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  • Identify which CCSprite is touched in Cocos2d

    - by PeterK
    I am trying to learn Cocos2d and is experimenting with Ray Wenderlich tutorial whack-a-mole: www.raywenderlich.com/2560/how-to-create-a-mole-whacking-game-with-cocos2d-part-1 In this tutorial three CCSprite's are popping up and you should click on them... However, i am trying to identify which mole, rat in my case, is popping up and place a CCSprite above that. Initially this looked like an easy task but i am failing. I am trying to NSLog LEFT HIT. i would guess the problem is in the If-statement and the last "227" height parameter. The left rat boundingBox = {{99.5, 146.5}, {165, 227}} (from NSLog). The key code is in the ccTouchBegan function: -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; for (CCSprite *rat in rats) { if (rat.userData == FALSE) continue; if (CGRectContainsPoint(rat.boundingBox, touchLocation)) { //left: rat boundingBox = {{99.5, 146.5}, {165, 227}} //mid: rat boundingBox = {{349.5, 146.5}, {165, 227}} //right: rat boundingBox = {{599.5, 146.5}, {165, 227}} //>>>>Here is where i try to get a hit<<<< if (CGRectContainsPoint(CGRectMake(99.5, 146.55, 165, 227), touchLocation)) { NSLog(@">>>>HIT LEFT<<<<<"); } I would really appreciate a few ideas how to get this to work.

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  • Nexus 7 Possibly Bricked

    - by user214186
    I have a 1st gen Nexus 7 (32GB). I used the steps at https://wiki.ubuntu.com/Nexus7/Installation to successfully install Ubuntu 13.04 desktop onto the tablet. It was working fine and then I decided to upgrade to Ubuntu Touch. I booted the tablet into fast boot mode but the commands 'adb devices' and 'sudo fastboot devices' would not see the device. I am performing these steps from an Ubuntu 12.04 desktop PC. Prior to installing 13.04 the device was seen fine. I made the mistake of performing the 'Device factory reset' step from https://wiki.ubuntu.com/Touch/Install - Step 2. Now when I try to boot the device I get the following: mount: mounting /dev on /root/dev failed: no such file or directory mount: mounting /dev on /root/sys failed: no such file or directory mount: mounting /proc on /root/proc failed: no such file or directory Targe filesystem doesn't have requested /sbin/init. No init found. Try passing init= bootarg. BusyBox v1.20.2 (Ubuntu 1:1.20.0-0ubuntu1) built-in shell (ash) Enter help for a list of built-in commands. (initramfs) I have searched the web but every reference to this problem is from people who still have ADB access to the device so they can recover by flashing the tablet again. I can attach a keyboard to the USB port and access the BusyBox console but I don't know what steps to do to recover from my error. Any suggestions would be helpful. Thanks

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  • How do I add a fullscreen view in Cocoa touch?

    - by David
    Hello :) Inside the titleView of a UINavigationBar, there is a button. Clicking it should slide in a view from the top of the screen. Where do I have to place the view so it's displayed fullscreen and not only inside the current UIViewController's contentView? Is there a function for adding fullscreen views?

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  • Can't get utouch to show available wifi networks

    - by kellrobinson
    I have ubuntu touch installed on a 2014 Nexus 7. Swiping down from the wireless symbol reveals a "Network" menu with the choices Flight Mode, Wifi Settings, and Cellular Settings. Wifi Settings leads to another menu: Previous Networks, and Other Networks. Previous Networks shows a list of networks used in the past; Other Networks opens an empty box for typing in the name of a network. I don't see any way to show a list of available networks detected by the device. On rare occasions, swiping down the wireless symbol actually does bring up a list of detected networks. But most of the time ubuntu touch exhibits the behavior described above, with no apparent way to bring up the list of available wireless networks. I would like to see a list of the availble networks, if there is a way to do so. Edit: The wifi menu works properly now. Just needed a couple of reboots, it seems. I have other problems, though. If these other problems persist I will make a post specific to them. This device is a 2013 Nexus 7 4G. Not sure how to find the ubuntu version. Can't navigate the settings menu right now because it got stuck and there's no way to go back, except to reboot(!) I'll open multirom manager or boot into recovery and look for the information there.

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  • 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!

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  • Need multiple views to respond to a touch event in an iPhone app

    - by Joel
    Setup: I have two views that I need to respond to the touch event, and they are layered out on top of one another. View 1 is on top of View 2. View 2 is a UIWebView. View 1 is sublclassed to capture the touch event. My problem is that if I try to call the UIWebView event handlers (touchesBegan: and touchesEnded:) from within the event handlers of View 1, which is the first responder, nothing happens. However if I set View 1 to userInteractionEnabled = NO, then the touch goes through that view and is processed properly by the 2nd view. Any ideas on how I can have 2 views respond to a touch event? Unfortunately the 2nd view is a UIWebView, so I need to actually call the event handler and not a different method, etc... Thanks in advance for any advice, Joel

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  • Drag Rotate UIImageView by touch

    - by rockstardev
    I have an UIImageView that is a subview of an UIView. I'm trying to create a drag rotate effect with the UIImageView similar to spinning a bottle but I'm having trouble calculating the radians to rotate the image by. My code below seems like it should work because I've seen a similar calculation in Flash examples. Can anyone shed some light on what I'm doing wrong? Thanks. This is the code contained in my image view subclass: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; lastLocation = [touch locationInView:[self superview]]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:[self superview]]; CGFloat xDisplacement = location.x - lastLocation.x; CGFloat yDisplacement = location.y - lastLocation.y; CGFloat rad = atan2f(yDisplacement,xDisplacement); self.transform = CGAffineTransformMakeRotation(rad); }

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  • WMI: How to differentiate between Wireless mouse and touch screen

    - by kingas
    I am using Win32_PointingDevice class to detect mice connected to the system. I ran my device discovery script on a machine which has touch screen. The discovery shows up with 3 pointing devices, directly connected USB mouse, wireless mouse and touch screen. My question is how to distinguish between USB mouse with touch screen. If Win32_PointingDevice class doesn't provide information then are there any other methods which I can use to get mouse and touch information. This is extension to my previous question at http://stackoverflow.com/questions/1746689/wmi-class-for-wireless-mouse

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  • 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.

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  • 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

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  • 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.

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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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  • 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.

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  • 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?

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  • 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!)

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  • Sencha Touch 2 - Can't get list to display // or load a store? [UPDATED X2]

    - by Jordan
    I have been trying to get a list to display for quite a while now. I have tried all sorts of tips from various people without success. Now I am running into a new problem. I have taken the exact code from an example and I can't seem to get it to work either. First of all, here is the code. Station.js Ext.define('Syl.model.Station', { extend: 'Ext.data.Model', config: { fields: [ { name: 'id', type: 'string' }, { name: 'stop', type: 'string' } ] } }); Stations.js Ext.define('Syl.store.Stations', { extend : 'Ext.data.Store', requires: ['Syl.model.Station'], id: 'stations', xtype: 'stations', config : { model : 'Syl.model.Station', //storeId: 'stationsStore', autoLoad : true, //sorters: 'stop', /* proxy: { type: 'ajax', url: 'stations.json' }*/ data: [ { "id": "129", "stop": "NY Station" }, { "id": "13", "stop": "Newark Station" } ] } }); MyService.js Ext.define('Syl.view.MyService', { extend: 'Ext.Panel', xtype: 'stationsformPage', requires: [ 'Syl.store.Stations', 'Ext.form.FieldSet', 'Ext.field.Password', 'Ext.SegmentedButton', 'Ext.List' ], config: { fullscreen: true, layout: 'vbox', //iconCls: 'settings', //title: 'My Service', items: [ { docked: 'top', xtype: 'toolbar', title: 'My Service' }, { [OLDER CODE BEGIN] xtype: 'list', title: 'Stations', //store: 'Stations', store: stationStore, //UPDATED styleHtmlContent: true, itemTpl: '<div><strong>{stop}</strong> {id}</div>' [OLDER CODE END] [UPDATE X2 CODE BEGIN] xtype: 'container', layout: 'fit', flex: 10, items: [{ xtype: 'list', title: 'Stations', width: '100%', height: '100%', store: stationStore, styleHtmlContent: true, itemTpl: '<div><strong>{stop}</strong> {id}</div>' }] [UPDATE X2 CODE END] }, ] } }); app.js (edited down to the basics) var stationStore; //UPDATED Ext.application({ name: 'Syl', views: ['MyService'], store: ['Stations'], model: ['Station'], launch: function() { stationStore = Ext.create('Syl.store.Stations');//UPDATED var mainPanel = Ext.Viewport.add(Ext.create('Syl.view.MyService')); }, }); Okay, now when I run this in the browser, I get this error: "[WARN][Ext.dataview.List#applyStore] The specified Store cannot be found". The app runs but there is no list. I can't understand how this code could work for the people who gave the example and not me. Could it be a difference in the Sencha Touch version? I am using 2.0.1.1. To add to this, I have been having problems in general with lists not displaying. I had originally tried a stripped down list without even having a store. I tried to just set the data property in the list's config. I didn't get this error, but I also didn't get a list to display. That is why I thought I would try someone else's code. I figured if I could at least get a working list up and running, I could manipulate it into doing what I want. Any help would be greatly appreciated. Thanks. [UPDATED] Okay, so I did some more hunting and someone told me I needed to have an instance of my store to load into the list, not the store definition. So I updated the code as you can see and the error went away. The problem is that I still don't get a list. I have no errors at all, but I can't see a list. Am I not loading the data correctly? Or am I not putting the list in the view correctly? [UPDATED X2] Okay, so I learned that the list should be in a container and that I should give it a width and a height. I'm not totally sure on this being correct, but I do now have a list that I can drag up and down. The problem is there is still nothing in it. Anyone have a clue why?

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  • 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.

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  • 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.

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