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  • HLSL/XNA Ambient light texture mixed up with multi pass lighting

    - by Manu-EPITA
    I've been having some troubles lately with lighting. I have found a source on google which is working pretty good on the example. However, when I try to implement it to my current project, I am getting some very weird bugs. The main one is that my textures are "mixed up" when I only activate the ambient light, which means that a model gets the texture of another one . I am using the same effect for every meshes of my models. I guess this could be the problem, but I don't really know how to "reset" an effect for a new model. Is it possible? Here is my shader: float4x4 WVP; float4x4 WVP; float3x3 World; float3 Ke; float3 Ka; float3 Kd; float3 Ks; float specularPower; float3 globalAmbient; float3 lightColor; float3 eyePosition; float3 lightDirection; float3 lightPosition; float spotPower; texture2D Texture; sampler2D texSampler = sampler_state { Texture = <Texture>; MinFilter = anisotropic; MagFilter = anisotropic; MipFilter = linear; MaxAnisotropy = 16; }; struct VertexShaderInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 PositionO: TEXCOORD1; float3 Normal : NORMAL0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WVP); output.Normal = input.Normal; output.PositionO = input.Position.xyz; output.Texture = input.Texture; return output; } float4 PSAmbient(VertexShaderOutput input) : COLOR0 { return float4(Ka*globalAmbient + Ke,1) * tex2D(texSampler,input.Texture); } float4 PSDirectionalLight(VertexShaderOutput input) : COLOR0 { //Difuze float3 L = normalize(-lightDirection); float diffuseLight = max(dot(input.Normal,L), 0); float3 diffuse = Kd*lightColor*diffuseLight; //Specular float3 V = normalize(eyePosition - input.PositionO); float3 H = normalize(L + V); float specularLight = pow(max(dot(input.Normal,H),0),specularPower); if(diffuseLight<=0) specularLight=0; float3 specular = Ks * lightColor * specularLight; //sum all light components float3 light = diffuse + specular; return float4(light,1) * tex2D(texSampler,input.Texture); } technique MultiPassLight { pass Ambient { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PSAmbient(); } pass Directional { PixelShader = compile ps_3_0 PSDirectionalLight(); } } And here is how I actually apply my effects: public void ApplyLights(ModelMesh mesh, Matrix world, Texture2D modelTexture, Camera camera, Effect effect, GraphicsDevice graphicsDevice) { graphicsDevice.BlendState = BlendState.Opaque; effect.CurrentTechnique.Passes["Ambient"].Apply(); foreach (ModelMeshPart part in mesh.MeshParts) { graphicsDevice.SetVertexBuffer(part.VertexBuffer); graphicsDevice.Indices = part.IndexBuffer; // Texturing graphicsDevice.BlendState = BlendState.AlphaBlend; if (modelTexture != null) { effect.Parameters["Texture"].SetValue( modelTexture ); } graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); // Applying our shader to all the mesh parts effect.Parameters["WVP"].SetValue( world * camera.View * camera.Projection ); effect.Parameters["World"].SetValue(world); effect.Parameters["eyePosition"].SetValue( camera.Position ); graphicsDevice.BlendState = BlendState.Additive; // Drawing lights foreach (DirectionalLight light in DirectionalLights) { effect.Parameters["lightColor"].SetValue(light.Color.ToVector3()); effect.Parameters["lightDirection"].SetValue(light.Direction); // Applying changes and drawing them effect.CurrentTechnique.Passes["Directional"].Apply(); graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); } } I am also applying this when loading the effect: effect.Parameters["lightColor"].SetValue(Color.White.ToVector3()); effect.Parameters["globalAmbient"].SetValue(Color.White.ToVector3()); effect.Parameters["Ke"].SetValue(0.0f); effect.Parameters["Ka"].SetValue(0.01f); effect.Parameters["Kd"].SetValue(1.0f); effect.Parameters["Ks"].SetValue(0.3f); effect.Parameters["specularPower"].SetValue(100); Thank you very much UPDATE: I tried to load an effect for each model when drawing, but it doesn't seem to have changed anything. I suppose it is because XNA detects that the effect has already been loaded before and doesn't want to load a new one. Any idea why?

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  • PHP: How can I eliminate quotes around output from CSV file?

    - by brian johnson
    This code: <?php $curl=curl_init(); curl_setopt ($curl,CURLOPT_URL,"http://download.finance.yahoo.com/d/quotes.csv?s=XIN&f=l1c1p2rj1y&e=.csv"); curl_setopt ($curl,CURLOPT_HEADER,0); ob_start(); curl_exec ($curl); curl_close ($curl); $data=ob_get_clean(); $data = explode(",",$data); foreach ($data as $results) echo "<td>$results</td>"; ?> yields these results in my browser: 2.80 +0.02 "+0.72%" 1.85 204.2M 1.44 How can I have this PHP code above eliminate the quotations around the "+0.72%" so the end result is just: 0.72% ?

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  • How to install Multiple ActiveX Controls per one step?

    - by Eugene
    My .ocx contains two ActiveX controls and I use both of them on one page. When user comes to page he gets two install confirmations for the same binary. After the first installation and page reload he gets one control displayed and “the website wants to run the following add-on...” yellow bar with control’s run confirmation for the other. I have only two possible solutions: Adding my CLSID’s to IE’s pre-approved control list, but I guess I cannot do it in the case of Non-Admin installation. Besides I consider this way as unreliable. Use the third control-container for hosting all other controls. It seems to my too complicated. Actually I’m not sure it can be done. Controls are used from the WEB, so I cannot use any administrative tools for installation. Is it possible to do all installation actions with one step without twice installation or run confirmation? Are there any “Best practices” for my case?

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  • In WPF using a ListView is there an elegant way to auto resize items?

    - by Justin
    I recently wrote, my first, WPF application that has a list of items that are polled from a web-serivce. The items are displayed/data-bound in a ListView via a GridView. A background thread periodically polls the web-serivce and updates the list. If, say, I had three items initially bound to the ListView that simply display a description and the three descriptions where something like: - ProjectA - ProjectB - ProjectC Later a new item is added with a description of 'AReallyReallyLongProjectName', I would end up with a list like: - ProjectA - ProjectB - ProjectC - AReallyR The GridViewColumn would not update it's width and would subsequently cut off any new items that extended the original width. I added this bit of code which forces the column to resize, but it just seems a little hacky. (Just seems weird to set a width just to set it back to nothing to force the resize) if(gridView != null) { foreach(var column in gridView.Columns) { if (double.IsNaN(column.Width) column.Width = column.ActualWidth; column.Width = double.NaN; } } Is there a better, more elegant solution, to accomplish this same thing?

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  • Linq with a long where clause

    - by Jeremy Roberts
    Is there a better way to do this? I tried to loop over the partsToChange collection and build up the where clause, but it ANDs them together instead of ORing them. I also don't really want to explicitly do the equality on each item in the partsToChange list. var partsToChange = new Dictionary<string, string> { {"0039", "Vendor A"}, {"0051", "Vendor B"}, {"0061", "Vendor C"}, {"0080", "Vendor D"}, {"0081", "Vendor D"}, {"0086", "Vendor D"}, {"0089", "Vendor E"}, {"0091", "Vendor F"}, {"0163", "Vendor E"}, {"0426", "Vendor B"}, {"1197", "Vendor B"} }; var items = new List<MaterialVendor>(); foreach (var x in partsToChange) { var newItems = ( from m in MaterialVendor where m.Material.PartNumber == x.Key && m.Manufacturer.Name.Contains(x.Value) select m ).ToList(); items.AddRange(newItems); } Additional info: I am working in LINQPad.

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  • Why am I getting "Collection was modified; enumeration operation may not execute" when not modifying

    - by ccornet
    I have two collections of strings: CollectionA is a StringCollection property of an object stored in the system, while CollectionB is a List generated at runtime. CollectionA needs to be updated to match CollectionB if there are any differences. So I devised what I expected to be a simple LINQ method to perform the removal. var strDifferences = CollectionA.Where(foo => !CollectionB.Contains(foo)); foreach (var strVar in strDifferences) { CollectionA.Remove(strVar); } But I am getting a "Collection was modified; enumeration operation may not execute" error on strDifferences... even though it is a separate enumerable from the collection being modified! I originally devised this explicitly to evade this error, as my first implementation would produce it (as I was enumerating across CollectionA and just removing when !CollectionB.Contains(str)). Can anyone shed some insight into why this enumeration is failing?

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  • Styling 15 mintues slots in RedSchedular

    - by user296386
    Is there any way to change the colour of 15 mintues slot's . I found the article in which it's showed how the change the colour for an hour slot. below is my code. please can help me how to change the colour of 15 minutes slots. thanks protected void RadScheduler1_TimeSlotCreated(object sender, Telerik.Web.UI.TimeSlotCreatedEventArgs e) { if (dsAppointments == null) { dsAppointments = GetAppointments( this.RadScheduler1.SelectedDate); } foreach (DataRow row in dsAppointments.Tables[0].Rows) { DateTime start = Convert.ToDateTime(row["start"]); DateTime end = Convert.ToDateTime(row["end"]); if (e.TimeSlot.Resource.Text == Convert.ToString(row["StaffName"])) { if ((e.TimeSlot.Start.Date.ToShortDateString() == start.ToShortDateString()) && ((e.TimeSlot.Start.Hour = start.Hour && e.TimeSlot.End.Hour <= end.Hour ))) { e.TimeSlot.CssClass = "Disabled"; } } } }

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  • IE7 ignoring margin in a div following an absolute positioned div

    - by 0al0
    I have two divs inside a container, the first one has absolute positioning. In ie7, the second div apparently ignores the top margin. Padding seems to work fine, but for visual reasons I have to use margin. I know the culprit is the absolute positioned div because if i remove it the following div works fine. This is only happening in ie7 (not even in ie6). Help! Edit: I just found a solution which consists of giving the parent div padding-top just for ie7. So I would just like to know why does this happen, and if there is one, a cleaner solution, but I dont need more dirty hacks..

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  • symfony 2 verify type of data stored in a single column

    - by GRafoKI
    In my DB I have a column 'own_product' that contains 2 values ( quantity and name) In my Edit form I want to check if the first field (quantity) is string and positive or not. I added a new column 'type-prod' (int , string) this is my controller : $request = $this->container->get('request'); if ($request->getMethod() == 'POST') { $formel = $request->query->get('edit_formal'); $type_value = $formel['own_product']; //case int $type_int= $this ->getDoctrine() ->getEntityManager() ->getRepository('DHG\WelcomeBundle\Entity\type-prod') ->findOneBy(array('type' => 'int')); //case string $type_string = $this ->getDoctrine() ->getEntityManager() ->getRepository('DHG\WelcomeBundle\Entity\type-prod') ->findOneBy(array('type' => 'string')); if (isset($type_value) && $type_int && $type_value > 0 && is_int($type_value)) { echo 'Success'; } else echo 'error' ; } Thank you !

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  • Mixture of php shorttags

    - by drpcken
    I'm taking over a codeigniter project and notice the original dev uses a mixture of short tag and php tags in the views. For example: <div id="content"> <?=show_header()?> <ul id="products"> <?php if (count($products) > 0) : ?> <?php foreach($products as $product) : ?> ... </div> Is this bad practice to inherit? I think it is already causing me problems in my dev environment.

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  • Remove empty subfolders with PHP

    - by Dmitry Letano
    I am working on a PHP function that will recursively remove all sub-folders that contain no files starting from a given absolute path. Here is the code developed so far: function RemoveEmptySubFolders($starting_from_path) { // Returns true if the folder contains no files function IsEmptyFolder($folder) { return (count(array_diff(glob($folder.DIRECTORY_SEPARATOR."*"), Array(".", ".."))) == 0); } // Cycles thorugh the subfolders of $from_path and // returns true if at least one empty folder has been removed function DoRemoveEmptyFolders($from_path) { if(IsEmptyFolder($from_path)) { rmdir($from_path); return true; } else { $Dirs = glob($from_path.DIRECTORY_SEPARATOR."*", GLOB_ONLYDIR); $ret = false; foreach($Dirs as $path) { $res = DoRemoveEmptyFolders($path); $ret = $ret ? $ret : $res; } return $ret; } } while (DoRemoveEmptyFolders($starting_from_path)) {} } As per my tests this function works, though I would be very delighted to see any ideas for better performing code.

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  • dynamic silverlight content

    - by Jeremy
    I am starting a silverlight project where I have tests for students to complete. I want to have some sort of framework so I can build the tests and store them in a database, delivering the content dynamically so I can continually develop new types of tests without having to re-deply the application. The content will have to be more than just xaml, as there may need to be some logic to determine if answers are correct, or to do some random generation of questions. I'm looking for suggestions on how to go about building a framework that supports this. Are there some best practices, or examples? Should each test type just be a seperate silverlight control, or should I use 1 silverlight "container" application that can display dynamic content?

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  • MySql - Select from - Don't Show Duplicate Words - maybe "on duplicate key"?

    - by ali
    hi, how can I insert "on duplicate key" in this Code to remove duplicate words? or is there a better method that you know? thank you!! this is my code: function sm_list_recent_searches($before = '', $after = '', $count = 20) { // List the most recent successful searches. global $wpdb, $table_prefix; $count = intval($count); $results = $wpdb->get_results( "SELECT `terms`, `datetime` FROM `{$table_prefix}searchmeter_recent` WHERE 3 < `hits` AND CHAR_LENGTH(`terms`) > 4 ORDER BY `datetime` DESC LIMIT $count"); if (count($results)) { foreach ($results as $result) { echo '<a href="'. get_settings('home') . '/search/' . urlencode($result->terms) . '">'. htmlspecialchars($result->terms) .'</a>'.", "; } } }

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  • Regex for Searching for Text Not Preceeded By a Specific String

    - by James
    Hi, I am working on a web site with several other developers and we have had problems where people commit JavaScript code with AJAX calls that use URL's relative to the site root. An example would be /Home/Index which will not work if the site is hosted in a virtual directory. To get round the problem we use a $.url() method to convert it to a full path, e.g. $("#container").load($.url("/Home/Index")) I am trying to write a unit test that will search each JavaScript file and find places where the $.url method is not being used. The only problem is that I cannot seem to write a regex expression to do this. I have tried the following: (?!\$\.url\()"(/\w*)+" But this does not work. I cannot find a way to say that I don't want the $.url in front. Does anyone know if this is possible? Note that I need regular expressions that are compatible with .NET Thanks.

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  • ASP.Net MVC null reference exception with TextArea name

    - by kingrichard2005
    Hello, I have a TextArea html helper method I'm calling in a foreach loop. Basically, when I initially load the View it works fine, but when i reload the View and load postback data, the same TextArea throws a NullReferencException and yet the variable I'm using in the TextArea as the name of the TextArea is not null. I've attached a picture below for demonstration: Sorry if it's difficult to see, the blue arrow below is pointing to the variable used to name the TextArea. Again, it works on initial load, but it errors out on postback when the page is reloaded. I'm not sure what's going on.

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  • CSS: How to affect OTHER elements when a div is hovered

    - by Trufa
    I think this is a very basic question but I not sure how/if it can be done. What I want to do is to is a certain div is hovered, affect the properties of another div. For example, in this simple example when you hover over #cube it changes the background-color but what I that when I hover over #container, #cubeis affected. I don't want to explain further cause I think it might be confusing, but please ask the the question is no clear enough!! Thanks in advance!! jQueriers: abstain yourselves!! only CSS answers :)

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  • How do I remove a validate class using jquery?

    - by InnateDev
    I have some options for pricing using radio buttons. When a user selects the radio button with no value my checkbox form must not be validated. here is my code: Options: <input type="radio" name="pricing_option_rect" id="pricing_imp_rect1" checked="checked" value="100">100 <input type="radio" name="pricing_option_rect" id="pricing_imp_rect2" value="200">200 <input type="radio" name="pricing_option_rect" id="pricing_imp_rect3" value="300">300 <input type="radio" name="pricing_option_rect" id="pricing_imp_rect4" value="0" />0 Checkboxes: <input type="checkbox" value="check1" name="rectcat[]" class="{validate:{required:true, minlength:1, maxlength:5}}" />One <input type="checkbox" value="check2" name="rectcat[]" />Two <input type="checkbox" value="check3" name="rectcat[]" />Three <input type="checkbox" value="check4" name="rectcat[]" />Four <input type="checkbox" value="check5" name="rectcat[]" />Five <input type="checkbox" value="check6" name="rectcat[]" />Six <input type="checkbox" value="check7" name="rectcat[]" />Seven <input type="checkbox" value="check8" name="rectcat[]" />Eight <div class="container"><label for="rectcat[]" class="error">Please Select a Minimum of ONE and a Maximum of FIVE categories!</label></div>

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  • php domDocument variables

    - by geoffs3310
    Hi, I have the following code at the moment: $ip = '195.72.186.157'; $xmlDoc = new DOMDocument(); $xmlDoc->loadXML(file_get_contents('http://www.geoffmeierhans.com/services/geo-locator/locate/?ip='.$ip.'&output=xml')); foreach($xmlDoc->getElementsByTagName('city') as $link) { $links = array('text' => $link->nodeValue); } $city = $links['text']; echo $city; Is there a better way to get the city variable? Since there is only one tag called city a loop isn't really needed but I can't get it to work any other way

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  • Reading records from Excel PivotCache

    - by hcpremium
    I have an Excel workbook which contains a PivotCache I would like to use as a data source. var file = @"Foo.xls"; var excel = new Excel.Application(); var workbook = excel.Workbooks.Open(file); Excel.PivotCache cache = null; foreach (Excel.PivotCache pivotCache in workbook.PivotCaches()) { if (...) { cache = pivotCache; } } var records = cache.Recordset; The last command throws an exception (Exception from HRESULT: 0x800A03EC). How can I access the PivotCache? I tried it thru Ole DB first, but no success...

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • [jQuey] How select an element by class name, previously loaded in DOM

    - by Mattia
    I write a simple piece of code that creates a div and assign it a class name: $('#create_div').click( function() { div = $("<div>").addClass("myClass"); $("body").append(div); } ); Ok: after "create_div" button is fired the function appends the new div to body container. Now... : How to select the new element created ? How do I reach it? I have tried: $('.myClass').click( function() { // do something } ); but it doesn't works. Thanks for the help!

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  • Jquery Delay Function Calls

    - by fizgig07
    I'm trying to find a way to delay all code that takes place after I make a service call. The reason for this delay is that my service returns code necesarry for the following functions and the result I pass is to these following functions is undefined. I have tried attaching the setTimeout() to the function that is called directly after the service call, but then it just skips the function I set the timeout on and jumps to the next function...My web method that I am calling is not that big and is not doing anything that is too intensive public bool GetSpreadsheetStatusForAdmin(string cacId) { SpreadSheetStatus result = new SpreadSheetStatus(); List<Data.Spreadsheet> spreadsheets = SpreadsheetManager.GetUserSpreadsheets(GetCurrent.Identity); if (spreadsheets.Count != 0) { foreach (Data.Spreadsheet spreadsheet in spreadsheets) { if (spreadsheet.Status == SpreadsheetStatus.Pending) { return true; } } } return false; } I had found the delay() and thought that might work, but I don't have jquery 1.4 and can't use it as of yet. is there anything that can help..?

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  • Convert inline image tags like [image:123:title:size] into HTML img tags

    - by Jacques Joubert
    I am looking for help with regular expression $pattern to convert inline image tags like [image:123:title:size] into HTML img tags. here is the code: //[image:ID:caption:size] $content = '[image:38:title:800x900]'; preg_match_all( '/\[image:(\d+)(:?)([^\]]*)\]/i', $content, $images ); if( !empty( $images[0] ) ) { // There are image inline tags in the content foreach( $images[0] as $i => $tag ) { $link_ID = (int)$images[1][$i]; $caption = empty( $images[2][$i] ) ? '#' : $images[3][$i]; $size = empty( $images[4][$i] ) ? '#' : $images[4][$i]; } echo '<br />'; echo 'ID: '.$link_ID.'<br />'; echo 'Tag: '.$caption.'<br />'; echo 'size: '.$size.'<br />'; } which outputs: ID: 12 Tag: caption:size size: # Any help would be great!

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  • How can I read messages in a Gmail account from Perl?

    - by kiruthika
    I have used the module Mail::Webmail::Gmail to read the new messages in my Gmail account. I have written the following code for this purpose: use strict; use warnings; use Data::Dumper; use Mail::Webmail::Gmail; my $gmail = Mail::Webmail::Gmail->new( username => 'username', password => 'password', ); my $messages = $gmail->get_messages( label => $Mail::Webmail::Gmail::FOLDERS{ 'INBOX' } ); foreach ( @{ $messages } ) { if ( $_->{ 'new' } ) { print "Subject: " . $_->{ 'subject' } . " / Blurb: " . $_->{ 'blurb' } . "\n"; } } But it didn't print anything. Can anyone help me in this or suggest any other module for this? Thanks in advance.

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  • Programming issue while applying text to the third party control.

    - by srivatsa
    Hello I have used some third party controls in my windows application. There is a snippet which is being used in our code which re-initializes all the .text property of all the controls on the form. Everything works fine except for a control. This control is similar to the Windows Panel except for it has a dropdown appearance. This control has .Caption property instead of .Text property associated to it. This causes the problem whenever i use such codes foreach (Control oControl in this.Controls) { if (oControl is DropDownPanel) { { oControl.Text = rm_ResourceManager.GetString(oControl.Name + ".Text"); } } } The text is not set here for the DropDownPanel control in the above method. Since .Text is not available for DropDownPanel control. I cannot do the following either .. ((DropDownPanel)oControl).Caption = rm_ResourceManager.GetString(oControl.Name + ".Text"); Cos it shall throw exception if i try to cast oControl with that of DropDownPanel Any ideas how can i overcome such a condition. Regards

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