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  • Horizontal sliding doors (improve).

    - by Kalinin
    I have script: http://jsfiddle.net/NV2uV/ It works, but I do not like. Cons: Wrench (edge blocks). In the transition from one unit to another - animation is performed in two steps (I want a continuous animation). Script code is not beautiful, very much repetition. In short - it looks not nice. How to improve the script to look at the animation and it was good fo eyes (if you have ready-made solutions - please note me). Update: If you set the animation smaller - that animation looks quite nice.

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  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

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  • jQuery style Constructors in PHP

    - by McB
    Is there a way to instantiate a new PHP object in a similar manner to those in jQuery? I'm talking about assigning a variable number of arguments when creating the object. For example, I know I could do something like: ... //in my Class __contruct($name, $height, $eye_colour, $car, $password) { ... } $p1 = new person("bob", "5'9", "Blue", "toyota", "password"); But I'd like to set only some of them maybe. So something like: $p1 = new person({ name: "bob", eyes: "blue"}); Which is more along the lines of how it is done in jQuery and other frameworks. Is this built in to PHP? Is there a way to do it? Or a reason I should avoid it?

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  • Idiomatic usage of filter, map, build-list and local functions in Racket/Scheme?

    - by Greenhorn
    I'm working through Exercise 21.2.3 of HtDP on my own and was wondering if this is idiomatic usage of the various functions. This is what I have so far: (define-struct ir (name price)) (define list-of-toys (list (make-ir 'doll 10) (make-ir 'robot 15) (make-ir 'ty 21) (make-ir 'cube 9))) ;; helper function (define (price< p toy) (cond [(< (ir-price toy) p) toy] [else empty])) (define (eliminate-exp ua lot) (cond [(empty? lot) empty] [else (filter ir? (map price< (build-list (length lot) (local ((define (f x) ua)) f)) lot))])) To my novice eyes, that seems pretty ugly because I have to define a local function to get build-list to work, since map requires two lists of equal length. Can this be improved for readability? Thank you.

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  • NHibernate with or without Repository

    - by Groo
    There are several similar questions on this matter, by I still haven't found enough reasons to decide which way to go. The real question is, is it reasonable to abstract the NHibernate using a Repository pattern, or not? It seems that the only reason behind abstracting it is to leave yourself an option to replace NHibernate with a different ORM if needed. But creating repositories and abstracting queries seems like adding yet another layer, and doing much of the plumbing by hand. One option is to use expose IQueryable<T> to the business layer and use LINQ, but from my experience LINQ support is still not fully implemented in NHibernate (queries simply don't always work as expected, and I hate spending time on debugging a framework). Although referencing NHibernate in my business layer hurts my eyes, it is supposed to be an abstraction of data access by itself, right? What are you opinions on this?

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  • How to view Mercurial changeset changes using a GUI diff tool

    - by Marcus
    We use both Examdiff and Kdiff3 to view Mercurial changes. Just add this to .hgrc: [extdiff] cmd.kdiff3 = cmd.examdiff = C:\Program Files\ExamDiff Pro\ExamDiff.exe And then you can type hg examdiff or hg diff3 to see a complete diff of all your changes. What I would like is to do the same to see a "before and after" of files for a given changeset that was checked in by someone else. I know you can type hg log to see all changesets and then hg log -vprXX to see a text diff, but that's too hard for my GUI preferring eyes. Anyone know how to the equivalent with the GUI tools?

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  • How to find good looking font color if background color is known?

    - by Mecki
    There seem to be so many color wheel, color picker, and color matcher web apps out there, where you give one color and the they'll find a couple of other colors that will create a harmonic layout when being used in combination. However most of them focus on background colors only and any text printed on each background color (if text is printed at all in the preview) is either black or white. My problem is different. I know the background color I want to use for a text area. What I need help with is choosing a couple of colors (the more, the merrier) I can use as font colors on this background. Most important is that the color will make sure the font is readable (contrast not being too low, also maybe not being too high to avoid that eyes are stressed) and of course that the combination of foreground and background just looks good. Anyone being aware of such an application? I'd prefer a web application to anything I have to download. Thanks.

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  • Preferred Font for Reading Documentation?

    - by Vaibhav Bajpai
    I have been spending quite some time lately reading Java6 Documentation; although I use Monaco as my monospaced font of choice, I am still searching for the best font which will please my eyes while reading the documentation text. I use both Windows7 at work and Mac OS X at home for the aforementioned and currently using (Monaco+Andalus) on Windows and (Monaco+Geneva) on Mac OS X, but would love to try out better looking fonts (specifically for documentation text, since I am sold on Monaco already). I have included a screenshot of how the text looks on Windows.

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  • Starting an HTML canvas game with no graphics skills

    - by Jacob
    I want to do some hobby game development, but I have some unfortunate handicaps that have me stuck in indecision; I have no artistic talent, and I also have no experience with 3D graphics. But this is just a hobby project that might not go anywhere, so I want to develop the stuff I care about; if the game shows good potential, my graphic "stubs" can be replaced with something more sophisticated. I do, however, want my graphics engine to render something approximate to the end goal. The game is tile-based, with each tile being a square. Each tile also has an elevation. My target platform (subject to modification) is JavaScript rendering to the HTML 5 canvas, either with a 2D or WebGL context. My question to those of you with game development experience is whether it's easier to develop an isometric game using a 2D graphics engine and sprites or a 3D game using rudimentary 3D primitives and basic textures? I realize that there are limitations to isometric projection, but if it makes developing my throwaway graphics engine easier, I'm OK with the visual warts that would be introduced. Or is representing a 3D world with an actual 3D engine easier?

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  • Avoiding cookies while requesting static content

    - by Abdel Olakara
    I just did an audit of one of my web application page (built using ASP.Net and running on development server) using Google chrome's developer tool. One particular warning caught my eyes: Serve static content from a cookieless domain (5)! Here is my screen shot (http://yfrog.com/7eauditresultp) as well. I would like to know is it possible to avoid cookies for these kind of requests. I see that there is no cookie requests for javascript files as well. I it possible to avoid cookies in the header for these files as well? and why didn't the browser attach cookies for javascript files and attach for CSS and image? Any thoughts and suggestions are welcome

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • Employing elegance in order to evade importing elephants: a case of excessive dll Imports

    - by user994179
    I am writing C# code that interfaces to a legacy (Feb 2012) C program, using DllImport. It works fine, but I need to call more than 30 different functions, turning my normally impeccable, exquisite code into something of near-elephantine proportions. Surely there must be a way around this? [Warning: those with weak stomachs may want to avert their eyes from what follows]: [DllImport("C:\\Users\\mitt\\Documents\\Visual Studio 2010\\Projects\\mrSolution\\mr\\x64\\Debug\\mrDll.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)] public static extern bool mrEngine_initialize( [In, Out, MarshalAs(UnmanagedType.LPStruct)] PLOT_SPEC PlotSpec); [DllImport("C:\\Users\\mitt\\Documents\\Visual Studio 2010\\Projects\\mrSolution\\mr\\x64\\Debug\\mrDll.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)] public static extern bool mrEngine_getDataPoint( [In, Out, MarshalAs(UnmanagedType.LPStruct)] PLOT_SPEC PlotSpec);

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  • Changing the background colour of lines in the stack

    - by Mongus Pong
    I have just changed the colour scheme of my Visual Studio 2008 environment to have a dark backround with light text. This is so much easier on the eyes. The only problem is lines that are on the call stack... Those lines that are referred to in this thread here in visual studio some lines of code have light grey background while debugging These lines have a bright grey background, which against my light text means I cannot read the text at all. I have been through every single colour in Tools - Options - Fonts and Colours and cannot find one that matches. How can I change the background for lines on the current call stack?

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  • Displaying possible movement tiles

    - by Ash Blue
    What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are available to move, and players can be larger than one tile. Think of games like Fire Emblem, Front Mission, and XCOM. My first thought was to recursively search for connecting tiles. This quickly demonstrated many shortcomings when blockers, movement costs, and other features were added into the mix. My second thought was to use an A* pathfinding algorithm to check all tiles presumed valid. Presumed valid tiles would come from an algorithm that generates a diamond of tiles from the player's speed (see example here http://jsfiddle.net/truefreestyle/Suww8/9/). Problem is this seems a little slow and expensive. Is there a faster way? Edit: In Lua for Corona SDK, I integrated the following movement generation controller. I've linked to a Gist here because the solution is around 90 lines of code. https://gist.github.com/ashblue/5546009

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  • Making a game with responsive resolution

    - by alexandervrs
    I am making a game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD sprites/backgrounds which are a power of 2, so they scale nicely. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • MonoGame not all letters being drawn with DrawString

    - by Lex Webb
    I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text position, it will not render all of the text passed to DrawString. Even weirder, is if i insert another DrawString after this, drawing more text at a different place, different parts of the text will be drawn. The code for drawing my button with the text attached is: public override void Draw(SpriteBatch sb, GameTime gt) { sb.Draw(currentImage, GetRelativeRectangle(), Color.White); sb.DrawString(font, text, new Vector2(this.GetRelativeDrawOffset().X + this.Width / 2 - font.MeasureString(text).X / 2, this.GetRelativeDrawOffset().Y + this.Height / 2 - font.MeasureString(text).Y / 2), textColor); } The methods in the creation of the Vector2 simply get the draw position of the button. I'm then doing some calculation to center the text. This produces this when the text is set to 'Test': And when i enter this piece of code below the first DrawString: sb.DrawString(font, "test", new Vector2(500, 50), Color.Pink); I should mention that that grey square is being drawn in the same spritebatch, before the button and the text. Any ideas as to what could be causing this? I have a feeling it may be due to draw order, but i have no idea how to control that.

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  • Microsoft Tag Tagged Me

    - by Brian Schroer
    I got EXTREMELY lucky last week and won an HP Mini 311 notebook from a Microsoft Tag Twitter contest. I did my required tweet to enter last Tuesday, and one hour later received notification that I had won the weekly drawing. Apparently you can tweet up to 500 times (I pity the followers of those who do that), so it was really lucky that I won, and I sympathize with those who had been really trying. If you would like to try your luck, there are seven weekly prizes left, and you can find out about the contest here: http://tag.microsoft.com/ttcontest.aspx For a free PC, I thought it was the least I could do to find out what Microsoft Tag is. I was vaguely aware of those pastel-y triangle-y square things that look like someone put one of Don Johnson’s Miami Vice outfits through a shredder, and knew that the company I work for (one of the world’s largest consumer products companies) was looking into putting them on our products, packaging and advertising, but didn’t know much more about the technology. I thought they were just an improvement over bar codes, and would be used in retail store scanners, but I was mistaken. These tags are meant to be scanned by consumers using their mobile phones, to get instant access to information, websites, reviews, etc. Scanning a tag can open a web page, import a contact card, or dial a phone number, play a video… Tag reader software can be installed on Windows Mobile, iPhone, Symbian, Blackberry, Android, J2ME, and other phones (and I suspect that it will be available for Windows Phone 7 also :). There are built-in tracking, metrics and analysis tools, to help companies using Tag make decisions about their marketing expenditures. (And they don’t have to look Miami Vice-y – They can be customized to reflect the personality of the person or a brand.) Looks like interesting stuff. You can find out more at http://tag.microsoft.com.

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  • Regulating how much to draw based on how much was drawn last frame.

    - by Mike Howard
    I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance from the camera. Something like... if (how_big_it_looks_from_the_camera > constant) then draw What I want to do now is also take into account how many shapes are being drawn, so that in busier areas of the game world I can draw less than I otherwise would. I tried to do this by dividing how_big_it_looks by the number of shapes that were drawn last frame (well, the square root of this but I'm simplifying - the problem is the same). if (how_big_it_looks / shapes_drawn > constant2) then draw But the check happens at the level of objects which represent many drawn shapes, and if an object containing many shapes is switched on, it increases shapes_drawn lots and switches itself back off the next frame. It flickers on and off. I tried keeping a kind of weighted average of previous values, by each frame doing something like shapes_drawn_recently = 0.9 * shapes_drawn_recently + 0.1 * shapes_just_drawn, but of course it only slows the flickering down because of the nature of the feedback loop. Is there a good way of solving this? My project is in Objective-C, but a general algorithm or pseudo-code is good too. Thanks.

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  • Javascript : assign variable in if condition statement, good practice or not?

    - by Michael Mao
    Hi all: I moved one years ago from classic OO languages such like Java to Javascript. The following code is definitely not recommended (or even not correct) in Java: if(dayNumber = getClickedDayNumber(dayInfo)) { alert("day number found"); } function getClickedDayNumber(dayInfo) { dayNumber = dayInfo.indexOf("fc-day"); if(dayNumber != -1) //substring found { //normally any calendar month consists of "40" days, so this will definitely pick up its day number. return parseInt(dayInfo.substring(dayNumber+6, dayNumber+8)); } else return false; } Basically I just found out that I can assign a variable to a value in an if condition statement, and immediately check the assigned value as if it is boolean. For a safer bet, I usually separate that into two lines of code, assign first then check the variable, but now that I found this, I am just wondering whether is it good practice or not in the eyes of experienced javascript developers? Many thanks in advance.

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  • What is wrong with my game loop/mechanic?

    - by elias94xx
    I'm currently working on a 2d sidescrolling game prototype in HTML5 canvas. My implementations so far include a sprite, vector, loop and ticker class/object. Which can be viewed here: http://elias-schuett.de/apps/_experiments/2d_ssg/js/ So my game essentially works well on todays lowspec PC's and laptops. But it does not on an older win xp machine I own and on my Android 2.3 device. I tend to get ~10 FPS with these devices which results in a too high delta value, which than automaticly gets fixed to 1.0 which results in a slow loop. Now I know for a fact that there is a way to implement a super smooth 60 or 30 FPS loop on both devices. Best example would be: http://playbiolab.com/ I don't need all the chunk and debugging technology impact.js offers. I could even write a super simple game where you just control a damn square and it still wouldn't run on a equally fast 30 or 60 fps. Here is the Loop class/object I'm using. It requires a requestAnimationFrame unify function. Both devices I've tested my game on support requestAnimationFrame, so there is no interval fallback. var Loop = function(callback) { this.fps = null; this.delta = 1; this.lastTime = +new Date; this.callback = callback; this.request = null; }; Loop.prototype.start = function() { var _this = this; this.request = requestAnimationFrame(function(now) { _this.start(); _this.delta = (now - _this.lastTime); _this.fps = 1000/_this.delta; _this.delta = _this.delta / (1000/60) > 2 ? 1 : _this.delta / (1000/60); _this.lastTime = now; _this.callback(); }); }; Loop.prototype.stop = function() { cancelAnimationFrame(this.request); };

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  • A* Start path finding in HTML5 Canvas

    - by gyhgowvi
    I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot - http://oi46.tinypic.com/14qxrl.jpg (Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is: 'http://pastebin.com/bfq74ybc (Sorry I do not understand how upload code in my post) My problem is I do not understand how to move my player until path goal. I've tried: 'http://pastebin.com/nVW3mhUM But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear) Maybe anyone know how to solve this problem? And I'm very very very sorry for my bad English language. :)

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  • C# Cursor stuck on busy state

    - by Ben
    So I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, the window doesn't allow me to close the program and the cursor is stuck on the busy icon. I have to go into visual studio and stop the program manually. Here's the loop at the moment public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } }

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  • Internet Explorer changes brightness

    - by Sale
    I have a very annoying problem with IE8 on Vista: My screen brightness changes when I view a page with IE. It slowly dimms brightness some 20% - enough to be noticeable. This seems to be dependent on the OVERALL brightness of the page viewed or of the amount of bright space on the page... sometimes it dimms down if the page is bright, sometimes the complete different, it dimms when lot of dark space is on the page. I know this sounds weird, I cannot describe it better. It takes about one,two seconds from on brightness level to the other. This ONLY occurs in IE - not in Word or any other application. Please help! This dimming is very stressfull for my eyes.

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Proper updating of GeoClipMaps

    - by thr
    I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that i just can't seem to understand, specifically this paragraph and more precisely the bolded part: The choice of grid size n = 2k-1 has the further advantage that the finer level is never exactly centered with respect to its parent next-coarser level. In other words, it is always offset by 1 grid unit either left or right, as well as either top or bottom (see Figure 2-4), depending on the position of the viewpoint. In fact, it is necessary to allow a finer level to shift while its next-coarser level stays fixed, and therefore the finer level must sometimes be off-center with respect to the next-coarser level. An alternative choice of grid size, such as n = 2k-3, would provide the possibility for exact centering Let's take an example image from the article: My "understanding" of the way the clip maps were update was that you floor the position of the viewpoint to an int, and such get the center vertex point if this is not the same as the previous center point, you update the entire map. Now, this obviously is not the case - but what I am failing to understand is this: If you look at the image above, if the viewpoint was to move one unit to the right, then the inner ring (the one just around the view point + white center square) would end up getting a 1 unit space on both the left and right side of itself. But there is nothing in the paper that deals with this, what i mean is that it would end up looking like this (excuse my crummy cut-and-paste editing of the above image): This is obviously not a valid state of the. So, would the solution be that a clip ring (layer) can only move in increments of the ring/layer it's contained within? Wouldn't this end up being very restrictive? I feel like I am missing some crucial understanding of parts of the algorithm, but I have been over both this paper and the original paper from 2004 and I just can't see what I am not getting.

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