Re: Is there any tutorial for wx python?

2021-03-05 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Is there any tutorial for wx python?

I'm sure that the book can be found as a PDF, but it also seems to be available on Bookshare. If you don't have access to it, don't worry about it. I'm also positive that the book is available from Amazon and (perhaps) Kindle

URL: https://forum.audiogames.net/post/620211/#p620211




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Re: Extended PEMDAS.

2021-02-28 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Extended PEMDAS.

You may wish to check these out:This is a really good intro on parsing. I know people suggest using external libraries, but I'd implement one myself first to see how it all works. You'll learn much more doing so.The next two chapters also may give insights into how to structure your expressions. They build an AST (Abstract Syntax Tree), which is what the examples in post 3 are, just without the fancy class representations. Obviously you have a much simpler goal -- constructing a basic calculator -- but all you'd have to do is reduce the tokens you scan for.This serves as a good introduction, and perhaps a summary, of the first resource. Where the first source discusses it with you, guiding your thoughts along the way, the second is more didactic: "Here's what you do, here's how its useful, here's when not to use it" type of deal. If you're comfortable with the idea of trees, I'd start with this one. If not, perhaps a more gentler introduction may be in order, which is where the first source comes in. It's also good to note that the second link does not build a parser for you, giving credence to your competency in constructing or finding a tool for your needs

URL: https://forum.audiogames.net/post/619038/#p619038




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Re: Extended PEMDAS.

2021-02-28 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Extended PEMDAS.

You may wish to check these out:This is a really good intro on parsing. I know people suggest using external libraries, but I'd implement one myself first to see how it all works. You'll learn much more doing so.The next two chapters also may give insights into how to structure your expressions. They build an AST (Abstract Syntax Tree), which is what the examples in post 3 are, just without the fancy class representations. Obviously you have a much simpler goal -- constructing a basic calculator -- but all you'd have to do is reduce the tokens you scan for.This serves as a good introduction, and perhaps a summary, of the first resource. Where the first source discusses it with you, guiding your thoughts along the way, the second is more didactic: "Here's what you do, here's how its useful, here's when not to use it" type of deal. If you're comfortable with the idea of trees, I'd start with this one. If not, perhaps a more gentler introduction may be in order, which is where the first source comes in. It's also good to note that the second link does not build a parser for you, giving credence to your competency in constructing or finding a toll for your needs

URL: https://forum.audiogames.net/post/619038/#p619038




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Re: Extended PEMDAS.

2021-02-28 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Extended PEMDAS.

You may wish to check these out:This is a really good intro on parsing. I know people suggest using external libraries, but I'd implement one myself first to see how it all works. You'll learn much more doing so.The next two chapters also may give insights into how to structure your expressions. They build an AST (Abstract Syntax Tree), which is what the examples in post 3 are, just without the fancy class representations. Obviously you have a much simpler goal -- constructing a basic calculator -- but all you'd have to do is reduce the tokens you scan for.

URL: https://forum.audiogames.net/post/619038/#p619038




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Re: Increasing Typing Stability.

2021-02-22 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Increasing Typing Stability.

If you aren't typing using a standard hand position, that is, fingers on ASDF and JKL;, you will be slower and have worse accuracy overall (or so I've been told). There's a program in the db, Rocky's Typing Tutor if I recall correctly, which goes over the positions, provides practice, and keeps track of your accuracy. It ultimately comes down to your persistence and dedication, however. Know you always misspell a word? Check it before sending that chat.

URL: https://forum.audiogames.net/post/617455/#p617455




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Re: java ide that accessible

2021-02-18 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: java ide that accessible

@TJ.Breitenfeldt, when clicking on the "browse" button to select a different location for a project or import a resource, my NVDA freezes and becomes unusable. Restarting does not fix the issue. How do you get around this?

URL: https://forum.audiogames.net/post/616696/#p616696




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Re: Good resources for getting to grips with procedural or maze generation

2021-02-18 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Good resources for getting to grips with procedural or maze generation

Thanks. Will take a look at it. Haven't had an excuse to touch C for a while

URL: https://forum.audiogames.net/post/616695/#p616695




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Re: Good resources for getting to grips with procedural or maze generation

2021-02-18 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Good resources for getting to grips with procedural or maze generation

Thank you, like, a lot!

URL: https://forum.audiogames.net/post/616617/#p616617




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Re: Good resources for getting to grips with procedural or maze generation

2021-02-18 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Good resources for getting to grips with procedural or maze generation

@2, I will need to play around with that myself. Thank you for the insight.  I guess the trick here is to define those rules and the framework in an interesting fashion rather than actually generating them?@3, thank you for the link and the suggestion.  Will pick up the book somewhat soon.@4, I would be interested, yes. @5, Thank you. Will take a look shortly.

URL: https://forum.audiogames.net/post/616552/#p616552




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Re: Good resources for getting to grips with procedural or maze generation

2021-02-18 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Good resources for getting to grips with procedural or maze generation

@4, I would be interested, yes. @5, Thank you. Will take a look shortly.

URL: https://forum.audiogames.net/post/616552/#p616552




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Good resources for getting to grips with procedural or maze generation

2021-02-17 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Good resources for getting to grips with procedural or maze generation

The topic title pretty much says it all. I have some time to kill, and one of the things I want to look at are mazes and procedural terrain / map / condition generators (think small Roguelike, stuff similar to Warcim or even Slay the Spier in some aspects because it has to generate random paths and events and maps and such, though it doesn't have to make sense). I found a few sources online, but nothing too extremely comprehensive. Most of what I found also concerns mazes, stuff like hunt and kill, sidewinder, etc. I know that in the programming resources topic there is a book called mazes for programmers, but the code snippets in said book are formatted extremely weirdly (at least on bookshare), so much so that they are almost unreadible. So... yeh. Suggestions as to what should I look into and or read are much appreciated.

URL: https://forum.audiogames.net/post/616487/#p616487




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Re: Is paying for LeetCode worth it?

2021-02-15 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Is paying for LeetCode worth it?

That is incorrect. While the editor is far from being accessible, it is usable, if a bit finicky to work with.

URL: https://forum.audiogames.net/post/615846/#p615846




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Re: Questions about C#

2021-02-12 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Questions about C#

When you say unreliable, what do you mean by this? What did you do to get around this issue?

URL: https://forum.audiogames.net/post/615112/#p615112




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Re: help from python users

2021-02-12 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: help from python users

Cython is not a true compiler. I don’t think python can be compiled, it is an interpreted language.  That doesn’t mean that there aren’t tools to turn python code into an executable, but they package python with them in order to interpret the code.

URL: https://forum.audiogames.net/post/615111/#p615111




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Re: help from python users

2021-02-12 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: help from python users

I hear the official interpretor is pretty good... what else do you need?

URL: https://forum.audiogames.net/post/615082/#p615082




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Re: is anyone able to use scratch?

2021-02-10 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: is anyone able to use scratch?

@6, right, hence my statement with the noun "schools". Besides, we don't know OP's age.

URL: https://forum.audiogames.net/post/614338/#p614338




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Re: is anyone able to use scratch?

2021-02-10 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: is anyone able to use scratch?

Why is that strange? Block coding programming is typically the introduction to CS in schools, for better or worse (I think the latter).

URL: https://forum.audiogames.net/post/614331/#p614331




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Re: Framework, my new set of tools for audiogame creation in python3

2021-02-10 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

It's not just audio, see posts 96, 100, and 105. I love how the feedback, regardless of its delivery, is being ignored.

URL: https://forum.audiogames.net/post/614323/#p614323




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Re: I cannot install twilio via pip

2021-02-09 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: I cannot install twilio via pip

Have you tried doing this as an administrator?

URL: https://forum.audiogames.net/post/614025/#p614025




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

I was sticking __del__ only as a curiosity for when the actual functions get called, nothing more, nothing less.

URL: https://forum.audiogames.net/post/613577/#p613577




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

I see. Is there a painless way of changing this? From your response, I doubt it, but I want to make sure. Either way, I will be adding an explicit destroy method to the objects for sound cleanup and such.

URL: https://forum.audiogames.net/post/613574/#p613574




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

So as promised, here is an example of how my code looks like:from pyglet.window import Window
from earwax import Game, Menu


class Menu1(Menu):
def __attrs_post_init__(self):
super().__attrs_post_init__()
self.add_item(self.start, title="Menu2")
self.add_item(self.quit, title="Quit")

def start(self):
m = Menu2(self.game, "Menu 2")
self.game.push_level(m)

def quit(self):
self.game.pop_level()
self.game.stop()

def __del__(self):
print("Menu1 deleted")


class Menu2(Menu):
def __attrs_post_init__(self):
super().__attrs_post_init__()
self.add_item(self.start, title="Menu3")
self.add_item(self.game.pop_level, title="Go back")

def start(self):
m = Menu3(self.game, "Menu 3")
self.game.push_level(m)

def __del__(self):
print("Menu 2 deleted")


class Menu3(Menu):
def __attrs_post_init__(self):
super().__attrs_post_init__()
self.add_item(self.game.pop_level, title="Go back")

def __del__(self):
print("Menu 3 deleted")


if __name__ == "__main__":
g = Game()
m = Menu1(g, "Menu 1")
g.run(Window(caption="Test"), initial_level=m)I can take care of freeing resources if needed (I haven't looked at earwax sound system) by overriding the on_pop or whatever it is called method, but I'd still like to know why the objects aren't getting freed. As you can see, nothing is holding onto the objects after their creation on my end, at least I don't think so

URL: https://forum.audiogames.net/post/613566/#p613566




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

So as promised, here is an example of how my code looks like:from pyglet.window import Window
from earwax import Game, Menu


class Menu1(Menu):
def __attrs_post_init__(self):
super().__attrs_post_init__()
self.add_item(self.start, title="Menu2")
self.add_item(self.quit, title="Quit")

def start(self):
m = Menu2(self.game, "Menu 2")
self.game.push_level(m)

def quit(self):
self.game.pop_level()
self.game.stop()

def __del__(self):
print("Menu1 deleted")


class Menu2(Menu):
def __attrs_post_init__(self):
super().__attrs_post_init__()
self.add_item(self.start, title="Menu3")
self.add_item(self.game.pop_level, title="Go back")

def start(self):
m = Menu3(self.game, "Menu 3")
self.game.push_level(m)

def __del__(self):
print("Menu 2 deleted")


class Menu3(Menu):
def __attrs_post_init__(self):
super().__attrs_post_init__()
self.add_item(self.game.pop_level, title="Go back")

def __del__(self):
print("Menu 3 deleted")


if __name__ == "__main__":
g = Game()
m = Menu1(g, "Menu 1")
g.run(Window(caption="Test"), initial_level=m)I can take care of freeing resources if needed (I haven't looked at earwax sound system) by overriding the on_reveal or whatever it is called method, but I'd still like to know why the objects aren't getting freed. As you can see, nothing is holding onto the objects after their creation on my end, at least I don't think so

URL: https://forum.audiogames.net/post/613566/#p613566




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

@10, okay, that is indeed helpful.@9, I have went through my code and replaced lambdas where I could with separate functions, passing them to the engine as much as I can. The only place where I *cannot* do this is when I create a menu based on user selection, I.e, lambda: self.push(Object()), where Object is a class without the parenthesis, I.e, Object. Besides hardcoding what is available, there is no way of getting rid of a lambda in this case, at least not from my standpoint.I think what is going to happen next is I will create a small example deliberately trying to trigger the aforementioned behavior within the engine. If it works correctly, at least we'll know that the problem lies with my bigger chunk of code. If it does not work, we'll cross that bridge when we get to it, as they say.I'll hold off on creating a unit test for earwax until we can say with 100% certainty that this is the engine's fault. The reason I consider it a possibility that I am doing something incorrectly is because I find it odd that Chris has been using this for such a long time and did not notice what seems to be a glaring issue.I hear you about not worying about memory usage, but I can't just move on and say "Well, as long as it's not a problem, I'll deal with it." Right now, my game does not contain any sounds. If the object is not getting dealt with, neither will the sounds get freed upon game completion. As such, I feel like the issue at hand is quite crucial and cannot be ignored.

URL: https://forum.audiogames.net/post/613527/#p613527




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

@10, okay, that is indeed helpful.@9, I have went through my code and replaced lambdas where I could with separate functions, passing them to the engine as much as I can. The only place where I *cannot* do this is when I create a menu based on user selection, I.e, lambda: self.push(Object()), where Object is a class without the parenthesis, I.e, Object. Besides hardcoding what is available, there is no way of getting rid of a lambda in this case, at least not from my standpoint.I think what is going to happen next is I will create a small example deliberately trying to trigger the aforementioned behavior within the engine. If it works correctly, at least we'll know that the problem lies with my bigger chunk of code. If it does not work, we'll cross that bridge when we get to it, as they say.I'll hold off on creating a unit test for earwax until we can say with 100% certainty that this is the engine's fault. The reason I consider it a possibility that I am doing something incorrectly is because I find it odd that Chris has been using this for such a long time and did not notice what seems to be a glaring issue.

URL: https://forum.audiogames.net/post/613527/#p613527




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

That's the thing: My objects only get created in lambdas. They are *never* assigned to attributes. When the objects get popped, I expect them to be gone because literally *nothing* else is holding onto them. As far as I understand lambda execution (correct me if I'm wrong), when a lambda finishes executing, it returns its result. I never have lambda object: do_stuff, my lambdas are always lambda: self.do_something(NewObject). From C standpoint, I expect lambdas to return a pointer to a newly-created object, which then would get cleaned up by GC when popped because literally nothing else owns it. The only thing the previous states are holding onto are the creation lambdas.Re, unverifiable destruction, so how do we actually know when an object gets destroyed? I'm pretty sure I'm dealing with a memory leak here because hammering enter and escape out of menus and thereby instantiating new objects consistently raises my memory (I see an increase in the ram usage every 20 or so objects going up by 0.01 or so, I.e, 1.31, 1.32, 1.32, etc), so is there an equivalent function one can guarantee being called before Python uses the proverbial free function on an object?Edit: So I think it is indeed an issue of lambdas and/or holding onto objects, I tried this in the console (yes, I know __del__ is not accurate, but still):class Item:
def __init__(self):
self.create = lambda: Item()

def __del__(self):
print("Deleted")

lst = []
lst.append(Item())
lst.append(item[0].create())
lst.pop() # No call to __del__
lst.pop() # Call to first __del__, not the second
# I'd have to enter some misc _expression_ or value, 2, for instance, in order for the second "deleted" message to show up

URL: https://forum.audiogames.net/post/613511/#p613511




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

That's the thing: My objects only get created in lambdas. They are *never* assigned to attributes. When the objects get popped, I expect them to be gone because literally *nothing* else is holding onto them. As far as I understand lambda execution (correct me if I'm wrong), when a lambda finishes executing, it returns its result. I never have lambda object: do_stuff, my lambdas are always lambda: self.do_something(NewObject). From C standpoint, I expect lambdas to return a pointer to a newly-created object, which then would get cleaned up by GC when popped because literally nothing else owns it. The only thing the previous states are holding onto are the creation lambdas.Re, unverifiable destruction, so how do we actually know when an object gets destroyed? I'm pretty sure I'm dealing with a memory leak here because hammering enter and escape out of menus and thereby instantiating new objects consistently raises my memory (I see an increase in the ram usage every 20 or so objects going up by 0.01 or so, I.e, 1.31, 1.32, 1.32, etc), so is there an equivalent function one can guarantee being called before Python uses the proverbial free function on an object?

URL: https://forum.audiogames.net/post/613511/#p613511




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Re: Unwanted Python Persistent References

2021-02-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

Re, lambdas Vs. functions. As I suspected, that was not the issue. I still have the problem of hanging references.Re, unit testing. I am not exactly sure of what the assertion would be. The getref function returns the number of references to the object. If you run this, you'll see the output of two:import sys

class X:
def __init__(self):
self.y = 2
self.z = 6

x = X()
print(sys.getrefcount(x))While I can build a test asserting the references equaling two, I don't exactly understand why I get two references rather than one, and thus my test may be flawed. I never thought I'd have said this, but I would almost prefer a more explicit memory management to automatic inferencing, LOL.

URL: https://forum.audiogames.net/post/613493/#p613493




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Re: Unwanted Python Persistent References

2021-02-06 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Unwanted Python Persistent References

I will try the suggestions. The problem with replacing levels is that my classes are currently not aware of what pushed them.  I would need to figure out a clean way of doing it first, since the game level won’t really have access to the previous state if the latter was replaced.

URL: https://forum.audiogames.net/post/613437/#p613437




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Unwanted Python Persistent References

2021-02-06 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Unwanted Python Persistent References

So while using Earwax I encountered an issue. I don't think this is engine-related, hence the seperate topic.I have a levels stack. At the beginning of the game, the main menu is pushed onto the stack. The play option in the menu, if selected, would push another menu onto the stack, which has an option to go back which would cause it to be popped off the stack and hence return you to the main menu. My problem is that the second menu object doesn't get destroyed. If I create a __del__ method, the only time the method would be called is when I choose "quit" in the main menu. Is there any solution to this? Consider:#In the main menu class
self.add_item(lambda: self.game.push(GameMenu()), "Play")

#Game menu class
self.add_item(self.game.pop, "Go back")An important note: The displayed calls happen within the __attrs_post_init__ function of the class. It wasn't my choice to use attrs, I just adapted to the engine's standardsThe same idea is used for any of my levels -- push a new object onto the stack and return to the last state via pop. However, this approach causes object deletion *only* when exiting the program. Why? Moreover, how can I fix this?I've tried googling how to get python references, which lead me to sys.getrefcount and gc.get_objects(), but those weren't terribly helpful.I would appreciate suggestions

URL: https://forum.audiogames.net/post/613429/#p613429




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Re: Earwax

2021-02-06 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?To clarify, attribute addition works, I just have to provide validators that complain if they are empty. I'm looking at taking said validators out of the equation so that I can just do some_value: int and automatically have it be required when instantiating an object.Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.Edit number 2: If I want a level to pop itself off the stack after a certain amount of time has elapsed, would I schedule an earwax Task to do this? I'm just confirming that I've read your previous reply correctlyEdit 3: In the editor class, when would these events get fired and/or what is their purpose? I'm not really an expert on controllers, hence me asking:hat_up
hat_down

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax

2021-02-06 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?To clarify, attribute addition works, I just have to provide validators that complain if they are empty. I'm looking at taking said validators out of the equation so that I can just do some_value: int and automatically have it be required when instantiating an object.Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.Edit number 2: If I want a level to pop itself off the stack after a certain amount of time has elapsed, would I schedule an earwax Task to do this? I'm just confirming that I've read your previous reply correctly

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax

2021-02-06 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.Edit number 2: If I want a level to pop itself off the stack after a certain amount of time has elapsed, would I schedule an earwax Task to do this? I'm just confirming that I've read your previous reply correctly

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax

2021-02-06 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax

2021-02-06 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax Story Builder

Post 63, that is extremely incorrect.  Very few mechanics are influenced by game genres, and combat is not one of them.

URL: https://forum.audiogames.net/post/612899/#p612899




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax Story Builder

@pates, what you may not realize is the amount of work required to pull off what you want, not to mention the sheer specificity of your request. You want a turn-based combat system. What if I want a realtime feeling to my game? Would Chris have to add that in? How bout somebody who wants their combat to work like Simon? Perhaps he will later add something that allows you to add your custom Python code (that is, if he hasn't done it yet, I haven't messed much with this), but it would be up to you to make your skills and levels and experience and attacks and what have you. There's a reason why there isn't a perfect formula out there for pulling stuff like this off -- mainly because whatever people want is most certainly tailored to their game. Sable is an exception, one which will lose its appeal precisely do to the lack of ability to customize core game features.

URL: https://forum.audiogames.net/post/612774/#p612774




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Re: Earwax

2021-02-03 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I have been thinking on this and asked myself... why not make your game board a List[List[Any]]? You can remove that third layer, or at least give an illusion of making it appear as such. This way, I can do boards of integers, or boards of stacks, or board of properties like in monopolies (represented as objects). Your get tile function would then ensure that x and y are in bounds and return the current object at said position, and the user would handle it from there. Alternatively, you can allow for them to pass in a custom tile_handle function which would take the retrieved object, run its magic on it, and pass it back to get_tile, which would then return it to the user. That would have do be optional if you implement it, though. If I have a board of integers, there is no extra processing magic I need to do and feeding the class with lambda p: p seems redundant and pointless.I have an actual question. If I pass in custom data to my level, will __attrs_post_init__ be able to access it? Consider:l = MyLevel(foo="bar", a="b", pi=3.14159)
#in __attrs_post_init__:
self.magic_number = pi ** 2 / ord(a)Obviously this is is nonsense, but I hope you can get the gist. If we are not able to pass in custom parameters, could that be added?Looking at your door class, could you add a generic boxlike object which you could attach as a component to something else and be able to override its interaction and collision methods? I've been told you have most of the framework within your door object, you just need to make it more general. As you can probably infer, this is not my own request.I also have an interesting dilemma. If I am building a space invader type of game, I can obviously schedule the interval at which a specific enemy moves. Here is the question: Would I do this for all objects as a collective union, or should I do this on an individual basis? I'm asking because I come from Pygame and needing to write my own game loop. How bout different action. Let's say that the aliens can move and shoot at the player independent from their movement. How would one go about carrying out checks which determine if the player is in range? Do I just schedule whatever I need to run at a certain interval? What is the limit on doing so? Is there a better way of doing this?

URL: https://forum.audiogames.net/post/612651/#p612651




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Re: I want to create 3D game. What language to use?

2021-02-03 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: I want to create 3D game. What language to use?

@29, Kivy is unusable, period.

URL: https://forum.audiogames.net/post/612449/#p612449




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Re: I want to create 3D game. What language to use?

2021-02-02 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: I want to create 3D game. What language to use?

@jonikster, Dynamic typing is not specific to Python. JS does it, C# has an option to make your variables dynamic, C++ has the auto keyword, and all of them will crash if you misuse a string as an integer. Well, not all (Silly _javascript_), but most will at least warn you if not complain.I also recommend you read about Python type annotations and things like flaygate and mypy, which further defeat your point about dynamic typing.@cyrmax_it, there are no tutorials concerning building an audiogame. None. Fortunately, there are a lot of articles concerning videogames, and those aren't much different beyond graphics. Use those if you want general game theory.

URL: https://forum.audiogames.net/post/612164/#p612164




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Re: Earwax

2021-02-02 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@155-6, your partial issue here is that board games are a tricky beast to write. I'll sit on this for a bit, I'm still tampering with my own creation. We'll see what comes of my efforts, I have an interesting recursion bug to squash, but hopefully I'll have something workable by the end of the week, I'm juggling code and a research paper, the former being much more fun than the latter. My hope is to finish my current project by the end of the week and then try and bring back a game which is currently unavailable do to the lack of a server to register its demo for. If it sounds as dumb as it looks, that's because it is.In general, though, I'd appreciate some notes on sound management. Lucky Thirteen only uses mono sounds, but what if I want them to play in 2 or 3D space? How is music and ambience management different from your typical sound handling?

URL: https://forum.audiogames.net/post/612161/#p612161




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Re: Earwax

2021-02-02 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@155, your partial issue here is that board games are a tricky beast to write. I'll sit on this for a bit, I'm still tampering with my own creation. We'll see what comes of my efforts, I have an interesting recursion bug to squash, but hopefully I'll have something workable by the end of the week, I'm juggling code and a research paper, the former being much more fun than the latter. My hope is to finish my current project by the end of the week and then try and bring back a game which is currently unavailable do to the lack of a server to register its demo for. If it sounds as dumb as it looks, that's because it is.

URL: https://forum.audiogames.net/post/612161/#p612161




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Re: Earwax

2021-02-01 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
for column in range(board.size.y):
#I can do one more loop for z, but I would just access the tiles like so: board.tiles[x][y][z?]This is, in fact, what your get_tile function does, it just accepts a point as a parameter. It never uses populated_points beyond instantiation and extension when new tiles are added. I see little use for this, but perhaps you can elaborate on this? Why wouldn't the tiles work for snakes and ladders?Re, updating the board. If a tile is empty or has been moved to a new side of the board, the point with the old coordinates will be invalid, hence the need for double update.Regarding a call to populate. I honestly would remove the call in __attrs_post_init__ as it causes confusion. An example of this is as follows (Guess how I know about this?):#In some class:
self.total_tile_count: int = 0
self.max_tiles: int = 0
def __attrs_post_init__(self):
#Populate gets called here
super().__init__()
self.max_tiles = self.size.x * self.size.y

def populate(self) -> bool:
if self.total_tile_count >= self.max_tiles:
return False
#StuffThis presents an interesting issue, one which is not so obvious at a brief glance: Your max_tiles is 0 when populate gets called. As such, since the total_tile_count variable is 0, the if condition is triggered and the function fails, leaving you with an empty board. However, if you remove the call to populate in the base class, you would remove the confusion and make the user call populate when they absolutely know that their data is complete. I stumbled into that and was very very confused when printing variables because they appeared to magically reset only for the initial function call.Your board is also semi-specific. I feel like it could work for games similar nature to lucky thirteen, but take monopoly, for instance. You reserve a list for the third dimention regardless of game type. I myself, for instance, am building a game which takes place on a 2d matrix only, and having to do self.tiles[x][y][0] looks like it overcomplicates the way the data is stored. You also assume that the board is going to always be full at the start of the game, which is not the case. Take 2048, for example. The game starts with 1 nonempty tile and progressively adds more as the game progresses. With your board, one must write a dummy tile builder function, something like lambda p: [], and then go through and place what the board starts with. Finally, if my board was unique, I'm going to go back to the monopoly example, I can't imagine using your game board class to store the objects because the tile builder function would have to have some sort of a state to hang onto in order to progressively feed populate with new data. I might as well override methods on the class and do it by hand.Finally, concerning negative coordinates. The reason why I was raising this issue is for the fact that, you're right, I would typically handle this in code. However, I have yet seen a board which employs negative indexes. Most of the games I've made concerning this genre either complained about negative indexes because -1 is not next to 0. Besides, if the board raises an exception for negative values, your fetch_neighbors function would just be a loop through all valid directions trying to read a tile at the current position wrapped in a try/except block. If you have personally relied on negative indexes do let me know, I'm vaguely curious.That all being said, I still like the GameBoard class, I just think it is aimed at a specific board game genre rather than try to adopt for general use. Take what I write with a grain of salt -- probably a lot of it -- because like I said, the class does come with support for stacks of tiles like in Lucky Thirteen or Backgammon.

URL: https://forum.audiogames.net/post/612029/#p612029




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Re: Earwax

2021-02-01 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
for column in range(board.size.y):
#I can do one more loop for z, but I would just access the tiles like so: board.tiles[x][y][z?]This is, in fact, what your get_tile function does, it just accepts a point as a parameter. It never uses populated_points beyond instantiation and extension when new tiles are added. I see little use for this, but perhaps you can elaborate on this? Why wouldn't the tiles work for snakes and ladders?Re, updating the board. If a tile is empty or has been moved to a new side of the board, the point with the old coordinates will be invalid, hence the need for double update.Regarding a call to populate. I honestly would remove the call in __attrs_post_init__ as it causes confusion. An example of this is as follows (Guess how I know about this?):#In some class:
self.total_tile_count: int = 0
self.max_tiles: int = 0
def __attrs_post_init__(self):
#Populate gets called here
super().__init__()
self.max_tiles = self.size.x * self.size.y

def populate(self) -> bool:
if self.total_tile_count >= self.max_tiles:
return False
#StuffThis presents an interesting issue, one which is not so obvious at a brief glance: Your max_tiles is 0 when populate gets called. As such, since the total_tile_count variable is 0, the if condition is triggered and the function fails, leaving you with an empty board. However, if you remove the call to populate in the base class, you would remove the confusion and make the user call populate when they absolutely know that their data is complete. I stumbled into that and was very very confused when printing variables because they appeared to magically reset only for the initial function call.Your board is also semi-specific. I feel like it could work for games similar nature to lucky thirteen, but take monopoly, for instance. You reserve a list for the third dimention regardless of game type. I myself, for instance, am building a game which takes place on a 2d matrix only, and having to do self.tiles[x][y][0] looks like it overcomplicates the way the data is stored. You also assume that the board is going to always be full at the start of the game, which is not the case. Take 2048, for example. The game starts with 1 empty tile and progressively adds more as the game progresses. With your board, one must write a dummy tile builder function, something like lambda p: [], and then go through and place what the board starts with. Finally, if my board was unique, I'm going to go back to the monopoly example, I can't imagine using your game board class to store the objects because the tile builder function would have to have some sort of a state to hang onto in order to progressively feed populate with new data. I might as well override methods on the class and do it by hand.Finally, concerning negative coordinates. The reason why I was raising this issue is for the fact that, you're right, I would typically handle this in code. However, I have yet seen a board which employs negative indexes. Most of the games I've made concerning this genre either complained about negative indexes because -1 is not next to 0. Besides, if the board raises an exception for negative values, your fetch_neighbors function would just be a loop through all valid directions trying to read a tile at the current position wrapped in a try/except block. If you have personally relied on negative indexes do let me know, I'm vaguely curious.That all being said, I still like the GameBoard class, I just think it is aimed at a specific board game genre rather than try to adopt for general use. Take what I write with a grain of salt -- probably a lot of it -- because like I said, the class does come with support for stacks of tiles like in Lucky Thirteen or Backgammon.

URL: https://forum.audiogames.net/post/612029/#p612029




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Re: Earwax

2021-02-01 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
for column in range(board.size.y):
#I can do one more loop for z, but I would just access the tiles like so: board.tiles[x][y][z?]This is, in fact, what your get_tile function does, it just accepts a point as a parameter. It never uses populated_points beyond instantiation and extension when new tiles are added. I see little use for this, but perhaps you can elaborate on this? Why wouldn't the tiles work for snakes and ladders?Re, updating the board. If a tile is empty or has been moved to a new side of the board, the point with the old coordinates will be invalid, hence the need for double update.Regarding a call to populate. I honestly would remove the call in __attrs_post_init__ as it causes confusion. An example of this is as follows (Guess how I know about this?):#In some class:
self.total_tile_count: int = 0
self.max_tiles: int = 0
def __attrs_post_init__(self):
#Populate gets called here
super().__init__()
self.max_tiles = self.size.x * self.size.y

def populate(self) -> bool:
if self.total_tile_count >= self.max_tiles:
return False
#StuffThis presents an interesting issue, one which is not so obvious at a brief glance: Your max_tiles is 0 when populate gets called. As such, since the total_tile_count variable is 0, the if condition is triggered and the function fails, leaving you with an empty board. However, if you remove the call to populate in the base class, you would remove the confusion and make the user call populate when they absolutely know that their data is complete. I stumbled into that and was very very confused when printing variables because they appeared to magically reset only for the initial function call.Your board is also semi-specific. I feel like it could work for games similar nature to lucky thirteen, but take monopoly, for instance. You reserve a list for the third dimention regardless of game type. I myself, for instance, am building a game which takes place on a 2d matrix only, and having to do self.tiles[x][y][0] looks like it overcomplicates the way the data is stored. You also assume that the board is going to always be full at the start of the game, which is not the case. Take 2048, for example. The game starts with 1 empty tile and progressively adds more as the game progresses. With your board, one must write a dummy tile builder function, something like lambda p: [], and then go through and place what the board starts with. Finally, if my board was unique, I'm going to go back to the monopoly example, I can't imagine using your game board class to store the objects because the tile builder function would have to have some sort of a state to hang onto in order to progressively feed populate with new data. I might as well override methods on the class and do it by hand.Finally, concerning negative coordinates. The reason why I was raising this issue is for the fact that, you're right, I would typically handle this in code. However, I have yet seen a board which employs negative indexes. Most of the games I've made concerning this genre either complained about negative indexes because -1 is not next to 0. Besides, if the board raises an exception for negative values, your fetch_neighbors function would just be a loop through all valid directions trying to read a tile at the current position wrapped in a try/except block. If you have personally relied on negative indexes do let me know, I'm vaguely curious.That all being said, I still like the GameBoard class, I just think it is aimed at a specific board game genre rather than try to adopt for general use. Take what I write with a grain of salt -- probably a lot of it -- because like I said, the class does come with support for stacks of tiles like Lucky Thirteen or Backgammon.

URL: https://forum.audiogames.net/post/612029/#p612029




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Re: I want to create 3D game. What language to use?

2021-02-01 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: I want to create 3D game. What language to use?

Again, those languages with your library’s? They are not the best. The best is a superlative, and by nature subjective. Also, most of those libraries possess few features beyond sound manipulation, a matter of simple mathematics.  There are exceptions to that rule, naturally, but even something like earwax does not support physics.  As such, it’s really up to the person who is going to work on this regarding the amount of effort they are willing to spend on developing their product.

URL: https://forum.audiogames.net/post/611941/#p611941




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Re: Earwax

2021-02-01 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

What exactly changed?  The last commit shows the addition of destroyed property

URL: https://forum.audiogames.net/post/611885/#p611885




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@148, I feel like that is too game specific, and you can also subclass the action class yourself and allow it to accept categories.@chrisnorman7, I'm done for the day with this thing. Didn't get a lot done, too busy reading through the code to find what I needed for most of the day, but I've made progress. One last thing before I go to bed: Consider changing gameboard class to optionally (perhaps by default) raise an exception for negative coordinates. I had a function for fetching neighbors and using get_tile lead to a situation where a multitude of cells in the negative range would get picked up. This wouldn't mess with the wrapping at all (I'm assuming you do something like if x >= len(self.size): x=0, so the number never goes into the negatives).

URL: https://forum.audiogames.net/post/611721/#p611721




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

So as promised, I'm working on a prototype of a game with this. It's, yup, surprise, another board game! I'm hoping to include this as a sort of a larger example of subclassing in the repo, or at least hoping for the addition of a link to my Github repository, sort of "Here's how you'd do this" type of thing. So far, we don't have sounds yet, but at least it runs! I promise I'll try something that is not a board game... at some point. I'm quite a fan of this genre myself.This does bring me to an interesting dilemma, however. I see that the board has an attribute called "populated_points" or something of that nature which stores all the point objects generated by the board. My question is... why? The class seems to do it for the sake of doing so, making updating both the point and the tile a semi-painful task, one which I for now choose to ignore because like I said, the class never uses the point objects.Re, double call to populate. Am I correct in the understanding that you do this because your objects are left over after the game finishes?

URL: https://forum.audiogames.net/post/611676/#p611676




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

So as promised, I'm working on a prototype of a game with this. It's, yup, surprise, another board game! I'm hoping to include this as a sort of a larger example of subclassing in the repo, or at least hoping for the addition of a link to my Github repository, sort of "Here's how you'd do this" type of thing. So far, we don't have sounds yet, but at least it runs! I promise I'll try something that is not a board game... at some point. I'm quite a fan of this genre myself.This does bring me to an interesting dilemma, however. I see that the board has an attribute called "populated_points" or something of that nature which stores all the point objects generated by the board. My question is... why? The class seems to do it for the sake of doing so, making updating both the point and the tile a semi-painful task, one which I for now choose to ignore because like I said, the class never uses the point objects.

URL: https://forum.audiogames.net/post/611676/#p611676




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

So looking at the lucky thirteen's source, this seems to be a trend of my posts on this topic, I noticed something odd. Consider this:#lucky_thirteen.py
@board.event('on_push')
def board_on_push() -> None:
"""Speak the current tile."""
board.populate()
board.dispatch_event('on_move', Point(0, 0, 0))

#earwax\game_board.py
def __attrs_post_init__(self) -> None:
"""Populate the board."""
super().__attrs_post_init__()
self.populate()
func: Callable[..., Any]
for func in (self.on_move, self.on_move_fail):
self.register_event_type(func.__name__)Is it me, or is the populate call being done twice here? If so, why? Commenting either of them (well, technically one I've only tested lucky_thirteen), causes no difference in the gameplay. The numbers are still randomized. So, why would one need to call populate twice here?

URL: https://forum.audiogames.net/post/611637/#p611637




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

No, this is fine. I quite like the state stack, I just had a hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches? Adding a classic "Hello World" wouldn't be a bad thing, either. An application where the user presses space and hears the famous programming message. This will sort of give people a taste of the engine without overwhelming them with all the modules and such.I'm going to sit down and hack at this, see what I come up with.

URL: https://forum.audiogames.net/post/611604/#p611604




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Re: I learning the Python

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: I learning the Python

As others have said, if it was operator presidence, stuff like 2 + 6 * 8 / 5 ** 2, you should go back and read through it. Moreover, try and put it to use. Learning operator precedence is critical.If you mean math module, I wouldn't bother. Most of it is pretty intuitive, cos for cosine, log for logarithm operations, both base 10 and natural, etc.Generally, though, don't skip chapters. It's the most frustrating thing in the world when you end up not knowing something which the book plays heavy emphasis on.

URL: https://forum.audiogames.net/post/611605/#p611605




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Re: I learning the Python

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: I learning the Python

As others have said, if it was operator presidence, stuff like 2 + 6 * 8 / 5 ** 2, you should go back and read through it. Moreover, try and put it to use. Learning operator precedence is critical.If you mean math module, I wouldn't bother. Most of it is pretty intuitive, cos for cosine, log for logarithm operations, both base 10 and natural, etc.

URL: https://forum.audiogames.net/post/611605/#p611605




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

No, this is fine. I quite like the state stack, I just had a hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches?I'm going to sit down and hack at this, see what I come up with.

URL: https://forum.audiogames.net/post/611604/#p611604




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

No, this is fine. I quite like the state stack, I just had hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches?I'm going to sit down and hack at this, see what I come up with.

URL: https://forum.audiogames.net/post/611604/#p611604




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Re: I want to create 3D game. What language to use?

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: I want to create 3D game. What language to use?

For audiogames, literally any language will work provided you use correct algorithms and practices. Asking on here will yield no useful results besides people going "Switch to Python because X, or use C# because Y, or do it in Pure Basic because Z. Whatever language you choose will work as long as you do so within reason, don't pick something archaic like Cobolt for instance.Seriously. We have seen similar questions before. There is no "best" language to do this in. It all depends on how much you're willing to go through. For example, you can do this in C, but do you fancy manual memory management? You can do this in C++, but do you fancy getting to grips with the sheer amount of features in the language and possibly some manual memory management (You don't have to do this much if at all because of smart pointers). You can do this in Python, but what is your view on strong typing? You can do this in Pure Basic, but how comfortable are you with a small community and practically losing stackoverflow? How bout Java? C#? We can't make the choice for you.

URL: https://forum.audiogames.net/post/611602/#p611602




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

To clarify the last thing before I start hacking on this in an attempt to build something... there's no clean fashion to use decorators and separate the game into multiple files without making the game instance a public singleton?

URL: https://forum.audiogames.net/post/611567/#p611567




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Re: Earwax

2021-01-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

Thank you for your reply. I still have an issue:In your example, you do thus:from earwax import Game, Menu
from pyglet.window import Window
from first_level import first_level

game: Game = Game(name='Test Game')
main_menu: Menu = Menu(game, 'Main Menu')


@main_menu.item(title='Play Game')
def play_game() -> None:
game.replace_level(main_level)

if __name__ == '__main__':
window: Window = Window(caption=game.name)
game.run(window, initial_level=main_menu)I don't think you can do this: The first_level in this case would somehow need access to your game instance, unless you suggest importing game from your main file in *every* level?I would appreciate the clearing up of confusion here

URL: https://forum.audiogames.net/post/611546/#p611546




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Re: Earwax

2021-01-30 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Earwax

So I've tried to use this, keyword being... tried. I have a lot of questions, like, a lot.I mainly decided to give this another whirl because of the comment on another topic that one could subclass earwax levels and games and avoid decorators. I'm not particularly against using them, but looking at lucky thirteen's source, one file of it, made me concerned. It's 360 lines. Not a lot, but you're essentially forced to define all the level and game logic in one file. For me, this is kind of an issue, hence subclassing.Trouble is, I can't figure out how. Looking at earwax source, there's this "magical" decorator action inside the level class. I tried going @action, @action_map.action, nothing. The provided examples only use @level.action logic, which doesn't really help me when trying to understand where this function comes from.Looking further into the examples, in the basic.py, there are yield statements inserted here and there without an explanation as to the necessity behind their presence, I.e:def set_title() -> OptionalGenerator:
"""Set the window title to the given text."""
if g.window is not None:
g.output(f'Window title: {g.window.caption}')
yield
e: Editor = Editor(g, text=g.window.caption)How do you know that you need a yield statement here?At the top of the basic.py file, you have this:if True:
sys.path.insert(0, '..')Why do you even need the "if True" if the condition is axiomatic by nature.Lucky Thirteen and every example create all their objects at the start of the game. Problem is, what if my game has 100 levels (BK III style)? How can we create objects on the fly rather than be forced to initialize *everything* at the beginning regardless of where the user is.If I do switch to decorators, how can I keep the file lengths at a reasonable length? Making even simple sidescrollers in one giant module sounds like an inefficient practice. Your map demo is 163 lines long, for instance. If I want to expand it to include some more rooms, it would grow, and fast, but the decorators require the level, or the board, or whatever entity you wish to give the function to, thus eliminating object creation on the fly.

URL: https://forum.audiogames.net/post/611438/#p611438




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Re: Lucia - OpenSource AudioGame engine written in Python

2021-01-28 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

@bhanuponguru, please look at post 389, specifically the links. Making keys do stuff in a CMD is possible, if difficult.

URL: https://forum.audiogames.net/post/610572/#p610572




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Re: Am I too stupid for programming?

2021-01-28 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Am I too stupid for programming?

Are you too stupid for programming? I don't think so. From what I've seen of you, you're pretty capable. Why are you doing it is another question, though. Personally, I enjoy programming because it's like a puzzle for me. I still have a long way to go. Solutions which I come up with now can be improved. I enjoy this because it is very rewarding for me to understand why something works. If you're program for the sake of it, I suggest you find something else. That goes for anybody regardless of the language. If you're writing code but have no passion about what you do, go do something else instead.

URL: https://forum.audiogames.net/post/610569/#p610569




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Re: Lucia - OpenSource AudioGame engine written in Python

2021-01-27 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

@Capunzo, this link may be of particular help to you, though be aware that the code is Python2 and will require adaptations before being ran in python 3. This question is also helpful and it is Python3, though be aware that there are multiple solutions to this issue and the answer may not be the best option (make sure to read through the comments on the post). You can then combine this with Cytolk or AO2, though why would you want to do this is beyond me, as well as sound_lib and or Synthizer.

URL: https://forum.audiogames.net/post/610169/#p610169




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Re: Python and audiogame

2021-01-26 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Python and audiogame

@frescofm, people are correct in the fact that there is no "best" library. You would just have to pick one and see if it works for you. Whatever you do, though, avoid Framework. I posted on its topic (I think it's still on the first page?) explaining why you shouldn't use it.Re, Lucia and bugs. Lucia has no groundbreaking issues apart from proper caching. It works, but it can be *a lot* better.Re, Earwax. While it offers a Synthizer wrapper, its employment of decorators is quite heavy-handed, and the funky keyboard system takes a bit to get used to. Also, don't be surprised when you are trying to figure out why one of your keys isn't working when you hold shift, Pyglet is picky about that sort of thing.They all come with their own advantages and poison, the choice is up to you

URL: https://forum.audiogames.net/post/609946/#p609946




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Re: trying to solidify my understanding of coding concepts, and failing

2021-01-22 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: trying to solidify my understanding of coding concepts, and failing

@musicalman, I have been writing code for a couple of years now, and I still consider myself barely above a beginner. Don't feel bad when you get stuck... it takes time.That being said, let me try and explain handles. First, they are not a BGT thing. A lot of languages have this concept. Consider this:void change_variable(int x)
{
x += 1;
}
int number = 3;
change_variable(number);
alert("Variable", number);I've omitted the main function because it doesn't serve any purpose for this example. If you run this code, you would expect the program to print 4. It won't, though. Instead, the original value, 3, would be shown to you. Why? Unless specified otherwise, BGT passes everything by value, meaning that it creates a new copy of the variable. The function would essentially look like this from the compiler's perspective:void change_variable(int x)
{
int function_x = x+1;
}This is why the code won't produce the same result. Other languages have this too. This is Python (don't worry, it's easy to follow):def change_variable(x):
x += 1
x = 2
change_variable(x)
print(x)This code is equivalent to the earlier script in BGT. The output of Python code will mirror that of BGT, that is, 2.So, here is where passing handles, or references, comes into play. Computers are stupid. They will copy variables and classes unless being told otherwise. Consider this:class Player
{
int x;
Player()
{
x = 0;
}
}

void change_player(Player p)
{
//Do stuff
}

player p;
change_player(p);When called, change_player goes "Okay, I'm just gonna copy this object"... and gets away with it because the player class is small. Consider a larger example, however. What if your player had other classes attached to it, such as vectors, components, inventory... copying the object would be pretty expensive. Enter handles, or pass by reference.void change_player(Player@ p)
{
//Do stuff
}

player p;
change_player(p);This version of change_player now accepts a handle as its parameter. This means that whenever it makes changes to the object, you will see the changes when the function executes. Also, handles, or references, come in handy when you want to avoid expensive copies. You can now pass around the object to the function and it will use it as a pointer back to the original creation. If you're wondering, pointer is also a valid name for "handle", but I would hesitate to use the term because it typically carries other implications when used.I hope this was helpful.

URL: https://forum.audiogames.net/post/608829/#p608829




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Re: Your Eclipse Experiences

2021-01-21 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Your Eclipse Experiences

I used Eclipse and all I can say is just struggle through it. The IDE can lag, the listed keystrokes refused to work for me, the interface is not really intuitive, and overall it was a poor experience. I made it through, but it was far from fun. Combine that with the stupidity that is Java, and you got yourself a nice package of frustration.

URL: https://forum.audiogames.net/post/608384/#p608384




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Re: App Store Connect being a pain in my ass.

2021-01-21 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: App Store Connect being a pain in my ass.

@Turret, I recommend transporting your guide to Github pages. You can use nbbook to do this. You don't even have to learn new syntax. It's literally write your markdown, update your table of contents, run nbook build, update your repo.

URL: https://forum.audiogames.net/post/608383/#p608383




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Re: discord bot won't play audio from keybase, but does on local drive

2021-01-20 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: discord bot won't play audio from keybase, but does on local drive

I don't know why you wouldn't want to make the function recursive... sounds like a perfect use case if I ever saw one. Below is a recursive version if you wish to convert it to a loop, though really that's more work than it's worth IMO.import os

def search_for_file(directory: str, filename: str) -> str:
for root, directories, files in os.walk(directory):
if filename in files:
return os.path.join(root, filename)
for dire in directories:
result = search_for_file(os.path.join(root, dire))
if result != "":
return result
return ""

URL: https://forum.audiogames.net/post/608139/#p608139




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Re: A Collision Tutorial and some important points

2021-01-19 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: A Collision Tutorial and some important points

I am asking for an acquaintance of mine.How do you write clean collision cases for different objects? I.e:A player can collide with an item, with a wall, or with another entity and will bounce ack off of most of them.A player can collide with a bullet, which would make the latter disappear and the former take damage.A player can collide with an invisible box which upon its activation spawns triggers an event and disappears.So, how does one go about writing clean callbacks for different behavior without resorting to things like isinstance and a glorified switch statement? I know you said to write callbacks to support (a, b) or (b, a), but did you mean to imply that different objects require different callbacks?

URL: https://forum.audiogames.net/post/608001/#p608001




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Re: discord bot won't play audio from keybase, but does on local drive

2021-01-19 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: discord bot won't play audio from keybase, but does on local drive

Have you tried printing the filename in your play_audio function? I noticed that you do a lot of str.lower, which could cause issues. To verify your path exists, you can do os.path.isfile to ensure that you're giving the function correct filename.

URL: https://forum.audiogames.net/post/607898/#p607898




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Re: Couple questions relating to speech in bgt

2021-01-19 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Couple questions relating to speech in bgt

You should go to www.samtupy.com and click on his BGT open source stuff. You'll find an example of TTS options class in there. That should be enough to get you started.

URL: https://forum.audiogames.net/post/607897/#p607897




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Re: Couple questions relating to speech in bgt

2021-01-19 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Couple questions relating to speech in bgt

You should go to samtupy.com and click on his BGT open source stuff. You'll find an example of TTS options class in there. That should be enough to get you started.

URL: https://forum.audiogames.net/post/607897/#p607897




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Re: is there a way to stream nvda speech in to wav in python?

2021-01-19 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: is there a way to stream nvda speech in to wav in python?

@3, I recommend you taking a look at this to get started: https://www.nvaccess.org/files/nvda/doc … Guide.htmlUnfortunately, there isn't a central API listing, not that I've found, anyways. You're going to have to dig through the source after figuring out how to create addons in order to accomplish what you want.

URL: https://forum.audiogames.net/post/607896/#p607896




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Re: Scripting language for audio game creation

2021-01-19 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Scripting language for audio game creation

Yeh, if you are used to braces, perhaps something like C# will be better. Less of a pain to adjust in syntax, though Visual Studio can be a hit or miss type of thing. I don't recommend C/C++ because those are low level and take a while to get good at, like a while. Also, compilation with those two is a game of its own, you essentially learn 2 languages at once, one for compilation and the other for writing your code. It's not hard, mind you, just a lot.

URL: https://forum.audiogames.net/post/607895/#p607895




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Re: App Store Connect being a pain in my ass.

2021-01-19 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: App Store Connect being a pain in my ass.

I'm not attempting to turn this into a debate, I swear! I also don't think that my request deserves its own topic. Could anyone write up a guide for the general workflow on Mac? I know Oriol did a recording, but that was very unfocussed and half of it was him deciding what to do. I would like a clear set of instructions, as in, you do X, Y, and Z when it comes to coding either using XCode or some other external editor. Here's how you run your app, here's how you see errors, etc. Sort of like my Python compilation (which I need to update, I unfortunately am a bit short on time do to a research paper I need to do). Textual instructions are preferred, but I wouldn't mind a recording as a supplement.

URL: https://forum.audiogames.net/post/607894/#p607894




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Re: Lucia - OpenSource AudioGame engine written in Python

2021-01-17 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

I'm not sure that this PR should be accepted. You literally cash *everything* and the users have no choice. That menu sounds needed only when the menus are active will sit in your memory until the game exits. That music for each area will do likewise. So will those sound sources you put on your map, even if they are not playing. Also, I'm not sure if you know this, but sound lib streams files from memory rather than load them all at the same time. Not sure if cashing makes a difference, but thought you should know.

URL: https://forum.audiogames.net/post/607501/#p607501




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Re: pygame knowing if window is in keyboard focus or no?

2021-01-14 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: pygame knowing if window is in keyboard focus or no?

As post two indicated:https://www.pygame.org/docs/ref/display.html

URL: https://forum.audiogames.net/post/606845/#p606845




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Re: Developing on Windows VS. Mac

2021-01-10 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

The point of my post was to illustrate how Mac commands are unintuitive. I didn't bother coming up with actual commands, rather, trying to highlight how VO brings complexities into the ecosystem without a slight attempt of integration. It's like saying "You want a screenreader? Here you go! We'll make a special layer on top of our system." Where NVDA wins in my eyes is the fact that it acts more as an observer, incorporating itself into the windows system rather than trying to force its way on top of it.

URL: https://forum.audiogames.net/post/605741/#p605741




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Re: Developing on Windows VS. Mac

2021-01-10 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

What puts me off of Mac is the sheer stupidity of the VO commands. Want to copy? Oh yeh, that's like VO+Shift+CTRL+C. Want to perform some other action? Oh yeh, that's insert some other archaic command here.

URL: https://forum.audiogames.net/post/605661/#p605661




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-09 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

@99, I think you have me confused with someone else. I am in no major form or fashion a developer of Lucia, I've contributed to it, but that's as far as I've gone. I encouraged contributions to Lucia because, as my post stated, a good chunk of features use it anyways, are directly in the engine itself (menu), will possibly require their own solutions depending on the constraints of your project (map), or contain vulnerabilities which one may not necessarily be aware of (data). Taking out all the fluff reveals sound3d, which can, and should, be improved. My statement of "Please do everyone a favor" was just that, a request to clean up the sound3d class. In no way was it intended to spark animosity, though in retrospect I realize that this was difficult to recognize from simple text.As for pointing out "all the bad things," again, not quite correct. I did mention that sound3d was decent, we did not have a high level wrapper over Synthizer, which this topic provided. My biggest peeve perhaps is the unnecessary inclusion of components within the framework and the redundancy of wrapper functions.I have no issue with open source depending on open source. That is the whole point -- to be able to utilize what others wrote within your own code. I do have an issue with the level of misdirection provided within the topic. If I recall correctly, Lucia is planning to switch to Synthizer as its base sound system and cytolk as its speech output method. The sound3d class and the speech.py module could have greatly assisted in this transition. Instead, the author chose to split off and provide his own option, one that, when discarding the argument of design patterns and globals, still lacks the features offered by Lucia. So, one must pose the question: Why? Why offer a "new" option and not try and improve the one already available, especially when your project ends up heavily relying on the available open source code and still lacks some of the old project’s features.

URL: https://forum.audiogames.net/post/605437/#p605437




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-09 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

@99, I think you have me confused with someone else. I am in no major form or fashion a developer of Lucia, I've contributed to it, but that's as far as I've gone. I encouraged contributions to Lucia because, as my post stated, a good chunk of features use it anyways, are directly in the engine itself (menu), will possibly require their own solutions depending on the constraints of your project (map), or contain vulnerabilities which one may not necessarily be aware of (data). Taking out all the fluff reveals sound3d, which can, and should, be improved. My statement of "Please do everyone a favor" was just that, a request to clean up the sound3d class. In no way was it intended to spark animosity, though in retrospect I realize that this was difficult to recognize from simple text.As for pointing out "all the bad things," again, not quite correct. I did mention that sound3d was decent we did not have a high level wrapper over Synthizer, which this topic provided. My biggest peave perhaps is the unnecessary inclusion of components within the framework and the redundancy of wrapper functions.I have no issue with open source depending on open source. That is the whole point -- to be able to utilize what others wrote within your own code. I do have an issue with the level of misdirection provided within the topic. If I recall correctly, Lucia is planning to switch to Synthizer as its base sound system and cytolk as its speech output method. The sound3d class and the speech.py module could have greatly assisted in this transition. Instead, the author chose to split off and provide his own option, one that, when discarding the argument of design patterns and globals, still lacks the features offered by Lucia. So, one must pose the question: Why? Why offer a "new" option and not try and improve the one already available, especially when your project ends up heavily relying on the available open source code and still lacks some of the old project’s features.

URL: https://forum.audiogames.net/post/605437/#p605437




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-09 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

@99, I think you have me confused with someone else. I am in no major form or fashion a developer of Lucia, I've contributed to it, but that's as far as I've gone. I encouraged contributions to Lucia because, as my post stated, a good chunk of features use it anyways, are directly in the engine itself (menu), will possibly require their own solutions depending on the constraints of your project (map), or contain vulnerabilities which one may not necessarily be aware of (data). Taking out all the fluff reveals sound3d, which can, and should, be improved. My statement of "Please do everyone a favor" was just that, a request to clean up the sound3d class. In no way was it intended to spark animosity, though in retrospect I realize that this was difficult to recognize from simple text.As for pointing out "all the bad things," again, not quite correct. I did mention that sound3d was decent we did not have a high level wrapper over Synthizer, which this topic provided. My biggest peave perhaps is the unnecessary inclusion of components within the framework and the redundancy of wrapper functions.I have no issue with open source depending on open source. That is the whole point -- to be able to utilize what others wrote within your own code. I do have an issue with the level of misdirection provided within the topic. If I recall correctly, Lucia is planning to switch to Synthizer as its base sound system and cytolk as its speech output method. The sound3d class and the speech.py module could have greatly assisted in this transition. Instead, the author chose to split off and provide his own option, one that, when discarding the argument of design patterns and globals, still lacks the features offered by Lucia. So, one must pose the question: Why? Why offer a "new" option and not try and improve the one already available, especially when your project ends up heavily relying on the available open source code?

URL: https://forum.audiogames.net/post/605437/#p605437




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-08 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

I am going to be very, very diplomatic, or try to. This engine is bad. Like, really bad. The only thing this offers is the synthizer sound pool, and even then this could be done more cleanly.I'll go down the list:#data.py
iv="flajef8ejri3l25m"So first, the supposed encryption function maintains a constant IV. I'm not an expert on Cryptography, but I am positive that this is really, really bad. Check this out, the answer in particular, to get a bit more info on what this is and why should you care. But... fine.def directory_create(path):
try:
os.mkdir(path)
return True
except:
return FalseThroughout the code, the employed except statements are mostly vague and often silently fail. It is very common to see a "except: pass" within the engine, which can be kind of frustrating when debugging. Also, this is a wrapper over os.mkdir, which kind of defeats the whole purpose of the function. It's much more easier for me to go thus:if not os.path.isdir(path):
os.mkdir(path)That, unfortunately, summarizes about half of the "engine".find_recursive can be easily surpassed with regex or your own loop, again.file_copy and file_delete are perhaps the only functions one does not have an easy access to in Python. file_put_contents is just an unneeded wrapper once again, and the encrypt and decrypt functions are flawed do to the constant IV. Savedata class could be useful I suppose, but I personally feel like this is too narrow in scope. One would have a hard time saving game state or anything of substance using this approach.From now on, I'll provide comments for the files as a whole.map.py and its type_2d and type_3d serve zero purpose. Besides employing kwargs 99% of the time, something which causes code repetition, the falsy typing of the map serves only to confuse the reader and doesn't allow it to gain more features. Why not use positional args and provide default values?menu3d.py is only useful until you realize that you can't do any kind of design pattern with it because, surprise, it takes control of your main loop.sound3d.py serves as a painful reminder that this was taken from BGTdef get_id(self):
id=random.randint(1, 9)
tries=0
while self.get_item(id)!=0 and tries<500:
id=random.randint(1, 9)
tries+=1
if tries>=500: return -1
return idThis speaks of the lack of understanding about what classes are. Why not discard the idea of slots entirely and return newly-created objects and change the update functions to work with them directly? If you are that intent on using IDs, why not have an index which you increment every time you append the sound to the list? You can then use said value as the new ID and mitigate the, although insignificant, chance of your get_id function failing. Your fade functions once again steal the main loop. What if I want to do something else while the sound fades out? I'd have to modify the engine to support callbacks... but at that point I just won't use it.Also, what do these lines do? Do they actually work as expected?#update_3d
i.handle.source.position=(x,z,y) #Do you have coordinates switched?
#play_1d
return self.play_3d(filename,x,4,0,looping,verb)
What is this magical 4 constant?Speech.py worths mentioning because it once again, provides a wrapper over a wrapper which serves absolutely zero purposeTimer and window -- the essential components of your engine -- are lifted straight from Lucia, which brings me to the point of this post: Why not offer what you've made as contributions to the Lucia repo? Calling this "tools" is a stretch especially when so much of the essential features are from another engine. Please, do us all a favor, clean and merge your actual creations (excluding data.py for the reasons mentioned above) to the Lucia repository.TLDR: Avoid this and use Lucia instead if you must... or just switch directly to pygame and cytolk. It's not hard, folks.

URL: https://forum.audiogames.net/post/605356/#p605356




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-08 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

I am going to be very, very diplomatic, or try to. This engine is bad. Like, really bad. The only thing this offers is the synthizer sound pool, and even then this could be done more cleanly.I'll go down the list:#data.py
iv="flajef8ejri3l25m"So first, the supposed encryption function maintains a constant IV. I'm not an expert on Crypto, but I am positive that this is really, really bad. Chick this out, the answer in particular, to get a bit more info on what this is and why should you care. But... fine.def directory_create(path):
try:
os.mkdir(path)
return True
except:
return FalseThroughout the code, the employed except statements are mostly vague and often silently fail. It is very common to see a "except: pass" within the engine, which can be kind of frustrating when debugging. Also, this is a wrapper over os.mkdir, which kind of defeats the whole purpose of the function. It's much more easier for me to go thus:if not os.path.isdir(path):
os.mkdir(path)That, unfortunately, summarizes about half of the "engine".find_recursive can be easily surpassed with regex or your own loop, again.file_copy and file_delete are perhaps the only functions one does not have an easy access to in Python. file_put_contents is just an unneeded wrapper once again, and the encrypt and decrypt functions are flawed do to the constant IV. Savedata class could be useful I suppose, but I personally feel like this is too narrow in scope. One would have a hard time saving game state or anything of substance using this approach.From now on, I'll provide comments for the files as a whole.map.py and its type_2d and type_3d serve zero purpose. Besides employing kwargs 99% of the time, something which causes code repetition, the falsy typing of the map serves only to confuse the reader and doesn't allow it to gain more features. Why not use positional args and provide default values?menu3d.py is only useful until you realize that you can't do any kind of design pattern with it because, surprise, it takes control of your main loop.sound3d.py serves as a painful reminder that this was taken from BGTdef get_id(self):
id=random.randint(1, 9)
tries=0
while self.get_item(id)!=0 and tries<500:
id=random.randint(1, 9)
tries+=1
if tries>=500: return -1
return idThis speaks of the lack of understanding about what classes are. Why not discard the idea of slots entirely and return newly-created objects and change the update functions to work with them directly? If you are that intent on using IDs, why not have an index which you increment every time you append the sound to the list? You can then use said value as the new ID and mitigate the, although insignificant, chance of your get_id function failing. Your fade functions once again steal the main loop. What if I want to do something else while the sound fades out? I'd have to modify the engine to support callbacks... but at that point I just won't use it.Also, what do these lines do? Do they actually work as expected?#update_3d
i.handle.source.position=(x,z,y) #Do you have coordinates switched?
#play_1d
return self.play_3d(filename,x,4,0,looping,verb)
What is this magical 4 constant?Speech.py worths mentioning because it once again, provides a wrapper over a wrapper which serves absolutely zero purposeTimer and window -- the essential components of your engine -- are lifted straight from Lucia, which brings me to the point of this post: Why not offer what you've made as contributions to the Lucia repo? Calling this "tools" is a stretch especially when so much of the essential features are from another engine. Please, do us all a favor, clean and merge your actual creations (excluding data.py for the reasons mentioned above) to the Lucia repository.TLDR: Avoid this and use Lucia instead if you must... or just switch directly to pygame and cytolk. It's not hard, folks.

URL: https://forum.audiogames.net/post/605356/#p605356




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Re: lucia error, makes no sense to me

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: lucia error, makes no sense to me

Yeah, it doesn’t support cashing, that is the main issue.

URL: https://forum.audiogames.net/post/605157/#p605157




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Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

Edit: Camlorn cleared it up for me, original post kept for history's sakeWhat happened to C# for Android, Xamarin if memory serves? I'm not trying to question your language choices, I'm just wondering why would you choose to use Java over C# when a multitude of users have given praise to its capabilities for Android programming.

URL: https://forum.audiogames.net/post/605054/#p605054




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Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

What happened to C# for Android, Xamarin if memory serves? I'm not trying to question your language choices, I'm just wondering why would you choose to use Java over C# when a multitude of users have given praise to its capabilities for Android programming.

URL: https://forum.audiogames.net/post/605054/#p605054




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

@89If this is anything like BGT sound pool, then post 88 should be correct. Consider this:def do_something(n=None):
if n is not None:
return n * 2
return 1If you call do_something without an integer, it returns 1. That one is the proverbial slot. Calling the function again and passing in that slot will cause you to get the powers of two, I.e, 2, 4, 8, 16, etc. So, when the sound pool "returns a slot", it's a fancy way of saying that the function returns a value which you could use later in some other function call.To hopefully clear it up, consider this:x = do_something()
print(x) #1
x = do_something(x)
print(x) #2
x = do_something(x)
print(x) #4The code above reuses the function values, the slots, if you will, to obtain a different result. This is not what the sound pool does (you only need slots for updating sound ranges if memory serves), but the gist remains the same.

URL: https://forum.audiogames.net/post/605049/#p605049




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Re: Sable audiogame creator

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Sable audiogame creator

@8, Unity is not a programming language. From my understanding, it is an engine -- a set of tools employed for game creation -- built on top of C#.Also, yes, you happen to be incorrect. Both a Blind Legend and Entombed were created by sighted people, the latter not being composed with the help of Unity.

URL: https://forum.audiogames.net/post/605043/#p605043




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Re: Sable audiogame creator

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Sable audiogame creator

@8, Unity is not a programming language. From my understanding, it is an engine -- a set of tools employed for game creation -- built on top of C#.Also, yes, you happen to be incorrect. Both a Blind Legend and Entombed were created by sighted people, the latter not being created with the help of Unity.

URL: https://forum.audiogames.net/post/605043/#p605043




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Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

Your use cases do not consider the latency. Consider a game. Let's suppose that you are playing a realtime RPG. Even if the speech takes about 0.2 seconds, that still may prove to be slow. Copying error logs is a neat idea, but why not have the application email the logs to you? If that's not good enough, why not employ something like Dropbox (I use it as an example for file syncing). That solves the logs issue without tampering in synth code.Also, out of curiosity, why Java for client and C# for server? Why not pick a uniform language for the project?

URL: https://forum.audiogames.net/post/605037/#p605037




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Re: lucia error, makes no sense to me

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: lucia error, makes no sense to me

@2, that is incorrect. Lucia uses a list for its variables and the OP does not handle the keys variable himself. Index Out of Range sounds like what it is -- any negative value which remains after doing len(x) - index or equalling or exceeding len(list)@1. It sounds like you're not using a pygame keycode. Key_down should work provided you only use the pygame constantsIf you wish, you could edit Lucia directly. Make the offending function print its keycode and list and then reference the manual to ensure that the keycodes match. If they do, I'm afraid we'd actually need your code to figure out what's wrong

URL: https://forum.audiogames.net/post/605034/#p605034




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Re: lucia error, makes no sense to me

2021-01-07 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: lucia error, makes no sense to me

No. It sounds like you're not using a pygame keycode. Key_down should work provided you only use the pygame constantsIf you wish, you could edit Lucia directly. Make the offending function print its keycode and list and then reference the manual to ensure that the keycodes match. If they do, I'm afraid we'd actually need your code to figure out what's wrong

URL: https://forum.audiogames.net/post/605034/#p605034




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Re: A little bug that I'm having problems with it. game coded in BGT.

2021-01-05 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: A little bug that I'm having problems with it. game coded in BGT.

We need more code to be of any help. In general, though, this sounds like a personal problem rather than one we could assist with. Put some alerts within your function calls. Write some values to a file if needed. You seem to be at a point where you are lacking debugging skills and I don't think people are willing to go through your entire project to figure out your mistake.

URL: https://forum.audiogames.net/post/604416/#p604416




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Re: Working with SDL natively

2021-01-02 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Working with SDL natively

@Camlorn, wouldn't this also be a valid way to limit FPS rate?Const Uint FPS=1000/60;
Uint32 _FPS_Timer;
while (quit!=0){
/ / Stuff
if(SDL_GetTicks()-_FPS_TimerThis is what I got for Googling limiting SDL framerate. You can use the FPS constant as a delta, though you do lose the 0.67 resulting from the division of 1000 by 60. Would that honestly matter, though?

URL: https://forum.audiogames.net/post/603856/#p603856




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Re: Efficient Word Placement algorithm?

2021-01-01 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Efficient Word Placement algorithm?

Right. An update.I got it working. It can use some improvements (A lot of them) but I have myself a word search generator. This just goes to highlight the lesson of try it first and then worry about problems. I still have to try and enforce the one unique solution rule (which is going to not be a lot of fun), but at least I have a rough outline. Thank you once again.

URL: https://forum.audiogames.net/post/603652/#p603652




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Re: Efficient Word Placement algorithm?

2021-01-01 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Efficient Word Placement algorithm?

Right. An update.I got it working. It can use some improvements (A lot of them) but I have myself a word search generator. This just goes to highlight the lesson of try it first and then worry about problems. Thank you once again.

URL: https://forum.audiogames.net/post/603652/#p603652




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ECS and State Pattern?

2021-01-01 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


ECS and State Pattern?

So looking at PySDL II introduced me to the ECS. While sounding useful for some projects (I realize that it may be overkill for small games), it invariably raised questions as I continued looking into it. Looking up said curiosities only yielded a partial answer, and thus I am here.Suppose that you have a menu within your game. How would one go about adopting it to the ECS mindset?Looking on Google, I was surprised that people don't use Entity Component Systems for their entire game. In retrospect, this makes sense (see my previous difficulty with menus). Possessing this knowledge brought a plethora of questions to the forefront of my mind, the primary being this: Can I use what I already learned regarding States in a Mutualistic relationship with ECS?The way I was thinking, this would look like this:The game starts, and the main menu is pushed on top of the currently empty state stack. After the player selects start game, the game state is pushed on top of the main menu state, creating the world, its systems, and the necessary entities with their components required to operate the game. After the game concludes, it is popped from the stack, destroying the world and all that is in it as it does so. The user is then returned to the main menu where the cycle can begin once again.My question is, what are some pitfalls with adopting such a strategy?

URL: https://forum.audiogames.net/post/603651/#p603651




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Re: Python: Usage for Joysticks and External Controllers?

2020-12-31 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Python: Usage for Joysticks and External Controllers?

Would it be correct to assume that the majority of features of PySDL2 are aimed at ECS? See this for a possible explanation for this assumption

URL: https://forum.audiogames.net/post/603425/#p603425




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Re: Efficient Word Placement algorithm?

2020-12-30 Thread AudioGames . net ForumDevelopers room : amerikranian via Audiogames-reflector


  


Re: Efficient Word Placement algorithm?

Hmm, I see. I'll sit on this for a day or two, see if I can get anything going. Thank you.

URL: https://forum.audiogames.net/post/603197/#p603197




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