Input.repeat?( <key> )

Started by fugibo, June 11, 2009, 05:37:43 pm

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Seox

Quote from: Zeriab on June 15, 2009, 06:08:51 pm
I typically use it when one can scroll through a number of items.
A typical weakness in evented CMS are that they don't try to emulate the repeat? press when changing selection in the menu.


Evented CMS? You can DO that?
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Yeah, just use script calls for stuff.

Seox

Hmmm. It seemed like it'd be practically IMPOSSIBLE, but wow...

^_^
Thanks for the info.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Aqua

I had an evented CMS back in RM2k3...
And an ABS too... *whistles*

Scripting is so much easier @.@

Seox

Quote from: Aqua on June 15, 2009, 07:22:25 pm
I had an evented CMS back in RM2k3...
And an ABS too... *whistles*

Scripting is so much easier @.@

I figured that it would be. Seems like eventing it would be stanically inclined to errors.

Say, Aqua, who is that in your avatar?
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

It's mainly the fault of the Event editor. It's horribly annoying compared to the script editor. Typing is much faster than clicking for such purposes.

Seox

Quote from: Longfellow on June 15, 2009, 08:58:12 pm
It's mainly the fault of the Event editor. It's horribly annoying compared to the script editor. Typing is much faster than clicking for such purposes.


I think you're right, there, even though it's quite a bit less error prone, as far as typos. Although, I find it to be FAR messier, even with my sloppy scripting habits.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

NVM, this is now implemented in RGame, along with trigger?, press?, release?, mouseover?, mouse_x, mouse_y, mouse_move_x, and mouse_move_y. I'll be making a thread for RGame API and such for everyone to comment on and voice their opinions -- I thought it was best to have you guys help me decide since you're the ones who'll be using it the most ;)

Seox

Quote from: Longfellow on June 18, 2009, 07:20:05 pm
NVM, this is now implemented in RGame, along with trigger?, press?, release?, mouseover?, mouse_x, mouse_y, mouse_move_x, and mouse_move_y. I'll be making a thread for RGame API and such for everyone to comment on and voice their opinions -- I thought it was best to have you guys help me decide since you're the ones who'll be using it the most ;)


Rgame?
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Look around in the "New Projects" section. It's the only topic by me.

Seox

Quote from: Longfellow on June 19, 2009, 01:39:07 pm
Look around in the "New Projects" section. It's the only topic by me.


Cool beans ^_^.

Oh my god. Did I just say "cool beans?"

Seox.suicide


... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Quote from: Seox on June 20, 2009, 09:04:57 pm
Quote from: Longfellow on June 19, 2009, 01:39:07 pm
Look around in the "New Projects" section. It's the only topic by me.


Cool beans ^_^.

Oh my god. Did I just say "cool beans?"

Seox.suicide



Three things:
1) We're all Users here, so Seox is within the Users::LIST array. To get him, use Users::LIST.find {|u| u.name =~ /seox/i}
2) The Users class has suicide return a dead user, but the original remains alive. Use suicide! instead
3) STOP ADDING SO MUCH WHITESPACE TO YOUR POSTS, GAH!

Ryex

user = Users::LIST.find {|u| u.name =~ /Longfellow/i}
user.shut_up!
  :P JK
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

fugibo

Quote from: Ryexander on June 21, 2009, 12:47:35 am
user = Users::LIST.find {|u| u.name =~ /Longfellow/i}
user.shut_up!
  :P JK


Just so you know, don't add the "i" to the end of the RegExp if you search for WcW. It always has the same case. :V

Seox

Quote from: Longfellow on June 20, 2009, 09:10:56 pm
Quote from: Seox on June 20, 2009, 09:04:57 pm
Quote from: Longfellow on June 19, 2009, 01:39:07 pm
Look around in the "New Projects" section. It's the only topic by me.


Cool beans ^_^.

Oh my god. Did I just say "cool beans?"

Seox.suicide



Three things:
1) We're all Users here, so Seox is within the Users::LIST array. To get him, use Users::LIST.find {|u| u.name =~ /seox/i}
2) The Users class has suicide return a dead user, but the original remains alive. Use suicide! instead
3) STOP ADDING SO MUCH WHITESPACE TO YOUR POSTS, GAH!


XD, especially at #2!!
Sorry, I find the obsessive-compulsive need to totally annoy the piss out of you seperate my thoughts, logically. It adds more emphasis to things which need it, and helps to keep things seperated, to prevent ambiguity. I'll try to work on that. ^_^
The users CLASS? But isn't Users::LIST the shortcut for a module's constant? *thinks he just found error. W00t*
(See? To me, that (^) looks pug fugly.)
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Classes can do everything Modules can except for mixins.

Seox

Quote from: Longfellow on June 21, 2009, 01:47:13 pm
Classes can do everything Modules can except for mixins.


So, you can make "static classes" that are actually classes? w00t!
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Quote from: Seox on June 21, 2009, 08:21:49 pm
Quote from: Longfellow on June 21, 2009, 01:47:13 pm
Classes can do everything Modules can except for mixins.


So, you can make "static classes" that are actually classes? w00t!


Don't. Waste of memory and such. Not very much, but that IS what modules are meant for.
 

Seox

Quote from: Longfellow on June 21, 2009, 08:32:44 pm
Quote from: Seox on June 21, 2009, 08:21:49 pm
Quote from: Longfellow on June 21, 2009, 01:47:13 pm
Classes can do everything Modules can except for mixins.


So, you can make "static classes" that are actually classes? w00t!


Don't. Waste of memory and such. Not very much, but that IS what modules are meant for.
 


^_^. So, can modules contain any other "containers" besides constants? And, also, can I say
BREAKFAST = Menu.food

, where Menu is the module containing both, so that it uses its own method to figure out what to set something to?

Thank you ^_^
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Blizzard

Sure, put in methods.

module A
 
  def self.b
    p 'HAI THAR'
  end
 
end

A.b # shows "HAI THAR"


or

module A
 
  def b
    p 'HAI THAR'
  end
  module_function :b
 
end

A.b # shows "HAI THAR"


or

module A
 
  module_function
  def b
    p 'HAI THAR'
  end
 
end

A.b # shows "HAI THAR"


I prefer the very first way because you can instantly see which method has public access.
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