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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • How do I change the background colour of Leafpad?

    - by Lao Tzu
    All the information that google returns says to change ~/.gtkrc2.0-mine. Here is my .gtkrc-2.0: # -- THEME AUTO-WRITTEN BY gtk-theme-switch2 DO NOT EDIT include "/usr/share/themes/Dust/gtk-2.0/gtkrc" include "/home/mars/.gtkrc-2.0.mine" # -- THEME AUTO-WRITTEN BY gtk-theme-switch2 DO NOT EDIT Here is my .gtkrc-2.0.mine: style "default" { GtkTextView::cursor_color = "#ffffff" base[NORMAL] = "#111111" base[ACTIVE] = "#111181" base[SELECTED] = "#808080" text[NORMAL] = "#c0c0c0" text[ACTIVE] = "#c0c0c0" text[SELECTED] = "#111111" } class "GtkTextView" style "default" Still appears with a white background!

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  • Reflections on SQL Saturday #60 - Cleveland

    - by AaronBertrand
    Every time I attend a SQL Saturday , I leave with a rejuvenated and even further reinforced sense of community. Cleveland ( SQL Saturday #60 ) was by far no exception. Allen White ( blog | twitter ), Erin Stellato ( blog | twitter ), Cory Stevenson, Brian Davis ( twitter ), and all others involved put on a fantastic event that endured some crappy weather, parking problems, and significant delays and hardship for at least one speaker - sorry Grant! (Grant wrote about his experience .) I was able to...(read more)

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  • Kyocera Mita Laser Printer Warranty

    Kyocera Mita?Laser Printer is the leading division in document imaging. They are one of the biggest producers and makers of document imaging products. With the decreasing costs of laser printers, the... [Author: Steve White - Computers and Internet - May 16, 2010]

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  • Choosing The FS-1300D

    Kyocera Mita Printers are among the best in laser printers and for good reason as well. For a long time Kyocera has concentrated solely on laser printers and has not diverted its attention by going i... [Author: Steve White - Computers and Internet - May 16, 2010]

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  • Get to Know a Candidate (2 of 25): Merlin Miller&ndash;American Third Position Party

    - by Brian Lanham
    DISCLAIMER: This is not a post about “Romney” or “Obama”. This is not a post for whom I am voting. Information sourced for Wikipedia. Meet Merlin Miller of American Third Position Party In addition to being American Third Position Party nominee, Miller is an independent film maker.  He is a graduate of West Point and has commanded two units in the United States Army.  After military service he worked as an industrial engineering manager for Michelin Tire.  He learned about film making by earning an MFA from the University of Southern California. Mr. Miller is on the ballot in: CO, NJ, and TN. In the 2000’s, Miller began taking an increasingly paleoconservative political stance.  He claimed that Hollywood “ surreptitiously seeks to destroy our European-American heritage and our Christian-based traditional values, and replace them with values that debase these traditional values and elevate minorities as paragons of virtue and wisdom....Today’s motion pictures, in concert with other forms of mass media entertainment, are the greatest enemies to the well-being of our progeny and the future of our country.” Miller states that he "doesn't like" interracial marriage; however, he does not support outlawing interracial marriage, either.  Miller has denied being anti-Semitic, instead claiming that he merely opposes "favoritism" granted to Jews in the film industry.  He also opposes illegal immigration and what he refers to as "wide open borders" in the United States. The American Third Position Party (A3P) is a third positionist American political party which promotes white supremacy.  It was officially launched in January 2010 (although in November 2009 it filed papers to get on a ballot in California) partially to channel the right-wing populist resentment engendered by the financial crisis of 2007–2010 and the policies of the Obama administration and defines its principal mission as representing the political interests of white Americans. The party takes a strong stand against immigration and globalization, and strongly supports an anti-interventionist foreign policy. Although the party does not support labor unions, they do strongly support the labor rights of the American working class on a platform of placing American workers first over illegal immigrant workers and banning of overseas corporate relocation of American industry and technology Third Position or Third Alternative refers to a revolutionary nationalist political position that emphasizes its opposition to both communism and capitalism. Advocates of Third Position politics typically present themselves as "beyond left and right", instead claiming to syncretize radical ideas from both ends of the political spectrum Learn more about Merlin Miller and American Third Position Party on Wikipedia.

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  • How to hide whitespace indicators in Vim

    - by Exupery
    Vim was showing some whitespace with commas and periods on a red background which I didn't want. After some googling I was able to get rid of the commas and periods by removing list and listchar lines from .vimrc, I was also hoping this would remove the red backgrounds it was putting in these places, but all it did was change that to white (see image). Is it possible to completely remove the whitespace background indicators in Vim? My .vimrc settings can be seen here

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  • Tools for Enterprise Architects: OmniGraffle for iPad?

    - by pat.shepherd
    Well, I have to admit to being a bit of an Apple fan and, of course, and early adopter of gadgets and technology in general.  So, when FedEx showed up with my iPad 3G last week, I was a kid in a candy store.  One of the apps that my “buy finger” was hovering over for a while (like all of 3 days) was Omnigraffle for the iPad.  I imagined that it would be very cool to use this with a customer’s EA’s to sketch out Business, Application, Information and Technology architectures.  Instead of using the blackboard, this seemed to offer promise as a white-boarding tool with obvious benefits over a traditional white-board.  I figured I’d get a VGA adapter, plug it into the customer’s projector and off we would go with a great JAD tool.  The touch pad approach offered an additional hands-on kind of feel. So, I made the $49.99 purchase + the $29.99 VGA adapter and tried to give it a go.  Well, I was both pleasantly and unpleasantly surprised.  It is both powerful and easy to use.  There are great stencils included for shapes, software icons, Visio shapes, and even UML notation.  There is even a free-hand tool that works well.  I created some diagrams pretty quickly.   The one below was just a test and took all of 10 minuets to do. The only problem was that Onmigraffle does not recognize the VGA output, so I was stopped dead in my tracks, as it were.  My use case was as a collaborative diagramming tool with other architects, though I can still use it off line.  I called Omnigraffle and they said that VGA support is on the feature request list so, hopefully, in a short amount of time, I can use the tool as I envisioned.   Review: Criteria Result Is it fun? Yes Is it Useful? Yes Does it Show Promise? Yes Did the VGA Output Work? No File/diagram Formats PDF, Onmigraffle proprietary, image   Quick Sample:     OmniGraffle for iPad - Products - The Omni Group

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  • Hello to the world of EM

    - by Pankaj
    Its been an year since i moved to my new role as Product Manager for Enterprise Manager & time flew like anything specially with activities like Product Beta's , Pre-launch Activity , Oracle Open World , Product Launch , Collateral creation (white-papers , video , demos etc)  & 100's of others things . Now finally i have decided to revive this blog & start sharing my experience on Em12 .

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  • SQL SERVER Introduction to Extended Events Finding Long Running Queries

    The job of an SQL Consultant is very interesting as always. The month before, I was busy doing query optimization and performance tuning projects for our clients, and this month, I am busy delivering my performance in Microsoft SQL Server 2005/2008 Query Optimization and & Performance Tuning Course. I recently read white paper about Extended [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

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  • How to implement an intelligent enemy in a shoot-em-up?

    - by bummzack
    Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is also restricted to the X axis. The player fires bullets (yellow) at the enemy. I'd like to implement an A.I. for the enemy that should be really good at avoiding the players bullets. My first idea was to divide the screen into discrete sections and assign weights to them: There are two weights: The "bullet-weight" (grey) is the danger imposed by a bullet. The closer the bullet is to the enemy, the higher the "bullet-weight" (0..1, where 1 is highest danger). Lanes without a bullet have a weight of 0. The second weight is the "distance-weight" (lime-green). For every lane I add 0.2 movement cost (this value is kinda arbitrary now and could be tweaked). Then I simply add the weights (white) and go to the lane with the lowest weight (red). But this approach has an obvious flaw, because it can easily miss local minima as the optimal place to go would be simply between two incoming bullets (as denoted with the white arrow). So here's what I'm looking for: Should find a way through bullet-storm, even when there's no place that doesn't impose a threat of a bullet. Enemy can reliably dodge bullets by picking an optimal (or almost optimal) solution. Algorithm should be able to factor in bullet movement speed (as they might move with different velocities). Ways to tweak the algorithm so that different levels of difficulty can be applied (dumb to super-intelligent enemies). Algorithm should allow different goals, as the enemy doesn't only want to evade bullets, he should also be able to shoot the player. That means that positions where the enemy can fire at the player should be preferred when dodging bullets. So how would you tackle this? Contrary to other games of this genre, I'd like to have only a few, but very "skilled" enemies instead of masses of dumb enemies.

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  • SEO to ensure visibility for a narrow, non-competitive, non-commercial site

    - by hen3ry
    I'm webmaster of a non-commercial site in English. A non-native-English speaker asked me why our site doesn't produce hits in Google searches she conducts for relevant keywords in her native language. I asked her for a list of keywords in her native language, and I naively tried inserting those into the META info in the page headers and waited a couple of weeks. No help. A little searching informed me that Google doesn't use the META info, and has not done so for a very long time. D'oh! To be entirely concrete, suppose the StackExchange folks want Russian speakers to find this site, Pro Webmasters. The direct translation in Russian of "webmaster" --thanks, Google Translator-- is: "?????????". (Not sure this will render properly, but that's not essential to my question.) Assuming Pro Webmasters has a common template for all pages it generates, inserting "?????????" into the Keywords META for that template won't help, it seems. What could StackExchange do to make this site visible to users searching with the Russian keyword "?????????" ? Pretty much all the advice I've seen boils down to this, if I understand correctly: use the desired search term often (but not too often) among site content, and the problem will be solved. That's great, but I don't think sprinkling "?????????" visibly all over Pro Webmasters is going to fly. Just for completeness, crawlers must be long immune to the invisible-to-visitors scheme, e.g, format "?????????" in a tiny text size in a color the same as an existing background, e.g. white-over-white. Or, put that text inside a div styled: ' style="visibility: hidden" '. Probably some other equivalents. I can only think of one slightly effective method, along these lines: place an unobtrusive link on the common template to a page titled "for international users" , and on that page list desired synonyms for "webmaster" in various languages on that page. A test case --admittedly, just one-- using my site implies that a Google search for "international users" ????????? will produce a hit for this page, and thus make the site minimally visible, despite the fact that the page will almost never be visited. At the moment, anyway. Note: All the SEO discussions I have found so far are about competitive and --almost certainly-- commercial sites. To repeat: my site is non-commercial, and it is about an obscure, narrow topic that is of interest to only a small number of people worldwide. This isn't about clawing our way to the top of competitive rankings, just making this content minimally visible to interested non-native-English speakers. Ideas? TIA

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  • BPM Process Accelerator Packs - Update

    - by Pat Shepherd
    There are 3 BPM Process Accelerator Packs available now (Accelerator Packs Available ) as discssed in my earlier post: https://blogs.oracle.com/enterprisearchitecture/entry/bpm_process_accelerator_packs There is a new and very useful white paper on BPM/Accelerator best practices at: http://www.oracle.com/technetwork/middleware/bpm/learnmore/processaccelbestpracticeswhitepaper-1708910.pdf Thought I'd post that as the topic is getting more and more attention in various discussions I have been having.

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  • Excellent Source of Upgrade Information in Japanese

    - by roy.swonger
    If you are a regular reader of this blog you will know that we have enjoyed our visits to Tokyo, Osaka, and Kyoto immensely. We work very closely with our colleagues in Japan, and I would like to highlight a website that will be extremely useful to anybody who can read Japanese. The site is oracledatabase.jp/upgrade. Here is a screenshot: With plenty of good information from web articles to white papers, this site is a terrific resource for our Japanese partners and customers! 

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  • Reflections on SQL Saturday #60 - Cleveland

    - by AaronBertrand
    Every time I attend a SQL Saturday , I leave with a rejuvenated and even further reinforced sense of community. Cleveland ( SQL Saturday #60 ) was by far no exception. Allen White ( blog | twitter ), Erin Stellato ( blog | twitter ), Cory Stevenson, Brian Davis ( twitter ), and all others involved put on a fantastic event that endured some crappy weather, parking problems, and significant delays and hardship for at least one speaker - sorry Grant! (Grant wrote about his experience .) I was able to...(read more)

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  • Community is Great

    - by GrumpyOldDBA
    I have a great respect for so many who contribute to the community, without them I would often struggle in my role for sure. When "strange events" happen in a busy production environment it can be quite daunting when it seems everyone around is expecting you to have the answer/solution at your finger tips. I'm indebted to Paul White http://sqlblog.com/blogs/paul_white/default.aspx in confirming I'd found a bug and doing all the hard work including raising a connect item https:/...(read more)

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  • Ugly right-click menu and menubar in some applications

    - by halflings
    After installing some packages (unfortunately I can't remember which ones) and installing some GTK3 themes (Faience / Faenza), my terminal's menubar and the right-click menu (in some contexts) started to look very ugly ! 1: Right-click menu 2: Terminal menubar, notice the white rounded corner rectangles, it looks WAY uglier on other themes Note that the menubar isn't "ugly" in most contexts, but it still is on the desktops and some applications. (For the menubar, I think the terminal is the only one concerned by this) I tried going back to my original theme, it didn't fix the problem.

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  • How to give a ball a following texture trailing effect

    - by Evan Kohilas
    How do I draw copies of the leading texture so that there is a line of the leading ball following behind it? (that don't collide) So far I have tried to create the effect by placing another graphic 2 pixels off the graphic, but I don't see the second ball being drawn. spriteBatch.Draw(ballTexture, ballPos, null, Color.White, 0.0f, new Vector2(Ballpos.X +2, ballPos.Y +2), ballSize, SpriteEffects.None, 0); Thanks.

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  • Debugging a Broken Stylesheet: CSS Background Disappears when Scroll Off Bottom of Screen

    - by nannette
    I recently worked on an existing project where we decided to add a background to the site. Whether this is a background color or background image, the same problem occured. The problem was that the background loaded fine in the screen. But when the user used the scrollbar to scroll below the bottom edge of the screen, the background immediately turned white. The footer panel was colorized as desired, but the background just disappeared. I'm going to provide my debugging steps so you can learn how...(read more)

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Component-based Rendering

    - by Kikaimaru
    I have component Renderer, that Draws Texture2D (or sprite) According to component-based architecture i should have only method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) But first I need to do spriteBatch.Begin();. Where should i call it? And how can I make sure it's called before any Renderer components OnUpdate method? (i need to do more stuff then just Begin() i also need to set right rendertarget for camera etc.)

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