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  • Unobtrusive Maximum Input Lengths with JQuery and FluentValidation

    - by Steve Wilkes
    If you use FluentValidation and set a maximum length for a string or a maximum  value for a numeric property, JQuery validation is used to show an error message when the user inputs too many characters or a numeric value which is too big. On a recent project we wanted to use input’s maxlength attribute to prevent a user from entering too many characters rather than cure the problem with an error message, and I added this JQuery to add maxlength attributes based on JQuery validation’s data- attributes. $(function () { $("input[data-val-range-max],input[data-val-length-max]").each(function (i, e) { var input = $(e); var maxlength = input.is("[data-val-range-max]") ? input.data("valRangeMax").toString().length : input.data("valLengthMax"); input.attr("maxlength", maxlength); }); }); Presto!

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  • Need suggestions on how to create a website with an encrypted database.

    - by SFx
    Hi guys, I want to create a website where a user enters content (say a couple of sentences) which eventually gets stored in a backend database (maybe MySQL). But before the content leaves the client side, I want it to get encrypted using something on client like maybe javascript. The data will travel over the web encrypted, but more importantly, will also be permanently stored in the backend database encrypted. Is JavaScript appropriate to use for this? Would 256 bit encryption take too long? Also, how do you query an encrypted database later on if you want to pull down the content that a user may have submitted over the past 2 months? I'm looking for tips, suggestions and any pointers you guys may have in how to go about learning about and accomplishing this. Thanks!

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  • How do you handle unfound resources?

    - by concept3d
    For example your game expects a certain asset to be loaded what is the best way to handle it if the resource isn't found, for example: Texture* grassTexture = LoadTexture("Grass.png");// returns NULL as texture is not found. Mesh* car = LoadMesh("Car.obj");// returns NULL as 3d mesh is not found What if for some reason the resource wasn't found e.g. deleted by user, misspelling while in development ? Should I use Assertions (which is only useful while in development? Exit the game gracefully ? or even thrown an exception and try to handle it? On a separate question, if I used a handle system instead of pointers (which I am already working on) I don't see how this would help me recover from unfound resources, Does a handle system help in situations like this?

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  • WIFI card intel r 2200 will not work

    - by Telemarkhero
    I have installed 12.04 on a Fujitsu Siemens Amilo Pro. Wifi card does not work. Have tried various threads but none have the same problem. Think I have the correct firmware but the following comes up: gill@ubuntu:~$ iwconfig lo no wireless extensions. eth1 IEEE 802.11bg ESSID:off/any Mode:Managed Channel:0 Access Point: Not-Associated Bit Rate:0 kb/s Tx-Power=off Sensitivity=8/0 Retry limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality:0 Signal level:0 Noise level:0 Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0 eth0 no wireless extensions. Also gill@ubuntu:~$ rfkill list all 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes There is a power switch for wifi but it does not do anything in Ubuntu. Any pointers greatfully received.

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  • How can I create a dynamic site that is still search-bot friendly?

    - by zuko
    If I want to have a slide effect between pages. You click a link, it is loaded off to the side and then slides in (pushing the old page off the other side). I can imagine using jQuery to do the PHP and the effects... but how do I do something like this that gracefully degrades for users without Javascript, including bots? Possibly more problematic: what if I wanted to have a sort of mural background across the site, perhaps with a parallax scrolling effect, and sliding to other pages reveals more of the, possibly giant image? Again, I can imagine how to do this with lots of fancy jQuery and PHP but it would heavily rely on those. How can I gracefully degrade in a situation like that? Any pointers, articles or books would be greatly appreciated. I keep trying to search for answers but I just get a lot of "theory"-based, unhelpful blogs.

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  • How to make the switch to C++11?

    - by Overv
    I've been programming in C++ for a while now, but mostly thinks centered around the low-level features of C++. By that I mean mostly working with pointers and raw arrays. I think this behavior is known as using C++ as C with classes despite me only having tried C recently for the first time. I was pleasantly surprised how languages like C# and Java hide these details away in convenient standard library classes like Dictionaries and Lists. I'm aware that the C++ standard library has many convenience containers like vectors, maps and strings as well and C++11 only adds to this by having std:: array and ranged loops. How do I best learn to make use of these modern language features and which are suitable for which moments? Is it correct that software engineering in C++ nowadays I'd mostly free of manual memory management? Lastly, which compiler should I use to make the most of the new standard? Visual Studio has excellent debugging tools, but even VS2012 seems to have terrible C++11 support.

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  • Multiple X screens without Xinerama

    - by Kalle Elmér
    Is there some way to move Windows between separate X screens in Ubuntu 12.04? With 3 monitors on 2 GPUs, using Twinview is not an option. Xinerama allows me to drag windows between all monitors, but it also means that I lose all hardware acceleration. I don't expect to be able to drag windows between the screens and have them occupy two monitors simultaneously, but there must be some way to transfer a program while it is running. At the moment, I don't even know how to select which monitor it will use when launched. Any pointers?

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  • Make Apache encode or replace quotes instead of escaping them?

    - by mplungjan
    In the dcoumentation I read Format Notes For security reasons, starting with version 2.0.46, non-printable and other special characters in %r, %i and %o are escaped using \xhh sequences, where hh stands for the hexadecimal representation of the raw byte. Exceptions from this rule are " and \, which are escaped by prepending a backslash, and all whitespace characters, which are written in their C-style notation (\n, \t, etc). In versions prior to 2.0.46, no escaping was performed on these strings so you had to be quite careful when dealing with raw log files. This is a problem for Analog which is still the handiest analyser I use. I get .... "GET /somerequest?q=\"quoted string\"&someparm=bla" in the logfile and it is of course flagged as corrupt since Analog expects .... "GET /somerequest?q=%22quoted string%22&someparm=bla" or similar. I realise I can pre-process using something like perl -p -i.bak -e 's/\\"/%22/g' logfile But I'd rather not have to add this step to these files which are 50-90MB zipped per day Thanks for any pointers

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  • Store and create game objects at positions along terrain

    - by Alex
    I have a circular character that rolls down terrain like that shown in the picture below. The terrain is created from an array holding 1000 points. The ground is drawn one screen width infront and one screen width behind. So as the character moves, edges are created infront and edges are removed behind. My problem is, I want to create box2d bodies at certain locations along the path and need a way to store these creator methods or objects. I need some way to store a position at which they are created and some pointer to a function to create them, once the character is in range. I guess this would be an array of some sort that is checked each time the ground is updated and then if in range, the function is executed and removed from the array. But I'm not sure if its even possible to store pointers to functions with parameters included... any help is much appreciated!

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  • Make a flowchart to demonstrate closure behavior

    - by thomas
    I saw below test question the other day in which the author's used a flow chart to represent the logic of loops. And I got to thinking it would be interesting to do this with some more complex logic. For example, the closure in this IIFE sort of boggles me. while (i <= qty_of_gets) { // needs an IIFE (function(i) promise = promise.then(function(){ return $.get("queries/html/" + product_id + i + ".php"); }); }(i++)); } I wonder if seeing a flowchart representation of what happens in it could be more elucidating. Could such a thing be done? Would it be helpful? Or just messy? I haven't the foggiest clue where to start, but thought maybe someone would like to take a stab. Probably all the ajax could go and it could just be a simple return within the IIFE.

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  • Mail reaches only after closing connection

    - by user293250
    I have setup a postfix mail server with saslauthd. I telnet from a windows machine to send a mail. All works fine, I even get the msg 250 Mail queued for delivery. On the mailserver I see connect msgs on /var/log/mail.log for connection but not for the mail queuing or delivery. Only after I close the telnet connection I get all the valid msgs in mail.log. The mail also doesnt arrive in my Maildir/new directory until I close the connection. I am very new to Ubuntu, any pointers will be much appreciated. Many thanks.

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  • Writing jenkins plugin: where is the documentation?

    - by user22070
    On my current project we're using Jenkins to monitor our builds. Now they want me to write a Jenkins plugin to add some more monitoring parameters. I've taken a look at how the status monitor plugin works, and I can't figure some things out. I've tried to look for documentation for writing a plugin, but that seems to be sorely lacking. (the site only mentions how to generate the base project, and refers to a tutorial that's not that informative) What I'm trying to do is just add some options to each build, add a link, and a monitoring page. Adding to the main page is apparently done by adding the action, but I'm still trying to figure out the rest. And how it all ties in. Does anyone have any pointers, or a place where I can find some decent documentation?

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  • Service Layer - how broad should it be, and should it also be on the local application?

    - by BornToCode
    Background: I need to build a desktop application with some operations (CRUD and more) (=winforms), I need to make another application which will re-use some of the functions of the main application (=webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • Button click event in the Ogre3d for ios

    - by user1184398
    Is it possible to access the button click event by using the cursor? These are the steps I followed for the button click event using the SDK trays m_pTrayMgr = new OgreBites::SdkTrayManager("TrayMgr", m_pRenderWnd, m_pMouse, this); I create the buttons m_LeftBtn = tray->createButton(OgreBites:: TL_LEFT, "sdk_button_down", "Left"); m_RightBtn = tray->createButton(OgreBites::TL_RIGHT, "sdk_button_up", "Right"); And I am calling this function void OgreFramework::buttonHit(OgreBites::Button* button) { if(button->getName().compare("sdk_button_down") == 0 ) { printf("XXX"); } } But the button hit function is not getting called... Could somebody provide some sample code? I'm not using any cursor for the click.

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  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

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  • Periodic updates of an object in Unity

    - by Blue
    I'm trying to make a collider appear every 1 second. But I can't get the code right. I tried enabling the collider in the Update function and putting a yield to make it update every second or so. But it's not working (it gives me an error: Update() cannot be a coroutine.) How would I fix this? Would I need a timer system to toggle the collider? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

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  • Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so?

    - by Amoxus
    I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop. Two main reasons of having an event system are: so that you can call code B from code A, but still want to prioritize code A. to make sure there are no freaky loopedy loops where code A calls code B calls code A ... I wonder what Ansca's rationale behind having events being handled directly this way is. And does Corona handle loopedy loops and other such pitfalls gracefully? The following code demonstrates dispatchEvent(): T= {} Z = display.newRect(100,100,100,100) function T.doSomething() print("T.doSomething: begun") local event = { name="myEventType", target=T } Z:dispatchEvent( event ) print("T.doSomething: ended") end function Z.sayHello(event) print("Z.sayHello: begun and ended") end Z:addEventListener("myEventType", Z.sayHello) print("Main: begun") T.doSomething() print("Main: ended") However Ansca claims the contrary at http://developer.coronalabs.com/reference/index/objectdispatchevent Can anyone clear this up a little? ( Using Corona simulator V 2012.840 )

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  • PL/SQL to delete invalid data from token Strings

    - by Jie Chen
    Previous article describes how to delete the duplicated values from token string in bulk mode. This one extends it and shows the way to delete invalid data. Scenario Support we have page_two and manufacturers tables in database and the table DDL is: SQL> desc page_two; Name NULL? TYPE ----------------------------------------- -------- ------------------------ MULTILIST04 VARCHAR2(765) SQL> SQL> desc manufacturers; Name NULL? TYPE ----------------------------------------- -------- ------ ID NOT NULL NUMBER NAME VARCHAR In table page_two, column multilist04 stores a token string splitted with common. Each token represent a valid ID in manufacturers table. My expectation is to delete invalid token strings from page_two.multilist04, which have no mapping id in manufacturers.id. For example in below SQL result: ,6295728,33,6295729,6295730,6295731,22, , value 33 and 22 are invalid data because there is no ID equals to 33 or 22 in manufacturers table. So I need to delete 33 and 22. SQL> col rowid format a20; SQL> col multilist04 format a50; SQL> select rowid, multilist04 from page_two; ROWID MULTILIST04 -------------------- -------------------------------------------------- AAB+UrADfAAAAhUAAI ,6295728,6295729,6295730,6295731, AAB+UrADfAAAAhUAAJ ,1111,6295728,6295729,6295730,6295731, AAB+UrADfAAAAhUAAK ,6295728,111,6295729,6295730,6295731, AAB+UrADfAAAAhUAAL ,6295728,6295729,6295730,6295731,22, AAB+UrADfAAAAhUAAM ,6295728,33,6295729,6295730,6295731,22, SQL> select id, encode_name from manufacturers where id in (1111,11,22,33); No rows selected SQL> Solution As there is no existing SPLIT function or related in PL/SQL, I should program it by myself. I code Split intermediate function which is used to get the token value between current splitter and next splitter. Next program is main entry point, it get each column value from page_two.multilist04, process each row based on cursor. When it get each multilist04 value, it uses above Split function to get each token string stored to singValue variant, then check if it exists in manufacturers.id. If not found, set fixFlag to 1, pending to be deleted.

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  • 2D Collision in Canvas - Balls Overlapping When Velocity is High

    - by kushsolitary
    I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the walls. I managed to do the collision with walls perfectly but now the problem is with the collision with other balls. I am using the following code for it: //Check collision between two bodies function collides(b1, b2) { //Find the distance between their mid-points var dx = b1.x - b2.x, dy = b1.y - b2.y, dist = Math.round(Math.sqrt(dx*dx + dy*dy)); //Check if it is a collision if(dist <= (b1.r + b2.r)) { //Calculate the angles var angle = Math.atan2(dy, dx), sin = Math.sin(angle), cos = Math.cos(angle); //Calculate the old velocity components var v1x = b1.vx * cos, v2x = b2.vx * cos, v1y = b1.vy * sin, v2y = b2.vy * sin; //Calculate the new velocity components var vel1x = ((b1.m - b2.m) / (b1.m + b2.m)) * v1x + (2 * b2.m / (b1.m + b2.m)) * v2x, vel2x = (2 * b1.m / (b1.m + b2.m)) * v1x + ((b2.m - b1.m) / (b2.m + b1.m)) * v2x, vel1y = v1y, vel2y = v2y; //Set the new velocities b1.vx = vel1x; b2.vx = vel2x; b1.vy = vel1y; b2.vy = vel2y; } } You can see the experiment here. The problem is, some balls overlap each other and stick together while some of them rebound perfectly. I don't know what is causing this issue. Here's my balls object if that matters: function Ball() { //Random Positions this.x = 50 + Math.random() * W; this.y = 50 + Math.random() * H; //Random radii this.r = 15 + Math.random() * 30; this.m = this.r; //Random velocity components this.vx = 1 + Math.random() * 4; this.vy = 1 + Math.random() * 4; //Random shade of grey color this.c = Math.round(Math.random() * 200); this.draw = function() { ctx.beginPath(); ctx.fillStyle = "rgb(" + this.c + ", " + this.c + ", " + this.c + ")"; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); ctx.closePath(); } }

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  • How relevant is PHP today for browser games?

    - by Bitgarden
    I was the lead developer of 2 moderately successful browser games quite a few years back, and plan on working on a new game soon. At the time, I wrote them in pure PHP (no template engine or anything of the sort). I'd like to start working on a new game, but have been out of the web development world for a while. Reading around, I hear a lot of good about Rails, Django, Node.js, etc., with which I have no experience (although I know my way around Python, Javascript, and the others quite well). So my question is the following- if I were to go in my old ways and go with PHP again, would I be making things hard for myself? Would picking something more "trendy" have a real impact on my development? In addition, does anyone have any pointers relating to specifically developing browser games with these more modern tools?

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  • In C++, is it a reflection of poor software design if objects are deleted manually?

    - by grokus
    With the advent of smart pointers, is it a sign of poor design if I see objects are deleted? I'm seeing some software components in our product that people are still doing this. This practice strikes me as un-idiomatic, but I need to be sure this is the industry consensus. I'm not starting a crusade but it'd be nice to be prepared theory wise. Edit: legit uses of delete, Klaim mentioned the object pool use case. I agree. Bad examples of using delete, I am seeing many new's in constructor or start() and corresponding delete's in the destructor or stop(), why not use scoped_ptr? It makes the code cleaner.

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  • Web stalker has purchased a domain name that uses my personal name, web page is defamatory [closed]

    - by Deborah Morse-Kahn
    We have been unsuccessful in persuading a stalker's website host to release the domain name he purchased which is my own personal name, e.g., PERSONALNAME.com. You will find my name below in the signature area. Look for yourself. On the one page that this domain name leades to is dreadful and defamatory material. No attorney has felt it worth their time to chase this issue down, and we cannot afford to go to a national or international dispute resolution group to bring this issue to WHOIS. Worse, the stalker is amoral and a psychopath: he would just love the attention. We've even consider trying to find someone to illegally hack into the webpage to at least redirect the domain pointers to my own professional website. This issue has continued now for two years and is affecting my professional reputations as potential clients have looked for me online. Is there any remedy? Your help and advice would be greatly welcomed.

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  • Optimization of a Hybrid Pagination Scheme

    - by Kaustubh Karkare
    I'm working on a Web Application using node.js in which I'm building a partial copy of the database on the client-side to decrease the load on my server. Right now, I have a function like this (expressed as python-style pseudocode, but implemented in JavaScript): get(table_name,primary_key): if primary_key in cache[table_name]: return cache[table_name][primary_key] else: x = get_data_from_server(table_name,primary_key) # socket.io return cache[table_name][primary_key] = x While this scheme works perfectly well for caching individual rows, I'd like to extend it to support the creation of paginated tables ordered according to the primary_key, and loading additional data using the above function for only the current and possibly the adjacent pages. Now, I don't want to keep the list of primary keys on the server to be retrieved every time I need to change the page (which, for reasons beyond the scope here, will be very frequent), and keeping it on the client side, subject to real-time create/delete events from the server, doesn't seem that good an idea, even after compression (using ranges, instead of individual values). What is the best way to calculate which items are to be displayed on a random page, minimizing the space requirements & the need for communication with the server?

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  • Are trivial protected getters blatant overkill?

    - by Panzercrisis
    Something I really have not thought about before (AS3 syntax): private var m_obj:Object; protected function get obj():Object { return m_obj; } private var m_str:String; protected function get str():String { return m_str; } At least subclasses won't be able to set m_obj or m_str (though they could still modify m_obj). Is this just blatant overkill? I am not talking about doing this as opposed to making them public. I am talking about doing this instead of just making the variables themselves protected. Like this: protected var m_obj:Object; //more accessible than a private variable with a protected getter protected var m_str:String; //more accessible than a private variable with a protected getter

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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