I'm programming a game in pygame in which you place soldiers and they fight. After they are done fighting, I want the screen to return to where it was before the battle started. I want to copy a the pygame.sprite.Group object containing the soldiers using copy.deepcopy() like so:
oldRUnits = copy.deepcopy(RedUnits)
oldBUnits = copy.deepcopy(BlueUnits)
However, I found out that pygame.sprite.Groups don't like to be deepcopied. It just raises pygame.error. I tried deepcopying each pygame.sprite.Sprite object in the group individually like so:
oldRUnits = []
oldBUnits = []
for i in RedUnits:
oldRUnits.append(copy.deepcopy(i))
for i in BlueUnits:
oldBUnits.append(copy.deepcopy(i))
However, they don't like to be deepcopied either so I'm stuck. I want to know if there is a way to copy this and if there is a better way to achieve my goal. Thanks!
I think I have a solution to my problem. Instead of
oldRUnits = []
oldBUnits = []
for i in RedUnits:
oldRUnits.append(copy.deepcopy(i))
for i in BlueUnits:
oldBUnits.append(copy.deepcopy(i))
I could write
oldRUnits = []
oldBUnits = []
for i in RedUnits:
oldRUnits.append(type(i)(*i.get_init_args()))
for i in BlueUnits:
oldBUnits.append(type(i)(*i.get_init_args()))
Related
I'm trying to plot the same shape from the 15 min onto the Daily as well. This is the code to plot a shape on the 15 min which works fine;
if crossover(s3K,s3D) and s3K<25 and (s4K-s4D<3 and s4K-s4D>-3) and s4K<35//or s4D-s4K>0 and s4D-s4K<1 and s4K<50 and s1K<40
rwCross:=true
plotshape(rwCross, style = shape.arrowup, location = location.belowbar, color=color.yellow, size=size.small)
But to plot it on the daily i've tried;
rwCrossDaily = security(syminfo.tickerid,'D', rwCross)
plotshape(rwCrossDaily, style = shape.arrowup, location = location.belowbar, color=color.yellow, size=size.small)
Which gives me the mutable variable error. So i tried using a function to get around it;
rwCross_func() =>
if crossover(s3K,s3D) and s3K<25 and (s4K-s4D<3 and s4K-s4D>-3) and s4K<35//or s4D-s4K>0 and s4D-s4K<1 and s4K<50 and s1K<40
rwCross:=true
rwCrossDaily = security(syminfo.tickerid,'D', rwCross_func())
But now it tells me I 'Cannot modify global variable 'rwCross' in function.'
Help please!
Best solution and cleanest solution here is to just make a bool out of your condition in its simplest form:
rwCross = crossover(s3K,s3D) and s3K<25 and (s4K-s4D<3 and s4K-s4D>-3) and s4K<35//or s4D-s4K>0 and s4D-s4K<1 and s4K<50 and s1K<40
rwCross will naturally become true without the if. This way we do not need to have anything mutable, although there are more solutions for situations that we must...
Cheers!
So, I have to work with this JSON (from URL):
{'player': {'racing': 25260.154000000017, 'player': 259114.57700000296}, 'farming': {'fishing': 33783.390999999414, 'mining': 29048.60500000002, 'farming': 25334.504000000023}, 'piloting': {'piloting': 25570.18800000001, 'cargos': 3080.713000000036, 'heli': 10433.977000000004}, 'physical': {'strength': 198358.86700000675}, 'business': {'business': 50922.88500000005}, 'trucking': {'mechanic': 2724.5620000000004, 'garbage': 755.642999999997, 'trucking': 223784.99700000713, 'postop': 1411.4190000000006}, 'train': {'bus': 669.1940000000001, 'train': 1363.805999999999}, 'ems': {'fire': 25449.43400000001, 'ems': 13844.628000000012}, 'hunting': {'skill': 4179.033000000316}, 'casino': {'casino': 18545.526000000027}}
It is indeed one line. I am trying to make it so that for example, I can get racing, which is the first one you see. For this, you need go into Player first, and then you can get to Racing. How do I do this?
My current code:
def allthethings():
# Grab all the skills
geturl = ("http://server.tycoon.community:30120/status/data/" + str(setting_playerid))
print(geturl)
a = requests.get(geturl,headers={"X-Tycoon-Key":setting_apikeyTT}).json()
jsonconverted = (a["data"]["gaptitudes_v"])
print(jsonconverted)
# Convert JSON into many, many variables
Raw_RACR = jsonconverted['player.racing']
print(Raw_RACR)
I believe this is all the code that is needed.
Also, this is the error:
KeyError: 'player.racing'
I'm trying to define a function that will create lists from multiple text files and print a random element from one of the weighted lists. I've managed to get the function to work with random.choice for a single list.
enter code here
def test_rollitems():
my_commons = open('common.txt')
all_common_lines = my_commons.readlines()
common = []
for i in all_common_lines:
common.append(i)
y = random.choice(common)
print(y)
When I tried adding a second list to the function it wouldn't work and my program just closes when the function is called.
enter code here
def Improved_rollitem():
#create the lists from the files#
my_commons = open('common.txt')
all_common_lines= my_commons.readlines()
common = []
for i in all_common_lines:
common.append(i)
my_uncommons = open('uncommon.txt')
all_uncommon_lines =my_uncommons.readlines()
uncommon =[]
for i in all_uncommon_lines:
uncommon.apend(i)
y = random.choices([common,uncommon], [80,20])
print(y)
Can anyone offer any insight into what I'm doing wrong or missing ?
Nevermind. I figured this out on my own! Was having issues with Geany so I installed Pycharm and was able to work through the issue. Correct code is:
enter code here
def Improved_rollitem():
#create the lists from the files#
my_commons = open('common.txt')
all_common_lines= my_commons.readlines()
common = []
for i in all_common_lines:
common.append(i)
my_uncommons = open('uncommon.txt')
all_uncommon_lines =my_uncommons.readlines()
uncommon =[]
for i in all_uncommon_lines:
uncommon.append(i)
y = random.choices([common,uncommon], [.8,.20])
if y == [common]:
for i in [common]:
print(random.choice(i))
if y == [uncommon]:
for i in [uncommon]:
print(random.choice(i))
If there's a better way to do something like this, it would certainly be cool to know though.
I'm creating a Lua program and I tried to use something like inheritance, but I got a stack overflow when I called the super of the function.
function Parent()
local self = {}
self.println = function(text) print(text) end
return self
end
function Child()
local super = Parent()
local this = {}
this.println = function(text)
super.println(text) -- According to the debugger, here is the problem.
print("Child")
end
for k, v in pairs(this) do
super[k] = v
end
return this
end
local a = Child()
a.println("Hello!")
I know there are other ways to do this, but I must use this kind of "OOP". Can anyone recommend me anything?
Your problem is with the loop that makes all println functions be the same println function that redirects the call to another printnl function, which is actually the same print function, creating a loop.
for k, v in pairs(this) do
super[k] = v
end
Removing that loop will make the code work, but I am not sure if this makes it behave as you wanted.
Maybe you should take a look at lua metatables if you want to inherit methods.
That for k, v in pairs(this) do loop seems backwards to me.
You are pushing the this copies of the functions into the super table (overwriting the ones that are already there).
So you push this.println into super and then call super.println inside it and you end up calling yourself repeatedly.
Did you mean to do that the other way around? Copy the super functions into this? Or what was the point with that loop in the first place?
I'm reading XML and attaching values to objects in two seperate movieclips. Like this
Map01:
Marker01.name = hello there
Marker01.short = hel
Marker01.value = 12
Map02:
Marker02.name = hello there
Marker02.short = hel
Marker02.value = 99
Now I'm clicking on Marker01 in Map01 and get its name and value. I want to compare its value to that of Marker01 in Map02, using the name, or better yet .short because the names are long and use special characters/spaces. How do I do this? I've pretty much tried everything that seemed logical!
EDIT: sample code for clarification
var marker01:mc_marker = new mc_marker();
marker01.name="hello there";
marker01.short="abc";
marker01.val="99";
marker01.x=10;
marker01.y=10;
this.mc_map01.addChild(marker01);
var marker02:mc_marker = new mc_marker();
marker02.name="hello there";
marker02.short="abc";
marker02.val="20";
marker02.x=10;
marker02.y=10;
this.mc_map02.addChild(marker02);
marker01.addEventListener(MouseEvent.MOUSE_UP, showMarkerInfo);
marker02.addEventListener(MouseEvent.MOUSE_UP, showMarkerInfo);
function showMarkerInfo(event:MouseEvent):void {
txt_ms.text=event.target.short;
txt_mv.text=event.target.val;
if (event.target.short==mc_map02.marker02.short){
txt_mvi.text="here should be the marker02 value";
}
}
You have a typo there. Map02 use Marker1 things.
If its a typo in Stackoverflow,
this.getChildByName( "Marker01" ) will return you the movieclip, buy its name. take care though, as "name" is what it searches for. You used "hello there" when you should put Marker01 as the name. I would suggest you put a property called "data" and put the xml info in it so it doesn't conflict.
In the end you have:
if( this.getChildByName( "Marker01" ).data.value == this.getChildByName( "Marker02" ).data.value ).
I assume this is because you generate Marker0X at runtime and you can't declare some variables and use them directly.
Browny points if you make "data" a instance of a custom class where you can compare two "data". If you need more help, add a comment ^_^