September 13, 2008

Creating round corners using CSS

In a website, menus and small rectangular regions with round corners look impressive. It can be seen in several sites. But as a web designer I found that creating round corners are not as easy as it looks. Here is one method I found to make things easy:

First a preview of that you're gonna read about:



The HTML code:

<div class="windowFrame">
<div class="windowTopBar">
<img src="Images/cTL.png" class="imgL" />
<img src="Images/cTR.png" class="imgR" />
</div>

<div class="windowContentFrame">
Lorem ipsum... and other similar crap!
</div>

<img src="Images/cBL.png" class="imgL" />
<img src="Images/cBR.png" class="imgR" />
</div>


The CSS used along with this is:

.windowFrame {
width: 100%;
background-color: #BBBBFF;
margin-bottom: 10px;
text-align: center;
}
.windowTopBar {
width: 100%;
background-color: #0000FF;
height: 25px;
}
.windowContentFrame {
padding: 10px;
text-align: left;
}
.imgL {
float: left;
}
.imgR {
float: right;
}




The images cBL, cBR, tTL, cTR refer to the four corners. The size of these should be atleast 15px X 15px. Otherwise there will some strange vertical alignment problems. They are images that are rounded at the corners that will be placed at each corner. Here's a sample:






I've used .png images as they allow transparency. The above corners are perfect for a white background. Oh yes, the images must match the background. Should be careful about that. You can save those images and use it if you need them. They're not copyrighted... ;)

The above method can also be modified to include all the images in the CSS and not have any img tag at all. The advantage of doin this is the images will be at the background. When you try to select contents of the page, the corners will not get selected. In better words, the corners will look more merged with the background. But another disadvantage of this is you'll have to have 4 div tags and 4 classes. But the final output is the same.

CSS rocks!

January 06, 2008

Introduction to Flash

Lately I've been addicted to flash. Its like I feel flash is the answer for everything. My first work-study project was to design a web-site. That's when the craze hit me. I first thought of doing and ASP.net site, but i realized its just a dumb site and there aren't any serverside functions to worry about. All I needed was a nice and flashy look that conveys the message.

Flash to the rescue.

Flash uses vector graphics and it is a very convenient tool for vector based animations. I first thought it might have a lot of support for drawing, but it doesn't. To get graphics into flash, you need to do it through photoshop (my all time favourite). So once you've done drawing something in photoshop just import it to your library or to the stage in Flash (Im using Flash MX, but it really doesn't matter).

In flash layers matter a lot. In fact its a good practice to make use of layers in everything. Both Flash and photoshop. Create distinct parts of whatever it is that you're doing on different layers and name those layers. Definitely helps when you're doin something big.

Once you've got all your images on the stage, its time to tween them and move them and make components out of them. The graphics part in flash is just one half of it. The second half is the actionscripting part. This is a lot like javascript. Also flash is event based - functions are called when an event occurs.

This is my introduction to flash. Also Its good to have dreamweaver 8.0.2 update if you want to use flash with decently in IE. IE has some irritating properties (Click to activate this control thing) and we need to use a bit of javascript to overcome this. The dreamweaver update does this automatically.

Im still a newbie in Flash. And I'll post whatever I learn on this blog. Hope it helps.

December 29, 2007

My first game in C

So I had to do a project in C using graphics. What's better than creating a game? So I got started right off with it. Starting off with the simplest one I made that game where in you have all those cars goin straight on the road and you need to go through without hitting them. It was a simple approach and Here's how I did it:





class UCAR
{
int col;
public:
UCAR ()
{
x=getmaxx()/2;
y=getmaxy()/2;
}
void drawcar ();
void movecar (char key);
void selcol ();
};
UCAR car;

void UCAR :: drawcar ()
{
setcolor (col);
line (x-10,y-20,x-10,y+20);
line (x+10,y-20,x+10,y+20);
ellipse (x,y+20,180,0,10,3);
ellipse (x,y-20,0,180,10,5);
setfillstyle (SOLID_FILL,col);
floodfill (x-8,y-18,col);
line (x-8,y-6,x-8,y+15);

setcolor (col+8);
setfillstyle (SOLID_FILL,col+8);
rectangle (x-10,y-20,x-8,y+15);
rectangle (x-10,y+16,x-9,y+20);
line (x-10,y-21,x+10,y-21);
line (x-9,y-22,x+9,y-22);
line (x-9,y-19,x-9,y+16);
rectangle (x-8,y-4,x+8,y+15);
line (x-9,y+21,x-8,y+21);
line (x-8,y+22,x-8,y+22);
line (x-8,y+16,x-7,y+16);
line (x-8,y+17,x-8,y+18);

line (x,y-3,x,y+3);
line (x-3,y-3,x-3,y+3);
line (x+3,y-3,x+3,y+3);

line (x-5,y+23,x-5,y+19);
line (x-4,y+18,x+4,y+18);

setcolor (7);
line (x-11,y-12,x-11,y-9);
line (x+11,y-12,x+11,y-9);
line (x-11,y+11,x-11,y+14);
line (x+11,y+11,x+11,y+14);

setfillstyle (SOLID_FILL,7);
line (x-3,y-9,x+3,y-9);
line (x-2,y-10,x+2,y-10);

setcolor (8);
rectangle (x-4,y-24,x+4,y-23);
rectangle (x-3,y-7,x+3,y-8);

line (x-11,y-15,x-11,y-6);
line (x+11,y-15,x+11,y-6);
line (x-11,y+8,x-11,y+17);
line (x+11,y+8,x+11,y+17);

setcolor (15);
line (x-5,y-23,x-7,y-23);
line (x+5,y-23,x+7,y-23);

line (x-8,y-3,x+8,y-3);
line (x-9,y-4,x+9,y-4);
line (x-8,y+15,x+8,y+15);
}

void UCAR :: movecar (char key)
{
if (!flag)
{
if ((key==72 || key=='w') && y>30)
y-=10;
if ((key==75 || key=='a') && x>200)
x-=10;
if ((key==80 || key=='s') && y<440)
y+=10;
if ((key==77 || key=='d') && x<430)
x+=10;
}
}

void UCAR :: selcol ()
{
int menu=1;
char key;
settextjustify (0,0);
settextstyle (DEFAULT_FONT, HORIZ_DIR, 1);

while (1)
{
if (menu==1)
setcolor (9);
else
setcolor (1);
outtextxy (100,420,"[color]");

if (menu==2)
setcolor (10);
else
setcolor (2);
outtextxy (200,420,"[color]");

if (menu==3)
setcolor (11);
else
setcolor (3);
outtextxy (300,420,"[color]");

if (menu==4)
setcolor (12);
else
setcolor (4);
outtextxy (400,420,"[color]");

if (menu==5)
setcolor (13);
else
setcolor (5);
outtextxy (500,420,"[color]");

key=0;
if (kbhit ())
key=getch ();

if (key=='a' || key==75)
{
menu--;
if (menu<1)
menu=5;
}
if (key=='d' || key==77)
{
menu++;
if (menu>5)
menu=1;
}

if (key==' ' || key==13)
break;
}
col=menu;
}

// Other cars

class OCAR
{
int cx,cy,ccol;
public:
OCAR ()
{
cx=200+random(240);
cy=-20;
ccol=1+random(5);
}
void drawocar ();
void moveocar ();
int checkohit ();
};

void OCAR :: drawocar ()
{
setcolor (ccol);
line (cx-10,cy-16,cx-10,cy+20);
line (cx+10,cy-16,cx+10,cy+20);
ellipse (cx,cy+20,180,0,10,3);
ellipse (cx,cy-16,0,180,10,5);
setfillstyle (SOLID_FILL,ccol);
floodfill (cx-8,cy-15,ccol);

setcolor (ccol+8);
rectangle (cx-8,cy-2,cx+8,cy+13);
rectangle (cx-10,cy-16,cx-9,cy+20);
line (cx-10,cy-17,cx+10,cy-17);
line (cx-9,cy-18,cx+9,cy-18);

setcolor (15);
line (cx-5,cy-19,cx-7,cy-19);
line (cx+5,cy-19,cx+7,cy-19);

setcolor (7);
line (cx-8,cy-2,cx+8,cy-2);
line (cx-9,cy-3,cx+9,cy-3);
}

void OCAR :: moveocar ()
{
cy+=8;
}

int OCAR :: checkohit ()
{
int tcx,tcy;
tcx=abs(x-cx);
tcy=abs(y-cy);
if (tcx<=20 && tcy<=40 && cy<=440)
return 1;
else
return 0;
}

// Taxi (that moves even along X axis)

class TAXI
{
int tx,ty,lr;
public:
TAXI ()
{
ty=-20;
tx=200+random(240);
lr=1;
}
void drawtaxi ();
void movetaxi ();
int checkthit ();
};

void TAXI :: drawtaxi ()
{
setcolor (14);
line (tx-10,ty-16,tx-10,ty+20);
line (tx+10,ty-16,tx+10,ty+20);
ellipse (tx,ty+20,180,0,10,3);
ellipse (tx,ty-16,0,180,10,5);
setfillstyle (SOLID_FILL,14);
floodfill (tx-8,ty-15,14);

setcolor (15);
rectangle (tx-8,ty-2,tx+8,ty+13);
rectangle (tx-10,ty-16,tx-9,ty+20);
line (tx-10,ty-17,tx+10,ty-17);
line (tx-9,ty-18,tx+9,ty-18);

setcolor (15);
line (tx-5,ty-19,tx-7,ty-19);
line (tx+5,ty-19,tx+7,ty-19);

setcolor (7);
line (tx-8,ty-2,tx+8,ty-2);
line (tx-9,ty-3,tx+9,ty-3);
}

void TAXI :: movetaxi ()
{
ty+=8;
if (tx<220)
lr=1;
if (tx>440)
lr=0;
if (lr==0)
tx-=5;
if (lr==1)
tx+=5;
}

int TAXI :: checkthit ()
{
int tcx,tcy;
tcx=abs(x-tx);
tcy=abs(y-ty);
if (tcx<=20 && tcy<=40 && ty<=440)
return 1;
else
return 0;
}

// Lorrys

class LORRY
{
int lx,ly,lcol;
public:
LORRY ()
{
lx=200+random(240);
ly=-30;
lcol=1+random (5);
}
void drawlor ();
void movelor ();
int checklhit ();
};

void LORRY :: drawlor ()
{
setcolor (lcol);
rectangle (lx-13,ly-27,lx+13,ly-5);
setfillstyle (SOLID_FILL,lcol);
floodfill (lx-12,ly-26,lcol);
line (lx-13,ly-25,lx+13,ly-25);

setcolor (lcol+8);
rectangle (lx-12,ly-24,lx-11,ly-6);
rectangle (lx-10,ly-24,lx+12,ly-23);

setcolor (7);
rectangle (lx-15,ly-3,lx+15,ly+80);
setfillstyle (SOLID_FILL,7);
floodfill (lx-14,ly,7);

setcolor (8);
rectangle (lx+14,ly-1,lx+15,ly+80);
rectangle (lx-13,ly+79,lx+13,ly+80);

setcolor (15);
rectangle (lx-15,ly-3,lx-14,ly+80);
rectangle (lx-13,ly-3,lx+15,ly-2);
line (lx-8,ly-27,lx-6,ly-27);
line (lx+8,ly-27,lx+6,ly-27);
}

void LORRY :: movelor ()
{
ly+=10;
}

int LORRY :: checklhit ()
{
int tcx,tcy;
tcx=abs(x-lx);
tcy=abs(y-ly);
if (tcx<=20 && tcy<=40 && ly<=440)
return 1;
else
return 0;
}

// Function when the car bangs into something

void carcrash ()
{
int i,j;
for (i=0;i<10;i++)
for (j=1;j<15;j++)
{
setcolor (j);
ellipse (x,y,0,360,20,40);
}
}

// Main function ------------------------------------------------------------

void highway_car ()
{
int count=0,score=0,fuellev;
int tf=0,i;
int cc=-1,ll=-1;
char key,buf[10];

OCAR ocar[500];
TAXI taxi[300];
LORRY lor[300];

x=getmaxx ()/2;
y=getmaxy ()/2;

while (1)
{
cleardevice ();

if (tf>=950)
tf=0;
if (flag==0)
tf+=15;

setcolor (8);
rectangle (30,tf-140,160,tf-120);
rectangle (490,tf-340,600,tf-320);
rectangle (30,tf-20,160,tf);
rectangle (490,tf-80,600,tf-60);
rectangle (30,tf-500,160,tf-480);

rectangle (180,-1,460,480);
rectangle (175,-1,465,480);
setcolor (15);

key='1';
if (kbhit())
{
key=getch ();
if (flag==0)
car.movecar (key);
}
if (key=='o' || key=='O' || key==27)
break;

car.drawcar ();

if (count%20==0 && !flag)
cc++;
for (i=0;i< cc;i++)
{
if (i%7==0)
{
taxi[i].drawtaxi ();
if (!flag)
taxi[i].movetaxi ();
if (taxi[i].checkthit ())
flag=1;
}
else
{
ocar[i].drawocar ();
if (!flag)
ocar[i].moveocar ();
if (ocar[i].checkohit ())
flag=1;
}
}

if (count%55==0 && !flag)
ll++;
for (i=0;i {
lor[i].drawlor ();
if (!flag)
lor[i].movelor ();
if (lor[i].checklhit ())
flag=1;
}

if (flag==1)
carcrash ();

if (!flag)
score=count-50;

setcolor (15);
settextjustify (0,0);
sprintf (buf,"Score : %d",score);
outtextxy (10,8,buf);

count ++;

delay (50);
}

FILE *fp;
char name[10];

fp=fopen ("hcscores.txt","r");
getscores (fp);
fclose (fp);
if (score>fscore)
{
fopen ("hcscores.txt","w");
clrscr ();
cleardevice ();
cout << "\n\n\n\tYou nave the highest score!";
cout << "\n\n\n\tEnter name : ";
cin >> name;
fprintf (fp,"%d %s\n",score,name);
fclose (fp);
}
}



Ok... That was the code part. I haven't written any comments because I wrote it many years ago when I still hadn't realized the value of comments. If you're trying to understand it then you should start commenting your programs. Its pretty important.


Time for a quick explanation - There are four classes.


UCAR is the user's car which is controlled by the input. The movement is controlled by the keyboard keys WASD or the ARROW KEYS. It also has a select color function which I created mainly because of the 16 colors that I can use. If you've used TurboC, you might try changing the background color and all in the options menu. You'll see that there are eight basic (they're not basic actually) colors and the same are in lighter shades also. The colors are numbered from 0 being black till 15 being white. Now if you select the 'basic' color and add 8 you'll get the lighter shade of the same. I just wanted to use it in this program. Im drawing the car using lots of lines and curves because I was using clearscreen in the while loop and I wanted to reduce the flickering effect.


OCAR is the other car which keeps moving. Its pretty much the same as the previous one but im checking for crash with the user's car. The position of the user's car (int x,y) is global. The OCARs just keep moving down and there are some rectangles outside the road like thing which moves down faster than the OCARs which gives the impression of the UCAR moving up.


LORRYs are just OCARs with a differevt shape and size


TAXIs not only move along the Y axis but also along the X axis. Rest of it is just an OCAR.



Well, that's about it. My actual program has three games and I just wanted to put this code here. So just figure out the missing parts the headers and the main program which is not much actually.

December 27, 2007

Intro

I've been studying Computer Science for the past few years and I've learnt quite a few things. Enough to write a blog about. Someone may someday find this useful.

So... Cheers to my new blog!