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  • can not get jplayer plugin to work

    - by Richard
    Hello, I hope somebody has some experience with the jplayer plugin I have been staring at the sourcecode of the demo's and looking in firebug, but I can't see why it is not showing at all. It also try's to use the flash file, but in other examples the embed code does not show up in the container div either. How could I get this to work, or debug? $(document).ready(function(){ $("#jpId").jPlayer( { ready: function () { this.element.jPlayer("setFile", "/mp3/nobodymove.mp3"); // Defines the mp3 } }); }); thanks, Richard

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  • set overflow hidden in some cases

    - by Richard
    Hello, my question is How can I set overflow hidden in cases where the html go's outside the screen Right now I have set html {overflow: hidden;} in the head tag off the page. So, it's hidden all the time In my particular case the errors that I show in the registration process cannot be seen on my 13inch laptop, but I don't want to show the scrollbars all the time. That's why I want it to set(or unset) based on the fact if there is overflow or not. What would be the best way? thanks, Richard

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  • WPF: Get Property that a control is Bound to in code behind

    - by Richard
    Hi all, I am trying to find a way to get the Property to which a control is bound (in c#). If I have the following: <dxe:ComboBoxEdit DisplayMember="Name" ItemsSource="{Binding Path=NameOptions, Mode=OneTime}" SelectedItem="{Binding Path=Name, UpdateSourceTrigger=PropertyChanged}" /> I am now trying to get the location to which the SelectedItem is bound to, i.e. the result should be "Name". Then in code I need to do some stuff with that ViewModel Property. Issue is that I can't just hard code this as it is a generic method that needs to work with each control on the form. Thanks, Richard

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  • Silverlight 4 - encoding PCM data from the microphone

    - by Richard
    Hi I've written a basic SL4 application to capture audio data from the microphone using CaptureSource. The trouble is, it's raw PCM output - which means huge and uncompressed. Given that I need this application to run purely within a SL4 environment, how can I compress the PCM audio data into something that can be delivered to a remote server more easily? In conversation, people have suggested Speex and WMA for instance, but I haven't found any libraries or examples that work without requiring reference to DLL's that won't work in a SL4 project. Thanks, Richard.

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  • take images from a cell , into next view controller

    - by richard Stephenson
    hi guys , i asked this question yesterday but it doesnt seem to have asked properly so im trying again in my app im parsing in an xml file , in that file there is a path for an image to download an in my tableview controler i have this to download the image and display it in the cell NSURL *url = [NSURL URLWithString:aStory.picture]; NSData *data = [NSData dataWithContentsOfURL:url]; UIImage *img = [[UIImage alloc] initWithData:data]; im then pushing another view controller on the top and displaying some text in a text view , but i also want to take the image from the cell selected and put that in there too , but everything i try does not work. any ideas on how i can do this Thanks in advance Richard

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  • How to work with session variables in php mvc pattern

    - by Richard
    Hello, I just found out that I loose any reference to the session array if I create a new view and try to set a session variable in the controller. The array just comes out as empty. I actually try to use the session array to store the post vars from a multistep registration form. This was actually working when the php was spachetticode, but now that I dumpt everything in a mvc pattern, it is not functioning anymore. Can anyone explain what is going om here and possibly offer a solution om how to work with the session array? Thanks in adv, Richard

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  • How to work with session variables in php mvc pattern

    - by Richard
    Hello, I just found out that I loose any reference to the session array if I create a new view and try to set a session variable in the controller. The array just comes out as empty. I actually try to use the session array to store the post vars from a multistep registration form. This was actually working when the php was spachetticode, but now that I dumpt everything in a mvc pattern, it is not functioning anymore. Can anyone explain what is going om here and possibly offer a solution om how to work with the session array? Thanks in adv, Richard

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  • How do I exclude the sources jar in mvn deploy?

    - by Richard
    When I run "mvn deploy:deploy", maven deploys 4 jar files to my internal remote repository. They are: [module-name]-1.jar [module-name]-1.pom [module-name]-1-sources.jar [module-name]-1-tests.jar There are actually more files, such as md5 and sha1 files, being deployed. But for simplicity, I just skip these files here. Is there any way to exclude [module-name]-1-sources.jar from the deployment process? One way I can think of is to use "mvn deploy:deploy-file", which allows me to pinpoint which jar to deploy. But since I have a few dozen modules to deploy, it'll be nice if I can configure the deployment file exclusion in pom.xml. Otherwise, I'll have to write a script to deploy. Thanks, Richard

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  • How to prevent GetOleDbSchemaTable from returning duplicate sheet names from Excel workbook

    - by Richard Bysouth
    Hi I have a function to return a DataView containing info on sheets in an Excel Workbook, as follows: Public Function GetSchemaInfo() As DataView Using connection As New OleDbConnection(GetConnectionString()) connection.Open() Dim schemaTable As DataTable = connection.GetOleDbSchemaTable(OleDbSchemaGuid.Tables, Nothing) connection.Close() Return New DataView(schemaTable) End Using End Function This works fine except that if the workbook has linked data (i.e. pulls its data from another workbook), duplicate sheet names are returned. For example, Workbook1 has a single worksheet, Sheet1. I get 2 rows in the DataView, with the TABLE_NAME field being "Sheet1$" and "Sheet1$_". OK, I could use a RowFilter, but wondered whether there was a better way or why this extra row is returned? thanks Richard

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  • problem with adding url variable with javascript

    - by Richard
    Hello, Can someone help me with this I am trying to set and catch the url variable It begins with a form wich has the standard action set to "/autorisation/logout" Then a button with an inline javascript function function tbPayout() { parent.location = "/autorisation/logout?rcgo=payout"; return true; } <input src="/images/go02.gif" type=image border=0 name="go1" onClick="return tbPayout();"> In the autorisation controller I try to catch it if ( isset($_GET['rcgo']) ) { but it doesn't work and I can't see the variable in the url and therefore the default forms action is performed? I also have another redirect page with content="3; url=http://www.domain.nl/index/index?rcgo=logout" /> and that works fine How can I get the javascript to work because I have three submit buttons that need to be set to different get variables. Thanks, Richard

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  • VS2008 on Win7 64-Bit: Debugging a Windows Service

    - by Richard
    Hi all, I'm trying to debug a Windows Service using VS2008 on Win7 64-Bit. The problem I'm having is that none of my breakpoints are being hit, regardless of which build configuration I choose: x86, x64 or AnyCPU. Using "Attach to Process" after the service has started, none of the breakpoints are hit - yet the IDE doesn't inform me that they won't be hit (by making the solid red circle and outline, for instance) - it simply seems to act as if the breakpoints weren't even there. Can anyone point me in the right direction here? Thanks /Richard.

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  • ADO.NET Entity Model and LINQ

    - by Richard
    Hi all I'm using an ADO.NET Entity Model which I'm trying to query using LINQ. The problem I'm having is that I can't specify the where clause as I'd like. For instance, consider the following query: AccountsDM db = new AccountsDM(ConfigurationManager.ConnectionStrings["PrimaryEF"].ConnectionString); var accounts = from a in db.Accounts select a; foreach (var account in accounts) { foreach (var ident in account.Identifiers) { if (ident.Identifier == identifier) { // ident.Identifier is what I'd like to be filtering in the WHERE clause below } } } Ideally, I'd like that to become: var accounts = from a in db.Accounts where a.Identifiers.Identifier == identifier select a; I'm guessing I've probably not set up my Entity Model correctly in VS2010. Any advice you can offer would be gratefully received. Thanks, Richard.

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  • sqlite ERROR no such column

    - by Richard
    Hi, Does anyone here have some experience with this error? Only If I use the WHERE clause, I get this error. I use php PDO to get the results. And this is my simple table $sql = "CREATE TABLE samenvatting ( stem_id INTEGER PRIMARY KEY AUTOINCREMENT, poll_id TEXT, stem_waarde_id TEXT, totaal INTEGER )"; $crud->rawQuery($sql); $poll_id = "somepoll"; $records = $crud->rawSelect('SELECT * FROM samenvatting WHERE poll_id=´.$poll_id); pdo abstract class public function conn() { isset($this->username); isset($this->password); if (!$this->db instanceof PDO) { $this->db = new PDO($this->dsn, $this->username, $this->password); $this->db->setAttribute(PDO::ATTR_ERRMODE, PDO::ERRMODE_EXCEPTION); } } public function rawSelect($sql) { $this->conn(); return $this->db->query($sql); } Thanks, Richard

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  • How to share WinForms and code between 2 projects

    - by Richard Bysouth
    Hi I have a working Windows Forms app (split into an EXE and a few DLLs). Now I've been asked to look at creating another app (MyAppLite) that has only a very small subset of the functionality. Think of it as similar to MS Word Viewer vs. MS Word. Everything that I need to build MyAppLite is contained in the main solution - essentially I need to use a couple of the WinForms and whatever bits in the DLLs they call into. What would be the best way to do this? I was thinking of creating another Project in my solution for MyAppLite, then adding the necessary source files as links (using Add Existing Item Add As Link in Solution Explorer). I definitely wouldn't want to maintain 2 copies of the source code. FYI it's a .NET 2.0 VB app, using VS2008. thanks Richard

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  • Is it possible to alter a marked field´s field function with Word 2007 VBA?

    - by Richard
    Hi, i want do the following: In Word 2007 place the Cursor on a field (or mark that field) and call a macro wich edit the field function of that field. (add some string). I´m even grateful for some tipps what term to google. I used the macro recorder and got following: WordBasic.FormatField Field:="CITATION Gro05 \p 9 \l 1031" Thats obvious creats a new field but where to go from here? To get the selected field i thought about something like this: If Selection.Type = WdFieldType Then ... I hope someone give me some hints :) Bye Richard

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  • C# Expression Tree Simple Arithmetic

    - by Richard Adnams
    Hello, I've been trying to figure out how to achieve some simple maths using the Expression class. What I'm trying to do is this (1 + 10 * 15) When I try to do this via Expression.Add and Expression.Constant but the result I get is this ((1 + 10) * 15) Which is not right as it evaluates the 1 + 10 first instead of 10 * 15. Is there a way to combine Expression.Add/Multiply etc.. without it creating the brackets? I assume there is but I just can't find where or how! The test code I have is this var v1 = Expression.Constant(1, typeof(int)); var v2 = Expression.Constant(10, typeof(int)); var v3 = Expression.Constant(15, typeof(int)); var a1 = Expression.Add(v1, v2); var m2 = Expression.Multiply(a1, v3); Thanks for your time, Richard.

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  • appcelerator titanium cannot parse JSON

    - by Richard
    Hi, I'm new to titanium and get difficulty in parsing JSON from mysql export. the json is valid and I feel frustrated with many unsuccessful trials. To simplify the code, I put it below. The code just stop and said: [ERROR] Script Error = Unable to parse JSON string var win = Titanium.UI.currentWindow; var hotdealjson = "{'hotdeal':[{'place':'bangkok','date':'4D3N','cost':'$4999up'},{'place':'tokyo','date':'3D2N','cost':'$3799up'}]}"; //read json var response = JSON.parse(hotdealjson); alert(response.hotdeal.length); Thanks & regards, Richard

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  • How to see a branch created in master

    - by richard
    Hi, I create a branch in my master repository (192.168.1.2). And in my other computer, I did '$ git pull --rebase ', I see Unpacking objects: 100% (16/16), done. From git+ssh://[email protected]/media/LINUXDATA/mozilla-1.9.1 62d004e..b291703 master -> origin/master * [new branch] improv -> origin/improv But when I do a 'git branch' in my local repository, I see only 1 branch and I did '$ git checkout improv ' $ git branch * master $ git checkout improv error: pathspec 'improv' did not match any file(s) known to git. Did you forget to 'git add'?

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  • C# getting version of unmanaged dll

    - by Richard
    I'm calling an unmanaged dll from my managed c# code and wanted to check I'm calling the right version. The code I'm trying to load the assembly (to then get the resource file and then get the version) is: cur_version = Assembly.LoadFile("X:\Workspace\yreceipts_pos\yRprintProcessor\Debug\yRprintProcessor.dll"); It's failing because of this error: The module was expected to contain an assembly manifest. (Exception from HRESULT: 0x80131018) Does anyone know how to get around this or have a better way to check the version of an unmanaged dll from managed c# code? Thanks in advance, Richard

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  • Error in writting a class.

    - by Richard
    I am running through a tutorial online at http://www.sthurlow.com/python/lesson08/ and I believe I understand how classes work in python, at least to some degree but when I run this code: class Shape: def init(self,x,y): self.x = x self.y = y description = "This shape has not been described yet" author = "Nobody has claimed to make this shape yet" def area(self): return self.x * self.y def perimeter(self): return 2 * self.x + 2 * self.y def describe(self,text): self.description = text def authorName(self,text): self.author = text def scaleSize(self,scale): self.x = self.x * scale self.y = self.y * scale I get this error: Traceback (most recent call last): File "Y:/python/Shape.py", line 1, in -toplevel- class Shape: File "Y:/python/Shape.py", line 17, in Shape self.y = self.y * scale NameError: name 'self' is not defined Any Help would be great Thanks Richard

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  • regular expression search in python

    - by Richard
    Hello all, I am trying to parse some data and just started reading up on regular Expressions so I am pretty new to it. This is the code I have so far String = "MEASUREMENT 3835 303 Oxygen: 235.78 Saturation: 90.51 Temperature: 24.41 DPhase: 33.07 BPhase: 29.56 RPhase: 0.00 BAmp: 368.57 BPot: 18.00 RAmp: 0.00 RawTem.: 68.21" String = String.strip('\t\x11\x13') String = String.split("Oxygen:") print String[1] String[1].lstrip print String[1] What I am trying to do is to do is remove the oxygen data (235.78) and put it in its own variable using an regular expression search. I realize that there should be an easy solution but I am trying to figure out how regular expressions work and they are making my head hurt. Thanks for any help Richard

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  • WordPress notifier - replicate built-in function whereby if update is available, an icon appears in

    - by Richard Tape
    Hello! First time here, so please be gentle. Does anyone know how to replicate the built-in functionality of WordPress whereby the admin is informed of when updates for plugins are available - i.e. when one (more more) is available, an icon appears over the plugins menu which contains the number of available updates. The plugin that I am writing could really benefit, from a UI perspective, with having a feature very similar to this. Does anyone know if there are any hooks which I can use, or any function which I can call? Any help on this is greatly appreciated! Thank you very much in advance, Richard

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  • jquery :not selector not working in next() method

    - by Richard
    what is the next best thing to use when you want to select the next li item, but not the one that has someClassName. The not selector returns an empty array! or is this a case off using filter? <li class="first">pickle</> <li class="someClassName">tomato</li> <li>chicken</> <li>cocosnut</> var current = $('ul.items li.first'); var next = current.next(':not(li.someClassName)'); thanks, Richard

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Reloading an external element (via jQuery's .load) without impact on same-named host elements on sam

    - by Martin Pescador
    Hello together! [First, I'm an absolute beginner. I tried to express myself as good as I could - please correct me on any issue... Now: I have the following problem:] I am loading a div element, which class always is ".gallery" from a couple of pages (in this example "the page index.php?page=orange") into another page's div (in this case with the ID "orange") using the following code: $("#orange").load("http://example.com/index.php?page=orange .gallery"); Each div.gallery I load in, is a set of a few images. Between them, you can switch (there are "previous"- and "next"-links in ".imgnavi"). $(".imgnavi a").live("click", function(ev) { ev.preventDefault(); ev.stopPropagation(); $(".gallery").load($(this).attr("href")); return false; }) What happens now: Loading the different div.gallery into the new page is no problem, but as soon as I start to navigate inside those divs (each div is a little gallery, where you can switch between images), the div.gallery I am switching in is suddenly loaded into EVERY other div.gallery in the document! How do I prevent that?

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