Got bored and have not coded or posted in a while so I broke my player up into body groups and this happen
[IMG]http://i.imgur.com/wSxzR4i.gif[/IMG]
Lel.
Is making animations in WPF xaml supposed to be a bitch?
I was trying to have an eventtrigger trigger on a buttons click event, and start an thickness animation that shrunk another grid. Ended up having to create and trigger the animation using only code-behind because I could not figure out how to target the damn grid.....
Here's the simple thing I wanted to make: [url]http://www.gfycat.com/YawningFabulousFlicker[/url]
On a side-note: how do I tag gfycat stuff?
[QUOTE=Winner;45587429]-labpunch stuff-[/QUOTE]
This is wonderful. I will do something cool with this, I promise.
We got a slush machine.
I am translating the game.
Work is being done.
[img]http://puu.sh/aEa5E/65ee5249a8.jpg[/img]
I am being very productive.
[IMG]http://i.imgur.com/y9ScMXv.png[/IMG]
Pixel setting in a console window. Confirmed master of witchcraft.
[QUOTE=Berkin;45588346]I am being very productive.
[IMG]http://i.imgur.com/y9ScMXv.png[/IMG]
Pixel setting in a console window. Confirmed master of witchcraft.[/QUOTE]
Make a ray-tracer :v:
[editline]4th August 2014[/editline]
[URL="https://github.com/Lumaio/PIE"]I am doing stuff.. I swear.[/URL]
[QUOTE=Lumaio;45588459]Make a ray-tracer :v:[/QUOTE]
I could! It would probably be really slow, though. I can think of better uses for this little hack. Like drawing on other windows.
Who cares? It's a fucking ray-tracer and a console. :v:
[QUOTE=Amiga OS;45587987]Thank you, Facepunch app for the Jolla incoming.[/QUOTE]
I can do testing for you
As long as you promise to not keep my password hash
[QUOTE=Berkin;45588483]I could! It would probably be really slow, though. I can think of better uses for this little hack. Like drawing on other windows.[/QUOTE]
How does this work, exactly? I suspect you're doing something with the window handles, but if you found a way to override the window textures on the graphics card that would be downright amazing.
[QUOTE=sabreman;45586452]Is making animations in WPF xaml supposed to be a bitch?
I was trying to have an eventtrigger trigger on a buttons click event, and start an thickness animation that shrunk another grid. Ended up having to create and trigger the animation using only code-behind because I could not figure out how to target the damn grid.....
Here's the simple thing I wanted to make: [url]http://www.gfycat.com/YawningFabulousFlicker[/url]
On a side-note: how do I tag gfycat stuff?[/QUOTE]
you can target the grid by giving the grid a name, and then using target name. post yer code
So what was wrong with Geel's Facepunch app?
[img]http://i.imgur.com/CYmVvGY.png[/img]
Somewhat better, hopefully decent normals will smooth it out even further.
[QUOTE=Tamschi;45590068]How does this work, exactly? I suspect you're doing something with the window handles, but if you found a way to override the window textures on the graphics card that would be downright amazing.[/QUOTE]
[URL="http://msdn.microsoft.com/en-us/library/windows/desktop/dd145078(v=vs.85).aspx"]SetPixel[/URL].
I'm porting my engine over to libGDX.
A surprising amount of the original code is set up so moving isn't too hard. Mostly just swapping out the lowest level rendering and system calls.
Im going to try to make a level editor when I get off work tonight. :suicide:
Hello. Does anyone have any experience in writing plugins in Sublime Text 3?
I want to test something, I want to make animated syntax coloring for Javascript, just to test how it feels...!
And even better, do you think is it possible to write fragment shader for text in Sublime Text 3? This would be fucking awesome.. imagine slowly animated syntax coloring with that!
[editline]4th August 2014[/editline]
Hmm maybe Atom could be better suited for the job
[QUOTE=Fourier;45592416]Hello. Does anyone have any experience in writing plugins in Sublime Text 3?
I want to test something, I want to make animated syntax coloring for Javascript, just to test how it feels...!
And even better, do you think is it possible to write fragment shader for text in Sublime Text 3? This would be fucking awesome.. imagine slowly animated syntax coloring with that!
[editline]4th August 2014[/editline]
Hmm maybe Atom could be better suited for the job[/QUOTE]
Sublime is much more limited in it's extensibility than Atom is. A fragment shader is a pipe dream.
[QUOTE=Darwin226;45592687]Sublime is much more limited in it's extensibility than Atom is. A fragment shader is a pipe dream.[/QUOTE]
Well, CSS3 shaders are almost same as WebGL?
[url]http://updates.html5rocks.com/2013/03/Introduction-to-Custom-Filters-aka-CSS-Shaders[/url]
I mean you can write your own custom shaders.. :)
Exciting times indeed!!
[QUOTE=Foda;45590726]you can target the grid by giving the grid a name, and then using target name. post yer code[/QUOTE]
Yeah I know that, and I figured it out anyway. Apparently the element the trigger is attached to has to be on the same or higher level in the visual tree as the element you're targeting (my grid used to be higher then my button).
I think I'll be sticking to code-behind though, because I don't think it's possible to accomplish some of the other fancy things I want (playing the closing animation next time any other element is clicked for instance).
If you do know how to do this or care, here's code to a small sample that I made to work this out:
[code]
<Window x:Class="AnimationTest.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525" Name="win">
<Window.Resources>
<Storyboard x:Key="Close" >
<ThicknessAnimation From="20,100,450,100" To="20,100,450,210" Duration="0:0:4"
Storyboard.TargetProperty="(Grid.Margin)" Storyboard.TargetName="TestGrid"/>
</Storyboard>
<Storyboard x:Key="Open" >
<ThicknessAnimation From="20,100,450,210" To="20,100,450,100" Duration="0:0:4"
Storyboard.TargetProperty="(Grid.Margin)" Storyboard.TargetName="TestGrid"/>
</Storyboard>
</Window.Resources>
<Window.Triggers>
</Window.Triggers>
<Grid Name="MainGrid">
<Button Name="TestButton" Content="test" Margin="100"/>
<Grid Name="TestGrid" Background="Red" Margin="20,100,450,210" />
<Grid.Triggers>
<EventTrigger SourceName="TestButton" RoutedEvent="Button.Click">
<BeginStoryboard Storyboard="{StaticResource ResourceKey=Open}"/>
</EventTrigger>
<!--<EventTrigger RoutedEvent="Grid.LostFocus">
<BeginStoryboard Storyboard="{StaticResource ResourceKey=Close}"/>
</EventTrigger>-->
</Grid.Triggers>
</Grid>
</Window>
[/code]
[QUOTE=Fourier;45592416]Hello. Does anyone have any experience in writing plugins in Sublime Text 3?
I want to test something, I want to make animated syntax coloring for Javascript, just to test how it feels...!
And even better, do you think is it possible to write fragment shader for text in Sublime Text 3? This would be fucking awesome.. imagine slowly animated syntax coloring with that!
[editline]4th August 2014[/editline]
Hmm maybe Atom could be better suited for the job[/QUOTE]
Maybe I'm not picturing what you're describing but animated syntax highlighting sound really obnoxious, and I'm not seeing what purpose it would serve. Could you elaborate on the idea?
[QUOTE=Berkin;45591523][URL="http://msdn.microsoft.com/en-us/library/windows/desktop/dd145078(v=vs.85).aspx"]SetPixel[/URL].[/QUOTE]
Hey does it reset after you scroll in the console? I did something like this long time ago with OpenGL but it reset after i scrolled. If it doesn't reset, this could be rad as fuck.
[QUOTE=cartman300;45592763]Hey does it reset after you scroll in the console? I did something like this long time ago with OpenGL but it reset after i scrolled. If it doesn't reset, this could be rad as fuck.[/QUOTE]
I tested it earlier and yeah, it does reset when you scroll..
I made a simple audio player which allows you to set the sound output device. I meant it to be used with Virtual Audio Cable for micspamming purposes so yeah :v:
[t]http://i.imgur.com/os9gs90.png[/t]
[url=https://github.com/Spanfile/Micspam]Source on GitHub[/url]
[QUOTE=Socram;45592741]Maybe I'm not picturing what you're describing but animated syntax highlighting sound really obnoxious, and I'm not seeing what purpose it would serve. Could you elaborate on the idea?[/QUOTE]
Well two ideas are 'event based' animations and 'persistent-animation'.
Event based:
Imagine you are writing Javascript, and when you write 'function', it doesn't directly colorize, but slowly fade into it's color.
Example code:
[code]
keyword('function').on('creation', function(keywordAnimableObject) {
keywordAnimableObject.fromTo ({opacity:0, color:rgb(0,0,0)}, {opacity:1, color:rgb(1,1,0) });
});
[/code]
Persistent based:
Every keyword or symbol (if, else &&, function, (), {}, commas and so on), would have it's own frequency. Let's say 'function' would have frequency of 0.5Hz, if else would have 0.25Hz ... and so own.
This frequency would modify the keywords color 'hue' for example.
[code]
keyword('function').on('idle', function(keywordAnimableObject, time) {
var baseColor = rgb(1,1,0);
var frequency = 0.5;
var currColor = hueShiftBy(baseColor, Math.sin(time*2*PI*frequency);
keywordAnimableObject.set({ color: currColor });
});
[/code]
Also, if shaders would be possible, every keyword would have subtle animated pattern.
Now imagine if you have error somewhere, frequency would be higher, for example 1.5Hz and more 'annoying'.
[code]
allKeywords().on('notDeclared', function(keywordAnimableObject, time) {
var baseColor = Color.red;
var frequency = 1.5;
var currColor = hueShiftBy(baseColor, Math.sin(time*2*PI*frequency);
keywordAnimableObject.set({ color: currColor });
});
[/code]
Ok, I realize this could be fucking annoying but I think it is worth experimenting with :). Not just for animating but really making beautiful syntax [b]styling[/b] not just coloring..
[B]Update:[/B]
Huh this animated syntax is insanely useful idea now that I have though about it.
Live code man. Live code. Man I must be dreaming.
You mark what variables/functions you want to see alive.
Variables would have refresh rate, functions would be wrapped inside another functions.
Everytime function is called, it would 'flash' inside editor.
Everything would work via WebSockets (you just include additional JS into your project and run debug mode in Atom)
[code]
var someVariable = 0;
var someRandomFunction = function(){
someVariable += 1;
}.liveFunc(); //mark function for debugging
//mark what variable you want to debug/see alive in execution
LiveCode(someVariable);
someRandomFunction();
}
[/code]
Live preview in editor:
[code]
var someVariable|1| = 0;
var someRandomFunction = function(){
someVariable|1| += 1;
}.liveFunc(); //mark function for debugging
//mark what variable you want to debug/see alive in execution
LiveCode(someVariable);
[/code]
Damn, that is some trippy shit.
Obligatory Mandelbrot set every programmer has to create at some point.
[IMG]http://puu.sh/aEXOI/8787081c19.jpg[/IMG]
I started a new game - Tippin' Ships
coming to a web browser near you
[IMG]http://i.imgur.com/Ifax2wc.gif[/IMG]
[QUOTE=Offisir;45593928]I started a new game - Tippin' Ships
coming to a web browser near you
[IMG]http://i.imgur.com/Ifax2wc.gif[/IMG][/QUOTE]
I took the liberty of creating a kickstarter for this. Currently promising 100 types of ship and 64 player networked multiplayer.
[QUOTE=sambooo;45594487]I took the liberty of creating a kickstarter for this. Currently promising 100 types of ship and 64 player networked multiplayer.[/QUOTE]
asking for £15000. £15000 of the kickstarter money will go towards my quad Titan Z's. £0 to the developer.
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