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  • Why should "miter" joints be slower than others?

    - by Hanno Fietz
    I'm having a graphics problem on drawing lines in Flash Player, where two lines drawn on top of each other with different thickness don't align properly if I use any other JointStyle than MITER. For pictures of the effect, and for the graphics oriented part of the question, see my post over on doctype. However, there's also a second angle on this problem, which is: why should drawing the "mitered" joints be so much slower than others? This seems to be a problem since at least FP 8, but I couldn't find any detailed info on what the problem might be. Is this just an ordinary bug that didn't get fixed yet, or is there something inherently slower about drawing these joints? For example, they seem to have something to do with square roots, but I seriously lack understanding of what this joint style thing is all about, technically. It just looks like some minor detail a graphic designer might worry about. I'm asking because I'm wondering if I can do something to mitergate, er, mitigate, the problem.

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  • Check the cumulative status of onLoadInit in a for statement

    - by jonobr1
    In a setup like this is it possible to check the cumulative status of all onLoadInit? for(var i:Number = 0; i < limit; i++) { var mcLoader:MovieClipLoader = new MovieClipLoader(); var mclListener:Object = new Object(); mclListener.onLoadInit = function(mc:MovieClip) { trace(i + " is finished loading!"); } mcLoader.addListener(mclListener); mcLoader.loadClip(some_image_path, someMovieClip); } Initially I was thinking that I could pass an array of Boolean's, but I'm not really sure where to add that checkpoint, because a flash frame doesn't keep looping. Would I have to add it to an onEnterFrame()?

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  • I get a "TypeError: Error #1009: Cannot access a property or method of a null object reference." error on my AIR project for using a button.

    - by Xcore
    So my problem here is, I'm working on my Adobe Air project, so I decided to code some buttons to be able to navigate. The problem here is that I get a error for trying to do so. Here is my code. import flash.events.MouseEvent; this.stop(); play_btn.addEventListener(MouseEvent.MOUSE_DOWN, playButtonClick); function playButtonClick(evt:MouseEvent) { gotoAndPlay(337); } I do not see what is wrong actually, I tried this on a blank non-AIR file, and it worked well. Thanks for helping!

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  • How to remove the file which has opened handles?

    - by SKINDER
    PROBLEM HISTORY: Now I use Windows Media Player SDK 9 to play AVI files in my desktop application. It works well on Windows XP but when I try to run it on Windows 7 I caught an error - I can not remove AVI file immediately after playback. The problem is that there are opened file handles exist. On Windows XP I have 2 opened file handles during the playing file and they are closed after closing of playback window but on Windows 7 I have already 4 opened handles during the playing file and 2 of them remain after the closing of playback window. They are become free only after closing the application. QUESTION: How can I solve this problem? How to remove the file which has opened handles? May be exists something like "force deletion"? Thanks.

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  • Video chat application : Which technology to choose ?

    - by WarDoGG
    I have to undertake a project which is to make a video chat application. The video has to be streamed from one location and can be viewed by multiple people spread out over the globe. Performance is really an issue and a delay of more than 2-3 seconds is unacceptable. From what i gather, this can be done in Flex and also in JAVA. Any performance issues and caveats with a particular approach ? I would really like the pros to comment on this and guide me through. Will be very very helpful. Are there any open source libraries available for video recording in flash / JAVA which i can integrate into my app and customize according to my needs ?

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  • Dragging on Different Levels

    - by Fahim Akhter
    Hi, I have a flash project with three non overlapping panels (visual spaces) each of which contains different movie-clips. Each movie-clip in a particular panel is the child of that panel. Now, I want to drag one of the movie-clips from one panel to another (remove it as a child from the first panel and add it to the other) without a jitter and proper drag. What is the appropriate way to handle the drag architecturally. Should the drag be handled in all panels parent. In the panels, or the items themselves? Thanks.

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  • "Make" system for Actionscript?

    - by Ender
    In working on larger Actionscript/Flash projects, I've started to really feel the need for some kind of "make" system, but I haven't found it yet. Does anyone know if it exists? Required features: Ability to associate SWCs with their source code and/or FLAs i.e. "this swc is compiled from this source" Ability to mark my current project as depending on these SWCs (either as compile-time or runtime libraries) A single, big shiny button, that when pressed does the following: Checks to see if any of the source files have changed, and if so, recompiles their associated SWCs Recompiles and relinks the main .swf, if necessary Runs the main .swf Have yet to find a way to get something like FlashDevelop to do this (but I don't know it well enough to be sure). Support for both code and FLA sources is preferred.

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  • AS3 get closest date to today

    - by fana
    Hi, I have a XML file with a few concert dates. In my flash/AS3 file, I would like to show only the up coming event, relative to current date. Like this: Event 01: 30-05-2010 Event 02: 02-06-2010 Event 03: 05-06-2010 Today is 28-05-2010, so I need to list Event 01. On 01-06-2010 I need to list Event 02. I have the basic AS3 code for listing the XML working, but I'm having trouble filtering the result. Any ideas? Thanks.

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  • jQuery click listener on <object> in IE failing

    - by Steve Meisner
    $("#listView object.modal").click(function(){ // Get the ID of the clicked link: var link = $(this).closest("h2").attr("title"); var id = $(this).closest("div").attr("id"); showDialog(link, id); return false; }); This fires a modal (jQuery UI). It it working in FF, Chrome/Safari but not in IE 7/8. Is there something I'm missing here? Big Picture: We're using a swf to render custom type and there is a link in the rendered (flash) content. We're hoping to catch the link action in the jQuery listener so we don't have to extend our swf have an optional param to return false on link click. We thought we got around it, until IE testing commenced... Let me know if any more info is needed. Thanks!

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  • How to replicate Google "Hangouts On Air" stream combining functionality?

    - by Rob Olmos
    I've been researching this one for quite a bit but haven't found any solid leads. I have a Wowza/Flash app with video chatroom functionality and would like to combine the streams server-side into one video/audio stream in order to be sent to a live Youtube channel. I've found a couple projects such as jMixer and some helpful keywords such as "vision mixer" to help with my search but looking for any previous experience or new ideas. The other option is building something like it myself with a commercial video decoding/encoding library to raw frames, stitching the frames together, then encoding it. I was originally going down this route but put project on hold. What are some ideas, keywords, or existing software (open source preferred) to take those live streams and combine them into one in real-time? Or is coding it myself the required route? Thanks!

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  • Problem with movieclip animation for tiles-based game platform !

    - by user209636
    Hi everybody, I'm a new member of this forum. I have some problem and i want to ask you. Recently, I have a project game tiles-based platform. I have coded completed my project game with simple graphics represent for character animation. But when i create flash animation then attach to tiles-based character of my game's project i have a problem. Because of tiles-based game with fixed tile sizes and my character animation have each width and height size for each frame. When i attach animation to character code. Example , with my game if i press key to move character , then my character will playing "moving" frame , because of this frame animation have difference width and height then my game function check collisions fail , I want to ask you how can i solve this problem ?. I want to learn some good pratice for making game . Thank ! Sorry for my english skill , i am not good at this

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  • Looking for a Toolbox (Crop/Position/Rotate) for a Website

    - by VIRTUALWEB
    I'm looking for a Toolbox for a Website that can do the following things: Write Text in a Text Editor (change its color/font size/font) and display it over an product image (plus drag&drop, do rotation). As Texteditor i could use TinyMCE but how to rotate/drag&drop? the same with images (upload a logo, display it over an existing product image) where the user could drag&drop it around or rotate it left/right in 90 degrees, and change its size. are there any tools outside that can handle that requirements? They could be AJAX, Flash, jQuery, JavaScript, ... tia

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  • ActionScript arrays being automatically set to other values

    - by nababa
    I am making a flash game, in each round, the player will chose either True or False. The decision of each round will be stored in an array. That is, it looks like {true, false, true, false}.. When the user clicks the "Debrief“ button, the eventlistener will be called and the game will go to the debriefing part. It will read the array mentioned before. However, the array values are all "false". I am very sure that the array has not being touched in between. So, any ideas about why the array is set to false mysteriously?

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  • How to apply dynamically scale down and up into a thumbnail images size?

    - by Qpixo
    I'm working on one current project, I don't have any issues to load a SWF into a main SWF but I can't figure out how to apply dynamically the scale down and up into a thumbnail images size while using the Resize event handler. I load SWF into a Loader object then add it into a container = currentMC. I want to size it and keep all the pieces inside this container. Therefore no matter browser size, I just want to be able to apply scale on it to fit it. Does anyone know how to do that? Any code examples would help me a lot. I'm using Flash.

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  • Retrieving GET variable via PHP, send to SWF on same script?

    - by letseatfood
    Is it possible to retrieve a GET variable within a PHP script and subsequently send the variable data to an SWF on the same script/document? I want the user to select an item on a PHP document and then use a Flash application I am developing to manipulate that data. I know how to load data from a PHP script into an SWF via URLLoader, but only by initiating the loading process from within the SWF. So, I am asking if it's possible to send the PHP data to the SWF from external source. Would the SWF need to listen in some manner? Is Javascript necessary here? Any advice is greatly appreciated!

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  • ActionScript 2, list of nested movieclips

    - by vyger
    Hello, has anyone ever tried to get the list of all the movieclips (even the nested ones) that are on Stage at a specified stopped (and current) frame in Flash 8, AS 2? I did the following: for(i in _root){ if(typeof(_root[i])=="movieclip"){ trace(_root[i]);} } But this is good for a first level search: that is, if inside the movieclips you have other movieclips, you can't reach them. Furthermore, inside a movieclip there can be more then one movieclip. Has anyone ever tried to do what I'm trying to do? Bye!

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

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  • How to handle a player's level and its consequent privileges?

    - by Songo
    I'm building a game similar to Mafia Wars where a player can do tasks for his gang and gain experience and thus advancing his level. The game is built using PHP and a Mysql database. In the game I want to limit the resources allowed to player based on his level. For example: ________| (Max gold) | (Max army size) | (Max moves) | ... Level 1 | 1000 | 100 | 10 | ... Level 2 | 1500 | 200 | 20 | ... Level 3 | 3000 | 300 | 25 | ... . . . In addition certain features of the game won't be allowed until a certain level is reached such as players under Level 10 can't trade in the game market, players under Level 20 can't create alliances,...etc. The way I have modeled it is by implementing a very loooong ACL (Access Control List) with about 100 entries (an entry for each level). However, I think there may be a simpler approach to this seeing that this feature have been implemented in many games before.

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • motion computation from video using pyglet in python

    - by kuaywai
    Hi, I am writing a simple motion detection program but i want it to be cross platform so im using python and the pyglet library since it provides a simple way to load videos in different formats (specially wmv and mpeg). So far i have the code given below which loads the movie and plays it in a window. Now i need to: 1) grab frame at time t and t-1 2) do a subtraction to see which pixels are active for motion detection. any ideas on how to grab frames and to skip over frames and is it possible to put the pixel values into a matrix in numpy or something directly from pyglet? or should look into using something other than pyglet? thanks kuaywai import pyglet import sys window = pyglet.window.Window(resizable=True) window.set_minimum_size(320,200) window.set_caption('Motion detect 1.0') video_intro = pyglet.resource.media('movie1.wmv') player = pyglet.media.Player() player.queue(video_intro) print 'calculating movie size...' if not player.source or not player.source.video_format: sys.exit myWidth = player.source.video_format.width myHeight = player.source.video_format.height if player.source.video_format.sample_aspect 1: myWidth *= player.source.video_format.sample_aspect elif player.source.video_format.sample_aspect < 1: myHeight /= player.source.video_format.sample_aspect print 'its size is %d,%d' % (myWidth,myHeight) player.play() @window.event def on_draw(): window.clear() (w,h) = window.get_size() player.get_texture().blit(0, h-myHeight, width=myWidth, height=myHeight) pyglet.app.run()

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  • C++ Beginner - Trouble using classes inside of classes

    - by Francisco P.
    Hello, I am working on a college project, where I have to implement a simple Scrabble game. I have a player class (containing a Score and the player's hand, in the form of a std::string, and a score class (containing a name and numeric (int) score). One of Player's member-functions is Score getScore(), which returns a Score object for that player. However, I get the following error on compile time: player.h(27) : error C2146: syntax error : missing ';' before identifier 'getScore' player.h(27) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(27) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(27) : warning C4183: 'getScore': missing return type; assumed to be a member function returning 'int' player.h(35) : error C2146: syntax error : missing ';' before identifier '_score' player.h(35) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(35) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int Here's lines 27 and 35, respectively: Score getScore(); //defined as public (...) Score _score; //defined as private I get that the compiler is having trouble recognizing Score as a valid type... But why? I have correctly included Score.h at the beginning of player.h: #include "Score.h" #include "Deck.h" #include <string> I have a default constructor for Score defined in Score.h: Score(); //score.h //score.cpp Score::Score() { _name = ""; _points = 0; } Any input would be appreciated! Thanks for your time, Francisco EDIT: As requested, score.h and player.h: http://pastebin.com/3JzXP36i http://pastebin.com/y7sGVZ4A

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  • Problems with CGPoint/touches event

    - by Jason
    I'm having some problems with storing variables from my touch events. The warning I get when I run this is that coord and icoord are unused, but I used them in the viewDidLoad implementation, is there a reason why this does not work? Any suggestions? #import "iGameViewController.h" @implementation iGameViewController @synthesize player; -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint icoord = [touch locationInView:touch.view]; } -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint coord = [touch locationInView:touch.view]; } - (void)viewDidLoad { if (coord.x > icoord.x) { player.center = CGPointMake(player.center.x + 5, player.center.y); } if (coord.x < icoord.x) { player.center = CGPointMake(player.center.x - 5, player.center.y); } if (coord.y > icoord.y) { player.center = CGPointMake(player.center.x, player.center.y - 5); } if (coord.y < icoord.y) { player.center = CGPointMake(player.center.x, player.center.y + 5); } } Thanks.

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  • how to make this in python

    - by user2980882
    The number reduction game Rules of the game: ? The first player to write a 0 wins. ? To start the game, Player 1 picks any whole number greater than 1, say 18. ? The players take turns reducing the number by either: o Subtracting 1 from the number his/her opponent just wrote, OR o Halving the number his/her opponent just wrote, rounding down if necessary. Write a Python program that lets two players play the number reduction game. Your program should: 1. Ask Player 1 to enter the starting number. 2. Use a while-loop to allow the players to take turns reducing the number until someone wins. 3. Each time a player enters a positive number (not 0), inform the other player what his/her choices are and ask him/her to enter the next number. 4. Declare the winner when someone enters 0. Example session: Player 1, enter a number greater than 1: 16 Player 2, your choices are 15 or 8: 15 Player 1, your choices are 14 or 7: 7 Player 2, your choices are 6 or 3:3 Player 1, your choices are 2 or 1:2 Player 2, your choices are 1 or 1:1 Player 1, your choices are 0 or 0:0 Player 1 wins

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