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  • Using Add-on SDK to add toolbar buttons? Integrating XUL and Add-on SDK for Firefox Add-ons?

    - by Salami
    I have already coded most of a Firefox add-on using the Add-on SDK API. I am now discovering that Add-on SDK might not be powerful enough for my purposes. I need two things: A drop down button in the toolbar next to the location bar. To modify the add-ons manager in firefox It is truly disappointing, but I don't believe either of these is possible with the Add-on SDK. First of all, I understand there is a widget module in the Add-on SDK API. But this only allows me to add a simple icon or label to the awkward add-on bar. What if I need to add a nicer button like the one next to the location bar for Firebug or Greasemonkey? As for modifying the add-ons manager in firefox, I have tried Nickolay Ponomarev's XUL with the Add-on SDK without any success whatsoever. If anyone knows how to get this working and can point me in the right direction that would be extremely helpful (cfx init --template xul doesn't do anything the regular SDK does when I try it)

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  • Sign a Word VBA project/file via command line or other form of automation

    - by Malcolm
    Is there a way to automate code signing a VBA project in a Word 2003 and/or Word 2007 document? By automate I mean via a command line utility or via Word VBA automation? Motivation: I would like to code sign several Word templates as part of an automated daily build and distribution cycle. Right now we have to do this manually by opening each document in Word and resigning. Thank you, Malcolm

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  • .NET Generate email text in Outlook from Word

    - by Chapso
    I am attempting to generate the body of an email in Outlook 2007 from the text of a Word 2007 document in VB. I have access to both the Word and Outlook object libraries, and I can read from the Word document to get a string and write it to Outlook, but I need to keep the formatting from the Word document intact. The purpose will be to allow users to edit the word document and always have the emails my program generates be in sync with the document. Does anyone know how to do this?

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  • Extract data from delinked Excel plot

    - by danny
    I have a Word file which has some Excel plots in it. Unfortunately I lost the original excel plots and the word file is now 'de-linked'. Is there a way to retrieve the lost data for the plots? Just copying the plot back to Excel does not seem to work, but I can see that the data is still there somewhere, because hovering over a dot on the plot shows the values. I have found a solution 1) Unzip the word/powerpoint file 2) go to word/chart/ and open the xml files in Access

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  • Visual studio add-in

    - by Suresh Behera
    I was looking for a add in which could help to file the filename and found following few links for add-in All Visual Studio gallery http://www.visualstudiogallery.com Do you have any recommended add-ons/plug-in for Microsoft Visual Studio? http://stackoverflow.com/questions/2767/do-you-have-any-recommended-add-ons-plugins-for-microsoft-visual-studio Visual Studio Add-Ins Every Developer Should Download Now http://msdn.microsoft.com/en-us/magazine/cc300778.aspx Post here if you have any other extra...(read more)

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  • Can't add any PPA's after reinstalling Ubuntu 13.10

    - by Michael Clare
    I can't add any PPA's at all after reinstalling Ubuntu 13.10. Here is what it says: michael@MikesKomputer:~$ sudo add-apt-repository ppa:atareao/atareao Cannot add PPA: 'ppa:atareao/atareao'. Please check that the PPA name or format is correct. This repository is working as far as I know. The problem is that I can't add any new repositories. Even if I can use the Software Center, I can't have my system with the add-apt-repository command broken.

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  • Why does add-apt-repository fail to add source repositories?

    - by Lorin Hochstein
    add-apt-repository throws an error if I try to add a source repository: This works: sudo add-apt-repository 'deb http://dl.ajaxplorer.info/repos/apt squeeze main' This fails with an error: sudo add-apt-repository 'deb-src http://dl.ajaxplorer.info/repos/apt squeeze main' Error: 'deb-src http://dl.ajaxplorer.info/repos/apt squeeze main' invalid Leaving off the quotes doesn't help: sudo add-apt-repository deb-src http://dl.ajaxplorer.info/repos/apt squeeze main Error: need a repository as argument

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  • When I add myself "vboxusers" group I an no longer in the "admins" group

    - by R9TySix
    I'm using Ubuntu 11.10 and I installed VirtualBox. This required me to add myself to the vboxusers group but when I add myself to vboxusers group I am no longer be in other groups and especially admins group! When I add myself back to admins group I no longer be am in the vboxusers group ! Commands that I used to add user to "vboxusers": usermod -G vboxusers myusername to add user back to admins group in single user mod: usermod -aG admin myusername

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  • Ruby syntax error: unexpected $end, expecting keyword_end

    - by user2839246
    I am supposed to: Capitalize the first letter of string. Capitalize every word except articles (the, a, an), conjunctions (and), and prepositions (in). Capitalize i (as in "I am male."). Specify the first word of a string (I actually have no idea what this means. I'm trying to run the spec file to test other functions). Here's my code: class Book def initialize(string) title(string) end def title(string) arts_conjs_preps = %w{ a an the and but or nor for yet so although because since unless despite in to } array = string.downcase.split array.each do |word| if (word == array[0] || word == "i") then word = word.capitalize if arts_conjs_preps !include?(word) then word = word.capitalize end puts array.join(' ') end end puts Book.new("inferno") Ruby says I'm messing up at: puts Book.new("inferno") <--(right after the last line of code) I get exactly the same error message with this test code: def title(string) array = string.downcase.split array.each do |word| if word == array[0] then word = word.capitalize end array.join(' ') end puts title("dante's inferno") The only other Stack Overflow thread regarding this particular syntax error that did not suggest trailing or missing ends or .s as the root of the problem is here. The last comment recommends deleting and recreating the gemset, Which sounds scary. And I'm not sure how to do. Any thoughts? Simple solution? Resources to help? Solution class Book def initialize(string) title(string) end def title(string) arts_conjs_preps = %w{ a an the and but or nor for yet so although because since unless despite of in to } array = string.downcase.split title = array.map do |word| if (word == array[0] || word == "i") || !arts_conjs_preps.include?(word) word = word.capitalize else word end end puts title.join(' ') end end Book.new("dante's the inferno")

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  • Necessary rights to be able to add a column with ALTER TABLE ADD column_name

    - by Sorin Comanescu
    Hi, Could somebody point out the necessary rights to do something like ALTER TABLE myTable ADD myColumn int NOT NULL CONSTRAINT [Constraint_name] DEFAULT ((0)) ? I assumed grant alter on myTable to [user] was enough but I'm getting the error message The UPDATE permission was denied on the object 'myTable', database 'x', schema 'dbo'. Could UPDATE rights be needed because of the DEFAULT constraint? Thanks.

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  • nginx PPA does not work?

    - by Peter Smit
    I want to use the newest version of nginx, so I wanted to add the nginx/stable ppa sudo add-apt-repository ppa:nginx/stable sudo apt-get update However, the upgrade command says that there are no upgrades available and nginx is still the old version. Did I do something wrong? I use Ubuntu server 10.04 Lucid add-apt-repository output: $ sudo apt-add-repository ppa:nginx/stable Executing: gpg --ignore-time-conflict --no-options --no-default-keyring --secret-keyring /etc/apt/secring.gpg --trustdb-name /etc/apt/trustdb.gpg --keyring /etc/apt/trusted.gpg --primary-keyring /etc/apt/trusted.gpg --keyserver keyserver.ubuntu.com --recv 8B3981E7A6852F782CC4951600A6F0A3C300EE8C gpg: requesting key C300EE8C from hkp server keyserver.ubuntu.com gpg: key C300EE8C: "Launchpad Stable" not changed gpg: Total number processed: 1 gpg: unchanged: 1 apt-cache policy ouput: $ sudo apt-cache policy nginx nginx: Installed: 0.7.65-1ubuntu2 Candidate: 0.7.65-1ubuntu2 Version table: *** 0.7.65-1ubuntu2 0 500 http://eu-west-1.ec2.archive.ubuntu.com/ubuntu/ lucid/universe Packages 100 /var/lib/dpkg/status

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  • Open the Word Application from a button on a web page

    - by Andrea
    I'm developing a proof of concept web application: A web page with a button that opens the Word Application installed on the user's PC. I'm stuck with a C# project in Visual Studio 2008 Express (Windows XP client, LAMP server). I've followed the Writing an ActiveX Control in .NET tutorial and after some tuning it worked fine. Then I added my button for opening Word. The problem is that I can reference the Microsoft.Office.Interop.Word from the project, but I'm not able to access it from the web page. The error says "That assembly does not allow partially trusted callers". I've read a lot about security in .NET, but I'm totally lost now. Disclaimer: I'm into .NET since 4 days ago. I've tried to work around this issue but I cannot see the light!! I don't even know if it will ever be possible! using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Linq; using System.Text; using System.Windows.Forms; using Word = Microsoft.Office.Interop.Word; using System.IO; using System.Security.Permissions; using System.Security; [assembly: AllowPartiallyTrustedCallers] namespace OfficeAutomation { public partial class UserControl1 : UserControl { public UserControl1() { InitializeComponent(); } private void openWord_Click(object sender, EventArgs e) { try { Word.Application Word_App = null; Word_App = new Word.Application(); Word_App.Visible = true; } catch (Exception exc) { MessageBox.Show("Can't open Word application (" + exc.ToString() + ")"); } } } }

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  • Word 2003: Bullet style renamed; is there some way to reverse this?

    - by Margaret
    I have a machine that seems to have had its bullet style permanently changed - I previously was creating a document which had a question/answer format, where the answers were bullet points, so I created a style for them. The problem is, it seems to have stuck. If you click the "Bullet" button, the paragraph is formatted in the style. I've tried deleting the style in Normal.dot, and even deleting the Normal.dot file in the entirely - neither seems to fix the problem. Anyone have any other bright ideas on how to fix it?

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  • How to index tables and pictures in Word so you can get a list of them automatically ?

    - by ldigas
    I'm writing one of those things where you have to provide a list of all the tables and pictures at the beginning of the text. I know how to insert caption for a picture, but I'm not sure as to how can I do that for a table or some miscellaus object, in a way that I can get a list of them all afterwards ? Can anyone give a hint or two ? Usually I do these things manually, but this document is getting big.

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  • How do you create a report in Word (or other documentation software) that is linked directly with Ex

    - by NoCatharsis
    I believe my question may be best answered by using Access since that's more what it's made for. However, I don't have a license for Access here at work and trying to get one is pulling teeth. So I'm curious if there is any way to compile reports with data in an Excel 2007 sheet. The output can be .doc, .docx, .pdf - or anything else if there's a decent piece of free 3rd party software. This might be easiest solved by just creating another sheet in the same workbook and directly linking to the data I want to display in a report-esque format. But I wanted to see if SU could offer some more creative solutions.

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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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