Changing image of a skspritenode() - image

This is how I add my player's texture/image:
Player = SKSpriteNode(imageNamed:"player8")
How do I change the players texture/image without adding or deleting spritenodes?

You assign a different texture:
player = SKSpriteNode(imageNamed:"player8")
Sometime later:
player.texture = SKTexture(imageNamed:"player123")
Hint: it is bad style to begin variable, property and method names with an uppercase character as it makes them appear to be classes.

Related

Create PySimpleGUI list with a key

I wish to have a list of text items in a PySimpleGUI that I can update later. That is, I want to have a key for the list. This might be vertical or horizontal, and I do not know how many items there will be.
I end up with different use cases, but the current one is to make a single line of text items with different colors. Other times, I need to write and update a customized table, just different enough that the table widget does not work.
Conceptually, I want to do something like this:
layout = [ [sg.T('Titles and Things')], sg.ListThing(key='-data-', [[]]) ]
so that I can:
window['-data-'].update(values=[ [sg.T(v, color=c)] for (v,c) in my_data ])
Another, invalid syntax, way of saying what I want is to use [key="-data-", sg.T('Item1'), sg.T('Item2')].
Is this possible?
You can update individual layout elements but you cannot dynamically change the layout itself.
It is possible to create 2 or more elements, whereby only one of them is visible, and switch them later as needed. Or you can close and re-create the window with another layout. Or combine both approaches.
An example of switching layouts:
def change_layout():
left_col_1 = sg.Column([[sg.Text(f'Text {i}') for i in range(4)]], visible=True, key='col_1')
left_col_2 = sg.Column([[sg.Text(f'Text {i}')] for i in range(6)], visible=False, key='col_2')
visible_1 = True
layout = [[sg.Column([[left_col_1, left_col_2]]), sg.Button('Change layout', key='change')]]
window = sg.Window('window', layout=layout, finalize=True)
while True:
event, values = window.read()
print(event)
print(values)
print(visible_1)
if event in ('Exit', sg.WIN_CLOSED):
break
if event == 'change':
window['col_1'].update(visible=not visible_1)
window['col_2'].update(visible=visible_1)
visible_1 = not visible_1
Please notice that the alternative layouts for the left part (left_col_1, left_col_2) need to be enclosed in a container (column, frame) to keep their position in the window in the moment they are invisible.

In InDesign, is there a way to bold a whole word that has one bold character?

I'm working on an index in InDesign. Some of the page numbers are in bold, others are in italics or regular. During editing, somehow the first numbers of some of the bold page numbers got changed. I've figured out how to highlight those page numbers by coloring the bold numbers and recoloring the page numbers that are correct using a GREP search for bold words (\b\w+\b). What I can't figure out is how to select the "bad" page numbers that have only some numbers and make the entire "word" bold. Any ideas? It would be nice not to have to fix them manually.
I just tried this on a document and added a few numbers that were only partially bold.
I was able to fix it by doing a search for only digits with (\b\d+\b), changing all to $1. I left find format blank and change format to regular font. This changed all numbers to regular with no mixed bold and regular.
After that you can run the same find and replace again but switching format to bold. This will change all numbers to be fully bold.
It heavily depends on the text you have. If it's just one first digit that need to change, if you don't use character styles, if you have no digits in your body text, if the font you're using has the common names for styles, if ... there is a lot of 'if's, actually. I'd recommend to share a sample of your file (IDML).
So, here is the script that could do the job (if all of those "if"'s are true):
var doc = app.activeDocument;
var styles = doc.characterStyles;
// STEP 1 -- apply style1 (regular) to all regular numbers \d\d+
var style1 = styles.add();
style1.name = 'digits_regular';
style1.fontStyle = 'Regular';
app.findGrepPreferences = NothingEnum.nothing;
app.findGrepPreferences.findWhat = '\\b\\d\\d+'; // two or more digits
app.findGrepPreferences.fontStyle = 'Regular';
app.changeGrepPreferences.changeTo = '$0';
app.changeGrepPreferences.appliedCharacterStyle = style1;
doc.changeGrep();
// STEP 2 -- apply style2 (italic) to all italic numbers \d\d+
var style2 = styles.add();
style2.name = 'digits_italic';
style2.fontStyle = 'Italic';
app.findGrepPreferences = NothingEnum.nothing;
app.findGrepPreferences.findWhat = '\\b\\d\\d+';
app.findGrepPreferences.fontStyle = 'Italic';
app.changeGrepPreferences.changeTo = '$0';
app.changeGrepPreferences.appliedCharacterStyle = style2;
doc.changeGrep();
// STEP 3 -- apply style3 (bold) to all unstyled numbers
var style3 = styles.add();
style3.name = 'digits_bold';
style3.fontStyle = 'Bold';
app.findGrepPreferences = NothingEnum.nothing;
app.findGrepPreferences.findWhat = '\\b\\d\\d+';
app.findGrepPreferences.appliedCharacterStyle = styles[0]; // syle '[None]'
app.changeGrepPreferences.changeTo = '$0';
app.changeGrepPreferences.appliedCharacterStyle = style3;
doc.changeGrep();
// clean prefs
app.findGrepPreferences = NothingEnum.nothing;
Input:
Result:
Then you can remove the character styles you don't need them. But I'd recommend to use styles. They make the life easier exactly in such cases.
It's much easier to use the Find/Change interface in Indesign.

ASSIGN a value to an attribute of a widget within a frame

While learning Progress 4GL, I stumbled upon following piece of code, assigning a value to an attribute of a widget within a frame:
ASSIGN Rep-Editor:READ-ONLY IN FRAME Dialog1 = YES
Rep-Editor:SENSITIVE IN FRAME Dialog1 = YES.
As you can guess:
Dialog1 is the name of the frame.
Rep-Editor is the name of the widget, placed within the frame.
This looks very confusing to me: it's like saying that the value of the frame equals "YES", I expect the assigned variable and value to be next to each other, something like:
ASSIGN Dialog1.Rep-Editor:READ-ONLY = YES, /* or: */
ASSIGN Dialog1->Rep-Editor:READ-ONLY = YES
This, obviously, is not the right syntax. Is there a Progress syntax, similar to this one, that I can use?
Well ... that’s almost 40 year old ABL syntax ...
You could wrap everything inside a
DO WITH FRAME Dialog1:
ASSIGN Rep-Editor:READ-ONLY = YES
Rep-Editor:SENSITIVE = YES.
END.
block.

How can i change the character image non Ruby Gosu

im building a basic game in the style of the original pokemon games using the ruby gosu library. Ive managed to figure out how to move the originally loaded sprite about but i cant figure out how to clear that sprite and draw the new sprite e.g. back view in its place.
Ive been looking throught the documentation and came across the "insert" method, although im not sure if this is what i want. Any help?
im creating the var in the initialize method then drawing it later on like so:
def initialize
#character_image = Gosu::Image.new("media/images/char.png", :tileable => false)
end
def draw
#character_image.draw(#character_location_X, #character_location_Y, 1)
end
You need to make a class for your character, which needs an update and draw function. In the update function, when input such as WASD is received you can switch the image of the sprite. If you don't have a sprite sheet, you'll have to load multiple images and switch between them.
Here's some ruby pseudocode to help you:
#back_image = Gosu::Image.new("media/images/back.png")
#front_image = Gosu::Image.new("media/images/front.png")
#left_image = Gosu::Image.new("media/images/left.png")
#right_image = Gosu::Image.new("media/images/right.png")
current_image = front_image
This goes in your update function:
if up
current_image = back_image
elsif down
current_image = front_image
elsif right
current_image = right_image
elsif left
current_image = left_image
end
Then in your draw function all you need to do is
def draw
#current_image.draw(#character_location_X, #character_location_Y, 1)
end
This is a pretty basic way, but if you use a sprite sheet, you can create your own animation class that Gosu can use that allows you to select between certain ranges of frames of your character spritesheet.

ActionScript 2 loadClip depth

When I use:
loader = new MovieClipLoader();
_root.createEmptyMovieClip("level1",getNextHighestDepth());
_root.level1.createEmptyMovieClip("image",getNextHighestDepth());
loader.loadClip("http://someimage.jpg",_root.level1.image);
...it works and the image shows up.
But when I use:
loader = new MovieClipLoader();
_root.createEmptyMovieClip("level1",getNextHighestDepth());
_root.level1.createEmptyMovieClip("level2",getNextHighestDepth());
_root.level1.level2.createEmptyMovieClip("image",getNextHighestDepth());
loader.loadClip("http://someimage.jpg",_root.level1.level2.image);
...the image doesn't show up. Can anyone tell me why? How can I make this work?
the depth you are supplying is going to be '1'. is that what you are expecting?
each movie clip has it's own set of depths, so the nextHighestDepth() of the newly create 'image' mc, will be 1. it should not prevent loading the image though.
As gthmb says, you should call getNextHighestDepth() on the same MovieClip as you do the createEmptyMovieClip() on. So your code example should be more like:
loader = new MovieClipLoader();
_root.createEmptyMovieClip("level1",_root.getNextHighestDepth());
_root.level1.createEmptyMovieClip("level2",_root.level1.getNextHighestDepth());
_root.level1.level2.createEmptyMovieClip("image",_root.level1.level2.getNextHighestDepth());
loader.loadClip("http://someimage.jpg",_root.level1.level2.image);
Also, I would recommend storing references to the created MovieClips, so you won't have to use the full path in each occurrence in the code, something in the lines of this:
loader = new MovieClipLoader();
var level1:MovieClip = _root.createEmptyMovieClip("level1",_root.getNextHighestDepth());
var level2:MovieClip = level1.createEmptyMovieClip("level2",level1.getNextHighestDepth());
var image:MovieClip = level2.createEmptyMovieClip("image",level2.getNextHighestDepth());
loader.loadClip("http://someimage.jpg",image);

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