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  • jQuery animate() and appendTo() problem

    - by Devyn
    Hi! I'm doing a chess game. In there, I want to move an element with effect and then append it to new div. Following is my code. //--> #p70 is just ablove #p80 //--> each square is 64px $('#p80').animate({bottom:'+=64px'},500); //--> move one square above $('#b70').append($('#p80')); //--> append the animated element to owner 'div' The problem is, it moves 2 square( equivalent to 128px) where I only did is 64px. Here is my page and if you click the white square just above the pawn, you'll see the problem. I've tried adding delay(1000) and even javascript setTimeout but nothing works :( Really appreciate your helps in advance!

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  • Tracking fitness in a genetic algorithm

    - by Chuck Vose
    I'm still hacking on my old ruby for the undead post (I know, I know, stop trying to bring the post back from the dead Chuck). But the code has gotten a little out of hand and now I'm working on a genetic algorithm to create the ultimate battle of living and dead with the fitness being how long the battle lasts. So, I've got the basics of it down; how to adjust attributes of the game and how to acquire the fitness of a solution, what I can't figure out is how to store the fitness so that I know when I've tried a combination before. I've not been able to find much genetic code to look at let alone code that I can read well enough to tell what's going on. Does anyone have an idea how this is normally done or just simply an algorithm that could help point me in the right direction?

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  • External XMPP component - Anyone know a Tutorial or Open Source Example please?

    - by gav
    Hi All, I want to run an XMPP server (Openfire) and register an external component to handle the messages it will recieve (using the Whack library). The external component will run my game logic and I will be using XMPP to send player moves to the server and status updates in the other direction. The bonus with XMPP is that we get built in chat for free. The trouble is, although Ignite look fairly established, I can't find a tutorial on how to write, register and debug an External XMPP component written with Whack, there are very few in general for that matter. I am not invested in either the server implementation or the External Component library, java is just my language of choice. If I was to move to Erlang or Scala or something it would have to be a very simple in that language. A single tutorial or example would go a long way here, I just need an basic External XMPP component pretty please! Kind regards, Gavin

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  • Adobe AIR: touch screen doesn't trigger mouse down event correctly

    - by Saariko
    i have designed a gaming kiosk app in as3 i am using it on a Sony vaio l pc (like hp's touchsmarts) in windows 7 the app doesn't need any multi-touch gestures (only single touch clicks and drags) so i am using mouse events everything is fine (including mouse click and move events) except that a single touch to the screen (with no move) doesn't fire a mouse down. it is fired only after a small move of the finger outside the app, on my desktop, i see that the small windows 7 cursor jumps immediately to where a finger is placed, meaning this issue isn't a hardware or a windows problem but rather how internally the flash app receives "translated" touch-to-mouse events from the os. for example, in a windows Solitaire game, a simple touch to the screen immediately highlights the touched card. in my app, a button will change to the down state only if i touch it and also move my finger slightly (click events - down and up - are triggered fine) shouldn't the MOUSE_DOWN event trigger exactly like how a TOUCH_BEGIN would in the new touchevent class? any ideas?

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  • How do I set DateTimeStamp on file after uploading to FTP?

    - by Anthony Brien
    I have an application that deploys game data files to different gaming consoles. If matching files on the users machine and the console have identical size and dates, they must not be re-deployed. On Xbox, this is easily accomplished because an XDK library used to upload files on the console allows me to set the date on the uploaded files to match the dates on the user's machine. On Ps3 however, I use an FTP service running on the console. I use WebClient.UploadFileAsync to upload files to the console. However, I cannot figure out how I can set the uploaded file's date timestamp, leaving me with only the file size to determine identical files which is unsafe. I was wondering if there was a way to set a file's date timestamp through the WebClient interface?

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  • Android: 2D. OpenGl or android.graphics?

    - by DroidIn.net
    I'm working with my friend on our first Android game. Basic idea is that every frame the whole surface is redrawn (1 large bitmap) which then sprinkled all over with large number of particles which produces effect of soapy bubbles where there's a pool of about 20 bitmaps which randomly gets picked to produce illusion that all bubbles (between 200 - 300) are all different. The math engine is in C (JNI) and currently all drawing is done using android.graphics package very similar (since that was the example I was using) to Lunar Lander. It works but animation is somewhat jerky and I can feel by temperature of my phone that it is very busy. Will we benefit from switching to OpenGL? And as a bonus question: what would be a good way to optimize the drawing mechanism (Lunar Lander like) we have now?

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  • Static compilation in the .NET world

    - by AngryHacker
    I'll be writing a small desktop app for a client that has WinXP machines and they won't be installing the .NET framework (at least not for me). So my choices are limited to either C++ or VB6, neither of which sound great. I remember reading back in the day that Mono came up with a static compiler, but recently the only thing I could find is Miguel de Icaza's entry on static compilation for a game engine for the purposes of running the app on the iPhone - not what I had in mind. Are there any products out there, free or commercial that will allow me to statically compile my .net 3.5 winform app? Thanks

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  • Let system time determine animation speed, not program FPS

    - by Anders
    I'm writing a card game in ActionScript 3. Each card is represented by an instance of a class extending movieclip exported from Flash CS4 that contains the card graphics and a flip animation. When I want to flip a card I call gotoAndPlay on this movieclip. When the frame rate slows down all animations take longer to finish. It seems Flash will by default animate movieclips in a way that makes sure all frames in the clip will be drawn. Therefor, when the program frame rate goes below the frame rate of the clip, the animation will be played at a slower pace. I would like to have an animation always play at the same speed and as a consequence always be shown on the screen for the same amount of time. If the frame rate is too slow to show all frames, frames are dropped. Is is possible to tell Flash to animate in this way? If not, what is the easiest way to program this behavior myself?

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  • JMenuBar dropping down to a "custom" JPanel and "erased"

    - by Jani
    The JMenuItems of JMenuBar drops down to a JPanel added to the JFrame, but the JPanel erases the JMenuItems. Do I supposed to pause the re-drawing of the JPanel? I'm using getGraphics() on the JPanel for drawing an image, this method is called from a thread with (for example) 200 ms delay. edit: It's a (very simple) game inside the JPanel. (I've added a field "paused" to the JPanel and i've edited the paint method so it repaints the JPanel only if paused is false, however I don't know if this "solution" is good. (It's set to true when the user clicks on a menu and set to false when selects or cancels it.)

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  • Open source license for test code

    - by Gary
    I'm creating a project to house an iPhone library for common code for the iPhone... essentially it's a library that'll save people from finding solutions to common problems that amount to copying and pasting snippets of code. The site is located here: http://code.google.com/p/devkit-bb/ I licensed it under Eclipse, because fosters the extension of the library without requiring constraints like LGPL on object files being provided/made available, which would be the case since everything is statically linked. What I'm wondering is how/what license to apply to the unit tests? Since they essentially demonstrate how to use various interfaces and components. Thus they're designed for potential copy and paste situations, and I don't want people who might end up using this as part of the building blocks of their environment to feel like the license would prohibit that "derivative work", ie. their application or game.

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  • Sonar default, meet "container state was: CONSTRUCTED"

    - by larry cai
    Environment: hudson/sonar/maven2 in ubuntu locally with default parameters And I got the log from hudson below, I can't figure out where is the problem. [INFO] Sonar host: http://localhost:9000 [INFO] Sonar version: 2.0.1 [INFO] [sonar-core:internal {execution: default-internal}] [INFO] Database dialect class org.sonar.api.database.dialect.Derby [INFO] ------------- Analyzing Game of Life business logic module [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Can not execute Sonar Embedded error: Can not analyze the project Cannot stop. Current container state was: CONSTRUCTED [INFO] ------------------------------------------------------------------------ [INFO] Trace org.apache.maven.lifecycle.LifecycleExecutionException: Can not execute Sonar And I notice it also has problem when run it command line without hudson mvn sonar:sonar

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  • JSlider jump on mouse click

    - by Aly
    Hi, I have a JSlider which shows bet sizes (for a poker game) I am trying to achieve the effect that when a mouse click occurs the slider jumps forward by a bet amount (i.e. a big blind amount) rather than just incrementing by one. If the mouse click happens to the left of the bar i want it to decrement by a fixed amount else increment. I looked into attaching a mouse listener, but do not know how I can use the event to find out on what side of the bar the mouse was clicked. Any ideas?

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  • Java :moving ball with angle ?

    - by Meko
    Hi all.I am started to learn game physics and I am trying to move ball with an angle.But it does not change its angle .Java coordinate sydstem is a little different and i think my problem is there.Here my codes this is for calculating x and y speed scale_X= Math.sin(angle); scale_Y=Math.cos(angle); velosity_X=(speed*scale_X); velosity_Y=(speed*scale_Y); This is for moving ball in run() function ball.posX =ball.posX+(int)velosity_X; ball.posY=ball.posY+(int)velosity_Y; I used (int)velosity_X and (int)velosity_Y because in ball class I draw object g.drawOval(posX, posX, width, height); and here g.drawOval requares int.I dont know is it problem or not. Also if I use angle 30 it goes +X and +Y but if I use angle 35 it goes -X and -Y. I didnot figure out how work coordinate system on java.

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  • LuaInterface and 64Bit

    - by Skintkingle
    Ok i'm currently using LuaScript v5.1 in a Game engine i'm using. and the handy LuaInterface that comes along with it. i've tested it on a range of systems running a range of OS's. LuaInterface seems to fail on 64bit Operating Systems. Could anyone point me to a 64bit Compiled LuaInterface.dll, or is there any alternative to the LuaInterface that can be used, because LuaInterface is extremely useful and i dont think i would be able to write a more extensive interface by myself using lua51. (I'm not that good, sadly) Any help or links would be greatly appreciated. Thanks alot guys!

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  • Canvas context used but not updated on canvas

    - by John Doe
    I am developing an small html5 game, where I have the following code: if(object.blocks){ var blocks = object.blocks, that = this; each(blocks,function(index){ that.blocks.push(new Block(this[index])); }); } I receive an object with some configuration and instantiate blocks with it. It works fine, but the Block class has an method, called draw: this.draw = function (ctx){ if(ctx){ var colors = ['#FF0000','#FFFF00','#0000FF','#00FF00'], color = Math.round(Math.random() * colors.length-1); ctx.fillStyle = colors[color]; ctx.fillRect(this.x,this.y,this.width,this.height); } }; It was working before I moved it into the Block class, but now it draws nothing. This is the code that calls draw: render: function(ctx){ each(this.blocks,function(index){ this[index].draw(ctx); }); } The context comes from the html page, from the main canvas.

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  • options for producing audio with GWT

    - by Kaffeine Coma
    What options are there for producing audio in a GWT app? I'm thinking of making a simple game, but I'm disappointed to see that there's still not much progress on audio support directly in GWT (yes, I realize that's largely due to lack of underlying browser support; looking forward to HTML5!) This blog post says that "audio support in GWT is rapidly evolving", yet I don't see updates in over a year, at least not at that site. It seems these are the available options: GWT Voices GWT SoundManager GWT Sound GWT Incubator I believe most of these (all of them?) rely on Flash to produce audio. I'm most inclined to go with the GWT Incubator, as that's where features slated for inclusion in GWT get started, but I've no real recommendations to go on. I would appreciate hearing about your experiences with any of these libraries, thanks.

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  • Statistical approach to chess?

    - by Chinmay Kanchi
    Reading about how Google solves the translation problem got me thinking. Would it be possible to build a strong chess engine by analysing several million games and determining the best possible move based largely (completely?) on statistics? There are several such chess databases (this is one that has 4.5 million games), and one could potentially weight moves in identical (or mirrored or reflected) positions using factors such as the ratings of the players involved, how old the game is (to factor in improvements in chess theory) etc. Any reasons why this wouldn't be a feasible approach to building a chess engine?

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  • Performance of DrawingVisual vs Canvas.OnRender for lots of constantly changing shapes

    - by romkyns
    I'm working on a game-like app which has up to a thousand shapes (ellipses and lines) that constantly change at 60fps. Having read an excellent article on rendering many moving shapes, I implemented this using a custom Canvas descendant that overrides OnRender to do the drawing via a DrawingContext. The performance is quite reasonable, although the CPU usage stays high. However, the article suggests that the most efficient approach for constantly moving shapes is to use lots of DrawingVisual instances instead of OnRender. Unfortunately though it doesn't explain why that should be faster for this scenario. Changing the implementation in this way is not a small effort, so I'd like to understand the reasons and whether they are applicable to me before deciding to make the switch. Why could the DrawingVisual approach result in lower CPU usage than the OnRender approach in this scenario?

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  • C++ project type: unicode vs multi-byte; pros and cons

    - by Stefan Valianu
    I'm wondering what the Stack Overflow community thinks when it comes to creating a project (thinking primarily c++ here) with a unicode or a multi-byte character set. Are there pros to going Unicode straight from the start, implying all your strings will be in wide format? Are there performance issues / larger memory requirements because of a standard use of a larger character? Is there an advantage to this method? Do some processor architectures handle wide characters better? Are there any reasons to make your project Unicode if you don't plan on supporting additional languages? What reasons would one have for creating a project with a multi-byte character set? How do all of the factors above collide in a high performance environment (such as a modern video game) ?

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  • tetris rotation

    - by Samuel
    Hey, For university we're supposed to write a game (the language is modula2 little chance you know it). Each tetromino is defined through a central piece and 3 relative pieces, Now when it comes to rotation i just rotate the relative blocks (linear algebra). What i am asking myself is how to handle the rotations a user does when the piece has already "landed" because than the user has a little time left to move his pieve quickly into the desired position but in tetris versions all over the web you can "rotate over" other pieces, but i dont seem to get it with my rotation. Over what piece do i need to rotate? are there guidelines? Thanks

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  • Problem using yaml-cpp on OS X

    - by Thomas
    So I'm having trouble compiling my application which is using yaml-cpp I'm including "yaml.h" in my source files (just like the examples in the yaml-cpp wiki) but when I try compiling the application I get the following error: g++ -c -o entityresourcemanager.o entityresourcemanager.cpp entityresourcemanager.cpp:2:18: error: yaml.h: No such file or directory make: *** [entityresourcemanager.o] Error 1 my makefile looks like this: CC = g++ CFLAGS = -Wall APPNAME = game UNAME = uname OBJECTS := $(patsubst %.cpp,%.o,$(wildcard *.cpp)) mac: $(OBJECTS) $(CC) `pkg-config --cflags --libs sdl` `pkg-config --cflags --libs yaml-cpp` $(CFLAGS) -o $(APPNAME) $(OBJECTS) pkg-config --cflags --libs yaml-cpp returns: -I/usr/local/include/yaml-cpp -L/usr/local/lib -lyaml-cpp and yaml.h is indeed located in /usr/local/include/yaml-cpp Any idea what I could do? Thanks

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  • JRuby Slick CanvasGameContainer using too much heap memory

    - by Jwosty
    I'm using Java's Slick library (great, by the way) just fine from JRuby. To start a game, I use AppGameContainer which works completely fine and as expected, but if I try to use CanvasGameContainer instead (I want a resizable window and Slick uses an old version of LWJGL that doesn't support this directly) it throws this error: Fri Jun 01 10:22:07 MDT 2012 INFO:Slick Build #274 Error: Your application used more stack memory than the safety cap of 2048K. Specify -J-Xss####k to increase it (#### = cap size in KB). Specify -w for full StackOverflowError stack trace I've tried increasing the heap size until my computer can't allocate any more memory, but to no avail. The CanvasGameContainer uses an awt window to display, which is resizable. Any ideas on why this is happening and/or how to fix this?

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  • A Scripting language for XNA

    - by RCIX
    I've written a game engine, which i want to integrate scripting into. However, i've looked at the available choices, which seem to be the following: Xnua Jint Managed Scripting The problems with those are (respectively): Built for XNA 1 -- there's an XNA 3.1 port but it's under the Apache license which i'm not sure is compatible with our goals (and it has a bit obtuse syntax) Appears to not properly use type-safe objects (e.g. ArrayList over generics) Is in beta, and only runs on XNA 3.0 So, to summarize my specific needs (in order of importance most to least): Needs to run on XNA 3.1 Needs to run on the XBox and Windows Should have a relatively simple API -- something closer to Jint's than Xnua's preferably uses Lua, C#, or similar languages Must be commercially sellable -- if some form of credit is needed, then that's fine. Are there any scripting solutions that meet my needs, or will i have to (eventually) roll my own?

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  • Xcode: gcc-4.2 failed with exit code 1

    - by genesys
    Hi! I'm working on a game for the iPhone where I use the Oolong engine for rendering, and now I just tried to update my project to the newest version. However - now I get the following error when I try to compile: gcc-4.2 failed with exit code 1 in the build results I see in which cpp file the error happens, but I don't see any additional information. how can I get more info about what is going wrong in order to track down the problem? edit: after inspecting the compile output, i got the following lines, where the error occurs: {standard input}:61:selected processor does not support 'fmrx r0, fpscr' {standard input}:62:unshifted register required -- 'bic r0,r0,#0x00370000' ...somemorelines {standard input}:69:selected processor does not support 'fmxr fpscr,r0' this is some VFO code from one of the #include files. it works fine in the examples that come with the egnine. could there be something screwed up with my project settings? I compared them to the one of the example and they seem to be identical

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  • Need strategy to phone home to a Pyton web app and check licensing information for a commercial Wind

    - by Cornish
    What's a good strategy for building licensing checking into a Windows desktop app using a Python web application? This is a very open ended question because I don't have the slightest clue how to start to build this feature. What I do have is a number of general concerns: I have developed a commercial Windows desktop application and I want to make money from it but I don't want to build the licensing into the app since it's inevitable that someone will create a keygen or a crack, circulate it online and then it's 'game over' for me. So my idea was to create a web application where people could purchase a license key that is generated by the web app and every time the desktop application is started up, it will 'phone home' to the web app to check whether the license is valid and whether it seems to be in use at multiple locations. I'm just not sure how to do this. Would appreciate any general technical strategies and/or pointers to libraries/modules that might be of use.

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