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  • My game plays itself?

    - by sc8ing
    I've been making a canvas game in HTML5 and am new to a lot of it. I would like to use solely javascript to create my elements too (it is easier to embed into other sites this way and I feel it is cleaner). I had my game reloading in order to play again, but I want to be able to keep track of the score and multiple other variables without having to put each into the URL (which I have been doing) to make it seem like the game is still going. I'm also going to add "power ups" and other things that need to be "remembered" by the script. Anyways, here's my question. When one player kills another, the game will play itself for a while and make my computer very slow until I reload the page. Why is it doing this? I cleared the interval for the main function (which loops the game and keeps everything running) and this used to make everything stop moving - it no longer does. What's wrong here? This is my game: http://dl.dropbox.com/u/11168436/game/game.html Controls: Move the skier with arrow keys and shoot with M (you shoot in the direction you were last moving in). The snowboarder is moved with ESDF and shoots with Q. Thanks for your time.

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • How to take a percentage of a Credit Card transaction?

    - by abszero
    Essentially what I am trying to do is setup a work flow similar to PayPal. I have created an application that allows my clients to accept online donations and what I want to do is take % percent of that transaction off the top. The problems I have run into are: Authroize does not allow me to take on an additional fee that is paid out to my account I could run a report every month on all my clients transactions to determine what they owe but this is less than ideal All of the companies I looked at do not allow for aggregation where by all of the donation systems pay into my account then I remit payment to my clients Does anyone know of a company that allows for this or is my only option here going to be to setup my own Payment Gateway or is there a simpler solution?

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  • Suggestions for opening the Rails toolbox to design a challenge game?

    - by keruilin
    How would you suggest designing a challenge system as part of a food-eating game so that it's automated as possible? All RoR tools, design patterns and logic are at your disposal (e.g., admin consoles, crontab, arch, etc.). Prize goes to whoever can suggest the simplest and most-automated design! Here are the requirements: User has many challenges. Badge has many challenges. (A unique badge is awarded for each challenge won.) Only one challenge can run at a time. Each challenge has a limited number of days that it runs. For example, one challenge can run 3 days, while another runs 7 days. Challenges can be seasonal. For example, "Eat 13 Pumpkins" only runs during the Fall. New challenges are added to the game on an ongoing basis. For example, a new challenge every week. Each challenge has a certain probability of being selected to run. For example, "Eat 10 Pies" challenge has 10% chance of being selected to run. As each new challenge is added to the database, I want the probabilities of running to change dynamically. I want to avoid the scenario where I'm manually updating a database field just to change the probability from 10% to 5%, for example. Challenges act like Easter eggs. Challenge icons pop-up at different places on the webpage. User is awarded a badge for successfully completing a challenge, but only when it's active. There is some wait time between each challenge. Between 1 and 7 days. Which wait time is random, but the probability of the wait time being short is high and the probability of it being a long wait time is low.

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  • Disabling Laptop (PB TJ-75) faulty card reader Linux

    - by Gab
    My problem comes from that my laptop [PB TJ-75] has a faulty Alcor card reader. It’s 100% sure, the device is dead and unusable whatever the OS is. It cannot be disabled in BIOS [latest: Vendor: Phoenix Technologies LTD Version: V1.26 Release Date: 05/04/2010]. If I could take it apart from the main board easily, and if with that, the system would never look again for it, I’ll be very happy! Is it possible, has anyone ever tried this? Or maybe, replacing the BIOS with a more open one, which let you disable the card reader. Does this exists? Here's what I've tried to disable it so far. In Win7, I choose ‘disable’ in device manager and that’s ok. If not, the device keeps on appearing and disappearing and lot of resources are used. In Lubuntu 13.04, I got extra boot time, with the msg:'sdb, assuming drive cache, etc.’ I tried other distros (isos booted by grub). I can boot Puppy, Gparted, and Redobackup apparently without any problem. I cannot boot Debian, live or install + tried Crunchbang and Tails. I got a loop :’usb device, scsi n+1 blabla‘. I tried "nousb", no result, I have blacklisted EHCI, no result, then usb_storage module, better boot time in Lubuntu, with just the message "...data transfer failed", better shutdown time too. But, no way to use usb storage medias. In Debian, it ends with BusyBox prompt. Is it possible to just disable that Alcor card reader? Does it have a specific module? Is there a special kernel boot option that I missed? Does it have something to do with kernel recompiling, and if yes, how to do with isos? Programming a driver which says everything is ok (out of my comprehension for the moment)? Disabling device by vendor id? What is the best way?

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  • Move an SSD with Windows 7 to a new PCIe SATA controller card

    - by Shevek
    This is my current setup: Abit AB9 QuadGT motherboard which has an Intel P965 chipset with Intel ICH8 SATA Rev. 2.0 controller Kingston HyperX 3K 120GB SSD which supports SATA Rev. 3.0 Windows 7 Ultimate x64 For some reason I was unable to install Windows with the controller set in AHCI mode, even with the correct driver from Intel so it is currently in IDE mode. Due to the ICH8 controller being SATA Rev 2.0 and running in IDE mode, the SSD is operating well under it's published read/write speeds. I have ordered an Asus U3S6 controller card to add both SATA Rev. 3.0 and USB 3.0 to my computer. The motherboard does have a PCIe x4 slot available so I will hopefully achieve the full potential of my SSD. My question is this - am I able to swap the SSD over to the controller card from the motherboard controller without having to clean install Windows? I am hoping that all I will need to do is ensure that the controller card drivers are available to Windows and set the registry as per this KB article. Will this work or should I perform a clean installation?

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  • Any Programming Languages Recommendations? A Space shooter game that allows two people to play at the same time?

    - by Bombcode
    Hey Everyone, Do you remember a arcade game, that allow two people to versus or play each other? A Galaga/Gradius type game. Me and a couple of other people I know wanna make a game like this. We want to get some other opinions on what programming languages to use.(C or C++ isn't an option .). We plan to use an engine to help us build. It's gonna be a multiplayer game, so we would be handling the networking with this language as well. We are thinking about C#, Java, or Actionscript 3. Any Advice on this? And if anyone knows the arcade game I am referring to please post up :)! Edit Let me add something here, this game will be plain on computers and laptops only. We mainly wanna what's good for handling the networking and Dual screen play.

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  • How to access the SD card through my Sony Ericsson Xperia Arc Phone?

    - by user16364
    I have a Sony Ericsson Xperia Arc phone and I cannot access its SD card through the USB cable provided. I have set the USB connection mode to MSC yet when I connect the phone to my computer I cannot see the SD card (or anything for that matter). The Disk Utility however, does see an SEMC Mass Storage device but it says that no media was detected. I have validated that the SD card works as I removed it from the camera and plugged it into a card reader and saw all the photos and files stored on it. I have validated that the phone works as I have connected it (in MSC mode) to my wife's Windows 7 computer. Can anyone please tell me how I can access the SD card on my phone.

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  • How to access the SD card through my Sony Ericsson Xperia Arc Phone?

    - by user16364
    I have a Sony Ericsson Xperia Arc phone and I cannot access its SD card through the USB cable provided. I have set the USB connection mode to MSC yet when I connect the phone to my computer I cannot see the SD card (or anything for that matter). The Disk Utility however, does see an SEMC Mass Storage device but it says that no media was detected. I have validated that the SD card works as I removed it from the camera and plugged it into a card reader and saw all the photos and files stored on it. I have validated that the phone works as I have connected it (in MSC mode) to my wife's Windows 7 computer. Can anyone please tell me how I can access the SD card on my phone.

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  • Two video card on one Mobo

    - by InfinityKing
    I recently purchased a new HP Pavilion p6-2265eo. It was then that I realised that it has only one DVI and one HDMI output.. I will connect my TV with the HDMI. so I am letft with only one DVI output. I need to have two monitors. Please help. Should I purchase a new video card and install it? My knowledge is limited. The specifications of my comp says that there is 1 x PCI-E x16, 3 x PCI-E x1. 1) I suppose that the video card already present in my purchase is connected on the PCI-E x16. Am I right? I dont want to open my desktop right now and check it for myself as it can void the warrenty. so I need an experienced person to tell me that. 2) I have an old nvidia geforce 7200 gt. Is it possible for me to connect it to my left over PCI-E x1? I searched for PCI-E x1 on the net and as far as I can understand the slot is too small for my old nvidia geforce 7200 gt graphic card. 3) what are the options? Please help this dummo :) Thankign you in advance,

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  • How to use Ninject with XNA?

    - by Rosarch
    I'm having difficulty integrating Ninject with XNA. static class Program { /** * The main entry point for the application. */ static void Main(string[] args) { IKernel kernel = new StandardKernel(NinjectModuleManager.GetModules()); CachedContentLoader content = kernel.Get<CachedContentLoader>(); // stack overflow here MasterEngine game = kernel.Get<MasterEngine>(); game.Run(); } } // constructor for the game public MasterEngine(IKernel kernel) : base(kernel) { this.inputReader = kernel.Get<IInputReader>(); graphicsDeviceManager = kernel.Get<GraphicsDeviceManager>(); Components.Add(kernel.Get<GamerServicesComponent>()); // Tell the loader to look for all files relative to the "Content" directory. Assets = kernel.Get<CachedContentLoader>(); //Sets dimensions of the game window graphicsDeviceManager.PreferredBackBufferWidth = 800; graphicsDeviceManager.PreferredBackBufferHeight = 600; graphicsDeviceManager.ApplyChanges(); IsMouseVisible = false; } Ninject.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Ninject.Modules; using HWAlphaRelease.Controller; using Microsoft.Xna.Framework; using Nuclex.DependencyInjection.Demo.Scaffolding; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace HWAlphaRelease { public static class NinjectModuleManager { public static NinjectModule[] GetModules() { return new NinjectModule[1] { new GameModule() }; } /// <summary>Dependency injection rules for the main game instance</summary> public class GameModule : NinjectModule { #region class ServiceProviderAdapter /// <summary>Delegates to the game's built-in service provider</summary> /// <remarks> /// <para> /// When a class' constructor requires an IServiceProvider, the dependency /// injector cannot just construct a new one and wouldn't know that it has /// to create an instance of the Game class (or take it from the existing /// Game instance). /// </para> /// <para> /// The solution, then, is this small adapter that takes a Game instance /// and acts as if it was a freely constructable IServiceProvider implementation /// while in reality, it delegates all lookups to the Game's service container. /// </para> /// </remarks> private class ServiceProviderAdapter : IServiceProvider { /// <summary>Initializes a new service provider adapter for the game</summary> /// <param name="game">Game the service provider will be taken from</param> public ServiceProviderAdapter(Game game) { this.gameServices = game.Services; } /// <summary>Retrieves a service from the game service container</summary> /// <param name="serviceType">Type of the service that will be retrieved</param> /// <returns>The service that has been requested</returns> public object GetService(Type serviceType) { return this.gameServices; } /// <summary>Game services container of the Game instance</summary> private GameServiceContainer gameServices; } #endregion // class ServiceProviderAdapter #region class ContentManagerAdapter /// <summary>Delegates to the game's built-in ContentManager</summary> /// <remarks> /// This provides shared access to the game's ContentManager. A dependency /// injected class only needs to require the ISharedContentService in its /// constructor and the dependency injector will automatically resolve it /// to this adapter, which delegates to the Game's built-in content manager. /// </remarks> private class ContentManagerAdapter : ISharedContentService { /// <summary>Initializes a new shared content manager adapter</summary> /// <param name="game">Game the content manager will be taken from</param> public ContentManagerAdapter(Game game) { this.contentManager = game.Content; } /// <summary>Loads or accesses shared game content</summary> /// <typeparam name="AssetType">Type of the asset to be loaded or accessed</typeparam> /// <param name="assetName">Path and name of the requested asset</param> /// <returns>The requested asset from the the shared game content store</returns> public AssetType Load<AssetType>(string assetName) { return this.contentManager.Load<AssetType>(assetName); } /// <summary>The content manager this instance delegates to</summary> private ContentManager contentManager; } #endregion // class ContentManagerAdapter /// <summary>Initializes the dependency configuration</summary> public override void Load() { // Allows access to the game class for any components with a dependency // on the 'Game' or 'DependencyInjectionGame' classes. Bind<MasterEngine>().ToSelf().InSingletonScope(); Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); Bind<Game>().To<MasterEngine>().InSingletonScope(); // Let the dependency injector construct a graphics device manager for // all components depending on the IGraphicsDeviceService and // IGraphicsDeviceManager interfaces Bind<GraphicsDeviceManager>().ToSelf().InSingletonScope(); Bind<IGraphicsDeviceService>().To<GraphicsDeviceManager>().InSingletonScope(); Bind<IGraphicsDeviceManager>().To<GraphicsDeviceManager>().InSingletonScope(); // Some clever adapters that hand out the Game's IServiceProvider and allow // access to its built-in ContentManager Bind<IServiceProvider>().To<ServiceProviderAdapter>().InSingletonScope(); Bind<ISharedContentService>().To<ContentManagerAdapter>().InSingletonScope(); Bind<IInputReader>().To<UserInputReader>().InSingletonScope().WithConstructorArgument("keyMapping", Constants.DEFAULT_KEY_MAPPING); Bind<CachedContentLoader>().ToSelf().InSingletonScope().WithConstructorArgument("rootDir", "Content"); } } } } NinjectGame.cs /// <summary>Base class for Games making use of Ninject</summary> public class NinjectGame : Game { /// <summary>Initializes a new Ninject game instance</summary> /// <param name="kernel">Kernel the game has been created by</param> public NinjectGame(IKernel kernel) { Type ownType = this.GetType(); if(ownType != typeof(Game)) { kernel.Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); } kernel.Bind<Game>().To<NinjectGame>().InSingletonScope(); } } } // namespace Nuclex.DependencyInjection.Demo.Scaffolding When I try to get the CachedContentLoader, I get a stack overflow exception. I'm basing this off of this tutorial, but I really have no idea what I'm doing. Help?

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  • How to represent a Board Panel in Java for a game ?

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: EDIT:*EDIT* what i'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it. EDIT: code updated. just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :( One More EDIT: Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change. How can I use paint method to edit the panels properly???? As it is now it can't. Even it can't return an object(eg panel) as it's polymorphic void! /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(height ,width )); //set layout SquareRenderer[][] Squares; JPanel[][] grid; Squares=new GUISquare[height][width()]; grid=new JPanel[height()][width()]; for (int i=0; i<height(); i++){ for (int j=0; j<width() ; j++){ SquareRenderer kou=new SquareRenderer(i,j); kou.setSquare(myGame.getSquares()[i][j]); //NOTE: THE FOLLOWING DRAW METHOD CANT BE CALLED!!!? if (myGame.getSquares()[i][j] instanceof SimpleSq ){ kou .paintPanel(i,j,"");} else if (myGame.getSquares()[i][j] instanceof ActionSq ) { kou .paintPanel(i,j); } //JUST BECAUSE DRAW CANT BE CALLED I PUT ITS CODE HERE: //JUST TO CHECK: JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To "+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); panel.setBackground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); panel.setSize(250,250); ///////// <--until here ---paint method<--- kou.add(panel); kou.setVisible(true); kou.setBackground(Color.BLACK); Squares[i][j]= kou; BoardPanel.add(kou); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } IMPLEMENTED BY SQUARERENDERER: /** * Transformer for Snake/Ladder * <br>This method is used to display a square on the screen. */ public void paintPanel(int i,int j) { JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setForeground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); }

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  • SLI Video Cards

    - by Scott
    I'm configuring a new desktop. I'm looking through all PCI Express 2.0 x16 video cards on NewEgg at the moment. All cards seem to be stating that they have SLI Support or CrossFireX support. I know that these 2 technologies enable you to connect more than one video card together to create more of a powerful video experience. These cards that have this support seem to be more expensive that other cards though. When I did a NewEgg search for cards that did NOT have these two supports, no matches came up for PCI Express 2.0 x16 (haven't checked other interfaces yet though). Can you run an SLI/CrossFireX card as a single card (and if you can is it efficient or even good?), or do you need to have more than one card to run them? Also, do they make cards without these two technologies anymore, and are they even cheaper at this point? I really have no need for SLI/CrossFireX at all, so I was wondering what I should look into. Do cards without this technology not run on the PCI Express 2.0 x16 interface? Thanks ahead of time for all your help.

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  • SLI Video Cards

    - by Scott
    I'm configuring a new desktop. I'm looking through all PCI Express 2.0 x16 video cards on NewEgg at the moment. All cards seem to be stating that they have SLI Support or CrossFireX support. I know that these 2 technologies enable you to connect more than one video card together to create more of a powerful video experience. These cards that have this support seem to be more expensive that other cards though. When I did a NewEgg search for cards that did NOT have these two supports, no matches came up for PCI Express 2.0 x16 (haven't checked other interfaces yet though). Can you run an SLI/CrossFireX card as a single card (and if you can is it efficient or even good?), or do you need to have more than one card to run them? Also, do they make cards without these two technologies anymore, and are they even cheaper at this point? I really have no need for SLI/CrossFireX at all, so I was wondering what I should look into. Do cards without this technology not run on the PCI Express 2.0 x16 interface? Thanks ahead of time for all your help.

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  • Why is my second monitor not working?

    - by StampedeXV
    Since I have my new computer, I have a very weird problem. Facts: New Computer: Motherboard: ASRock Z77 Pro 3 Graphics-card: Asus1GB D5 X EN GTX560 DCII OC/2DI R CPU: Intel i5-3570 Windows 7 64bit 500W beQuiet special edition (92% efficiency) 8GB 1333MHz DDR3 Corsair RAM (CL9) Scythe Mugen 2 2 magnetic HDDs + 1 SDD 1 DVD-R Old Computer: Motherboard: Asus P55 something Graphics-card: Asus1GB D5 X EN GTX560 DCII OC/2DI R CPU: Intel i7-870 Windows 7 64bit 550W Corsair 8GB 1333MHz DDR3 Corsair RAM (CL9) Scythe Mugen 3 2 magnetic HDDs + 1 SDD 1 DVD-R On the old computer it worked fine with two monitors. Moving to the new (I took the same Graphics-card) it only works with one. The weird thing I mentioned is: not matter which one. But if I put both there, only one is available. There is no reaction at the start (where normally (at least if I remember correctly) the monitor shortly went from "standby" to "on"). Windows does not recognize a second monitor in the Device Manager. I have the latest drivers for Motherboard and Graphics-card. I have the latest BIOS drivers. I am out of ideas. Edit: completed computer setup

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  • Managing Instances in Python

    - by BeensTheGreat
    Hello, I am new to Python and this is my first time asking a stackOverflow question, but a long time reader. I am working on a simple card based game but am having trouble managing instances of my Hand class. If you look below you can see that the hand class is a simple container for cards(which are just int values) and each Player class contains a hand class. However, whenever I create multiple instances of my Player class they all seem to manipulate a single instance of the Hand class. From my experience in C and Java it seems that I am somehow making my Hand class static. If anyone could help with this problem I would appreciate it greatly. Thank you, Thad To clarify: An example of this situation would be p = player.Player() p1 = player.Player() p.recieveCard(15) p1.recieveCard(21) p.viewHand() which would result in: [15,21] even though only one card was added to p Hand class: class Hand: index = 0 cards = [] #Collections of cards #Constructor def __init__(self): self.index self.cards def addCard(self, card): """Adds a card to current hand""" self.cards.append(card) return card def discardCard(self, card): """Discards a card from current hand""" self.cards.remove(card) return card def viewCards(self): """Returns a collection of cards""" return self.cards def fold(self): """Folds the current hand""" temp = self.cards self.cards = [] return temp Player Class import hand class Player: name = "" position = 0 chips = 0 dealer = 0 pHand = [] def __init__ (self, nm, pos, buyIn, deal): self.name = nm self.position = pos self.chips = buyIn self.dealer = deal self.pHand = hand.Hand() return def recieveCard(self, card): """Recieve card from the dealer""" self.pHand.addCard(card) return card def discardCard(self, card): """Throw away a card""" self.pHand.discardCard(card) return card def viewHand(self): """View the players hand""" return self.pHand.viewCards() def getChips(self): """Get the number of chips the player currently holds""" return self.chips def setChips(self, chip): """Sets the number of chips the player holds""" self.chips = chip return def makeDealer(self): """Makes this player the dealer""" self.dealer = 1 return def notDealer(self): """Makes this player not the dealer""" self.dealer = 0 return def isDealer(self): """Returns flag wether this player is the dealer""" return self.dealer def getPosition(self): """Returns position of the player""" return self.position def getName(self): """Returns name of the player""" return self.name

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  • 8-bit game creator software

    - by dag729
    Hi, Anyone knows about some 8-bit game creator software that runs under GNU/Linux? I want to make some funny game in my spare time, but I prefer to have a tool (or a set of tools) that will help to keep it just a spare-time-project, thus not involving programming! :D Thanks in advance EDIT: For instance, some month ago I tried FPS Creator, being a frontend of DarkGame Studio. Well, FPS Creator is for a 3D FPS game: what I meant is a software similar to this one, but concening 8-bit'ish game.

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  • Windows sometimes minimizes game and shows the desktop?

    - by Gary
    For some reason, every once in a while when I'm playing a full-screen game in Windows 7, the game will minimize and focus will be given to the Desktop. I don't know what does this because no other problem appears to activate (nothing new in the taskbar or system tray appears). This occurs in a variety of games, from a variety of publishers, so it's definitely not the game that's having the problem. When this occurs, I can simply click on the game to go back to it, but it's obviously still quite annoying. Anyone know what's going on here? Is this a common occurrence with a simple fix? Thanks in advance!

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  • Dual Monitors Switching While Running Full-Screen Game?

    - by Phil Sandler
    I have a dual-monitor setup, and currently I can run a full screen game (Warcraft 3 and Starcraft 2 currently) and see still see anything I have open on my second monitor. I can't move my mouse from one monitor to the other, which is a good thing. However, I would like to know if it's possible to press some key combination and "release" my mouse control from the full screen game to my second monitor without the game minimizing (which is what happens when I ALT - Tab).

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  • Mario and Luigi’s Pick-up Game of Baseball – Choosing Teams [Video]

    - by Asian Angel
    Mario and Luigi are choosing players for a pick-up game of baseball and Chargin’ Chuck is ready to go. Will Mario or Luigi pick him for their teams early on or will poor Chuck be the last one chosen? Note: Contains slightly inappropriate language. Dorkly Bits: Chargin’ Chuck Gets Picked Last [via Geeks are Sexy] HTG Explains: What’s the Difference Between the Windows 7 HomeGroups and XP-style Networking?Internet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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  • Week 15: The Telephone Game

    - by sandra.haan
    Have you ever played a game of telephone? Remember the one where you whispered something like "Once bitten, twice shy" to the person next to you, only to find that after this message has been shared around the circle the last person to repeat it says "Pastrami on Rye"? Messages can get distorted and we want to make sure that your past successes are clearly articulated which is why we have put in place a reference program for our partners. Listen in as Judson tells you how to engage with OPN in the Partner Reference program. Take advantage of the opportunity to promote your success to prospects through Oracle. Find out more and submit your nomination for a reference today. Until next time, The OPN Communications Team

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  • Play ‘Dune II – The Building of a Dynasty’ Online for Free [Classic Game]

    - by Asian Angel
    Are you a fan of retro sci-fi classic Dune and old-school gaming? Then get the best of both in one package with this free online version of ‘Dune II – The Building of a Dynasty’! When you arrive at the site you will need to choose your house. Once you have made your selection the next part of the game will take a moment or two to load up. From there you will see a short introduction to your chosen house (screenshot above)… Once you have gotten through the introduction to your house, then you can move on to some awesome retro gaming fun! Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Is Flash/Actionscript any safer than Javascript for persistent online game?

    - by Sean Madigan
    I'm finding lately how unsecure Javascript is when programming a game (I'm trying to do a turn based RPG and currently the battle calculations are done through Javascript which any player can cheat with of course giving themselves as much XP as they want), so I'm wondering if I were to move my battle screen to flash if this would be any more secure, or is there just as easy of a way to cheat this?

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  • Xbox Live Traffic Light Tells You When It’s Game Time

    - by Jason Fitzpatrick
    Why log on to see if your friends are available for a game of Halo 3 when you can glance at this traffic-light-indicator to see if it’s go time? Courtesy of tinker and gamer AndrewF, this fun little hack combines a small traffic light, an Arduino board, and the Xbox live API to provide a real-time indicator of how many of your friends are online and gaming. When the light is red, nobody is available to play. Yellow and green indicate one and several of your friends are available. Hit up the link below to check out the parts list and project code. Xbox Live Traffic Lights [via Hack A Day] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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