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  • Android 3.0 : Flash Player 10.2 en bêta sur les tablettes à partir de vendredi prochain, Adobe publie la liste des appareils mobiles concernés

    Android 3.0 : Flash Player 10.2 en bêta sur les tablettes à partir de vendredi prochain Adobe publie la liste des appareils mobiles concernés Mise à jour du 14/03/2011 La sortie de la deuxième version du lecteur Adobe Flash Player pour les mobiles est prévue pour le vendredi 18 mars prochain, mais il ne sera disponible ce jour-là qu'en version bêta pour les tablettes sous Android 3.0 alias Honeycomb. En revanche, Flash Player 10.2 sortira vendredi en version définitive sur l'Android Market pour Android 2.2 (Frayo) et 2.3 (Gingerbread) Cette disponibilité ne concerne toutefois qu'un nombre limité d'appareils mobil...

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  • Flash Player 11.2 Beta 2 disponible : mise à jour automatique, encodage vidéo multithread et gestion avancée des évènements de la souris

    Flash Player 11.2 Beta 2 disponible : mise à jour automatique sous Windows Encodage vidéo multithread et gestion avancée des évènements de la souris Après la tempête, la vie reprend pour Adobe qui met à jour les versions de test de Flash Player 11.2 et AIR 3.2, suite à de premières bêtas sans la moindre nouveauté visible pour les développeurs. Les deuxièmes Beta sont disponibles aujourd'hui sur Adobe Labs et introduisent plusieurs améliorations profitant notamment aux développeurs de jeux. Flash Player 11.2 p...

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  • How do I implement deceleration for the player character?

    - by tesselode
    Using delta time with addition and subtraction is easy. player.speed += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.speed = player.speed * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time? Edit: it looks like my question has confused everyone. I really just wanted to be able to implement deceleration without this horrible mass of code: else if speed > 0 then speed = speed - 20 * dt if speed < 0 then speed = 0 end end if speed < 0 then speed = speed + 20 * dt if speed > 0 then speed = 0 end end end Because that's way bigger than it needs to be. So far a better solution seems to be: speed = speed - speed * whatever_number * dt

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  • Android 3.0 : Flash Player 10.2 en bêta sur les tablettes à partir de vendredi, Adobe publie la liste des appareils mobiles concernés

    Android 3.0 : Flash Player 10.2 en bêta sur les tablettes à partir de vendredi prochain Adobe publie la liste des appareils mobiles concernés Mise à jour du 14/03/2011 La sortie de la deuxième version du lecteur Adobe Flash Player pour les mobiles est prévue pour le vendredi 18 mars prochain, mais il ne sera disponible ce jour-là qu'en version bêta pour les tablettes sous Android 3.0 alias Honeycomb. En revanche, Flash Player 10.2 sortira vendredi en version définitive sur l'Android Market pour Android 2.2 (Froyo) et 2.3 (Gingerbread) Cette disponibilité ne concerne toutefois qu'un nombre limité d'appareils mobil...

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  • In some games, we just let the main() loop be the Player object or Table object?

    - by ????
    I was thinking that let's say if there is a game of Blackjack or MasterMind, then we should have a class called Dealer or ComputerPal, which is how the computer interact with us (as a dealer for Blackjack or as the person giving hints for MasterMind). And then there should be a Player object, and the way to play one game is aPlayer.playGame but I noticed that a book was just using the main() loop to act as the player (or as the Controller of the game), calling the Dealer methods to dealer the cards, ask for player's action, etc... 1) Is this just a lazy way to model all the proper objects? 2) If more objects are to be added, who should call the aDealer.dealCards and then ask for aPlayer.askForAction? (because it is strange to let the Player handle all the logical steps). Should there be a Table object that handle all these logic and then to play one round of game, use aTable.playGame? What is a good object design for such game?

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  • Best Youtube embed player sizes?

    - by Xeoncross
    I use tumblr to share videos and, unfortunately, when re-posting a video to your tumblelog it uses the embed code at 400x336px. This is neither widescreen nor very large. So I'm trying to set the player to better size and I'm finding that the youtube player really comes in many sizes. For example, when copying the embed code for and HD video I get the sizes 560x340, 640x385, and 853x505. Then when I look at the embed code for a SD video I get the sizes 425x344, 480x385, and 640x505. I was having the best luck with setting the player to 640 x 505 as it was large enough for HD and perfect for SD. print str_replace( array('400', '336'), array('640', '505'), $video_player_html); Has anyone dealt with trying to find a good standard embed size for a site? One thing that would make this a lot easier is to know whether the video was HD or not - however, that info is not provided in the embed code. I guess I am actually more interested in knowing the right ratio (or specific size) to use that works the best for youtube's mixed content.

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  • Using Hidden Markov Model for designing AI mp3 player

    - by Casper Slynge
    Hey guys. Im working on an assignment, where I want to design an AI for a mp3 player. The AI must be trained and designed with the use of a HMM method. The mp3 player shall have the functionality of adapting to its user, by analyzing incoming biological sensor data, and from this data the mp3 player will choose a genre for the next song. Given in the assignment is 14 samples of data: One sample consist of Heart Rate, Respiration, Skin Conductivity, Activity and finally the output genre. Below is the 14 samples of data, just for you to get an impression of what im talking about. Sample HR RSP SC Activity Genre S1 Medium Low High Low Rock S2 High Low Medium High Rock S3 High High Medium Low Classic S4 High Medium Low Medium Classic S5 Medium Medium Low Low Classic S6 Medium Low High High Rock S7 Medium High Medium Low Classic S8 High Medium High Low Rock S9 High High Low Low Classic S10 Medium Medium Medium Low Classic S11 Medium Medium High High Rock S12 Low Medium Medium High Classic S13 Medium High Low Low Classic S14 High Low Medium High Rock My time of work regarding HMM is quite low, so my question to you is if I got the right angle on the assignment. I have three different states for each sensor: Low, Medium, High. Two observations/output symbols: Rock, Classic In my own opinion I see my start probabilities as the weightened factors for either a Low, Medium or High state in the Heart Rate. So the ideal solution for the AI is that it will learn these 14 sets of samples. And when a users sensor input is received, the AI will compare the combination of states for all four sensors, with the already memorized samples. If there exist a matching combination, the AI will choose the genre, and if not it will choose a genre according to the weightened transition probabilities, while simultaniously updating the transition probabilities with the new data. Is this a right approach to take, or am I missing something ? Is there another way to determine the output probability (read about Maximum likelihood estimation by EM, but dont understand the concept)? Best regards, Casper

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  • Stopping/Removing an embedded player.

    - by Rajat
    Hi, I am working on a webpage where i have to include an embedded video.The video is hosted on some other domain.I am able to embed the video and autoplay once the web page is loaded.However i have a requirement where i have to remove the div displaying the video once it is played , and in place of the video i have to now display some text. The problem is i am able to do autoplay by the autostart variable in the embed tag...but how do i know that the video has ended.The hosting company only provides an embed tag and they donot have any player apis to use. One way (or rather a workaround) that i feel is to start a eventlistener in the background and see for the total time of the video and when that time is reached remove the content.But the problem is what if the user pauses the video, then also the div would be deleted. I am new to flash.Are there some standard variables or actions that we can pass as flashvars to a swf file to stop a running player or to know the state of the player (Note we are only getting an embed tag from the video hosting site so we donot own that code and they donot have much documenation to help me out with the code). Thanks for your help.

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  • Moving Computer Player in Xcode

    - by user1631497
    I am working on a 2d game using xcode and objective-c. I am trying to make my enemy player move left if I am left of him, until he is touching my character. The same will go when I am right of him. Basically just trying to get him to move towards me. But my code to do so is not working. So I have my code that says the following -(void)moveTowardsCharacter { enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; if (enemyLeftTimer == nil){ enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; } } -(IBAction)enemyStopLeft { if (CGRectIntersectsRect(bluebox.frame, redbox.frame)) { [enemyLeftTimer invalidate]; enemyLeftTimer = nil; } } -(void)goEnemyLeft { if (redbox.center.x + [self getRedboxWidthLeft] > bluebox.center.x + [self getBlueboxWidthRight]) { redbox.center = CGPointMake(redbox.center.x -5, redbox.center.y); } } So the first bit is saying for it to set up a timer to continue moving left. The next will stop the timer if my player(bluebox) and the Computer player(redbox) collide. Finally, the thing that actually tells it to go left, but only if the bluebox is left of the redbox. The getRedBoxWidth Left and getBlueBoxWidthRight are just voids that get, well, the left and right edges. If you could, please help try and solve this code. Thank You.

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  • wmpnetwk.exe hogging system resources

    - by cometbill
    I have recently noticed wmpnetwk.exe using a more than usual amount of processor cycles. I'm on Windows 7 Home Premium on a Netbook. I'm guessing it's a feature of Windows Media player that recently got turned on, possibly because of a Windows update or accidental key combination. I don't usually use Media player that often. Does anyone know if it is a feature that has recently turned on, and if so, how do I turn it off ?

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  • HD video is slower than audio output

    - by Star
    I have an HD video files (1920x1080 H.264 DUAL AUDIO FLAC) file type: MKV file size: 1.25 GB file length: 24 minutes the problem is the video output is not synchronized with audio output, something slow too much sometime it gets too fast I tried running it on Windows Media Player , Media Player Classic , and a few other players, but the result is the same Additional Info: for device information I'm on LG S510 labtop

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  • Is there a way to embed an mp3 player in a website that isn't flash based (so that the website is iP

    - by hartleybrody
    I did a lot of searching for what I thought would be a pretty common question, but I came up with nothing. If there is another thread with a similar topic, please let me know. Basically, I'm looking for a way to have an .mp3 file play in a website without relying on a flash-based player. I've searched w3 schools and every forum I can think of, but every media player I've found so far has been some sort of proprietary flash player. Doesn't HTML support some sort of native player? I've found some that rely on Windows Media Player which is close, but I want the player to work on an iPhone and something tells me WMP won't get that done... PS, as I'm thinking more about this this idea just popped into my head: a javascipt player and inside the <noscript> tag, put a flash player? I'm running a music blog (@ http://www.freshoncampus.com) so the less code per post, the 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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  • Need feedback on two member functions of a Table class in C++

    - by George
    int Table::addPlayer(Player player, int position) { deque<Player>::iterator it = playerList.begin()+position; deque<Player>::iterator itStart = playerList.begin()+postion; while(*it != "(empty seat)") { it++; if (it == playerList.end()) { it = playerList.begin(); } if (it == itStart) { cout << "Table full" << endl; return -1; } } //TODO overload Player assignment, << operator *it = player; cout << "Player " << player << " sits at position " << it - playerList.begin() << endl; return it - playerList.begin(); } } int Table::removePlayer(Player player) { deque<Player>::iterator it = playerList.begin(); //TODO Do I need to overload != in Player? while(*it != player) { it++; if (it == playerList.end()) { cout << "Player " << player << " not found" << endl; return -1; } } *it = "(empty seat)"; cout << "Player " << player << " stands up from position " << it - playerList.begin() << endl; return it - playerList.begin(); } Would like some feedback on these two member functions of a Table class for Texas Hold Em Poker simulation. Any information syntax, efficiency or even common practices would be much appreciated.

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  • LAMP server VM issues

    - by nullArray
    After getting a recommendation to salvage a wiki by installing a LAMP server, I went on the prowl for a good virtualized one. I used the VMware Player version. Since the windows box has Bonjour, I can, for example, go to http://lamp.local. and it works see the web client. The problem is, I can't ssh to a directory to scp the files I need, mount a usb thumbdrive (usbfs is unsupported) nor get samba working. I can't even update the ubuntu installation, it fails. I've tried bridged, nat and host-only networking settings in VMware Player. Bridged gives me an undefined IP, while the other two each have different IPs. All three settings allow me to access the web config, but none of them give me samba access. Windows usually freezes, then reports that it cannot connect. I'd rather not wipe a box to do a dedicated install, is there I way I can get this VM working, or are there better LAMP VMs out there? This one came already working and set up with VMware Player, so I thought it would be perfect... Thanks,

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  • This .mpg video clip doesn't play well

    - by Roey
    I've installed K-lite mega codec pack v6.9.0 with playback essentials without player. My default and only media player is windows media player. here are the clip's media info: General Complete name : D:\Users\Roey\Downloads\B384MV.mpg Format : MPEG-PS File size : 273 MiB Duration : 4mn 59s Overall bit rate : 7 643 Kbps Video ID : 224 (0xE0) Format : MPEG Video Format version : Version 2 Format profile : Main@High Format settings, BVOP : No Format settings, Matrix : Default Format settings, GOP : M=1, N=15 Duration : 4mn 57s Bit rate mode : Variable Bit rate : 7 363 Kbps Nominal bit rate : 9 000 Kbps Width : 1 920 pixels Height : 1 080 pixels Display aspect ratio : 16:9 Frame rate : 25.000 fps Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 bits Scan type : Progressive Compression mode : Lossy Bits/(Pixel*Frame) : 0.142 Stream size : 261 MiB (96%) Audio ID : 192 (0xC0) Format : MPEG Audio Format version : Version 1 Format profile : Layer 3 Mode : Joint stereo Duration : 4mn 59s Bit rate mode : Constant Bit rate : 128 Kbps Channel(s) : 2 channels Sampling rate : 44.1 KHz Compression mode : Lossy Stream size : 4.56 MiB (2%) Menu When I play it there is no sound (just a little "kahhhh" noise every 10-20 seconds) and the frames are moving very slow - it "jumps" frames. A blue tray icon [FFa] "ffdshow audio decoder" pops with the following details: Input:MP3, stereo, 44100 Hz (libavocodec) Output:PCM, stereo, 44100 Hz, 16-bit integer Any help will be much appreciated. Thanks

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  • Could I improve lyrics display in OSD Lyrics by adding other lyrics sources beside its default ones (ttPlayer and Xiami)?

    - by cipricus
    OSD Lyrics has a very good way of displaying lyrics but its sources seem poor - compared to what I experience in Windows with Foobar and in Ubuntu with CoverGloobus. The latter uses a small non-adjustable font, so I would rather prefer to use OSD Lyrics, were it not for this problem. Many people recommend OSD Lyrics as the best way to display lyrics, but in fact it couldn't even find lyrics for some songs of The Beatles, for example, not to mention other less popular artists.

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  • Refresh banshee album art

    - by kmassada
    I usually just copy ~/.config/banshee-1, and ~/.gconf/apps/banshee-1 when i'm moving from one computer to the other, if I keep the path of the folders. I get to keep my music library intact with the playlists I have. The problem with this method is that, the album arts doesn't carry over nicely. You'd have to play every album to get the album art to appear. Anyone knows a workaround, to maybe force banshee to reload all album art? I saw this, but not quite what my issue is? I tried banshee --fetch-artwork, but didn't work too well kenneth@dv7:~$ banshee --fetch-artwork [Warn 11:23:38.200] DBus support could not be started. Disabling for this sessi on. - System.Exception: Error 111: Connection refused (in `dbus-sharp') at DBus.Unix.UnixSocket.Connect (System.Byte[] remote_end) [0x00000] in <filen ame unknown>:0 at DBus.Transports.UnixNativeTransport.OpenAbstractUnix (System.String path) [ 0x00000] in <filename unknown>:0 at DBus.Transports.UnixNativeTransport.Open (System.String path, Boolean abstr act) [0x00000] in <filename unknown>:0 at DBus.Transports.UnixTransport.Open (DBus.AddressEntry entry) [0x00000] in < filename unknown>:0 at DBus.Transports.Transport.Create (DBus.AddressEntry entry) [0x00000] in <fi lename unknown>:0 at DBus.Connection.OpenPrivate (System.String address) [0x00000] in <filename unknown>:0 at DBus.Connection..ctor (System.String address) [0x00000] in <filename unknow n>:0 at DBus.Bus..ctor (System.String address) [0x00000] in <filename unknown>:0 at DBus.Bus.Open (System.String address) [0x00000] in <filename unknown>:0 at DBus.Bus.get_Session () [0x00000] in <filename unknown>:0 System.Exception: Unable to open the session message bus. (in `dbus-sharp') at DBus.Bus.get_Session () [0x00000] in <filename unknown>:0 at DBus.BusG.Init () [0x00000] in <filename unknown>:0 at Banshee.ServiceStack.DBusConnection.Connect (System.String serviceName, Boo lean init) [0x00000] in <filename unknown>:0 at Banshee.ServiceStack.DBusConnection.GrabDefaultName () [0x00000] in <filena me unknown>:0 [Info 11:23:38.286] Running Banshee 2.6.0: [Ubuntu 12.10 (linux-gnu, x86_64) @ 2012-10-11 06:19:37 UTC] (Banshee:21865): GConf-WARNING **: Client failed to connect to the D-BUS daemon: Failed to connect to socket /tmp/dbus-vLxS6Riwsn: Connection refused [Warn 11:23:38.948] Could not read GConf key core.send_anonymous_usage_data - G Lib.GException: No D-BUS daemon running (in `gconf-sharp') at GConf.Client.Get (System.String key) [0x00000] in <filename unknown>:0 at Banshee.GnomeBackend.GConfConfigurationClient.TryGet[Boolean] (System.Strin g namespace, System.String key, System.Boolean& result) [0x00000] in <filename u nknown>:0 (Banshee:21865): GConf-WARNING **: Client failed to connect to the D-BUS daemon: Failed to connect to socket /tmp/dbus-vLxS6Riwsn: Connection refused [Warn 11:23:39.239] Could not read GConf key core.send_anonymous_usage_data - G Lib.GException: No D-BUS daemon running (in `gconf-sharp') at GConf.Client.Get (System.String key) [0x00000] in <filename unknown>:0 at Banshee.GnomeBackend.GConfConfigurationClient.TryGet[Boolean] (System.Strin g namespace, System.String key, System.Boolean& result) [0x00000] in <filename u nknown>:0

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  • How to play .mp4 movies?

    - by Andrew
    I have a .mp4 movie (it's an .mp4 file, and the "video codec" is Xvid, and the "audio codec" is mp3) that I want to play, but when I try to open it in MPlayer, it says "The steam is encrypted and decryption is not supported." I tried to apply the answer from this question and this wiki page, but neither worked. Any suggestions? The file came from an [apparently] less than reputable site, which I guess I can't link to. :( I've tried: sudo apt-get install ubuntu-restricted-extras sudo apt-get install libdvdread4 sudo /usr/share/doc/libdvdread4/install-css.sh sudo apt-get install gstreamer0.10-ffmpeg sudo apt-get install w64codecs sudo apt-get update

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  • Reproducible freezes with on an AMD fusion (e350) sony vaio

    - by doycho
    So a week ago I bought it and I've been struggling to make the Ubuntu which I installed stable. There's one thing that makes my life miserable, though. There's this easily reproducible freeze when I start some kind of video. So here is what happens: Everything works fine for some time I start vlc/mplayer/flashplayer/totem with something to watch In few minutes time I lose the sound (nothing in the logs at this point) At that time the video app instantly allocates all the memory and its CPU usage skyrockets. Total freeze. I can move the cursor around for few seconds and sometimes even switch to another app. But ultimately there comes the time I can't do anything - can't kill X with ctrl+alt+backspace (I have it enabled), can't switch to any other console (ctrl+alt+f1-6), can't connect to the machine via ssh. The only way to restart it is the ctrl+alt+SysRq+UABI magic :) What discourages me most is the fact I can't see anything in the logs. The only error I've noticed is Jun 19 17:00:37 serenity kernel: [ 1506.350676] software-center[17581]: segfault at 30 ip 00007fd3631b814c sp 00007fff18a6fa10 error 4 in libgtk-x11-2.0.so.0.2400.4[7fd362f7d000+436000]. I've been searching through the Xorg log, kernel logs, syslog. If you have any idea how I can get more debug info I'll be glad to try them. Things I've tried: Changing drivers - the open source one, the proprietary driver xorg-edgers' ppa - https://launchpad.net/~xorg-edgers/+archive/ppa changing to the last stable kernel (2.6.39) Some notes: It my be irrelevant but the sound is constantly stuttering. This probably is a separate issue though I've found that if I start more video/sound apps the freeze happens faster.

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  • Why does ubuntu 11.10 freeze when playing video?

    - by psylockeer
    I run ubuntu 11.10 on i5 CPU with 4GB RAM nvdia geforce GTS 250 connected to widescreen tv (HDMI) When using vlc, xbmc or boxee to play movies the system randomly freeze, the audio is looping the last words of the video file and nothing is responding. So I have to manually reset the system. Can anybody help? P.S. I forgot to mention the the log file was full of line regarding xbox 360 wireless receiver (I dual boot with windwos 7) so I unplugged it to see if that counts

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  • Can't set music library in Banshee

    - by user1783674
    Recently I noticed that my music doesn't get copied to my music folder when I open files in Banshee and drag them to the library. I opened preferences and the music library folder drop down was empty. I set it back to my music library and tried again: still didn't work. My preferences shows no music folder and I tried setting it to several other folders, neither would stay selected after closing the preferences. What's going on here? Thanks.

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  • gnome mplayer bug?

    - by user49523
    gnome mplayer (gnome-mplayer) does not play video or dvd in expand or when the window is resized the video stay the same size and there is some kind of video error that is a picture of a previous frame of the video ,a small part is display and freezes undefined, unless is put back or not maximize. ..and the aspect of the video is the same 4:3 and do not change for example for 16:9 (and i think here is the error,not sure) other video displays not show this error not sure if is the rigth place do ask here

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  • How to run video from wine?

    - by 101
    I tried to run it from total commander, I tried to make a link to it /media/DATA/#TO_BACKUP/_MUSIC/MUSIC2/Black Eyed Peas - The Time (Dirty Bit).avi but it says Failed to execute child process "/media/DATA/" (Permission denied) Opening the full location from MediaPlayer does not work (open location) Location not found I can open it slowly by navigating in the slow file open dialog, but I would like to open it from totalcmd or by created link or by passing full location. P.S. Before that I have opened the DATA Partition.

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  • Client/Server game even in solo: any big problem?

    - by Klaim
    I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and actions taken shouldn't be as massive and immediate as in a FPS, so you can also think the networking like for an RTS. It's a PC game, targetting Windows, MacOSX and Linux (Ubuntu & Fedora). It's programmed in C++, using a variety of open source libraries, so I have great (potential) control over the performances. So far I always considered that just making the game work with two applications, client & server, even in solo mode was ok. However, as I'm in the process of starting the network code I'm having doubts about if it's a good idea. I'm not a specialist so I might be missing something in my analysis. I see these pros and cons: Pros: The game works only one way so if I fix a bug it should apply on all game modes, whatever the distance with the server is; Basic networking issues would be detected early, including behaviour with the protection softwares (firewall) installed (i am not specialist so this might be wrong); Cons: I suppose that even if it should be really fast enough, networking client and server on the same computer would still be slower than no networking and message passing in (one) process memory. Maybe debugging would be more difficult? I don't have experience in this case but so far I assume that debugging with Visual Studio allows me to debug multiple process so it shouldn't be really different. Also, remote debugging. My question is: is there a big disadvantage that I missed? Or maybe there are advantages that I missed and that should encourage me to just continue with only client-server game sessions?

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