Search Results

Search found 4617 results on 185 pages for 'html5 animation'.

Page 4/185 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • HTML5 Game (Canvas) - UI Techniques?

    - by Jason L.
    Hi! I'm in the process of building a JavaScript / HTML5 game (using Canvas) for mobile (Android / iPhone/ WebOS) with PhoneGap. I'm currently trying to design out how the UI and playing board should be built and how they should interact but I'm not sure what the best solution is. Here's what I can think of - Build the UI right into the canvas using things like drawImage and fillText Build parts of the UI outside of the canvas using regular DOM objects and then float a div over the canvas when UI elements need to overlap the playing board canvas. Are there any other possible techniques I can use for building the game UI that I haven't thought of? Also, which of these would be considered the "standard" way (I know HTML5 games are not very popular so there probably isn't a "standard" way yet)? And finally, which way would YOU recommend / use? Many thanks in advance!

    Read the article

  • Data for animation

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animatio? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

    Read the article

  • ubuntu 12.04 html5 video jumps out of fullscreen when I change volume [closed]

    - by user68477
    Often I can't play html5 videos at all until after a relogin. I have a lenovo t500 with an ati hd3650. My sense is that it's the pop up notice that kills fullscreen. The "popup" notice refers to the notice that always pops up in the upper right hand corner when ubuntu announces something. In this case it pops up when I change the volume and video immediately jumps out of fullscreen. The question is: can I do something about the lack of fullscreen in youtube html5 or is it something I just have to accept?

    Read the article

  • How do I get started with HTML5? [closed]

    - by daniel.sedlacek
    What is the recommended workflow to learn HTML5? What tools should I install? What SDK? Where to start? How to test? How to debug? What do I read? I understand that what is often labelled as "HTML5 development" is in fact a mixture of HTML, CSS, JS and more, however I don't believe that bigger projects are developed in Notepad. That is why I am asking you to reveal your tips and tricks about your workflow.

    Read the article

  • HTML5 <video> callbacks?

    - by Andrew
    I'm working on a site for a client and they're insistent on using HTML5's video tag as the delivery method for some of their video content. I currently have it up and running with a little help from http://videojs.com/ to handle the Internet Explorer Flash fallback. One thing they've asked me to do is, after the videos finish playing (they're all a different length), fade them out and then fade a picture in place of the video --- think of it like a poster frame after the video. Is this even possible? Can you get the timecode of a currently playing movie via Javascript or some other method? I know Flowplayer (http://flowplayer.org/demos/scripting/grow.html) has an onFinish function, is that the route I should take in lieu of the HTML5 video method? Does the fact that IE users will be getting a Flash player require two separate solutions? Any input would be greatly appreciated. I'm currently using jQuery on the site, so I'd like to keep the solution in that realm if at all possible. Thanks!

    Read the article

  • JavaScript: Achieving precise animation end values?

    - by bobthabuilda
    I'm currently trying to write my own JavaScript library. I'm in the middle of writing an animation callback, but I'm having trouble getting precise end values, especially when animation duration times are smaller. Right now, I'm only targeting positional animation (left, top, right, bottom). When my animations complete, they end up having an error margin of 5px~ on faster animations, and 0.5px~ on animations 1000+ ms or greater. Here's the bulk of the callback, with notes following. var current = parseFloat( this[0].style[prop] || 0 ) // If our target value is greater than the current , gt = !!( value > current ) , delta = ( Math.abs(current - value) / (duration / 13) ) * (gt ? 1 : -1) , elem = this[0] , anim = setInterval( function(){ elem.style[prop] = ( current + delta ) + 'px'; current = parseFloat( elem.style[prop] ); if ( gt && current >= value || !gt && current <= value ) clearInterval( anim ); }, 13 ); this[0] and elem both reference the target DOM element. prop references the property to animate, left, top, bottom, right, etc. current is the current value of the DOM element's property. value is the desired value to animate to. duration is the specified duration (in ms) that the animation should last. 13 is the setInterval delay (which should roughly be the absolute minimal for all browsers). gt is a var that is true if value exceeds the initial current, else it is false. How can I resolve the error margin?

    Read the article

  • HTML5 and Visual Studio 2010

    - by Harish Ranganathan
    All of us work with Visual Studio (or the free Visual Web Developer Express Edition) for developing web applications targeting ASP.NET / ASP.NET MVC or Silverlight etc.,  Over the years, Visual Studio has grown to a great extent.  From being a simple limited functionality tool in VS.NET 2002 to the multi-faceted, MEF driven Visual Studio 2010, it has come a long way.  And as much as Visual Studio supports rapid web development by generating HTML mark up, it also added intellisense for some of the HTML specifications that one has otherwise monotonously type every time.  Ex.- In Visual Studio 2010, one can just type the angular bracket “<” and then the first keyword “h” or “x” for html or xhtml respectively and then press tab twice and it would render the entire markup required for XHTML or HTML 1.0/1.1 strict/transitional and the fully qualified W3C URL. The same holds good for specifying HTML type declaration.  Now, the difference between HTML and XHTML has been discussed in detail already, though, if you are interested to know, you can read it from http://www.w3schools.com/xhtml/xhtml_html.asp But, the industry trend or the buzz around is HTML5.  With browsers like IE9 Beta, Google Chrome, Firefox 4 etc., supporting HTML5 standards big time, everyone wants to start developing HTML5 based websites. VS developers (like me) often get the question around when would VS start supporting HTML5.  VS 2010 was released last year and HTML5 is still specifications under development.  Clearly, with the timelines we started developing Visual Studio (way back in 2008), HTML5 specs were almost non-existent.  Even today, the HTML5 body recommends not to fully depend on the entire mark up set as they are still under development specs and might change in the future. However, with Visual Studio 2010 SP1 beta, there is quite a bit of support for HTML5 based web development.  In fact, one of my colleagues pointed out that SP1 beta’s major enhancement is its ability to support HTML5 tags and even add server mode to them. Lets look at the existing validation schema available in Visual Studio (Tools – Options – Validation) This is before installing Visual Studio 2010 SP1 Beta.  Clearly, the validation options are restricted to HTML 4.01 and XHTML 1.1 transitional and below. Also, lets consider using some of the new HTML5 input type elements.  (I found out this, just today from my friend, also an, ASP.NET team member) <input type=”email”> is one of the new input type elements according to the HTML5 specification.  Now, this works well if you type it as is  in Visual Studio and the page renders without any issue (since the default behaviour is, if there is an “undefined” type specified to input tag, it would fall back on the default mode, which is text. The moment you add <input type=”email” runat=”server” >, you get an error Naturally you don’t get intellisense support as well for these new tags.  Once you install Visual Studio 2010 Service Pack 1 Beta from here (it takes a while so you need to be patient for the installation to complete), you will start getting additional Validation templates for HTML5, as below:- Once you set this, you can start using HTML5 elements in your web page without getting errors/warnings.  Look at the screen shot below, for the new “video” tag which is showing up in intellisense (video is a part of the new HTML5 specifications)     note that, you still need to hook up the <!DOCTYPE html /> on the top manually as it doesn’t change automatically  (from the default XHTML 1.0 strict) when you create a new page. Also, the new input type tags in HTML5 are also supported One, can also use the <asp:TextBox type=”email” which would in turn generate the <input type=”email”> markup when the page is rendered.  In fact, as of SP1 beta, this is the only way to put the new input type tags with the runat=”server” attribute (otherwise you will get the parser error mentioned above.  This issue would be fixed by the final release of SP1 beta) Going further, there may be more support for having server tags for some of the common HTML5 elements, but this is work in progress currently. So, other than not having runat=”server” support for the new HTML5  input tags, you can pretty much build and target HTML5 websites with Visual Studio 2010 SP1 Beta, today.  For those who are running Visual Studio 2008, you also have the “HTML5 intellisense for Visual Studio 2010 and 2008” available for download, from http://visualstudiogallery.msdn.microsoft.com/d771cbc8-d60a-40b0-a1d8-f19fc393127d/ Note that, if you are running Visual Studio 2010, the recommended approach is to install the SP1 beta which would be the way forward for HTML5 support in Visual Studio. Of course, you need to test these on a browser supporting HTML5 such as IE9 Beta or Chrome or FireFox 4.  You can download IE9 Beta from here You can also follow the Visual Web Developer Team Blog for more updates on the stuff they are building. Cheers !!!

    Read the article

  • Make your CHM Help Files show HTML5 and CSS3 content

    - by Rick Strahl
    The HTML Help 1.0 specification aka CHM files, is pretty old. In fact, it's practically ancient as it was introduced in 1997 when Internet Explorer 4 was introduced. Html Help 1.0 is basically a completely HTML based Help system that uses a Help Viewer that internally uses Internet Explorer to render the HTML Help content. Because of its use of the Internet Explorer shell for rendering there were many security issues in the past, which resulted in locking down of the Web Browser control in Windows and also the Help Engine which caused some unfortunate side effects. Even so, CHM continues to be a popular help format because it is very easy to produce content for it, using plain HTML and because it works with many Windows application platforms out of the box. While there have been various attempts to replace CHM help files CHM files still seem to be a popular choice for many applications to display their help systems. The biggest alternative these days is no system based help at all, but links to online documentation. For Windows apps though it's still very common to see CHM help files and there are still a ton of CHM help out there and lots of tools (including our own West Wind Html Help Builder) that produce output for CHM files as well as Web output. Image is Everything and you ain't got it! One problem with the CHM engine is that it's stuck with an ancient Internet Explorer version for rendering. For example if you have help content that uses HTML5 or CSS3 content you might have an HTML Help topic like the following shown here in a full Web Browser instance of Internet Explorer: The page clearly uses some CSS3 features like rounded corners and box shadows that are rendered using plain CSS 3 features. Note that I used Internet Explorer on purpose here to demonstrate that IE9 on Windows 7 can properly render this content using some of the new features of CSS, but the same is true for all other recent versions of the major browsers (FireFox 3.1+, Safari 4.5+, WebKit 9+ etc.). Unfortunately if you take this nice and simple CSS3 content and run it through the HTML Help compiler to produce a CHM file the resulting output on the same machine looks a bit less flashy: All the CSS3 styling is gone and although the page display and functionality still works, but all the extra styling features are gone. This even though I am running this on a Windows 7 machine that has IE9 that should be able to render these CSS features. Bummer. Web Browser Control - perpetually stuck in IE 7 Mode The problem is the Web Browser/Shell Components in Windows. This component is and has been part of Windows for as long as Internet Explorer has been around, but the Web Browser control hasn't kept up with the latest versions of IE. In a nutshell the control is stuck in IE7 rendering mode for engine compatibility reasons by default. However, there is at least one way to fix this explicitly using Registry keys on a per application basis. The key point from that blog article is that you can override the IE rendering engine for a particular executable by setting one (or more) registry flags that tell the Windows Shell which version of the Internet Explorer rendering engine to load. An application that wishes to use a more recent version of Internet Explorer can then register itself during installation for the specific IE version desired and from then on the application will use that version of the Web Browser component. If the application is older than the specified version it falls back to the default version (IE 7 rendering). Forcing CHM files to display with IE9 (or later) Rendering Knowing that we can force the IE usage for a given process it's also possible to affect the CHM rendering by setting same keys on the executable that's hosting the CHM file. What that executable file is depends on the type of application as there are a number of ways that can launch the help engine. hh.exeThe standalone Windows CHM Help Viewer that launches when you launch a CHM from Windows Explorer. You can manually add hh.exe to the registry keys. YourApplication.exeIf you're using .NET or any tool that internally uses the hhControl ActiveX control to launch help content your application is your host. You should add your application's exe to the registry during application startup. foxhhelp9.exeIf you're building a FoxPro application that uses the built-in help features, foxhhelp9.exe is used to actually host the help controls. Make sure to add this executable to the registry. What to set You can configure the Internet Explorer version used for an application in the registry by specifying the executable file name and a value that specifies the IE version desired. There are two different sets of keys for 32 bit and 64 bit applications. 32 bit only or 64 bit: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Internet Explorer\MAIN\FeatureControl\FEATURE_BROWSER_EMULATION Value Key: hh.exe 32 bit on 64 bit machine: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Internet Explorer\MAIN\FeatureControl\FEATURE_BROWSER_EMULATION Value Key: hh.exe Note that it's best to always set both values ideally when you install your application so it works regardless of which platform you run on. The value specified is a DWORD value and the interesting values are decimal 9000 for IE9 rendering mode depending on !DOCTYPE settings or 9999 for IE 9 standards mode always. You can use the same logic for 8000 and 8888 for IE8 and the final value of 7000 for IE7 (one has to wonder what they're going todo for version 10 to perpetuate that pattern). I think 9000 is the value you'd most likely want to use. 9000 means that IE9 will be used for rendering but unless the right doctypes are used (XHTML and HTML5 specifically) IE will still fall back into quirks mode as needed. This should allow existing pages to continue to use the fallback engine while new pages that have the proper HTML doctype set can take advantage of the newest features. Here's an example of how I set the registry keys in my Tarma Installmate registry configuration: Note that I set all three values both under the Software and Wow6432Node keys so that this works regardless of where these EXEs are launched from. Even though all apps are 32 bit apps, the 64 bit (the default one shown selected) key is often used. So, now once I've set the registry key for hh.exe I can now launch my CHM help file from Explorer and see the following CSS3 IE9 rendered display: Summary It sucks that we have to go through all these hoops to get what should be natural behavior for an application to support the latest features available on a system. But it shouldn't be a surprise - the Windows Help team (if there even is such a thing) has not been known for forward looking technologies. It's a pretty big hassle that we have to resort to setting registry keys in order to get the Web Browser control and the internal CHM engine to render itself properly but at least it's possible to make it work after all. Using this technique it's possible to ship an application with a help file and allow your CHM help to display with richer CSS markup and correct rendering using the stricter and more consistent XHTML or HTML5 doctypes. If you provide both Web help and in-application help (and why not if you're building from a single source) you now can side step the issue of your customers asking: Why does my help file look so much shittier than the online help… No more!© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML5  Help  Html Help Builder  Internet Explorer  Windows   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

    Read the article

  • Dealing with multiple animation state in one sprite sheet image using html5 canvas

    - by Sora
    I am recently creating a Game using html5 canvas .The player have multiple state it can walk jump kick and push and multiple other states my question is simple but after some deep research i couldn't find the best way to deal with those multiple states this is my jsfiddle : http://jsfiddle.net/Z7a5h/5/ i managed to do one animation but i started my code in a messy way ,can anyone show me a way to deal with multiple state animation for one sprite image or just give a useful link to follow and understand the concept of it please .I appreciate your help if (!this.IsWaiting) { this.IsWaiting = true; this.lastRenderTime = now; this.Pos = 1 + (this.Pos + 1) % 3; } else { if (now - this.lastRenderTime >= this.RenderRate) this.IsWaiting = false; }

    Read the article

  • HTML5 Video Stop onClose

    - by Rob
    I'm using jQuery tools for an overlay. Inside the overlay I have an HTML5 video. However, when I close the overlay, the video keeps playing. Any idea how I might get the video to stop when I close the overlay? Here's the code I have: $("img[rel]").overlay({ onClose: function() { //stop the video somehow }, mask: { color: '#000', opacity: 0.7 }}); I tried using $('video').pause(); But this paused the overlay as well.

    Read the article

  • 2D Animation Smoothness - Delta time vs. Kinematics

    - by viperld002
    I'm animating a sprite in 2D with key frames of rotation and xy-positions. I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a performance bump due to whatever else the user may be doing, lag will arise and that the best way to fight it is to not use actual positions, but velocities, accelerations and torques with kinematics. His message is to evaluate the positions and rotations from these speeds at the current point in time. I've never experienced a situation where I've heard of using kinematics to stem lag in 2D animations and am not sure of how effective it could be. Also, it seems to be overkill. The application is not networked so it's all running on a local device. The desired effect is that the animation always plays as closely as it can to the target frame rate. Wouldn't the technique suffer the same problems as just using the time since the last frame or a fixed time step since the kinematics would also require some time value to perform the calculation? What techniques could you suggest to best achieve the desired effect? EDIT 1 Thank you for your responses, they are very illuminating. I want to clarify my question before choosing an answer however, to make sure that this post really serves it's purpose. I have a sprite of a ball, and a text file with 3 arrays worth of information (rotation,translations x, translations y) with each unit of information existing as a key frame to be stepped through (0 to 49 and back to 0 to replay it again). I have this playing by interpolating from the current key frame to the next, every n-units of time. The animation is visibly correct when compared to a video I was given of it, and it is smooth because of the interpolations between the key frames. This is the existing state of the project. There are no physics simulated, only a static animation of a ball moving in a way an artist specifically designed. Should I, instead of rotation in degrees and translations by positions in space, derive velocities, accelerations and torques to express this static animation as a function of time? As in, position now = foo(time now), where foo uses kinematics.

    Read the article

  • Sprite Animation in Android with OpenGL ES

    - by lijo john
    How to do a sprite animation in android using OpenGL ES? What i have done : Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know : Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All

    Read the article

  • 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. :)

    Read the article

  • Independent HTML5 Physics Game: Any Feedback? [closed]

    - by mndoftea
    I've been independently developing a physics-based HTML5 game. I haven't used any libraries or engines; all the code, including the physics, is my own. It is free for a while on the Chrome Web Store and I was hoping that I could get some feedback on it. You can get it for Chrome here: https://chrome.google.com/webstore/detail/dbnmkpcomailjochphnmfklofkmgenci. I know this is not a normal question, but I'm happy for answers to be abstracted/generalized for broader use. Im asking here because I don't know anyone else personally who does this stuff. Any thoughts, comments or ideas you might have would be greatly appreciated! The physics system is written in JavaScript and works by setting up the differential equations of motion (plus a few conditions) and evaluating them numerically using the Euler method. The graphics are done through the HTML5 canvas and the music is done through the audio element. (Said music is in the public domain by the way). You can see the code by going to VIewView Source in Chrome.

    Read the article

  • Making HTML5 videos stored on AWS S3 **difficult** to download (because I cant make it impossible)

    - by Jimmery
    I am building a website that hosts video's stored on AWS's S3 service. The videos are played thru a HTML5 player we have built. Ive just been asked to make sure "nobody can steal our video's". Now I know that if you really don't want something stolen, don't put it up on the internet. However I just need to secure these videos as good as possible, the videos need to at the very least resist someone going thru the source code and trying to download them manually. One option available to me is to completely rebuild the video player in flash. This is not ideal, for several reasons, notably because I would also then have to build an App for mobile devices to be able to view this site. So I am looking for other options. I have heard about using a token to make the file available only during certain times. I have heard of using a separate file to serve the videos that sits between the HTML5 page and the video file. I am also having a look at IAM, the Secure AWS Access Control, in the hopes AWS can solve this problem for me. Can anyone here recommend any of these options? Or perhaps suggest other options available to me? Any help would be greatly appreciated.

    Read the article

  • Fluid iPhone Animation ala Plants vs Zombies

    - by RyJ
    If you've played Plants vs Zombies, you've seen how fluid and remarkable the character animation is. Can anyone assume how they are doing this? They don't seem to simply be animating bitmaps; the animation is too crisp, even as characters rotate and scale. The artwork looks vector, but I can't imagine that everything is drawn out using Core Graphics. Any ideas?

    Read the article

  • Drawing on a webpage – HTML5 - IE9

    - by nmarun
    So I upgraded to IE9 and continued exploring HTML5. Now there’s this ‘thing’ called Canvas in HTML5 with which you can do some cool stuff. Alright what IS this Canvas thing anyways? The Web Hypertext Application Technology Working Group says this: “The canvas element provides scripts with a resolution-dependent bitmap canvas, which can be used for rendering graphs, game graphics, or other visual images on the fly.” The Canvas element has two only attributes – width and height and when not specified they take up the default values of 300 and 150 respectively. Below is what my HTML file looks like: 1: <!DOCTYPE html> 2: <html lang="en-US"> 3: <head> 4: <script type="text/javascript" src="CustomScript.js"></script> 5: <script src="jquery-1.4.4.js" type="text/javascript"></script 6:  7: <title>Draw on a webpage</title> 8: </head> 9: <body> 10: <canvas id="canvas" width="500" height="500"></canvas> 11: <br /> 12: <input type="submit" id="submit" value="Clear" /> 13: <h4 id="currentPosition"> 14: 0, 0 15: </h4> 16: <div id="mousedownCoords"></div> 17: </body> 18: </html> In case you’re wondering, this is not a MVC or any kind of web application. This is plain ol’ HTML even though I’m writing all this in VS 2010. You see this is a very simple, ‘gimmicks-free’ html page. I have declared a Canvas element on line 10 and a button on line 11 to clear the drawing board. I’m using jQuery / JavaScript show the current position of the mouse on the screen. This will get updated in the ‘currentPosition’ <h4> tag and I’m using the ‘mousedownCoords’ to write all the places where the mouse was clicked. This is what my page renders as: The rectangle with a background is our canvas. The coloring is due to some javascript (which we’ll see in a moment). Now let’s get to our CustomScript.js file. 1: jQuery(document).ready(function () { 2: var isFirstClick = true; 3: var canvas = document.getElementById("canvas"); 4: // getContext: Returns an object that exposes an API for drawing on the canvas 5: var canvasContext = canvas.getContext("2d"); 6: fillBackground(); 7:  8: $("#submit").click(function () { 9: clearCanvas(); 10: fillBackground(); 11: }); 12:  13: $(document).mousemove(function (e) { 14: $('#currentPosition').html(e.pageX + ', ' + e.pageY); 15: }); 16: $(document).mouseup(function (e) { 17: // on the first click 18: // set the moveTo 19: if (isFirstClick == true) { 20: canvasContext.beginPath(); 21: canvasContext.moveTo(e.pageX - 7, e.pageY - 7); 22: isFirstClick = false; 23: } 24: else { 25: // on subsequent clicks, draw a line 26: canvasContext.lineTo(e.pageX - 7, e.pageY - 7); 27: canvasContext.stroke(); 28: } 29:  30: $('#mousedownCoords').text($('#mousedownCoords').text() + '(' + e.pageX + ',' + e.pageY + ')'); 31: }); 32:  33: function fillBackground() { 34: canvasContext.fillStyle = '#a1b1c3'; 35: canvasContext.fillRect(0, 0, 500, 500); 36: canvasContext.fill(); 37: } 38:  39: function clearCanvas() { 40: // wipe-out the canvas 41: canvas.width = canvas.width; 42: // set the isFirstClick to true 43: // so the next shape can begin 44: isFirstClick = true; 45: // clear the text 46: $('#mousedownCoords').text(''); 47: } 48: })   The script only looks long and complicated, but is not. I’ll go over the main steps. Get a ‘hold’ of your canvas object and retrieve the ‘2d’ context out of it. On mousemove event, write the current x and y coordinates to the ‘currentPosition’ element. On mouseup event, check if this is the first time the user has clicked on the canvas. The coloring of the canvas is done in the fillBackground() function. We first need to start a new path. This is done by calling the beginPath() function on our context. The moveTo() function sets the starting point of our path. The lineTo() function sets the end point of the line to be drawn. The stroke() function is the one that actually draws the line on our canvas. So if you want to play with the demo, here’s how you do it. First click on the canvas (nothing visible happens on the canvas). The second click draws a line from the first click to the current coordinates and so on and so forth. Click on the ‘Clear’ button, to reset the canvas and to give your creativity a clean slate. Here’s a sample output: Happy drawing! Verdict: HTML5 and IE9 – I think we’re on to something big and great here!

    Read the article

  • SimpleModal bug when positioning HTML5 video

    - by digm
    I am trying to use simple modal to display a modal window containing a video. I'm using the HTML5 "video" tag to do this. Using JQuery and SimpleModal, I can get it working in Chrome and Firefox, but for some reason Safari fails to maintain the centered positioning of the modal dialog for the video. In other words, when you scroll up and down in the windows, the modal window stays in its place, but the video scrolls up and down with the rest of the content outside the window. I've put together a 29 line piece of HTML code that you can cut and paste to test. https://pastee.org/z5sw Anyone know what I can do to fix this? I've been trying for a few hours now and no combination of JQuery, SimpleModal, or CSS changes can seem to fix this. I'd appreciate any suggestions. Thanks in advance!

    Read the article

  • HTML5 video element non-seekable when using Django development server

    - by Ory Band
    Hey everyone. I've got a Django app serving a webpage with an HTML5 element. There's a wierd "feature", turning the video element to be non-seekable: video.seekable returns a timeRanges object with length=0, whereas it should be length=1. This means I can't edit the video. JavaScript can't do anything either. The thing is, when I upload the problematic webpage, statically - no Django, just plain HTML/JS/CSS - to my website for testing, it works fine - length=1. However, if I try to serve the same static page on my Django dev server still gives the same problem. I am using Django's static serving for dev/debug purposes - Do you have any idea what is causing this, or how can I fix it? Thanks.

    Read the article

  • HTML5 video on Chrome

    - by Rob
    I'm using the following HTML5 to display video, but only the controls show up in Chrome. Works fine in Safari and Firefox: <video width="720" height="480" controls="controls" preload="preload"> <source src="<?php bloginfo('url'); ?>/wp-content/uploads/Reel.ogv" type="video/ogg; codecs=theora,vorbis" > <source src="<?php bloginfo('url'); ?>/wp-content/uploads/Reel.mp4" type="video/mp4"> Your browser doesn't support video. </video> Any ideas?

    Read the article

  • UIView animation VS core animation

    - by Tom Irving
    I'm trying to animate a view sliding into view and bouncing once it hits the side of the screen. A basic example of the slide I'm doing is as follows: // The view is added with a rect making it off screen. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:0.07]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; [theView setFrame:CGRectMake(-5, 0, theView.frame.size.width, theView.frame.size.height)]; [UIView commitAnimations]; More animations are then called in the didStopSelector to make the bounce effect. The problem is when more than one view is being animated, the bounce becomes jerky and, well, doesn't bounce anymore. Before I start reading up on how to do this in Core Animation, (I understand it's a little more difficult) I'd like to know if there is actually an advantage using Core Animation rather than UIView animations. If not, is there something I can do to improve performance?

    Read the article

  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

    Read the article

  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >