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Bugs solved(video1):
Bugs solved(video1):
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Another way my smart friend?Quote:
You have to be kidding me...
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What is this?
:)Quote:
Thanks for it !
coverImages = []
coverImages.append((self.GetChild("engel_01_open"), self.GetChild("engel_01_close")))
....
for i, coverImage in enumerate(coverImages):
(openImage, closeImage) = coverImage
....
#or
for coverImage in coverImages:
(openImage, closeImage) = coverImage
self.closeImage.Show()
for i in xrange(player.GetEnvanter()):
(openImage, closeImage) = coverImages[i]
openImage.Show()
Sorry my python is bad but they just criticize meQuote:
Create an List Object containing all the elements so you dont have to hide and show every element manually
ex:
something more like that would be nice,Code:coverImages = [] coverImages.append((self.GetChild("engel_01_open"), self.GetChild("engel_01_close"))) .... for i, coverImage in enumerate(coverImages): (openImage, closeImage) = coverImage .... #or for coverImage in coverImages: (openImage, closeImage) = coverImage self.closeImage.Show() for i in xrange(player.GetEnvanter()): (openImage, closeImage) = coverImages[i] openImage.Show()
in programing there are always better ways to achieve your goals
and you well used the knowledge you had and it works its ok i guess
its just not very well written
def get(key):
inventoryDict = {
2: [0, 1, 2, 3],
3: [4, 5],
4: [6, 7, 8],
5: [9, 10, 11],
6: [12, 13, 14],
7: [15, 16, 17]
}
for k, v in inventoryDict.iteritems():
if key in v:
return k
self.main = {
"elements" : {
"open" : [GetObject("inventory_0%d_open" % (i+1)) for i in xrange(player.INVENTORY_MAX_LINE)],
"close" : [GetObject("inventory_0%d_close" % (i+1)) for i in xrange(player.INVENTORY_MAX_LINE)]
}
}
for wnd in [self.main["elements"]["open"], self.main["elements"]["close"]]:
wnd.Hide()
for tabButton in self.main["elements"]["open"]:
self.tabButton.SetEvent(ui.__mem_func__(self.OpenInventoryDialog))
thanks my bro :)Quote:
These criticisms are constructive, you would need to be glad that some people are trying to give you a few tricks of their knowledge for you to be better in the future.
Every day we learn new things, you should gather all the comments that were obtained each time with different parts and to collect them, and then next time you'll have a much better structured code compared to last time.
No one insulted you personally, they just insulted code.
- The structure of the system itself is 0.1% compared to the official structure.
- But here is a big part of uiInventory rewritten in some lines. (I have not tested, i just give you some points, also and my points is ugly, all time can be better, but if they works good, doesn't importantly.)
English isn’t my first language, so please excuse any mistakes.
Code:def get(key): inventoryDict = { 2: [0, 1, 2, 3], 3: [4, 5], 4: [6, 7, 8], 5: [9, 10, 11], 6: [12, 13, 14], 7: [15, 16, 17] } for k, v in inventoryDict.iteritems(): if key in v: return kCode:self.main = { "elements" : { "open" : [GetObject("inventory_0%d_open" % (i+1)) for i in xrange(player.INVENTORY_MAX_LINE)], "close" : [GetObject("inventory_0%d_close" % (i+1)) for i in xrange(player.INVENTORY_MAX_LINE)] } } for wnd in [self.main["elements"]["open"], self.main["elements"]["close"]]: wnd.Hide() for tabButton in self.main["elements"]["open"]: self.tabButton.SetEvent(ui.__mem_func__(self.OpenInventoryDialog))