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  • Symfony: Pass an object from another module to a form

    - by djcloud23
    I have a symfony project and I have one model, which for this example I will name Boat. From the Boat's showSuccess page, I would like to make a link to another model's form page. For this example we will call it Ticket. When they click on the link, I would like for the Boat object to be passed to the Ticket form because I have to display some of that specific Boat's fields (title, price, etc) on the Ticket form page (newSuccess.php). I guess my question is, how do I pass an object (as a variable) to another model's "new" form page. I have looked everywhere and I can't seem to find an answer that works for me. Thank you!

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  • Pass value to an include file in php.

    - by Muhammad Sajid
    Hi, How do you pass a parameter into an include file? I tried the following but it doesn't work. include "myfile.php?var=123"; and in myfile.php, I try to retrieve the parameter using $_GET["var"]. include "myfile.php?var=123"; will not work. PHP searches for a file with this exact name and does not parse the parameter for that I also did this: include "http://MyGreatSite.com/myfile.php?var=123";but it does not also work. Any hints? Thanks.

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  • JQuery pass model to controller

    - by slandau
    I want to pass the mvc page model back to my controller within a Javascript Object. How would I do that? var urlString = "<%= System.Web.VirtualPathUtility.ToAbsolute("~/mvc/Indications.cfc/ExportToExcel")%>"; var jsonNickname = { model: Model, viewName: "<%= VirtualPathUtility.ToAbsolute("~/Views/Indications/TermSheetViews/Swap/CashFlows.aspx")%>", fileName: 'Cashflows.xls' } $.ajax({ type: "POST", url: urlString, data: jsonNickname, async: false, success: function (data) { $('#termSheetPrinted').append(data); } }); So where it says model: Model, I want the Model to be the actual page model that I declare at the top of the page: Inherits="System.Web.Mvc.ViewPage<Chatham.Web.Models.Indications.SwapModel>" How can I do that?

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  • how to pass variable arguments from one function to other in tcl

    - by vaichidrewar
    I want to pass variable arguments obtained in one function to other function but I am not able to do so. Function gets even number of variable arguments and then it has to be converted in array. Below is the example. Procedure abc1 gets two arguments (k k) and not form abc1 procedure these have to be passed to proc abc where list to array conversion it to be done. List to array conversion works in proc1 i.e. abc1 but not in second proc i.e. abc Error obtained is given below proc abc {args} { puts "$args" array set arg $args } proc abc1 {args} { puts "$args" array set arg $args set l2 [array get arg] abc $l2 } abc1 k k abc k k Output: k k {k k} list must have an even number of elements while executing "array set arg $l1" (procedure "abc" line 8) invoked from within "abc $l2" (procedure "abc1" line 5) invoked from within "abc1 k k" (file "vfunction.tcl" line 18)

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  • update value of a variable outside a class in VB.NET

    - by dpp
    I have a class derived from a Form, it has textbox for username and password and an OK button. I want it to behave like an InputBox so I can use it like this: Dim Username As String = "" Dim Password As String = "" Dim authorization As New Authorization(Username, Password) authorization.ShowDialog() 'The user will click OK and I will expect the Username and Password to change based on the user input MsgBox(Username & " " & Password) The Authorization class: Public Class Authorization Dim RefUsername As String Dim RefPassword As String Public Sub New(ByRef Username As String, ByRef Password As String) InitializeComponent() RefUsername = Username 'I'm trying to pass reference instead of value RefPassword = Password 'I'm trying to pass reference instead of value End Sub Private Sub OKButton_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles AuthorizeButton.Click RefUsername = Username.Text 'I'm trying to change value of variable outside the class RefPassword = Password.Text 'I'm trying to change value of variable outside the class Me.Close() End Sub End Class In short, I want to change the value of variables outside the class when the user clicks the OK, how am I going to accomplish that?

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  • Pass the current state of a function into another function in C/C++

    - by sand
    Is there a way to pass the current state of a function into another function in C/C++? I mean all the parameters and local variables by current state. For example: void funcA (int a, int b) { char c; int d, e; // Do something with the variables. // ... funcB(); // Do something more. } void funcB() { // funcB() should be able to access variables a,b,c,d & e // and any change in these variables reflect into funcA(). } The code is in bad shape if there is a need for funcB() kind of functions. But can it be achieved? This can help if someone is starting to re-factor a long method with multiple parameters.

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  • How to implement low pass filter using java

    - by chai
    Hello Everyone, I am trying to implement a low pass filter in Java. My requirement is very simple,I have to eliminate signals beyond a particular frequency (Single dimension). Looks like Butterworth filter would suit my need. Now the important thing is that CPU time should be as low as possible. There would be close to a million sample the filter would have to process and our users don't like waiting too long. Are there any readymade implementation of Butterworth filters which has optimal algorithms for filtering. Regards, Chaitannya

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  • Pass an event into a constructor

    - by Vaccano
    I have a class that I want to be able the handle the mouse up event for a grid. I tried to create it with a static method call like this: MyDataBinding.BindObjectsToDataGrid(ListOfObjectsToBind, myGrid.MouseUp); The end goal being that in the method I would assign a delegate to the MouseUp PassedInMouseUp += myMethodThatWillHandleTheMouseUp; Looks good here (to me) but the compiler chokes on the first line. It says that I can only use MouseUp with a += or a -=. Clearly I am going about this the wrong way. How can I get a different class to handle the mouse up with out having to: Pass in the whole grid Expose the method that will be handling the mouse up as a public method. Or, is this just a limitation and I will have to do one of the above?

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  • How I can use X-editable pass value to backend and get response

    - by leonlong
    I am new to jquery, recently I tried to use X-editable to edit a table. after I edited it , I want to pass value to PHP for process, but when I want to return something else back with value, it will get an error. What I mean is usually we can get several response from PHP, but I can get it like that through this. $('#example').editable({ type: 'text', name: 'example', url: 'exprediction.php', ajaxOptions: { dataType: 'json' }, success: function(newValue) { var response = newValue.split("|"); value1 = response[0]; value2 = response[1]; //it did not work } });

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  • Django: how to pass form variable to simple tag in template

    - by Remigijus
    Hello. I am trying to do some custom things in Django comments form. I have simple tag named "get_flatpage_by_id" that returns flatpage model data as array. This is working I expected: {% get_flatpage_by_id 14 as page %} It's returning flatpage that ID is 14. But this is not working, if I try to pass {{ form.object_pk.data }} (that returns 14). This is how it should look like: {% get_flatpage_by_id form.object_pk.data as page %} Simple tag receives value "form.object_pk.data" (string), not 14. I don't know how to tell Django that "form.object_pk.data" is variable, not a string!

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  • How to pass a const unsigned char * from c++ to c#

    - by tzup
    So I have a function in unmanaged c++ that gets called when some text happens to have "arrived": #using <MyParser.dll> ... void dump_body(const unsigned char *Body, int BodyLen) { // Need to pass the body to DumpBody, but as what type? ... lMyParser::Parser::DumpBody(???); } DumpBody is a function defined in a C# DLL that should take one parameter of type? Body holds an array of characters (text) of length BodyLen. There's obviously some marshalling to be done here but I have no idea how. Please help.

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  • Pass C++ object to Lua function

    - by peterdemin
    Hello there. I have a C++ project, where 1 method of a 1 class changes very often. So I want to take that code from C++ to Lua. Note, I'm novice to Lua. The whole task: Bind some class methods to Lua state machine; Pass reference to class object to a function, written in Lua; Operate with passed C++ object in Lua function. I've found how to make first step with Lunar, and can't cope with second and third. I can't use SWIG and boost.

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  • JQuery selector: pass on id from array into function

    - by user347256
    I have a list of items <div id="item1">somestuff</div> <div id="item2">somestuff</div> <div id="item3">somestuff</div> When someone clicks on one of these, I need to take some actions based on the id (the number). Let's say hide it. How can I make the function generic, and how can I pass the id into the function? $(document).ready(function() { $("#item-howcanImakethisselectorgeneric?").click(function () { $("#item-andhowcanIpasshteidintohere?").hide(); } } I'm a javascript/jquery newbie, any help (including rtfm) appreciated.

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  • Optimal way to store and pass a date to Javascript

    - by user1493115
    I need to store a date-time value in MySQL and subsequently display it on a webpage. Due to its flexibility I usually chose to store a Unix timestamp in the database and convert it with PHP's date() to the desired format. This time however I would like to use MySQL's datetime field (mostly due to 2038) and apply the browser's timezone (hence I cannot simply format it on the server and pass the string to the client). I thought of storing the date as UTC datetime in the database and send it as well-defined format to the client, where it will be further processed. Here I would like to avoid a Unix timestamp but everything else might add additional overhead in processing. Is there any best practice as far as date processing is concerned in a MySQL, PHP, JQuery environment? Thanks.

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  • How to pass sockets created to another Java Process

    - by whoi
    Hi; We have an application which creates many sockets which belongs to its thread, By design if this application somehow fails, all threads stop which is not wanted. So to overcome this issue, each thread must be separated from the main application, if one of the threads fails, the other ones should be running. One thing in our mind is to pass created socket to another java process, so what is the correct way? An other approach also is welcome? Waiting for your suggestions...

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  • How can I pass in specific parameters to mstest in Visual Studio

    - by Eric Langland
    I'm trying to modify my test projuect to allow for remote invocation of an api we're building. Right now the tests are hard coded to run locally(against localhost), but I would like to be able to point the tests at any endpoint (even remote ones in production). Ideally there would be a place in the .testsettings for config values to be stored. Sadly this isn't the case. Or, being able to pass parameters to MSTest that the test would read...? Any ideas? Thanks in advance.

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  • Pass variable number of variables to a class in PHP

    - by user325282
    I need to pass a variable number of strings to instantiate different classes. I can always do a switch on the size of the array: switch(count($a)) { case 1: new Class(${$a[0]}); break; case 2: new Class(${$a[0]}, ${$a[1]}); break; etc... There has to be a better way to do this. If I have an array of strings ("variable1", "variable2", 'variable3", ...), how can I instantiate a Class without manually accounting for every possibility?

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  • Pass var to jquery from div

    - by user1518202
    I am using a jquery function to open a dialog box, and I need to be able to change the height and the width of the box. I am wanting to pass it a parameter from within the DIV. I have looked at many different possibilities, but to no avail. Any ideas would be greatly appreciated. $.fx.speeds._default = 1000; $(function() { $("#dialog").dialog({ autoOpen: false, height: 300, width: 500, show: "drop", hide: "drop" }); $("#opener").click(function() { $("#dialog").dialog("open"); return false; }); }); Here is my Div. <div id="dialog"> Some text here </div>

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  • Unable to pass attribute from controller to view

    - by MDS
    I'm using Spring MVC 3 for a web app. In the app a URI template is supposed to be handled by a controller method, which then passes an attribute to a view. Currently, the controller does handle the request, and it even forwards to the correct view. However, it does NOT pass the attribute to the view. Below are the URI template, controller method and relevent jsp tags. Anyone see what is wrong? URI: /home/{status} Controller: @RequestMapping("/home") @Controller public class HomeController { ... ... @RequestMapping(value="/{status}") public String homeStatusView(@PathVariable("status") String status, ModelMap model) { model.addAttribute("status", status); return "home"; } } JSP: ... <c:if test="${not empty status}"> <span class="status">Your status is available...</span> </c:if> ...

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  • Differences between fish and bash to pass commandline arguments to alias functions?

    - by NES
    From the answers to my other question here i learned about the possibility to pass commandline arguments to a alias function in Bash. In Fish i can edit an alias by editing the file config.fish in ~/.config/fish directory and adding a line like this alias lsp='ls -ah --color=always | less -R;' and it works perfectly. This should be the equivalent to editing ~/.bash_aliases in bash But when i try to setup an alias function to pass arguments like this alias lsp='_(){ ls -ah --color=always $* | less -R; }; _' it doesn't work for fish? Are there any differences between fish and bash in the way to setup an alias to pass commandline arguments that prevent this second alias from working with fish instead of bash?

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  • Interessiert an einem Experience Pass für Java, SQL oder PL/SQL?

    - by britta wolf
    Im Mai startete die Oracle Academy über das "Introduction to Computer Science Programm" erstmals eine Experience Pass Kampagne. Das Introduction-Programm bietet Lehrkräften die Möglichkeit, an speziell organisierten Trainings zu Java, Database Design, SQL oder PL/SQL teilzunehmen und quasi einen ausgewählten Ausbildungspfad zu durchlaufen. Nach erfolgreichem Abschluss (mit einem Oracle Academy Zertifikat) können diese Themen dann an den jeweiligen Schulen unterrichtet werden. Dieses spezielle Ausbildungsprogramm läuft bereits seit mehreren Jahren erfolgreich in Österreich und wird seit Frühjahr 2014 nun auch für deutsche Schulen angeboten! Lehrkräfte, die das Thema Java oder SQL bzw. PL/SQL  bereits seit längerer Zeit unterrichten und kein Ausbildungstraining benötigen, können einen sogennanten Experience Pass anfordern. Mit einem solchen Pass kann man auf die gehosteten Lehrinhalte zugreifen und diese auch im Untericht einsetzen. Benötigen Sie weitere Informationen? Dann kontaktieren Sie mich gerne unter [email protected] 

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  • Pass a JSON array to a WCF web service

    - by Tawani
    I am trying to pass a JSON array to a WCF service. But it doesn't seem to work. I actually pulled an array [GetStudents] out the service and sent the exact same array back to the service [SaveStudents] and nothing (empty array) was received. The JSON array is of the format: [ {"Name":"John","Age":12}, {"Name":"Jane","Age":11}, {"Name":"Bill","Age":12} ] And the contracts are of the following format: //Contracts [DataContract] public class Student{ [DataMember]public string Name { get; set; } [DataMember]public int Age{ get; set; } } [CollectionDataContract(Namespace = "")] public class Students : List<Student> { [DataMember]public Endorsements() { } [DataMember]public Endorsements(IEnumerable<Student> source) : base(source) { } } //Operations public Students GetStudents() { var result = new Students(); result.Add(new Student(){Name="John",12}); result.Add(new Student(){Name="Jane",11}); result.Add(new Student(){Name="Bill",12}); return result; } //Operations public void SaveStudents(Students list) { Console.WriteLine(list.Count); //It always returns zero } It there a particular way to send an array to a WCF REST service?

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  • How do you pass a date value to BIRT report via querystring

    - by Tommy
    Hi, I have made a static html page (called start.jsp) containing a form where the user select 2 date ranges and this form has date pickers for those text boxes. When the user submits the form, it should take them to the BIRT report that I have designed. It SHOULD pass the 2 parameters that my report needs (start date and end date). Here is the querystring that gets appended to the URL birt-viewer/run__report=Business_Activity_Monitoring.rptdesign &FilterStartDate=2000-01-01&FilterEndDate=2009-01-01 I get an invalid date error: org.eclipse.birt.report.exception.ViewerValidationException: The parameter "FilterStartDate" is invalid. The value "06-08-2010" is invalid with the type "dateTime". How is it that if I remove the querystring completely, then BIRT will prompt me to enter the start date and end date (screenshot attached). I enter the exact same data that the form tries to send and it works!? This proves that my date string is correctly formatted but yet it will not accept them if they are sent to the BIRT report via the querystring? Seems like it has a problem with the fact that its a string in the first place. I have correctly set up these report parameters in my BIRT report. I have also tried changing them by specifying the "Format as" value to be a "custom" YYYY-MM-dd but this didnt work. Is it even possible to send date parameters to a birt report via querystring? Im guessing the solution will involve converting these strings to dates within the birt report's "script" tab. but I dont know how to access querystring variables from here or how to set report parameter variables. Thanks -Tommy

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  • Pass data to Child Window in Silverlight 4 using MVVM

    - by Archie
    Hello, I have a datagrid with master detail implementation as follows: <data:DataGrid x:Name="dgData" Width="600" ItemsSource="{Binding Path=ItemCollection}" HorizontalScrollBarVisibility="Hidden" CanUserSortColumns="False" RowDetailsVisibilityChanged="dgData_RowDetailsVisibilityChanged"> <data:DataGrid.Columns> <data:DataGridTextColumn Header="Item" Width="*" Binding="{Binding Item,Mode=TwoWay}"/> <data:DataGridTextColumn Header="Company" Width="*" Binding="{Binding Company,Mode=TwoWay}"/> </data:DataGrid.Columns> <data:DataGrid.RowDetailsTemplate> <DataTemplate> <data:DataGrid x:Name="dgrdRowDetail" Width="400" AutoGenerateColumns="False" HorizontalAlignment="Center" HorizontalScrollBarVisibility="Hidden" Grid.Row="1"> <data:DataGrid.Columns> <data:DataGridTextColumn Header="Date" Width="*" Binding="{Binding Date,Mode=TwoWay}"/> <data:DataGridTextColumn Header="Price" Width="*" Binding="{Binding Price, Mode=TwoWay}"/> <data:DataGridTemplateColumn> <data:DataGridTemplateColumn.CellTemplate> <DataTemplate> <Button Content="Show More Details" Click="buttonShowDetail_Click"></Button> </DataTemplate> </data:DataGridTemplateColumn.CellTemplate> </data:DataGridTemplateColumn> </data:DataGrid.Columns> </data:DataGrid> </DataTemplate> </data:DataGrid.RowDetailsTemplate> </data:DataGrid> I want to open a Child window in clicking the button which shows more details about the product. I'm using MVVM pattern. My Model contains a method which takes the Item name as input and retursn the Details data. My problem is how should I pass the Item to ViewModel which will get the Details data from Model? and where shoukd I open the new Child Window? In View or ViewModel? Please help.Thanks.

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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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