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  • Why is this writing part of the text to a new line? (Python)

    - by whatsherface
    I'm adding some new bits to one of the lines in a text file and then writing it along with the rest of the lines in the file to a new file. Referring to the if statement, I that to be all on the same line: x = 13.55553e9 y = 14.55553e9 z = 15.55553e9 infname = 'afilename' outfname = 'anotherone' oldfile = open(infname) lnum=1 for line in oldfile: if (lnum==18): line = "{0:.2e}".format(x)+' '+line+' '+"{0:.2e}".format(y)+' '+ {0:.2e}".format(z) newfile = open(outfname,'w') newfile.write(line) lnum=lnum+1 oldfile.close() newfile.close() but y and z are being written on the line below the rest of it. What am I missing here?

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  • mysqldb python escaping ? or %s?

    - by asldkncvas
    Dear Everyone, I am currently using mysqldb. What is the correct way to escape strings in mysqldb arguments? Note that E = lambda x: x.encode('utf-8') 1) so my connection is set with charset='utf8'. These are the errors I am getting for these arguments: w1, w2 = u'??', u'??' 1) self.cur.execute("SELECT dist FROM distance WHERE w1=? AND w2=?", (E(w1), E(w2))) ret = self.cur.execute("SELECT dist FROM distance WHERE w1=? AND w2=?", (E(w1), E(w2)) ) File "build/bdist.linux-i686/egg/MySQLdb/cursors.py", line 158, in execute TypeError: not all arguments converted during string formatting 2) self.cur.execute("SELECT dist FROM distance WHERE w1=%s AND w2=%s", (E(w1), E(w2))) This works fine, but when w1 or w2 has \ inside, then the escaping obviously failed. I personally know that %s is not a good method to pass in arguemnts due to injection attacks etc.

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  • Python . How to get rid of '\r' in string?

    - by draconisthe0ry
    I have an excel file that I converted to a text file with a list of numbers. test = 'filelocation.txt' in_file = open(test,'r') for line in in_file: print line 1.026106236 1.660274766 2.686381002 4.346655769 7.033036771 1.137969254 a = [] for line in in_file: a.append(line) print a '1.026106236\r1.660274766\r2.686381002\r4.346655769\r7.033036771\r1.137969254' I wanted to assign each value (in each line) to an individual element in the list. Instead it is creating one element separated by \r . i'm not sure what \r is but why is putting these into the code ? I think I know a way to get rid of the \r from the string but i want to fix the problem from the source

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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • "Meld requires pygtk 2.8.0 or higher."

    - by Lynx
    I got this error after installing Meld on a new Karmic installation: ~$ meld No module named pygtk Meld requires pygtk 2.8.0 or higher. I installed the latest version of python-gtk with aptitude but I'm not sure what version is actually installed. My python version is 2.6. This is weird because I have another machine that runs Karmic and Meld without a problem. Any ideas?

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  • Having problems install py2app 0.5.2

    - by Francis Young
    Hi there, I am a beginner at python so please excuse me for silly comments or rookie mistakes that i make. I was trying to install py2app 0.5.2 and i hit an error: $Best match: altgraph 0.7.1 $Downloading http://pypi.python.org/packages/source/a/altgraph/altgraph-$0.7.1.tar.gz#md5=f65988bf153410a8514bcdad6a3a8ba6 $Processing altgraph-0.7.1.tar.gz $Running altgraph-0.7.1/setup.py -q bdist_egg --dist-dir /tmp/easy_install-GGBuKJ/altgraph-$\0.7.1/egg-dist-tmp-NdWVjC $error: doc/changelog.rst: No such file or directory I was wondering what the solution to this problem is?

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  • Openerp wIth Ubuntu 9.04

    - by agbrand
    I had Ubuntu 8.10. I upgrade it to 9.04. I have Openerp5.0 server/client/web. It worked on 8.10 but not with 9.04. Now when I try to launch my server using: ./openerp-server.py I have this error: ERROR: Import xpath module ERROR: Try to install the old python-xml package It seems that this version of openerp doesn't work with python2.6. Can I redirect openerp to use old version of Python?

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  • Is virtualenv suitable for a production server?

    - by gnufs
    I'm planning to set up a Python app (Pyblosxom) on my server and considering to run it in its own virtualenv sandbox with --no-site-packages. I'm hoping that such a setup would be easily portable and maintainable over the years. However, I've only used virtualenv for development environments that recreate a certain server setup locally, and most sources about virtualenv seem to also mention virtualenv for such a use. Is there any drawback to running a Python app from a virtualenv on a live server?

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  • How come Win+R prompt can open Python when it's not in my path?

    - by houbysoft
    When I use the run prompt in Windows XP Professional (Win+R), and type python.exe or python, it works and greets me with the python prompt. However, when I start a cmd window, and then type python.exe or python, it doesn't find it. This is what I expect, as the Python directory (for me, I:\Python31\) is not in my PATH. How come, then, that if I type python.exe in the Win+R prompt, it works? Edit: here is a partial output of SET, I removed most irrelevant entries, I'm not sure why is it useful, apart from the PATH variable which I already said doesn't include the Python directory. If you need a particular variable other than these, please ask. CLIENTNAME=Console CommonProgramFiles=I:\Program Files\Common Files ComSpec=I:\WINDOWS\system32\cmd.exe FP_NO_HOST_CHECK=NO OS=Windows_NT Path=I:\WINDOWS\system32;I:\WINDOWS;I:\WINDOWS\system32\WBEM;I:\WINDOWS\system32\WindowsPowerShell\v1.0;I:\Qt\2010.05\mingw\bin;I:\Program Files\CMake 2.8\bin PATHEXT=.COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.PSC1 ProgramFiles=I:\Program Files PROMPT=$P$G SESSIONNAME=Console SystemDrive=I: SystemRoot=I:\WINDOWS VBOX_INSTALL_PATH=I:\Program Files\Oracle\VirtualBox\ windir=I:\WINDOWS

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  • How do I reset my PYTHONPATH?

    - by Underyx
    Somehow my PYTHONPATH environment variable got emptied, and now I can't import some downloaded modules. I've tried running the following command to reinstall all Python packages, but it didn't set the variable back to its original value: dpkg-query -W -f '${package}\n' | grep python | xargs -I % sudo apt-get install % --reinstall How do I reinstall the packages so that this gets sorted out? The (Vagrant) box is running Ubuntu 12.04.

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  • Open source Java CMS for Google App Engine?

    - by markvgti
    I am looking for an open source Java CMS (Web CMS, actually) to run on Google App Engine. I have looked at related older questions on this topic (What CMS runs on Google AppEngine?, CMS over Google App Engine, with SEO etc.) but the problem is that they all largely list Python-based CMSes. Plus these questions are pretty old, and since GAE is a fast-moving target, I thought it might be worthwhile to ask again. I want a CMS for creating some websites (for myself and for others), but would rather not start writing one from scratch. A "good" (very subjective, I know) open source WCMS allows me to start using a product, while still being able to add to/extend the product/project. On the one hand I am looking for a somewhat mature product/project, on the other hand it's easier to start contributing to the development cycle of a young product/project (conflicting, I know :-). Here are some features that would be preferable: [X]HTML/XML/CSS based templating Ability to create multiple blogs Galleries Ability to create a "Downloads" section (is this pretty much standard?) Separate management for digital assets (images, PDFs, binary files etc.) Roles like "Administrator", "Editor", "Contributor" etc. (or their equivalents) Ability to move/reorganize pages Export to PDF Reformat content for printing Is the CMS you are about to suggest especially well-suited to publishing an online book? My idea is that while the book may be offered as a downloadable eBook, the latest, most current version will be the one available on the website.

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  • How to use Java on Google App Engine without exceeding minute quotas?

    - by Geo
    A very simple java code inside a doGet() servlet is getting more than a second of cpu time on GAE. I have read some quota related documentation and apparently I am not doing anything wrong. //Request the user Agent info String userAgent = req.getHeader("User-Agent"); I wanted to know what was using the CPU the most, I use a google help recommendation. //The two lines below will get the CPU before requesting User-Agent Information QuotaService qs = QuotaServiceFactory.getQuotaService(); long start = qs.getCpuTimeInMegaCycles(); //Request the user Agent info String userAgent = req.getHeader("User-Agent"); //The three lines below will get the CPU after requesting User-Agent Information // and informed it to the application log. long end = qs.getCpuTimeInMegaCycles(); double cpuSeconds = qs.convertMegacyclesToCpuSeconds(end - start); log.warning("CPU Seconds on geting User Agent: " + cpuSeconds); The only thing that the code above tells me is that inspecting the header will use more than a second (1000ms) of cpu time, which for Google is a warning on the log panel. That seems to be a very simple request and still is using more than a second of cpu. What I am missing?

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  • Google appEngine: 404 when accesing /_ah/api

    - by jfu
    I try to build a very simple GAE application, using eclipse and the Google Plugin for Eclipse. I've generated some Endpoint from an @Entity class, then I've generated Cloud Endpoint Client library. After that I've started the appEngine project (within eclipse, on the embedded jetty server). When I try to access /_ah/api I get the following issue: HTTP ERROR 500 Problem accessing /_ah/api/. Reason: Failed to retrieve API configs with status: 404 Caused by: java.io.IOException: Failed to retrieve API configs with status: 404 at com.google.api.server.spi.tools.devserver.ApiServlet.getApiConfigSources(ApiServlet.java:102) at com.google.api.server.spi.tools.devserver.ApiServlet.initConfigsIfNecessary(ApiServlet.java:67) at com.google.api.server.spi.tools.devserver.RestApiServlet.service(RestApiServlet.java:117) at javax.servlet.http.HttpServlet.service(HttpServlet.java:717) at org.mortbay.jetty.servlet.ServletHolder.handle(ServletHolder.java:511) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1166) at com.google.appengine.api.socket.dev.DevSocketFilter.doFilter(DevSocketFilter.java:74) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.tools.development.ResponseRewriterFilter.doFilter(ResponseRewriterFilter.java:123) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.tools.development.HeaderVerificationFilter.doFilter(HeaderVerificationFilter.java:34) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.api.blobstore.dev.ServeBlobFilter.doFilter(ServeBlobFilter.java:63) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.apphosting.utils.servlet.TransactionCleanupFilter.doFilter(TransactionCleanupFilter.java:43) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.tools.development.StaticFileFilter.doFilter(StaticFileFilter.java:125) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.tools.development.DevAppServerModulesFilter.doDirectRequest(DevAppServerModulesFilter.java:368) at com.google.appengine.tools.development.DevAppServerModulesFilter.doDirectModuleRequest(DevAppServerModulesFilter.java:351) at com.google.appengine.tools.development.DevAppServerModulesFilter.doFilter(DevAppServerModulesFilter.java:116) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at org.mortbay.jetty.servlet.ServletHandler.handle(ServletHandler.java:388) at org.mortbay.jetty.security.SecurityHandler.handle(SecurityHandler.java:216) at org.mortbay.jetty.servlet.SessionHandler.handle(SessionHandler.java:182) at org.mortbay.jetty.handler.ContextHandler.handle(ContextHandler.java:765) at org.mortbay.jetty.webapp.WebAppContext.handle(WebAppContext.java:418) What am I doing wrong?

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  • for x in y, type iteration in python. Can I find out what iteration I'm currently on?

    - by foo
    Hi, I have a question about the loop construct in Python in the form of: for x in y: In my case y is a line read from a file and x is separate characters. I would like to put a space after every pair of characters in the output, like this: aa bb cc dd etc. So, I would like to know the current iteration. Is it possible, or do I need to use a more traditional C style for loop with an index?

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  • How can I get sessions to work if I'm using Google App Engine + Django 1.1?

    - by user341642
    Is there a way for me to get sessions working? I know Django has built in session management, and GAE has some tools for it if you're using their watered down version of Django 0.96, but is there a way to get sessions to work if you're trying to use GAE w/ Django 1.1 (i.e. use_library() call). I assume using a db-backed session doesn't work, and a file system backed one won't work b/c we don't have access to the filesystem if we deploy to the Google production servers. This kinda worked (as in didn't crap out) when I used SessionMiddleware backed by a local-memory backed cache and a non-persistent cache (i.e. setting SESSION_ENGINE to django.contrib.sessions.backends.cache). But the session never seems to persist in this case, no matter how I set the timeouts. A new session key is generated on every page reload. Maybe this is b/c the GAE assumes complete statelessness with each request and blows away my local cache? Apologies in advance, I'm pretty new to Python. Any suggestions would be greatly appreciated.

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  • python challenge, but for C++

    - by davidthepsycho
    Does anyone know any site or book that presents problems like python challenge, but for C++? When I think python challenge, I do not mean only a set of problems to be solved with C++ (for that I could probably use the same problems of python challenge), but rather problems that will probably be best solved using C++ STL, special features of the language, etc. For example, there is one python challenge that is specifically designed to teach you how to use pickle, a serializing library for python. Until now, I only know programming contests problems, but they could also be solved with C, java or other languages.

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  • Which programming idiom to choose for this open source library?

    - by Walkman
    I have an interesting question about which programming idiom is easier to use for beginner developers writing concrete file parsing classes. I'm developing an open source library, which one of the main functionality is to parse plain text files and get structured information from them. All of the files contains the same kind of information, but can be in different formats like XML, plain text (each of them is structured differently), etc. There are a common set of information pieces which is the same in all (e.g. player names, table names, some id numbers) There are formats which are very similar to each other, so it's possible to define a common Base class for them to facilitate concrete format parser implementations. So I can clearly define base classes like SplittablePlainTextFormat, XMLFormat, SeparateSummaryFormat, etc. Each of them hints the kind of structure they aim to parse. All of the concrete classes should have the same information pieces, no matter what. To be useful at all, this library needs to define at least 30-40 of these parsers. A couple of them are more important than others (obviously the more popular formats). Now my question is, which is the best programming idiom to choose to facilitate the development of these concrete classes? Let me explain: I think imperative programming is easy to follow even for beginners, because the flow is fixed, the statements just come one after another. Right now, I have this: class SplittableBaseFormat: def parse(self): "Parses the body of the hand history, but first parse header if not yet parsed." if not self.header_parsed: self.parse_header() self._parse_table() self._parse_players() self._parse_button() self._parse_hero() self._parse_preflop() self._parse_street('flop') self._parse_street('turn') self._parse_street('river') self._parse_showdown() self._parse_pot() self._parse_board() self._parse_winners() self._parse_extra() self.parsed = True So the concrete parser need to define these methods in order in any way they want. Easy to follow, but takes longer to implement each individual concrete parser. So what about declarative? In this case Base classes (like SplittableFormat and XMLFormat) would do the heavy lifting based on regex and line/node number declarations in the concrete class, and concrete classes have no code at all, just line numbers and regexes, maybe other kind of rules. Like this: class SplittableFormat: def parse_table(): "Parses TABLE_REGEX and get information" # set attributes here def parse_players(): "parses PLAYER_REGEX and get information" # set attributes here class SpecificFormat1(SplittableFormat): TABLE_REGEX = re.compile('^(?P<table_name>.*) other info \d* etc') TABLE_LINE = 1 PLAYER_REGEX = re.compile('^Player \d: (?P<player_name>.*) has (.*) in chips.') PLAYER_LINE = 16 class SpecificFormat2(SplittableFormat): TABLE_REGEX = re.compile(r'^Tournament #(\d*) (?P<table_name>.*) other info2 \d* etc') TABLE_LINE = 2 PLAYER_REGEX = re.compile(r'^Seat \d: (?P<player_name>.*) has a stack of (\d*)') PLAYER_LINE = 14 So if I want to make it possible for non-developers to write these classes the way to go seems to be the declarative way, however, I'm almost certain I can't eliminate the declarations of regexes, which clearly needs (senior :D) programmers, so should I care about this at all? Do you think it matters to choose one over another or doesn't matter at all? Maybe if somebody wants to work on this project, they will, if not, no matter which idiom I choose. Can I "convert" non-programmers to help developing these? What are your observations? Other considerations: Imperative will allow any kind of work; there is a simple flow, which they can follow but inside that, they can do whatever they want. It would be harder to force a common interface with imperative because of this arbitrary implementations. Declarative will be much more rigid, which is a bad thing, because formats might change over time without any notice. Declarative will be harder for me to develop and takes longer time. Imperative is already ready to release. I hope a nice discussion will happen in this thread about programming idioms regarding which to use when, which is better for open source projects with different scenarios, which is better for wide range of developer skills. TL; DR: Parsing different file formats (plain text, XML) They contains same kind of information Target audience: non-developers, beginners Regex probably cannot be avoided 30-40 concrete parser classes needed Facilitate coding these concrete classes Which idiom is better?

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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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