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CSS3 Family Tree

CSS3 Family Tree

http://thecodeplayer.com/walkthrough/css3-family-tree

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The guide to implementing 2D platformers Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers. It’s possible that they are not ACTUALLY implemented in this way, and merely behave in an equivalent way. Also note that tile sizes are for the game logic, graphical tiles might be of a different size.

Polygonal Map Generation for Games I wanted to generate interesting game maps that weren’t constrained to be realistic, and I wanted to try some techniques I hadn’t tried before. I usually make tile maps but instead used a different structure. What could I do with 1,000 polygons instead of 1,000,000 tiles? The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc.

Creating Custom Form Checkboxes and Radio Buttons with Just CSS! In CSS we have many ways to style things in any way we want. When it gets to forms though, things get a little complicated. Text inputs are easy, but checkboxes and radio buttons are very difficult to style with CSS. Using Custom Data Attributes and Pseudo-Elements A tutorial on how to (ab)use custom data attributes and pseudo-elements for creating image captions. In today’s tutorial I want to show you some simple CSS tricks using data attributes and pseudo-elements. The aim is to create an image caption using only an anchor and an image as markup. We’ll be exploring how to create pseudo-elements from some data attribute values and use them in a hover effect or simply show them next to the image. Embedded Security CTF Scattered throughout the world in locked warehouses are briefcases filled with Cy Yombinator bearer bonds that could be worth billions comma billions of dollars. You will help steal the briefcases. Cy Yombinator has cleverly protected the warehouses with Lockitall electronic lock devices.

Move a Cube With Your Head or Head-Tracking with WebGL - Learning Three This post is about head tracking and how to use it in 3D. It is surprisingly easy to do with the suitable libraries. We will experiment with headtrackr.js and three.js. headtrackr.js is a nice library from auduno to do head tracking in the browser. You will learn how to do head tracking in webgl in only 20lines of javascript. Group and Display Data with Underscore and AngularJS Let’s use the following data to simulate information you might receive from an HTTP API: Using underscore.js, it is easy to group the objects by their department attribute. Now $scope.groups will look like the following: One way to get the data onto the screen is to use an ngRepeater, but the most popular expression form for the repeater (”variable in expression”) doesn’t exactly give us what we want. That’s because department will hold each value of the groups collection. What we really want is the lesser known expression supported by Angular: (key, value) in expression.

Off Canvas Multi-Device Layouts Most multi-device layout patterns for the Web are designed to rearrange page elements within a visible browser window. Off canvas multi-device layouts, on the other hand, use the space outside a browser’s viewport to hide secondary elements until people need them. Jason Weaver and I put together demonstrations of several new off canvas layout patterns. Why Off Canvas Layouts? In my survey of multi-device layouts patterns, I found several common ways to adapt Web page designs to a variety of screen sizes. Quintus JavaScript HTML5 Game Engine Sprites are the building block for a large amount of what you'll do in Quintus, but they are pretty simple creatures in and of themselves. A lot of the magic happens when you combine sprites with stages, but we'll wait until the next chapter to cover those. To use sprites in your game, make sure you include the Sprites module. The base Q.Sprite class inherits from Q.GameObject, which means sprites come pre-loaded with support for events and components. In addition they add three primary overloadable methods: init(p,defaults), step(dt) and draw(ctx).

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