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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • What's the best way to use requestAnimationFrame and fixed frame rates

    - by m90
    I recently got into using the HTML5-requestAnimationFrame-API a lot on animation-heavy websites, especially after seeing the Jank Busters talk. This seems to work pretty well and really improve performance in many cases. Yet one question still persists for me: When wanting to use an animation that is NOT entirely calculated (think spritesheets for example) you will have to aim for a fixed frame rate. Of course one could go back to use setInterval again, but maybe there are other ways to tackle this. The two ways I could think of using requestAnimationFrame with a fixed frame rate are: var fps = 25; //frames per second function animate(){ //actual drawing goes here setTimeout(function(){ requestAnimationFrame(animate); }, 1000 / fps) } animate(); or var fps = 25; //frames per second var lastExecution = new Date().getTime(); function animate(){ var now = new Date().getTime(); if ((now - lastExecution) > (1000 / fps)){ //do actual drawing lastExecution = new Date().getTime(); } requestAnimationFrame(animate); } animate(); Personally, I'd opt for the second option (the first one feels like cheating), yet it seems to be more buggy in certain situations. Is this approach really worth it (especially at low frame rates like 12.5)? Are there things to be improved? Is there another way to tackle this?

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  • Scripts Casing Flash Intro Animation To Stop [migrated]

    - by ubique
    When my Flash website loads, it freezes halfway through the initial animation for 2-3 seconds and then continues. This obviously doesn't look great and I can't figure out what is causing it. Am thinking it is one of the scripts in index.html causing the issue and have tried all sorts of ways to correct it - what have I done wrong? <!DOCTYPE html> <html lang="en"> <head> <title>company name</title> . . . <link href="style.css" rel="stylesheet" type="text/css" /> <script type="text/javascript" src="js/flashobject.js"></script> <!--[if lt IE 7]> <link href="ie6.css" rel="stylesheet" type="text/css" /> <![endif]--> </head> <body> <header> <hgroup> <h1>company</h1> <h2>company</h2> </hgroup> </header> <div id="container"> <div id="head"> <div class="aligncenter"><a href="http://www.adobe.com/go/EN_US-H-GET-FLASH"> <img src="http://www.adobe.com/images/shared/download_buttons/get_adobe_flash_player.png" alt="" /></a> </div> </div> </div> <div class="g-plus" data-href="https://plus.google.com/100925740920754223119?rel=publisher" data-width="170" data-height="69" data-theme="light"> </body> <!-- Flash --> <script type="text/javascript"> var fo = new FlashObject("main_v10.swf", "head", "100%", "100%", "8", ""); fo.addParam("quality", "high"); fo.addParam("allowFullScreen", "true"); fo.write("head"); </script> <!-- Hello Bar --> <script type="text/javascript" src="//www.hellobar.com/hellobar.js"></script> <script type="text/javascript"> new HelloBar(39040,52484); </script> <!-- GPlus --> <script type="text/javascript"> window.___gcfg = {lang: 'en'}; (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); })();</script> <!-- Google --> <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-xxxxxxxx-1']); _gaq.push(['_setSiteSpeedSampleRate', 10]); _gaq.push(['_trackPageview']); (function init() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga,s); })(); window.onload = init; </script> </html>

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  • SmartGWT with Rest Data Source Error

    - by Holograham
    I am getting the following error when retrieving data from a rest data source 00:00:52.439 [ERROR] 01:46:57.001:RDQ1:WARN:ResultSet:isc_ResultSet_1 (created by: isc_CustomerDocGrid_0):get: invalid index -1 com.smartgwt.client.core.JsObject$SGWT_WARN: 01:46:57.001:RDQ1:WARN:ResultSet:isc_ResultSet_1 (created by: isc_CustomerDocGrid_0):get: invalid index -1 at sun.reflect.NativeConstructorAccessorImpl.newInsta nce0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInsta nce(NativeConstructorAccessorImpl.java:39) at sun.reflect.DelegatingConstructorAccessorImpl.newI nstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Construc tor.java:513) at com.google.gwt.dev.shell.MethodAdaptor.invoke(Meth odAdaptor.java:105) at com.google.gwt.dev.shell.MethodDispatch.invoke(Met hodDispatch.java:71) at com.google.gwt.dev.shell.OophmSessionHandler.invok e(OophmSessionHandler.java:157) at com.google.gwt.dev.shell.BrowserChannel.reactToMes sages(BrowserChannel.java:1668) at com.google.gwt.dev.shell.BrowserChannelServer.proc essConnection(BrowserChannelServer.java:401) at com.google.gwt.dev.shell.BrowserChannelServer.run( BrowserChannelServer.java:222) at java.lang.Thread.run(Thread.java:619) Here is my data source (it extends RestDataSource) Code: public CustomerDataSource(String id) { setID(id); setDataFormat(DSDataFormat.XML); setRecordXPath("customerdoc"); setOperationBindings(); OperationBinding fetch = new OperationBinding(); fetch.setOperationType(DSOperationType.FETCH); fetch.setDataProtocol(DSProtocol.GETPARAMS); setOperationBindings(fetch); setDataURL("/customer"); I know my web service is returning data as I can display the XML file in my browser. This doesnt appear to be a parse error (i have seen those before). Not sure what the error means. Any help is appreciated.

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  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

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  • Eclipse Error: java.net.SocketException: Broken pipe How to Solve ?

    - by Vaibhav Bhalke
    Hello Everybody I am using GWT2.0.1,when I am running web application then I get following error message on Console. after removing error from error log still same message occur as well as restarting eclipse_galileo.To solve this problem i want to restart machine. Each time this message comes on console,then i need to restart m/c I there any way to solve this problem ? please provide best solution? ASAP. Exception in thread "Code server for Dealelephant from Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.0.17) Gecko/2010010604 Ubuntu/9.04 (jaunty) Firefox/3.0.17 on http://127.0.0.1:8888/Dealelephant.html?gwt.codesvr=127.0.0.1:9997 @ Ci%#*k,XE'=JH,|~" com.google.gwt.dev.shell.BrowserChannel$RemoteDeathError: Remote connection lost at com.google.gwt.dev.shell.BrowserChannelServer.processConnection(BrowserChannelServer.java:391) at com.google.gwt.dev.shell.BrowserChannelServer.run(BrowserChannelServer.java:222) at java.lang.Thread.run(Thread.java:619) Caused by: java.net.SocketException: Broken pipe at java.net.SocketOutputStream.socketWrite0(Native Method) at java.net.SocketOutputStream.socketWrite(SocketOutputStream.java:92) at java.net.SocketOutputStream.write(SocketOutputStream.java:136) at java.io.BufferedOutputStream.flushBuffer(BufferedOutputStream.java:65) at java.io.BufferedOutputStream.flush(BufferedOutputStream.java:123) at java.io.DataOutputStream.flush(DataOutputStream.java:106) at com.google.gwt.dev.shell.BrowserChannel$ReturnMessage.send(BrowserChannel.java:1341) at com.google.gwt.dev.shell.BrowserChannelServer.processConnection(BrowserChannelServer.java:388) ... 2 more Hope for Best co-operation Thank you in advance

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  • Hierarchical animations in DirectX and handling seperate animations on the same mesh?

    - by meds
    I have a hierarchical animated model in DirectX which loads and animates based on the following DirectX sample: http://msdn.microsoft.com/en-us/library/ee418677%28VS.85%29.aspx As good as the sample is it does not really go into some of the details of animation that I'd like. For example, if I have a mesh which has a running animation and a throwing animation as seperate animation sets how can I get the throwing animation to occur for bones above the hip and the walking animation to occur for bones underneath the hip? Also if I wanted to for example have the person lean left or right would I simply have to find the bone for the hip and multiplay a rotation matrix by its matrix? In this case I think the matrix is m_amxBoneOffsets?

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • I need help in animation of realistic page movement of pdf. just like code-flakes.com

    - by srnm12
    hi guys, i have to move the page of pdf in realistic way as you can see in code-flakes.com code-flakes have commercial api's but i want to write my own one. I got something that we can achieve this by using flash. flash will provide animation of realistic page movement. i don't know anymore guys.. Let me know how to this can be done? if you source send me on my id mohit.movil at gmail dot com any help will be great appreciate for me.. thnks

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  • iPhone: Waiting until selectrow animation finishes before pushing viewcontroller?

    - by Mike
    My code looks like this: NSIndexPath *ip = [NSIndexPath indexPathForRow:15 inSection:0]; [[self tableView] selectRowAtIndexPath:ip animated:YES scrollPosition:UITableViewScrollPositionMiddle]; // Pause needed here until animation finishes [[self navigationController] pushViewController:secondView animated:YES]; Right now it animates the scroll/selection of the row and pushes the view controller at the same time. What I would like it to do is wait until it finishes the scroll/selection and then push the view controller. Is there any possible way of doing this? Thanks

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  • How to use GWT when downloading Files with a Servlet?

    - by molleman
    Hello Guys I am creating a simple project that will allow me to upload and download files using gwt. i am having trouble with the downloading of files that are on my server. For the file upload i used http://code.google.com/p/gwtupload/ and followed the instructions there. My file is stored on the server outside of the website container(on the hard drive), Now when it comes to the downloading of a file, i want a user to press a download button and whatever item is currently selected will download. i dont really know how this will be done i know i need a download servlet public class DownloadAttachmentServlet extends HttpServlet { @Override protected void doPost(HttpServletRequest req, HttpServletResponse resp) throws ServletException, IOException { // TODO Auto-generated method stub super.doGet(req, resp); } @Override protected void doGet(HttpServletRequest req, HttpServletResponse resp) throws ServletException, IOException { String fileName = (String) req.getSession().getAttribute("fileName"); YFUser user = (YFUser) req.getSession().getAttribute(TestServiceImpl.SESSION_USER); if (user == null) throw new ServletException("Invalid Session"); InputStream in = null; OutputStream out = resp.getOutputStream(); FileInputStream fIn = new FileInputStream(fileName); byte[] buffer = new byte[4096]; int length; while ((length = in.read(buffer)) > 0){ out.write(buffer, 0, length); } in.close(); out.flush(); } } for the moment i will just pass a fileName string to retrieve the file for testing now i am lost at what to do on the client side, i have a simple public class DownloadFilePanel extends Composite { public DownloadFilePanel(final YFUser user , final String fileName){ final Element downloadIframe = RootPanel.get("__download").getElement(); VerticalPanel content = new VerticalPanel(); content.add(new Label("Download For this File : " + fileName)); Button button = new Button("Download"); button.addClickHandler(new ClickHandler(){ @Override public void onClick(ClickEvent event) { // i do not know what to do here }); content.add(button); initWidget(content); } } above is a simple widget that will supply a panel that will allow for the download of a file based on a fileName as you can see above, i do not know what to do to be able to download the file is there any one that can point me in the right direction?

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  • SVG animation along path with Raphael

    - by Toby Hede
    I have a rather interesting issue with SVG animation. I am animating along a circular path using Raphael obj = canvas.circle(x, y, size); path = canvas.circlePath(x, y, radius); path = canvas.path(path); //generate path from path value string obj.animateAlong(path, rate, false); The circlePath method is one I have created myself to generate the circle path in SVG path notation: Raphael.fn.circlePath = function(x , y, r) { var s = "M" + x + "," + (y-r) + "A"+r+","+r+",0,1,1,"+(x-0.1)+","+(y-r)+" z"; return s; } So far, so good. This all works. I have my object (obj) animating along the circular path. BUT: The animation only works if I create the object at the same X, Y coords as the path itself. If I start the animation from any other coordinates (say, half-way along the path) the object animates in a circle of the correct radius, however it starts the animation from the object X,Y coordinates, rather than along the path as it is displayed visually. Ideally I would like to be able to stop/start the animation - the same problem occurs on restart. When I stop then restart the animation, it animates in a circle starting from the stopped X,Y.

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  • How to do a Translate Animation for both axis(X, Y) at the same time?

    - by user1235555
    I am doing something like this in my Storyboard method but not able to achieve the desired result. This animation I want to be played after the page is loaded. private void PhoneApplicationPage_Loaded(object sender, RoutedEventArgs e) { CreateTranslateAnimation(image1); } private void CreateTranslateAnimation(UIElement source) { Storyboard sb = new Storyboard(); DoubleAnimationUsingKeyFrames animationFirstX = new DoubleAnimationUsingKeyFrames(); source.RenderTransform = new CompositeTransform(); Storyboard.SetTargetProperty(animationFirstX, new PropertyPath(CompositeTransform.TranslateXProperty)); Storyboard.SetTarget(animationFirstX, source.RenderTransform); animationFirstX.KeyFrames.Add(new EasingDoubleKeyFrame() { KeyTime = kt1, Value = 20 }); DoubleAnimationUsingKeyFrames animationFirstY = new DoubleAnimationUsingKeyFrames(); source.RenderTransform = new CompositeTransform(); Storyboard.SetTargetProperty(animationFirstY, new PropertyPath(CompositeTransform.TranslateYProperty)); Storyboard.SetTarget(animationFirstY, source.RenderTransform); animationFirstY.KeyFrames.Add(new EasingDoubleKeyFrame() { KeyTime = kt1, Value = 30 }); sb.Children.Add(animationFirstX); sb.Children.Add(animationFirstY); sb.Begin(); } Too cut it short... I want to write .cs code equivalent to this code <Storyboard x:Name="Storyboard1"> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.RenderTransform).(CompositeTransform.TranslateX)" Storyboard.TargetName="image1"> <EasingDoubleKeyFrame KeyTime="0:0:0.5" Value="20"/> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.RenderTransform).(CompositeTransform.TranslateY)" Storyboard.TargetName="image1"> <EasingDoubleKeyFrame KeyTime="0:0:0.5" Value="30"/> </DoubleAnimationUsingKeyFrames> </Storyboard>

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  • Ledge grab and climb in Unity3D

    - by BallzOfSteel
    I just started on a new project. In this project one of the main gameplay mechanics is that you can grab a ledge on certain points in a level and hang on to it. Now my question, since I've been wrestling with this for quite a while now. How could I actually implement this? I have tried it with animations, but it's just really ugly since the player will snap to a certain point where the animation starts.

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • Animate multiple entities

    - by Robert
    I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think problem is there). What's the best way to animate multiple entities (with different animation ofc) in OpenGL? I think I can try build one VBO / entity for better performances but I don't think it's the best way to do it.

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • Portal 2 in LEGO Stop Motion [Video]

    - by Jason Fitzpatrick
    If you’re a fan of the Portal video game series, this well-executed LEGO stop-motion film combines Portal characters, clever animation, jokes, and even a Black Mesa reference or two. LEGO Portal 2 [via Wired] How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Blending effect on textures

    - by joecks
    Hi i am trying to build screen animation like flickering, interlace, color separation similar to old style malfunctioning Amiga screens. The intended effects are shown in this video. I am using libgdx and I already discovered the universal tween engine, which helps a lot to build transitional animations, but how should I approach those blending effects, any suggestions? I will specify my question once I learned more about libgdx, but maybe you could give me some hints already. Thanks!

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  • What are the downsides of leaving automation tags in production code?

    - by joshin4colours
    I've been setting up debug tags for automated testing of a GWT-based web application. This involves turning on custom debug id tags/attributes for elements in the source of the app. It's a non-trivial task, particularly for larger, more complex web applications. Recently there's been some discussion of whether enabling such debug ids is a good idea to do across the board. Currently the debug ids are only turned on in development and testing servers, not in production. There have been points raised that enabling debug ids does cause performance to take a hit, and that debug ids in production may lead to security issues. What are benefits of doing this? Are there any significant risks for turning on debug tags in production code?

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  • Next project. GW or webOS enyo framework [closed]

    - by Juanin
    I'm considering the use of GWT for next project. We already know java and the front-end its already writteng in Android java (not the same at all, but its a starting point). We are also considering enyo framework, from HP's webOS. Its seem interesting and its only javascript for everything. Does anybody have tested it yet?. Could it be a risky business to develop with HP? Target: Deskopt web browser, first. Mobile tablet browsers, second.

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  • GWT with spring security not working on app engine live server.

    - by bedanand
    I configured gwt with spring and spring security that works fine on local development server on google app engine. I deployed to the appspot but there it shows critical error when i see on the log. and on the browser side shows 500 server error. log error Uncaught exception from servlet javax.servlet.UnavailableException: Initialization failed. at com.google.apphosting.runtime.jetty.AppVersionHandlerMap.createHandler(AppVersionHandlerMap.java:200) at com.google.apphosting.runtime.jetty.AppVersionHandlerMap.getHandler(AppVersionHandlerMap.java:168) at com.google.apphosting.runtime.jetty.JettyServletEngineAdapter.serviceRequest(JettyServletEngineAdapter.java:123) at com.google.apphosting.runtime.JavaRuntime.handleRequest(JavaRuntime.java:243) at com.google.apphosting.base.RuntimePb$EvaluationRuntime$6.handleBlockingRequest(RuntimePb.java:5838) at com.google.apphosting.base.RuntimePb$EvaluationRuntime$6.handleBlockingRequest(RuntimePb.java:5836) at com.google.net.rpc.impl.BlockingApplicationHandler.handleRequest(BlockingApplicationHandler.java:24) at com.google.net.rpc.impl.RpcUtil.runRpcInApplication(RpcUtil.java:398) at com.google.net.rpc.impl.Server$2.run(Server.java:852) at com.google.tracing.LocalTraceSpanRunnable.run(LocalTraceSpanRunnable.java:56) at com.google.tracing.LocalTraceSpanBuilder.internalContinueSpan(LocalTraceSpanBuilder.java:576) at com.google.net.rpc.impl.Server.startRpc(Server.java:807) at com.google.net.rpc.impl.Server.processRequest(Server.java:369) at com.google.net.rpc.impl.ServerConnection.messageReceived(ServerConnection.java:442) at com.google.net.rpc.impl.RpcConnection.parseMessages(RpcConnection.java:319) at com.google.net.rpc.impl.RpcConnection.dataReceived(RpcConnection.java:290) at com.google.net.async.Connection.handleReadEvent(Connection.java:474) at com.google.net.async.EventDispatcher.processNetworkEvents(EventDispatcher.java:831) at com.google.net.async.EventDispatcher.internalLoop(EventDispatcher.java:207) at com.google.net.async.EventDispatcher.loop(EventDispatcher.java:103) at com.google.net.rpc.RpcService.runUntilServerShutdown(RpcService.java:251) at com.google.apphosting.runtime.JavaRuntime$RpcRunnable.run(JavaRuntime.java:404) at java.lang.Thread.run(Unknown Source) web.xml <web-app> <servlet> <servlet-name>dispatcher</servlet-name> <servlet-class>org.springframework.web.servlet.DispatcherServlet</servlet-class> <load-on-startup>1</load-on-startup> </servlet> <servlet-mapping> <servlet-name>dispatcher</servlet-name> <url-pattern>*.rpc</url-pattern> </servlet-mapping> <filter> <filter-name>springSecurityFilterChain</filter-name> <filter-class>org.springframework.web.filter.DelegatingFilterProxy</filter-class> </filter> <filter-mapping> <filter-name>springSecurityFilterChain</filter-name> <url-pattern>/*</url-pattern> </filter-mapping> <listener> <listener-class>org.springframework.web.context.ContextLoaderListener</listener-class> </listener> <!-- Default page to serve --> <welcome-file-list> <welcome-file>PushUrl.html</welcome-file> </welcome-file-list> </web-app> appengine-web.xml <application>pushurl</application> <version>1</version> <!-- Configure java.util.logging --> <system-properties> <property name="java.util.logging.config.file" value="WEB-INF/logging.properties"/> </system-properties> <sessions-enabled>true</sessions-enabled> applicationContext.xml <security:http auto-config="true"> <security:intercept-url pattern="/**/users.rpc" access="ROLE_USER"/> <security:intercept-url pattern="/**/categories.rpc" access="ROLE_ADMIN"/> <security:intercept-url pattern="/css/**" filters="none"/> <security:intercept-url pattern="/login.jsp*" filters="none"/> <security:form-login login-page='/login.jsp' /> </security:http> <security:authentication-manager> <security:authentication-provider> <security:user-service> <security:user name="jimi" password="jimi" authorities="ROLE_USER, ROLE_ADMIN" /> <security:user name="bob" password="bob" authorities="ROLE_USER" /> </security:user-service> </security:authentication-provider> </security:authentication-manager> dispatcher-servlet.xml <bean class="org.springframework.web.servlet.handler.SimpleUrlHandlerMapping"> <property name="mappings"> <value> /**/users.rpc=userService /**/categories.rpc=categoryService </value> </property> </bean> <bean id="userController" class="com.beda.pushurl.server.GwtRpcController"> <property name="remoteService" ref="userService"> </property> </bean> <bean id="userService" class="com.beda.pushurl.server.UserServiceImpl" > <property name="userDAO" ref="myUserDAO"></property> </bean> <bean id="categoryService" class="com.beda.pushurl.server.CategoryServiceImpl"> <property name="categoryDAO" ref="myCategoryDAO"></property> </bean> <bean id="myUserDAO" class="com.beda.pushurl.server.dao.UserDAOImpl"> </bean> <bean id="myCategoryDAO" class="com.beda.pushurl.server.dao.CategoryDAOImpl"> </bean>

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • Rotate to a set degree then reverse and repeat in Unity

    - by Ryan
    and thank you for your time. I'm making my first project in Unity, a simple game where touching objects adds points to the players score. I'd like the objects to have a pleasant back and forth swaying animation on the Z axis. Nodding to the right 30 degrees, then to the left 30 degrees, on and on. Here's what I've got... public class Rotator : MonoBehaviour { void Update () { transform.Rotate(new Vector3(0,0,12)*Time.deltaTime); } } This gives me a nice slow rotation. But I am clueless how to tell Unity to stop at +30 degrees, reverse to -30 degrees, rotate again to +30, stop and repeat, etc, etc. I'd really appreciate any help. Maybe there is a thread like this that I was not able to find? I assume it will involve some kind of 'if than' function? Thank you, Ryan

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  • Animations in FBX exported from Maya are anchored in the wrong place

    - by Simon P Stevens
    We are trying to export a model and animation from Maya into Unity3d. In Maya, the model is anchored (pivot point) at the feet (and the body moves up and down). However after we have performed the FBX export, and imported the file into Unity the model is now appears to be anchored by the waist/head and the feet move. These example videos probably help explain the problem more clearly: Example video - Maya - Correct Example video - Unity - Wrong We have also noticed that if we take the FBX file and import it back into Maya we have exactly the same problem. It seems to be that the constraints no longer work after the FBX is reimported back to Maya, which just kills the connection between the joints and the control objects. When we exported the FBX we have tried checking the 'bake animations' check box. The fact that the same problem exist when importing the FBX back into both Maya and Unity suggests that the source of the problem is most likely with the Maya FBX export. Has anyone encountered this problem before and have any ideas how to fix it?

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