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Multiplayer-focused Arena TPS game
Yonnji posted a topic in Indie ShowcaseI'm making a multiplayer third person shooter (TPS) game using a Panda3D engine. It's in an early prototype state. A few videos from my DevLog:
first time coding in python on ios: Guess My Number (rated M: language)
WinterDragon posted a blog entry in the immovable object learns to make gamesSo I used python 3 for ios on my ipad to do part one of this assignment. Part One: create a guess my number game: numSpecial = 0 time = 0 guesses = 0 g = 0 i = 0 import random numSpecial= random.randint(1,9) print ("guess my nmber, biatch! between 1 and 10") while g!= numSpecial: time = time + 1 if time > 5: print ("you took too long, loser") elif g > numSpecial: print ("too high, shithead") guesses = guesses + 1 elif g < numSpecial: print ("too low, asshole") guesses = guesses + 1 elif guesses > 10: print ("I have had enough of your shit") else: print ("you found an error") g = int(input("what is your guess?")) if g == numSpecial: print ("you guessed right, you are not as stupid as I thought.") i = input () Part Two: figure out where in the program the computer recognises time and place a time limit on the game. And no it doesn't have an ending because I haven't covered ending a program in the text yet.
Python Game Tools programming
rakshit Rao posted a topic in General and Gameplay ProgrammingI'M interested in programming tools (For animation, UI, etc). Can anyone suggest me the resources where I can start learning or which technologies I need achive it. Thanks, Rakshit
Plan movement in wego-sports game
Mogli posted a topic in For Beginners's ForumHello! As my hobby, I'm working on an ice-hockey game, using Python (pygame). It will be based on wego-turns, with each turn representing 3 seconds of "realtime playback". In other words: both users plan their skaters' movements and actions for the upcoming 3 seconds while the game is paused, and then, when they both have confirmed their turn, the game takes their plans, calculates what happens and finally presents the outcome of the turn to the users as a 3 seconds-replay. All frames of the action are stored so that users can re-watch the action, using rewind, forward, play functions etc. As I'm almost totally new to programming, I'm worried about the planning phase. Although my code does achieve what I want, I'm worried that it is overly complicated and will give me lots of headaches later on. Therefore, I would be very thankful if someone more experienced in programming could take a look and/or lend me a hand and give me tips how to simplify and shorten it. I will post my code at the end of the post in the spoiler, but I fear that it might be so messed up that noone but me understands it. Here is what the code should do: IDEA Context: When a certain input is given while a skater is selected during the planning phase, planning mode is enabled.In planning mode, the user can set waypoints for the selected skater. The higher the speed of a skater, the narrower the allowed angle to set the next waypoint needs to be. E.g. if your skater goes at full speed, you cannot perform a 90° turn within just two waypoints. The number of waypoints that can be set for a skater in the planning phase depends on the skater's speed. The greater the speed, the more waypoints can be set. The effect of speed needs to be tracked during the planning-phase itself, so that - for example - if a user sets acceleration-waypoints he will be able to set more waypoints in this very planning-phase. All information for movement (between waypoints) must be stored, as it needs to be retrievable in the replay-phase. If you have any ideas or hints how to come up with a code that achieves these things, please tell me, never mind how basic or in-depth! What follows below is my complicated attempt at it. MY ATTEMPT VIDEO
C# Where to get started in making a text based MUD?
Arnold // Golden Donkey Productions posted a topic in Networking and MultiplayerWhere to get started in making a text based MUD? So I have been making small games for over 3 years now and I'm comfortable in the programming languages that follow: 1. Python (I need a bit of practice with this) 2. C# (I am the most comfortable in this) 3. Java (I know quite a bit but might need to do a tad of research) and I have also done a bit in: 4. JS (I know pretty much nothing here) 5. And some other stuff Anyway, so now you know all that rubbish here goes. What I wan't to do is program a text based MMORPG or a text based MUD. I have basically no clue where to begin so I what I need is some places to start. If anyone has any information on the subject, anything at all, please post it bellow. I will be really appreciated.
Python AlienInvasion
Vansh Gupta posted a topic in General and Gameplay ProgrammingA simple arcade game in python.I am currently in class 9th and made this game using python
Sharing My Random Map Generator
RidiculousName posted a topic in General and Gameplay ProgrammingI've made a very simple map generator as a demo for combat encounters in my game. I plan to have the trees and rocks be cover, while the player's bandits ambush a caravan on the road in the middle. Please, let me know what you think. Criticism is welcome. """ Generates a basic map for combat """ __Author__ = "RidiculousName" __date__ = "3/21/18" import pygame as pg import copy import random def createMap(width, height, trees, rocks, roadWidth): """ creates a combat map :param width: int; 20-60 width of map in squares :param height: int; 20-60 height of map in squares :param trees: int; 0 to (width*height)//5 # of trees in map :param rocks: int; 0 to (width*height)//5 # of rocks in map :param roadWidth: int; 0-10 width of road in map (if value=0, will not have a road) :return: tuple matrix of map """ # variable declarations mapMatrix = [] rowList = [0] * width treeLocations = [] rockLocations = [] colIndex = random.randint(0, height) rowIndex = random.randint(0, width) #error checking if trees > (width * height) // 3: print("ERROR: TOO MANY TREES") return 0 elif rocks > (width * height) // 3: print("ERROR: TOO MANY ROCKS") return 0 # create a blank map full of grass for i in range(height): row = copy.copy(rowList) mapMatrix.append(row) # add trees for i in range(trees): while (rowIndex, colIndex) in treeLocations: colIndex = random.randint(0, height - 1) rowIndex = random.randint(0, width - 1) mapMatrix[rowIndex][colIndex] = 1 treeLocations.append((rowIndex, colIndex)) # add rocks for i in range(rocks): while (rowIndex, colIndex) in treeLocations \ or (rowIndex, colIndex) in rockLocations: colIndex = random.randint(0, height - 1) rowIndex = random.randint(0, width - 1) mapMatrix[rowIndex][colIndex] = 2 rockLocations.append((rowIndex, colIndex)) # add the road if roadWidth > 0: ct = int(roadWidth // 2) road = int(height // 2) while ct > 0: mapMatrix[road + ct] = [3] * width mapMatrix[road - ct] = [3] * width ct -= 1 mapMatrix[road] = [3] * width # convert to tuple for i in range(height): mapMatrix[i] = tuple(mapMatrix[i]) # return return tuple(mapMatrix) def showMap(screen, mapMatrix): """ :param screen: pygame screen object images are blitted to this :param mapMatrix: list matrix contains the map matrix :return: none """ # variable declarations height = pg.display.Info().current_h width = pg.display.Info().current_w x_pos = 0 y_pos = 0 grass = pg.image.load("grass.png").convert() tree = pg.image.load("tree.png").convert() rock = pg.image.load("rock.png").convert() road = pg.image.load("road.png").convert() for i in range(len(mapMatrix)): for j in range(len(mapMatrix[i])): if mapMatrix[i][j] == 0: screen.blit(grass, [x_pos, y_pos]) elif mapMatrix[i][j] == 1: screen.blit(tree, [x_pos, y_pos]) elif mapMatrix[i][j] == 2: screen.blit(rock, [x_pos, y_pos]) elif mapMatrix[i][j] == 3: screen.blit(road, [x_pos, y_pos]) x_pos += 16 y_pos += 16 x_pos = 0 def main(): """ calls functions to allow the game to run """ # variable declarations done = False # initialize pygame pg.init() # make screen object size = (1600, 900) screen = pg.display.set_mode(size) # set window caption pg.display.set_caption("Bandit King") #manages FPS clock = pg.time.Clock() #creates map mapMatrix = createMap(30, 30, 140, 20, 2) while not done: # --- main event loop for event in pg.event.get(): if event.type == pg.QUIT: done = True # --- game logic # --- drawing code showMap(screen, mapMatrix) # --- update screen pg.display.flip() # --- limit to 60 FPS clock.tick(60) #print("height: ", pg.display.Info().current_h, "width: ", pg.display.Info().current_w) pg.quit() if __name__ == "__main__": main()
2D Random Map Generation
RidiculousName posted a topic in For Beginners's ForumI want to make a random map generator in python 3, but I have no idea how to do it. Could someone recommend me a good starting point? What I want to make is a flat 2D overworld-map with roads, rivers, settlements, farmlands, forests, and plains. I don't want to model specific buildings. This is just for a game I'm making where I'd like the player to be able to travel from point to point.
Python Announcing AppGameKit for Python!
adambiser posted a topic in Your AnnouncementsHello all, I have teamed up with TheGameCreators for them to trial a Python version of AppGameKit in the form of a PYD file that makes AppGameKit commands available to Python 3.6 and greater. Currently this PYD is compiled only for use with the Windows x86 version of Python. It is a free, unlimited version of their commercial product, but it does show the AppGameKit logo for a few seconds on game startup and AppGameKit is mentioned in the window title when in windowed mode. The PYD works with PyInstaller for easy distribution. If you haven't heard of AppGameKit, I would recommend looking over their website. They also have documentation online and an active community forum. I should point out that method names have been changed to follow PEP 8 naming conventions, so they will be similar but different from the online help. I also had to make a few changes mentioned on the project's itch.io page. There is also a PYI file there that can be used with PyCharm for easier access to the same information. As mentioned, this is a trial for them, but if there's a positive response they will extend the project and include a way of compiling an executable without the intro logo and window title text as well as support other OS. Please take a look and feel free to ask me any questions about it here or on the project's community forum on itch.io. AppGameKit for Python project page at itch.io: https://fascimania.itch.io/appgamekit-for-python Original announcement url: https://www.thegamecreators.com/post/announcing-appgamekit-for-python
an early coding exercise 1
WinterDragon posted a blog entry in the immovable object learns to make gamescarPrice = input ("what is the base price of the car?") tax = int (carPrice) * .125 insurance = 250 totalcarPrice = int (carPrice) + int (insurance) + int (tax) print ("total cost of your car including: insurance $",insurance,",") print ("and tax: $",tax," comes to $",totalcarPrice) input () This is a program that figures out all your extra costs, when buying a car. The only mistake I still need to figure out, is what the escape clause is for avoiding having a space at the end of a statement inside a print function. It works fine, the user enters the base cost for the car. Program calculates the tax and adds a previously decided insurance cost. Then the program provides the user with both the individual costs, and the total all-inclusive price of the car. EDIT: After some research not in-book, it turns out that you can avoid the white spaces in between statements by using the function sep = "", which should be treated as a variable - so not inside the quotation marks of the print function, rather, naked inside the brackets. So the final program now looks like this: carPrice = input ("what is the base price of the car?") tax = int (carPrice) * .125 insurance = 250 totalcarPrice = int (carPrice) + int (insurance) + int (tax) print ("total cost of your car including: insurance $",insurance,",", sep = "") print ("and tax: $",tax," comes to $",totalcarPrice, sep = "") input ()
my first program in python
WinterDragon posted a blog entry in the immovable object learns to make gamesI wrote my first program (not including the false start last time I attempted programming) in Python... and it works! after a few bug fixes it's actually quite small and some would think insignificant. But I'm getting used to the syntax and form of the language. print ("hello") print ("nwhat are your 2 favourite foods of all time?") food1 = input ("nt1.") food2 = input ("nt2.") print ("I have made ",food2+food1," for you!") input ("press a key to exit and enjoy your meal :)")
my 2nd program in python
WinterDragon posted a blog entry in the immovable object learns to make gamestip15 = 0 tip20 = 0 price = input ("how much did your meal cost?") tip15 = int (price) * .15 tip20 = int (price) * .2 print ("A 20% tip would be ",tip20," and a 15% tip would be",tip15) input () I wrote a tipper program for an exercise. It's a simple program and it took 20mins to write including several bug fixes, where I had to go back to looking through the textbook and a few glances at my first program, before I got it running properly. I made the usual noob mistakes - since I've tackled many different languages, I had to figure out if I needed to declare variables. I also got the variable on the wrong side of the equals sign, then I forgot to include commas in my print statement for the variables. I also forgot to state that the variable was an integer. Finally, I forgot to use brackets and then incorrectly included the calculation inside the brackets. Eventually, I figured all of this out and came up with the above seemingly simple program. And it works! I'm still not using comments, but I'll fix that when I start writing longer programs.
a fortune cookie program
WinterDragon posted a blog entry in the immovable object learns to make gamesSo it took one day to write and bug fix. Then another day to go through guesswork and figuring it out - to get the program to work. I haven't got up to while loops in the book, so it took a while - a few errors before I got it working. And I certainly haven't got as far as def methods, so using them was difficult and problematic. But I wanted my program to be complete with an exit option. import random def end_game(): end_message = ("game over") print (end_message) def game(): againPlay = "y" while againPlay == "y": nmCookie = random.randrange(5) begin = input ("cookie time, open your fortune cookie") if nmCookie < 1: print ("you are going to die someday") againPlay = input ("Still hungry") elif nmCookie == 1: print ("you just ate a cookie") againPlay = input ("Still hungry") elif nmCookie == 2: print ("you are going to eat another cookie") againPlay = input ("Still hungry") elif nmCookie == 3: print ("you like cookies") againPlay = input ("Still hungry") elif nmCookie == 4: print ("you will have a gargantuan legacy") againPlay = input ("Still hungry") else: end_game() game () end_game ()
Adding "Tilt" (depth) effect to overhead tactical game.
Sean Meredith posted a topic in Math and PhysicsHi all, I am starting to develop a tactics game and ran into a problem I had not thought of. I began by drawing a screen with a hex grid, and this is no big deal. I got that working fine. But, I realized it didn't look quite right. This is because in most strategy games, you're not looking straight down. There is a bit of a tilt. Attached is an example of what I mean. The hexagons on bottom are larger than the hexagons on top, and I'm unsure of how to go about adding this effect. Especially when you consider that some maps may be of different sizes. I'm not sure if this is the right place to post something like this, but it seems as though some sort of linear transformation would be applied? No? I don't even know where to begin in a problem like this. Thanks.
Please review my Pong code
Arthev posted a topic in For Beginners's ForumHey folks, new here I've decided to take the advice in this article. So any comments and criticisms on my pong clone would be appreciated! Written using Python 3 and Pygame. Github repo: available here. Thanks! import pygame import random import colour_constants import time import json import math from pathlib import Path SCREEN_SIZE = (640, 480) BALL_DIAMETER = 32 MAX_FPS = 60 PADDLE_SIZE = (16, 64) PADDLE_VEL = 10 HORIZONTAL_BAR = (SCREEN_SIZE[0], PADDLE_SIZE[0]) RECENT_HIT_RESET = 20 BLACK = colour_constants.DISPLAYBLACK PUREBLACK = colour_constants.PUREBLACK #Easy access for colorkeying SETTINGS_PATH = "config_pong.cfg" GAME_INTENSIFYING_CONSTANT = 1.08 COLOUR = colour_constants.APPLE2 player_one_up = pygame.K_q player_one_down = pygame.K_a player_two_up = pygame.K_o player_two_down = pygame.K_l points_per_game = 5 pygame.mixer.pre_init(44100, -16, 2, 2048) pygame.init() screen = pygame.display.set_mode(SCREEN_SIZE, 0, 32) font = pygame.font.SysFont("Mono", 32) try: bounce_sound = pygame.mixer.Sound('bounce.wav') score_sound = pygame.mixer.Sound('score.wav') paddle_sound = pygame.mixer.Sound('paddle_bounce.wav') menu_sound = pygame.mixer.Sound('menu.wav') except: raise UserWarning("Couldn't load sound files.") class Play_Background: def __init__(self): self.surface = pygame.Surface(SCREEN_SIZE) self.surface.fill(BLACK) self.surface = self.surface.convert() pygame.draw.rect(self.surface, COLOUR, (0, 0, HORIZONTAL_BAR[0], HORIZONTAL_BAR[1])) pygame.draw.rect(self.surface, COLOUR, (0, SCREEN_SIZE[1] - HORIZONTAL_BAR[1], HORIZONTAL_BAR[0], HORIZONTAL_BAR[1])) pygame.draw.line(self.surface, COLOUR, (SCREEN_SIZE[0]//2, 0), (SCREEN_SIZE[0]//2, SCREEN_SIZE[1])) def draw(self) -> None: screen.blit( self.surface, (0, 0) ) class vector2: def __init__(self, x, y): self.x = x self.y = y def get_magnitude(self): return math.sqrt(self.x**2 + self.y**2) def normalize(self): magnitude = self.get_magnitude() self.x /= magnitude self.y /= magnitude def __add__(self, rhs): return vector2(self.x + rhs.x, self.y + rhs.y) def __mul__(self, scalar): return vector2(self.x * scalar, self.y * scalar) class Paddle: def __init__(self, side, player, up_button=None, down_button=None): if side == "left": self.pos = vector2(SCREEN_SIZE[0]//40, SCREEN_SIZE[1]//2 - PADDLE_SIZE[1]//2) elif side == "right": self.pos = vector2(SCREEN_SIZE[0] - PADDLE_SIZE[0] - SCREEN_SIZE[0]//40, SCREEN_SIZE[1]//2 - PADDLE_SIZE[1]//2) else: raise ValueError("Illegal 'side' argument sent to Paddle.__init__:", side) if player and (up_button == None or up_button == None): raise ValueError("Illegal combination of player and buttons sent to Paddle.__init__. None buttons make no sense for player == True") self.side = side self.player = player self.up_button = up_button self.down_button = down_button self.vel = vector2(0, 0) #No initial movement. self.surface = pygame.Surface( (PADDLE_SIZE[0], PADDLE_SIZE[1]) ) self.surface.fill(COLOUR) self.surface = self.surface.convert() self.score = 0 if not player: self.wait_to_calculate = 0 if not player: self.last_ball_dir = "left" if not player: self.expected_pos = 0 def calculate_expected_pos(self, ball): posVec = vector2(ball.pos.x + BALL_DIAMETER//2, ball.pos.y + BALL_DIAMETER//2) velVec = vector2(ball.vel.x, ball.vel.y) while True: timer = 1/(MAX_FPS) posVec.x += velVec.x * timer posVec.y += velVec.y * timer #Pseudo_horizontal_bar_check_and_adjustment if posVec.y - BALL_DIAMETER//2 < HORIZONTAL_BAR[1]: velVec.y *= -1 posVec.y = HORIZONTAL_BAR[1] + BALL_DIAMETER//2 elif posVec.y + BALL_DIAMETER//2 > SCREEN_SIZE[1] - HORIZONTAL_BAR[1]: velVec.y *= -1 posVec.y = SCREEN_SIZE[1] - BALL_DIAMETER//2 - HORIZONTAL_BAR[1] #Now for the bounce from the left side, if any if posVec.x - BALL_DIAMETER//2 < 0: posVec.x = BALL_DIAMETER//2 velVec.x *= -1 #And finally, handling for when found the expected pos if posVec.x + BALL_DIAMETER//2 > SCREEN_SIZE[0] - PADDLE_SIZE[0]: return posVec def calculate_expected_drift(self, case): yVel = self.vel.y yPos = self.pos.y while yVel > 5: yVel -= yVel / (MAX_FPS * 1.3) #movesim yPos += yVel * 1/MAX_FPS if yPos < HORIZONTAL_BAR[1]: yVel *= -0.75 yPos = HORIZONTAL_BAR[1] elif yPos + PADDLE_SIZE[1] > SCREEN_SIZE[1] - HORIZONTAL_BAR[1]: yVel *= -0.75 yPos = SCREEN_SIZE[1] - PADDLE_SIZE[1] - HORIZONTAL_BAR[1] if yPos + PADDLE_SIZE[1]//3 - self.expected_pos.y > PADDLE_SIZE[1]//4: return "under" elif (yPos + PADDLE_SIZE[1] - PADDLE_SIZE[1]//3) - self.expected_pos.y < -PADDLE_SIZE[1]//4: return "over" else: return "drift" def move(self, time_passed, ball) -> None: #Accelerate if self.player: pressed_keys = pygame.key.get_pressed() if pressed_keys[self.up_button]: self.vel.y -= PADDLE_VEL elif pressed_keys[self.down_button]: self.vel.y += PADDLE_VEL else: self.vel.y -= self.vel.y / (MAX_FPS * 1.3) #Found experimentally else: if self.expected_pos == 0: self.expected_pos = self.calculate_expected_pos(ball) if ball.vel.x > 0: self.last_ball_dir = "right" if self.wait_to_calculate > 0: self.wait_to_calculate -= 1 else: self.expected_pos = self.calculate_expected_pos(ball) self.wait_to_calculate = RECENT_HIT_RESET//2 elif ball.vel.x < 0: if self.last_ball_dir == "right": self.last_ball_dir = "left" self.expected_pos = self.calculate_expected_pos(ball) self.wait_to_calculate = 0 probable_drift = self.calculate_expected_drift("larger") #expected_pos y is larger than self y if probable_drift == "under": self.vel.y -= PADDLE_VEL elif probable_drift == "over": self.vel.y += PADDLE_VEL else: if abs(self.pos.y + PADDLE_SIZE[1]//2 - self.expected_pos.y) > PADDLE_SIZE[1]: if self.pos.y + PADDLE_SIZE[1]//2 > self.expected_pos.y: self.vel.y -= PADDLE_VEL else: self.vel.y += PADDLE_VEL self.vel.y -= self.vel.y / (MAX_FPS * 1.3) #Move self.pos.y += self.vel.y * time_passed if self.pos.y < HORIZONTAL_BAR[1] or self.pos.y + PADDLE_SIZE[1] > SCREEN_SIZE[1] - HORIZONTAL_BAR[1]: paddle_sound.play() self.vel.y *= -0.75 if self.pos.y < HORIZONTAL_BAR[1]: self.pos.y = HORIZONTAL_BAR[1] else: self.pos.y = SCREEN_SIZE[1] - PADDLE_SIZE[1] - HORIZONTAL_BAR[1] def draw(self) -> None: screen.blit(self.surface, (self.pos.x, self.pos.y)) class Ball: def reset(self) -> None: self.last_hit = None self.pos = vector2(SCREEN_SIZE[0]//2, SCREEN_SIZE[1]//2) self.vel = vector2(SCREEN_SIZE[0] * random.random(), SCREEN_SIZE[1] * random.random()) if random.random() < 0.5: self.vel.x *= -1 if random.random() < 0.5: self.vel.y *= -1 if abs(self.vel.x) < SCREEN_SIZE[0] * 0.1: self.reset() def __init__(self): self.pos = None self.vel = None self.surface = pygame.Surface( (BALL_DIAMETER, BALL_DIAMETER) ) self.surface.set_colorkey(PUREBLACK) pygame.draw.circle( self.surface, COLOUR, (BALL_DIAMETER//2, BALL_DIAMETER//2), BALL_DIAMETER//2) self.surface = self.surface.convert_alpha() self.last_hit = None self.reset() def horizontal_bar_check_and_adjustment(self) -> None: if self.pos.y < HORIZONTAL_BAR[1] or self.pos.y + BALL_DIAMETER > SCREEN_SIZE[1] - HORIZONTAL_BAR[1]: self.vel.y *= -1 bounce_sound.play() if self.pos.y < HORIZONTAL_BAR[1]: self.pos.y = HORIZONTAL_BAR[1] else: self.pos.y = SCREEN_SIZE[1] - BALL_DIAMETER - HORIZONTAL_BAR[1] def score_check(self) -> str: #Can also return None! if self.pos.x + BALL_DIAMETER < 0: return "right" elif self.pos.x > SCREEN_SIZE[0]: return "left" else: return None def simple_collision_check(self, paddles) -> Paddle: #Can also return None! left = paddles[0] right = paddles[1] if self.pos.x + BALL_DIAMETER < right.pos.x and self.pos.x > left.pos.x + PADDLE_SIZE[0]: return None #If we progress below here, a hit might happen... since the ball isn't *between* the paddles! if self.pos.x + BALL_DIAMETER > right.pos.x: #Ball might have hit the right paddle. if self.pos.y > right.pos.y + PADDLE_SIZE[1]: return None elif self.pos.y + BALL_DIAMETER < right.pos.y: return None else: return right else: #Ball might have hit the left paddle. if self.pos.y > left.pos.y + PADDLE_SIZE[1]: return None elif self.pos.y + BALL_DIAMETER < left.pos.y: return None else: return left def collision_handling(self, paddle) -> None: steps = PADDLE_SIZE[1]//2 + BALL_DIAMETER//2 extreme = 1.12 #arcsin(0.9) = 1.12 hit = self.pos.y + BALL_DIAMETER//2 - (paddle.pos.y + PADDLE_SIZE[1]//2) w = extreme/steps*hit newVec = 0 #This is a unit vector, hehe. if paddle.side == "left": newVec = vector2(-math.cos(w), -math.sin(w)) else: newVec = vector2(math.cos(w), -math.sin(w)) magnitude = self.vel.get_magnitude() * GAME_INTENSIFYING_CONSTANT * -1 self.vel.normalize() newVec = newVec + self.vel #The two vectors can be scalar multiplied by some percentage for different admixtures. newVec.normalize() newVec = newVec * magnitude self.vel = newVec def move(self, time_passed, paddles) -> None: self.pos.x += self.vel.x * time_passed self.pos.y += self.vel.y * time_passed self.horizontal_bar_check_and_adjustment() quick_collision = self.simple_collision_check(paddles) #quick_collision will contain a paddle - or None. if quick_collision: if quick_collision.side != self.last_hit: bounce_sound.play() self.last_hit = quick_collision.side self.collision_handling(quick_collision) def draw(self) -> None: screen.blit(self.surface, (self.pos.x, self.pos.y)) class Scoredrawer: def __init__(self): self.left = 0 self.right = 0 def draw(self, left, right): #Idea for improved performance: Check whether there's a change to a score and then only rendering if so. left_text = font.render(str(left), False, COLOUR).convert_alpha() right_text = font.render(str(right), False, COLOUR).convert_alpha() y_offset = HORIZONTAL_BAR[1] * 1.5 screen.blit(left_text, (SCREEN_SIZE[0]//2 - 32 - left_text.get_width(), y_offset)) screen.blit(right_text, (SCREEN_SIZE[0]//2 + 32, y_offset)) def display_winner(winner) -> None: winner_text = font.render( winner.capitalize() + " has won!", False, COLOUR).convert_alpha() screen.blit(winner_text, (SCREEN_SIZE[0]//2 - winner_text.get_width()//2, SCREEN_SIZE[1]//2 - winner_text.get_height()//2)) pygame.display.update() while True: for event in pygame.event.get(): if event.type == pygame.constants.QUIT: exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: exit() elif event.key == pygame.K_RETURN: return def play(win_score: int, two_player_mode: bool) -> str: #returns 'left' or 'right' depending on which player won clock = pygame.time.Clock() background = Play_Background() scoredrawer = Scoredrawer() ball = Ball() paddle1 = Paddle(side="left", player=True, up_button=player_one_up, down_button=player_one_down) paddle2 = Paddle(side="right", player=two_player_mode, up_button=player_two_up, down_button=player_two_down) paddles = [paddle1, paddle2] #Left side must go in paddles[0], right side in paddles[1]. while True: for event in pygame.event.get(): if event.type == pygame.constants.QUIT: exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: exit() time_passed = clock.tick(MAX_FPS) / 1000.0 #time_passed is in seconds background.draw() ball.move(time_passed, paddles) for paddle in paddles: paddle.move(time_passed, ball) scorer = ball.score_check() #Either "left", "right" or None if scorer: score_sound.play() if scorer == "left": paddles[0].score += 1 if paddles[0].score >= win_score: display_winner(scorer) return else: paddles[1].score += 1 if paddles[1].score >= win_score: display_winner(scorer) return ball.reset() scoredrawer.draw(paddles[0].score, paddles[1].score) ball.draw() for paddle in paddles: paddle.draw() pygame.display.update() def display_intro() -> None: display_font = pygame.font.SysFont("mono", SCREEN_SIZE[0]//6) display_text = display_font.render("PongyPong", False, COLOUR, BLACK).convert() display_font2 = pygame.font.SysFont("mono", SCREEN_SIZE[0]//18) display_text2 = display_font2.render("by: Arthur", False, COLOUR, BLACK).convert() for i in range(256): screen.fill(BLACK) display_text.set_alpha(i) screen.blit(display_text, (SCREEN_SIZE[0]//2 - display_text.get_width()//2, SCREEN_SIZE[1]//2 - display_text.get_height())) pygame.display.update() time.sleep(1/100) for i in range(256): display_text2.set_alpha(i) screen.blit(display_text2, (SCREEN_SIZE[0]//2, SCREEN_SIZE[1]//2)) pygame.display.update() time.sleep(1/200) time.sleep(0.25) def settings_menu() -> None: def save_settings(dummy): current_settings = {'COLOUR':COLOUR, 'player_one_up':player_one_up, 'player_one_down':player_one_down, 'player_two_up':player_two_up, 'player_two_down':player_two_down, 'points_per_game':points_per_game} with open(SETTINGS_PATH, 'w') as settings_file: json.dump(current_settings, settings_file) def set_key(var): press_message = font.render( "Press the desired key...", False, COLOUR).convert_alpha() screen.blit(press_message, (SCREEN_SIZE[0]//2 - press_message.get_width()//2, SCREEN_SIZE[1] - font.get_linesize() * 1.5)) pygame.display.update() pygame.event.clear() while True: for event in pygame.event.get(): if event.type == pygame.constants.QUIT: exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: exit() if event.key != pygame.K_RETURN: menu_sound.play() globals()[var] = event.key return selection = 0 options = [{'Text': 'Points Per Game: ', 'func': lambda x: None, 'var': 'points_per_game', 'extradraw': ['arrows', 'value']}, {'Text': 'Colour', 'func': lambda x: None, 'var': 'COLOUR', 'extradraw':'arrows'}, {'Text': 'Player One Up: ', 'func': set_key, 'var': 'player_one_up', 'extradraw':'button'}, {'Text': 'Player One Down: ', 'func': set_key, 'var': 'player_one_down', 'extradraw':'button'}, {'Text': 'Player Two Up: ', 'func': set_key, 'var': 'player_two_up', 'extradraw':'button'}, {'Text': 'Player Two Down: ', 'func': set_key, 'var':'player_two_down', 'extradraw':'button'}, {'Text': 'Save Settings', 'func': save_settings, 'var': 'return', 'extradraw': None}] colour_options = [colour_constants.AMBER, colour_constants.LTAMBER, colour_constants.GREEN1, colour_constants.APPLE1, colour_constants.GREEN2, colour_constants.APPLE2, colour_constants.GREEN3] colour_selection = 0 for i, colour in enumerate(colour_options): if colour == COLOUR: colour_selection = i blinker = True while True: for event in pygame.event.get(): if event.type == pygame.constants.QUIT: exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: exit() elif event.key == pygame.K_RETURN: menu_sound.play() options[selection]['func'](options[selection]['var']) if options[selection]['var'] == 'return': return elif event.key in [pygame.K_DOWN, player_one_down, player_two_down]: menu_sound.play() if selection == len(options) - 1: selection = 0 else: selection += 1 elif event.key in [pygame.K_UP, player_one_up, player_two_up]: menu_sound.play() if selection == 0: selection = len(options) - 1 else: selection -= 1 elif event.key == pygame.K_RIGHT: var = options[selection]['var'] if var == 'COLOUR': menu_sound.play() if colour_selection == len(colour_options) -1: colour_selection = 0 else: colour_selection += 1 globals()[var] = colour_options[colour_selection] elif var == 'points_per_game': menu_sound.play() globals()[var] += 1 elif event.key == pygame.K_LEFT: var = options[selection]['var'] if var == 'COLOUR': menu_sound.play() if colour_selection == 0: colour_selection = len(colour_options) - 1 else: colour_selection -= 1 globals()[var] = colour_options[colour_selection] if var == 'points_per_game': menu_sound.play() globals()[var] = max(1, points_per_game - 1) screen.fill(BLACK) DIV = 32 for i in range(len(options)): if i == selection: blinker = not blinker if blinker: continue text = font.render(options[i]['Text'], False, COLOUR).convert_alpha() screen.blit(text, (SCREEN_SIZE[0]//2 - text.get_width()//2, SCREEN_SIZE[1]//DIV + font.get_linesize() * 1.5 * i)) extradraw = options[i]['extradraw'] if extradraw == 'arrows' or (type(extradraw) == list and 'arrows' in extradraw): h = text.get_height() * 0.75 // 1 arrowsurface = pygame.Surface( (h, h) ) arrowsurface.fill(BLACK) pygame.draw.polygon(arrowsurface, COLOUR, ( (0, h//2), (h//2 - h//8, h//4), (h//2 - h//8, 3*h//4) ) ) pygame.draw.polygon(arrowsurface, COLOUR, ( (h, h//2), (h//2 + h//8, h//4), (h//2 + h//8, 3*h//4) ) ) arrowsurface.convert() screen.blit(arrowsurface, (SCREEN_SIZE[0]//2 - text.get_width()//2 - arrowsurface.get_width() - 2, SCREEN_SIZE[1]//DIV + font.get_linesize() * 1.5 * i + h//8)) if extradraw == 'value' or (type(extradraw) == list and 'value' in extradraw): valuesurface = font.render( str(globals()[options[i]['var']]), False, COLOUR).convert_alpha() screen.blit(valuesurface, (SCREEN_SIZE[0]//2 + text.get_width()//2 + 2, SCREEN_SIZE[1]//DIV + font.get_linesize() * 1.5 * i)) if extradraw == 'button' or (type(extradraw) == list and 'button' in extradraw): buttonsurface = font.render( pygame.key.name(globals()[options[i]['var']]), False, COLOUR).convert_alpha() screen.blit(buttonsurface, (SCREEN_SIZE[0]//2 + text.get_width()//2 + 2, SCREEN_SIZE[1]//DIV + font.get_linesize() * 1.5 * i)) pygame.display.update() def main_menu() -> None: def one_player_mode(): play(points_per_game, False) def two_player_mode(): play(points_per_game, True) selection = 0 options = [{'Text': '1-Player', 'func': one_player_mode}, {'Text': '2-Player', 'func': two_player_mode}, {'Text': 'Settings', 'func': settings_menu}, {'Text': 'Exit', 'func': exit}] blinker = True while True: for event in pygame.event.get(): if event.type == pygame.constants.QUIT: exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: exit() elif event.key == pygame.K_RETURN: menu_sound.play() options[selection]['func']() elif event.key in [pygame.K_DOWN, player_one_down, player_two_down]: menu_sound.play() if selection == len(options) - 1: selection = 0 else: selection += 1 elif event.key in [pygame.K_UP, player_one_up, player_two_up]: menu_sound.play() if selection == 0: selection = len(options) - 1 else: selection -= 1 screen.fill(BLACK) pseudopaddle = pygame.Surface( (PADDLE_SIZE[0]//2, PADDLE_SIZE[1]//2) ) pseudopaddle.fill(COLOUR) pseudopaddle = pseudopaddle.convert() screen.blit(pseudopaddle, (SCREEN_SIZE[0]//2 - PADDLE_SIZE[1], SCREEN_SIZE[1]//10 - PADDLE_SIZE[0]//2)) screen.blit(pseudopaddle, (SCREEN_SIZE[0]//2 + PADDLE_SIZE[1], SCREEN_SIZE[1]//10 + PADDLE_SIZE[0]//2)) pseudoball = pygame.Surface( (BALL_DIAMETER//2, BALL_DIAMETER//2) ) pseudoball.fill(BLACK) pygame.draw.circle( pseudoball, COLOUR, (BALL_DIAMETER//4, BALL_DIAMETER//4), BALL_DIAMETER//4) pseudoball = pseudoball.convert() screen.blit(pseudoball, (SCREEN_SIZE[0]//2 + BALL_DIAMETER//4, SCREEN_SIZE[1]//10 - BALL_DIAMETER//4)) for i in range(len(options)): if i == selection: blinker = not blinker if blinker: continue text = font.render(options[i]['Text'], False, COLOUR).convert_alpha() screen.blit(text, (SCREEN_SIZE[0]//2 - text.get_width()//2, SCREEN_SIZE[1]//4 + font.get_linesize() * 2 * i)) pygame.display.update() def load_settings() -> None: settings_path = Path(SETTINGS_PATH) if settings_path.is_file(): with open(SETTINGS_PATH, 'r') as settings_file: settings = json.load(settings_file) for item in settings: globals()[item] = settings[item] else: default_settings = {'COLOUR':COLOUR, 'player_one_up':player_one_up, 'player_one_down':player_one_down, 'player_two_up':player_two_up, 'player_two_down':player_two_down, 'points_per_game':points_per_game} with open(SETTINGS_PATH, 'w') as settings_file: json.dump(default_settings, settings_file) if __name__ == '__main__': load_settings() display_intro() main_menu()
Python Interest in Python
Josheir posted a topic in General and Gameplay ProgrammingI was looking for a library to make a server/clients program. I was thinking there would be easy tutorials for Javascript or Java. What I ran across that is interesting is a Python tutorial for teens that looks pretty easy. https://www.raywenderlich.com/38732/multiplayer-game-programming-for-teens-with-python I don't know too much about Python though and I am wondering if the language is worthwhile. Is it supported? Also, I am interested in the possible use of a relational database, of which I found : PostgreSQL. If you know Python could you please give me a recommendation. Its future, use, popularity, IDE, Database suggested? From what I see it looks like an understandable language. One of the highly recommended IDEs called Pycharm has no database support, so I stopped here and thought I'd bring it up in this forum. I'm interested in any free versions too, EDIT: Pygame is a download needed : https://www.raywenderlich.com/24252/beginning-game-programming-for-teens-with-python Thank you; maybe you have alternate suggestions? Josheir
Projectile Dominion: Gameplay 2
Tazbird posted a gallery image in Projects
From the album: MissileCommandChallenge2018Additional game play from my 2018 Missile Command Challenge Submission
Projectile Dominion: Ending Screen
Tazbird posted a gallery image in Projects
From the album: MissileCommandChallenge2018The ending screen from my 2018 Missile Command Challenge submission
Projectile Dominion: Game Play
Tazbird posted a gallery image in Projects
From the album: MissileCommandChallenge2018Game play from my 2018 Missile Command Challenge Submission
Projectile Dominion: Title Screen
Tazbird posted a gallery image in Projects
From the album: MissileCommandChallenge2018The title screen to my 2018 Missile Command Challenge submission
2018-01-21 15_50_30-_Python 3.5.1 Shell_.jpg
Tazbird posted a gallery image in Projects
Kivy Window Resizing Messes up Screen Formatting
RidiculousName posted a topic in For Beginners's ForumI want to make it so the location and size of the buttons I use are changed to suit the background image when the screen is resized. Here is my code so far: """ Combines various .py files and allows the game to run. """ from kivy.app import App from kivy.uix.image import Image from kivy.config import Config from kivy.uix.button import Button from kivy.uix.floatlayout import FloatLayout class MainMenu(FloatLayout): def __init__(self, **kwargs): super(MainMenu, self).__init__(**kwargs) start_button = Button(pos=(25, 75), background_normal="Start.png", background_down="Start_Down.png", size_hint=(.1, .1)) load_button = Button(pos=(225, 75), background_normal="Load.png", background_down="Load_Down.png", size_hint=(.1, .1)) options_button = Button(pos=(425, 75), background_normal="Options.png", background_down="Options_Down.png", size_hint=(.150, .1)) quit_button = Button(pos=(708, 75), background_normal="Quit.png", background_down="Quit_Down.png", size_hint=(.1, .1)) background = Image(source="Main_Menu.png", pos=(0, 0)) self.add_widget(background) self.add_widget(start_button) self.add_widget(load_button) self.add_widget(options_button) self.add_widget(quit_button) class BanditKing(App): def build(self): self.title = "Bandit King" self.icon = "Window_Icon.png" return MainMenu() def main(): Config.set("graphics", "width", "1600") Config.set("graphics", "height", "900") Config.write() BanditKing().run() if __name__ == "__main__": main() Here is what it should always look like. Here is what it does: You might be able to tell the "Options" button is slightly off line with the other buttons. I would also like to know how to fix that.
SAT not working properly
Bob Dylan posted a topic in Math and PhysicsHere is my implementation of SAT, it does not work properly as the title says, in that it quite frequently registers a collision when there is not one, can you check and see if there is anything blatantly wrong with the code? Thanks. I have my own custom vector class, and poly class. normals = self.normals isCollision = [] MTVs = [] for i in other.normals: normals.append(i) for j in normals: selfProj = [] otherProj = [] for k in self.vertices: selfProj.append(j * k) for l in other.vertices: otherProj.append(j * l) minS = min(selfProj) maxS = max(selfProj) minO = min(otherProj) maxO = max(otherProj) if (minS > maxO or minO > maxS): """No collision on THIS axis""" isCollision.append(False) else: isCollision.append(True) MTVmag = min(maxO - minS, maxS - minO) MTV = j * MTVmag MTVs.append(MTV) if (all(x == True for x in isCollision)): vectorMags = [] for m in MTVs: vectorMags.append(m.magSquared) actMTV = MTVs[vectorMags.index(min(vectorMags))] """Finds the MTV with the smallest magnitude""" indexOfNorm = MTVs.index(actMTV) CN = normals[indexOfNorm] """CN = Collision Normal RETURN [CN, 0] for now, the 0 is a placeholder for the collision point""" if(actMTV.y >= 0 and other.pos.y > self.pos.y): self.translate(actMTV * -0.4) other.translate(actMTV * 0.4) return [CN, 0] elif (actMTV.y >= 0 and other.pos.y < self.pos.y): self.translate(actMTV * 0.4) other.translate(actMTV * -0.4) return [CN, 0] elif(actMTV.y <= 0 and other.pos.y > self.pos.y): self.translate(actMTV * 0.4) other.translate(actMTV * -0.4) return [CN, 0] elif (actMTV.y <= 0 and other.pos.y < self.pos.y): self.translate(actMTV * -0.4) other.translate(actMTV * 0.4) return [CN, 0]
Circle-Circle impulse resolution not working properly
Bob Dylan posted a topic in Math and PhysicsI am doing a little physics project with circle circle collisions for now, and have tried to do impulse resolution for collisions with 2 circles, using the following code. relativeVelocity = (other.doVerletVelocity()).subtract(self.doVerletVelocity()) normDirecVel = relativeVelocity.dotProduct(collisionNormal) restitution = -1 - min(self.restitution, other.restitution) numerator = normDirecVel * restitution impulseScalar = numerator / float(1 / self.mass) + float(1 / other.mass) selfVel = self.doVerletVelocity() otherVel = other.doVerletVelocity() impulse = collisionNormal.scalarMult(impulseScalar) selfDV = impulse.scalarMult(1 / self.mass) otherDV = impulse.scalarMult(1 / other.mass) newSelfVel = selfVel.subtract(selfDV) newOtherVel = otherVel.add(otherDV) self.oldPos = (self.center).subtract(newSelfVel.scalarMult(dt)) other.oldPos = (other.center).subtract(newOtherVel.scalarMult(dt)) The problem seems to be that whatever value I give to self.mass and other.mass, the output stays exactly the same, the values that I used are: center = Vector(0, 0) radius = 1 oldPos = Vector(0, 0) accel = Vector(0, 0) mass = 100 restitution = 0.001 center2 = Vector(0, 3.20) radius2 = 1 oldPos2 = Vector(0, 3.201) accel2 = Vector(0, -1) mass2 = 1 restitution2 = 1 the output was: 0.0 0.0 0.0 2.165000000000114 0.0 0.0 0.0 2.1360000000001174 0.0 0.0 0.0 2.1066000000001206 0.0 0.0 0.0 2.076800000000124 0.0 0.0 0.0 2.046600000000127 0.0 0.0 0.0 2.0160000000001306 0.0 0.0 0.0 1.985000000000134 CIRCLE INTERSECTION 0.0 -1.985000000000134 0.0 3.938600000000271 0.0 -3.970000000000268 0.0 5.891800000000408 0.0 -5.9550000000004015 0.0 7.844600000000544 0.0 -7.940000000000535 0.0 9.797000000000681 I changed the values for the masses to make them higher, bu the output still remained the same, if you could get to the bottom of this, it would be much appreciated.
Applying Impulse
Bob Dylan posted a topic in Engines and MiddlewareI have a circle class which has the following attributes: center, radius, old position, acceleration, mass, and restitution. I then apply impulse resolution as per this link: https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331. Here is the code, implementing that, along with my velocity verlet implementation (this is necessary as it explains why I change the values of the old positions of the circles near the end of the impulseScalar method): def doVerletPosition(self): diffPos = (self.center).subtract(self.oldPos) aggregatePos = diffPos.add(self.center) ATT = (self.accel).scalarMult(dt**2) e = ATT.add(aggregatePos) return e def doVerletVelocity(self): deltaD = ((self.center).subtract(self.oldPos)) return deltaD.scalarMult(1/dt) def impulseScalar(self,other): isCollision = self.collisionDetection(other) collisionNormal = isCollision[0] if(isCollision[1] == True): relativeVelocity = (other.doVerletVelocity()).subtract(self.doVerletVelocity()) normDirecVel = relativeVelocity.dotProduct(collisionNormal) restitution = -1-(min(self.restitution,other.restitution)) numerator = restitution * normDirecVel impulseScalar = numerator/(self.invMass + other.invMass) impulse = collisionNormal.scalarMult(impulseScalar) selfVel = (self.doVerletVelocity()) otherVel = other.doVerletVelocity() selfVelDiff = impulse.scalarMult(self.invMass) otherVelDiff = impulse.scalarMult(other.invMass) selfVel = selfVel.subtract(selfVelDiff) otherVel = otherVel.subtract(otherVelDiff) self.oldPos = (self.center).subtract(selfVel) other.oldPos = (other.center).subtract(otherVel) It would help if you accepted the vector methods as correct on face value, and I think that they are named well enough to allow you to figure out what they do, however I can paste them in aswell. My main problem is that when I run this, it registers that a collision has happened, yet the values position of the second circle do not change. How would I go about fixing this, as it seems that I am implementing the calculations correctly. The values of the first and second circle is: center = Vector(0,0) radius = 3 oldPos = Vector(0,0) accel = Vector(0,0) mass = 1 restitution = 0.5 center2 = Vector(0,4.2) radius2 = 1 oldPos2 = Vector(0,4.21) accel2 = Vector(0,-1) mass2 = 1 restitution2 = 0.7 What it returns is here: (it returns the position of the centers) 0.0 0.0 0.0 4.1896 0.0 0.0 0.0 4.178800000000001 0.0 0.0 0.0 4.167600000000001 0.0 0.0 0.0 4.1560000000000015 0.0 0.0 0.0 4.144000000000002 0.0 0.0 0.0 4.131600000000002 0.0 0.0 0.0 4.118800000000003 0.0 0.0 0.0 4.1056000000000035 0.0 0.0 0.0 4.092000000000004 0.0 0.0 0.0 4.078000000000005 0.0 0.0 0.0 4.063600000000005 0.0 0.0 0.0 4.048800000000006 0.0 0.0 0.0 4.033600000000007 0.0 0.0 0.0 4.018000000000008 0.0 0.0 0.0 4.002000000000009 0.0 0.0 0.0 3.9856000000000096 INTERSECTION 0.0 0.0 0.0 3.9688000000000105 INTERSECTION 0.0 0.0 0.0 3.9516000000000115 INTERSECTION 0.0 0.0 0.0 3.9340000000000126 So when it prints INTERSECTION, surely, the stationary circle must change position, if the impulseScalar method is correct, (as it seems to be (as it follows what is said on that link). Even if I let it run for longer, the stationary circle still does not move.


text:
Design project -- 2
Bütçe $10-30 USD
I need some graphic design. I need to make an invitation to a private Art Expo event inside a Ritz Carlton hotel, looking for something simple but elegant. could use mostly White Gold and black. Not too much content
A proposal has not yet been provided
Montreal Canada based agency look at our portfolio not everything is up please chat with us for more info. We would love to take on your project and make your ideas a reality .
Bu iş için 6 freelancer ortalamada $32 teklif veriyor
Sir Please Give me a chance. My work is very professional please message me Sir I can complete your project in 24 hrs with freat design please sir I will not disappoint you Waiting For Your Nice Response Daha Fazla
HEY! I'm Shirel, a creative graphic designer with 3+ years experience focusing on branding & marketing materials. I'm confident I'll impress you & your clients with your invitation project! Relevant Skills and Experie Daha Fazla
Hi there, Would love to work with you on this project! I already have some great ideas to give the invitation a simple and elegant look. Feel free to check out my portfolio to see my previous work. Relevant Skills a Daha Fazla
A proposal has not yet been provided

subset: commoncrawl


text:
Doctor insights on:
High Wbc Count Causes
Causes of high lymphs count and low rbc?
It may be normal: Depending on the age, it may be normal. Children up to about 6 year old have a high lymphocyte count and a low rbc compared to adults normal range. If it is about your own blood count, a high lymphocyte in the CBC is abnormal. Many infections would increase lymphocyte count temporarily, and may reduce rbc count. But there are some serious illnesses that may cause the same thing. See your doctor. ...Read more
Wbc Count (Definition)
White blood cell count. That is, the number of WBC per microlitre of blood. It includes the common types of cells such as neutophils (granulocytes), lymhpocytes, monocytes, and the less ...Read more
What does low WBC count, high lymphocyte count and low neutrophil count indicate?
Need more info.: It would be useful to know the actual values and also the levels of other blood components. It would be preferably to discuss the results with the doctor who ordered the test as s/he has more info on your health and lab tests need to be interpreted in the clinical context. ...Read more
What causes low granulocytes count and percentage?
See below: There is a long list of causes and you will find it in the link given below. The causes include inherited disorders, infections, leukemias, bone marrow failure, alcohol, drugs esp chemotherpay, auto-immune disorders etc. http://www.mayoclinic.com/health/neutropenia/my00110. ...Read more
What does a high RDW count 15.9, high WBC count 11.3, high neutrophil count 73.0, low lymphocyte count 20.3 mean or possibly indicate?
Nothing by itself: I've had my RDW that high just from frequent blood donations. Your absolute neutrophil count is probably high -- did you have a recent infection? A recent cold shower? As a lab specialist, i'm always reminding folks that the numbers by themselves mean nothing except in the context of the history and physical exam. If you feel well and the white cells aren't described as abnormal, don't worry. ...Read more
High neutrophils, low lymphs, & low rbc. What causes that pattern?
RBC: High neutrophils might indicate infection or effect of medication, low lymphocyte might indicate effect of medication or abnormality in lymphocytes, low rbc might indicate anemia or effect of medications. ...Read moreSee 1 more doctor answer
What causes high white blood count along with high absolute monocytes levels show?
Infection: Elevated WBC count is usually a response to an infection. The elevated monocytes may mean that you have a chronic infection or an autoimmune condition. You are taking methylprednisolone which is also used to treat the symptoms of an autoimmune condition so the elevated monocytes may be due to the condition that you are taken that med for. Check with your doctor. ...Read more
Frequent infections (fortnightly fever), high WBC(16.2), normal lymphocytes(2.3), high granulocytes(13.100), high haemoglobin(17.30), normal platelets?
Find the cause of in: You need to have your doctor check you in order to find the cause of Infections. It is not normal to have infections so frequently as you have indicated. In the meantime, get adequate sleep/rest at night and eat healthy foods(more of fruits and veggies and less meats) and find sometime to exercise regularly. That will give you a stronger and healthier Body. ...Read more
What can low WBC count, low esophils, low lymphocytes, low neutrophils mean?
Actual results: It would help to know the actual values. All lab results need to be interpreted in the clinical context and the doctor who ordered the tests is usually in the best position to do that. ...Read more
Causes for high wbc, rbc, hemoglobin, hematocrit, and neutrophils?
Various: Causes of high counts can be due to a variety of reasons, some include infections, environmental factors, bone marrow disorders and cancer. You should see your local hematologist to determine cause and management. ...Read more
What can cause low neutrophils, high eosinophils and high limphocytes?
Depends: It depends on how high the eosinophil count is. If it is over 1500 on more than one occasions, you need to see an allergist or hematologist. Many things can cause high lymphocyte counts (viral infection, leukemia etc). ...Read more
I have high platelets, low MPV, low lymphocyte percentage, low MCH, high segmented neutrophils, high atypical lympcytes, high reticulocyte count?
Any symptoms?: Why did you have these tests done? All laboratory results need to be interpreted in the clinical context and the doctor who ordered the tests is usually in the best position to do that. Having said that, it would have helped to have the actual values rather than your interpretation of high and low. It would prudent to discuss it with the doctor who ordered the tests. For good health - Have a diet rich in fresh vegetables, fruits, whole grains, milk and milk products, nuts, beans, legumes, lentils and small amounts of lean meats. Avoid saturated fats. Drink enough water daily, so that your urine is mostly colorless. Exercise at least 150 minutes/week and increase the intensity of exercise gradually. Do not use tobacco, alcohol, weed or street drugs in any form. Practice safe sex. Get HPV vaccine. ...Read more
Pediatric cancer? low RBC, low WBC, low platelets, low IGM, high MCV, low neutrophils, low monocytes and low eosinophils, occasional myelocytes,
Tough set of labs: Suppression of multiple cell lines certainly is a concerning finding on a CBC. Yes, there are pediatric cancers that may present with this type of blood test results. Talking to your heme/onc specialist as soon as possible would be advisable! But don't jump to conclusions because a specialist with the "whole picture" may give you a very surprising answer! ...Read moreSee 1 more doctor answer
What causes Low Immature Granulocyte, High Neutrophil. High Hematocrit, High White Blood Cell Count? Have bone pain but rf factor shows normal.
See below: All laboratory results need to be interpreted in the clinical context and the doctor who ordered the tests is usually in the best position to do that. Having said that, it would have helped to have the actual results. Why were the tests done? What symptoms do you have? It would require taking history, physical examination and may be more tests to settle the issue. Please see your doc. ...Read more
High lymph count low eos count?
Need some: Hard numbers. A high lymph percentage may not mean anything depending on the total white blood count. Not uncommon to see no eos on a 100 cell differential. ...Read more
What does low WBC count, low esophils, low lymphocytes, and low neutrophils mean?
Need to investigate: Low white blood cell count can be due to many reasons, none of those is good, and the patient needs to be investigated to determine the cause. Some may be as simple as vitamin deficiency others are as sever as bone marrow failure. Please discuss the matter with your doctor. ...Read more
What could low platelets, low neutrophils and high lymphocytes mean?
See your doctor: It depends on how high the lymphs are and the total wbc. There could be a number of causes of this count, some serious and some not so serious. It could be anything from a viral infection to a form of leukemia. Your doctor should review the count with you. ...Read more
Can hemochromatosis cause low WBC and low neutrophil?
HFE and Leucopenia: It is very rare for leucopenia to be caused by primary hemochromatosis. In fact, in one study ( see http://www.Ehealthme.Com/cs/haemochromatosis/leukopenia) only 2.5 % of patients had it. Of these, most had an associated hematopoietic condition or a drug reaction. I would ask your hematologist to investigate the latter two possibilities. ...Read moreSee 1 more doctor answer
Pre-op blood work
mean platelet 10.8 high
platelet count 150,000 low
WBC 12,600 high
Causes of concern? All related?
You are mixed up!: Your platelet count is perfectly normal(Normal level ranges from 150,000 to 300,000. WBC count should be under 10,000...so your WBC count is a bit high. Check and let us know about your Hemoglobin(Hb) level? If it is <12 Gms, then you have a problem which will require you to go see your PCP to find out the cause of your low Hb and high WBC count. ...Read more
What conditions could cause high monocytes, lymphs, bezors, low wbc and low platelets? Also fluctuations?
Abnormal blood cell: Bezors probably has nothing to do with mono/ lymphocytosis. Having said that it is inadequate information to connect the dots. Detailed history and examination is required otherwise it would be a case handled by GOOGLE doctor. Have it evaluated by a physician with complete history and physical ...Read more
What does it mean if i have high wbc count, high segmented neutrophils, low lymphocytes, high neutrophils, low lymphocytes, high monocytes?
Nothing by itself: I'm a pathologist with a life devoted to lab testing and the mysteries of diagnosis. These results mean nothing apart from a human being and her health history & physical exam. These could be my labs after my first open-water swim of the season while it's still chilly. Reference ranges are set so that a few percent of healthies fall outside. How do you FEEL? I suggest you relax & ignore this. ...Read more
White Blood Cell (Definition)
Body blood cell that responds to inflamation or infection or ...Read more
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WASHINGTON, DC - APRIL 26: A general view of atmosphere at the PEOPLE/TIME Party On The Eve Of The White House Correspondents' Dinner on April 26, 2013 in Washington, DC. (Photo by Michael Loccisano/Getty Images for Time Inc)(Michael Loccisano/Getty Images Entertainment)
State Senate Republican leader John McKinney is accusing Governor Malloy of being in violation of state ethics laws in connection with last weekend's attendance at the White House Correspondents Dinner — and McKinney says the governor "needs to account for his actions and make amends."
Malloy was a guest of People Magazine at the dinner. Citing reports that the governor's travel, accommodations and entertainment are estimated to have cost at least a thousand dollars, McKinney said public officials are not to accept gifts worth more than $100 a year from "a non-restricted donor." He said he considers it irrelevant that People Magazine and its parent company, Time, Inc. are not lobbyists.


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My paper was entitled: Untouchability Unlimited?
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Complete Works, editors Choice, seasonal Books).
Consequently systemic forms of exclusion that impede Dalits from participating fully in politics are neglected.
Dalit Identity Politics and Human Rights, Bangalore, 5th July 2012 Gave public lecture at snagit electronic version 10.0/1.0 Madurai Kamaraj University, Madurai: Caste, The Body Dalit Politics: Making and Contesting Caste in TN, 22nd August 2012 (see slides here ) Gave a public lecture at Tata Institute of Social.Bioskop layar tunggal menarik biaya maksimum 50, sementara bioskop dengan lebih dari tiga layar menarik biaya maksimum 120 per tiket.Gave a paper at the fwsa Annual Conference in Nottingham, June 21-23: 'Questions of Honour' analysed the position of Dalit women in the VCK.Dalit Politics and Democratisation in Tamil Nadu?Support for the workshop came from the esrc grant and a ukieri thematic partnership between UoE and Tata Institute of Social Sciences.Karthikeyan, D and Gorringe,.Still (ed) Dalits in Neo-Liberal India: Mobility or Marginalisation.Still Searching for New Directions in Tamil Politics, The Wire : Karthikeyan, D and Gorringe,.PI: Hugo Gorringe; Co-I: Roger Jeffery, eSRC Research Grant: ES/J001732/1, eSRC Website: /my-esrc/grants/RES /read.Tamil Cinema: The Cultural Politics of India's Other Film Industry.Pachakuthira, emerging Kera, news Views, recipe of the week.Self Help Motivation, reference and Dictionaries, translations.
A Mass Movement for the Dalits?
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Băcan Aurelian
His musical education began at the age of six, playing the accordion. At the age of ten, Aurelian began playing the clarinet but by this time had developed a great passion for harmony and musical theory. He graduated from his Bachelor studies in 2008 (under Professor Ioan Goilă, at "Gheorghe Dima" Music Academy, Cluj). He then continued his studies, graduating with a BA in composition in 2012 (under Professor Adrian Pop at "Gheorghe Dima" Music Academy, Cluj). Thus, his musical personality has become almost complete. Confirmation of his musical qualities was realised through his positive achievements in various master classes - both in composition and in clarinet - held by György Kurtág, Răzvan Popovici, Diana Ketler, Reto Bieri and François Benda, which really established his confidence.
At present, Aurelian Băcan holds the position of principal clarinet soloist in the "Transylvania" State Philharmonic Orchestra in Cluj-Napoca, an ensemble of which he has been a member since 2009. He's also a PHD student at "Gheorghe Dima" Music Academy. In the meantime he has remained very active in the compositional field. Little by little, composition has emerged as his main focus, with the realisation that he has always wanted to become a composer.


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This past weekend Amy's parents came down from New Jersey and her Grandma came up from Boca Raton. Friday night we had a nice Shabbat dinner at Amy's house. I had to work on Saturday so Amy went with her family around Ybor City and Channelside in Tampa. Saturday night we went to Sweet Tomatoes for dinner and then relaxed at Amy's house. Sunday afternoon we met again for lunch and then her parents were on their way back to Boca Raton.
The day didn't end there. Amy and I made a trip to the Eyeglass store because I needed some new specs. We found some really nice frames there and I will show them on here as soon as I get them. We meandered to Brandon Town Center for some walking and of course shopping. I think this was the first time in a long time I went shopping with Amy and not buy any new Polo shirts or button down shirts. I did find some much needed new khaki shorts and a pair of Plaid Khaki Shorts- very similar to something Lander would wear. The plaid shorts happen to be Blue and organge and other colors so I can wear them to a game this Fall.
Tuesday, June 10, 2008
A weekend with Amy and her parents and Grandma
Posted by ParkerGold at 10:42 AM
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Best of the Blog: 2010
December 30, 2010 § Leave a comment
Thank you, Central Texas, for your comments and for sharing your hunger stories with us. Here are our choices for the best blog posts of this past year.
Most popular blog post:
Top 10 Myths about SNAP (Food Stamps)
Most delicious social media effort:
Austin Food Bloggers Project
Most popular guest blogger:
Real Stories: How Low is Low?
Most exciting legislative victory:
Passage of the Healthy, Hunger-Free Kids Act of 2010
Most disappointing legislative failure:
Use of future SNAP benefits to pay for the Healthy, Hunger-Free Kids Act of 2010
Do you have a favorite CAFB blog post? Is there something you want to see more of in 2011? Let us know in the comments section below. Have a safe and happy new year. See you in 2011!