through selected gallery's images. Is this even possible? I'd be very glad to hear comments on this one!

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  • Vertical (rotated) label in Android

    - by DroidIn.net
    I need 2 ways of showing vertical label in Android: Horizontal label turned 90 degrees counterclockwise (letters on the side) Horizontal label with letters one under the other (like a store sign) Do I need to develop custom widgets for both cases (one case), can I make TextView to render that way, and what would be a good way to do something like that if I need to go completely custom?

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  • Large Data Table with first column fixed

    - by bhavya_w
    I have structure as shown in the fiddle http://jsfiddle.net/5LN7U/. <section class="container"> <section class="field"> <ul> <li> Question 1 </li> <li> question 2 </li> <li> question 3 </li> <li> question 4 </li> <li> question 5 </li> <li> question 6 </li> <li> question 7 </li> </ul> </section> <section class="datawrap"> <section class="datawrapinner"> <ul> <li><b>Answer 1 :</b></li> <li><b>Answer 2 :</b></li> <li><b>Answer 3 :</b></li> <li><b>Answer 4 :</b></li> <li><b>Answer 5 :</b></li> <li><b>Answer 6 :</b></li> <li><b>Answer 7 :</b></li> </ul> </section> </section> </section> Basically its a table structure made using divs. The first column contains a long list of questions and the second column contains answers/multiple answers which can be quite big ( there has to be horizontal scrolling in the second column.) The problem i am facing is when i scroll downwards the second column which has the horizontal scroll bar is also scrolling downward. I want horizontal scrollbar to be fixed there. as in it should be always fixed there no matter how much i scroll vertically. Much Like Google Spreadsheets: where the first column stays fixed and there's horizontal scrolling on rest of the columns with over vertical scrolling for whole of the data. I cannot used position fixed in the second column. P.S : please no lectures on using div's for making a table structure. I have my own reasons. and its kinda urgent. Thanks in advance.

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  • Connecting PC to TV via HDMI/DVI: Windows XP doesn't allow the appropriate screen resolution

    - by Jørgen
    I have a computer that is connected to the living room TV (a Panasonic) via HDMI. There is no other monitor connected. My problem is that the computer, which is running Windows XP, does not allow me to set the proper resolution for the TV. Both the graphics adapter and the TV should support the 1280x720 resolution, but it cannot be selected - the only available options are 1280x600 and 800x600, both in the "native" Windows dialog box and the custom Intel graphics options dialog box. Do anyone have a suggestion for a solution for this? Things I've thought of: Setting the resolution directly in the registry (where?) Installing some "custom" monitor driver (the TV manufacturer does not appear to provide any, currently the "generic" one is used) Details on the setup: Connection: DVI output on the computer via a passive DVI-HDMI adapter to the HDMI input on the TV, audio is run on a separate link, the TV is able to combine video and audio without any problem, the problem is there regardless of whether or not the audio is connected. The connection is several meters long through some walls, for this reason using a VGA cable instead is not an option. Note that the report explicitly says that the TV supports 1280x720. Still, I am not allowed to select it in Graphics Options, only 1280x600 and 800x600 is available. For 800x600, there's a lot of black around the edges; for 1280x600, the screen is "zoomed" so the edges of the monitor image (like the taskbar) is not visible. Other: The computer is running Windows XP. More recent versions of Windows are not an option (I have no licence). Linux is probably not an option (some of the video streaming sites I plan to use do not support it, I think) I wrote the rest of the details below. Thanks for any help!! TV: Panasonic TX-L32X10Y, European version; a 720p 32" quite "regular" LCD TV. Allowed resolutions according to manual: Signal name: 640x480 @60HZ Horizontal frequency: 31.47 kHz Vertical frequency: 60Hz Signal name: 750/720) /60p Horizontal frequency: 45.00 kHz Vertical frequency: 60Hz Signal name: 1,125 (1,080) / 60p Horizontal frequency: 67.50 kHz Vertical frequency: 60Hz (this is exactly how the manual presents it. PC via D-SUB (VGA cable) and "regular" HDMI have more alternatives.) Messing with the "zoom" settings on the TV does not affect the available resolution options on the computer. Computer: The following is a printout from one of the graphics adapter option pages. I think it covers most of it. The computer is a Dell. INTEL(R) EXTREME GRAPHICS 2 REPORT Report Date: 04/17/2011 Report Time[hr:mm:ss]: 20:18:02 Driver Version: 6.14.10.4396 Operating System: Windows XP* Professional, Service Pack 3 (5.1.2600) Default Language: English DirectX* Version: 9.0 Physical Memory: 1021 MB Minimum Graphics Memory: 1 MB Maximum Graphics Memory: 96 MB Graphics Memory in Use: 6 MB Processor: x86 Processor Speed: 2593 MHZ Vendor ID: 8086 Device ID: 2572 Device Revision: 02 * Accelerator Information * Accelerator in Use: Intel(R) 82865G Graphics Controller Video BIOS: 2972 Current Graphics Mode: 1280 by 600 True Color (60 Hz) * Devices Connected to the Graphics Accelerator * Active Digital Displays: 1 * Digital Display * Monitor Name: Plug and Play Monitor Display Type: Digital Gamma Value: 2.20 DDC2 Protocol: Supported Maximum Image Size: Horizontal: Not Available Vertical: Not Available Monitor Supported Modes: 1280 by 720 (50 Hz) 1280 by 720 (60 Hz) Display Power Management Support: Standby Mode: Not Supported Suspend Mode: Not Supported Active Off Mode: Not Supported (disclaimer: this question was also asked at the Wikipedia Reference Desk some time ago and might show up in a Google search. I got no useful answers there.)

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  • Why Does .Hide()ing and .Show()ing Panels in wxPython Result in the Sizer Changing the Layout?

    - by MetaHyperBolic
    As referenced in my previous question, I am trying to make something slightly wizard-like in function. I have settled on a single frame with a sizer added to it. I build panels for each of the screens I would like users to see, add them to the frame's sizer, then switch between panels by .Hide()ing one panel, then calling a custom .ShowYourself() on the next panel. Obviously, I would like the buttons to remain in the same place as the user progresses through the process. I have linked together two panels in an infinite loop by their "Back" and "Next" buttons so you can see what is going on. The first panel looks great; tom10's code worked on that level, as it eschewed my initial, over-fancy attempt with borders flying every which way. And then the second panel seems to have shrunk down to the bare minimum. As we return to the first panel, the shrinkage has occurred here as well. Why does it look fine on the first panel, but not after I return there? Why is calling .Fit() necessary if I do not want a 10 pixel by 10 pixel wad of grey? And if it is necessary, why does .Fit() give inconsistent results? This infinite loop seems to characterize my experience with this: I fix the layout on a panel, only to find that switching ruins the layout for other panels. I fix that problem, by using sizer_h.Add(self.panel1, 0) instead of sizer_h.Add(self.panel1, 1, wx.EXPAND), and now my layouts are off again. So far, my "solution" is to add a mastersizer.SetMinSize((475, 592)) to each panel's master sizer (commented out in the code below). This is a cruddy solution because 1) I have had to find the numbers that work by trial and error (-5 pixels for the width, -28 pixels for the height). 2) I don't understand why the underlying issue still happens. What's the correct, non-ugly solution? Instead of adding all of the panels to the frame's sizer at once, should switching panels involve .Detach()ing that panel from the frame's sizer and then .Add()ing the next panel to the frame's sizer? Is there a .JustMakeThisFillThePanel() method hiding somewhere I have missed in both the wxWidgets and the wxPython documents online? I'm obviously missing something in my mental model of layout. Here's a TinyURL link, if I can't manage to embed the . Minimalist code pasted below. import wx import sys class My_App(wx.App): def OnInit(self): self.frame = My_Frame(None) self.frame.Show() self.SetTopWindow(self.frame) return True def OnExit(self): print 'Dying ...' class My_Frame(wx.Frame): def __init__(self, image, parent=None,id=-1, title='Generic Title', pos=wx.DefaultPosition, style=wx.CAPTION | wx.STAY_ON_TOP): size = (480, 620) wx.Frame.__init__(self, parent, id, 'Program Title', pos, size, style) sizer_h = wx.BoxSizer(wx.HORIZONTAL) self.panel0 = User_Interaction0(self) sizer_h.Add(self.panel0, 1, wx.EXPAND) self.panel1 = User_Interaction1(self) sizer_h.Add(self.panel1, 1, wx.EXPAND) self.SetSizer(sizer_h) self.panel0.ShowYourself() def ShutDown(self): self.Destroy() class User_Interaction0(wx.Panel): def __init__(self, parent, id=-1): wx.Panel.__init__(self, parent, id) # master sizer for the whole panel mastersizer = wx.BoxSizer(wx.VERTICAL) #mastersizer.SetMinSize((475, 592)) mastersizer.AddSpacer(15) # build the top row txtHeader = wx.StaticText(self, -1, 'Welcome to This Boring\nProgram', (0, 0)) font = wx.Font(16, wx.DEFAULT, wx.NORMAL, wx.BOLD) txtHeader.SetFont(font) txtOutOf = wx.StaticText(self, -1, '1 out of 7', (0, 0)) rowtopsizer = wx.BoxSizer(wx.HORIZONTAL) rowtopsizer.Add(txtHeader, 3, wx.ALIGN_LEFT) rowtopsizer.Add((0,0), 1) rowtopsizer.Add(txtOutOf, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowtopsizer, 0, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the middle row text = 'PANEL 0\n\n' text = text + 'This could be a giant blob of explanatory text.\n' txtBasic = wx.StaticText(self, -1, text) font = wx.Font(11, wx.DEFAULT, wx.NORMAL, wx.NORMAL) txtBasic.SetFont(font) mastersizer.Add(txtBasic, 1, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the bottom row btnBack = wx.Button(self, -1, 'Back') self.Bind(wx.EVT_BUTTON, self.OnBack, id=btnBack.GetId()) btnNext = wx.Button(self, -1, 'Next') self.Bind(wx.EVT_BUTTON, self.OnNext, id=btnNext.GetId()) btnCancelExit = wx.Button(self, -1, 'Cancel and Exit') self.Bind(wx.EVT_BUTTON, self.OnCancelAndExit, id=btnCancelExit.GetId()) rowbottomsizer = wx.BoxSizer(wx.HORIZONTAL) rowbottomsizer.Add(btnBack, 0, wx.ALIGN_LEFT) rowbottomsizer.AddSpacer(5) rowbottomsizer.Add(btnNext, 0) rowbottomsizer.AddSpacer(5) rowbottomsizer.AddStretchSpacer(1) rowbottomsizer.Add(btnCancelExit, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowbottomsizer, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # finish master sizer mastersizer.AddSpacer(15) self.SetSizer(mastersizer) self.Raise() self.SetPosition((0,0)) self.Fit() self.Hide() def ShowYourself(self): self.Raise() self.SetPosition((0,0)) self.Fit() self.Show() def OnBack(self, event): self.Hide() self.GetParent().panel1.ShowYourself() def OnNext(self, event): self.Hide() self.GetParent().panel1.ShowYourself() def OnCancelAndExit(self, event): self.GetParent().ShutDown() class User_Interaction1(wx.Panel): def __init__(self, parent, id=-1): wx.Panel.__init__(self, parent, id) # master sizer for the whole panel mastersizer = wx.BoxSizer(wx.VERTICAL) #mastersizer.SetMinSize((475, 592)) mastersizer.AddSpacer(15) # build the top row txtHeader = wx.StaticText(self, -1, 'Read about This Boring\nProgram', (0, 0)) font = wx.Font(16, wx.DEFAULT, wx.NORMAL, wx.BOLD) txtHeader.SetFont(font) txtOutOf = wx.StaticText(self, -1, '2 out of 7', (0, 0)) rowtopsizer = wx.BoxSizer(wx.HORIZONTAL) rowtopsizer.Add(txtHeader, 3, wx.ALIGN_LEFT) rowtopsizer.Add((0,0), 1) rowtopsizer.Add(txtOutOf, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowtopsizer, 0, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the middle row text = 'PANEL 1\n\n' text = text + 'This could be a giant blob of boring text.\n' txtBasic = wx.StaticText(self, -1, text) font = wx.Font(11, wx.DEFAULT, wx.NORMAL, wx.NORMAL) txtBasic.SetFont(font) mastersizer.Add(txtBasic, 1, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the bottom row btnBack = wx.Button(self, -1, 'Back') self.Bind(wx.EVT_BUTTON, self.OnBack, id=btnBack.GetId()) btnNext = wx.Button(self, -1, 'Next') self.Bind(wx.EVT_BUTTON, self.OnNext, id=btnNext.GetId()) btnCancelExit = wx.Button(self, -1, 'Cancel and Exit') self.Bind(wx.EVT_BUTTON, self.OnCancelAndExit, id=btnCancelExit.GetId()) rowbottomsizer = wx.BoxSizer(wx.HORIZONTAL) rowbottomsizer.Add(btnBack, 0, wx.ALIGN_LEFT) rowbottomsizer.AddSpacer(5) rowbottomsizer.Add(btnNext, 0) rowbottomsizer.AddSpacer(5) rowbottomsizer.AddStretchSpacer(1) rowbottomsizer.Add(btnCancelExit, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowbottomsizer, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # finish master sizer mastersizer.AddSpacer(15) self.SetSizer(mastersizer) self.Raise() self.SetPosition((0,0)) self.Fit() self.Hide() def ShowYourself(self): self.Raise() self.SetPosition((0,0)) self.Fit() self.Show() def OnBack(self, event): self.Hide() self.GetParent().panel0.ShowYourself() def OnNext(self, event): self.Hide() self.GetParent().panel0.ShowYourself() def OnCancelAndExit(self, event): self.GetParent().ShutDown() def main(): app = My_App(redirect = False) app.MainLoop() if __name__ == '__main__': main()

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  • Webkit browser jQuery transformations/transitions not working with jSplitSlider

    - by user3689793
    I am helping to build a site and i'm having an issue with the functionality of an add-in called jsplitslider when running it in chrome. Right now, when I navigate between the slides, the div's get stuck on top of each other and never clear the webkit transformations/animations: <div class="sl-content-slice" style="transition: all 800ms ease-in-out; -webkit-transition: all 800ms ease-in-out;"> I think the problem is due to timing of the functions, but I can't seem to figure out where I would need to add a setTimeout(). I only think this because I exhausted a lot of the other options like display: inline-block, notransitions css, etc. I'm desperate to figure out how to make this work in chrome. It works in FF and IE(surprisingly enough). I'm not great at webcoding, so any help will be appreciated! The code on the site isn't minimized. Here is the jQuery where I think the problem lies: var cssStyle = config.orientation === 'horizontal' ? { marginTop : -this.size.height / 2 } : { marginLeft : -this.size.width / 2 }, // default slide's slices style resetStyle = { 'transform' : 'translate(0%,0%) rotate(0deg) scale(1)', opacity : 1 }, // slice1 style slice1Style = config.orientation === 'horizontal' ? { 'transform' : 'translateY(-' + this.options.translateFactor + '%) rotate(' + config.slice1angle + 'deg) scale(' + config.slice1scale + ')' } : { 'transform' : 'translateX(-' + this.options.translateFactor + '%) rotate(' + config.slice1angle + 'deg) scale(' + config.slice1scale + ')' }, // slice2 style slice2Style = config.orientation === 'horizontal' ? { 'transform' : 'translateY(' + this.options.translateFactor + '%) rotate(' + config.slice2angle + 'deg) scale(' + config.slice2scale + ')' } : { 'transform' : 'translateX(' + this.options.translateFactor + '%) rotate(' + config.slice2angle + 'deg) scale(' + config.slice2scale + ')' }; if( this.options.optOpacity ) { slice1Style.opacity = 0; slice2Style.opacity = 0; } // we are adding the classes sl-trans-elems and sl-trans-back-elems to the slide that is either coming "next" // or going "prev" according to the direction. // the idea is to make it more interesting by giving some animations to the respective slide's elements //( dir === 'next' ) ? $nextSlide.addClass( 'sl-trans-elems' ) : $currentSlide.addClass( 'sl-trans-back-elems' ); $currentSlide.removeClass( 'sl-trans-elems' ); var transitionProp = { 'transition' : 'all ' + this.options.speed + 'ms ease-in-out' }; // add the 2 slices and animate them $movingSlide.css( 'z-index', this.slidesCount ) .find( 'div.sl-content-wrapper' ) .wrap( $( '<div class="sl-content-slice" />' ).css( transitionProp ) ) .parent() .cond( dir === 'prev', function() { var slice = this; this.css( slice1Style ); setTimeout( function() { slice.css( resetStyle ); }, 150 ); }, function() { var slice = this; setTimeout( function() { slice.css( slice1Style ); }, 150 ); } ) .clone() .appendTo( $movingSlide ) .cond( dir === 'prev', function() { var slice = this; this.css( slice2Style ); setTimeout( function() { $currentSlide.addClass( 'sl-trans-back-elems' ); if( self.support ) { slice.css( resetStyle ).on( self.transEndEventName, function() { self._onEndNavigate( slice, $currentSlide, dir ); } ); } else { self._onEndNavigate( slice, $currentSlide, dir ); } }, 150 ); }, function() { var slice = this; setTimeout( function() { $nextSlide.addClass( 'sl-trans-elems' ); if( self.support ) { slice.css( slice2Style ).on( self.transEndEventName, function() { self._onEndNavigate( slice, $currentSlide, dir ); } ); } else { self._onEndNavigate( slice, $currentSlide, dir ); } }, 150 ); } ) .find( 'div.sl-content-wrapper' ) .css( cssStyle ); $nextSlide.show(); }, _validateValues : function( config ) { // OK, so we are restricting the angles and scale values here. // This is to avoid the slices wrong sides to be shown. // you can adjust these values as you wish but make sure you also ajust the // paddings of the slides and also the options.translateFactor value and scale data attrs if( config.slice1angle > this.options.maxAngle || config.slice1angle < -this.options.maxAngle ) { config.slice1angle = this.options.maxAngle; } if( config.slice2angle > this.options.maxAngle || config.slice2angle < -this.options.maxAngle ) { config.slice2angle = this.options.maxAngle; } if( config.slice1scale > this.options.maxScale || config.slice1scale <= 0 ) { config.slice1scale = this.options.maxScale; } if( config.slice2scale > this.options.maxScale || config.slice2scale <= 0 ) { config.slice2scale = this.options.maxScale; } if( config.orientation !== 'vertical' && config.orientation !== 'horizontal' ) { config.orientation = 'horizontal' } }, _onEndNavigate : function( $slice, $oldSlide, dir ) { // reset previous slide's style after next slide is shown var $slide = $slice.parent(), removeClasses = 'sl-trans-elems sl-trans-back-elems'; // remove second slide's slice $slice.remove(); // unwrap.. $slide.css( 'z-index', 10 ) .find( 'div.sl-content-wrapper' ) .unwrap(); // hide previous current slide $oldSlide.hide().removeClass( removeClasses ); $slide.removeClass( removeClasses ); // now we can navigate again.. this.isAnimating = false; this.options.onAfterChange( $slide, this.current ); }, Sorry if I missed any conventions when posting, this is my first S.O. post. Thanks in advance for any help.

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • Resolving bounding box collision detection

    - by ndg
    I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after it has happened. Essentially what I'm attempting to do is very similar to this approach. The problem I'm experiencing is that because objects can be traveling with both horizontal and vertical velocity, my resolution code causes the object to jump incorrectly. I've drawn the following annotation to explain my issue. In this example, because my object has both horizontal and vertical velocity, my object (which is heading upwards and collides with the bottom of a tile) has it's position altered twice: To correctly adjust it's vertical position to be beneath the tile. To incorrectly adjust it's horizontal position to be to the left of the tile. Below is my collision/resolution code in full: function intersects(x1, y1, w1, h1, x2, y2, w2, h2) { w2 += x2; w1 += x1; if (x2 > w1 || x1 > w2) return false; h2 += y2; h1 += y1; if (y2 > h1 || y1 > h2) return false; return true; } for(var y = 0; y < this.game.level.tiles.length; y++) { for(var x = 0; x < this.game.level.tiles[y].length; x++) { var tile = this.game.level.getTile(x, y); if(tile) { if( this.velocity.x > 0 && intersects(this.position.x+dx+this.size.w, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)-this.size.w); hitSomething = true; break; } else if( this.velocity.x < 0 && intersects(this.position.x+dx, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)+tileSize); hitSomething = true; break; } if( this.velocity.y > 0 && intersects(this.position.x+dx, this.position.y+dy+this.size.h, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)-this.size.h); hitSomething = true; break; } else if( this.velocity.y < 0 && intersects(this.position.x+dx, this.position.y+dy, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)+tileSize); hitSomething = true; break; } } } } if(hitSomething) { this.velocity.x = this.velocity.y = 0; dx = dy = 0; this.setJumping(false); }

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  • PyQt4 and QTableView with spinbox and checkbox

    - by ekapek
    Hi, I have a QTableView with QSqlTableModel and with 3 columns, now I need to have: - second column: spinbox after clicked to edit - third column: checkbox (displayed center) My code: class SpinBoxDelegate(QtGui.QItemDelegate): def createEditor(self, parent, option, index): editor = QtGui.QSpinBox(parent) editor.setMinimum(0) editor.setMaximum(100) print 'spinbox' return editor def setEditorData(self, spinBox, index): value = index.model().data(index, QtCore.Qt.EditRole).toInt()[0] spinBox.setValue(value) def setModelData(self, spinBox, model, index): spinBox.interpretText() value = spinBox.value() model.setData(index, value, QtCore.Qt.EditRole) def updateEditorGeometry(self, editor, option, index): editor.setGeometry(option.rect) class myQSqlTableModel(QtSql.QSqlTableModel): def flags(self,index): result = QtSql.QSqlTableModel.flags(self,index); if index.column() == 2: result |= QtCore.Qt.ItemIsUserCheckable return result def data(self,index,role): if not index.isValid: return QtCore.QVariant() value = QtSql.QSqlTableModel.data(self, index, role) if index.column() == 2: if role == QtCore.Qt.CheckStateRole: return QtCore.Qt.Unchecked if QtSql.QSqlTableModel.data(self, index).toInt()[0] else QtCore.Qt.Checked elif role == QtCore.Qt.DisplayRole: return QtCore.QVariant() return value and self.model = myQSqlTableModel(self) self.model.setTable("person") self.model.setEditStrategy(QtSql.QSqlTableModel.OnManualSubmit) self.model.select(): self.model.setHeaderData(0, QtCore.Qt.Horizontal, self.tr("ID")) self.model.setHeaderData(1, QtCore.Qt.Horizontal, self.tr("A")) self.model.setHeaderData(2, QtCore.Qt.Horizontal, self.tr("B")) self.view = QtGui.QTableView() self.view.setModel(self.model) self.view.setSortingEnabled(True) spinDelegate = SpinBoxDelegate() self.view.setItemDelegateForColumn(1,spinDelegate) but it does't work: spinbox don't show after click and checkbox can't be clicked and is aligned to left Any help?

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