Search Results

Search found 15913 results on 637 pages for 'screen'.

Page 32/637 | < Previous Page | 28 29 30 31 32 33 34 35 36 37 38 39  | Next Page >

  • Cannot upgrade or install 12.04 - Black screen

    - by Paul
    An update from 11.10 to 12.04 failed because of a boot into black screen (Nvidia graphics card) after selecting normal boot in Grub (recovery console was available though). I then wiped the whole partition (deleting all proprietary drivers) and tried a fresh install, but could not run the installation cd because it was booting straight into a black screen again. Now I reinstalled 11.10 (and installed proprietary Nvidia driver version 173), and would like to ask 2 questions: 1 - Is there a proven method to fix this problem from the recovery console, so that I can safely try upgrading again (without much knowledge of Ubuntu)? 2 - Is there a website which I could check for updated Nvidia drivers packaged into the upgrade, so that I can safely upgrade without running into a black screen some time later on?

    Read the article

  • Unity freezes when laptop screen is closed

    - by Giacky98
    I have an Asus laptop running Ubuntu 12.04. It's configured to do nothing when the laptop screen is closed. But sometimes, when I close the screen and when I reopen it, after I move the mouse to reactivate the screen, my Unity interface is frozen and I can't click on anything. I can move the cursor, and if there's a music playing it keeps playing, but I can't click on anything. I can open a bash shell typing Ctrl+Alt+F2, but there I don't know what to do, I can only login and type sudo reboot to reboot the machine... Is there someone that has the same problem or that knows the solution?

    Read the article

  • Screen sometimes inverts after locking

    - by hackedd
    Sometimes, when I wake up my computer from a screen lock, one of my screens is inverted. It does not always happen (maybe one in ten times) and it is not always the same screen. Re-locking and unlocking the screen a couple of times fixes the colors again. I have a dual monitor setup on an ATI Radeon HD 3450, using two HP screens connected over DVI. I am using the radeon driver, and according to jockey there are no additional drivers available for my system. Any ideas as to why this happens?

    Read the article

  • Problem with the screen resolution on Ubuntu 12.04

    - by sveinn
    I just installed ubuntu on my laptop. The screen resolution is stuck in 1024x768. The screen is made for 1280x800. When I run xrandr I get: xrandr: Failed to get size of gamma for output default Screen 0: minimum 800 x 600, current 1024 x 768, maximum 1024 x 768 default connected 1024x768+0+0 0mm x 0mm 1024x768 61.0* 800x600 61.0 1280x800 isn't offered and I get gamma size error. I was going to look into the Xorg.conf file but I couldn't locate it. 1280x800 was displayed in Windows 7 and I think it is being displayed in Grub before ubuntu starts also. Here are some details about my computer: CPU Intel atom D2500 1.86GHz Chipset Intel 945GSE+ICH7M LCD 14" TFT 16:9 Resolution ratio 1280*800 Video Card Intel integrated GMA950 Does anyone know how to fix this?

    Read the article

  • Print Screen key doesn't work if a drop-down menu is active

    - by wim
    On 11.10, I don't get a screengrab when pressing the Print Screen button on my keyboard if I have activated a drop down menu. For example, in nautilus, I can click the File menu and press the print screen button, nothing happens. Deactivating the drop down menu and all other things being equal, it works. Is that normal? Often when using this thing I'm actually needing to show some of those menu options. Currently I use the workaround to grab after a delay of a few seconds, but I'm used to the print screen button working no matter what's in focus and would prefer it that way.

    Read the article

  • Stuck in screen saver during upgrade

    - by vinni_f
    I'm upgrading from 10.04 to 12.04. The screen saver is now on and I can't exit it. If I type my password or move the mouse the screen flickers. Regardless of what I do the screen saver stays and the login prompt never shows. If I type my password and then enter it, it does nothing. Last time I checked the packages were all downloaded and I was in the install process. I really want this upgrade to work. It would be really bad to have to restart from a fresh install. Cheers.

    Read the article

  • Garbled screen after sleep/suspend with nVidia 8800M GTS Ubuntu 11.10

    - by user34062
    Just did a clean install of 11.10, have been using it (and enjoying it!) for about a day now. But it seems that every time I resume from a sleep or blank screen after idling for a while, my desktop, as well as any programs on the screen get "garbled" I had a few windows open and all displayed the same gui glitching except for Chromium (I am guessing because it was minimized to the Unity Launcher, and not currently on the screen when I woke the PC up.) Anyone know what might be causing this, and how I might be able to fix it? I am using a Gateway P-6860FX with a C2D 1.8GHz, and nVidia 8800M GTS 512mb. Screenshot: http://dl.dropbox.com/u/28188839/Screenshot%20at%202011-11-15%2018%3A53%3A25.png NOTE: Yes, I know I misspelled Lothlorien.... .<

    Read the article

  • How can I move the Windows 8 on-screen keyboard?

    - by Vladimir Sinenko
    From the first look, it seems that the onscreen keyboard in Windows 8 cannot be moved from its default position at the bottom of the screen: However, sometimes it obstructs the input field and should be repositioned (see iOS 5's screenshots for examples) So the question is, can it actually move? If it can, how can I do that? If it cannot, is it possible to use the keyboard to fill an input field that is underneath it?

    Read the article

  • GNU Screen: Remap mouse-wheel to active scroll back.

    - by User1
    I am using Screen with MinTTY at a bash prompt. Sometimes I want to activate scrollback and copy some stuff that was on the output. My first instinct is to scroll with the mouse, but all that happens is old bash commands start showing up (like when I press the up arrow). Is there a way to re-map the mouse wheel to: Go into scrollback mode, or If already in scrollback mode, start moving up in the scrollback window

    Read the article

  • Best bang for buck, pivotable, non-TN, >= 1920*1200, LCD screen ? [closed]

    - by julien
    I was almost set on getting a Samsung - SyncMaster 2343BW PIVOT, due to the high resolution, pivot and uber-cheapness. But after reading the comment on this SU question, I was bummed to realize it's a TN screen, which apparently would be a pain for my inteded use ; i.e. portrait mode for reading/coding. Do you know of a comparable model that is "IPS or PVA/MVA", but won't break the bank ? cheers

    Read the article

  • How to take a partial screen capture using Ruby?

    - by Jason
    Hi, I need to run a ruby client that wakes up every 10 minutes, takes a screen-shot (ss) of a users screen, crops part of the (ss) out and use's OCR to check for a matching word....its basically a program to make sure remote employees are actually working by checking that they have a specific application open & the case numbers shown change. Not sure where to even start when it comes to taking a screen-shot and cropping it, has anyone done any kind of screen capture work using Ruby? The app will run on OSX using Ruby 1.9 Thanks!

    Read the article

  • Android - How to prevent the phone screen from turning on when volume or camera key is pressed?

    - by 2Real
    I have an activity that shows up when the phone screen goes to sleep/turns off ie turns black. For some reason, the phone turns on when the volume buttons or the camera buttons are pressed. By turns on, I mean the screen wakes up or comes back from the black screen state. I've tried using dispatchKeyEvent(KeyEvent event) and the buttons are disabled on the activity, but they still wake up the phone.

    Read the article

  • how to adjust JFrame and JInternal frames with any screen size?

    - by Zakaria Marrah
    I am working on a swing application that starts with JFrame, but all the other frames are included as JInternalFrames, and i am facing some serious screen size problems when i instaled it in different computers, i used the following methode to set the JFrame in full screen Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize(); setBounds(0, 0, screenSize.width, screenSize.height); JFrame.setExtendedState(JFrame.MAXIMIZED_BOTH); but thre is no no difference, i want also to adjust the JInternalFrames with the screen size too. if you have any suggestions, solution please help :D

    Read the article

  • OpenGL not rendering my images to the screen

    - by Brendan Webster
    for some reason my game isn't showing the image I am rendering to the screen. My engine is state based, and at the beginning I set the logo, but it isn't showing on the screen. Here is my method of doing so first I create one image and assign some values to it's preset values. //create one image instance for the logo background O_File.v_Create_Images(1); //set the atributes of the background //first Image O_File.sImage[0].nImageDepth = -30.0f; O_File.sImage[0].sImageLocation = "image.bmp"; //load the images int O_File.v_Load_Images(); Then I load them with DevIL void C_File_Manager::v_Load_Images() { ilGenImages(1, &image); ilBindImage(image); for(int i = 0;i < sImage.size();i++) { success = ilLoadImage(sImage[i].sImageLocation.c_str()); if (success) { success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //asign values to the width and height of the image if they are already not assigned if(sImage[i].nImageHeight == 0) sImage[i].nImageHeight = ilGetInteger(IL_IMAGE_HEIGHT); if(sImage[i].nImageWidth == 0) sImage[i].nImageWidth = ilGetInteger(IL_IMAGE_WIDTH); std::cout << sImage[i].nImageHeight << std::endl; const std::string word = sImage[i].sImageLocation.c_str(); std::cout << sImage[i].sImageLocation.c_str() << std::endl; ilLoadImage(word.c_str()); ilDeleteImages(1, &image); } } } and then I apply them to the screen void C_File_Manager::v_Apply_Images() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0;i < sImage.size();i++) { //move the image to where it should be on the screen; glTranslatef(sImage[i].nImageX,sImage[i].nImageY,sImage[i].nImageDepth); //rotate image around the 3 axes glRotatef(sImage[i].fImageAngleX,1,0,0); glRotatef(sImage[i].fImageAngleY,0,1,0); glRotatef(sImage[i].fImageAngleZ,0,0,1); //scale the image glScalef(1,1,1); //center the image glTranslatef((sImage[i].nImageWidth/2),(sImage[i].nImageHeight/2),0); //draw the box that will encase the loaded image glBegin(GL_QUADS); //change the color of the loaded image; glColor4f(1,1,1,1); //top left corner of image glNormal3f(0.0,0,0.0); glTexCoord2f (1.0, 0.0); glVertex3f(0,0,sImage[i].nImageDepth); //top right corner of image glNormal3f(1.0,0,0.0); glTexCoord2f (1.0, 1.0); glVertex3f(0,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom right corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f (0.0, 1.0); glVertex3f(sImage[i].nImageWidth,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom left corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f(0.0, 0.0); glVertex3f(sImage[i].nImageWidth,0,sImage[i].nImageDepth); glEnd(); } } when I debug there is no errors at all, but yet the images don't show up on the screen, I have positioned the camera at (0,0,-1) and that is where the images should show up. the clipping plane is set 1 to 1000. There is probably some random problem with the code, but I just can't catch it.

    Read the article

  • 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()

    Read the article

  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

    Read the article

  • How to get back to Lock Screen from Password screen in Microsoft Surface?

    - by GaTechThomas
    Similar to question, Can I bring the lock screen back after dismissing it? ('go back a screen' from password entry) How do I go back to the Lock Screen once I've gone to the password screen in Microsoft Surface tablet? This is a different mechanism from using the referenced question in that no physical keyboard is available. Alternately, can the timout on the password screen be shortened?

    Read the article

  • Why every change in Asus UX50v causes screen resolution get lost?

    - by Kaveh Shahbazian
    Why every change in Asus UX50v causes screen resolution get lost? Installing a new application, connecting to another wireless network, change some settings, ... causes this problem. For example after installing an application, UX50v needs to restart. And when it got restarted, resolution would be set to 640x480(or 600x800) and Hibernate and Sleep options are disappeared from shutdown menu! (I have other problems with this Asus UX50v crap too - like I can't update windows 7 because it crashes on Asus UX50v crap - but this one is absolutely ridiculous and stupid!)

    Read the article

  • HDMI video connection cuts top and bottom borders of screen

    - by Luis Alvarado
    Ok this is an extension of another problem I had with a VGA connection and an Nvidia Geforce GT 440 card. Here is goes the explanation of this particular problem: I have a Soneview 32' TV. This TV has many connections including VGA (First reason I bought it), HDMI (Second reason but did not have a HDMI cable at that time) and DVI. I have had this TV for little over a month now, actually I had it to celebrate the release of Ubuntu 11.10 and started using it exactly on that date (I know too much fan there but hey, I like geek stuff). I started using it with the VGA cable. After 2 weeks I bought an Nvidia GT440 card. The previous 9500GT was working correctly with no problems whatsoever. I installed the GT440 and the first problem that I encountered using this latest card is mentioned here: Nvidia GT 440 black screen problem when loading lightdm greeter. The solution to this problem was to actually disconnect then connect again the VGA cable. This would result in the screen showing me the lightdm screen for my login. If I did not disconnect then connect the cable I could be there forever thinking that there is no video signal. I got tired of looking for answers that did not work and for solutions that made me literally have to install Ubuntu again. I just went and bought a HDMI cable and changed the VGA one for that one. It worked and I did not have to disconnect/connect the cable but now I have this problem when using any resolution. My normal resolution is 1920x1080 (This TV is 1080HD) so in VGA I could use this resolution with no problem, but on HDMI am getting the borders cut out. Here is a pic: As you can see from the PIC, the Launcher icons only show less than 50% of their witdh. Forget about the top and bottom parts, I can access them with the mouse but I can not visualize them in the screen. It is like it's outside of the TVs view. Basically there is like 20 to 30 pixels gone from all sides. I searched around and came to running xrand --verbose to see what it could detect from the TV. I got this: cyrex@cyrex:~$ xrandr --verbose xrandr: Failed to get size of gamma for output default Screen 0: minimum 320 x 175, current 1920 x 1080, maximum 1920 x 1080 default connected 1920x1080+0+0 (0x164) normal (normal) 0mm x 0mm Identifier: 0x163 Timestamp: 465485 Subpixel: unknown Clones: CRTC: 0 CRTCs: 0 Transform: 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 filter: 1920x1080 (0x164) 103.7MHz *current h: width 1920 start 0 end 0 total 1920 skew 0 clock 54.0KHz v: height 1080 start 0 end 0 total 1080 clock 50.0Hz 1920x1080 (0x165) 105.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 55.1KHz v: height 1080 start 0 end 0 total 1080 clock 51.0Hz 1920x1080 (0x166) 107.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 56.2KHz v: height 1080 start 0 end 0 total 1080 clock 52.0Hz 1920x1080 (0x167) 109.9MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 57.2KHz v: height 1080 start 0 end 0 total 1080 clock 53.0Hz 1920x1080 (0x168) 112.0MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 58.3KHz v: height 1080 start 0 end 0 total 1080 clock 54.0Hz 1920x1080 (0x169) 114.0MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 59.4KHz v: height 1080 start 0 end 0 total 1080 clock 55.0Hz 1680x1050 (0x16a) 98.8MHz h: width 1680 start 0 end 0 total 1680 skew 0 clock 58.8KHz v: height 1050 start 0 end 0 total 1050 clock 56.0Hz 1680x1050 (0x16b) 100.5MHz h: width 1680 start 0 end 0 total 1680 skew 0 clock 59.9KHz v: height 1050 start 0 end 0 total 1050 clock 57.0Hz 1600x1024 (0x16c) 95.0MHz h: width 1600 start 0 end 0 total 1600 skew 0 clock 59.4KHz v: height 1024 start 0 end 0 total 1024 clock 58.0Hz 1440x900 (0x16d) 76.5MHz h: width 1440 start 0 end 0 total 1440 skew 0 clock 53.1KHz v: height 900 start 0 end 0 total 900 clock 59.0Hz 1360x768 (0x171) 65.8MHz h: width 1360 start 0 end 0 total 1360 skew 0 clock 48.4KHz v: height 768 start 0 end 0 total 768 clock 63.0Hz 1360x768 (0x172) 66.8MHz h: width 1360 start 0 end 0 total 1360 skew 0 clock 49.2KHz v: height 768 start 0 end 0 total 768 clock 64.0Hz 1280x1024 (0x173) 85.2MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 66.6KHz v: height 1024 start 0 end 0 total 1024 clock 65.0Hz 1280x960 (0x176) 83.6MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 65.3KHz v: height 960 start 0 end 0 total 960 clock 68.0Hz 1280x960 (0x177) 84.8MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 66.2KHz v: height 960 start 0 end 0 total 960 clock 69.0Hz 1280x720 (0x178) 64.5MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 50.4KHz v: height 720 start 0 end 0 total 720 clock 70.0Hz 1280x720 (0x179) 65.4MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 51.1KHz v: height 720 start 0 end 0 total 720 clock 71.0Hz 1280x720 (0x17a) 66.4MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 51.8KHz v: height 720 start 0 end 0 total 720 clock 72.0Hz 1152x864 (0x17b) 72.7MHz h: width 1152 start 0 end 0 total 1152 skew 0 clock 63.1KHz v: height 864 start 0 end 0 total 864 clock 73.0Hz 1152x864 (0x17c) 73.7MHz h: width 1152 start 0 end 0 total 1152 skew 0 clock 63.9KHz v: height 864 start 0 end 0 total 864 clock 74.0Hz ....Many Resolutions later... 320x200 (0x1d1) 10.2MHz h: width 320 start 0 end 0 total 320 skew 0 clock 31.8KHz v: height 200 start 0 end 0 total 200 clock 159.0Hz 320x175 (0x1d2) 9.0MHz h: width 320 start 0 end 0 total 320 skew 0 clock 28.0KHz v: height 175 start 0 end 0 total 175 clock 160.0Hz 1920x1080 (0x1dd) 333.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 173.9KHz v: height 1080 start 0 end 0 total 1080 clock 161.0Hz If it helps, the Refresh Rate at 1920x1080 is 60. There is a flickering effect at this resolution using HDMI but not VGA which I imagine is related to the borders cut off issue am asking here. I have also done the following but this will only solve the problem on lower resolutions than 1920x1080 or on others TV (My father has a Sony TV where this problem is also solved): NVIDIA WAY Go to Nvidia-Settings and there will be an option that will have more features if a HDMI cable is connected. In the next pic the option is DFP-1 (CNDLCD) but this name changes depending on what device the PC is connected to: Uncheck Force Full GPU Scaling What this will do for resolutions LOWER than 1920x1080 (At least in my case) is solve the flickering problem and fix the borders cut by the monitor. Save to Xorg.conf file the changes made after changing to a resolution acceptable to your eyes. TV WAY If you TV has OSD Menu and this menu has options for scanning the screen resolution or auto adjusting to it, disable them. Specifically the option about SCAN. If you have an option for AV Mode disable it. Basically disable any option that needs to scan and scale the resolution. Test one by one. In the case of my father's TV this did it. In my case, the Nvidia solved it for lower resolutions. NOTE: In the case this is not solved in the next couple of weeks I will add this as the answer but take into consideration that the issue is still active with 1920x1080 resolutions.

    Read the article

  • Bad Screen Flicker from video recording of recordmydesktop

    - by Tarun
    I have ubuntu 11.10 and I installed recordmydesktop. Video recording from recordmydesktop always result in screen flicker. In recording I see half of the screen moving forward while half would be stuck. I checked the settings and "Frame per Second" is set to 15 One such recording is available here - http://www.youtube.com/watch?v=QafF44m2Ttk&feature=youtu.be I am quite new to Ubuntu and not sure what is wrong.

    Read the article

< Previous Page | 28 29 30 31 32 33 34 35 36 37 38 39  | Next Page >