T <http://gnuwin32.sourceforge.net/packages/grep.htm>here is also a grep for windows in the gnuwin32! [http://gnuwin32.sourceforge.net/]
Us windows kids can also be cool! Daniel Tousignant-Brodeur On Mon, Mar 29, 2010 at 4:40 PM, James Paige <b...@hamsterrepublic.com>wrote: > grep is a unix command for searching files. All us cool Linux kids know > it :) > > But the Windows equivalent would just be to search in the pygame > examples folder for any files that contain the word SLK_ > > --- > James > > On Mon, Mar 29, 2010 at 09:24:56PM +0100, sne...@msn.com wrote: > > grep -r for "SDLK_" ? O.o > > > > Just so you know, i'm 100% new at programming, so all input is greatly > > received and please be patient if I need everything spelled out. > > > > Thanks for the help Mark > > From: 0wl > > Sent: Sunday, March 28, 2010 9:06 PM > > To: pygame-users@seul.org > > Subject: Re: [pygame] newbie > > Hi, > > Here's a little trick: try grep -r for "SDLK_" for example in some > game's > > code, it will search recursively through all the game's files. this > way > > you do not have to reinvent the wheel. > > Love, tullarisc. > > > > 2010/3/26 <sne...@msn.com> > > > > These are gems Kris, thanks, if I had to figure all this out by > trial & > > error, i'd still be here till next millenium not have a beta churned > > out! > > > > some one mentioned to look at the mvc on another mailing list which > is > > what > > i'm trying to follow, it kinda makes sense but my learning resources > are > > limited to the internet at the minute. I have been reading through > the > > codes of the games on pygame to get an idea of how it works thought > they > > can be quite difficult to follow & find how they have structured it, > if > > anyone feels the need to write a really simplified game & put it up > on > > pygame........... :.P > > > > The variables have no specific meaning bar easy reference as the > numpad > > on > > my keyboard has arrows on it. > > > > I haven't had a chance to read through your sudjestions yet (on the > > books 2nite) but I will get back with more Q's (if that's cool. > > > > If anyone's interested, Py Em Up has a really interesting way of > > levelmakeing using bmp images > > -------------------------------------------------- > > From: "Kris Schnee" <ksch...@xepher.net> > > Sent: Thursday, March 25, 2010 11:20 PM > > To: <pygame-users@seul.org> > > Subject: Re: [pygame] newbie > > > > On 3/25/2010 6:03 PM, sne...@msn.com wrote: > > > > Ah, yes I see what's happening, the last time I was doing it I > was > > using: > > ...........KEYDOWN: > > if event.key == K_LEFT: > > foreward = True > > ...........KEYUP: > > if event.key == K_LEFT: > > foreward = False > > meaning it was staying true, until key up but now it's not > keeping > > the > > output next time round & waiting for it again. > > could you elaborate on this bit 'You could make the character > move > > every > > frame (eg. setting a speed and > > moving by that speed per frame) until a KEYUP event happens', or > is > > that > > pretty much what I 'was' doing? > > > > If you said, "On a KEYDOWN event, set speed to N and set direction > to > > whatever; and on a KEYUP event, stop," then the result should be > that > > the > > character keeps moving until you let go of the key. If you said, > "On a > > KEYDOWN event, move," then you should get one frame of movement > each > > time > > you press (not hold) the key. > > > > My advice is to figure out what the player's trying to do first, > like > > "move right", and then actually execute the movement in a separate > bit > > of > > code ("if moving right..."). That's useful for things like > replacing > > what > > keys do what, or having some non-interactive event steer the > > character. > > > > Could I use "keys_down = pygame.key.get_pressed" then > > "if keys_down[K_RIGHT] ## move right", > > > > in this way: > > class character(): > > ................ > > def update(self, d, sp): > > if d == 6: > > self.x += sp > > elif d == 4: > > self.x -= sp > > elif d == 8: > > self.y -= sp > > elif d == 2: > > self.y += sp > > > > Why use this odd numeric-keypad code for the direction? Other than > the > > variable names and that code, this looks usable. But think about > > what'd > > happen if I pressed RIGHT and UP at the same time: the code would > see > > the > > RIGHT, set the direction to right, then probably see the UP > (depending > > on > > which was mentioned last in the code) and change the direction to > up. > > > > A different way to handle the movement would be something like: > > player.coords = [42,100] ## some starting value > > ## In a loop: > > movement = [0,0] > > if keys_down[K_RIGHT]: > > movement[0] = speed > > ... > > if keys_down[K_UP]: > > movement[1] = speed > > ... > > player.move(movement) > > > > def Move(movement): > > self.coords[0] += movement[0] > > self.coords[1] += movement[1] > > > > You'd then get diagonal movement, and not have to specify the > > direction, > > and could apply effects like muddy ground multiplying the X and Y > > movement > > by .5 or something. The actual diagonal speed would be sqrt(2) * > speed > > though, which might matter. > > > > def controls(): > > > > output = 0 > > keysDown = pygame.key.get_pressed(): > > > > Why is there a colon after the function call? That's only for > defining > > it. > > > > Are you familiar with the "Model/View/Controller" style of > organizing > > a > > game, by the way? It's similar to what you're doing, and pretty > > useful. >