skyblue | CSS framework | Style Language library
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QUESTION
I am trying to learn to make 3D games in JavaScript using HTML 2D canvas. I was following this post about it and I made a simple scene that you can move around in.
What I need help with is figuring out how to make the effect of the player turning their head, to look side to side and behind them.
Here is what I have:
Code (also on codepen)
html:
...ANSWER
Answered 2021-Jun-14 at 03:09First of all, you should not update the coordinates of the crates from the movement of the camera. Instead, let the camera have its own position in 3D space, update that position when you want the player to move, and then subtract the camera position from the crates' positions when calculating the 2D space coordinates. This will make things much easier when you later want to add, for example, the ability for the camera to rotate or the crates themselves to move.
Now to add a rotation capability to the camera, you will need to define a rotation matrix for it in addition to a position. Then, when rendering the crates, you transform the crate coordinates (after subtracting the camera's position) using the inverse of the camera's rotation matrix. This will give you the view space coordinates of the crates, which should be projected onto the 2D space for rendering.
There are many ways to create a rotation matrix depending on what parameters you have. A common one is the Rodrigues rotation formula or "axis-angle" formula, which is used when you have an axis of rotation and an angle to rotate about that axis. Another one is from Euler angles. And if you aren't familiar with matrices and linear algebra, I would recommend you to learn it (there are a lot of free resources available online) as it is used extensively in 3D game development.
QUESTION
I am binding a ListBox
to a List
in the ViewModel named FilmeSerienListe
. SelectedItem
is set when ismouseover = True
. The SelectedItem
of the ListBox is bound to a Property in the ViewModel named SelectedFilmSerie
.
This means when the mouse is over a particular ListBoxItem, this ListBoxItem is selected and its value bound to SelectedFilmSerie
. BUT this does not seem to work very well, because the SelectedFilmSerie
Property is for some reason always NULL
. So, I debugged the App to see what did go wrong – Now the weird behaviour – SelectedFilmSerie
is in fact NOT the WHOLE time NULL.
At first – when the mouse is over a ListBoxItem – the value
parameter is set to the right Object, and it is NOT NULL, BUT then when I go further with my debugging this SelectedFilmSerie
Property is recalled and NOW the value parameter is NULL, which make the SelectedFilmSerie
Property also NULL.
WPF:
...ANSWER
Answered 2021-Jun-10 at 13:02If I understand you correctly, you need to select the ListBox element not by clicking, but by hovering the mouse over it.
To be honest, it does not even occur to my head for what this might be needed.
I asked in the comments to clarify the purpose of such an implementation, but you didn't answer.
But if, I understood your question correctly, then it is implemented like this:
QUESTION
I created a register/login page that redirects to a to do list website that I created. However, when you first click on my link, both the login and register forms show up. I only want the sign in form to show up first (if someone needs to register, there is an anchor tag at the bottom of the sign in form that redirects to the register form). What do I need to change in my code to make only the sign in form show up when the link is visited?
link: https://capstone-project-with-login.herokuapp.com/
Code:
...ANSWER
Answered 2021-May-27 at 07:02Try hiding signup form in the main function, then toggle it with event listeners (like below),
QUESTION
I wanted to create a chess program using OOP. So I made a superclass Pieces
, a subclass Bishop
, and a UI class GameUI
. I created a canvas in the class GameUI. I wanted, that when I instantiate an object bishop in the class GameUI
, it shows an Image from a bishop, on the canvas.
The problem is, when I instantiate the Bishop
, I don't see any image. So I tried to do the same with a text : instead of using the method create_image from the class Canvas
, I used the method create_text, and it worked : I saw a text on the canvas. That means, the problem comes from the method create_image
, and I don't understand it.
If I create an Image directly in the class GameUi
, it works! but that's not what I want...
So I don't have any error message. I see the canvas (with a blue background), but no image on it.
Here's the code :
...ANSWER
Answered 2021-Jun-08 at 08:56To make your code work, I decided to sort of rewrite it based on this answer. It works now, but really the only thing that you needed to add was self.icon
instead of icon
. icon
gets garbage collected since there is no further reference to it, while self.icon
remains. Also, it's not entirely the same as yours was, so it probably needs a bit of rewriting too.
QUESTION
I'm having a div which contains 10 images, when any one visit or reload the page any of the 6 images should be displayed in a random arrangement. Finally I come with random arrangements but I can't control the number of images and also the images are going out of the div. Is there any way to show 6 different images when in load the website every time
...ANSWER
Answered 2021-Jun-02 at 11:27You could define with CSS that all images are hidden with display: none
and only the first 6 images are visible (first child is the title):
QUESTION
I havet this codepen: https://codepen.io/sp2012/pen/VwpyWdp . Unfortunately, this code is too advanced for me. The game has three maps. I want to keep only the first map and when the game is finished, if you click on the map the game restarts.
The code follows:
This is the HTML:
...ANSWER
Answered 2021-Jun-01 at 06:17Just comment out the second and third level section of the levels[0] object (maps). Change the HTML content that makes reference to other levels.
QUESTION
It's My Code. My Requirement: if the Window Grows the frame also expands as per ratio in both directions. I am trying with SetSize Policy, but nothing will happen. How to achieve it?
...ANSWER
Answered 2021-May-29 at 10:54From the comments, it appears you want the top frame to get a third of the width (i.e. 200/600 == 1/3
), with the height remaining fixed - but it should not resize smaller than the minimum in either direction. Meanwhile, the bottom frame should just take up whatever space is left over.
This can be achieved by firstly setting the minimum-size and an appropriate size-policy on the top frame. Its proportions can then be controlled by putting it in a horizontal layout and adding stretchers with appropriate stretch factors (depending on how the frame should be aligned).
Here is a working example based on your code:
QUESTION
Here is My program. My Requirement: Display frame as mentioned size. But in my code its occupies the entire area. How to resolve it?
...ANSWER
Answered 2021-May-29 at 04:22With resize()
you are managing the size of the widget but after setting the layouts it will handle the size. One possible solution is to use setFixedSize()
:
QUESTION
I'm making a chess game. I've created a main file with the Tkinter code in a class "Window". In this class, I created a canvas. Then I've created a second file with the name "pieces", where I put the behaviour of the different pieces. In this one, I have a superclass "Pieces", and a subclass "Bishop" (because I haven't created the classes for the other pieces yet)
What I tried first to do, is to create a bishop's icon in the constructor of the class "Bishop". My class "Bishop" has the argument "color", so that, when we create an object "Bishop", we can choose if he's black or white. So I wrote :
...ANSWER
Answered 2021-May-24 at 16:18If you are familiar with Model/View approach of writing code, it will help you find your way around tkinter
applications. In such a case you would place all the code relating to views in one class and all the data is managed in the Model class(es).
In your case, you could start with the structure illustrated below and grow from it:
QUESTION
I am able to use 2 full viewport div
using the following code. Sadly, when I try to add an HD (1366x768) image as the background for the first full viewport div
, it breaks everything. I tried to use img-fluid
as mentioned in Bootstrap 5 docs
I am using the default HTML template provided by getbootstrap.com as starting template.
It would be nice to know how to make the background image responsive and still keep the 2 full viewport sections intact. Please feel free to ask any other info you would want to know. Thanks.
...ANSWER
Answered 2021-May-22 at 07:31i found issue you have to remove vh-100
from your div
which wraps your image check below snippet it's working fine let me know if there is any changes
i have added a class named as custom
to set 100% image width and to treat image as block element. You can remove if you don't want and add yours
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