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  • Adding a short delay between bullets

    - by Sun
    I'm having some trouble simulating bullets in my 2D shooter. I want similar mechanics to Megaman, where the user can hold down the shoot button and a continues stream of bullets are fired but with a slight delay. Currently, when the user fires a bullet in my game a get an almost laser like effect. Below is a screen shot of some bullets being fired while running and jumping. In my update method I have the following: if(gc.getInput().isKeyDown(Input.KEY_SPACE) ){ bullets.add(new Bullet(player.getPos().getX() + 30,player.getPos().getY() + 17)); } Then I simply iterate through the array list increasing its x value on each update. Moreover, pressing the shoot button (Space bar) creates multiple bullets instead of just creating one even though I am adding only one new bullet to my array list. What would be the best way to solve this problem?

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  • MVC? patterns for game development? [closed]

    - by davivid
    Possible Duplicate: MVC-like compartmentalization in games? I am thinking of the best way to structure my project and was thought a MVC style pattern would be appropriate. Would be correct having the model handle the majority and basically being the game engine? Are there any standardised patterns recommended for simple game development? Model / Game Engine Data: Level Design, Chat feeds, etc Game Status: Player status, Enemy status, World Status etc etc. Engine: Physics, Collisions, AI View 3D: Gameplay, Camera, Rendering... 2D: UI etc Controller: Player Input UI Input

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  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • Touch Event Not Work With PinchZoom

    - by Siddharth
    I was implemented pinch zoom functionality for my tower of defense game. I manage different entity to display all the towers. From that entity game player select the tower and drag to the actual position where he want to plot the tower. I set the entity in HUD also, so user scroll and zoom the region, the tower become visible all the time. Basically I have created the different entity to show and hide towers only so I can manage it easily. My problem is when I have not perform the scroll and zoom the tower touch and the dragging easily done but when I zoom and scroll the scene at that time the tower touch event does not call so the player can not able to drag and drop it to actual position. So anybody please help me to come out of it.

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • Does an inventory limit in an MMORPG make sense?

    - by Philipp
    I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of a maximum weight, a limited number of inventory slots, or a combination of both. Almost every MMORPG I ever played limits inventory space. But plausibility aside, is this really necessary from a gameplay point of view? Maybe it would in fact improve the game experience when I just let the players carry as much stuff as they want. tl;dr: What is the game development rationale behind limiting carrying capacity of player characters?

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  • Adobe annonce une dernière version de Flash pour Android 4.0, et pour le kit de portage de la technologie vers Linux

    Adobe annonce une dernière version de Flash pour Android 4.0 Et son kit de portage pour Linux Mise à jour du 22 novembre 2011 Flash Player s'en va des appareils mobiles (lire ci-devant), mais pas avant un dernier baroud d'honneur sur Android Ice Cream Sandwich. Adobe affirme dans une déclaration à la presse son intention de « sortir encore une version de plus de Flash Player pour la navigation mobile, qui offrira le support d'Android 4.0, ainsi qu'un autre release de Flash Linux Porting Kit ». Les deux composants devront arriver d'ici la fin de l'année. Par la suite, Adobe n'assurera que les mises à...

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  • Good places for starting to learn Lua scripting [closed]

    - by Cascalho
    I want to start learning to script in lua for game development. I could start with the official Lua tutorials, but I would rather study scripts that were written specifically for games and learn the syntax from there as I believe this is faster and more related to what I want. Can you recommend tutorials in video or text that are very detailed in explaining the code? Or some open source game with heavily commented code? What I want is something detailed that walks me through it, so I start understanding both the syntax and how each piece relate to each other, like "First of all, install this, this and that." "So, here we are defining a new function that will make the player jump." "This is the main script that calls the other ones. It defines these variables." "This function tests if the player is alive."

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  • What's the best way to handle slopes for a platfomer game using Box2D

    - by songokuhd
    I would like to know if there is any known solution for handling the player's movement on slopes using Box2D engine. I tried to do it using a circle as the player. Everything was fine until I tried to walk on slopes, the main problem is that due to gravity, the circle does not stop on the slope. Please if somebody has tried this before I'll appreciate it. If you have a better solution without the physics engine would be fine for me too. Thank you.

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  • "Undefined reference to"

    - by user1332364
    I know that there are a lot of questions somewhat related to this one, but they answers are a bit hard for me to make sense of. I'm receiving the following error for a few different lines of code: C:\Users\Jeff\AppData\Local\Temp\ccAixtmT.o:football.cpp:(.text+0x6f0): undefined reference to `Player::set_values(int, std::string, float)' From these blocks of code: class Player { int playerNum; string playerPos; float playerRank; public: void set_values(int, string, float); float get_rank(){ return playerRank; }; bool operator == (const Player &p1/*, const Player &p2*/) const { if(&p1.playerNum == &playerNum && &p1.playerPos == &playerPos && &p1.playerRank == &playerRank) return true; else return false; }; }; And this being the main function referencing the subclass: int main() { ifstream infile; infile.open ("input.txt", ifstream::in); int numTeams; string command; while(!infile.fail() && !infile.eof()){ infile >> numTeams; string name; Player p; int playNum; string playPos; float playRank; Player all[11]; float ranks[11]; Team allTeams[numTeams]; for(int i=0; i<numTeams; i++){ infile >> name; for(int j=0; j<11; j++){ infile >> playNum; infile >> playPos; infile >> playRank; if(playPos == "QB") p.set_values(playNum, playPos, (playRank*2.0)); else if(playPos == "RB") p.set_values(playNum, playPos, (playRank*1.5)); else if(playPos == "WR") p.set_values(playNum, playPos, (playRank/1.8)); else if(playPos == "TE") p.set_values(playNum, playPos, (playRank*1.1)); else if(playPos == "GD") p.set_values(playNum, playPos, (playRank/2.0)); else if(playPos == "TC") p.set_values(playNum, playPos, (playRank/2.2)); else if(playPos == "CR") p.set_values(playNum, playPos, (playRank/1.2)); all[j] = p; allTeams[i].set_values(all, name); } } infile >> command; if (command == "play"){ int t1; int t2; infile >> t1; infile >> t2; play(allTeams[t1], allTeams[t2]); } else { int t1; int p1; int t2; int p2; swap(allTeams[t1], allTeams[t1].get_player(p1), allTeams[t2], allTeams[t2].get_player(p2)); } } }

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  • Saving to a file in C# [on hold]

    - by user36322
    If I use this code: using (StreamWriter streamWriter = new StreamWriter("Content/player.txt", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will not actually add "Hello!" to the file. However, if I use this code: using (StreamWriter streamWriter = new StreamWriter("C:/Users/Michael/Documents/Visual Studio 2010/Projects/PuzzleGame/PuzzleGame/PuzzleGameContent/player.TXT", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will work as intended and add "Hello!" to the save file. Is there any way I can do this without hardcoding the path?

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  • Simulating a sine wave/oscillating pattern for enemies

    - by Sun
    I'm creating a simple top down shooter, right now I have an enemy which simply follows the player. I'd like to change things up and have the enemies move towards the player but in a wave like motion. I have looked at some similar questions like this but they don't take into account for the Y changing. How can I simulate a wave like pattern for my enemies whilst they are homing into their target. Edit: Sample code In my update method I have the following: Vector2 trackingPos = position - target; trackingPos.Normalize(); position -= trackingPos * elaspedTime * speed;

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  • LAMP server VM issues

    - by nullArray
    After getting a recommendation to salvage a wiki by installing a LAMP server, I went on the prowl for a good virtualized one. I used the VMware Player version. Since the windows box has Bonjour, I can, for example, go to http://lamp.local. and it works see the web client. The problem is, I can't ssh to a directory to scp the files I need, mount a usb thumbdrive (usbfs is unsupported) nor get samba working. I can't even update the ubuntu installation, it fails. I've tried bridged, nat and host-only networking settings in VMware Player. Bridged gives me an undefined IP, while the other two each have different IPs. All three settings allow me to access the web config, but none of them give me samba access. Windows usually freezes, then reports that it cannot connect. I'd rather not wipe a box to do a dedicated install, is there I way I can get this VM working, or are there better LAMP VMs out there? This one came already working and set up with VMware Player, so I thought it would be perfect... Thanks,

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  • Windows 7 64bits installation via USB asks for drivers

    - by Shikiryu
    I just bought a new config ( ASUS p8z68-v lx, i5-2500k + ram and new graphic card ). Coming back and installing it in my old computer, I just saw that my DVD player was on IDE (yup…). So, I needed to install windows 7 64bits from my usb key. Fine, I made my usb key bootable and copy the official DVD on it (the same version that was on my old computer), set BIOS to boot on it first and started the computer up. It worked fine until it asks me for cd/dvd drivers (which is funny since, I do it via USB because I can't plug in my DVD player :D) I have 3 SATA HDD plugged in and that's it. I made a small google search and found that it could be SATA or RAID drivers. Fine, I took another USB KEY and put all my motherboard drivers on it (from the CD sold with the MB) and none of those drivers seemed to work. I tried downloading new drivers from ASUS website and same effect. Any idea but no "buy a new DVD player", I'm now broke for the month :) ?

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  • Why do most songs in my media collection play twice? - Corrupt media?

    - by Dean
    Problem: Whether I'm playing the media with Rhythmbox on Ubuntu, Winamp on Windows, or my Nokia N95's media player, most of my audio files (OK, maybe only 40%) play twice. Info: I have a 500GB external 2.5" WD HDD, with a 150GB primary FAT32 partition labeled MUSIC. Inside this, I have about 500 folders containing about 10,000 MP3/WMA/M4A/WAV files. I manage the drive using Ubuntu 9.10, and frequently copy data to/from it using RSYNC, or on windows, TotalCopy. The visual output is different in each media player, but it behaves as if the 1 MP3 has the same song on it twice, and as soon as it ends it begins again. Winamp shows that the song goes for 2x as long as it should, The N95's media player shows the progress bar off the right-hand-side of the screen when it begins playing (then jumps back to the left, then continues along...). Rhythmbox doesn't show me how long the song is, nor does the progress bar move along the screen. Plea: It seams to me somewhere along the lines my collection has become corrupt... but where? And how? and please someone tell me I can fix it!! TIA, Dean.

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  • Re-sizing disk partition linux/vm

    - by Tiffany Walker
    I VM Player running a linux guest and I was wanting to know how do I expand the disk? In the VM player I gave more disk space but I am not sure how to mount/expand/connect the new disk space to the system. My old disk space was 14GB [root@localhost ~]# df -h / Filesystem Size Used Avail Use% Mounted on /dev/mapper/VolGroup-lv_root 14G 4.5G 8.2G 36% / Then I expanded it and now I see sda2 which is the new space? [root@localhost ~]# fdisk -l Disk /dev/sda: 128.8 GB, 128849018880 bytes 255 heads, 63 sectors/track, 15665 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000cd44d Device Boot Start End Blocks Id System /dev/sda1 * 1 64 512000 83 Linux Partition 1 does not end on cylinder boundary. /dev/sda2 64 2611 20458496 8e Linux LVM Disk /dev/mapper/VolGroup-lv_root: 14.5 GB, 14537457664 bytes 255 heads, 63 sectors/track, 1767 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/mapper/VolGroup-lv_swap: 6408 MB, 6408896512 bytes 255 heads, 63 sectors/track, 779 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Do I need to mount the new space first? resize2fs -p /dev/mapper/VolGroup-lv_root 108849018880 resize2fs 1.41.12 (17-May-2010) The containing partition (or device) is only 3549184 (4k) blocks. You requested a new size of 1474836480 blocks. resize2fs -p /dev/mapper/VolGroup-lv_root 128849018880 resize2fs 1.41.12 (17-May-2010) resize2fs: Invalid new size: 128849018880 [root@localhost ~]# lvextend -L+90GB /dev/mapper/VolGroup-lv_root Extending logical volume lv_root to 103.54 GiB Insufficient free space: 23040 extents needed, but only 0 available [root@localhost ~]# lvextend -L90GB /dev/mapper/VolGroup-lv_root Extending logical volume lv_root to 90.00 GiB Insufficient free space: 19574 extents needed, but only 0 available EDIT: So after trying pvcreate/vgextend nothing has so far worked. I'm guessing the new disk space added from VM Player is not showing up? pvscan PV /dev/sda2 VG VolGroup lvm2 [19.51 GiB / 0 free] Total: 1 [19.51 GiB] / in use: 1 [19.51 GiB] / in no VG: 0 [0 ]

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  • Can't pin modified shortcuts to the Windows 7 task bar

    - by Coder
    I have a shortcut to a .bat file which I pin to the task bar using a workaround by using another icon and this seems to work. Now I make a copy of that shortcut, point it to a different .bat file, rename it, and I can't pin this one to the task bar. I have to find some other new unused icon to pin, pin it, then modify it manually. The other problem this causes is that windows seems to track which icons were pinned even if they are modified after the fact. As such, if I use media player as my dummy icon, pin it, then alter it's name and shortcut to point to a .bat file, I can't re-pin windows media player and if I select unpin from the windows media player, it unpins my shortcut to my .bat file. I can't believe how ridiculous this is. Is there a way to pin anything I want to the taskbar (ie. .bat file in my case) that does not cause problems like this? Is there an easy way I can copy an existing shortcut and modify it and re-pin it to the taskbar? The reason I want to copy it is because I start a .bat file (in particular git bash) and I set properties on the window like quick edit, increase the screen buffer and set it's position and size manually. I don't want to have to do this to every single icon I want to pin since they will be identical aside from the shortcut url.

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  • Audio server with best API?

    - by Wintermute
    I'm a web dev, working in a small studio with a couple of other devs and some crayon-munchers (or, "designers"). Like all the best and trendiest creative studios, we have tunes. Our tunes consists of a set of speakers that whoever wants to can plug into their machine, and DJ their little socks off via iTunes, Spotify, VLC or whatever their music player of choice happens to be. Obviously, this lacks finesse. What we WANT is this: a single, dedicated machine running some sort of audio player (ideally Win-based, but a Linux flavour isn't impossible), that exposes an API. We (ie: me and the other devs) want to write a web-based client onto it, that'll let us remotely do all sorts of funky stuff like generating on-the-fly genre-based playlists, and voting for tracks, and making tea. My question - and please forgive me if this isn't the place for such a question, I was going to ask on Stackoverflow but that didn't seem right either - is this: what's the best player to start with? What can do all of this? I know VLC can function as a streaming server, but know nothing of any API it may have. I'd rather chop my pinky off than use iTunes, but if it does what we want, then... Anyhow, thanks for reading. All comments and suggestions gratefully received.

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  • Android SDK : Playing video using mms protocol

    - by GX
    Hello, Using the Android SDK, is it possible to play a video stream using the MMS protocol I am streaming video from a PC using windows media. I can use Windows Media Player to play the stream by just inputting the following URL in Windows Media Player mms://192.168.223.194:8081 Is it possible to play the same stream using the Android SDK ? Thanks

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  • Javascript - find swfobject on included page and call javascript function

    - by Rob
    I’m using the following script on my website to play an mp3 in flash. To instantiate the flash object I use the swfobject framework in a javascript function. When the function is called the player is created and added to the page. The rest of the website is in php and the page calling this script is being included with the php include function. All the other used scripts are in the php 'master'-page var playerMp3 = new SWFObject("scripts/player.swf","myplayer1","0","0","0"); playerMp3.addVariable("file","track.mp3"); playerMp3.addVariable("icons","false"); playerMp3.write("player1"); var player1 = document.getElementById("myplayer1"); var status1 = $("#status1"); $("#play1").click(function(){ player1.sendEvent("play","true"); $("#status1").fadeIn(400); player4.sendEvent("stop","false"); $("#status4").fadeOut(400); player3.sendEvent("stop","false"); $("#status3").fadeOut(400); player2.sendEvent("stop","false"); $("#status2").fadeOut(400); }); $("#stop1").click(function(){ player1.sendEvent("stop","false"); $("#status1").fadeOut(400); }); $(".closeOver").click(function(){ player1.sendEvent("stop","false"); $("#status1").fadeOut(400); }); $(".accordionButton2").click(function(){ player1.sendEvent("stop","false"); $("#status1").fadeOut(400); }); $(".accordionButton3").click(function(){ player1.sendEvent("stop","false"); $("#status1").fadeOut(400); }); $(".turnOffMusic").click(function(){ player1.sendEvent("stop","false"); $("#status1").fadeOut(400); }); }); I have a play-button with the id ‘#play1’ and a stop-button with the id ‘#stop1’ on my page. A div on the same page has the id ‘#status1’ and a little image of a speaker is in the div. When you push the playbutton, the div with the speaker is fading in and when you push the stopbutton, the div with the speaker is fading out, very simple. And it works as I want it to do. But the problem is, when a song is finished, the speaker doesn’t fade out. Is there a simple solution for this? I already tried using the swfobject framework to get the flash player from the page and call the ‘IsPlaying’ on it, but I’m getting the error that ‘swfobject’ can’t be found. All I need is a little push in the right direction or an example showing me how I can correctly get the currently playing audio player (in flash), check if it’s playing and if finished, call a javascript function to led the speaker-image fade-out again. Hope someone here can help me

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  • Android SeekBar thumb gets clipped/cut off

    - by user286831
    Re-worded question: When using a custom thumb drawable with a SeekBar view, the thumb drawable is clipped at the left and right edges of the view. hi created a custom music player.But when i play the song the player head appears cut off at both sides.I haven't written any code to modify its default positon.Have no idea how to do. http://www.freeimagehosting.net/image.php?eb2dc1e342.jpg

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