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The Chromium-based WebView causing this issue was eventually updated in KitKat version 4.4.3/4.4.4 in mid 2014, but that is cold comfort considering some vendors have made some seemingly arbitrary decisions about which of their phones got the update and which did not. Samsung Galaxy S4, for instance, is still trapped at 4.4.2. Follow the advice given by ...


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You got it wrong in your draw code : once you translated the context to a given point, you shouldn't use any more the point coordinates : the 'zero' is now at the translation point. So to draw your arrow after you translated to its start point, just translate by the size of the arrow. http://jsfiddle.net/gamealchemist/jxrdtLxx/2/ function ...


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I'd use two rules, one for tiles and one for corners of tiles: If a floor tile is surrounded by three wall tiles and one floor tile, then that floor tile is an end of of a corridor, and should be marked with a waypoint. If a corner is surrounded by one wall tile and three floor tiles, then that corner is a place where you might want to make a turn. The ...


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First off, I would store paths as an array of points/vectors/ whatever they call it in the framework you're using. It's a coordinate, using x and y variables. When the player builds a path, you know the x and y coordinates of that point (let's call them points). For all your path arrays, check if it contains one of the 8 adjecant points (same x, but y+1, ...


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When you say "Javascript" you certainly mean "running in the web browser". In that case, peer-to-peer networking isn't possible because there is no browser-independent standard for this. But what you can do is having a server. One technology which is quite well-suited for real-time games are websockets. You can prevent most kinds of cheating by having an ...


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This is hugely dependent on the type of the game you're creating. For say Chess, the only thing NetworkClient would do is reacting on the move being made and sending that. Some other games might send parts of their state or even the whole state. In general, you might think about splitting the networking part into two smaller components: the transport that ...


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Did some testing and I think your only mistake is in adding the offsets rather than subtracting them. Other than that it's been working for me, although you could simplify those equations quite a bit to get rid of all those divisions. While trying, I've written this example code on JSFiddle. I omitted drawing the grid, but you should see a moving "tile" ...



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