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  • Snake Game Help

    - by MuhammadA
    I am making a snake game and learning XNA at the same time. I have 3 classes : Game.cs, Snake.cs and Apple.cs My problem is more of a conceptual problem, I want to know which class is really responsible for ... detecting collision of snake head on apple/itself/wall? which class should increase the snakes speed, size? It seems to me that however much I try and put the snake stuff into snake.cs that game.cs has to know a lot about the snake, like : -- I want to increase the score depending on size of snake, the score variable is inside game.cs, which means now I have to ask the snake its size on every hit of the apple... seems a bit unclean all this highly coupled code. or -- I DO NOT want to place the apple under the snake... now the apple suddenly has to know about all the snake parts, my head hurts when I think of that. Maybe there should be some sort of AppleLayer.cs class that should know about the snake... Whats the best approach in such a simple scenario? Any tips welcome. Game.cs : using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Design; namespace Snakez { public enum CurrentGameState { Playing, Paused, NotPlaying } public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private readonly Color _niceGreenColour = new Color(167, 255, 124); private KeyboardState _oldKeyboardState; private SpriteFont _scoreFont; private SoundEffect _biteSound, _crashSound; private Vector2 _scoreLocation = new Vector2(10, 10); private Apple _apple; private Snake _snake; private int _score = 0; private int _speed = 1; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _scoreFont = Content.Load<SpriteFont>("Score"); _apple = new Apple(800, 480, Content.Load<Texture2D>("Apple")); _snake = new Snake(Content.Load<Texture2D>("BodyBlock")); _biteSound = Content.Load<SoundEffect>("Bite"); _crashSound = Content.Load<SoundEffect>("Crash"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { Content.Unload(); } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState newKeyboardState = Keyboard.GetState(); if (newKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); // Allows the game to exit } else if (newKeyboardState.IsKeyDown(Keys.Up) && !_oldKeyboardState.IsKeyDown(Keys.Up)) { _snake.SetDirection(Direction.Up); } else if (newKeyboardState.IsKeyDown(Keys.Down) && !_oldKeyboardState.IsKeyDown(Keys.Down)) { _snake.SetDirection(Direction.Down); } else if (newKeyboardState.IsKeyDown(Keys.Left) && !_oldKeyboardState.IsKeyDown(Keys.Left)) { _snake.SetDirection(Direction.Left); } else if (newKeyboardState.IsKeyDown(Keys.Right) && !_oldKeyboardState.IsKeyDown(Keys.Right)) { _snake.SetDirection(Direction.Right); } _oldKeyboardState = newKeyboardState; _snake.Update(); if (_snake.IsEating(_apple)) { _biteSound.Play(); _score += 10; _apple.Place(); } base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_niceGreenColour); float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds; _spriteBatch.Begin(); _spriteBatch.DrawString(_scoreFont, "Score : " + _score, _scoreLocation, Color.Red); _apple.Draw(_spriteBatch); _snake.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); } } } Snake.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public enum Direction { Up, Down, Left, Right } public class Snake { private List<Rectangle> _parts; private readonly Texture2D _bodyBlock; private readonly int _startX = 160; private readonly int _startY = 120; private int _moveDelay = 100; private DateTime _lastUpdatedAt; private Direction _direction; private Rectangle _lastTail; public Snake(Texture2D bodyBlock) { _bodyBlock = bodyBlock; _parts = new List<Rectangle>(); _parts.Add(new Rectangle(_startX, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + bodyBlock.Width, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 2, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 3, _startY, _bodyBlock.Width, _bodyBlock.Height)); _direction = Direction.Right; _lastUpdatedAt = DateTime.Now; } public void Draw(SpriteBatch spriteBatch) { foreach (var p in _parts) { spriteBatch.Draw(_bodyBlock, new Vector2(p.X, p.Y), Color.White); } } public void Update() { if (DateTime.Now.Subtract(_lastUpdatedAt).TotalMilliseconds > _moveDelay) { //DateTime.Now.Ticks _lastTail = _parts.First(); _parts.Remove(_lastTail); /* add new head in right direction */ var lastHead = _parts.Last(); var newHead = new Rectangle(0, 0, _bodyBlock.Width, _bodyBlock.Height); switch (_direction) { case Direction.Up: newHead.X = lastHead.X; newHead.Y = lastHead.Y - _bodyBlock.Width; break; case Direction.Down: newHead.X = lastHead.X; newHead.Y = lastHead.Y + _bodyBlock.Width; break; case Direction.Left: newHead.X = lastHead.X - _bodyBlock.Width; newHead.Y = lastHead.Y; break; case Direction.Right: newHead.X = lastHead.X + _bodyBlock.Width; newHead.Y = lastHead.Y; break; } _parts.Add(newHead); _lastUpdatedAt = DateTime.Now; } } public void SetDirection(Direction newDirection) { if (_direction == Direction.Up && newDirection == Direction.Down) { return; } else if (_direction == Direction.Down && newDirection == Direction.Up) { return; } else if (_direction == Direction.Left && newDirection == Direction.Right) { return; } else if (_direction == Direction.Right && newDirection == Direction.Left) { return; } _direction = newDirection; } public bool IsEating(Apple apple) { if (_parts.Last().Intersects(apple.Location)) { GrowBiggerAndFaster(); return true; } return false; } private void GrowBiggerAndFaster() { _parts.Insert(0, _lastTail); _moveDelay -= (_moveDelay / 100)*2; } } } Apple.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public class Apple { private readonly int _maxWidth, _maxHeight; private readonly Texture2D _texture; private readonly Random random = new Random(); public Rectangle Location { get; private set; } public Apple(int screenWidth, int screenHeight, Texture2D texture) { _maxWidth = (screenWidth + 1) - texture.Width; _maxHeight = (screenHeight + 1) - texture.Height; _texture = texture; Place(); } public void Place() { Location = GetRandomLocation(_maxWidth, _maxHeight); } private Rectangle GetRandomLocation(int maxWidth, int maxHeight) { // x and y -- multiple of 20 int x = random.Next(1, maxWidth); var leftOver = x % 20; x = x - leftOver; int y = random.Next(1, maxHeight); leftOver = y % 20; y = y - leftOver; return new Rectangle(x, y, _texture.Width, _texture.Height); } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(_texture, Location, Color.White); } } }

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  • How do i fire a click continuously while something is hovered?

    - by russjman
    Im pretty sure this has a simple solution. I am using jCarousellite, and i want to change the behaviour of built in nav buttons to fire on hover over. $("#carousel").jCarouselLite({ vertical: true, btnNext: ".btn-down", btnPrev: ".btn-up", visible:6, circular: false }); $("#carousel .btn-down").hover(function() { $("#carousel .btn-down").click(); }); but it only fires once when mouseover, i need it to fire continueously while mouseover.

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  • Number of routers in small community lock up and require reboot.

    - by Anthony Hiscox
    I live in a small town which has one primary ISP. Lately I have noticed that a number of wireless routers have been locking up and requiring a reboot before allowing any connections. This has affected two of my routers, my work router, and a few others. In all cases wired continued to function as usual. Often wireless clients can see the SSID but simply won't connect. I can only think of a few possibilities and was hoping someone here might be able to point me in the right direction: Our ISP is well known to be flaky, something they are doing is causing this, what that might be I have no clue it as seems to affect the wireless only. There's a power issue in town, given our remote location and reputation for crap electrical, this seems reasonable. Only one router was plugged in to a UPS, and I'm not sure of the quality. There is some bug in all the different firmware for every one of these routers (all different). That doesn't seem reasonable, unless; it's an unknown (or known) exploit or DoS of some sort being launched by a massive team of ninjas hell bent on forcing us all to be tethered to our walls by ethernet cables or; it's just been a coincidence and I'm just paranoid (this has some weight, I mean read 4 again). Anyone else experience similar issues and have some tips?

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  • Help modify a javascript code to perform a div scroll

    - by Jamex
    Hi, The code below uses javascript to smoothly scroll content in a div. I don't need the smooth scrolling action, and only need the onclick action for the buttons. I would like to use this code so that if a scroll up/down button is pressed, the scroll would instantaneously jump up/down to a position, just like if you were to press the reset button (see demo link). If the down button is pressed, it would jump down the position of the content div (say 300px) and show the text instantaneously without showing how the scrolling text. I am not familiar with JS, so it you know a shorter way, please suggest. TIA the demo link is HERE The code is > this.easyscroll = function(){ // id of the container element var > id = "myContent"; // navigation > buttons text var nav = ["Scroll Up", > "Scroll Down", "Reset"]; // id for > each navigation button (OPTIONAL) var > navId = ["btnUp", "btnDown", > "btnReset"]; > > // movement speed var speed = 5; > // desired height of the container > element (in pixels) var height = 200; > // // END CONFIG // do not edit > below this line (unless you want to of > course :) ) // > > var obj = > document.getElementById(id); obj.up > = false; obj.down = false; obj.fast = false; > > var container = > document.createElement("div"); var > parent = obj.parentNode; > container.id="easyscroll"; > parent.insertBefore(container,obj); > parent.removeChild(obj); > container.style.position = > "relative"; container.style.height = > height + "px"; > container.style.overflow = "hidden"; > obj.style.position = "absolute"; > obj.style.top = "0"; obj.style.left > = "0"; container.appendChild(obj); var btns = new Array(); var ul = > document.createElement("ul"); > ul.id="easyscrollnav"; for (var > i=0;i<nav.length;i++){ var li = > document.createElement("li"); > li.innerHTML = nav[i]; li.id = > navId[i]; btns.push(li); > ul.appendChild(li); }; > parent.insertBefore(ul,container); > btns[0].onmouseover = function(){ > obj.up = true; this.className = > "over"; }; btns[0].onmouseout = > function(){ obj.up = false; > this.className = ""; }; > btns[1].onmouseover = function(){ > obj.down = true; this.className = > "over"; }; btns[1].onmouseout = > function(){ obj.down = false; > this.className = ""; }; > btns[0].onmousedown = > btns[1].onmousedown = function(){ > obj.fast = true; }; > btns[0].onmouseup = btns[1].onmouseup > = function(){ obj.fast = false; }; btns[2].onmouseover = > function(){ this.className = > "over"; }; btns[2].onmouseout = > function(){ this.className = ""; > }; btns[2].onclick = function(){ > obj.style.top = "0px"; }; > this.start = function(){ var newTop; var objHeight = > obj.offsetHeight; var top = > obj.offsetTop; var fast = (obj.fast) > ? 2 : 1; if(obj.down){ newTop > = ((objHeight+top) > height) ? top-(speed*fast) : top; > obj.style.top = newTop + "px"; > }; if(obj.up){ newTop = > (top < 0) ? top+(speed*fast) : top; > obj.style.top = newTop + "px"; }; > }; obj.interval = > setInterval("start()",50); }; > > > this.addEvent = function(obj,type,fn){ > if(obj.attachEvent){ > obj['e'+type+fn] = fn; > obj[type+fn] = > function(){obj['e'+type+fn](window.event > );} obj.attachEvent('on'+type, > obj[type+fn]); } else { > obj.addEventListener(type,fn,false); > }; }; > addEvent(window,"load",easyscroll);

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  • Using the hardware keyboard to simulate button press on Android

    - by Bevor
    Hello, it is difficult to test a game with the mouse pointer on android buttons. I would like to control those buttons with the hardware keyboard. Actually I don't want to control the buttons itself but I want to control the behaviour the buttons would also do. For example I have 4 buttons in the android application with "arrow up, down, left, right". I'd like to use the arrow buttons of my hardware keyboard to control the same. How can I do that? Actually the question is, where can I set the Listener? I tried something in my activity. I set this listener to the application button: button.setOnKeyListener(new OnKeyListener() { @Override public boolean onKey(View v, int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) //scroll down return true; } }); The behaviour is the following: I can't scroll down with my hardware keyboard but with the hardware keyboard I can select the android buttons (they will be highlighted when I move on any button). After I selected the button with the Listener I can't select any other button anymore but then the Listener comes into force. Now I can scroll down with the hardware keyboard arrow down button. I would like to achieve this behaviour without selecting any button. So I thought about setting the listener to the layout container or any other layout but this has no effect. Is there any other approach to achieve this?

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  • Synchronize folders on different computers without cloud and without network just internet

    - by theimmortalbg
    I have two computers with windows 7, one in my home town and one in another town. So they are not in private network but I have internet on both. They have exactly the same file structure. I am searching for program that can keep the data equal. I know about dropbox or google drive but they are cloud and I don't want to use them. Also they are using folder that you should copy your data in it. There is another programs that are like a server, just put something and after that you can download it but I dont need them. I want just to point which folders to be synchronized and the program make the synchronization. The sync can be in real time if the two computers are powered, or after few time when they are powered. Or it can lock another computer synced folder till update is required. At all this is my documents that I want to be synced in all my computers and to be changed from where I want. In fact I can move the updates with flash but if some program save the changes and make them on another computer with one click it will facilitate my work.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Forwarding keypresses in GTK

    - by dguaraglia
    I'm writing a bit of code for a Gedit plugin. I'm using Python and the interface (obviously) is GTK. So, the issue I'm having is quite simple: I have a search box (a gtk.Entry) and right below I have a results box (a gtk.TreeView). Right after you type something in the search box you are presented a bunch of results, and I would like the user to be able to press the Up/Down keys to select one, Enter to choose it, and be done. Thing is, I can't seem to find a way to forward the Up/Down keypress to the TreeView. Currently I have this piece of code: def __onSearchKeyPress(self, widget, event): """ Forward up and down keys to the tree. """ if event.keyval in [gtk.keysyms.Up, gtk.keysyms.Down]: print "pressed up or down" e = gtk.gdk.Event(gtk.gdk.KEY_PRESS) e.keyval = event.keyval e.window = self.browser.window e.send_event = True self.browser.emit("key-press-event", e) return True I can clearly see I'm receiving the right kind of event, but the event I'm sending gets ignored by the TreeView. Any ideas? Thanks in advance people.

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  • Port(s) not forwarding?

    - by user11189
    I have cable internet service through Charter Communications and feed two desktop computers through a Linksys RP614v3 router. One system is my wife's running WinXP Home Edition and the other is mine, running Vista Home Premium (sp1). I have port forwarding configured in the Linksys so I can access the Vista system remotely using TightVNC. Initially, it worked great and I was able to remotely tend email and access local files while out of town for work. Lately, the cable internet service appears to flicker intermittently and upon return, my Mailwasher program loses ability to access the net and I've been unable to make the remote connection. When I reset the port forwarded for email in the router control panel, Mailwasher functionality returns but as I'm home when that happens, I have no easy way to check remote access until the next time I'm on the road or at work. I'm at my wit's end -- the TightVNC client accesses fine from my wife's system from behind the modem/router setup but I don't know how to maintain whatever gets reset when I fiddle with the control panel and the need to do so at all is new. I accessed it fine for a week off and on while out of town a month ago and now I can't leave home and access it from work an hour later.

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  • Cannot connect to Github?

    - by user2973438
    so I tried to push some updates onto my repo on github via terminal on Mac OSX 10.8.4 and it doesn't work. I've been getting the same error many times: Lillys-MacBook-Air:Yuewei Lilly$ git push origin master error: Failed connect to github.com:443; Operation timed out while accessing https://github.com/lillybeans/Yuewei.git/info/refs?service=git-receive-pack fatal: HTTP request failed Some background: I've pushed many projects onto github before using terminal (when I was in Canada). I am currently in Shanghai, China, could it be the GFW? But when I was in Beijing, I was able to push projects onto github still. when I do ping github.com: Lillys-MacBook-Air:Yuewei Lilly$ ping github.com PING github.com (192.30.252.131): 56 data bytes Request timeout for icmp_seq 0 Request timeout for icmp_seq 1 ping: sendto: No route to host Request timeout for icmp_seq 2 ping: sendto: Host is down Request timeout for icmp_seq 3 ping: sendto: Host is down Request timeout for icmp_seq 4 ping: sendto: Host is down Request timeout for icmp_seq 5 ping: sendto: Host is down Request timeout for icmp_seq 6 ping: sendto: Host is down Request timeout for icmp_seq 7 ^C --- github.com ping statistics --- 9 packets transmitted, 0 packets received, 100.0% packet loss Lillys-MacBook-Air:Yuewei Lilly$ I have ShadowSocks (proxy) turned on. Without it I can't access github.com via browser, with it, I can. also when I do "git remote -v" I see both my pull and push remote repos correctly listed. Thank you in advance!

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  • Repeat over files in a File > Open dialog with Applescript

    - by GotNoSugarBaby
    In the below script I use an Application other than Finder to launch an "Open" browser and perform a search in it. I've got the window into the state I want, but whatever I try can't access the list of files to repeat over. If anyone can help by adding the code to repeat over that file list and log out the file path of each file it'd be a huge help. Thanks a lot. tell application "Preview" -- start the app activate -- let it boot up delay 3 -- ensure it still has focus activate end tell tell application "System Events" tell process "Preview" -- spawn "Open" window keystroke "o" using {command down} delay 0.5 -- spawn "Go to" window keystroke "g" using {command down, shift down} delay 0.5 -- expand scope of search to all of this mac keystroke "/" keystroke return delay 0.5 -- spawn search field keystroke "f" using {command down} delay 0.5 -- perform search keystroke ".jpg OR .jpeg" keystroke return end tell end tell

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  • JSON onFailure issue

    - by Mikey1980
    I’m having trouble getting a AJAX/JSON function to work correctly. I had this function grabbing value from a drop down box but now I want to use an anchor tag to set it's value. I thought it would be easy to just use the onClick event to pass string to the function I was using for the drop down box but I get the alert in JSON onFailure event even though data gets added to MySQL. I tried removing the alert from onFailure event but then it doesn't add the data. The drop down still continues work work fine, no alerts. (I should note that removing the alert also broke my drop down box) 1st I add an onClick event… <a href="<?php echo Settings::get('app.webroot'); ?>?view=schedule&action=questions" onmouseout="MM_swapImgRestore();" onmouseover="MM_swapImage('bre','','template/images/schedule/bre_f2.gif',1)" onclick="assignCallType('testing')";> 2nd I check main.js.php function assignCallType(type) { alert(type); new Request.JSON({ url: "ajax.php", onSuccess: function(rtndata,txt){ if (rtndata['STATUS'] != 'OK') alert('Status was not okay'); }, onFailure : function () { alert("onFailure") } }).get({ 'action': 'assignCallType', 'call_type': type }); } 3rd Ajax.php: the variable is back in PHP and values get added to MySQL but I get the Alert in the JSON onFailure event if ($_GET['action'] == "assignCallType") { if ($USER->isInsideSales()) { $call_type = $_GET['call_type']; $_SESSION['callinfo']->setCallType($call_type); $_SESSION['callinfo']->save($callid); echo json_encode(array('STATUS'=>'OK')); } else { echo json_encode(array('STATUS'=>'DENIED')); } } Any idea where I am going wrong. The only difference between this and the working drop down is how the function was called, I used onchange="assignCallType(this.value)".

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  • How to make a single line systabcontrol32 that scrolls but doesn't show a scrollbar

    - by TheNewbie
    Hi I'm creating a systabcontrol32 control with the TCS_SINGLELINE style when I resize my window so the tab won't fit an up-down control appears that should allow me to scroll so I can see all the tabs. The thing is that the up-down buttons don't seem to work unless I add a the WS_HSCROLL property to the tab control witch makes it ugly as hell. It could be cool if the up-down could scroll the tabs without need to add the scrollbar (even more since the scroll bar doesn't seem to work, it just sits there and I can't click it).

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  • Attribute Address getting displayed instead of Attribute Value

    - by Manish
    I am try to create the following. I want to have one drop down menu. Depending on the option selected in the first drop down menu, options in second drop down menu will be displayed. The options in 2nd drop down menu is supposed by dynamic, i.e., options change with the change of values in first menu. Here, instead of getting the drop down menus, I am getting the following Choose your Option1: Choose your Option2: Note: I strictly don't want to use javascript. home_form.py class HomeForm(forms.Form): def __init__(self, *args, **kwargs): var_filter_con = kwargs.pop('filter_con', None) super(HomeForm, self).__init__(*args, **kwargs) if var_filter_con == '***': var_empty_label = None else: var_empty_label = ' ' self.option2 = forms.ModelChoiceField(queryset = db_option2.objects.filter(option1_id = var_filter_con).order_by("name"), empty_label = var_empty_label, widget = forms.Select(attrs={"onChange":'this.form.submit();'}) ) self.option1 = forms.ModelChoiceField(queryset = db_option1.objects.all().order_by("name"), empty_label=None, widget=forms.Select(attrs={"onChange":'this.form.submit();'}) ) view.py def option_view(request): if request.method == 'POST': form = HomeForm(request.POST) if form.is_valid(): cd = form.cleaned_data if cd.has_key('option1'): f = HomeForm(filter_con = cd.get('option1')) return render_to_response('homepage.html', {'home_form':f,}, context_instance=RequestContext(request)) return render_to_response('invalid_data.html', {'form':form,}, context_instance=RequestContext(request)) else: f = HomeForm(filter_con = '***') return render_to_response('homepage.html', {'home_form':f,}, context_instance=RequestContext(request)) homepage.html <!DOCTYPE HTML> <head> <title>Nivaaran</title> </head> <body> <form method="post" name = 'choose_opt' action=""> {% csrf_token %} Choose your Option1: {{ home_form.option1 }} <br/> Choose your Option2: {{ home_form.option2 }} </form> </body>

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  • Tree iterator, can you optimize this any further?

    - by Ron
    As a follow up to my original question about a small piece of this code I decided to ask a follow up to see if you can do better then what we came up with so far. The code below iterates over a binary tree (left/right = child/next ). I do believe there is room for one less conditional in here (the down boolean). The fastest answer wins! The cnt statement can be multiple statements so lets make sure this appears only once The child() and next() member functions are about 30x as slow as the hasChild() and hasNext() operations. Keep it iterative <-- dropped this requirement as the recursive solution presented was faster. This is C++ code visit order of the nodes must stay as they are in the example below. ( hit parents first then the children then the 'next' nodes). BaseNodePtr is a boost::shared_ptr as thus assignments are slow, avoid any temporary BaseNodePtr variables. Currently this code takes 5897ms to visit 62200000 nodes in a test tree, calling this function 200,000 times. void processTree (BaseNodePtr current, unsigned int & cnt ) { bool down = true; while ( true ) { if ( down ) { while (true) { cnt++; // this can/will be multiple statesments if (!current->hasChild()) break; current = current->child(); } } if ( current->hasNext() ) { down = true; current = current->next(); } else { down = false; current = current->parent(); if (!current) return; // done. } } }

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  • Using a dropdown on a static webpage as a DataSource in C#.net

    - by Matt
    I know this is a terrible way of doing things, but it's for an internal app where security is no issue. Basically, an old group created a php page with a drop down and this drop down is populated with entries from a DB. The DB owner is currently absent and for the sake of time, I would just need something that turns the entries in that drop down, always at the same url with the same ID every load into a List. Is there a quick, painless way to do this in .NET?

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  • Jquery animate negative top and back to 0 - starts messing up after 3rd click

    - by Daniel Takyi
    The site in question is this one: http://www.pickmixmagazine.com/wordpress/ When you click on one of the posts (any of the boxes) an iframe will slide down from the top with the content in it. Once the "Home" button in the top left hand corner of the iframe is clicked, the iframe slides back up. This works perfectly the first 2 times, on the 3rd click on of a post, the content will slide down, but when the home button is clicked, the content slides back up normally but once it has slid all the way up to the position it should be in, the iframe drops straight back down to where it was before the home button was clicked, I click it again and then it works. Here is the code I've used for both sliding up and sliding down functions: /* slide down function */ var $div = $('iframe.primary'); var height = $div.height(); var width = parseInt($div.width()); $div.css({ height : height }); $div.css('top', -($div.width())); $('.post').click(function () { $('iframe.primary').load(function(){ $div.animate({ top: 0 }, { duration: 1000 }); }) return false; }); /* slide Up function */ var elm = parent.document.getElementsByTagName('iframe')[0]; var jelm = $(elm);//convert to jQuery Element var htmlElm = jelm[0];//convert to HTML Element $('.homebtn').click(function(){ $(elm).animate({ top: -height }, { duration: 1000 }); return false; })

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  • How to I get raw 'mouse' events with touch screens on Windows Vista/7?

    - by Emil
    Does anyone have a clue how to completely disable the touch/tablet 'magic' introduced in Windows Vista? When I follow the steps on http://msdn.microsoft.com/en-us/library/bb969148(VS.85).aspx (both SetProp disable and WM_TABLET_QUERYSYSTEMGESTURESTATUS override) I succeed in stopping windows from treating press-and-hold as a right-click (it correctly gives me a WM_LBUTTONDOWN), but it also gives me a premature WM_LBUTTONUP (before I really let go of the screen). And there is also another problem: a click followed by a drag (down, up, down, move) is treated as a double-click (down, up, down, up, move). These issues occur with two very different touch screens (so it is not a hardware problem), and it never used to happen with Windows XP. This really bugs me. I would much rather have the raw input events like you have for normal mouse clicks. Any ideas?

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  • Help with running crontab from root

    - by user242065
    Im using OSX and having trouble getting a cron job to run. I type the following: $ sudo -i $ crontab -e I then enter: * * * * * root ifconfig en0 down > /dev/null 0 19 * * * root ifconfig en0 down > /dev/null 0 7 * * * root ifconfig en0 up > /dev/null and no success, the first line is for testing. I want it to shut off my internet. The next two lines I plan to leave in, once I get this working. If I type this in to the terminal the internet goes off ifconfig en0 down Why is my cron job not shutting down the internet? FYI: This is a follow up question from http://stackoverflow.com/questions/3027362/how-can-i-write-a-cron-job-that-will-block-my-internet-from-7pm-to-7am-so-i-can most of the comments there are people making fun of me. And a few attempts to solve the problem with out cron jobs.

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  • clearTimeout not working as expected

    - by user543314
    Javascript sliding menu stay open. clearTimeout not working as expected -can you help me please <html> <head> <style> #Menu1 {position:absolute; top:-190px; left:150px; font-size:15px;visibility:visible; background-color:#D0BCFE; width:114px;z-index:0;border-style:solid; } #Menu2 {position:absolute; top:-190px; left:580px; font-size:15px;visibility:visible; background-color:#D0BCFE; width:114px;z-index:0;border-style:solid; } #Menu3 {position:absolute; top:-190px; left:1005px; font-size:15px;visibility:visible; background-color:#D0BCFE; width:114px;z-index:0;border-style:solid; } TD.TDHREFMENUS{font-size:20;color:red;position:relative;z-index:0;background-color:#C4ABFE;border-style:solid;width:114px;} </style> <script> var stopUp=null; var stopDown=null; var mov=-143; var on; function down(id){ if (!on){ on=true; clearTimeout(stopUp) stopUp=null; } var obj=document.getElementById(id) obj.style.top=mov +"px"; if (mov <=27){ mov+=2; stopDown=setTimeout(function (){ down(id) }, 20) } } function up(id){ if (on){ on=false; clearTimeout(stopDown) stopDown=null; } var obj=document.getElementById(id) obj.style.top=mov +"px"; if (mov >=-143){ mov-=2; stopUp=setTimeout(function(){ up(id)}, 20); } } </script> </head> <body leftmargin=0 marginwidth=0 topmargin=0 marginheight=0> <div id="Menu1" onmouseover="down('Menu1')" onmouseout="up('Menu1')"> URL 1<br> URL 2<br> URL 3<br> URL 4<br> URL 5<br> URL 6<br> URL 7<br> URL 8<br> </div> </div> <div id="Menu2" onmouseover="down('Menu2')" onmouseout="up('Menu2')"> URL 1<br> URL 2<br> URL 3<br> URL 4<br> URL 5<br> URL 6<br> URL 7<br> URL 8<br> </div> </div> <div id="Menu3" onmouseover="down('Menu3')" onmouseout="up('Menu3')"> URL 1<br> URL 2<br> URL 3<br> URL 4<br> URL 5<br> URL 6<br> URL 7<br> URL 8<br> </div> </div> <TABLE cellSpacing=0 cellPadding=0 BORDER=1 WIDTH=100%> <TBODY> <TR> <TD align=middle CLASS="TDHREFMENUS"><span onmouseover="down('Menu1')" onmouseout="up('Menu1')">MENU 1</span> </TD> <TD align=middle CLASS="TDHREFMENUS"><span onmouseover="down('Menu2')" onmouseout="up('Menu2')">MENU 2</span> </TD> <TD align=middle CLASS="TDHREFMENUS"><span onmouseover="down('Menu3')" onmouseout="up('Menu3')">MENU 3</span> </TD> </TR> </TBODY> </TABLE> <br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> <html> <head>

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  • Solve a maze using multicores?

    - by acidzombie24
    This question is messy, i dont need a working solution, i need some psuedo code. How would i solve this maze? This is a homework question. I have to get from point green to red. At every fork i need to 'spawn a thread' and go that direction. I need to figure out how to get to red but i am unsure how to avoid paths i already have taken (finishing with any path is ok, i am just not allowed to go in circles). Heres an example of my problem, i start by moving down and i see a fork so one goes right and one goes down (or this thread can take it, it doesnt matter). Now lets ignore the rest of the forks and say the one going right hits the wall, goes down, hits the wall and goes left, then goes up. The other thread goes down, hits the wall then goes all the way right. The bottom path has been taken twice, by starting at different sides. How do i mark this path has been taken? Do i need a lock? Is this the only way? Is there a lockless solution? Implementation wise i was thinking i could have the maze something like this. I dont like the solution because there is a LOT of locking (assuming i lock before each read and write of the haveTraverse member). I dont need to use the MazeSegment class below, i just wrote it up as an example. I am allowed to construct the maze however i want. I was thinking maybe the solution requires no connecting paths and thats hassling me. Maybe i could split the map up instead of using the format below (which is easy to read and understand). But if i knew how to split it up i would know how to walk it thus the problem. How do i walk this maze efficiently? The only hint i receive was dont try to conserve memory by reusing it, make copies. However that was related to a problem with ordering a list and i dont think the hint was a hint for this. class MazeSegment { enum Direction { up, down, left, right} List<Pair<Direction, MazeSegment*>> ConnectingPaths; int line_length; bool haveTraverse; } MazeSegment root; class MazeSegment { enum Direction { up, down, left, right} List<Pair<Direction, MazeSegment*>> ConnectingPaths; bool haveTraverse; } void WalkPath(MazeSegment segment) { if(segment.haveTraverse) return; segment.haveTraverse = true; foreach(var v in segment) { if(v.haveTraverse == false) spawn_thread(v); } } WalkPath(root);

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  • How to make a transition in flex 4 on a fill that contains a linear gradient?

    - by Totty
    <?xml version="1.0" encoding="utf-8"?> <s:Rect id="background" top="0" right="0" bottom="0" left="0" height="30"> <s:fill> <s:SolidColor color="#000000"/> </s:fill> <s:fill.over> <s:LinearGradient rotation="90"> <s:GradientEntry color="#FF5800" alpha="1.0" ratio="0"/> <s:GradientEntry color="#EE0202" alpha="1.0" ratio="1"/> </s:LinearGradient> </s:fill.over> <s:fill.down> <s:LinearGradient rotation="90"> <s:GradientEntry color="#EE0202" alpha="1.0" ratio="0"/> <s:GradientEntry color="#AF0000" alpha="1.0" ratio="1"/> </s:LinearGradient> </s:fill.down> </s:Rect> <s:RichText id="labelDisplay" paddingLeft="10" paddingRight="10" textAlign="center" fontFamily="Myriad Pro" fontSize="16" tabStops="S0 S50 S100 S150" color="#FFFFFF" y="8" color.over="#000000" tabStops.over="S0 S50 S100 S150" color.down="#000000" tabStops.down="S0 S50 S100 S150" color.disabled="#EE0202" tabStops.disabled="S0 S50 S100 S150" color.up="#EE0202" tabStops.up="S0 S50 S100 S150"> <s:filters> <s:DropShadowFilter includeIn="over" blurX="0" blurY="0" distance="1" hideObject="false" inner="false" color="#FFFFFF" strength="1" alpha="1" quality="2" knockout="false" angle="45.0"/> <s:DropShadowFilter includeIn="down" blurX="0" blurY="0" distance="1" hideObject="false" inner="false" color="#CCCCCC" strength="1" alpha="1" quality="2" knockout="false" angle="45.0"/> <s:BlurFilter includeIn="disabled" blurX="4.0" blurY="4.0" quality="2"/> </s:filters> </s:RichText> here is the code, I would like to make a smooth transition when enters the "over" state. any help?

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  • Selecting an option with javascript

    - by Fibericon
    I have a drop down menu that I want to have selected on page load. This is what I'm using at the moment: var selector = document.getElementById("action_person").firstChild; var n = 0; while(selector.options[n] != null) { if(selector.options[n].value == "person") { selector.options.selectedIndex = n; } n++; } I've also tried replacing selector.options.selectedIndex = n with selector.options[n].selected = true. However, it never selects for me. It always shows the item at the top of the drop down. I've verified that the value "person" does exist in the drop down, and that the variable "selector" does point to a valid drop down. What am I doing wrong here?

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