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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • 2D graphics - why use spritesheets?

    - by Columbo
    I have seen many examples of how to render sprites from a spritesheet but I havent grasped why it is the most common way of dealing with sprites in 2d games. I have started out with 2d sprite rendering in the few demo applications I've made by dealing with each animation frame for any given sprite type as its own texture - and this collection of textures is stored in a dictionary. This seems to work for me, and suits my workflow pretty well, as I tend to make my animations as gif/mng files and then extract the frames to individual pngs. Is there a noticeable performance advantage to rendering from a single sheet rather than from individual textures? With modern hardware that is capable of drawing millions of polygons to the screen a hundred times a second, does it even matter for my 2d games which just deal with a few dozen 50x100px rectangles? The implementation details of loading a texture into graphics memory and displaying it in XNA seems pretty abstracted. All I know is that textures are bound to the graphics device when they are loaded, then during the game loop, the textures get rendered in batches. So it's not clear to me whether my choice affects performance. I suspect that there are some very good reasons most 2d game developers seem to be using them, I just don't understand why.

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  • Is HTML5/WebGL performance unreliable on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • Cooking with Wessty: WordPress and HTML 5

    - by David Wesst
    WordPress is easily one, if not the most, popular blogging platforms on the web. With the release of WordPress 3.x, the potential for what you can do with this open source software is limitless. This technique intends to show you how to get your WordPress wielding the power of the future web, that being HTML 5. --- Ingredients WordPress 3.x Your favourite HTML 5 compliant browser (e.g. Internet Explorer 9) Directions Setup WordPress on your server or host. Note: You can setup a WordPress.com account, but you will require an paid add-on to really take advantage of this technique.Login to the administration panel. Login to the administration section of your blog, using your web browser.  On the left side of the page, click the Appearance heading. Then, click on Themes. At the top of the page, select the Install Themes tab. In the search box, type the “toolbox” and click search. In the search results, you should see an theme called Toolbox. Click the Install link in the Toolbox item. A dialog window should appear with a sample picture of what the theme looks like. Click on the Install Now button in the bottom right corner. Et voila! Once the installation is done, you are done and ready to bring your blog into the future of the web. Try previewing your blog in HTML 5 by clicking the preview link.   Now, you are probably thinking “Man…HTML 5 looks like junk”. To that, I respond: “HTML was never why your site looked good in the first place. It was the CSS.” Now you have an un-stylized theme that uses HTML 5 elements throughout your WordPress site. If you want to learn how to apply CSS to your WordPress blog, you should check out the WordPress codex that pretty much covers everything there is to cover about WordPress development. Now, remember how we noted earlier that your free WordPress.com account wouldn’t take advantage of this technique? That is because, as of the time of this writing, you needed to pay a fee to use custom CSS. Remember now, this only gives you the foundation to create your own HTML 5 WordPress site. There are some HTML 5 themes out there that already look good, and were built using this as the foundation and added some CSS 3 to really spice it up. Looking forward to seeing more HTML 5 WordPress sites! Enjoy developing the future of the web. Resources Toolbox Theme JustCSS Theme WordPress Installation Tutorial WordPress Theme Development Tutorial This post also appears at http://david.wes.st

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  • Cocos2d sprite's parent not reflecting true scale value

    - by Paul Renton
    I am encountering issues with determining a CCSprite's parent node's scale value. In my game I have a class that extends CCLayer and scales itself based on game triggers. Certain child sprites of this CCLayer have mathematical calculations that become inaccurate once I scale the parent CCLayer. For instance, I have a tank sprite that needs to determine its firing point within the parent node. Whenever I scale the layer and ask the layer for its scale values, they are accurate. However, when I poll the sprites contained within the layer for their parent's scale values, they always appear as one. // From within the sprite CCLOG(@"ChildSprite-> Parent's scale values are scaleX: %f, scaleY: %f", self.parent.scaleX, self.parent.scaleY); // Outputs 1.0,1.0 // From within the layer CCLOG(@"Layer-> ScaleX : %f, ScaleY: %f , SCALE: %f", self.scaleX, self.scaleY, self.scale); // Output is 0.80,0.80 Could anyone explain to me why this is the case? I don't understand why these values are different. Maybe I don't understand the inner design of Cocos2d fully. Any help is appreciated.

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  • New free DotNetNuke 7.0 Skin

    - by Chris Hammond
    With the pending release of DotNetNuke 7, scheduled for this week, I updated my free DotNetNuke (DNN) skin , MultiFunction v1.3 . This latest release requires DotNetNuke 7, it shouldn’t install on an earlier version of DNN. This release updates a number of the CSS classes for DNN 7 specific styles and objects. Overall the design of the skin doesn’t really change much, just cleans up CSS mainly for this release. I also updated to the 3.0 version of the Orangebox jQuery plugin, you can find the code...(read more)

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  • Alpha From PNGs Butchered

    - by ashes999
    I have a pretty vanilla Monogame game. I'm using PNG for all my sprites (made in Photoshop). I noticed that XNA is butchering the aliasing; no matter what I do, my graphics appear jaggedy. Below is a screenshot. The bottom half is what XNA shows me when I zoom in 2X using a Matrix on my GraphicsDevice (to make the effect more obvious). The top is when I pasted the same sprites from Photoshop and scaled them to 200%. Note that partially transparent pixels are turning whiteish. Is there a way to fix this? What am I doing wrong? Here's the relevant call to draw to the SpriteBatch: spriteBatch.Draw(this.texture, this.positionVector, null, Color.White, this.Angle, this.originVector, 1f, SpriteEffects.None, 0f); (this.positionVector can easily be Vector.Zero; Color.White as 100% alpha, I think; this.Angle can be a real angle (small > in the image) or zero (the orb itself).

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  • AndEngine Box2d game

    - by OneMoreVladimir
    I'm developing a 2d survival shooter using Box2d extension and I've got some questions: I have two AnalogOnScreenControls. Their listeners modify both sprites and bodies. I receive TouchEventPool was exhausted and as their number grows the game crashes accidently. I've tried to put the modification of the bodies and sprites on the UpdateThread but that does not solve the problem. What could be the cause? I have a class that at the beginnig of the game loads all the textures. After I relaunch the game activity several times I receive Unable to find Phys Addr for and "green color" interface. But that doesn't happen if I clear the memory manually through the Task Manager before relaunch What could be the cause? I unload my atlas at the end of the game. The game sometimes crashes at start with NullPointerException in onResumeGame. The solution suggested is to set android:configChanges="orientation|screenSize" but my device is API 10 so it doesn't have screenSize property and orientation only does not seem to help, because the game starts in portrait mode at times (though landscape is set in the code)

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  • Drawing a sprite or text causes the OpenGl rendering to 'disappear' in SFML

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • How to achieve selection of a tile from a tile sheet based on an ID?

    - by Bugster
    Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile sprite from the file. I'll describe my problem better in order for everyone to understand. I wrote an enum of materials, each material has a value according to it's location relative to the tile sheet. For example void is 1, grass is 2, rock is 3, etc. So in my tile sheet they are represented as such: +---+---+---+---+---+ | 1 | 2 | 3 | 4 | 5 | +---+---+---+---+---+ Which is equivalent to: +------+-------+-------+ | void | grass | stone | +------+-------+-------+ Basically when rendering, I created a tile class, each tile has 2 coordinates: X and Y (They are calculated automatically) and a material which can be represented either as a number, either as a value (ID). When rendering, I have a vector of sprites which are all taken from 1 file called tilesheet.png, however each of them must only draw a certain portion of the tile sheet, for example say I have something like this: tile coordinateBounds(topLeftX, topLeftY, tileWidth, tileHeight); During the initialization of the map I calculate an array of tiles, and I give each of them their position, their materials based on the values in a map file and a few other variables such as collision. I need to apply the coordinateBounds to each of them according to their material value. For example if the material is grass it should only take the grass sprite from the tilesheet. I must also mention I'm using SFML, and there are no borders or spacing between the tiles.

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  • Rails /tmp/cache/assets permissions issue using Debian virtual machine hosted on OS X Lion

    - by Jim
    I am running Parallels Desktop 7 on OS X Lion. I have a VM with Debian installed, and inside that VM I setup a Rails development environment. I am using Parallels Tools to share out my OS X home directory to the VM - the goal here is to run the Rails server on the VM, but host the files on OS X (so they are automatically backed up, and so I can use tools like Textmate to develop with). Everything seems to work with the shared directory - my Debian user can read, write, and execute files. However, when I cloned a recent Rails project from Git, I got an error message when it tried to compile the CSS assets. My symptoms are exactly the same as in the question: http://stackoverflow.com/questions/7556774/rails-sprocket-error-compiling-css-assest-chown-issue I believe this is permissions-based, but it is really weird. My entire Rails project directory has permissions set to 777 and my Debian user owns it. If I navigate into /tmp/cache/assets, those permissions are the same. However, the three-character directories Rails is creating (DCE, DA1, D05, etc...) are being created without write permissions! If I refresh the Rails page a few times, about 4 or 5 (with Rails creating new three-character directories every time), eventually it will create one of the directories with the proper 777 permissions and everything will work! This will persist until I make a change to the CSS files and it has to recompile. Does anyone have any idea what might be going on here? I can't fathom why it is creating temp directories with incorrect permissions, or why after a few refreshes the good permissions kick in and it works... It definitely seems to be an issue with the share, since if I move the project into a different directory on the VM, it seems to work fine. On the OS X side, I've given the shared folder 777 permissions as well, but no dice...any ideas? Update I've found that the number of times I need to refresh before it works is not random - it has to do with how many assets are being compiled. For example, if I edit one of my CSS files, and there are four CSS files in the app/assets/stylesheets directory, I have to refresh four times before the app will finally work without the operation not permitted error...

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  • Restructuring a large Chrome Extension/WebApp

    - by A.M.K
    I have a very complex Chrome Extension that has gotten too large to maintain in its current format. I'd like to restructure it, but I'm 15 and this is the first webapp or extension of it's type I've built so I have no idea how to do it. TL;DR: I have a large/complex webapp I'd like to restructure and I don't know how to do it. Should I follow my current restructure plan (below)? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? While it isn't relevant to the question, the actual code is on Github and the extension is on the webstore. The basic structure is as follows: index.html <html> <head> <link href="css/style.css" rel="stylesheet" /> <!-- This holds the main app styles --> <link href="css/widgets.css" rel="stylesheet" /> <!-- And this one holds widget styles --> </head> <body class="unloaded"> <!-- Low-level base elements are "hardcoded" here, the unloaded class is used for transitions and is removed on load. i.e: --> <div class="tab-container" tabindex="-1"> <!-- Tab nav --> </div> <!-- Templates for all parts of the application and widgets are stored as elements here. I plan on changing these to <script> elements during the restructure since <template>'s need valid HTML. --> <template id="template.toolbar"> <!-- Template content --> </template> <!-- Templates end --> <!-- Plugins --> <script type="text/javascript" src="js/plugins.js"></script> <!-- This contains the code for all widgets, I plan on moving this online and downloading as necessary soon. --> <script type="text/javascript" src="js/widgets.js"></script> <!-- This contains the main application JS. --> <script type="text/javascript" src="js/script.js"></script> </body> </html> widgets.js (initLog || (window.initLog = [])).push([new Date().getTime(), "A log is kept during page load so performance can be analyzed and errors pinpointed"]); // Widgets are stored in an object and extended (with jQuery, but I'll probably switch to underscore if using Backbone) as necessary var Widgets = { 1: { // Widget ID, this is set here so widgets can be retreived by ID id: 1, // Widget ID again, this is used after the widget object is duplicated and detached size: 3, // Default size, medium in this case order: 1, // Order shown in "store" name: "Weather", // Widget name interval: 300000, // Refresh interval nicename: "weather", // HTML and JS safe widget name sizes: ["tiny", "small", "medium"], // Available widget sizes desc: "Short widget description", settings: [ { // Widget setting specifications stored as an array of objects. These are used to dynamically generate widget setting popups. type: "list", nicename: "location", label: "Location(s)", placeholder: "Enter a location and press Enter" } ], config: { // Widget settings as stored in the tabs object (see script.js for storage information) size: "medium", location: ["San Francisco, CA"] }, data: {}, // Cached widget data stored locally, this lets it work offline customFunc: function(cb) {}, // Widgets can optionally define custom functions in any part of their object refresh: function() {}, // This fetches data from the web and caches it locally in data, then calls render. It gets called after the page is loaded for faster loads render: function() {} // This renders the widget only using information from data, it's called on page load. } }; script.js (initLog || (window.initLog = [])).push([new Date().getTime(), "These are also at the end of every file"]); // Plugins, extends and globals go here. i.e. Number.prototype.pad = .... var iChrome = function(refresh) { // The main iChrome init, called with refresh when refreshing to not re-run libs iChrome.Status.log("Starting page generation"); // From now on iChrome.Status.log is defined, it's used in place of the initLog iChrome.CSS(); // Dynamically generate CSS based on settings iChrome.Tabs(); // This takes the tabs stored in the storage (see fetching below) and renders all columns and widgets as necessary iChrome.Status.log("Tabs rendered"); // These will be omitted further along in this excerpt, but they're used everywhere // Checks for justInstalled => show getting started are run here /* The main init runs the bare minimum required to display the page, this sets all non-visible or instantly need things (such as widget dragging) on a timeout */ iChrome.deferredTimeout = setTimeout(function() { iChrome.deferred(refresh); // Pass refresh along, see above }, 200); }; iChrome.deferred = function(refresh) {}; // This calls modules one after the next in the appropriate order to finish rendering the page iChrome.Search = function() {}; // Modules have a base init function and are camel-cased and capitalized iChrome.Search.submit = function(val) {}; // Methods within modules are camel-cased and not capitalized /* Extension storage is async and fetched at the beginning of plugins.js, it's then stored in a variable that iChrome.Storage processes. The fetcher checks to see if processStorage is defined, if it is it gets called, otherwise settings are left in iChromeConfig */ var processStorage = function() { iChrome.Storage(function() { iChrome.Templates(); // Templates are read from their elements and held in a cache iChrome(); // Init is called }); }; if (typeof iChromeConfig == "object") { processStorage(); } Objectives of the restructure Memory usage: Chrome apparently has a memory leak in extensions, they're trying to fix it but memory still keeps on getting increased every time the page is loaded. The app also uses a lot on its own. Code readability: At this point I can't follow what's being called in the code. While rewriting the code I plan on properly commenting everything. Module interdependence: Right now modules call each other a lot, AFAIK that's not good at all since any change you make to one module could affect countless others. Fault tolerance: There's very little fault tolerance or error handling right now. If a widget is causing the rest of the page to stop rendering the user should at least be able to remove it. Speed is currently not an issue and I'd like to keep it that way. How I think I should do it The restructure should be done using Backbone.js and events that call modules (i.e. on storage.loaded = init). Modules should each go in their own file, I'm thinking there should be a set of core files that all modules can rely on and call directly and everything else should be event based. Widget structure should be kept largely the same, but maybe they should also be split into their own files. AFAIK you can't load all templates in a folder, therefore they need to stay inline. Grunt should be used to merge all modules, plugins and widgets into one file. Templates should also all be precompiled. Question: Should I follow my current restructure plan? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? Do applications written with Backbone tend to be more intensive (memory and speed) than ones written in Vanilla JS? Also, can I expect to improve this with a proper restructure or is my current code about as good as can be expected?

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  • A name was started with an invalid character. Error processing resource

    - by Gallen
    Here is the exact error I'm getting when I try to launch my default.aspx file from the published folder. Can anybody point me in the right direction? The XML page cannot be displayed Cannot view XML input using XSL style sheet. Please correct the error and then click the Refresh button, or try again later. -------------------------------------------------------------------------------- A name was started with an invalid character. Error processing resource 'file:///C:/inetpub/wwwroot/MHNProServices/Default.... <%@ Page Title="" Language="C#" MasterPageFile="~/ProServices.Master" AutoEventWireup="true" CodeBehind="Default.aspx.cs"... Here are the contents of default.aspx <%@ Page Title="" Language="C#" MasterPageFile="~/ProServices.Master" AutoEventWireup="False" CodeBehind="Default.aspx.cs" Inherits="MHNProServices.Default" %> <asp:Content ID="Content1" ContentPlaceHolderID="head" runat="server"> <link type="text/css" href="css/Default.css" rel="Stylesheet" /> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="ContentPlaceHolder1" runat="server"> <div id="contentHead"> <img src="css/img/heading_landing.jpg" /> </div> <div id="contentTop"></div> <div id="content"> <div id="contentLeft"> <asp:Image ID="displayPicture" runat="server" /> <img id="displayOverlay"src="css/img/profilepicture_overlay.gif" /> <a id="contentButton_makeAppointment" href="Appointments.aspx?step=start"></a> <a id="contentButton_cancelAppointment" href="Appointments.aspx?step=cancel"></a> </div> <div id="contentRight"> <h3><asp:Label ID="lbl_homepageHeader" runat="server" Text=""></asp:Label></h3> <hr /> <asp:Label ID="lbl_homepageContent" runat="server" Text=""></asp:Label> </div> </div> <div id="contentBottom"></div> </asp:Content>

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • Visual Studio 2010 Web Development Improvements

    - by Aamir Hasan
    VS2010 emulates what is available in previous framework versions through reference assemblies. These assemblies contain metadata that describes functionality available in previous versions. VS2010 itself uses the .NET 4 framework, so when adding multitargeting support the team decided against running a previous framework version inside the same process. When your application is compiled to 100 percent guarantee application compatibility, previous compiler versions are used.Web development in Visual Studio 2010 has been enhanced for greater CSS compatibility, increased productivity through HTML and ASP.NET markup snippets and new dynamic IntelliSense JavaScript.Improved CSS CompatibilityHTML and JavaScript SnippetsJavaScript IntelliSense Enhancements

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  • A Simple Collapsible Menu with jQuery

    - by Vincent Maverick Durano
    In this post I'll demonstrate how to make a simple collapsible menu using jQuery. To get started let's go ahead and fire up Visual Studio and create a new WebForm.  Now let's build our menu by adding some div, p and anchor tags. Since I'm using a masterpage then the ASPX mark-up should look something like this:   1: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> 2: <div id="Menu"> 3: <p>CARS</p> 4: <div class="section"> 5: <a href="#">Car 1</a> 6: <a href="#">Car 2</a> 7: <a href="#">Car 3</a> 8: <a href="#">Car 4</a> 9: </div> 10: <p>BIKES</p> 11: <div class="section"> 12: <a href="#">Bike 1</a> 13: <a href="#">Bike 2</a> 14: <a href="#">Bike 3</a> 15: <a href="#">Bike 4</a> 16: <a href="#">Bike 5</a> 17: <a href="#">Bike 6</a> 18: <a href="#">Bike 7</a> 19: <a href="#">Bike 8</a> 20: </div> 21: <p>COMPUTERS</p> 22: <div class="section"> 23: <a href="#">Computer 1</a> 24: <a href="#">Computer 2</a> 25: <a href="#">Computer 3</a> 26: <a href="#">Computer 4</a> 27: </div> 28: <p>OTHERS</p> 29: <div class="section"> 30: <a href="#">Other 1</a> 31: <a href="#">Other 2</a> 32: <a href="#">Other 3</a> 33: <a href="#">Other 4</a> 34: </div> 35: </div> 36: </asp:Content>   As you can see there's nothing fancy about the mark up above.. Now lets go ahead create a simple CSS to set the look and feel our our Menu. Just for for the simplicity of this demo, add the following CSS below under the <head> section of the page or if you are using master page then add it a the content head. Here's the CSS below:   1: <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> 2: <style type="text/css"> 3: #Menu{ 4: width:300px; 5: } 6: #Menu > p{ 7: background-color:#104D9E; 8: color:#F5F7FA; 9: margin:0; 10: padding:0; 11: border-bottom-style: solid; 12: border-bottom-width: medium; 13: border-bottom-color:#000000; 14: cursor:pointer; 15: } 16: #Menu .section{ 17: padding-left:5px; 18: background-color:#C0D9FA; 19: } 20: a{ 21: display:block; 22: color:#0A0A07; 23: } 24: </style> 25: </asp:Content>   Now let's add the collapsible effects on our menu using jQuery. To start using jQuery then register the following script at the very top of the <head> section of the page or if you are using master page then add it the very top of  the content head section.   <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js" ></script>   As you can see I'm using Google AJAX API CDN to host the jQuery file. You can also download the jQuery here and host it in your server if you'd like. Okay here's the the jQuery script below for adding the collapsible effects:   1: <script type="text/javascript"> 2: $(function () { 3: $("a").mouseover(function () { $(this).addClass("highlightRow"); }) 4: .mouseout(function () { $(this).removeClass("highlightRow"); }); 5:   6: $(".section").hide(); 7: $("#Menu > p").click(function () { 8: $(this).next().slideToggle("Slow"); 9: }); 10: }); 11: </script>   Okay to give you a little bit of explaination, at line 3.. what it does is it looks for all the "<a>" anchor elements on the page and attach the mouseover and mouseout event. On mouseover, the highlightRow css class is added to <a> element and on mouse out we remove the css class to revert the style to its default look. at line 6 we will hide all the elements that has a class name set as "section" and if you look at the mark up above it is refering to the <div> elements right after each <p> element. At line 7.. what it does is it looks for a <p> element that is a direct child of the element that has an ID of "Menu" and then attach the click event to toggle the visibilty of the section. Here's how it looks in the page: On Initial Load: After Clicking the Section Header:   That's it! I hope someone find this post usefu!   Technorati Tags: ASP.NET,JQuery,Master Page,JavaScript

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  • 16-bit PNGs in Slick2D

    - by Neglected
    I'm working on a project and I'm using some 3rd party sprites just to get it off the ground; recently I've come into a hitch. Slick2D doesn't seem to want to load my images. That is, it will warn me that images are the wrong bit-depth. All the images are in 16-bit PNG form (PNG is required for transparency). Is there any way I can disable the warning (being the bad guy programmer (the console print for each individual load REALLY SLOWS DOWN the image)) or is there another solution? I was thinking about converting all images (using imagemagick) to .gif (with an alpha channel). Would there be any loss in quality between formats? EDIT: I tried using imagemagick but some of the sprites use pure black so I can't do that without wrecking the image. EDIT2: using "identify" on any of the images show them as being 8-bit.. but Slick2D won't load them. What the hell? D: EDIT3: Issue solved (ish). If you are googling this then just disable the java png loader from slick by sticking this somewhere in your code (like the main method): System.setProperty("org.newdawn.slick.pngloader", "false");

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  • A name was started with an invalid character. Error processing resource

    - by Gallen
    Here is the exact error I'm getting when I try to launch my default.aspx file from the published folder. Can anybody point me in the right direction? The XML page cannot be displayed Cannot view XML input using XSL style sheet. Please correct the error and then click the Refresh button, or try again later. -------------------------------------------------------------------------------- A name was started with an invalid character. Error processing resource 'file:///C:/inetpub/wwwroot/MHNProServices/Default.... <%@ Page Title="" Language="C#" MasterPageFile="~/ProServices.Master" AutoEventWireup="true" CodeBehind="Default.aspx.cs"... Here are the contents of default.aspx <%@ Page Title="" Language="C#" MasterPageFile="~/ProServices.Master" AutoEventWireup="False" CodeBehind="Default.aspx.cs" Inherits="MHNProServices.Default" %> <asp:Content ID="Content1" ContentPlaceHolderID="head" runat="server"> <link type="text/css" href="css/Default.css" rel="Stylesheet" /> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="ContentPlaceHolder1" runat="server"> <div id="contentHead"> <img src="css/img/heading_landing.jpg" /> </div> <div id="contentTop"></div> <div id="content"> <div id="contentLeft"> <asp:Image ID="displayPicture" runat="server" /> <img id="displayOverlay"src="css/img/profilepicture_overlay.gif" /> <a id="contentButton_makeAppointment" href="Appointments.aspx?step=start"></a> <a id="contentButton_cancelAppointment" href="Appointments.aspx?step=cancel"></a> </div> <div id="contentRight"> <h3><asp:Label ID="lbl_homepageHeader" runat="server" Text=""></asp:Label></h3> <hr /> <asp:Label ID="lbl_homepageContent" runat="server" Text=""></asp:Label> </div> </div> <div id="contentBottom"></div> </asp:Content>

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  • Non-Standardized Style Sheet Languages

    CSS (Cascading Style Sheets) and XSL (Extensible Stylesheet Language) are considered as the standard style sheet languages used in web development. However, other than CSS and XSL, there has also bee... [Author: Margarette Mcbride - Web Design and Development - May 04, 2010]

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  • How to run WordPress and Java web app running on Tomcat on the same server?

    - by Chantz
    I have to run a WordPress site served via Apache2 & Java-based webapp using Tomcat on the same server. When users come to example.com or example.com/public-pages they need to served from WordPress but when they come to example.com/private-pages they need to be served from the Tomcat. I have asked this question on serverfault where they suggested using different port, different IP & sub-domain. I want to go for different port solution since it will mean I need to buy only one SSL certificate. I tried doing the reverse proxy method by having the following in my default-ssl.conf <VirtualHost _default_:443> ServerAdmin webmaster@localhost ServerName localhost:443 DocumentRoot /var/www <Directory /var/www> #For Wordpress Options FollowSymLinks AllowOverride All </Directory> <Proxy *> Order deny,allow Allow from all </Proxy> ProxyRequests Off ProxyPass /private-pages ajp://localhost:8009/ ProxyPassReverse /private-pages ajp://localhost:8009/ SSLEngine on SSLProxyEngine On SSLCertificateFile /etc/apache2/ssl/apache.crt SSLCertificateKeyFile /etc/apache2/ssl/apache.key </VirtualHost> As you have noticed I am using mod_proxy_ajp in Apache2 for this. And that my Tomcat is listening to port 8009 and then serving content. So now when I go to example.com/private-pages I am seeing the content from my Tomcat. But 2 issues are happening. All my static resources are getting 404-ed, so none of my images, CSS, js are getting loaded. I see that the browser is requesting for the resources using URL example.com/css/* This will clearly not work because it translates to example.com:80/css/* instead of example.com:8009/css/* & there are no such resources in the WordPress directory. If I go to example.com/private-pages/abcd I am somehow kicked to the WordPress site (which obviously displays a 404 page). I can understand why #1 is happening but have no clue why the #2 is happening. Regardless, if there is another clean solution for resolving this, I would appreciate y'alls help.

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  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

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  • Popular Style Sheet Languages Of The Past And Present

    In the art of web designing and development, style sheet languages such as CSS (Cascading Style Sheets) have become a popular for many professionals. However, other CSS, a number of style sheet langu... [Author: Margarette Mcbride - Web Design and Development - May 17, 2010]

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