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. >> > >