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Messages - Munchor
Pages: 1 ... 107 108 [109] 110 111 ... 424
1621
« on: May 09, 2011, 03:28:18 pm »
aeTIos: This is a library, lots of Labels that can be used by including or not the subprogram and then called is a library.
1622
« on: May 09, 2011, 08:48:17 am »
Scout: not yet. I'd like to perfect the engine before I put anything new in it.
Yeah that's the way to go
1623
« on: May 09, 2011, 08:30:17 am »
Oh great, also constants (like maximum and minimum) should be right after imports I didn't change anything else because I was not sure if maximum and minimum were constants.
1624
« on: May 09, 2011, 08:20:54 am »
I am aware that it is not yet in the channel, but if it is going to be in the channel, then it should account for users posting through omnom. That's all I was saying.
Oh yeah that will work no problem
1625
« on: May 09, 2011, 07:53:02 am »
1626
« on: May 09, 2011, 07:47:48 am »
I love online utilities, great Aishi!
1627
« on: May 09, 2011, 07:45:17 am »
Wow... What a post rush =]
No disassembler. Not even a typer. Just a compiler which reads sources written directly using the os prgm editor.
Ah OS PRGM Editor, looking good too This will shorten the code.
1628
« on: May 09, 2011, 07:44:52 am »
ruler501, I haven't even tried it but I have a few recommendations on the code (also very good boy, using 4 spaces ). import sys import os import pygame import random from math import * from pygame.locals import *
#Check to see if pygame is working right #check font if not pygame.font: print 'Warning, fonts disabled' #check sound if not pygame.mixer: print 'Warning, sound disabled'
minimum=12.17 maximum=17.43
def calc_amount(doubling): newval=2 rate=log(2)/doubling valueatpoint=[2,] num=0 while newval<limit+.5: newval=eval('2*'+str(e)+'**(num*rate)') valueatpoint.append(newval) num+=1 return valueatpoint
#functions to create our resources def load_image(name, colorkey=None): fullname = os.path.join('data', name) try: image = pygame.image.load(fullname) except pygame.error, message: print 'Cannot load image:', fullname raise SystemExit, message image = image.convert() if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0,0)) image.set_colorkey(colorkey, RLEACCEL) return image, image.get_rect()
def load_sound(name): class NoneSound: def play(self): pass if not pygame.mixer or not pygame.mixer.get_init(): return NoneSound() fullname = os.path.join('data', name) try: sound = pygame.mixer.Sound(fullname) except pygame.error, message: print 'Cannot load sound:', fullname raise SystemExit, message return sound
def engine(): pass
class Hydra(pygame.sprite.Sprite): """creates a Hydra on screen""" def __init__(self,parentx,parenty): pygame.sprite.Sprite.__init__(self) #call Sprite initializer randint=random.randint(1,100) if randint%2==1: self.image, self.rect = load_image('hydraA.bmp', -1) else: self.image, self.rect = load_image('hydraB.bmp', -1) self.rect.topleft=parentx,parenty self.xvel=1 self.yvel=1 self.xdir=1 self.ydir=1
def update(self): if self.rect.left<1: self.xdir=1 self.xvel=4 elif self.rect.top<1: self.ydir=1 self.yvel=4 elif self.rect.right>screen.get_size()[0]: self.xdir=-1 self.xvel=-4 elif self.rect.bottom>screen.get_size()[1]: self.ydir=-1 self.yvel=-4 randint=random.randint(1,120) if randint%5==4: newpos=self.rect.move((self.xvel,self.yvel)) elif randint%5==3: xvel=1*self.xdir yvel=1*self.ydir newpos=self.rect.move((self.xvel,self.yvel)) elif randint%5==2: xvel=1*self.xdir yvel=1*self.ydir newpos=self.rect.move((self.xvel,self.yvel)) elif randint%5==1: xvel=-1 yvel=0 newpos=self.rect.move((self.xvel,self.yvel)) elif randint%5==0: xvel=0 yvel=-1 newpos=self.rect.move((self.xvel,self.yvel)) else: newpos=self.rect.move((0,0)) self.rect=newpos
#Initialize Everything pygame.init() screen = pygame.display.set_mode((1200, 700)) pygame.display.set_caption('Hydra Attack') pygame.mouse.set_visible(0) hydraA=Hydra(random.randint(1,100),random.randint(1,100)) hydraB=Hydra(random.randint(101,200),random.randint(101,200)) #Create The Backgound background = pygame.Surface(screen.get_size()) background = background.convert() background.fill((250, 250, 250)) safebackground=background.copy() #Display The Background screen.blit(background, (0, 0)) pygame.display.flip() #Prepare Game Objects clock = pygame.time.Clock() hydras=[hydraA,hydraB] allsprites = pygame.sprite.RenderPlain((hydraA,hydraB))
def begin(): curamount=2 newamount=2 turn = 0 rounds=0 while 1: #use the clock clock.tick(days) turn+=1 if turn%5==0: rounds+=1 if rounds>len(amount)-1: print rounds final = "It took the Hydra "+str(rounds)+" days to get to "+str(limit)+" from 2" text = font.render(final, 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width()/2) background.blit(text, textpos) screen.blit(background, (0, 0)) pygame.display.flip() pygame.time.delay(2500) pygame.quit() return newamount=int(amount[rounds]) if newamount>curamount: hydras.append(Hydra(random.randint(2,screen.get_size()[0]),random.randint(2,screen.get_size()[1]))) hydras[len(hydras)-1].add(allsprites) curamount=newamount for event in pygame.event.get(): if event.type == QUIT: pygame.quit() return elif event.type == KEYDOWN and event.key == K_ESCAPE: pygame.quit() return allsprites.update()
#Draw Everything screen.blit(background, (0, 0)) allsprites.draw(screen) pygame.display.flip()
def prep(): font = pygame.font.Font(None, 40) rate='0' while 1: clock.tick(15) for event in pygame.event.get(): if event.type == QUIT: return rate elif event.type == KEYDOWN: if event.key == K_ESCAPE: return rate elif event.key==K_KP0: rate+='0' elif event.key==K_KP1: rate+='1' elif event.key==K_KP2: rate+='2' elif event.key==K_KP3: rate+='3' elif event.key==K_KP4: rate+='4' elif event.key==K_KP5: rate+='5' elif event.key==K_KP6: rate+='6' elif event.key==K_KP7: rate+='7' elif event.key==K_KP8: rate+='8' elif event.key==K_KP9: rate+='9' elif event.key==K_KP_PERIOD: rate+='.' elif event.key==K_KP_ENTER: return rate text = font.render("Please type in on the numpad the apropriate speed and then press enter", 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width()/2,centery=background.get_height()/2) background.blit(text, textpos) screen.blit(background, (0, 0)) pygame.display.flip()
def preps(): font = pygame.font.Font(None, 40) rate='0' while 1: clock.tick(15) for event in pygame.event.get(): if event.type == QUIT: return rate elif event.type == KEYDOWN: if event.key == K_ESCAPE: return rate elif event.key==K_KP0: rate+='0' elif event.key==K_KP1: rate+='1' elif event.key==K_KP2: rate+='2' elif event.key==K_KP3: rate+='3' elif event.key==K_KP4: rate+='4' elif event.key==K_KP5: rate+='5' elif event.key==K_KP6: rate+='6' elif event.key==K_KP7: rate+='7' elif event.key==K_KP8: rate+='8' elif event.key==K_KP9: rate+='9' elif event.key==K_KP_PERIOD: rate+='.' elif event.key==K_KP_ENTER: return rate text = font.render("Please type on the numpad the apropriate days a second and press enter", 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width()/2,centery=background.get_height()/2) background.blit(text, textpos) screen.blit(background, (0, 0)) pygame.display.flip()
def preeps(): font = pygame.font.Font(None, 40) rate='0' while 1: clock.tick(15) for event in pygame.event.get(): if event.type == QUIT: return rate elif event.type == KEYDOWN: if event.key == K_ESCAPE: return rate elif event.key==K_KP0: rate+='0' elif event.key==K_KP1: rate+='1' elif event.key==K_KP2: rate+='2' elif event.key==K_KP3: rate+='3' elif event.key==K_KP4: rate+='4' elif event.key==K_KP5: rate+='5' elif event.key==K_KP6: rate+='6' elif event.key==K_KP7: rate+='7' elif event.key==K_KP8: rate+='8' elif event.key==K_KP9: rate+='9' elif event.key==K_KP_PERIOD: rate+='.' elif event.key==K_KP_ENTER: return rate text = font.render("Please type on the numpad the number of hydras to go to and press enter", 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width()/2,centery=background.get_height()/2) background.blit(text, textpos) screen.blit(background, (0, 0)) pygame.display.flip()
font = pygame.font.Font(None, 24) doubling=float(prep()) background.blit(safebackground,(0, 0)) while doubling<minimum or doubling>maximum: text = font.render("Please type in the number between "+str(minimum)+' and '+str(maximum)+'.', 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width()/2,centery=background.get_height()/2) background.blit(text, textpos) screen.blit(background, (0, 0)) pygame.display.flip() pygame.time.delay(1500) background.blit(safebackground,(0, 0)) doubling=float(prep()) background.blit(safebackground,(0, 0)) days=int(preps()) background.blit(safebackground,(0, 0)) while days<1 or days>15: text = font.render("Please type in the number between 1 and 15.", 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width()/2,centery=background.get_height()/2) background.blit(text, textpos) screen.blit(background, (0, 0)) pygame.display.flip() pygame.time.delay(1500) background.blit(safebackground,(0, 0)) days=int(preps()) background.blit(safebackground,(0, 0)) limit=int(preeps()) background.blit(safebackground,(0, 0)) while limit<5 or limit>250: text = font.render("Please type in the number between 5 and 250.", 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width()/2,centery=background.get_height()/2) background.blit(text, textpos) screen.blit(background, (0, 0)) pygame.display.flip() pygame.time.delay(1500) background.blit(safebackground,(0, 0)) limit=int(preeps()) amount=calc_amount(doubling) days=days*4 background.fill((0,0,255)) begin() Splitting imports in several lines is the way to go according to the Python coding standards written by the creator of Python. Nevertheless, the code is looking very good (spaces, commented and stuff). I'd also recommend a main function like this: if __name__ == "__main__": #Whatever should be ran in the beginning of the program
But I'm not sure of how that works in pygame.
1629
« on: May 09, 2011, 07:41:24 am »
I see this game is picking up some interest around here. Too bad I can't show Runer112 who's boss cos we can't have even games
1630
« on: May 09, 2011, 07:39:41 am »
So Ashbad, how's this going?
1631
« on: May 09, 2011, 07:39:19 am »
Good luck collechess! How's this going?
1632
« on: May 09, 2011, 07:38:39 am »
May I know what language you're using? This reminds me of Simul, good job so far
1633
« on: May 09, 2011, 07:37:34 am »
The battle engine is looking really good and so are the conversations (dialogs). Great, great! Is it pure basic?
1634
« on: May 09, 2011, 07:35:37 am »
I finally read the story the other day and it looked intriguing, how is the coding going on? Any progress?
1635
« on: May 09, 2011, 07:35:04 am »
SAD DAY! :'(
The compiled Eitrix just hit the 8811 byte limit! I was adding a score system to the game, and the game immediately crashed when code broke into the fourth page. Now all progress will be stopped until I hunker down and optimize the thing to death.
(And before anyone suggests I compile as an APP, that is not an option to me, because not only would that lock me out of any possibility of CALCnet, but also, my calc likes to turn off randomly, and if it turns off while the APP is writing, I lose everything).
That's really sad, also because it can't be compiled as an App. Good Luck with optimizing, perhaps you can ask help in the forums with that?
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