Introduction to Game Programming TutorialRichard Jones
The slides to accompany the Introduction to Game Programming tutorial I ran at LCA 2010. The tutorial ran over 90 minutes with the participants following along.
The Ring programming language version 1.8 book - Part 59 of 202Mahmoud Samir Fayed
This document provides instructions for building RingLibSDL games for Android. The key steps are:
1. Download the Android SDK, NDK, Ant, and JDK for development. Update the Android SDK to the desired API level (e.g. API 19).
2. Set up the project folder structure with the game source code and assets.
3. Build the native code using the NDK build command (ndk-build).
4. Create the Android package (.apk) file using the Ant debug command (ant debug).
This allows games created with the Ring Game Engine to be packaged and run as Android applications. The sample project includes a ready-made Flappy Bird 3000
The document discusses using JavaFX on Raspberry Pi devices. It provides examples of JavaFX applications written in both Java and the GroovyFX declarative syntax. It demonstrates how GroovyFX simplifies common tasks like creating UI elements, adding animations, handling events, and laying out components compared to the Java approach.
The document discusses using XNA for game development on Windows Phone. It covers topics like using 2D and 3D graphics, handling input from touches, sensors and orientation changes, integrating networking, ads and Xbox Live functionality, and optimizing performance. Code examples are provided for common tasks like drawing sprites, handling input and animating objects. Future directions for XNA on other platforms like Silverlight and Windows 8 are also mentioned.
The Ring programming language version 1.5.1 book - Part 51 of 180Mahmoud Samir Fayed
This document provides instructions for building RingLibSDL games for Android. It outlines downloading the necessary requirements like the Android SDK and NDK. It describes the project folder structure, noting that source code and assets should be added to the assets folder. Finally, it provides the commands to build ("ndk-build") and create an APK package ("ant debug") from the project folder.
Александр Зимин – Анимация как средство самовыраженияCocoaHeads
Расскажу о том, как создавать сложные анимации в iOS приложениях.
- CoreAnimation и его особенности
- Анимационные переходы между экранами
- Работа с анимациями, экспортированными из Adobe After Effects
The document discusses building multiplayer worlds using Node.js and HTML. It describes the stack used including Node.js for the server, Socket.IO for cross-browser sockets, Now.js for namespaces and chat rooms, and Express for static files and pages. It then provides code snippets for implementing player movement, gravity, floors, lasers, and the animation loop to move everything.
The Ring programming language version 1.10 book - Part 70 of 212Mahmoud Samir Fayed
This document describes the source code for a 3D tic-tac-toe game written in Ring. It loads necessary libraries, initializes the game, and defines several classes to handle different aspects of the game like the game logic, background, cubes, interface, and checking for a winner. Key aspects include representing the game board as a 3D array, tracking the active player, mapping mouse clicks to board positions, and checking the board array after each turn to detect a win condition.
The document provides information about various Corona display, audio, physics, and storyboard APIs:
1) It summarizes the display.newText, display.newImage, display.newRect, display.newCircle, and display.newGroup functions for creating and manipulating display objects.
2) It covers the basics of touch handling using object:addEventListener and provides an example listener function.
3) It describes timer functions like timer.performWithDelay, timer.pause, and timer.resume for delayed execution of functions.
4) It gives an overview of the audio API and provides an example of loading and playing sounds.
5) It introduces the Corona physics module and
The document provides an overview of making games using JavaScript, HTML, and the DOM. It discusses JavaScript and HTML5 as languages well-suited for game development due to features like fast iteration, treating scripts as data, and allowing different game types. It covers key concepts like the DOM tree, rendering to a <canvas> element, using the 2D context to draw, implementing a main loop with setInterval(), drawing sprites and images, handling user input, and creating basic animations and games with concepts like sprites, matrices, vectors, bullets, and zombies.
This document discusses new features in ES6/ES2015 including let and const (block scope), template strings, arrow functions, default function parameters, destructuring, classes, inheritance, promises, and async/await. It provides code examples for each feature and recommends using Babel to compile JavaScript and use these new features today across browsers.
The document describes simulations of spring-mass systems using code. It includes code snippets for simulating:
- A single mass attached to a spring
- Two masses attached by a spring with different masses
- Adding gravity and damping to the simulation
- Creating a Spring2D class to encapsulate spring properties
- Connecting multiple masses in a chain with springs
- Using a physics library to simulate springs between many particles
The Ring programming language version 1.2 book - Part 35 of 84Mahmoud Samir Fayed
The document discusses using the RingLibSDL library to create games in Ring using SDL, SDL_image, SDL_ttf, and SDL_mixer. It provides examples of how to create a window, display images, switch between images, draw rectangles, use TTF fonts, handle events like closing the window, mouse events, and playing sounds. The examples demonstrate basic 2D game programming tasks like initializing libraries, loading assets, rendering to the screen, getting input, and playing audio.
The document discusses collision detection in mobile games. It describes how collision detection works by checking if sprites moving in the game collide with other sprites. It provides code examples for creating a J2ME mobile game that detects collisions between two sprites and stops their movement when a collision occurs. The code uses classes like Sprite, GameCanvas, and Thread to manage the sprites and game loop.
The document discusses collision detection in mobile games. It describes how collision detection works by checking if sprites moving in the game collide with other sprites. It also discusses how the boundaries of each sprite are defined as rectangles, and how when sprites move and their rectangles overlap, a collision is detected. It then provides code examples for creating a simple game that detects collisions between two sprites and stops their movement when a collision occurs.
The document discusses techniques for animating views and properties in Android using native animations. It covers animating values, view properties like scale and alpha, and layout parameters. It provides examples of animating the height of a view by changing its layout params and avoiding unnecessary layout passes. It also discusses potential issues like animating within scrollable containers and provides tips for optimizing animations.
The Ring programming language version 1.10 book - Part 71 of 212Mahmoud Samir Fayed
The Gold Magic 800 is a puzzle game developed in Ring, RingAllegro and RingOpenGL. The goal is to move a box around levels to collect gold and open doors by placing the box on them, solving puzzles to progress through 44 levels. Players must plan their route, move directly to targets, consider future moves, avoid and learn from mistakes, and respect the cost to open the first door. The game teaches entrepreneurial thinking and skills like planning, efficiency, foresight, and patience. Screenshots show the level selection screen and an example level with the box and gold to collect.
The Ring programming language version 1.10 book - Part 64 of 212Mahmoud Samir Fayed
This document discusses using RingOpenGL and RingFreeGLUT for 3D graphics development in Ring.
RingOpenGL provides bindings to the OpenGL graphics library and supports versions from OpenGL 1.1 to 4.6. RingFreeGLUT contains bindings to the FreeGLUT library for creating windows, handling events, etc.
The document provides a simple example of creating a window using RingFreeGLUT. It loads the FreeGLUT library, initializes GLUT, sets the display mode and window size/position, creates a window with a title, and enters the main loop to process events.
This document describes the initialization, creation, and gameplay of a Minesweeper program in Bash scripting. It includes sections that initialize a 2D array board, randomly place mines on the board, update the board with numbers indicating nearby mines, display the board, allow the player to make moves and reveal tiles, check for winning or losing conditions, and reset or restart the game. Functions are defined to handle tasks like placing mines, updating the board, displaying the board, checking for wins or losses, and resetting game values between rounds.
Pybelsberg is a project allowing constraint-based programming in Python using the Z3 theorem prover [1].
It is available on Github [2] and is licensed under the BSD 3-Clause License.
By Robert Lehmann, Christoph Matthies, Conrad Calmez, Thomas Hille.
See also Babelsberg/R [4] and Babelsberg/JS [5].
[1] https://github.com/Z3Prover/z3
[2] https://github.com/babelsberg/pybelsberg
[3] http://opensource.org/licenses/BSD-3-Clause
[4] https://github.com/timfel/babelsberg-r
[5] https://github.com/timfel/babelsberg-js
Homemade GoTo mount for Telescopes using Nylon wheels, GT2 belts and 100:1 ge...Janis Alnis
This document describes the construction of a homemade GoTo mount for telescopes using an AZ-ALT configuration with 75mm aperture telescopes. It includes inspirations from DIY communities and discusses initial attempts using a Seben mount that had issues with flexing and backlash. The final design uses Nema 17 stepper motors, 3D printed wheels, thrust bearings, and Arduino control for smooth tracking. Testing was done with various cameras including a webcam, DSLR, and observations of Mars.
The document describes code for a sliding block game. It defines functions for game objects to handle sliding completion, set the game layer, and start the game. When an object finishes sliding, it notifies the game layer with its previous and target positions. The game layer initializes random number generation and places game objects randomly on the board to start the game.
This document discusses animations in SwiftUI. It provides an overview of basic animation properties like position, size, angle, shape, and color that can be animated. It also covers transformation animations using translation, scaling, rotation, and opacity. Different timing functions for animations like linear, easeIn, easeOut, easeInOut, and spring are demonstrated. The key concepts of Animatable and VectorArithmetic protocols that enable property animation are explained. Examples are provided to illustrate animating a star shape by modifying its edges property over time. Custom animatable modifiers like PercentageModifier are also demonstrated to create progress indicators. The document concludes by emphasizing the effective way to implement animation in SwiftUI.
The Ring programming language version 1.2 book - Part 38 of 84Mahmoud Samir Fayed
The document describes how to create a simple 2D game using the Ring game engine. It shows code for creating game objects like sprites, handling input events, playing sounds, and displaying text. An example game is provided that implements a spaceship that shoots enemies to earn points and advance levels, with the goal of destroying all enemies within a level within a certain number of hits. Game state like score, level, and energy/hits is tracked and displayed.
The Ring programming language version 1.5.2 book - Part 52 of 181Mahmoud Samir Fayed
This document describes code for a 3D game built using Ring and OpenGL. It includes functions for initializing OpenGL, drawing objects like cubes, handling input, and more. RingOpenGL provides bindings to the OpenGL graphics library that allow Ring programs to render 3D graphics. Sample code is based on OpenGL tutorials and shows how to create a simple 3D cube using RingOpenGL.
Video and slides synchronized, mp3 and slide download available at URL http://bit.ly/1FKWssS.
Marius Eriksen explains Twitter's experiences with functional programming (with Scala) @ Twitter: where functional techniques worked and where not. Also: how the Scala language has scaled with Twitter. Filmed at qconsf.com.
Marius Eriksen is a Principal Engineer in Twitter's systems infrastructure group. His interests include large-scale distributed systems, storage systems, indexing systems, data management, distributed coordination, runtimes, profiling tools, networks, network protocols, and functional programming.
This plugin allows servers to stream dynamic objects, pickups, checkpoints, map icons, and 3D text labels to reduce server load. Written in C++, it avoids overhead from the PAWN scripting language. The plugin provides functions to create, destroy, and manipulate streamed items and areas using native functions. It also defines callbacks to handle interactions with streamed objects.
The Ring programming language version 1.5 book - Part 9 of 31Mahmoud Samir Fayed
This document contains source code for a 2D game called Stars Fighter using the Ring game engine. It includes code to create game objects like sprites, sounds, and text objects. It defines classes like GameState to track game variables and functions for game play, drawing to the screen, object movement, collisions, and win/loss conditions. The code implements a basic space shooter game with a player ship, enemies, firing projectiles, scoring, and multiple levels.
This document discusses building a 2D game using Sprite Kit in Xcode. It provides steps to create a Sprite Kit project, add sprites, apply actions like movement, handle touch input, implement collision detection using physics bodies, play sound effects, and transition between scenes on game over or win conditions. Key classes covered include SKScene, SKSpriteNode, SKAction, and using the SKPhysicsContactDelegate protocol to detect collisions. The document includes code snippets and explanations to demonstrate core Sprite Kit concepts.
The document provides instructions for building a basic space shooter game using JavaScript and canvas. It demonstrates how to load assets like images, handle input events from keyboard keys to control player movement, create enemy objects that move across the screen, detect collisions between lasers and enemies, and add game states to track lives and score. The game loop redraws the game objects on an interval to animate their movement. Event handling is implemented through an event emitter to avoid messy code. The final sections provide a demo of the moving game elements and lasers firing, along with tips for continuing to learn game development.
The document provides information about various Corona display, audio, physics, and storyboard APIs:
1) It summarizes the display.newText, display.newImage, display.newRect, display.newCircle, and display.newGroup functions for creating and manipulating display objects.
2) It covers the basics of touch handling using object:addEventListener and provides an example listener function.
3) It describes timer functions like timer.performWithDelay, timer.pause, and timer.resume for delayed execution of functions.
4) It gives an overview of the audio API and provides an example of loading and playing sounds.
5) It introduces the Corona physics module and
The document provides an overview of making games using JavaScript, HTML, and the DOM. It discusses JavaScript and HTML5 as languages well-suited for game development due to features like fast iteration, treating scripts as data, and allowing different game types. It covers key concepts like the DOM tree, rendering to a <canvas> element, using the 2D context to draw, implementing a main loop with setInterval(), drawing sprites and images, handling user input, and creating basic animations and games with concepts like sprites, matrices, vectors, bullets, and zombies.
This document discusses new features in ES6/ES2015 including let and const (block scope), template strings, arrow functions, default function parameters, destructuring, classes, inheritance, promises, and async/await. It provides code examples for each feature and recommends using Babel to compile JavaScript and use these new features today across browsers.
The document describes simulations of spring-mass systems using code. It includes code snippets for simulating:
- A single mass attached to a spring
- Two masses attached by a spring with different masses
- Adding gravity and damping to the simulation
- Creating a Spring2D class to encapsulate spring properties
- Connecting multiple masses in a chain with springs
- Using a physics library to simulate springs between many particles
The Ring programming language version 1.2 book - Part 35 of 84Mahmoud Samir Fayed
The document discusses using the RingLibSDL library to create games in Ring using SDL, SDL_image, SDL_ttf, and SDL_mixer. It provides examples of how to create a window, display images, switch between images, draw rectangles, use TTF fonts, handle events like closing the window, mouse events, and playing sounds. The examples demonstrate basic 2D game programming tasks like initializing libraries, loading assets, rendering to the screen, getting input, and playing audio.
The document discusses collision detection in mobile games. It describes how collision detection works by checking if sprites moving in the game collide with other sprites. It provides code examples for creating a J2ME mobile game that detects collisions between two sprites and stops their movement when a collision occurs. The code uses classes like Sprite, GameCanvas, and Thread to manage the sprites and game loop.
The document discusses collision detection in mobile games. It describes how collision detection works by checking if sprites moving in the game collide with other sprites. It also discusses how the boundaries of each sprite are defined as rectangles, and how when sprites move and their rectangles overlap, a collision is detected. It then provides code examples for creating a simple game that detects collisions between two sprites and stops their movement when a collision occurs.
The document discusses techniques for animating views and properties in Android using native animations. It covers animating values, view properties like scale and alpha, and layout parameters. It provides examples of animating the height of a view by changing its layout params and avoiding unnecessary layout passes. It also discusses potential issues like animating within scrollable containers and provides tips for optimizing animations.
The Ring programming language version 1.10 book - Part 71 of 212Mahmoud Samir Fayed
The Gold Magic 800 is a puzzle game developed in Ring, RingAllegro and RingOpenGL. The goal is to move a box around levels to collect gold and open doors by placing the box on them, solving puzzles to progress through 44 levels. Players must plan their route, move directly to targets, consider future moves, avoid and learn from mistakes, and respect the cost to open the first door. The game teaches entrepreneurial thinking and skills like planning, efficiency, foresight, and patience. Screenshots show the level selection screen and an example level with the box and gold to collect.
The Ring programming language version 1.10 book - Part 64 of 212Mahmoud Samir Fayed
This document discusses using RingOpenGL and RingFreeGLUT for 3D graphics development in Ring.
RingOpenGL provides bindings to the OpenGL graphics library and supports versions from OpenGL 1.1 to 4.6. RingFreeGLUT contains bindings to the FreeGLUT library for creating windows, handling events, etc.
The document provides a simple example of creating a window using RingFreeGLUT. It loads the FreeGLUT library, initializes GLUT, sets the display mode and window size/position, creates a window with a title, and enters the main loop to process events.
This document describes the initialization, creation, and gameplay of a Minesweeper program in Bash scripting. It includes sections that initialize a 2D array board, randomly place mines on the board, update the board with numbers indicating nearby mines, display the board, allow the player to make moves and reveal tiles, check for winning or losing conditions, and reset or restart the game. Functions are defined to handle tasks like placing mines, updating the board, displaying the board, checking for wins or losses, and resetting game values between rounds.
Pybelsberg is a project allowing constraint-based programming in Python using the Z3 theorem prover [1].
It is available on Github [2] and is licensed under the BSD 3-Clause License.
By Robert Lehmann, Christoph Matthies, Conrad Calmez, Thomas Hille.
See also Babelsberg/R [4] and Babelsberg/JS [5].
[1] https://github.com/Z3Prover/z3
[2] https://github.com/babelsberg/pybelsberg
[3] http://opensource.org/licenses/BSD-3-Clause
[4] https://github.com/timfel/babelsberg-r
[5] https://github.com/timfel/babelsberg-js
Homemade GoTo mount for Telescopes using Nylon wheels, GT2 belts and 100:1 ge...Janis Alnis
This document describes the construction of a homemade GoTo mount for telescopes using an AZ-ALT configuration with 75mm aperture telescopes. It includes inspirations from DIY communities and discusses initial attempts using a Seben mount that had issues with flexing and backlash. The final design uses Nema 17 stepper motors, 3D printed wheels, thrust bearings, and Arduino control for smooth tracking. Testing was done with various cameras including a webcam, DSLR, and observations of Mars.
The document describes code for a sliding block game. It defines functions for game objects to handle sliding completion, set the game layer, and start the game. When an object finishes sliding, it notifies the game layer with its previous and target positions. The game layer initializes random number generation and places game objects randomly on the board to start the game.
This document discusses animations in SwiftUI. It provides an overview of basic animation properties like position, size, angle, shape, and color that can be animated. It also covers transformation animations using translation, scaling, rotation, and opacity. Different timing functions for animations like linear, easeIn, easeOut, easeInOut, and spring are demonstrated. The key concepts of Animatable and VectorArithmetic protocols that enable property animation are explained. Examples are provided to illustrate animating a star shape by modifying its edges property over time. Custom animatable modifiers like PercentageModifier are also demonstrated to create progress indicators. The document concludes by emphasizing the effective way to implement animation in SwiftUI.
The Ring programming language version 1.2 book - Part 38 of 84Mahmoud Samir Fayed
The document describes how to create a simple 2D game using the Ring game engine. It shows code for creating game objects like sprites, handling input events, playing sounds, and displaying text. An example game is provided that implements a spaceship that shoots enemies to earn points and advance levels, with the goal of destroying all enemies within a level within a certain number of hits. Game state like score, level, and energy/hits is tracked and displayed.
The Ring programming language version 1.5.2 book - Part 52 of 181Mahmoud Samir Fayed
This document describes code for a 3D game built using Ring and OpenGL. It includes functions for initializing OpenGL, drawing objects like cubes, handling input, and more. RingOpenGL provides bindings to the OpenGL graphics library that allow Ring programs to render 3D graphics. Sample code is based on OpenGL tutorials and shows how to create a simple 3D cube using RingOpenGL.
Video and slides synchronized, mp3 and slide download available at URL http://bit.ly/1FKWssS.
Marius Eriksen explains Twitter's experiences with functional programming (with Scala) @ Twitter: where functional techniques worked and where not. Also: how the Scala language has scaled with Twitter. Filmed at qconsf.com.
Marius Eriksen is a Principal Engineer in Twitter's systems infrastructure group. His interests include large-scale distributed systems, storage systems, indexing systems, data management, distributed coordination, runtimes, profiling tools, networks, network protocols, and functional programming.
This plugin allows servers to stream dynamic objects, pickups, checkpoints, map icons, and 3D text labels to reduce server load. Written in C++, it avoids overhead from the PAWN scripting language. The plugin provides functions to create, destroy, and manipulate streamed items and areas using native functions. It also defines callbacks to handle interactions with streamed objects.
The Ring programming language version 1.5 book - Part 9 of 31Mahmoud Samir Fayed
This document contains source code for a 2D game called Stars Fighter using the Ring game engine. It includes code to create game objects like sprites, sounds, and text objects. It defines classes like GameState to track game variables and functions for game play, drawing to the screen, object movement, collisions, and win/loss conditions. The code implements a basic space shooter game with a player ship, enemies, firing projectiles, scoring, and multiple levels.
This document discusses building a 2D game using Sprite Kit in Xcode. It provides steps to create a Sprite Kit project, add sprites, apply actions like movement, handle touch input, implement collision detection using physics bodies, play sound effects, and transition between scenes on game over or win conditions. Key classes covered include SKScene, SKSpriteNode, SKAction, and using the SKPhysicsContactDelegate protocol to detect collisions. The document includes code snippets and explanations to demonstrate core Sprite Kit concepts.
The document provides instructions for building a basic space shooter game using JavaScript and canvas. It demonstrates how to load assets like images, handle input events from keyboard keys to control player movement, create enemy objects that move across the screen, detect collisions between lasers and enemies, and add game states to track lives and score. The game loop redraws the game objects on an interval to animate their movement. Event handling is implemented through an event emitter to avoid messy code. The final sections provide a demo of the moving game elements and lasers firing, along with tips for continuing to learn game development.
Макс Грибов — Использование SpriteKit в неигровых приложенияхCocoaHeads
This document discusses using SpriteKit, Apple's 2D game framework, for non-game applications. It introduces SpriteKit components like SKView, SKScene and SKNode that can be used to build interactive visual experiences. It also covers SpriteKit actions for animation, physics integration, and organizing visual hierarchies with nodes.
The document discusses RxJS, a library for reactive programming using Observables that provide an API for asynchronous programming with observable streams. It provides code examples of using RxJS to handle events, AJAX requests, and animations as Observables. It also compares RxJS to Promises and native JavaScript event handling, and lists several frameworks that use RxJS like Angular and Redux.
This document summarizes the steps to build a simple iOS game called KillTime using the Cocos2D game framework. It discusses setting up the project, adding a background, player character and enemy targets, detecting touches to shoot bullets, checking for collisions, animating sprites, and tracking the body count with labels and sound effects. The document provides code snippets to implement the game's core functionality and gameplay using Cocos2D concepts like scenes, layers, sprites, actions and the touch handling API.
Writing a Space Shooter with HTML5 CanvasSteve Purkis
This talk reviews a Space Shooter game that I wrote to learn about HTML5 canvas. It covers:
* Basics of canvas 2D
* Overview of how the game is put together
* Some performance tips
First presented @ Ottawa JavaScript in September 2012.
This document provides instructions for creating a basic HTML5 canvas game. It includes steps to set up the canvas, load background and character images, define game objects like the hero and enemies, handle keyboard controls, continuously update and render the game, and reset when the hero catches an enemy. The game framework supports different levels that add additional enemies to catch. Overall it outlines a full game loop and core mechanics for a simple catch-the-enemy style HTML5 game.
The Ring programming language version 1.6 book - Part 62 of 189Mahmoud Samir Fayed
This document provides documentation for Ring code related to a 3D tic-tac-toe game. It includes classes for:
1. Managing the game logic and checking for a winner (GameOver, CheckWinner)
2. Rendering the 3D cubes that make up the game board using OpenGL (GameCube)
3. Playing background music and sounds (GameSound)
4. Providing a base for graphics applications with event handling (GraphicsAppBase)
Slides discussing the Swift programming language as used in the swift-2048 application.
https://github.com/austinzheng/swift-2048
The document discusses using HTML5 and JavaScript to create games. It provides an overview of key game development concepts like media resource control, graphics acceleration, and networking protocols. It then introduces Crafty, an open source JavaScript game engine, demonstrating how to set up a game scene, control sprites, handle player input, fire bullets, and spawn asteroids using Crafty's component-based system.
[Ultracode Munich #4] Demo on Animatron by Anton KotenkoBeMyApp
The document describes the Animatron Player API, which provides a JavaScript HTML5 engine for building animations and games. It allows defining animations and interactions through elements that can be shapes, images, text or sprites. Elements have properties for position, size, opacity and other visual attributes, as well as the ability to modify these properties over time through tweens, modifiers and painters. The API supports features like sprites, events, timing controls, and composition of elements.
This document provides step-by-step instructions for cloning and building a Flappy Bird clone using Swift. It begins with setting up the project structure and basic gameplay elements like the background, ground and bird. It then adds parallax scrolling, bird animation and physics. Pipes and collision detection are implemented along with scoring. The document details many Swift concepts like classes, protocols and physics bodies to recreate the classic mobile game.
This document provides an overview of developing a Silverlight game, including designing levels and storyboards, implementing game logic for player movement and collision detection, developing the game using tools like Visual Studio and Expression Blend, and organizing code using the MVC pattern. It also describes techniques for animating game elements like scrolling the game board and frame-by-frame animations, as well as managing sounds. The game is divided into modular XAP files that are downloaded and loaded dynamically.
JavaScript Advanced - Useful methods to power up your codeLaurence Svekis ✔
Get this Course
https://www.udemy.com/javascript-course-plus/?couponCode=SLIDESHARE
Useful methods and JavaScript code snippets power up your code and make even more happen with it.
This course is perfect for anyone who has fundamental JavaScript experience and wants to move to the next level. Use and apply more advanced code, and do more with JavaScript.
Everything you need to learn more about JavaScript
Source code is included
60+ page Downloadable PDF guide with resources and code snippets
3 Challenges to get you coding try the code
demonstrating useful JavaScript methods that can power up your code and make even more happen with it.
Course lessons will cover
JavaScript Number Methods
JavaScript String Methods
JavaScript Math - including math random
DOMContentLoaded - DOM ready when the document has loaded.
JavaScript Date - Date methods and how to get set and use date.
JavaScript parse and stringify - strings to objects back to strings
JavaScript LocalStorage - store variables in the user browser
JavaScript getBoundingClientRect() - get the dimensions of an element
JavaScript Timers setTimeout() setInterval() requestAnimationFrame() - Run code when you want too
encodeURIComponent - encoding made easy
Regex - so powerful use it to get values from your string
prototype - extend JavaScript objects with customized powers
Try and catch - perfect for error and testing
Fetch xHR requests - bring content in from servers
and more
No libraries, no shortcuts just learning JavaScript making it DYNAMIC and INTERACTIVE web application.
Step by step learning with all steps included.
Rx.js allows for asynchronous programming using Observables that provide a stream of multiple values over time. The document discusses how Observables can be created from events, combined using operators like map, filter, and flatMap, and subscribed to in order to handle the stream of values. A drag and drop example is provided that creates an Observable stream of mouse drag events by combining mouse down, mouse move, and mouse up event streams. This allows treating the sequence of mouse events as a collection that can be transformed before handling the drag behavior.
Processing is a data visualization programming language built on top of Java. It has a strictly typed structure with classes and inheritance. The language uses setup() and draw() methods similarly to OpenGL, with draw() being called continuously. Processing can be used to draw shapes and images, perform math functions, and manipulate the canvas through transformations. It has also been ported to JavaScript as Processing.js to run on HTML5 canvases in web browsers.
This document provides an introduction to GUI programming using Tkinter and turtle graphics in Python. It discusses how turtle programs use Tkinter to create windows and display graphics. Tkinter is a Python package for building graphical user interfaces based on the Tk widget toolkit. Several examples are provided on how to use turtle graphics to draw shapes, add color and interactivity using keyboard and mouse inputs. GUI programming with Tkinter allows creating more complex programs and games beyond what can be done with turtle graphics alone.
This document discusses game loop architecture and basic game entities in HTML5 games. It describes setting up a requestAnimationFrame loop to call update and draw on game entities each frame. A simple GameEntity class is provided to manage position and respond to update calls. A Rect class is presented as a basic drawing primitive. Handling of mouse/touch events via normalization and containment checks is outlined. Pixel manipulation with ImageData is demonstrated for effects and hit detection.
This document contains code for a web application that allows users to generate and view circles based on radius, color, and fill criteria. It includes code to:
1) Create a web page form to accept circle criteria input from users.
2) Connect to a SQLite database to query for and retrieve circle objects matching the given criteria.
3) Draw the matching circles on an image using PIL and display the image on a results page.
Angboard is a pure Javascript horizon replacement that uses current generation Javascript tooling to connect directly to OpenStack APIs, avoiding middleware for a more responsive user experience (UX) with easier UX changes. It is a browser-based tool that uses Bootstrap, AngularJS, and an HTTP(S) server with an API proxy to access OpenStack services like Nova, Swift, and Keystone.
In which Richard will tell you about some things you should never (probably ever) do to or in Python. Warranties may be voided. The recording of this talk is online at http://www.youtube.com/watch?v=H2yfXnUb1S4
This document provides an introduction and overview to game programming using Python and Pygame. It begins with introductions from the presenter and discusses initial considerations for constructing a game such as genre, setting, and theme. It then covers the basic elements of game programming like displaying graphics, opening a window, handling user input, and animation. Code examples are provided to demonstrate opening a window, adding a main loop, loading and drawing images, handling keyboard input, and limiting the frame rate for less CPU usage. The document provides a high-level tour of the key concepts for building simple games with Pygame.
This presentation was given at PyCon AU 2012 but not recorded. It was written as I learned about modern message queueing methods (in particular RabbitMQ.)
The document discusses using RabbitMQ for message queueing. It describes how RabbitMQ uses exchanges, queues, and bindings to route messages from producers to consumers. It provides examples of publishing and consuming messages using Pika and Kombu in Python. It also discusses issues with latency and packet loss and describes plugins like Shovel, STOMP, and Celery that extend RabbitMQ's capabilities.
Presentation derived from the "What's new in Python 2.6" document on http://www.python.org/ including much reformatting for presenting and presenter notes.
Please download the Keynote original - that way the presentation notes aren't burned into the slides.
Presentation derived from the "What's new in Python 2.5" document on http://www.python.org/ including much reformatting for presenting and presenter notes.
Please download the Keynote original - that way the presentation notes aren't burned into the slides.
Don't be fooled by the thumbnail - the first couple of slides are a silly joke I forgot to remove before uploading.
Presentation derived from the "What's new in Python 2.4" document on http://www.python.org/ including much reformatting for presenting and presenter notes.
Please download the Keynote original - that way the presentation notes aren't burned into the slides.
This document discusses Tkinter, a GUI toolkit for Python. It provides examples of basic Tkinter code for common widgets like buttons, labels, entries and more. It also covers Tkinter concepts like packing, grids, styling with themes, and events. The document seeks to demonstrate that Tkinter is simple to use yet robust, with a rich set of widgets and capabilities.
This chapter provides an in-depth overview of the viscosity of macromolecules, an essential concept in biophysics and medical sciences, especially in understanding fluid behavior like blood flow in the human body.
Key concepts covered include:
✅ Definition and Types of Viscosity: Dynamic vs. Kinematic viscosity, cohesion, and adhesion.
⚙️ Methods of Measuring Viscosity:
Rotary Viscometer
Vibrational Viscometer
Falling Object Method
Capillary Viscometer
🌡️ Factors Affecting Viscosity: Temperature, composition, flow rate.
🩺 Clinical Relevance: Impact of blood viscosity in cardiovascular health.
🌊 Fluid Dynamics: Laminar vs. turbulent flow, Reynolds number.
🔬 Extension Techniques:
Chromatography (adsorption, partition, TLC, etc.)
Electrophoresis (protein/DNA separation)
Sedimentation and Centrifugation methods.
How to track Cost and Revenue using Analytic Accounts in odoo Accounting, App...Celine George
Analytic accounts are used to track and manage financial transactions related to specific projects, departments, or business units. They provide detailed insights into costs and revenues at a granular level, independent of the main accounting system. This helps to better understand profitability, performance, and resource allocation, making it easier to make informed financial decisions and strategic planning.
Multi-currency in odoo accounting and Update exchange rates automatically in ...Celine George
Most business transactions use the currencies of several countries for financial operations. For global transactions, multi-currency management is essential for enabling international trade.
How to Customize Your Financial Reports & Tax Reports With Odoo 17 AccountingCeline George
The Accounting module in Odoo 17 is a complete tool designed to manage all financial aspects of a business. Odoo offers a comprehensive set of tools for generating financial and tax reports, which are crucial for managing a company's finances and ensuring compliance with tax regulations.
As of Mid to April Ending, I am building a new Reiki-Yoga Series. No worries, they are free workshops. So far, I have 3 presentations so its a gradual process. If interested visit: https://www.slideshare.net/YogaPrincess
https://ldmchapels.weebly.com
Blessings and Happy Spring. We are hitting Mid Season.
Geography Sem II Unit 1C Correlation of Geography with other school subjectsProfDrShaikhImran
The correlation of school subjects refers to the interconnectedness and mutual reinforcement between different academic disciplines. This concept highlights how knowledge and skills in one subject can support, enhance, or overlap with learning in another. Recognizing these correlations helps in creating a more holistic and meaningful educational experience.
Exploring Substances:
Acidic, Basic, and
Neutral
Welcome to the fascinating world of acids and bases! Join siblings Ashwin and
Keerthi as they explore the colorful world of substances at their school's
National Science Day fair. Their adventure begins with a mysterious white paper
that reveals hidden messages when sprayed with a special liquid.
In this presentation, we'll discover how different substances can be classified as
acidic, basic, or neutral. We'll explore natural indicators like litmus, red rose
extract, and turmeric that help us identify these substances through color
changes. We'll also learn about neutralization reactions and their applications in
our daily lives.
by sandeep swamy
How to Subscribe Newsletter From Odoo 18 WebsiteCeline George
Newsletter is a powerful tool that effectively manage the email marketing . It allows us to send professional looking HTML formatted emails. Under the Mailing Lists in Email Marketing we can find all the Newsletter.
A measles outbreak originating in West Texas has been linked to confirmed cases in New Mexico, with additional cases reported in Oklahoma and Kansas. The current case count is 817 from Texas, New Mexico, Oklahoma, and Kansas. 97 individuals have required hospitalization, and 3 deaths, 2 children in Texas and one adult in New Mexico. These fatalities mark the first measles-related deaths in the United States since 2015 and the first pediatric measles death since 2003.
The YSPH Virtual Medical Operations Center Briefs (VMOC) were created as a service-learning project by faculty and graduate students at the Yale School of Public Health in response to the 2010 Haiti Earthquake. Each year, the VMOC Briefs are produced by students enrolled in Environmental Health Science Course 581 - Public Health Emergencies: Disaster Planning and Response. These briefs compile diverse information sources – including status reports, maps, news articles, and web content– into a single, easily digestible document that can be widely shared and used interactively. Key features of this report include:
- Comprehensive Overview: Provides situation updates, maps, relevant news, and web resources.
- Accessibility: Designed for easy reading, wide distribution, and interactive use.
- Collaboration: The “unlocked" format enables other responders to share, copy, and adapt seamlessly. The students learn by doing, quickly discovering how and where to find critical information and presenting it in an easily understood manner.
CURRENT CASE COUNT: 817 (As of 05/3/2025)
• Texas: 688 (+20)(62% of these cases are in Gaines County).
• New Mexico: 67 (+1 )(92.4% of the cases are from Eddy County)
• Oklahoma: 16 (+1)
• Kansas: 46 (32% of the cases are from Gray County)
HOSPITALIZATIONS: 97 (+2)
• Texas: 89 (+2) - This is 13.02% of all TX cases.
• New Mexico: 7 - This is 10.6% of all NM cases.
• Kansas: 1 - This is 2.7% of all KS cases.
DEATHS: 3
• Texas: 2 – This is 0.31% of all cases
• New Mexico: 1 – This is 1.54% of all cases
US NATIONAL CASE COUNT: 967 (Confirmed and suspected):
INTERNATIONAL SPREAD (As of 4/2/2025)
• Mexico – 865 (+58)
‒Chihuahua, Mexico: 844 (+58) cases, 3 hospitalizations, 1 fatality
• Canada: 1531 (+270) (This reflects Ontario's Outbreak, which began 11/24)
‒Ontario, Canada – 1243 (+223) cases, 84 hospitalizations.
• Europe: 6,814
*Metamorphosis* is a biological process where an animal undergoes a dramatic transformation from a juvenile or larval stage to a adult stage, often involving significant changes in form and structure. This process is commonly seen in insects, amphibians, and some other animals.
World war-1(Causes & impacts at a glance) PPT by Simanchala Sarab(BABed,sem-4...larencebapu132
This is short and accurate description of World war-1 (1914-18)
It can give you the perfect factual conceptual clarity on the great war
Regards Simanchala Sarab
Student of BABed(ITEP, Secondary stage)in History at Guru Nanak Dev University Amritsar Punjab 🙏🙏
How to manage Multiple Warehouses for multiple floors in odoo point of saleCeline George
The need for multiple warehouses and effective inventory management is crucial for companies aiming to optimize their operations, enhance customer satisfaction, and maintain a competitive edge.
25. Anchoring
import cocos
from cocos.director import director
director.init()
scene = cocos.scene.Scene()
sprite = cocos.sprite.Sprite('kitten.jpg', anchor=(0,0))
scene.add(sprite)
director.run(scene)
26. Using a Layer
import cocos
from cocos.director import director
director.init()
scene = cocos.scene.Scene()
layer = cocos.layer.Layer()
scene.add(layer)
sprite = cocos.sprite.Sprite('kitten.jpg', anchor=(0,0))
layer.add(sprite)
director.run(scene)
27. Animation
import cocos
from cocos import actions
from cocos.director import director
...
scene = cocos.scene.Scene()
layer = cocos.layer.Layer()
scene.add(layer)
sprite = cocos.sprite.Sprite('kitten.jpg', anchor=(0,0))
layer.add(sprite)
sprite.do(actions.MoveBy((100, 0)))
director.run(scene)
28. Getting Organised
import cocos
from cocos import actions
from cocos.director import director
class AsteroidsGame(cocos.scene.Scene):
def __init__(self):
super(AsteroidsGame, self).__init__()
self.player = cocos.layer.Layer()
self.add(self.player)
self.ship = cocos.sprite.Sprite('data/ship.png', (width/2, height/2))
velocity = (100, 0)
self.ship.do(actions.MoveBy(velocity))
self.player.add(self.ship)
director.init()
width, height = director.get_window_size()
director.run(AsteroidsGame())
29. Adding Asteroids
import random
import cocos
from cocos import actions
from cocos.director import director
def create_asteroid(layer, size, position, speed):
'''Create an asteroid of a certain size and speed.
'''
s = cocos.sprite.Sprite('data/%s_asteroid.png' % size, position)
s.size = size
layer.add(s)
velocity = (random.randint(-speed, speed), random.randint(-speed, speed))
dr = random.randint(-speed, speed)
s.do(actions.Repeat(actions.MoveBy(velocity, 1) | actions.RotateBy(dr, 1)))
...
30. Adding Asteroids
...
super(AsteroidsGame, self).__init__()
# place the asteroids in a layer by themselves
self.asteroids = cocos.layer.Layer()
self.add(self.asteroids)
for i in range(3):
# place asteroids at random positions around the screen
position = (random.randint(0, width), random.randint(0, height))
create_asteroid(self.asteroids, 'big', position, 100)
# place the player ship in another layer
...
36. Gameplay Mechanics
• Player Controls
• Timed rules (when objects appear; moving
the play field)
• Interaction of game objects
37. Gameplay Mechanics
• Player Controls
• Timed rules (when objects appear; moving
the play field)
• Interaction of game objects
• Detecting important events (game won or
game over)
42. Control
y = speed x sin(rotation)
ng)
ho oti
rs
n, o
er atio
l
a cce
d (or
s pee
rotation
x = speed x cos(rotation)
43. Control
x = speed x cos(rotation)
y = speed x sin(-rotation)
rotation
spe
ed
(or
acc
ele
rat
ion
, or
sho
oti
ng)
44. Control
class MoveShip(actions.WrappedMove):
def step(self, dt):
super(MoveShip, self).step(dt)
# set the rotation using the left and right arrow keys
self.target.dr = (keys[key.RIGHT] - keys[key.LEFT]) * 360
# figure the x and y heading components from the rotation
rotation = math.radians(self.target.rotation)
rotation_x = math.cos(rotation)
rotation_y = math.sin(-rotation)
# accelerate along the heading
acc = keys[key.UP] * 200
self.target.acceleration = (acc * rotation_x, acc * rotation_y)
46. Control
...
# open the window, get dimensions, watch the keyboard and run our scene
director.init()
width, height = director.get_window_size()
keys = key.KeyStateHandler()
director.window.push_handlers(keys)
director.run(AsteriodsGame())
66. ...
Collision
self.target.acceleration = (acc * rotation_x, acc * rotation_y)
def collide(a, b):
'''Determine whether two objects with a center point and width
(diameter) are colliding.'''
distance = math.sqrt((a.x-b.x)**2 + (a.y-b.y)**2)
return distance < (a.width/2 + b.width/2)
class MoveAsteroid(actions.WrappedMove):
def step(self, dt):
super(MoveAsteroid, self).step(dt)
# detect collision between this asteroid and the ship
if collide(self.target, director.scene.ship):
quit('GAME OVER')
def create_asteroid(layer, size, position, speed):
...
67. Collision
def create_asteroid(layer, size, position, speed):
'''Create an asteroid of a certain size and speed.
'''
s = cocos.sprite.Sprite('data/%s_asteroid.png' % size, position)
s.size = size
layer.add(s)
s.velocity = (random.randint(-speed, speed), random.randint(-speed, speed))
s.dr = random.randint(-speed, speed)
s.do(MoveAsteroid(width, height))
...
68. Shooting
...
self.target.acceleration = (acc * rotation_x, acc * rotation_y)
if self.target.gun_cooldown:
# still limiting the gun rate of fire
self.target.gun_cooldown = max(0, self.target.gun_cooldown - dt)
elif keys[key.SPACE]:
# fire a bullet from the ship
b = cocos.sprite.Sprite('data/bullet.png', (self.target.x,
self.target.y))
# send it in the same heading as the ship
b.velocity = (rotation_x * 400, rotation_y * 400)
# the bullet has a lifespan of 1 second
b.life = 1
director.scene.player.add(b)
# move the bullet with its custom action
b.do(MoveBullet(width, height))
# ship may only shoot twice per second
self.target.gun_cooldown = .5
...
69. Shooting
class MoveBullet(actions.WrappedMove):
def step(self, dt):
super(MoveBullet, self).step(dt)
# age the bullet
self.target.life -= dt
if self.target.life < 0:
# remove from play if it's too old
self.target.kill()
return
# see if the bullet hits any asteroids
for asteroid in director.scene.asteroids.get_children():
if collide(self.target, asteroid):
# remove the bullet and asteroid
self.target.kill()
asteroid.kill()
return
70. ... and winning
...
super(MoveShip, self).step(dt)
# if there's no asteroids left then the player has won
if not director.scene.asteroids.children:
quit('YOU WIN')
# set the rotation using the left and right arrow keys
self.target.dr = (keys[key.RIGHT] - keys[key.LEFT]) * 360
...
71. Creating chunks
def create_asteroid(layer, size, position, velocity, rotation, speed):
'''Create an asteroid of a certain size, possibly inheriting its
parent's velocity and rotation.
'''
s = cocos.sprite.Sprite('data/%s_asteroid.png' % size, position)
s.size = size
dx, dy = velocity
s.velocity = (dx + random.randint(-speed, speed),
dy + random.randint(-speed, speed))
s.dr = rotation + random.randint(-speed, speed)
layer.add(s)
s.do(MoveAsteroid(width, height))
72. Creating chunks
for asteroid in director.scene.asteroids.get_children():
if collide(self.target, asteroid):
# remove the bullet and asteroid, create new smaller
# asteroid
self.target.kill()
create_smaller_asteroids(asteroid)
asteroid.kill()
return
73. Creating chunks
...
position = (random.randint(0, width), random.randint(0, height))
create_asteroid(self.asteroids, 'big', position, (0, 0), 0, 100)
def create_smaller_asteroids(asteroid):
asteroids = director.scene.asteroids
if asteroid.size == 'big':
# if it's a big asteroid then make two medium asteroids in
# its place
for i in range(2):
create_asteroid(asteroids, 'medium', asteroid.position,
asteroid.velocity, asteroid.dr, 50)
elif asteroid.size == 'medium':
# if it's a medium asteroid then make two small asteroids in
# its place
for i in range(2):
create_asteroid(asteroids, 'small', asteroid.position,
asteroid.velocity, asteroid.dr, 50)
88. Lives
self.ship.set_invulnerable()
self.player.add(self.ship)
# another layer for the "HUD" or front informational display
self.hud = cocos.layer.Layer()
self.add(self.hud)
self.lives = cocos.text.Label('Lives: 3', font_size=20, y=height, anchor_y='top')
self.lives.counter = 3
self.hud.add(self.lives)
89. Lives
# detect collision between this asteroid and the ship
if collide(self.target, director.scene.ship):
lives = director.scene.lives
lives.counter -= 1
director.scene.ship.set_invulnerable()
if not lives.counter:
quit('GAME OVER')
else:
lives.element.text = 'Lives: %d' % lives.counter
91. Scenes
# if there's no asteroids left then the player has won
if not director.scene.asteroids.children:
director.replace(MessageScene('You Win'))
# set the rotation using the left and right arrow keys
self.target.dr = (keys[key.RIGHT] - keys[key.LEFT]) * 360
...
lives.counter -= 1
director.scene.ship.set_invulnerable()
if not lives.counter:
director.replace(MessageScene('Game Over'))
else:
lives.element.text = 'Lives: %d' % lives.counter
92. Menu
class MenuScene(cocos.scene.Scene):
def __init__(self):
super(MenuScene, self).__init__()
# opening menu
menu = cocos.menu.Menu("Asteroids!!!!")
menu.create_menu([
cocos.menu.MenuItem('Play', lambda: director.push(AsteroidsGame())),
cocos.menu.MenuItem('Quit', pyglet.app.exit),
])
menu.on_quit = pyglet.app.exit
self.add(menu)
# open the window, get dimensions, watch the keyboard and run our scene
director.init()
width, height = director.get_window_size()
keys = key.KeyStateHandler()
director.window.push_handlers(keys)
director.run(MenuScene())
112. Where To From Here?
• http://los-cocos.org
• http://pyglet.org
• http://pygame.org
• http://inventwithpython.com/
• http://pyweek.org
Editor's Notes
#20: A Sprite is an image that knows how to draw itself on the screen.
#21: The default anchor point in cocos2d is the center of the sprite image.
#40: Unfortunately cocos2d rotates clockwise around Z, whereas pyglet (and basic trigenometry) rotates anti-clockwise, so we must negate the rotation to determine the correct y value.
#93: Make life easier for yourself - make all your animation frames the same size!
#94: Make life easier for yourself - make all your animation frames the same size!
#96: pyglet will sequence a grid of images from the bottom left corner taking each row, and then each cell in turn