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  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

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  • MPMoviePlayerContentPreloadDidFinishNotification seems more reliable than MPMoviePlayerLoadStateDidChangeNotification

    - by user567889
    I am streaming small movies (1-3MB) off my website into my app. I have a slicehost webserver, I think it's a "500MB slice". Not sure off the top of my head how this translates to bandwidth, but I can figure that out later. My experience with MPMoviePlayerLoadStateDidChangeNotification is not very good. I get much more reliable results with the old MPMoviePlayerContentPreloadDidFinishNotification If I get a MPMoviePlayerContentPreloadDidFinishNotification, the movie will play without stuttering, but if I use MPMoviePlayerLoadStateDidChangeNotification, the movie frequently stalls. I'm not sure which load state to check for: enum { MPMovieLoadStateUnknown = 0, MPMovieLoadStatePlayable = 1 << 0, MPMovieLoadStatePlaythroughOK = 1 << 1, MPMovieLoadStateStalled = 1 << 2, }; MPMovieLoadStatePlaythroughOK seems to be what I want (based on the description in the documentation): MPMovieLoadStatePlaythroughOK Enough data has been buffered for playback to continue uninterrupted. Available in iOS 3.2 and later. but that load state NEVER gets set to this in my app. Am I missing something? Is there a better way to do this?

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  • How to create Button/Switch-Like Tile where you can step on it and change its value?

    - by aldroid16
    If the player step on Button-Tile when its true, it become false. If the player step on Button-Tile when its false, it become true. The problem is, when the player stand on (intersect) the Button-Tile, it will keep updating the condition. So, from true, it become false. Because its false and player intersect on it, it become true again. True-false-true-false and so on. I use ElapsedGameTime to make the updating process slower, and player can have a chance to change the Button to true or false. However, its not a solution I was looking for. Is there any other way to make it keep in False/True condition while the Player standing on it (The Button tile) ?

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  • How to create Button/Switch-Like Tile where you can step on it and change its value?

    - by aldroid16
    If the player steps on a Button-Tile when its true, it becomes false. If the player steps on a Button-Tile when it is false, it becomes true. The problem is, when the player stands on (intersects) the Button-Tile, it will keep updating the condition. So, from true, it becomes false. Because its false and the player intersects it, it becomes true again. True-false-true-false and so on. I use ElapsedGameTime to make the updating process slower, and the player can have a chance to change the Button to true or false. However, it's not the solution I was looking for. Is there any other way to make it keep in False/True condition while the Player is standing on the Button tile?

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  • How to display a projectile trajectory in c++? [on hold]

    - by sana
    I am trying to make a game of Gorillas in c++ whose specification is somewhat like....... is : "In this game both players should select their position on a level scaled ground. Scale of the ground should be from 0 to 20 divisions, each division corresponding to 10 meters. Each player will enter an angle and initial velocity (limits of both should be defined) and the player will hurl a stone with this velocity at given angle. Stone will make a projectile and if it hits the other player then shooting player wins. A random effect of air should also be incorporated. Air will support one player and resist other. Velocity of air should be generated randomly, within some limits, and subtracted or added in the horizontal velocity of the stone. An arrow of suitable length shall represent air direction and velocity. The player who hits first wins." How do I display the trajectory of the stone????

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  • Has anyone succeeded in converting files to the mpg-format that a Sony Digital Camera can play?

    - by user645552
    I'm trying to play a mpeg movie on my Sony Cybershot digital camera, it's from a DV-camera converted to MPEG1. But sony refuses to play it with File error. The only files sony can play are from my previous Sony camera. The other way around gives no problem, the movies the camera takes play on various software media players. Has anyone succeeded in converting files to the mpg-format that a Sony Digital Camera can play?

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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  • Expanding videoplayer like CNN-website, prerably jQuery-based

    - by Nils
    I'm wondering if anyone knows of a script/plugin, jquery-based or otherwise, which could be used to achive the effect that can be found on CNN.com. I'm talking about the videos that are representet by a small thumbnail, that when clicked expands in to the text and plays. I'm by no means a JS-guru, and me and flash isn't the bestest of friends, but I'm not completly cluess. Essentially, what im looking for is a way to click a thumbnail, expand a swf, and stop it if i contract it again. something like that. ANY ideas, tips or insights are welcome!

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  • Export Flash as Transparent MOV

    - by Chris Nicol
    Is it possible to export a flash movie with a transparent background as a .MOV. I don't mean for embedding in a website, I mean the actual .MOV (or .avi). What I'm trying to accomplish is that I have a flash animation that I want to embed in a WPF application. I don't want to use a Browser within the WPF because of all of the issues that surround the browser control (has to be topmost control, etc). So my solution was to export said animation as a movie and play it in the MediaElement control. The only problem is that I need the background to be transparent, and I can't find a way to do this. Any suggestions or alternative solutions would be most welcome.

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  • Should I use events in this case?

    - by joon
    I'm creating a video player, like a custom YouTube player. All of the GUI elements (progress bar, video player, play button, ...) are different classes, but I obviously need them to communicate. When the progress bar is clicked, or the slider is moved, it needs to send a "seek(x)" command to the video player. Similarly, the video player needs to update the progressbar every frame. Currently I'm doing this by having almost all elements have a link to each other. So when I create the progress bar, I'm telling it where the video player is. But after a while this becomes more and more complicated, and I'm wondering if events would be a better way to do this. Or a main controller class that has all the connections. What should I do?

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  • packaging sequences of png files in iPhone APP for animations to reduce bundle size

    - by Brad Smith
    Basically, I have an application that uses a flip-book style animation technique. I am simply cycling through around 1000 320x480 pngs at 12fps, and everything works really well. Except for the fact that 1000 images takes up a ton of disk space. Ideally I'd like to be able to compress these images as a movie file and pull out each frame as I need them, or simply play back a movie with frame by frame precision. Ideas?

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  • melonJS: Entity and solid block on collision layer

    - by Arthur Halma
    Actually I have my player entity with 64x64 sprite animation and 18x60 hitbox also the map is maded by 16x16 tiles. When my player goes some way he can pass through blocks (but not all of them). For example there are 4 situations: Good (player can't pass the tile with isSolid property on collision layer) Good (player can't pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Looks like melonJS checks only corners of hitbox instead of whole rectangle. Can anyone help me in this situation.

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  • What is the CSS equivalent for the style of this table?

    - by user1451890
    I really would like to use the layout of this table, but how can I bring this up to CSS standards of its equivalent into HTML5? <html> <head></head> <body> <table border="1" bordercolor="#000000" style="background-color:#ffffff" width="100%" cellpadding="3" cellspacing="1"> <tr> <td>Table Cell</td> <td>Table Cell</td> <td>Table Cell</td> </tr> </table> </body> </html>

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  • How to integrate camera image into physics engine?

    - by Pedro
    I recently came across this and would like to implement something similar. The basic approach is clear: I have to threshold the image and check if a virtual object collides with the remaining foreground. Instead of implementing the physics myself, I'd like use an engine like Box2D. But how do I integrate the thresholded image into the physics engine so it is possible to interact with virtual objects?

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  • Is there a way to upload videos to youtube from our Website?

    - by Starx
    I am developing a website, where I am allowing users to upload videos, but if the members numbers keep on increasing and they keep on uploading more videos it will be expensive for me. So I want to upload the movies to youtube instead, is this possible? By viewing some other posts here, I am thinking it is possible?

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  • How do I stop video tearing? (Nvidia prop driver, non-compositing window manager)

    - by Chan-Ho Suh
    I have that problem which seemingly afflicts many using the proprietary Nvidia driver: Video tearing: fine horizontal lines (usually near the top of my display) when there is a lot of panning or action in the video. (Note: switching back to the default nouveau driver is not an option, as its seemingly nonexistent power-management drains my battery several times faster) I've tried Totem, Parole, and VLC, and tearing occurs with all of them. The best result has been to use X11 output in VLC, but there is still tearing with relatively moderate action. Hardware: MacBook Air 3,2 -- which has an Nvidia GeForce 320M. There are two common fixes for tearing with Nvidia prop drivers: Turn off compositing, since Nvidia proprietary drivers don't usually play nice with compositing window managers on Linux (Compiz is an exception I'm aware of). But I use an extremely lightweight window manager (Awesome window manager) which is not even capable of compositing (or any cool effects). I also have this problem in Xfce, where I have compositing disabled. Enabling sync to VBlank. To enable this, I set the option in nvidia-settings and then autostart it as nvidia-settings -l with my other autostart programs. This seems to work, because when I run glxgears, I get: $ glxgears Running synchronized to the vertical refresh. The framerate should be approximately the same as the monitor refresh rate. 303 frames in 5.0 seconds = 60.500 FPS 300 frames in 5.0 seconds = 59.992 FPS And when I check the refresh rate using nvidia-settings: $ nvidia-settings -q RefreshRate Attribute 'RefreshRate' (wampum:0.0; display device: DFP-2): 60.00 Hz. All this suggests sync to VBlank is enabled. As I understand it, this is precisely designed to stop tearing, and a lot of people's problem is even getting something like glxgears to output the correct info. I don't understand why it's not working for me. xorg.conf: http://paste.ubuntu.com/992056/ Example of observed tearing::

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  • Does a silverlight video player always need source address in URL format only?

    - by Manish
    I have seen on many sites the silverlight video player. I noticed that all of them took a URL as the source of the video file. Can a silverlight player play a video file kept locally? I mean a simple HTML file kept in a folder with the xap (say VideoPlayer.xap) and the video (say ABC.avi) file. The html file would contain an object tag. For example: <object height="240" width="500" type="application/x-silverlight-2" data="data:application/x-silverlight,"> <param value="VideoPlayer.xap" name="source"> <param value="onSilverlightError" name="onerror"> <param value="white" name="background"> <param value="cc=true,markers=true,markerpath=markers_movie21.xml,m=ABC.avi" name="initParams"> <a style="text-decoration: none;" href="http://go.microsoft.com/fwlink/?LinkID=115261"> <img style="border-style: none;" alt="Get Microsoft Silverlight" src="http://go.microsoft.com/fwlink/?LinkId=108181"> </a> </object>

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  • Does a silverlight video player always need source address in URL format?

    - by Manish
    I have seen on many sites the silverlight video player. I noticed that all of them took a URL as the source of the video file. Can a silverlight player play a video file kept locally? I mean a simple HTML file kept in a folder with the xap (say VideoPlayer.xap) and the video (say ABC.avi) file. The html file would contain an object tag. For example: <object height="240" width="500" type="application/x-silverlight-2" data="data:application/x-silverlight,"> <param value="VideoPlayer.xap" name="source"> <param value="onSilverlightError" name="onerror"> <param value="white" name="background"> <param value="cc=true,markers=true,markerpath=markers_movie21.xml,m=ABC.avi" name="initParams"> <a style="text-decoration: none;" href="http://go.microsoft.com/fwlink/?LinkID=115261"> <img style="border-style: none;" alt="Get Microsoft Silverlight" src="http://go.microsoft.com/fwlink/?LinkId=108181"> </a> </object>

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  • By what methods can I check information about a DVD video disc?

    - by chobok
    I have some DVD video discs that I am intending to sell. I would like to get information such as region, language, subtitles. Some of the discs are in another language which I cannot read, and some are from small publishers and do not have such information on the disc or the boxes. What methods can I use to access this information? Please list command line options, as well as common GUI based tools (eg VLC player).

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