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  • jQuery UI autocomplete not working in IE

    - by Peter Di Cecco
    Hi all, I've got the new autocomplete widget in jQuery UI 1.8rc3 working great in Firefox. It doesn't work at all in IE. Can someone help me out? HTML: <input type="text" id="ctrSearch" size="30"> <input type="hidden" id="ctrId"> Javascript: $("#ctrSearch").autocomplete({ source: "ctrSearch.do", minLength: 3, focus: function(event, ui){ $('#ctrSearch').val(ui.item.ctrLastName + ", " + ui.item.ctrFirstName); return false; }, select: function(event, ui){ $('#ctrId').val(ui.item.ctrId); return false; } }); Result (IE 8): The red box is the <ul> element created by jQuery. I also get this error: Line: 116 Error: Invalid argument. When I open it in the IE8 script debugger, it highlights f[b]=d on line 116 of jquery.min.js. Note that I'm using version 1.4.2 of jQuery hosted on Google's servers (https://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js). I've tried removing some of the options, but even when I call .autocomplete() with no options, or with only the source option, I still get the same result. Once again, it's working in Firefox, but not in IE. Any suggestions? Thanks.

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  • make jquery animation faster

    - by darkandcold
    Hello, while loading a page i am using a animation, wid=jQuery(window).width()+400; jQuery('#div').animate({'marginLeft' : '+='+wid+'px'},{queue:false, duration:20000 }) div, is being moved to left in 20 sec. I use this animation for loading page. when page is loaded <body onload=myfunction()> is called. when myfunction is called (page is loadad completly) i want to my animation faster. how to change an animation duration while it's animating?

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  • JQuery. Layout is shaking during animation

    - by Andrew Florko
    Hello everybody, JQuery accordion animation (as well as simple hides / shows) looks weird with some browsers (IE, Opera). But Fire Fox and Chrome renders animation perfectly without artifacts. Html layout tends to shake with IE / Opera during animation as if surrounding paddings / margins are changed for small random value. How can I minimize this effect. Is it jquery bug or browsers issue?

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  • jquery image slider for jquery mobile website

    - by Kaidul Islam Sazal
    I have found a fancy looking cubic jquery image slider for jquery mobile website here: http://m.jeep.com/en/mobile/vehicles/selector.html?app=bmo#&ui-state=dialog Now I want to use this slider in one of my project.But I didn't found any resource of this kind of slider for mobile website in online.Now I need to know if there are this kind of slider on the internet ? Or do you know any useful resource of image slider for mobile site (I didn't find any effective resource).

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  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • How to perform kCATransitionPush animation without any transparency / fade effects

    - by Anthony
    I'm trying to duplicate the "slide up from the bottom" animation that [UIViewController presentModalViewController:animated:] performs but without calling it because I don't want a modal view. The below core animation code comes very close but appears to be changing transparency values of the views during it. At the start of the animation you can partially see through the view sliding up. By the middle/end of the animation the view we are sliding over is fully transparent so we can see behind it. I'd like both to remain fully opaque during this animation. Any ideas on how to stop transparency changes in this code or to otherwise get the "slide up animation" I am looking for without requiring a modal view? UIViewController *nextViewController = [[UIViewController alloc] autorelease]; nextViewController.view.backgroundColor = [UIColor redColor]; CATransition *animation = [CATransition animation]; animation.duration = 3.5; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; animation.type = kCATransitionPush; animation.subtype = kCATransitionFromTop; [self.navigationController pushViewController:nextViewController animated:NO]; [self.navigationController.view.layer addAnimation:animation forKey:nil];

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  • Working on a jQuery plugin : viewport simulator

    - by pixelboy
    Hi community, i'm working on a jQuery plugin that's aiming to simulate one axis camera movements. The first step to achieving this is simple : use conventional, clean markup, and get the prototype to work. Heres how to initiate the plugin : $('#wrapper').fluidGrids({exclude: '.exclude'}); Here's a working demo of the WIP thing : http://sandbox.test.everestconseil.com/protoCitroen/home.html Where am I having issues : Is there a fast way to detect if parent of each target (clickable animated element) is a href link, and if so to save this url ? My clone uses the original background image to then animate it.fade it to black/white. But when you clik on an element, image url is found, but doesn't seem to be injected. Do you see anything ? Finally, about animation of elements : as you can see in source code, I'm using the container $('#wrapper') to position all animated children. What would be the perfect properties to apply to make this cross browser proof ? Here's the source code for the plugin, fully commented. (function($){ $.fn.extend({ //plugin name - fluidGrids fluidGrids: function(options) { //List and default values for available options var defaults = { //The target that we're going to use to handle click event hitTarget: '.animateMe', exclude: '.exclude', animateSpeed: 1000 }; var options = $.extend(defaults, options); return this.each(function() { var o = options; //Assign current element to variable var obj = $(this); //We assign default width height and positions to each object in order to get them back when necessary var objPosition = obj.position(); //Get all ready to animate targets in innerViewport var items = $(o.hitTarget, obj); //Final coords of innerViewport var innerViewport = new Object(); innerViewport.top = parseInt(objPosition.top); innerViewport.left = parseInt(objPosition.left); innerViewport.bottom = obj.height(); innerViewport.right = obj.width(); items.each(function(e){ //Assign a pointer cursor to each clickable element $(this).css("cursor","pointer"); //To load distant url at last, we look for it in Title Attribute if ($(this).attr('title').length){ var targetUrl = $(this).attr('title'); } //We assign default width height and positions to each object in order to get them back when necessary var itemPosition = $(this).position(); var itemTop = itemPosition.top; var itemLeft = itemPosition.left; var itemWidth = $(this).width(); var itemHeight = $(this).height(); //Both the original and it's animated clone var original = $(this); //To give the if (original.css('background-image')){ var urlImageOriginal = original.css('background-image').replace(/^url|[("")]/g, ''); var imageToInsert = "<img src="+urlImageOriginal+"/>" } var clone = $(this).clone(); original.click(function() { $(clone).append(imageToInsert); $(clone).attr("id","clone"); $(clone).attr('top',itemTop); $(clone).attr('left',itemLeft); $(clone).css("position","absolute"); $(clone).insertAfter(this); $(this).hide(); $(clone).animate({ top: innerViewport.top, left: innerViewport.left, width: innerViewport.bottom, height: innerViewport.right }, obj.animateSpeed); $("*",obj).not("#clone, #clone * , a , "+ o.exclude).fadeOut('fast'); //Si l'objet du click est un lien return false; }); }); }); } }); })(jQuery);

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  • how to create animation of sparkling effect for iphone using cocos2d or Quartz core

    - by iPhone Fun
    Hi all, I am creating one application in that i want to give background effect like there are number of starts and something like we are in universe and some starts are getting lighted for few seconds then some other starts etc. I got one open gles animation of Explosion , but I want that kind of effect using quartz core or Cocos2d so that I can implement other things easily. if any one do have any idea or any sample for the sample please suggest me. Thanks in advance

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  • Client-side templating frameworks to streamline using jQuery with REST/JSON

    - by Tauren
    I'm starting to migrate some html generation tasks from a server-side framework to the client. I'm using jQuery on the client. My goal is to get JSON data via a REST api and use this data to populate HTML into the page. Right now, when a user on my site clicks a link to My Projects, the server generates HTML like this: <dl> <dt>Clean Toilet</dt> <dd>Get off your butt and clean this filth!</dd> <dt>Clean Car</dt> <dd>I think there's something growing in there...</dd> <dt>Replace Puked on Baby Sheets</dt> </dl> I'm changing this so that clicking My Projects will now do a GET request that returns something like this: [ { "name":"Clean Car", "description":"I think there's something growing in there..." }, { "name":"Clean Toilets", "description":"Get off your butt and clean this filth!" }, { "name":"Replace Puked on Baby Sheets" } ] I can certainly write custom jQuery code to take that JSON and generate the HTML from it. This is not my question, and I don't need advice on how to do that. What I'd like to do is completely separate the presentation and layout from the logic (jquery code). I don't want to be creating DL, DT, and DD elements via jQuery code. I'd rather use some sort of HTML templates that I can fill the data in to. These templates could simply be HTML snippets that are hidden in the page that the application was loaded from. Or they could be dynamically loaded from the server (to support user specific layouts, i18n, etc.). They could be displayed a single time, as well as allow looping and repeating. Perhaps it should support sub-templates, if/then/else, and so forth. I have LOTS of lists and content on my site that are presented in many different ways. I'm looking to create a simple and consistent way to generate and display content without creating custom jQuery code for every different feature on my site. To me, this means I need to find or build a small framework on top of jQuery (probably as a plugin) that meets these requirements. The only sort of framework that I've found that is anything like this is jTemplates. I don't know how good it is, as I haven't used it yet. At first glance, I'm not thrilled by it's template syntax. Anyone know of other frameworks or plugins that I should look into? Any blog posts or other resources out there that discuss doing this sort of thing? I just want to make sure that I've surveyed everything out there before building it myself. Thanks!

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  • jQuery UI datepicker performance

    - by Richard Ev
    I have a textbox on my web page that is used to specify a date, so I'd like to use the jQuery DatePicker. However, most of my users are locked into using IE6 and the performance of the jQuery DatePicker is a little sluggish in this browser. Can anyone recommend an alternate JavaScript date picker, or any means of improving the display performance of the jQuery DatePicker?

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  • jquery pagination

    - by user295189
    We are using jquery for pagination. We are pulling millions of records from the database and then th jquery does the pagination on the front end. that is a very slow process. Can someone advice us of a solution in php and jquery where we pull 50 records at a time? Thanks

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  • How to get jQuery draggable elements scroll with mb.imageNavigator

    - by bulltorious
    I am using jQuery mb.imageNavigator (1.8) from http://pupunzi.open-lab.com/mb-jquery-components/mb-imagenavigator/ to implements a Risk type game adjucation system. Using the imageNavigator plugin I am able to scroll around a large game map of the world. My issue is when I declare some elements as draggable and drag them onto the map image, their location does not stay relative to where in the picture I put them. They just stay fixed on the screen no matter where I scroll. Does anyone know how to make the the draggable elements scroll with the image? Matteo posts about "you can add an additional content layer that overlay image and moves with it" and posts an example, but I can't make it work. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> ` <head> <script type="text/jscript" src="lib/jquery/jquery-1.3.2.js"> </script> <script type="text/jscript" src="lib/jquery/jquery-ui-1.7.2.custom.min.js"> </script> <script type="text/jscript" src="lib/utilities/mbImgNav.min.js_0.js"> </script> <script type="text/jscript" src="lib/utilities/start.js"> </script> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>New Web Project</title> </head> <body> <div id="AdamsAshTray" style="float:right; background-color:red; z-index:999"> test test test </div> <div id="navArea"> <div imageUrl="someimage" navPosition="BR" navWidth="100" style="display:none;" class="imagesContainer"> <span class="title">zuccheriera</span> <div class="description"> <STRONG>description1</STRONG> </div> </div> </div> </body> $(document).ready(function(){ $("#navArea").imageNavigator({ areaWidth:1820, areaHeight:1000, draggerStyle: "1px dotted red", navOpacity: .8 }) $("#AdamsAshTray").draggable({ grid: [20,20] }); })`

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  • How can I get jQuery validation plugin Ketchup to stop an Ajax form submission when validation fails?

    - by Marshall Sontag
    I'm using Ruby on Rails, Formtastic gem, jQuery and ketchup to validate my form. I'm submitting the form created by Formtastic inside a modal box using ajax: <% semantic_form_remote_for @contact_form, :url => '/request/contact' do |f| %> I have a validation plugin verifying the fields on the form: $(document).ready(function() { $("#new_contact_form").ketchup(); }); The problem is that semantic_form_remote_for generates an onSubmit ajax request that the jQuery validation plugins won't prevent, since it's not a normal form submission. One question on stackoverflow suggests using :condition on the remote form declaration to fire a javascript function, but I can't do that since I'm not using a function, but rather relying on a jQuery handler. I also tried putting ketchup within a submit event handler: $(document).ready(function() { $("#new_contact_form").submit(function() { $('#new_contact_form').ketchup(); }); }); No luck. Form still submits. I also tried using the beforeSend option of jQuery.ajax: $(document).ready(function() { jQuery.ajax( { beforeSend: function(){ $('#new_contact_form').ketchup(); } }); }); Validation fires off, but form is still submitted. I switched to jQuery Validation plugin just to see if it was due to some limitation in Ketchup. It turns out that Validation has a submitHandler option: $(document).ready(function() { $('#new_contact_form').validate({ submitHandler: function(form) { jQuery.ajax({ data:jQuery.param(jQuery('#new_contact_form').serializeArray()), dataType:'script', type:'post', url:'/request/contact' }); return false; } }); }); This works when I use a regular semantic_form_for instead of semantic_form_remote_for, but alas, I would rather use Ketchup. Is Ketchup just woefully lacking? Am I forced to use jQuery Validation?

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  • jQuery - draggable images on iPad / iPhone - how to integrate event.preventDefault();?

    - by Tim
    Hello! I use jQuery, jQuery UI and jQuery mobile to build a web application for iPhone / iPad. Now I create images and they should be draggable, so I did this: <!DOCTYPE html> <html> <head> <meta http-equiv="Content-type" content="text/html; charset=utf-8"> <title>Drag - Test</title> <link rel="stylesheet" href="http://code.jquery.com/mobile/1.0a2/jquery.mobile-1.0a2.min.css" /> <script src="http://code.jquery.com/jquery-1.4.4.min.js"></script> <script src="http://code.jquery.com/mobile/1.0a2/jquery.mobile-1.0a2.min.js"></script> <script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.8.7/jquery-ui.min.js"></script> </head> <body> <div> <div style="width:500px;height:500px;border:1px solid red;"> <img src="http://upload.wikimedia.org/wikipedia/en/thumb/9/9e/JQuery_logo.svg/200px-JQuery_logo.svg.png" class="draggable" alt="jQuery logo" /> <img src="http://upload.wikimedia.org/wikipedia/en/a/ab/Apple-logo.png" class="draggable" alt="Apple Inc. logo" /> </div> </div> </body> <script type="text/javascript"> $(document).ready(function() { $(".draggable").draggable(); }); </script> </html> Here you can see the live example: http://jsbin.com/igena4/ The problem is, that the whole page want to scroll. I searched in Apple's HTML5 examples and found this to prevent the scrolling of the page, so that the image is draggable: ... onDragStart: function(event) { // stop page from panning on iPhone/iPad - we're moving a note, not the page event.preventDefault(); ... } But the problem is for me, how can I include this into my jQuery? Where do I get event? Best Regards.

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  • How to display unique success messages on jquery form validation

    - by mastah
    Hi guys, hope you can help me on this one, I'm currently using this: jQuery plugin:validation (Homepage) I've been reading related questions here, but this one is the closest get. http://stackoverflow.com/questions/1863448/jquery-validation-on-success from the plugin's documentation http://docs.jquery.com/Plugins/Validation/validate#toption success String, Callback If specified, the error label is displayed to show a valid element. If a String is given, its added as a class to the label. If a Function is given, its called with the label (as a jQuery object) as its only argument. That can be used to add a text like "ok!". Currently I'm only object given to me is the label, and I can only add text to it. Now what I want is to have unique success message. For example: username field will have a success message: 'username okay!' email = 'email seems right' something along those lines, instead of displaying just one generic success message on all the fields. Thanks in advanced :)

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  • jQuery show submit button on input field click

    - by Pjack
    Hi, I'm trying to have a comment input field that will show the submit button on a dynamically created form when you click on the input field. Similar to how facebook comments work. When you click on the input field the submit button appears and when you click off it disappears. All the comment input id's are comment_1 etc and the submit button id's are submit_1 etc. I've tried this, jQuery("#[id^='comment_']").live('click',function(event){ if(jQuery("#[id^='comment_']").val() == ""){ jQuery("#[id^='submit_']").hide(); } else { jQuery("#[id^='submit_']").show(); } }); And that won't work for some reason. Any suggestion or how it can be accomplished would be great.

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  • Stop animation playing automatically

    - by Starkers
    I've created an animation to animate a swinging mace. To do this I select the mace object in the scene pane, open the animation pane, and key it at a certain position at 0:00. I'm prompted to save this animation in my assets folder, which I do, as maceswing I then rotate the mace, move the slider through time and key it in a different position. I move the slider through time again, move the object to the original position and key it. There are now three things in my assets folder: maceswing appears to be my animation, but I have no idea what Mace Mace 1 and Mace 2 are. (I've been mucking around trying to get this working so it's possible Mace 1 and Mace 2 are just duplicates of Mace. I still want to know what they are though) When I play my game, the mace is constantly swinging, even though I didn't apply maceswing to it. I can't stop it. People say there's some kind of tick box to stop it constantly animating but I can't find it. My mace object only has an Animator component: Unticking this component doesn't stop the animation playing so I have no idea where the animation is coming from. Or what the Animator component actually does. I don't want this animation constantly playing. I only want it to play once when someone clicks a certain button: var Mace : Transform; if(Input.GetButtonDown('Fire1')){ Mace.animation.Play('maceswing'); }; Upon clicking the 'Fire1' button, I get this error: MissingComponentException: There is no 'Animation' attached to the "Mace" game object, but a script is trying to access it. You probably need to add a Animation to the game object "Mace". Or your script needs to check if the component is attached before using it. There is no 'Animation' attached to the "Mace" game object, and yet I can see it swinging away constantly. Infact I can't stop it! So what's causing the animation if the game object doesn't have an 'Animation' attached to it?

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  • jQuery Animate Inconsistencies between Browsers

    - by silent1mezzo
    I'm trying to figure out why this works in FireFox, Chrome but not in IE and not properly in Safari and Opera (you can view it working at http://41six.com/about/) HTML: <div id="menu"> <ul> <li> <a href="/" class="home" title="Home" alt="fortyonesix">&nbsp;</a> <div id='home-hover'>Home Page</div> </li> </ul> </div> CSS: #menu .home { display:block; height:24px; width:24px; background-image: url('../images/Home.png'); } #home-hover { position:fixed; padding: 3px 0 3px 10px; left:40px; top:125px; width: 100px; height: 20px; background-color:#000; color: #fff; z-index:9999; opacity: .9; filter: alpha(opacity=90); -ms-filter:"progid:DXImageTransform.Microsoft.Alpha(Opacity=90)"; -moz-border-radius-topright: 5px; -webkit-border-top-right-radius: 5px; -moz-border-radius-bottomright: 5px; -webkit-border-top-bottom-radius: 5px; display:none; } JQuery: $('.home').hover(function() { $('#home-hover').animate({width:'toggle'},200); }, function() { $('#home-hover').animate({width:'toggle'},200); }); It's definitely not pretty but I'm not sure why its not working for Safari, Opera and IE

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  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

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  • Need to make animation whereby the character shatters into a bunch of pieces

    - by theprojectabot
    I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of the animation and fall apart with gravity so it looks like the model is falling apart in shattered pieces. Is there a way to run a script on a mesh, cut out these pieces, instantiate all of them as separate models and then run gravity on them during the simulation?

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

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

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  • JQuery Mobile Code Snippets 1

    - by Yousef_Jadallah
     I want to share with you some important codes that you may need during JQuery Mobile development.These codes are tested on Alpha 4 version. Beta 1 has been released before two days, Therefore I will test them in my current project and let you know if there is any changes : Normal 0 false false false EN-US X-NONE AR-SA /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:Arial; mso-bidi-theme-font:minor-bidi;}    Normal 0 false false false EN-US X-NONE AR-SA /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:Arial; mso-bidi-theme-font:minor-bidi;} Show and hide back button in your Application    $(document).bind("mobileinit", function () {           $.mobile.page.prototype.options.addBackBtn = true;        });     Customizing the back button text $(document).bind("mobileinit", function () {$.mobile.page.prototype.options.backBtnText = "previous";});       Hide "Close button" for dialog programatically:   $('[data-role=dialog]div[id="YourDiaogdivID"]').live('pagecreate', function (event) {     $("a[data-icon='delete']").hide();          });  Change Select option element index:      var myselect = $("select#foo");       myselect[0].selectedIndex = 0; //The new index        myselect.selectmenu("refresh"); //uset this line of code after any updating on the select element      Change Select optoin elemetn text value:    $("select#foo").parent().contents().children('.ui-btn-text').text('Your Text Here');    Refreshing a checkbox    $("select#foo").parent().contents().children('.ui-btn-text').text('Your Text Here');     Hide select option element  $('#foo').parent().hide();     Hide and Show Page Loading Message :  $.mobile.pageLoading(); //Show $.mobile.pageLoading(true); //hide            overriding $.mobile.loadingMessage  $(document).bind("mobileinit", function () {    $.mobile.loadingMessage = 'My Loading Message';    });    Hide and Show jQuery-Mobile-Themed-DatePicker    $(".ui-datepicker").hide();  $(".ui-datepicker").show();       Build your Custom Loading Message :           $('#CustomeLoadingMessage').hide();//Hide the div               $('# CustomeLoadingMessage').ajaxStart(function () {                $(this).show();            });             $('# CustomeLoadingMessage').ajaxStop(function () {                $(this).hide();            });   I wil publish other important codes soon.Hope that helps.

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