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  • Do 3d assets cost a lot more than 2d?

    - by Balls
    I'm planning to create a game on my own and will most likely hire an artist in the future. I just want to know if making a game in 2d will a lot cheaper than making it on 3d? Here's my plan: If it will be a 2d game.. I'll probably make a platform game. More like a Braid level of graphics. If it will be a 3d game.. Closest of graphics I'll ask for will be far cry 1 or if possible oblivion. So any thoughts? I'm funding all of it on my own. It will be my first game but will use maybe an engine around if it will be a 3d game. If 2d, I have my own engine lying around here. Thank you, Balls

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  • Doing "text mode 'splash' game" during boot.

    - by Vi
    Sometimes I want to do something (for example, playing a simple text-mode game) while the system is booting up. This is especially useful when lengthy reiserfs transaction replays are happening. Current hacky way of doing it is: Put the program on initramfs. Before running /sbin/init, "openvt 2 /my/program". Turn off messages from kernel (sysrq 0) Override /dev/console with /dev/null (to prevent boot messages). The problems are: There are STILL some messages interfering with program output. I can't see boot messages by switching to that virtual terminal back. After finishing the boot sequence, /dev/tty2 ends up being attached both to getty and my program. How to do it properly without of running graphical splashes? The system is Linux Debian Squeeze, no dependency based sysv scripts.

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  • Retaining objects in game iphone

    - by Brodie4598
    Hello - I am trying to create a game and have run into what is probably a pretty easy problem to solve. As the player goes through the game, many objects (Vehicle) will be added and removed. The Vehicles get added to an array called currentVehiclesMutableArray. My problem is I cant figure out how to retain a Vehicle so that it remains in the array until I am finished with it.

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  • Trying to launch old game using wine

    - by rhon
    I'm using wine 1.5.11 on Archlinux, and I try to launch this old game : http://www.cnetfrance.fr/telecharger/waterboy-11006056s.htm?download=1 The problem is that I always get a "Run-time error '13' : Type mismatch" when I try to launch it. I've tried to switch oleaut.dll and ole32.dll to "native", and switch to "Windows 98" mode using winecfg, and then I had this error : err:module:import_dll Library ole32.dll (which is needed by L"Z:\\games\\WaterBoy\\MSVBVM50.DLL") not found err:module:import_dll Library OLEAUT32.dll (which is needed by L"Z:\\games\\WaterBoy\\MSVBVM50.DLL") not found err:module:import_dll Library MSVBVM50.DLL (which is needed by L"Z:\\games\\WaterBoy\\WaterBoy.exe") not found err:module:LdrInitializeThunk Main exe initialization for L"Z:\\games\\WaterBoy\\WaterBoy.exe" failed, status c0000135 I've installed vb5runtime using winetricks, but it didn't help. Am I doing something wrong ?

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  • java timer for game

    - by user261002
    I have created a game in java and now I just need to add a timer that allow the user to play under 60s. I have searched on internet and found the timer for swing and util packages. could you please just give me a method to be able to use it in my game???

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  • Cluster for game servers [closed]

    - by Boby
    We want to make a cluster for game servers, but we don't know which cluster system to choose. We need load balancing cluster. Now we have 2 server for test (First - 2 x Xeon E5320, 8 GB RAM and second i5 2500, 16 GB RAM), this servers will work as nodes. After we will add more. We use Linux. We need some help with cluster. We don't know which cluster system to use for this reason. And maybe some help (instructions). And please don't say that we need to forget it. Thank you for answers!

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  • Is there a tool that can test what SSL/TLS cipher suites a particular website offers?

    - by Jeremy Powell
    Is there a tool that can test what SSL/TLS cipher suites a particular website offers? I've tried openssl, but if you examine the output: $ echo -n | openssl s_client -connect www.google.com:443 CONNECTED(00000003) depth=1 /C=ZA/O=Thawte Consulting (Pty) Ltd./CN=Thawte SGC CA verify error:num=20:unable to get local issuer certificate verify return:0 --- Certificate chain 0 s:/C=US/ST=California/L=Mountain View/O=Google Inc/CN=www.google.com i:/C=ZA/O=Thawte Consulting (Pty) Ltd./CN=Thawte SGC CA 1 s:/C=ZA/O=Thawte Consulting (Pty) Ltd./CN=Thawte SGC CA i:/C=US/O=VeriSign, Inc./OU=Class 3 Public Primary Certification Authority --- Server certificate -----BEGIN CERTIFICATE----- MIIDITCCAoqgAwIBAgIQL9+89q6RUm0PmqPfQDQ+mjANBgkqhkiG9w0BAQUFADBM MQswCQYDVQQGEwJaQTElMCMGA1UEChMcVGhhd3RlIENvbnN1bHRpbmcgKFB0eSkg THRkLjEWMBQGA1UEAxMNVGhhd3RlIFNHQyBDQTAeFw0wOTEyMTgwMDAwMDBaFw0x MTEyMTgyMzU5NTlaMGgxCzAJBgNVBAYTAlVTMRMwEQYDVQQIEwpDYWxpZm9ybmlh MRYwFAYDVQQHFA1Nb3VudGFpbiBWaWV3MRMwEQYDVQQKFApHb29nbGUgSW5jMRcw FQYDVQQDFA53d3cuZ29vZ2xlLmNvbTCBnzANBgkqhkiG9w0BAQEFAAOBjQAwgYkC gYEA6PmGD5D6htffvXImttdEAoN4c9kCKO+IRTn7EOh8rqk41XXGOOsKFQebg+jN gtXj9xVoRaELGYW84u+E593y17iYwqG7tcFR39SDAqc9BkJb4SLD3muFXxzW2k6L 05vuuWciKh0R73mkszeK9P4Y/bz5RiNQl/Os/CRGK1w7t0UCAwEAAaOB5zCB5DAM BgNVHRMBAf8EAjAAMDYGA1UdHwQvMC0wK6ApoCeGJWh0dHA6Ly9jcmwudGhhd3Rl LmNvbS9UaGF3dGVTR0NDQS5jcmwwKAYDVR0lBCEwHwYIKwYBBQUHAwEGCCsGAQUF BwMCBglghkgBhvhCBAEwcgYIKwYBBQUHAQEEZjBkMCIGCCsGAQUFBzABhhZodHRw Oi8vb2NzcC50aGF3dGUuY29tMD4GCCsGAQUFBzAChjJodHRwOi8vd3d3LnRoYXd0 ZS5jb20vcmVwb3NpdG9yeS9UaGF3dGVfU0dDX0NBLmNydDANBgkqhkiG9w0BAQUF AAOBgQCfQ89bxFApsb/isJr/aiEdLRLDLE5a+RLizrmCUi3nHX4adpaQedEkUjh5 u2ONgJd8IyAPkU0Wueru9G2Jysa9zCRo1kNbzipYvzwY4OA8Ys+WAi0oR1A04Se6 z5nRUP8pJcA2NhUzUnC+MY+f6H/nEQyNv4SgQhqAibAxWEEHXw== -----END CERTIFICATE----- subject=/C=US/ST=California/L=Mountain View/O=Google Inc/CN=www.google.com issuer=/C=ZA/O=Thawte Consulting (Pty) Ltd./CN=Thawte SGC CA --- No client certificate CA names sent --- SSL handshake has read 1777 bytes and written 316 bytes --- New, TLSv1/SSLv3, Cipher is AES256-SHA Server public key is 1024 bit Compression: NONE Expansion: NONE SSL-Session: Protocol : TLSv1 Cipher : AES256-SHA Session-ID: 748E2B5FEFF9EA065DA2F04A06FBF456502F3E64DF1B4FF054F54817C473270C Session-ID-ctx: Master-Key: C4284AE7D76421F782A822B3780FA9677A726A25E1258160CA30D346D65C5F4049DA3D10A41F3FA4816DD9606197FAE5 Key-Arg : None Start Time: 1266259321 Timeout : 300 (sec) Verify return code: 20 (unable to get local issuer certificate) --- it just shows that the cipher suite is something with AES256-SHA. I know I could grep through the hex dump of the conversation, but I was hoping for something a little more elegant. I would prefer Linux tools, but Windows (or other) would be fine. This question is motivated by the security testing I do for PCI and general penetration testing. Update: GregS points out below that the SSL server picks from the cipher suites of the client. So it seems I would need to test all cipher suites one at a time. I think I can hack something together, but is there a tool that does particularly this?

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  • Acceptable sound quality: stereo needed for an Android game?

    - by Thomas Calc
    I have various simple short sound effects (damage sound, dying sound, thunderbolt, fanfare, breaking) for a game that is developed for Android currently. I use OGG files: 96kbps VBR, 44.1KHz, 2 channels (that means stereo, right?). I read the other stackexchange topics about "acceptable sound quality", but they're too general, address too many things. My experience is that even with 80kbps, my effects sound OK. But I tested it on a limited number of Android devices (including a Sony Ericsson Xperia Neo and a HTC Desire HD). My questions: For mobile phones and tablets, generally, what parameters are recommended? Won't my 80kbps sounds be bad on a newer device (such as a modern tablet)? I don't hear any difference between stereo and mono (2 channels vs. 1 channel, right?), is there any noticeable difference at all for mobile phones / tablets? (in terms of the player experience) May it worth it at all? I assume that stereo sounds take much more in memory (when they're decoded to PCM), despite of the fact that the compressed OGG size is practically the same. Reacting to Roy T.'s great comment: Actually, I couldn't measure the PCM size (Android decodes OGG internally), but I thought that stereo will take more space than mono when uncompressed After throwing out one of the WAV channels in Audacity, and re-exporting it: The new WAV file size is half than before The OGG file size is practically the same as before The sound effects and game music was recorded by my friend who is an experienced hobby musician/composer, but he knows little about computers & software so he just gave me some high-quality WAV files generated via his hardware.These were stereo, but if I check them in Audacity, both channels appear to be exactly the same.Can I consider them the same (= moving to mono), or might there be some unnoticeable differences to the human eye?

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • any online service and/or application to develop a story line for an adventure game?

    - by Gajet
    I with a bunch of friend were talking about an adventure game. there will be too many possibilities in the game and the player can pick from wide varity of choices at each stage to do somthing. there will be consequences for each decision and they may or may not end the story. the result would be somthing like (picture from flashforward series S01E17)or if any of you watched hereos season 1 there is also similar time lines represented as strings in isaac mandez workshop. sorry for bad quality examples but right now I can't think of any better one. do you know any website or application which we can use to create the timeline? these features the least required ones: the ability to represent events as boxes. the ability to connect distant events to each other. the ability to move events on a scene freely the ability to expand the scene easily there should be some color options for the lines representing connections between events easily shareing the idea with one another it's much more better to have a WYSIWYG editor easily explore in the large scene of events in the end if you know any application which could let me create a board just like the one in my sample picture and share it whith other freinds it could help us a lot.

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  • The Correct Usage of DLLs with a DirectX Game?

    - by smoth190
    I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) clean version. I choose to follow how I've seen other engines do it, and that's to have all the core nasty messy crap in a DLL, and then you can create games with just a few functions (well, not really :D). However, I'm unsure of what nasty messy crap to put in that DLL. I don't know about speed restrictions with DLLs. What I've done is put my winproc in the DLL, and have a class that takes the messages, and sends them through to the program using the DLL. Then that program does what it needs to do, and calls a rendering functions back in the DLL that renders everything. Only problem is it gets very low FPS (2, to be exact...). I've looked through everything, and I don't know if the way I'm using DLLs in causing this, or its something different. Whether it's the DLLs or not, I still want to know how to use a DLL correctly with a game engine. I like being neat, I hate having to see all those long names of DirectX classes. I use typedef a lot.

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  • GLES2.0 3D Android game performance and multi threading the update?

    - by Ofer
    I have profiled my mixed Java\C++ Android game and I got the following result: https://dl.dropbox.com/u/8025882/PompiDev/AndroidProfile.png As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it mostly it generates a "request list" for rendering. The thing is, I generate DrawLists on C++ and then send them to Java to process and draw using GLES2.0. Since then I was able to improve update from 9ms down to about 7ms, but I would like to ask if I would benefit from multi threading the update? As I understand from that diagram is that the function that takes the most time is the one you see it's color on the timeline. So the pink area is taken mostly by update. The other area has MainOpenGL.Handle as it's main contributor(whch is my java function), but since it's not drawn to the top of the diagram I can conclude other things are happening at the same time that use the CPU? Or even GPU stuff that isn't shown in this diagram. I am not sure how the GPU works on this. Does it calculate stuff in parallel to the CPU? Or is it part of the CPU usage as in SoC? I am not sure. Anyway, in case GPU things DO happen in parallel to CPU, then I would guess that if I do this C++ Update in parallel to the thread that makes the OpenGL calls, I might make use of "dead CPU time" due to GPU stalling or maybe have the GPU calls getting processed earlier because it won't have to wait for Update to finish? How do you suggest to improve performance based on that? Thanks.

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • What language and tools can I use to create a simple game with child-lock (capture all key press) for Windows? [closed]

    - by scw
    I'm writing an open source program that changes colors & plays sounds when keys are pressed. I want it to run in full screen mode and have a child-lock so kids can't exit accidentally. I want it to capture all keys including ctrl alt delete. (So it's partially a game, but partially windows utility.) My target OS is Windows 7 (32 & 64 bit), keeping Windows 8 in mind. My options: Visual Studio using .net C# Windows Forms - the devil I know. But not a "game" platform, which is why I'm asking this question. Visual Studio & XNA - have never used XNA, not sure of capabilities or support future Python - What flavor, what modules, what IDE? I've never done anything with Python but I found a couple of similar open source projects in python. Something else that I don't know about? Any input is appreciated.

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  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

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