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Articles indexed Monday December 10 2012

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  • Unable to either locate any wireless networks nor even connect to wifi

    - by Leo Chan
    I'm new to Linux. I currently have installed ubuntu 12.10. I had a previous problem with my wireless card (see url to see previous problem : How to enable wireless in a Fujitsu LH532?). It now shows Connect to hidden network and create new wireless network but now unfortunately it simply cannot find any wireless connections. I did have a very thorough look around about this problem such as wait a little longer since sometimes it cannot load all the wireless connections available that quickly. My wifi is a hidden network and I have used the connect to hidden network feature but it keeps asking for my wep key which has been checked 4 times (I counted) and it still seems to not work; It keeps asking for the WEP key. I did try both WEP 40/128-bit key and WPA & WPA2 since previously on my windows it worked; My family later decided to use WEP. I only have a quick fix using a usb wireless stick and I wish to have a more solid fix. Thanks Results from sudo iwlist wlan0 scan wlan0 Scan completed : Cell 01 - Address: 00:1E:73:C8:62:BD Channel:6 Frequency:2.437 GHz (Channel 6) Quality=25/70 Signal level=-85 dBm Encryption key:on ESSID:"EnigmaHome" Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s Bit Rates:6 Mb/s; 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s 36 Mb/s; 48 Mb/s; 54 Mb/s Mode:Master Extra:tsf=000000cb3bb10a5c Extra: Last beacon: 696ms ago IE: Unknown: 000A456E69676D61486F6D65 IE: Unknown: 010482848B96 IE: Unknown: 030106 IE: Unknown: 0706484B20010B1E IE: Unknown: 2A0107 IE: Unknown: 32080C1218243048606C IE: Unknown: DD180050F2020101000003A4000027A4000042435E0062322F00 Cell 02 - Address: C8:3A:35:34:C1:60 Channel:6 Frequency:2.437 GHz (Channel 6) Quality=22/70 Signal level=-88 dBm Encryption key:on ESSID:"Tenda" Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 9 Mb/s 18 Mb/s; 36 Mb/s; 54 Mb/s Bit Rates:6 Mb/s; 12 Mb/s; 24 Mb/s; 48 Mb/s Mode:Master Extra:tsf=000001336e70ffdd Extra: Last beacon: 716ms ago IE: Unknown: 000554656E6461 IE: Unknown: 010882848B961224486C IE: Unknown: 030106 IE: Unknown: 32040C183060 IE: Unknown: 0706434E20010D10 IE: Unknown: 33082001020304050607 IE: Unknown: 33082105060708090A0B IE: Unknown: DD270050F204104A0001101044000101104700102880288028801880A880C83A3534C160103C000101 IE: Unknown: 050400010000 IE: Unknown: 2A0106 IE: Unknown: 2D1AEC0117FFFF0000000000000000000000000000000C0000000000 IE: Unknown: 3D1606000500000000000000000000000000000000000000 IE: Unknown: 7F0101 IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : CCMP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Preauthentication Supported IE: Unknown: DD180050F2020101000003A4000027A4000042435E0062322F00 IE: Unknown: 0B05010089127A IE: Unknown: DD1E00904C33EC0117FFFF0000000000000000000000000000000C0000000000 IE: Unknown: DD1A00904C3406000500000000000000000000000000000000000000 IE: Unknown: DD07000C4304000000 Cell 03 - Address: 00:1E:73:C8:62:BF Channel:6 Frequency:2.437 GHz (Channel 6) Quality=47/70 Signal level=-63 dBm Encryption key:on ESSID:"\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00" Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s Bit Rates:6 Mb/s; 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s 36 Mb/s; 48 Mb/s; 54 Mb/s Mode:Master Extra:tsf=000000cb3bac614e Extra: Last beacon: 1064ms ago IE: Unknown: 00110000000000000000000000000000000000 IE: Unknown: 010482848B96 IE: Unknown: 030106 IE: Unknown: 050C010200000000000000000000 IE: Unknown: 0706484B20010B1E IE: Unknown: 2A0107 IE: Unknown: 32080C1218243048606C IE: Unknown: DD070050F202000100

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  • Wubildr.mbr is missing or corrupted

    - by Matej Kranjec
    I just installed Ubuntu using WUBI. I followed this tutorial and when I select Ubuntu from Windows boot loader, it says wubildr.mbr is missing or corrupted. Then Windows boot manager appears again. I try again. The same error. Then I go to Windows, and checked the wubildr.mbr which is in winboot. It is only 8 kb big. Is that normal? Is it corrupted? And one more thing. When I installed using WUBI, I got that error screenshot on (http://94.140.81.66/error.png)

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  • How do I change pages registering as 404 to 200

    - by christian
    I have this problem. After relaunching my site: http://www.kgstiles.com, traffic dropped immensely(about 60%). After troubleshooting for a week and a half - losing thousands of dollars off of lost traffic in the process, I found that Google was getting a 404 error at the end of many of my 301 redirects(so it wouldn't index the new pages). Most of of the pages, though, would register in my browser. They registered as a 404 error in Google's index as well as a 404checker. So my first question is: could this be what's causing my loss of traffic? and second: how do I fix it? I'm desperate! Any help is appreciated! # BEGIN s2Member GZIP exclusions <IfModule mod_rewrite.c> RewriteEngine On RewriteBase / RewriteCond %{QUERY_STRING} (^|\?|&)s2member_file_download\=.+ RewriteRule .* - [E=no-gzip:1] </IfModule> # END s2Member GZIP exclusions # BEGIN WordPress <IfModule mod_rewrite.c> RewriteEngine On RewriteBase / RewriteRule ^index\.php$ - [L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule . /index.php [L] </IfModule> <IfModule mod_rewrite.c> RewriteEngine On RewriteRule ^moreinfo/(.*)$ http://www.kgstiles.com/moreinfo$1 [R=301] RewriteRule ^healthsolutions/(.*)$ http://www.kgstiles.com/healthsolutions$1 [R=301] RewriteRule ^(.*)\.html$ $1/ [R=301,L] RewriteRule ^(.*)\.htm$ $1/ [R=301,L] </IfModule> # END WordPress

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  • Apache, Rewrite Rule and Directories

    - by milo5b
    my sites-available/ file looks something like the following: <VirtualHost *:80> ServerAdmin webmaster@mysite ServerName mysite.co.uk ServerAlias www.mysite.co.uk DocumentRoot /home/mysite.co.uk/htdocs/ <Directory /home/mysite.co.uk/htdocs/> Options -Indexes FollowSymlinks MultiViews AllowOverride All Order allow,deny allow from all </Directory> ErrorLog ${APACHE_LOG_DIR}/mysite.co.uk/error.log LogLevel warn CustomLog ${APACHE_LOG_DIR}/mysite.co.uk/access.log combined </VirtualHost> In .htaccess (in the htdocs/), I have (amongst others) the following rewrite rule: RewriteRule ^enquiries$ /enquiries.php Somehow I have also a directory named "enquiries" (/home/mysite.co.uk/htdocs/enquiries/), and when I hit the url "www.mysite.co.uk/enquiries" I get: HTTP/1.1 301 Moved Permanently Date: Mon, 10 Dec 2012 18:53:37 GMT Server: Apache/2.2.16 (Debian) Location: http://www.mysite.co.uk/enquiries/ Vary: Accept-Encoding Content-Type: text/html; charset=iso-8859-1 And a Browser would display the directory's content. Now, I could easily rename the folder and get it sorted, but I would like to understand what's going on here. What would be the correct way to configure Apache in a way that it wont behave this way, and instead would listen to the Rewrite Rule? If I did not explain myself clearly, please feel free to ask more questions, I'd be happy to answer them. Thanks!

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  • Stop Google Analytics from appending hostname?

    - by Nick Q.
    I've come across an Analytics profile that is appending the rest of a URL to the end of a page's path. For example when looking at the page that exists at http://example.com/page I would expect to see /page but instead it shows me /page/http://example.com/. The profile has no filters applied to it, and until July was reporting as expected (/page), in July the site in question switched hosts (and absolutely nothing else, so I'm not sure that's the problem). The analytics code on the site is the standard Google Async code with a domain set. All other profiles for the site show /page as expected. Any ideas as to how I can get the profile to function as expected?

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  • Alternatives to Marin Software for ppc management? [closed]

    - by Skyao
    Does anyone have suggestion for ppc management tool similar to Marin Software but is much cheaper? Marin Software Enterprise charges a minimum of several thousand dollars per month. The functionality needed is as follows: Keyword creation and management - Campaign Management Automated bidding and roi tools - Reporting and analytics Ability to upload/download customized revenue data any suggestions would be appreciated..thanks

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  • bad practice to create a print friendly page to remove the use of pdfs?

    - by Phil
    the company I work for has a one page invoice that uses the library tcpdf. they wanted to do some design changes that I found are just incredibly difficult for setting up in .pdf format. using html/css I could easily create the page and have it print very nicely, but I have a feeling that I am over looking something. is it a good practice to set up a page just for printing? and if not, is it at least better than putting out a ugly .pdf? I could also use the CSS inline so that if they wanted to download it and open it they could.

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  • Job Search Engine Url Structure Issue [closed]

    - by Justin
    Possible Duplicate: What is the best stucture of SEO friendly URL? I am working on a job board, and i'm trying to figure out a good design for URL structure. Some things that I have found through research: 100 - 150 Chars long is ideal 3-5 words in your url, according to Matt Cutts Use .htaccess to force clean urls Do not duplicate data (important) Clean and precise, describing the content Use hyphens On the homepage, I try to detect the users location based on IP, but this isn't always accurate, and not always reliable. So until they put in their city/location, I can't always use this structure but this is potentially work-able. For Searching, a form post to a results page: domain.com/jobs/[city]/[search] ie: domain.com/jobs/toronto/sales manager/ OR domain.com/search/jobs/toronto/sales manager/ or do I remove the word JOBS and just use Search. I trying to keep good search terms in the URL, but also keep it clean and concise. Can someone give me some feedback and thoughts to 'why'...

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  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

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  • Octrees and Vertex Buffer Objects

    - by sharethis
    As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. First, I could once divide the space in chunks of a fixed size like many games do. What I could do now is to generate a polygon shape for each chunk and store that in a vertex buffer object (vbo). Each time a voxel changes, the polygon and vbo of its chunk is recreated. Additionally it is easy to dynamically load and reload parts of the terrain. Another approach would be to use octrees and divide the space in eight cubes which are divided again and again. So I could efficiently render the terrain because I don't have to go deeper in a solid cube and can draw that as a single one (with a repeated texture). What I like to use for my game is an octree datastructure. But I can't imagine how to use vbos with that. How is that done, or is this impossible?

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  • Estimating costs in a GOAP system

    - by fullwall
    I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the world state. To provide a fair chance for all Actions and Goals to execute, I'm using a heuristic function to estimate the cost of doing something. What is the best way to estimate this cost so that it is comparable to all the other costs? As an example, estimating the cost of running away from an enemy versus attacking it - how should the cost be calculated to be comparable?

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  • How do I make a jumping dolphin rotate realistically?

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } } I changed my code a little. But I still have some trouble with the rotation. Here's the entire code. The dolphin looks at the wrong direction if I press the left or right key. For example, it looks down if I press the left key. What is wrong with the rotation? At the beginning, the dolphin looks at the left side, but after I pressed a key it just looks down or up. I deleted the "rotation += 0.01f;" lines in the code. Is that correct? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); Vector2 prevPos; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } rotation = (float)Math.Atan2(Position.X - prevPos.X, Position.Y - prevPos.Y); prevPos = Position; // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { VelocityY += 40f; } else { VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { VelocityY += -10f; } else { VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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