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Dec 16 2018
May 16 2018
Jan 15 2018
I completed the rebase and pushed a new branch https://cgit.kde.org/gcompris.git/log/?h=categorization
Jan 10 2018
@kundusayak The first steps to be done are to build Gcompris and then switch to the categorization_words branch
The next step would be to rebase it with master (it is build on top of categorization which had many changes so rebase would be required)
I started with it (didn't push the code yet, I can share the patch if you want) feel free to ask if you have any issue :)
Dec 22 2017
List of some sub tasks:
- Rebase with categorization images (I did it with some stuff left).
- Fix the sentences boxes width and the words adjustment.
- Drag and drop can be better done using mouse area then position of images.
Nov 25 2017
Oct 27 2017
qrc:/gcompris/src/activities/letter-in-word/LetterInWord.qml:163: TypeError: Cannot read property 'locale' of undefined
save configuration for: "letter-in-word"
Sep 22 2017
Make the ball go to tux:
- The text in intro is hidden https://pasteboard.co/GLwV3ln.png
- The arrow keys are hidden by hands https://pasteboard.co/GLwVg3s.png
- The title is hidden by cross https://pasteboard.co/GLwVpaZ.png
Sep 10 2017
- I have this qrc:/gcompris/src/activities/letter-in-word/Card.qml:44:5: QML Image: Binding loop detected for property "sourceSize.height"
- The text should fit in one line http://picpaste.com/Screenshot_20170910_151834-UzNi1eMi.png example strawberry "y" is in next line
- The images can be increased in size? (in some cases the images are so small that the text completely is above it)
Sep 1 2017
Aug 31 2017
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Aug 16 2017
The method followed for each move is : Initial animation -> setValues -> ScoreAnimations
We can't do scoreAnimations before setValues because The values of the house repeater seeds need to be updated first (else you have the old seeds i.e before the move)
After the setValues we have both the cellGridRepeater and house in sync with good values but now we have the house from where seeds are captured's seeds = 0 so I had to set it's value to the no of seeds I need to move and the animation starts.
After the animation I need to set the model value back to 0 but it loses binding, it remains 0 for the complete game, steps to reproduce:
Capture a house, move any seed to that house, you will have good number at house top but not the amount of seeds.
I also get the bug https://bugs.launchpad.net/ubuntu-system-settings-online-accounts/+bug/1231729 in which one of the comments it is mentioned that in which https://bugs.launchpad.net/ubuntu-system-settings-online-accounts/+bug/1231729/comments/2 has a similar situation. If I don't set the value back to 0 it works but again you will just have the number of seeds set at that time and it no longer updates with the value binding.
I have tried even setting all the models again in js as I do for setValues but I get the same bug.
Aug 15 2017
Aug 14 2017
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Aug 1 2017
Jul 31 2017
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Jul 24 2017
It fixes and provides smooth animation when seeds move only in one x direction and then move in y. The case when they move x, they y and then again x to make it general is yet to be done :)
Jul 23 2017
Jul 22 2017
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Jul 18 2017
Jul 17 2017
It moves the seeds all together but the problem is all the seeds move together on the basis of the index value. The problem is how should we determine the position and movement of each string that is moving in this way example if there are 4 seeds only 3 will move to next, 2 to next to next so it doesn't make sense in that case to make them all move together?
could it work with adding a condition in the "running" of the animation? Something like: index > currentIndexAnimation
Jul 16 2017
Jul 15 2017
Jul 14 2017
It moves the seeds all together but the problem is all the seeds move together on the basis of the index value. The problem is how should we determine the position and movement of each string that is moving in this way example if there are 4 seeds only 3 will move to next, 2 to next to next so it doesn't make sense in that case to make them all move together?