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  • Change css when tab has active class

    - by Yunowork
    I'm trying to change the background colour of the <body> depending on what tab specific is active. When a tab is active, a class called 'st_view_active' is added onto the tab content. In the tab content I add a hidden div with the hex code of what my body background colour should be when that tab is active, my jQuery code looks like this: $(document).ready(function() { $(function(){ $('body').css('backgroundColor',$('.st_view_active').find('.background').text()); }); }); And my html code when the tab is active is following: <div class="tab-6 st_view st_view_active" > <div style="display:none" class="background">yellow</div> <div class="st_view_inner"> tab 6 </div> </div> So when tab6 is active the background of the body should be yellow. However, this is not working, the background colour is not changing, what am I doing wrong here? DEMO and JSfiddle Thanks PS: The red and blue square is the next and previous tab handler..

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  • CSS Brace Styles

    - by Nimbuz
    I'm unable to figure how the standard (or just popular) brace style names apply to CSS. Here're all the brace styles: /* one - pico? */ selector { property: value; property: value; } /* two */ selector { property: value; /* declaration starts on newline */ property: value; } /* three */ selector { property: value; property: value; } /* four - Allman or GNU?*/ selector { property: value; /* declaration starts on newline */ property: value; }? /* five */ selector { property: value; property: value; } /* six - horstmann? */ selector { property: value; /* declaration starts on newline */ property: value; } /* seven - banner?*/ selector { property: value; property: value; } /* eight */ selector { property: value; /* declaration starts on newline */ property: value; } Can someone please name each brace style for me? Many thanks!

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  • CSS Zebra Stripe a Specific Table tr:nth-child(even)

    - by BillR
    I want to zebra stripe only select tables using. I do not want to use jQuery for this. tbody tr:nth-child(even) td, tbody tr.even td {background:#e5ecf9;} When I put that in a css file it affects all tables on all pages that call the same stylesheet. What I would like to do is selectively apply it to specific tables. I have tried this, but it doesn't work. // in stylesheet .zebra_stripe{ tbody tr:nth-child(even) td, tbody tr.even td {background:#e5ecf9;} } // in html <table class="zebra_even"> <colgroup> <col class="width_10em" /> <col class="width_15em" /> </colgroup> <tr> <td>Odd row nice and clear.</td> <td>Some Stuff</td> </tr> <tr> <td>Even row nice and clear but it should be shaded.</td> <td>Some Stuff</td> </tr> </table> And this: <table> <colgroup> <col class="width_10em" /> <col class="width_15em" /> </colgroup> <tbody class="zebra_even"> The stylesheet works as it is properly formatting other elements of the html. Can someone help me with an answer to this problem? Thanks.

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  • How to get two TD cells side by side WITHOUT using css

    - by Joe
    Hi, in the following HTML snippet, I would like the two cells be placed side by side with NO spaces between them; without using css if possible. If the leftmost position of the 2nd one is the rightmost position of the 1st, why WOULD they have any space between? thx. <TR> <TD style="position:absolute; top:98px; left:0px; right:56px; bottom:126px; font-size: 7pt; background-color:Lime; text-align: center; font-family: Arial;" cellpadding="0" cellspacing="0">ABC</TD> <TD style="position:absolute; top:98px; left:56px; right:112px; bottom:126px; font-size: 7pt; background-color:Lime; text-align: center; font-family: Arial;" cellpadding="0" cellspacing="0">123</TD>

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  • Why does a webpage miss formatting sometimes?

    - by eSKay
    Sometimes, a webpage gets loaded in the browser but it is not displayed properly. All the elements of the page are there, but they are not there where they should be. for example (A,B and C are three elements of the page) ----------------------- | | | | | A | B | C | | | | | ----------------------- may be displayed as --------- | | | A | | | --------- | | | B | | | --------- | | | C | | | --------- i.e. the formatting is missing. How does that happen?

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  • IIS displaying page differently when localhost is used in URL vs. hostname

    - by maik
    I'm having (yet another) strange problem with IIS. When viewing an ASPX page I've designed on my local machine by browsing to http://localhost/page.aspx the page looks as expected (and looks the same in IE, Firefox and Chrome. If I change localhost to my_hostname the page is rendered with a disabled vertical scroll bar. The behavior was first noticed when I published my site to our live server and saw the same discrepancy. After beating my head against the wall I tried what I described above and was able to duplicate my "problem". So with that, I turn to you guys. This wouldn't really be an issue (save for the cross-browser inconsistency) except that this screws up an "absolute"ly positioned <div> moving it partway off the screen instead of being centered like it should be (and is when viewed any other way except in IE when the address is anything but localhost).

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  • Certain web pages are suddenly not rendering properly in FireFox

    - by LeopardSkinPillBoxHat
    I am using FireFox 3.6.3. I noticed in the last couple of days that several webpages which I visit regularly are not rendering properly. A lot of the text is overlapping with other text and it basically looks like the style sheet is completely screwed up. I have tried disabling all of my Add-Ons and it doesn't make a difference. When I use Coral IE Tab to render the pages using IE they display without any problems. The websites which are not rending properly for me are: The Age Google Reader One interesting thing I noticed is that if I modify the Google Reader URL to not use SSL (i.e. change https to http) it renders without any issues. However, The Age website is not using SSL, and that still doesn't render properly. I have also disabled my Proxy Server (I normally use one at work) but this doesn't make a difference either.

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  • Hide Content for Printing

    - by ltang
    Current, our users can view SCORM contents using frames. We would like to disable print or hide the content for printing. So far, we have tried: @media print { body { display:none } frameset {display:none} } The above line worked very inconsistently. For example, using IE8, the print preview does not show the content but when printing without preview it shows the content. Ideally we would like to disable printing altogether when our users launch any contents. If this can't be done, we would like to hide the print content so the users will print a blank page. Additionally, we would also like to disable the print screen option if possible. Please help!!!

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  • Bitmap font rendering, UV generation and vertex placement

    - by jack
    I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am doing right now is creating a large 1024x1024 image with characters evenly placed every 64 pixels. Here is an example of what I mean. I then save the bitmap X/Y information to a file (which is all multiples of 64). However, I am not sure how to properly use this information and bitmap to render. This falls into two different categories, UV generation and kerning. Now I believe I know how to do both of these, however, when I attempt to couple them together I will get horrendous results. For example, I am trying to render two different text arrays, "123" and "njfb". While ignoring the texture quality (I will be increasing the texture to provide more detail once I fix this issue), here is what it looks like when I try to render them. http://img64.imageshack.us/img64/599/badfontrendering.png Now for the algorithm. I am doing my letter placement with both GetABCWidth and GetKerningPairs. I am using GetABCWidth for the width of the characters, then I am getting the kerning information for adjust the characters. Does anyone have any suggestions on how I can implement my own bitmap font renderer? I am trying to do this without using external libraries such as angel bitmap tool or freetype. I also want to stick to the way the bitmap font sheet is generated so I can do extra effects in the future. Rendering Algorithm for(U32 c = 0, vertexID = 0, i = 0; c < numberOfCharacters; ++c, vertexID += 4, i += 6) { ObtainCharInformation(fontName, m_Text[c]); letterWidth = (charInfo.A + charInfo.B + charInfo.C) * scale; if(c != 0) { DWORD BytesReq = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, 0, 0, &mat); U8 * glyphImg= new U8[BytesReq]; DWORD r = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, BytesReq, glyphImg, &mat); for (int k=0; k<nKerningPairs; k++) { if ((kerningpairs[k].wFirst == previousCharIndex) && (kerningpairs[k].wSecond == m_Text[c])) { letterBottomLeftX += (kerningpairs[k].iKernAmount * scale); break; } } letterBottomLeftX -= (gm.gmCellIncX * scale); } SetVertex(letterBottomLeftX, 0.0f, zFight, vertexID); SetVertex(letterBottomLeftX, letterHeight, zFight, vertexID + 1); SetVertex(letterBottomLeftX + letterWidth, letterHeight, zFight, vertexID + 2); SetVertex(letterBottomLeftX + letterWidth, 0.0f, zFight, vertexID + 3); zFight -= 0.001f; float BottomLeftX = (F32)(charInfo.bitmapXOrigin) / (float)m_BitmapWidth; float BottomLeftY = (F32)(charInfo.bitmapYOrigin + charInfo.charBitmapHeight) / (float)m_BitmapWidth; float TopLeftX = BottomLeftX; float TopLeftY = (F32)(charInfo.bitmapYOrigin) / (float)m_BitmapWidth; float TopRightX = (F32)(charInfo.bitmapXOrigin + charInfo.B - charInfo.C) / (float)m_BitmapWidth; float TopRightY = TopLeftY; float BottomRightX = TopRightX; float BottomRightY = BottomLeftY; SetTextureCoordinate(TopLeftX, TopLeftY, vertexID + 1); SetTextureCoordinate(BottomLeftX, BottomLeftY, vertexID + 0); SetTextureCoordinate(BottomRightX, BottomRightY, vertexID + 3); SetTextureCoordinate(TopRightX, TopRightY, vertexID + 2); /// index setting letterBottomLeftX += letterWidth; previousCharIndex = m_Text[c]; }

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  • Ruler to measure in browser (firefox)

    - by danke
    I'm looking for a good ruler to use to measure distances in a browser. I use Firefox. Any good suggestions that are currently being used by other developers. I have firebug, but I don't think it has a ruler. Does it? I would think a ruler would have made it to firebug, but there doesn't seem to be one, or I'm not looking in the right location. Thanks

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  • Forcing IE8 Standards Mode with FEATURE_BROWSER_EMULATION

    - by earls
    I'm doing this: http://blogs.msdn.com/b/ie/archive/2009/03/10/more-ie8-extensibility-improvements.aspx But it's not working. I have "iexplore.exe" set to 8888 (decimal mode) under MACHINE, but it's still coming up documentMode = 5. I thought 8888 was suppose to force IE8 Standards Mode whether you have a doctype or not. What is going on?

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  • How to display "Comic Sans MS" in Linux?

    - by Roman
    I use "Comic Sans MS" font on my web page. The web page looks OK if I open it under Windows and MAC. But it does not work under Linux. How can I solve this problem? May be I can put the font on my web server? Is this font available for free? Can it slow down my page? Or may be I can replace "Comic Sans MS" by another font which is similar and is available on the 3 operation systems?

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  • How to display "Comic Sans MS" in Linux?

    - by Roman
    I use "Comic Sans MS" font on my web page. The web page looks OK if I open it under Windows and MAC. But it does not work under Linux. How can I solve this problem? May be I can put the font on my web server? Is this font available for free? Can it slow down my page? Or may be I can replace "Comic Sans MS" by another font which is similar and is available on the 3 operation systems?

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Making AI jump on a spot effectively

    - by Pasquale Sada
    How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform? Setup I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a successful jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacles around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized; Ended up using the lowest angle (20 degree) and checking for collision on the trajectory. If found any increase the angle. Here some code (to improve the code maybe must stop the check at the highest point of the curve): Vector3 BallisticVel(Vector3 target, float angle) { Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a)); return vel * dir.normalized; } Vector3 TrajectoryPoint(Vector3 startingPosition, Vector3 startingVelocity, float n ) { float t = 1/60 ; // seconds per time step Vector3 stepVelocity = t * startingVelocity; // m/s Vector3 stepGravity = t * t * Physics.gravity; // m/s/s return startingPosition + n * stepVelocity + 0.5f * (n*n+n) * stepGravity; } bool CheckTrajectory(Vector3 startingPosition,Vector3 target, float angle_jump) { Debug.Log("checking"); if(angle_jump < 80f) { Debug.Log("if"); Vector3 startingVelocity = BallisticVel(target, angle_jump); for (int i = 0; i < 180; i++) { //Debug.Log(i); Vector3 trajectoryPosition = TrajectoryPoint( startingPosition, startingVelocity, i ); if(Physics.Raycast(trajectoryPosition,Vector3.forward,safeDistance)) { angle_jump += 10; break; // restart loop with the new angle } else continue; } return true; JumpVelocity = BallisticVel(target, angle_jump); } return false; }

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  • AdBlock Plus Advanced Element Hiding?

    - by funkafied
    I'm trying to block a certain element on a site using AdBlock Plus's element hiding feature. However the problem is that there are two elements with the same exact name and type that I'm trying to hide so there's no way to tell the filter which one to keep and which one not to keep. So I figure there might be a way to hide only the second element by telling it to only hide the second occurrence of an element that matches the filter. Like skip the first one and hide the second occurrence. Or alternatively maybe hide the one that also has a certain other element in front of it. Is there any way to do this? Like regular expressions or something?

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  • How change LOD in geometry?

    - by ChaosDev
    Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on tessellation later) but for decrease. I want something like this Questions: Is same algorithm can apply either to model and terrain correctly? Indexes need to be modified ? I must use octree or simple check distance between camera and object for desired effect ? New value of indexcount for DrawIndexed function needed ? Code: //m_LOD == 10 in the beginning //m_RawVerts - array of 3d Vector filled with values from vertex buffer. void DecreaseLOD() { m_LOD--; if(m_LOD<1)m_LOD=1; RebuildGeometry(); } void IncreaseLOD() { m_LOD++; if(m_LOD>10)m_LOD=10; RebuildGeometry(); } void RebuildGeometry() { void* vertexRawData = new byte[m_VertexBufferSize]; void* indexRawData = new DWORD[m_IndexCount]; auto context = mp_D3D->mp_Context; D3D11_MAPPED_SUBRESOURCE data; ZeroMemory(&data,sizeof(D3D11_MAPPED_SUBRESOURCE)); context->Map(mp_VertexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(vertexRawData,data.pData,m_VertexBufferSize); context->Unmap(mp_VertexBuffer->mp_buffer,0); context->Map(mp_IndexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(indexRawData,data.pData,m_IndexBufferSize); context->Unmap(mp_IndexBuffer->mp_buffer,0); DWORD* dwI = (DWORD*)indexRawData; int sz = (m_VertexStride/sizeof(float));//size of vertex element //algorithm must be here. std::vector<Vector3d> vertices; int i = 0; for(int j = 0; j < m_VertexCount; j++) { float x1 = (((float*)vertexRawData)[0+i]); float y1 = (((float*)vertexRawData)[1+i]); float z1 = (((float*)vertexRawData)[2+i]); Vector3d lv = Vector3d(x1,y1,z1); //my useless attempts if(j+m_LOD+1<m_RawVerts.size()) { float v1 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD]]); float v2 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD+1]]); if(v1>v2) lv = m_RawVerts[dwI[j+1]]; else if(v2<v1) lv = m_RawVerts[dwI[j+2]]; } (((float*)vertexRawData)[0+i]) = lv.x; (((float*)vertexRawData)[1+i]) = lv.y; (((float*)vertexRawData)[2+i]) = lv.z; i+=sz;//pass others vertex format values without change } for(int j = 0; j < m_IndexCount; j++) { //indices ? } //set vertexes to device UpdateVertexes(vertexRawData,mp_VertexBuffer->getSize()); delete[] vertexRawData; delete[] indexRawData; }

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  • C# Collision test of a ship and asteriod, angle confusion

    - by Cherry
    We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not really working. Sometimes it is moving but sometime it is not moving at all. On the other hand, it is not shooting at the right time as well. I just want to ask how to make the collision detection working??? And how to solve the angle confusion problem? // Get velocities of asteroid Console.WriteLine("lol"); // IF equation is between -2 and -3 if (equation1a <= -2) { // Calculate no. turns till asteroid hits float turns_till_hit = dx / vx; // Calculate angle of asteroid float asteroid_angle_rad = (float)Math.Atan(Math.Abs(dy / dx)); float asteroid_angle_deg = (float)(asteroid_angle_rad * 180 / Math.PI); float asteroid_angle = 0; // Calculate angle if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { asteroid_angle = asteroid_angle_deg; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { asteroid_angle = (360 - asteroid_angle_deg); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 + asteroid_angle_deg); } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 - asteroid_angle_deg); } // IF turns till asteroid hits are less than 35 if (turns_till_hit < 50) { float angle_between = 0; // Calculate angle between if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { angle_between = (360 - Math.Abs(ship_angle - asteroid_angle)); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } // If angle less than 0, add 360 if (angle_between < 0) { //angle_between %= 360; angle_between = Math.Abs(angle_between); } // Calculate no. of turns to face asteroid float turns_to_face = angle_between / 25; if (turns_to_face < turns_till_hit) { float ship_angle_left = ShipAngle(ship_angle, "leftKey", 1); float ship_angle_right = ShipAngle(ship_angle, "rightKey", 1); float angle_between_left = Math.Abs(ship_angle_left - asteroid_angle); float angle_between_right = Math.Abs(ship_angle_right - asteroid_angle); if (angle_between_left < angle_between_right) { leftKey = true; } else if (angle_between_right < angle_between_left) { rightKey = true; } } if (angle_between > 0 && angle_between < 25) { spaceKey = true; } } }

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • Can I make Firefox ignore/interpret font sizes specified in pixels?

    - by Andy
    Hi all, I have an 11.1" notebook display with 1366x768 resolution, which gives it a DPI of 141. I'm running GNOME and have configured the DPI. Everything works OK except web browsing - far too many websites specify their font sizes in pixels, which ends up with very small text on a high DPI display. My ideal solution would be for Firefox to interpret an absolute pixel size in terms of normal DPI and display it appropriately for my DPI (eg scale it by 141/96). Obviously this would cause problems on the occasion where graphics had been pixel-aligned with fonts in some way, but I imagine that would cause me far less of a headache than either reading minute text, or scaling the text manually each time. Any suggestions? TIA, Andy

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  • How to restore Google "Cached" links?

    - by Steven Penny
    On Google search, "Cached" links are available, which take you to a version of the page saved on Google servers. These links are quite useful if the source page is temporarily down or otherwise. Back in July 2011 Google moved these links inside of an "Instant Preview" box. Many people from this thread and others either simply cannot find the new links or prefer the old location. Edit To be clear, the question is how to restore the links to the old location.

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  • Advantages of not Javascript/HTML/CSS for front-end web development?

    - by user2202911
    So I've recently been getting into front-end web development from an embedded systems background and have always thought Javascript/HTML/CSS are not only the de-facto standards but the ONLY tools for the job, similar to what C is for embedded systems. Recently, I've stumbled upon things like Dreamweaver, JSP, facelets, and GWT. While researching these to find out if they are worth learning, I can't get over the idea of why someone wouldn't just use Javascript/HTML/CSS instead. Why deviate from the defacto standards?

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  • Chrome browser rendering unpredictable mobile layout

    - by steve
    I am having a very hard time debugging this issue, I may as well find out if others have seen anything similar. I am finding that Webkit browsers are rendering extra space in a stacked menu I'm using for the mobile layout on a site I'm developing. The best way to describe this is with the following images: You can see that the is selected and shown with the padding. There is no margin, and yet there is some space between the top of the padding and the bottom border of the sibling. Here is how it is supposed to look in Firefox: I am interested to see if the community knows what in the world is going on! As I move through the inspector, I am not able to highlight the offending area, making this very hard to diagnose, as I've said.

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  • A new free book from Microsoft - Programming Windows 8 Apps with HTML, CSS, and JavaScript (Second Preview)

    - by TATWORTH
    At  http://borntolearn.mslearn.net/btl/b/weblog/archive/2012/09/12/turn-your-bright-ideas-into-applications-with-the-new-mcsd.aspx there is mention of a new free book from Microsoft Press - Programming Windows 8 Apps with HTML, CSS, and JavaScript (Second Preview)The actual download page is http://blogs.msdn.com/b/microsoft_press/archive/2012/08/20/free-ebook-programming-windows-8-apps-with-html-css-and-javascript-second-preview.aspx

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