Or like me you can run Ubuntu(Or your distro of choice) inside a VM like
Virtual Box. Saves monkeying around looking for Win versions of things like
grep, wget etc etc.

On 30 March 2010 02:19, Daniel Tousignant-Brodeur <tous...@gmail.com> wrote:

> 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.
>>
>
>

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