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  • Explain a block of crazy JS code inside Sizzle(the CSS selector engine)

    - by Andy Li
    So, here is the function for pre-filtering "CHILD": function(match){ if ( match[1] === "nth" ) { // parse equations like 'even', 'odd', '5', '2n', '3n+2', '4n-1', '-n+6' var test = /(-?)(\d*)n((?:\+|-)?\d*)/.exec( match[2] === "even" && "2n" || match[2] === "odd" && "2n+1" || !/\D/.test( match[2] ) && "0n+" + match[2] || match[2]); // calculate the numbers (first)n+(last) including if they are negative match[2] = (test[1] + (test[2] || 1)) - 0; match[3] = test[3] - 0; } // TODO: Move to normal caching system match[0] = done++; return match; } The code is extracted from line 442-458 of sizzle.js. So, why is the line var test = ..., have the exec inputing a boolean? Or is that really a string? Can someone explain it by splitting it into a few more lines of code?

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  • change `dest` option on the fly

    - by Rikard
    I have some grunt tasks to compile files and would like to "recicle" them inside different tasks. I am trying to modify the destination directory without success... My idea is something like: grunt.registerTask('bower', ['compile:index', 'compile:core'], function(){ this.options({dest: 'dist/*.js'}); }); The compile:index task runs good by itself (i.e. when called alone) and has dest: 'index.js, other tasks have other filenames. I would like to change these inside the bowertask, adding a new directory but keeping the filename defined in the original task. Is this possible?

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  • JS dynamic img change and SEO

    - by Gusepo
    Hi all, I've built a web site using jquery to make nice transitions between content. The code works this way: there are 2 imgs (body and footer) when I click on a link (instead of going to another page) I fade out the 2 imgs and change the src attribute of the 2. When the new imgs are loaded I fade them back in. I'm using SWFaddress to allow user go directly to internal content. Now I'd like to make my content indexed by google and other Search engines, all the text content is inside the imgs, So I've got the text in ALT attribute. My question is: if a dinamically change the imgs ALT attribute using JS, will spiders be able to read it properly? consider that I'm using SWFaddress to create a sitemap.. Thanks

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  • Is there a cross-browser way for tooltips?

    - by Legend
    I am working with d3.js for rendering my graphs. For some reason, I am not a huge fan of svg title because of the delay it incurs and the inability to style them. Please do correct me if I am wrong. I recently came across, tipsy but it does not seem to be cross-browser compatible. For instance, consider this. The tooltips work just fine in Firefox and Chrome but do not appear even in IE 9 and I'm not sure what's going on. Is there a cleaner cross-browser approach for tooltips compatible with d3.js other than using the svg title attribute?

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  • coco2d tab view for multi player

    - by godzilla
    I am currently developing a card game for the iphone using cocas2d. I am currently in need of a tab view with each tab representing a player and his / her set of cards. Currently i have a single view representing just one player. It seems as though cocas2s is not really built do have multiple views, to do this and it would require some serious amount of hacking around with the code. What would be the most efficient way to accomplish this?

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  • [JS/jQuery] Using argument (this) passed via element eventhandler

    - by Kel
    Hey guys, I want to use the argument I pass (this) in a JS function and treat it as an jQuery variable. Example: <script> function useMe(obj){ $(obj).val(); ... ... ... } </script> <select id="selectid" onChange="useMe(this)"> <option>......</option> </select> Is there a possibility to treat the passed argument as a jQuery element? Btw. I need to do it this way, because the select-element isn't created on load. The select element will be created later asynchronously. So, this won't work: $("select").each(function (i){ var select_id = $(this).attr("id"); $(this).change(function(e){ because it doesn't exist yet. Thanks for your help.

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  • How can we set time delay in animation of images to make them appear smooth ?

    - by srikanth rongali
    Hi, I have 10 CCSprite images. They are continues images. I am using, CCSprite *playerH = [CCSprite spriteWithFile:@"Player_01.png" ]; playerH.position = ccp(playerH.contentSize.width/2, windowSize.height/2); [self addChild:playerH z:1]; CCAnimation* animation = [CCAnimation animationWithName:@"dance" delay:0.20f]; for( int i = 1; i < 11; i++ ) { [animation addFrameWithFilename: [NSString stringWithFormat:@"Player_%02d.png", i]]; } NSLog(@"k VALUE: k: %d",k); id actionA = [CCAnimate actionWithAnimation: animation restoreOriginalFrame:NO]; id actionD = [CCDelayTime actionWithDuration:5.0f]; id actionC = [CCCallFunc actionWithTarget:self selector:@selector(enemyEntranceScreen:)]; id seqActionPlayer = [CCSequence actions:actionA, actionD, actionC, nil]; [playerH runAction: seqActionPlayer]; But the animation is not continues. I have changed the animation delay time. but, I can see only three images appearing. How can we know how much time interval should we keep in animation. Is there any relationship between this and the frame rate [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] setDisplayFPS:YES]; Thank you.

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  • How can I detect if

    - by Suzie
    Is there a way to detect just 2 distinct touches? I just want to track the touches for my two buttons, which is a sprite, but whenever I have another touch other than my first two touches, it affects my touch with my button. Is there a way to get rid of that third touch? I wish you could help me with this problem.Thank You!

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  • call function from external js (php) file

    - by bah
    Hi, I have a file where I keep all scripts so my pages wouldn't get messy (I have php file which generates required javascript). My includes basically look like this: </html> <head> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="script.php"></script> </head> <body> <input type="button" onClick="return blah();" /> </body> </html> In script.php there's jquery wrapper $(document).ready where I keep all jquery related stuff. The funny thing is, when I put function blah() inside this wrapper I get "blah is not defined" error, but when I put it outside - works perfectly. So, what could be the problem?

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  • Can we send an two dimensional array as input for a function in Objective C.

    - by srikanth rongali
    I have data stored in two dimensional array. I want it to send in to a function in this way, I have written the following in another class. // do if( array[iTemp][1] != 10 ) { Enemy *enemyXX = [[Enemy alloc] init]; [enemyXX EnemyXXTarget: array[iTemp][1]]; iTemp++; }while( iTemp != 9); // -(void)EnemyXXTarget:(id)sender; is function declared in Enemy class. But is giving me an error error: incompatible type for argument 1 of 'EnemyXXTarget:' Where I am wrong ? Please help me. Thank You.

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  • Fix internal links in JS

    - by FB55
    I just created a script which extracts the article out of a webpage via server-side JS. (If your interested: it's used for http://pipes.yahoo.com/fb55/expandr .) I just got a little problem with internal links. Some pages include links like: /subfolder/subpage.html What I would need to do is fixing them and setting there root, like this: protocol://secondlevel.firstlevel/subfolder/subpage.html I'm using E4X for processing the page. I don't want to show my current creepy try, it's buggy and slow. Does anybody have a solution for me?

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  • Twitter Bootstrap Ajax call error in dialog2.js

    - by naveen kumar
    We are using Twitter Bootstrap for my application. I have situation where I have to pull the data from server and show it to popup/model div. We are using dialog2.js for it but it does work. We not want to use .load functionality as we are not using any single url call. We want it to do with “URL” by ajax call and response send back to popup/model content area. We have tried following $('#proposalInDialog2').click(function(event){ var url="abc.do" $('<div/>').dialog2({title: "Goals-Based Proposal", content: url}); }); Please help us to to find out this, thanks

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  • Get client timezone (not GMT offset amount) in JS

    - by Rex M
    I need to determine the client timezone (e.g. CET, GMT, EST) in JS. Getting the offset is straightforward, but doesn't have all the info necessary to determine the TZ, at least not easily. I have a feeling it might be possible to use a combination of offset, whether DST is in use and in effect, etc. but I'm hoping someone else has done the work already, especially considering the weird exceptions when dealing with time. This question is similar but both the question and the answer are based on the (incorrect) assumption every browser's DateString format includes the name of the timezone - which it does not. That is an implementation detail. So, with that I am currently stuck.

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  • add element to the DOM with JS

    - by john
    I want add element with JS. I have code: var collection = document.getElementsByTagName('body');<br> var a = document.createElement('div');<br> a.innerHTML = 'some text';<br> collection.item(0).firstChild.appendChild(a);<br> and simple HTML: <html> <head> </head> <body> </body> </html> When is misstake?

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  • jquery datatable.min.js sorting issue?

    - by Karthik
    In my project, i am using the jquery pagination of jquery.dataTables.min.js. In that when i use ascending or descending in query, it will not displayed properly. The problem is result can be shown in form of : Sl. No. 1 10 11 12 13 | | | 19 2 3 4 5 like this, But i need the result Sl. No. 1 2 3 4 5 | | 9 10 11 12 13 This is because of jquery only. I want to know how can i clear this? But in someplace it is displayed properly and in someplace is not displayed properly.

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  • Cocos 2D v1.0.1 : Crash at changing CCMenuItemImage normal image

    - by Max
    I retrieve a crash log file, which, after XCode analysis on my archive show the problematic line of code : Date/Time: 2012-12-08 23:48:08.930 +0100 OS Version: iPhone OS 5.1.1 (9B206) Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Last Exception Backtrace: 0 CoreFoundation 0x31a4088f __exceptionPreprocess + 163 1 libobjc.A.dylib 0x3188b259 objc_exception_throw + 33 2 CoreFoundation 0x31a40789 +[NSException raise:format:] + 1 3 Foundation 0x374c73a3 -[NSAssertionHandler handleFailureInMethod:object:file:lineNumber:description:] + 91 4 Killer 0x0017ed35 -[CCSprite initWithFile:] (CCSprite.m:201) 5 Killer 0x0017e419 +[CCSprite spriteWithFile:] (CCSprite.m:93) 6 Killer 0x00123101 -[Player makeZombie] (Player.m:1363) 7 Killer 0x00105a51 -[PlayScene endOfKilling:] (PlayScene.m:1438) Which clearly indicates the second of the two following lines is crashing: NSLog(@"images %@ %@",self.zombieImage,self.zombieImageDown); [self.characterSprite setNormalImage:[CCSprite spriteWithFile:self.zombieImage]]; I know that the crash seem to happend when the user is touching the corresponding CCMeanuItemImage, is there a problem if the user is touching it, while we change the normal et selected images of it ? Is this the right manner to change its image (i do it several times during the game) ? Thanks for your ideas

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  • Collision detection problems...

    - by thyrgle
    Hi, I have written the following: -(void) checkIfLineCollidesWithAll { float slope = ((160-L1Circle1.position.y)-(160-L1Circle2.position.y))/((240-L1Circle1.position.x)-(240-L1Circle2.position.x)); float b = (160-L1Circle1.position.y) - slope * (240-L1Circle1.position.x); if ((240-L1Sensor1.position.x) < (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) < (240-L1Circle2.position.x) || ((240-L1Sensor1.position.x) > (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) > (240-L1Circle2.position.x))) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } else if (slope == INFINITY || slope == -INFINITY) { if (L1Circle1.position.y + 16 >= L1Sensor1.position.y || L1Circle1.position.y - 16 <= L1Sensor1.position.y) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } else if (160-L1Sensor1.position.y + 12 >= slope*(240-L1Sensor1.position.x) + b && 160-L1Sensor1.position.y - 12 <= slope*(240-L1Sensor1.position.x) + b) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } Basically what this does is finds m and b in the well known equation: y = mx + b and then substitutes coordinates of the L1Sensor1 (the circle I'm trying to detect if it it intersects with the line segment) to see if y = mx + b hold true. But, there are two problems, first, when slope approaches infinity the range of what the L1Sensor1 should "react" to (it "reacts" by changing its image) becomes smaller. Also, the code that should handle infinity is not working. Thanks for the help in advanced.

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  • How to calculate the touch location with convertToWorldSpace?

    - by Paul
    i would like to convert the touch location as a world coordinate in my tile game. With this code, i clicked on the right of the screen (so that my character walks in the tiled game, and the background goes slowly to the left) : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL: location]; CGPoint test = [self convertToWorldSpace:location]; CCLOG(@"test : %.2g", test.x); The test log gives me : 50, 72, 1e+02, 2.6e+02, 4.2e+02, (and then goes down) 3.2e+02, 9.5, -1.9e+02, etc. Does anyone know why? I would like to calculate the "real" coordinate of the touch, so that i know when the character has to keep going (click on the right of its actual position) or if he has to turn and go backwards. (click on the left of its actual position) Thanks for your help

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  • Textures loaded with NSOperation are blank

    - by Omega
    So I call this method: -(void)beginExecution { NSOperationQueue *queue = [NSOperationQueue new]; NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self selector:@selector(execute) object:nil]; [queue addOperation:operation]; [operation release]; } Which triggers this: -(void)execute { [[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:@"MyTexture.plist"]; loaded = YES; // This tells me whenever loading is done. } However, when I create a sprite and try to use the texture MyTexture.png, the sprite is a blank canvas. Why is that?

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  • Can sIFR js files be combined into 1 js file?

    - by Logan Stellway
    In the new sifr 3, the author has implemented the ability to combine the css files into 1 file. There are 4 .js files total and I was wondering if there were any ideas how to combine these files for a faster loading time on the client side and also I was wondering if there was any way to just include the sIFR css styles in an already existing css file. These modifications would greatly decrease the load/waiting time on the end user and I was wondering if there was any thought for that on upcoming builds or if there were any ideas on how to accomplish this idea.

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  • Animate screen while loading textures

    - by Omega
    My RPG-like game has random battles. When the player enters a random battle, it is necessary for my game to load the textures used within that battle (animated monsters, animations, etc). The textures are quite a lot, and rather big (the battles are very graphical intensive). Such process consumes significant time. And while it is loading, the whole screen freezes. The game's map freezes, and the wait time is significant - I personally find it annoying. I can't afford to preload the textures because, after doing some math, I realized: If I preload all the textures at the beginning of the game, the application will definitely crash. If I preload the textures that are used in a specific map when the player enters the map, the application is very likely to crash as well. I can only afford to load the textures when I need them, and dispose of them as soon as the battle ends. I'd prefer to not use a "loading screen" image because it affects my game's design and concept. I want to avoid this approach. If I could do some kind of animation while loading the textures, it would be great, which leads to my question: is that possible? What kind of animation, you ask? Well, how about... you remember when Final Fantasy used to distort the screen while apparently loading the textures? Something like that. But well, distorting is quite a time-consuming process as well, so maybe just a cool frame-by-frame animation or something. While writing this, I realized that I could make small pauses between textures (there are multiple textures), and during such pauses, I update the screen to represent the animation's state. However, this is very unlikely to happen, because each texture is 2048x2048, so the animation would be refreshed at a rather laggy (and annoying) rate. I'd prefer to avoid this as well.

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  • Passing JS variable from child Iframe to parent JSP on cross sub domain

    - by Tarun
    I am stuck at 1 location and need some help. I created two subdomains on apache tomcat server like domain1.localhost.com and domain2.localhost.com in server.xml. On domain1 I have a JSP that includes iFrame (hosted on domain2). How can we pass the JS variable from child Iframe to parent JSP and store it in local variable of JSP hosted on domain1.localhost.com? I tried defining document.domain = "localhost" on both JSP but didn't work. Even parent DOM window is also not available in child iFrame (on sub-domain) because of obvious cross domain policies. Any help would be highly appreciated.

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  • How to apply a force which should not be continuos

    - by sohan
    I have a body which I move with the help of a button,here is what Im doing -(void) step: (ccTime) delta { int steps = 2; CGFloat dt = delta/(CGFloat)steps; for(int i=0; iactiveShapes, &eachShape, nil); cpSpaceHashEach(space-staticShapes, &eachShape, nil); if(MoveBody) { cpFloat movementPadding = 0.1; cpBodyApplyForce(body, cpvmult(ccp( 10, 0), movementPadding), cpvzero); } else cpBodyResetForces(body); } I just want to stop the body moving whenever the condition fails,I am trying to reset all forces to 0 with cpBodyResetForces(body),but this never work,it just keep on moving. can anyone help me how can I stop the body moving?

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  • event vs thread programming on server side.

    - by AlxPeter
    We are planning to start a fairly complex web-portal which is expected to attract good local traffic and I've been told by my boss to consider/analyse node.js for the serve side. I think scalability and multi-core support can be handled with an Nginx or Cherokee up in the front. 1) Is this node.js ready for some serious/big business? 2) Does this 'event/asynchronous' paradigm on server side has the potential to support the heavy traffic and data operation ? considering the fact that 'everything' is being processed in a single thread and all the live connections would be lost if it got crashed (though its easy to restart). 3) What are the advantages of event based programming compared to thread based style ? or vice-versa. (I know of higher cost associated with thread switching but hardware can be squeezed with event model.) Following are interesting but contradicting (to some extent) papers:- 1) http://www.usenix.org/events/hotos03/tech/full_papers/vonbehren/vonbehren_html 2) http://pdos.csail.mit.edu/~rtm/papers/dabek:event.pdf

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  • Generating an NSDictionary from an SQL statement.

    - by Ed Wist
    I am trying to generate an NSDictonary that can be used to populate a listview with data I retrieved from an SQL statement. when I go to create an array and add them it adds the arrays for ALL my keys and not just for the current key. I've tried a removeAllObjects on the array but for some reason that destroys ALL my data that I already put in the dictionary. //open the database if(sqlite3_open([dbPath UTF8String], &database) == SQLITE_OK) { const char *sql = "select alphaID, word from words order by word"; sqlite3_stmt *selectStatement; //prepare the select statement int returnValue = sqlite3_prepare_v2(database, sql, -1, &selectStatement, NULL); if(returnValue == SQLITE_OK) { NSMutableArray *NameArray = [[NSMutableArray alloc] init]; NSString *alphaTemp = [[NSString alloc] init]; //loop all the rows returned by the query. while(sqlite3_step(selectStatement) == SQLITE_ROW) { NSString *currentAlpha = [NSString stringWithUTF8String:(char *)sqlite3_column_text(selectStatement, 1)]; NSString *definitionName = [NSString stringWithUTF8String:(char *)sqlite3_column_text(selectStatement, 2)]; if (alphaTemp == nil){ alphaTemp = currentAlpha; } if ([alphaTemp isEqualToString:(NSString *)currentAlpha]) { [NameArray addObject:definitionName]; } else if (alphaTemp != (NSString *)currentAlpha) { [self.words setObject:NameArray forKey:currentAlpha]; [NameArray removeAllObjects]; [NameArray addObject:definitionName]; } } } The Statement above adds all the "keys" but then removes all the array elements for all keys. if I take out the removeAllKeys it adds ALL the array elements for ALL keys. I don't want this I want it to add the array elements FOR the specific key then move on to the next key. in the end I want a NSDictonary with A (array) Alpha (string) Apple (string) B (array) Beta (string) Ball (string) C (array) Code (string) ...

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