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  • Change event on <select>

    - by adivasile
    If i attach a change event listener on a<select> how do i acces the option that was selected (not just the value, the actual element). $('select').addEvent('change',function(event) { //?? }); Note: i'm using Mootools

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  • Change date format (in DB or output) to dd/mm/yyyy - PHP MySQL

    - by Jess
    MySQL stores the date in my database (by default) as 'YYYY-MM-DD' The field type for my date is 'DATE' (I do not need any time storage).. Is there a simple way to change it by default to DD/MM/YYYY ? I call up different dates in 2 different tables, and no where in any of my code do I have anything resembling a date variable or anything! Hopefully this is a straight forward change?

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  • Change color of the iPhone screen

    - by Shibin Moideen
    Hi, I need to change the color of the iPhone screen when i touch on it. The only thing i need to do is to change the color of the area where i am touching. if i am placing a star on the screen as touch then only that area color will be changed. Any idea about this? Thanks in advance, SMAK

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  • Tkinter change all color when variable change

    - by Morten Larsen
    hi i have a simpel tkinter window. consists of a small window, a timer, and a button for set timer. dont want to go in details with the code... Now all the widgets in my windows eg. button, Label Ect. will have to change color. EG. i Have a global variabel wich i will set as color "red" fx... All the widgets BACKGROUND option is associated with the global variabel. Now on button press i will change the global variable to "green" so that the background of all widgets ect. will change color, but they DONT. i thought the .mainloop() sort of UPDATED the window. how can i have the widgets to change background color when my variable change WITHOUT restarting my application??? ty Xanthar

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  • Tracking changed (unsaved) objects

    - by Eric
    I have a class which is serialized to and from an XML file when the user decided to open or save. I'm trying to add the typical functionality where when they try to close the form with un-saved changes the form warns them and gives them the option of saving before closing. I've added a HasUnsavedChanges property to my class, which my form checks before closing. However, it's a little annoying that my properties have changed from something like this .. public string Name { get; set; } to this... private string _Name; public string Name { get { return _Name; } set { this._Name = value; this.HasUnsavedChanges = true; } } Is there a better way to track changes to an instance of a class? For example is there some standard way I can "hash" an instance of a class into a value that I can use to compare the most recent version with the saved version without mucking up every property in the class?

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  • Dependency Properties, change notification and setting values in the constructor

    - by stefan.at.wpf
    Hello, I have a clas with 3 dependency properties A,B,C. The values of these properties are set by the constructor and every time one of the properties A, B or C changes, the method recalculate() is called. Now during execution of the constructor these method is called 3 times, because the 3 properties A, B, C are changed. Hoewever this isn't necessary as the method recalculate() can't do anything really useful without all 3 properties set. So what's the best way for property change notification but circumventing this change notification in the constructor? I thought about adding the property changed notification in the constructor, but then each object of the DPChangeSample class would always add more and more change notifications. Thanks for any hint! class DPChangeSample : DependencyObject { public static DependencyProperty AProperty = DependencyProperty.Register("A", typeof(int), typeof(DPChangeSample), new PropertyMetadata(propertyChanged)); public static DependencyProperty BProperty = DependencyProperty.Register("B", typeof(int), typeof(DPChangeSample), new PropertyMetadata(propertyChanged)); public static DependencyProperty CProperty = DependencyProperty.Register("C", typeof(int), typeof(DPChangeSample), new PropertyMetadata(propertyChanged)); private static void propertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { ((DPChangeSample)d).recalculate(); } private void recalculate() { // Using A, B, C do some cpu intensive caluclations } public DPChangeSample(int a, int b, int c) { SetValue(AProperty, a); SetValue(BProperty, b); SetValue(CProperty, c); } }

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  • 5 Free Intrusion Detection Softwares (IDS)

    Tools and Utilities to Monitor Your Network For Suspicious or Malicious Activity Snort for Windows Snort is an open source network intrusion detection system, capable of performing real-time traffi... [Author: Alam Je - Computers and Internet - March 24, 2010]

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  • Temporary Post Used For Theme Detection (407391ef-2a52-4f66-86ce-ae972978f67d – 3bfe001a-32de-4114-a6b4-4005b770f6d7)

    - by Kavitha
    This is a temporary post that was not deleted. Please delete this manually. (de29367c-6ce5-4b1f-8b4a-a859ecde27a9 – 3bfe001a-32de-4114-a6b4-4005b770f6d7) This article titled,Temporary Post Used For Theme Detection (407391ef-2a52-4f66-86ce-ae972978f67d – 3bfe001a-32de-4114-a6b4-4005b770f6d7), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Temporary Post Used For Theme Detection (be923fa6-3c12-49cc-ae55-c5fc02e681cb – 3bfe001a-32de-4114-a6b4-4005b770f6d7)

    - by Kavitha
    This is a temporary post that was not deleted. Please delete this manually. (19a474df-a007-467b-96e1-46716e6fae03 – 3bfe001a-32de-4114-a6b4-4005b770f6d7) This article titled,Temporary Post Used For Theme Detection (be923fa6-3c12-49cc-ae55-c5fc02e681cb – 3bfe001a-32de-4114-a6b4-4005b770f6d7), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • Temporary Post Used For Theme Detection (2c152d1d-b299-442d-8586-f901f2ae7155 – 3bfe001a-32de-4114-a6b4-4005b770f6d7)

    - by Gopinath
    This is a temporary post that was not deleted. Please delete this manually. (095f0c04-8773-4c8c-8925-410f694fb4f4 – 3bfe001a-32de-4114-a6b4-4005b770f6d7) This article titled,Temporary Post Used For Theme Detection (2c152d1d-b299-442d-8586-f901f2ae7155 – 3bfe001a-32de-4114-a6b4-4005b770f6d7), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Patterns for implementing field change tracking.

    - by David
    Hi all For one of my recent projects, I had to implement field change tracking. So anytime the user changed a value of a field, the change was recorded in order to allow full auditing of changes. In the database, I implemented this as a single table 'FieldChanges' with the following fields: TableName, FieldName, RecordId, DateOfChange, ChangedBy, IntValue, TextValue, DateTimeValue, BoolValue. The sproc saving changes to an object determines for each field whether it has been changed and inserts a record into FieldChanges if it has: if the type of the changed field is int, it records it in the IntValue field in the FieldChanges table, etc. This means that for any field in any table with any id value, I can query the FieldChanges table to get a list of changes. This works quite well but is a bit clumsy. Can anyone else who has implemented similar functionality suggest a better approach, and why they think it's better? I'd be really interested - thanks. David

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  • MVVM View-First Approach How Change View

    - by CodeWeasel
    Hi everybody, Does anybody have an idea how to change screens (views) in a MVVM View-First-Approach (The view instantiates the ViewModel: DataContext="{Binding Source={StaticResource VMLocator}, Path=Find[EntranceViewModel]}" ) For example: In my MainWindow (Shell) I show a entrance view with a Button "GoToBeach". <Window> <DockPanel> <TextBox DockPanel.Dock="Top" Text="{Binding Title}" /> <view.EntranceView DockPanel.Dock="Top" /> </DockPanel> </Window> When the button is clicked I want to get rid of the "EntranceView" and show the "BeachView". I am really curious if somebody knows a way to keep the View-First Approach and change the screen (view) to the "BeachView". I know there are several ways to implement it in a ViewModel-First Approach, but that is not the question. Perhabs I missed something in my mvvm investigation and can't see the wood for the trees... otherwise i am hoping for a inspiring discussion.

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  • javascript change innerhtml

    - by David
    ok im new at javascript, but im trying to change the innerhtml of a div tag, heres my script and its not working: <head> <script type="text/javascript"> function var1() { document.getElementById('test').innerHTML = 'hi'; } window.onLoad = var1(); </script> </head> <body> <div id="test">change</div> </body> it should work but for some reason its not, any help?

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  • Jquery: change event not triggered in IE

    - by Kenneth
    Hi, I have some code updating a dropdownlist, and then I fire the "change" event manually. It works like it should in firefox, opera and so on, but not in Internet Explorer. Any idea why? Code attached below. $(".bringFraktvalgRadio").click(function() { var selectedValue = $(".bringFraktvalgRadio:checked").val(); $("#<%= dropDeliveryOption.ClientID %> option[value=" + selectedValue + "]").attr("selected", true); $("#<%= dropDeliveryOption.ClientID %>").trigger("change"); });

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  • HTML Input on change of value

    - by arik-so
    Hello, I have an input tag. This tag does not have the autocomplete feature turned off, thus, one does not necessarily need to release a key to change the value of this field and focus anotehr one. My question is: how can I detect ANY value changes of this particular field, like e. g. <input onvaluechange="//do following..." /> The JavaScritp attribute onchange does not fire on change of value, only on changes like blur, focus, etc... Thanks in advance!

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  • jquery dynamically added checkbox not working with change() function

    - by estern
    I dynamically load in a few li's that have a label and a checkbox in them to another visible ul. I set the checkboxes to be checked="checked" and i am trying to trigger an event to happen when i change these dynamically inserted checkboxes but nothing occurs. Here is the jquery: $(".otherProductCheckbox:checkbox").change( function(){ alert('test'); }); Here is the html for the dynamically added li's: <li class="otherProduct"><input type="checkbox" class="otherProductCheckbox radioCheck" checked="checked"/><label>Product Name</label></li> Any idea why i cant get the alert to happen when the checkbox changes its checked state?

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  • Browser Detection, do's and don'ts. Is this ok?

    - by JCOC611
    So, I understand that browser detection (ie. navigator.userAgent) shouldn't be used to decide which object method/property to use; yet, I want to set some simple CSS with JavaScript depending on the browser. However, it's not enough to justify a completely new StyleSheet. So is it OK if I use Browser Detection to decide what CSS to apply to an element? EDIT Ok, let's be SPECIFIC. I'm talking about a text-shadow inside a button (<input type="button"/>) The text inside the button isn't vertically centered in all browsers, so I tweak this with JS depending on the browser.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • How to speed up this simple mysql query?

    - by Jim Thio
    The query is simple: SELECT TB.ID, TB.Latitude, TB.Longitude, 111151.29341326*SQRT(pow(-6.185-TB.Latitude,2)+pow(106.773-TB.Longitude,2)*cos(-6.185*0.017453292519943)*cos(TB.Latitude*0.017453292519943)) AS Distance FROM `tablebusiness` AS TB WHERE -6.2767668133836 < TB.Latitude AND TB.Latitude < -6.0932331866164 AND FoursquarePeopleCount >5 AND 106.68123318662 < TB.Longitude AND TB.Longitude <106.86476681338 ORDER BY Distance See, we just look at all business within a rectangle. 1.6 million rows. Within that small rectangle there are only 67,565 businesses. The structure of the table is 1 ID varchar(250) utf8_unicode_ci No None Change Change Drop Drop More Show more actions 2 Email varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 3 InBuildingAddress varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 4 Price int(10) Yes NULL Change Change Drop Drop More Show more actions 5 Street varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 6 Title varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 7 Website varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 8 Zip varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 9 Rating Star double Yes NULL Change Change Drop Drop More Show more actions 10 Rating Weight double Yes NULL Change Change Drop Drop More Show more actions 11 Latitude double Yes NULL Change Change Drop Drop More Show more actions 12 Longitude double Yes NULL Change Change Drop Drop More Show more actions 13 Building varchar(200) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 14 City varchar(100) utf8_unicode_ci No None Change Change Drop Drop More Show more actions 15 OpeningHour varchar(400) utf8_unicode_ci Yes NULL Change Change Drop Drop More Show more actions 16 TimeStamp timestamp on update CURRENT_TIMESTAMP No CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP Change Change Drop Drop More Show more actions 17 CountViews int(11) Yes NULL Change Change Drop Drop More Show more actions The indexes are: Edit Edit Drop Drop PRIMARY BTREE Yes No ID 1965990 A Edit Edit Drop Drop City BTREE No No City 131066 A Edit Edit Drop Drop Building BTREE No No Building 21 A YES Edit Edit Drop Drop OpeningHour BTREE No No OpeningHour (255) 21 A YES Edit Edit Drop Drop Email BTREE No No Email (255) 21 A YES Edit Edit Drop Drop InBuildingAddress BTREE No No InBuildingAddress (255) 21 A YES Edit Edit Drop Drop Price BTREE No No Price 21 A YES Edit Edit Drop Drop Street BTREE No No Street (255) 982995 A YES Edit Edit Drop Drop Title BTREE No No Title (255) 1965990 A YES Edit Edit Drop Drop Website BTREE No No Website (255) 491497 A YES Edit Edit Drop Drop Zip BTREE No No Zip (255) 178726 A YES Edit Edit Drop Drop Rating Star BTREE No No Rating Star 21 A YES Edit Edit Drop Drop Rating Weight BTREE No No Rating Weight 21 A YES Edit Edit Drop Drop Latitude BTREE No No Latitude 1965990 A YES Edit Edit Drop Drop Longitude BTREE No No Longitude 1965990 A YES The query took forever. I think there has to be something wrong there. Showing rows 0 - 29 ( 67,565 total, Query took 12.4767 sec)

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  • 2D SAT How to find collision center or point or area?

    - by Felipe Cypriano
    I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. I need to find the center of the intersection, the black point on the image above. I've found some articles about this but they all involve avoiding the overlap or some kind of velocity, I don't need this. I just need to put a image on top of it. Like two cars crashed so I put an image on top of the collision. Any ideas? ## Update The information I've about the rectangles are the four points that represents them, the upper right, upper left, lower right and lower left coordinates. I'm trying to find an algorithm that can give me the intersection of these points.

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  • How to change size of Android ScrollView

    - by user611923
    I have a layout like this (abstracted): Scrollview - fill_parent LinearLayout - wrap_content ImageView 1 - wrap_content ImageView 2 - ... ImageView 3 ... In the course of user interaction some images are replaced by larger or smaller ones, shortening or lenghtening the area to be scrolled. And that is the problem. The Scrollview (SV) does not know about the change, so either it scrolls over a lot of empty space at the bottom, or cuts off a picture or two at the bottom. Question 1: Can I somehow make the SV readapt to the changed hight of the LiearLayout (LL)? Question 2: I can obtain the current size through getHight on the LL. But supplyong it to the SV via changed LayoutParams does not work - of course, that would only change the height of the SV on the screen. Is there a way to put the changed height of the LL into the SV in the code, somehow? Question 3: I havn't tried it yet. Would creating the SV, LL and its children in code and then adding/removing children of changed size as required, make the SV adapt to the changes? And last question: Is there a better aüpproach, except using ListViews?

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  • how to use javascript to change div backgroundColor

    - by lanqy
    The html below: <div id="catestory"> <div class="content"> <h2>some title here</h2> <p>some content here</p> </div> <div class="content"> <h2>some title here</h2> <p>some content here</p> </div> <div class="content"> <h2>some title here</h2> <p>some content here</p> </div> </div> when mouseover the content of div then it's backgroundColor and the h2(inside this div) backgroundColor change(just like the css :hover) I know this can use css (:hover) to do this in modern browser but IE6 does't work how to use javascript(not jquery or other js framework) to do this? Edit:how to change the h2 backgroundColor too

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  • PHP driven site needs password change.

    - by Drea
    I have inherited a website that needs the password changed that accesses the database. I can see that there are two tables within the database but neither of them have username or password info. The previous web guy moved out of the country and can't be reached. I am not up-to-speed enough to figure this out. I have gone through all the files to try and find the answer but can't get it. It's hosted by goDaddy.com and I have changed the passwords there but it didn't change this login info. www.executivehomerents.com/cpanel <-this brings up the prompt for the username & password which I won't give out but the page only gives you 5 choices and none of them deal with changing the password. They are simply to change the data in the tables. If you go to: http://www.websitedatabases.com/ <=this is the company that the PHPMagic program was purchased from-- They have no contact number. Here is another page that might help: http://www.executivehomerents.com/cpanel/dbinput/setup.php I don't think I'll get an answer to this but it's worth a try... thanks.

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