On Sat, May 2, 2009 at 2:29 AM, René Dudfield ren...@gmail.com wrote:
hellos,
I have put together a video representing some of the pygame work out there.
Enjoy! http://www.youtube.com/watch?v=Qu2Tuo3HPbo
Nice idea. I recognised a handful of pyglet projects in there though ;-)
Alex.
On 1/24/08, Richard Jones [EMAIL PROTECTED] wrote:
On Thu, 24 Jan 2008, Kamilche wrote:
Well, I'm looking at using ctypes and SDL right now... wish me luck.
http://www.pygame.org/ctypes/
The Pygame-ctypes page should be updated. The package has fallen
several years behind compatibility with
On 11/13/07, Phil Hassey [EMAIL PROTECTED] wrote:
- The game is pixel art based and only looks right at 640x480
OpenGL provides many ways to scale a 640x480 viewport up to a higher
resolution, with or without aliasing (I suspect in this use-case you'd
prefer the aliasing).
- The game uses a
Much as I like all the pyglet discussion, this is getting really
off-topic from PyGame... I've created this page which summarises the
issue in pyglet and the various options available to developers:
http://groups.google.com/group/pyglet-users/web/issues-with-full-screen-resolution
Cheers
Alex.
there.
Regards
Alex Holkner.
A nest of bugs was uncovered by a number of PyWeek #5 entries:
http://www.pyweek.org/d/1250
The following short program demonstrates one of the bugs::
import pygame
s = pygame.Surface((10, 10))
print s.get_rect(bottom=100)
Result printed is rect(0, 0, 10, 10) instead of rect(0, 90, 10,
John Eriksson wrote:
Hi,
It doesn't seem to be possible to draw circles with a uneven diameter.
I tried to use pygame.draw.ellipse but that couldn't draw circles with
an uneven diameter either.
Is this a limit in pygame or sdl??
PyGame. The circle/ellipse algorithm uses integer arithmetic
[EMAIL PROTECTED] wrote:
Is
there a way to get a smoothly scaled-up image? That is, if s is sand and
w water:
www
wss
sss
I don't want the above data to turn into 10x10 blocks of sand and water,
but some kind of smooth diagonal.
You want the scale2x algorithm and its friends:
Will McGugan wrote:
Hi,
Is there any way I can get a fixed width font accross all platforms,
without bundling the script with a ttf?
I'm using 'courier new' on Windows, but the exact look of the font is
not too important.
Courier New is installed on all platforms: it is one of Microsoft's
So, I’ve been working on a simple physics system, and have gotten
to the point where passing around a tuple just isn’t cutting it.
Can anybody suggest a good 2D vector implementation?
This thread came up sometime last year, and several implementations
were put forward.
If you're happy to
to that thread? or do you remember the subject?
On 5/17/07, Alex Holkner [EMAIL PROTECTED] wrote:
So, I've been working on a simple physics system, and have gotten
to the
point where passing around a tuple just isn't cutting it. Can anybody
suggest a good 2D vector implementation
Luke Paireepinart wrote:
2. Does anyone know of a windows dll command that will read from a
file with a timeout?
WaitForSingleObjectEx should do the trick.
Alex.
Greg Ewing wrote:
Dave LeCompte (really) wrote:
- alternately, you could ditch PyGame's mixer altogether and use an
outside sound library.
I've done something like this recently using OpenAL via
PyOpenAL, and it works well.
The only drawback might be that it seems PyOpenAL is
no longer
Kamilche wrote:
I have a need to tile a bitmap across an arbitrary quadrilateral, and
apply perspective to it.
The Python Imaging Library (PIL) has an undocumented function that
might work, but I can't figure out how to make it work. You're
supposed to pass it 8 parameters, a b c d e f g h .
Chris Ashurst wrote:
I think on all systems (and if you're used to getting mouse x/y coordinates
via the SDL side of pygame) the mouse is flipped when you use OpenGL.
No, it's a known (and resolved in later versions) bug in SDL.
Workaround locally by flipping Y or use a later version.
Dave LeCompte (really) wrote:
This is all good knowledge to have, to be sure, but I think we're
wandering afield from my original issue - I didn't want to ask about the
default OpenGL coordinate systems, I'm reporting that the same code
behaves differently on a Mac in a window than anywhere
Brandon N wrote:
Thanks, that seems to be the solution.
Interestingly, perhaps this is a Python feature that I am unaware of
but this seems strange to me:
import ctypes
ctypes.util.find_library
Traceback (most recent call last):
File stdin, line 1, in ?
AttributeError: 'module' object
Brandon N wrote:
Hello,
I recently came across the GLSL example at: http://www.pygame.org/
wiki/GLSLExample
This would appear to meet my needs for using GLSL from within
pygame, but I cannot seem to get it working. First, as I am not
really familiar with the Python wrapper of OpenGL,
Phil Hassey wrote:
Hey,
Thanks for all the suggestions, I tried cx_freeze, and that seemed to
work:
http://www.imitationpickles.org/tmp/galcon.tgz
To run the game type
cd galcon; ./main
Are there any preferences on the distribution method I use? I could:
- just have this tgz available
Alex Holkner wrote:
Phil Hassey wrote:
Hey,
Thanks for all the suggestions, I tried cx_freeze, and that seemed to
work:
http://www.imitationpickles.org/tmp/galcon.tgz
To run the game type
cd galcon; ./main
Are there any preferences on the distribution method I use? I could:
- just have
Kris Schnee wrote:
Many questions here; I could use help from someone more experienced.
But what now? Although I could and probably should focus on the
worldsim itself -- the physics and gameplay -- I'm not sure about how
to develop the graphics system further. Assuming that I can
Tim Ansell wrote:
Hello,
In my new library I would like to support both pygameC and
pygame-ctypes.
There should be no need for this functionality. Pygame-ctypes is not
generally released, and the instructions on the website strongly urge
users _not_ to install it. If you would prefer
Tim Ansell wrote:
Hello,
I'm currently using ctypes to wrap the libmng module to support MNG
animations.
The library needs to be provided with a place to output the animation
frames to. Currently I'm using the following method,
1. Using ctype's c_buffer to create a file of the correct size
JoN wrote:
I'm interested in the use of buffer objects in general, from pyopengl (so this
is more an opengl users list matter for me, forgive me).
Getting access to opengl buffer objects using ctypes is something I'm struggling
to get my head around, but there may be an even higher level way
Richard Jones wrote:
On Friday 20 October 2006 01:20, Kris Schnee wrote:
I'd like to be able to render text in OpenGL so that I can do an
interface not limited to SDL rendering speeds, but so far I've not
succeeded. PyGlyph seems like a solution, but its Hello World example
crashes.
code
Kris Schnee wrote:
The PyGlyph examples work except for the unimportant resizing problem,
I'm guessing this is a Windows problem in which the GL context is
destroyed when the window resizes; I've only tested under Linux. If
someone does need a resizable window, they should reload fonts
JoN wrote:
I have a glreport.py that I cooked up and it appears I'm getting all the
goodies.
The nvidia driver installed nicely and seems to have replaced all the right
.so's and updated the LD' hints properly.
Another thought: AFAIK ctypes doesn't look at the LD variables, so check
that
Simon Wittber wrote:
Whats the status of pygame ctypes atm?
Functionality is complete. The few modules that are not implemented are
unofficially deprecated in Pygame, so will probably never get
implemented (pygame.movie, pygame.overlay). There are no outstanding
bugs that I'm aware of
JoN wrote:
Sorry I should have clarified.
I got that demo working fine, but then tried to modify it to do texturing and
didn't get very far.
What I am having problems with is the operations to set the active texture.
I've been using some NeHe demo code to bind 2D textures just fine and have
Tomasz Primke wrote:
I'm trying to play an ogg file in the following way:
-
pygame.mixer.music.load( 'myoggfile.ogg' )
pygame.mixer.music.play()
-
And it works, but there's a problem. If the file
Luke Paireepinart wrote:
[snip code]
Or rather, I can tell it's building a set of 96 drawing lists using a
font, but it's using this mysterious win32ui module to get the
drawing context, which apparently has to be of type long. It
doesn't accept pygame or the screen-surface or a
DR0ID wrote:
Hi everybody
Some time ago, here on the mailinglist it has been discussed about 2D
vector classes and theirs implementations. It turned out, that to make
a fast vector class there are some tricks, which where discribed in
various emails. Did someone try to put all these
Lenard Lindstrom wrote:
While trying to run 20,000 Light Years in Space, version 1.2 I get
the following exception:
Traceback (most recent call last):
File lightyears.py, line 23, in ?
startup.Main()
File C:\prg\LightYears\code\startup.py, line 81, in Main
main.Main()
File
Phil Hassey wrote:
Alex,
python-numeric-24.0-1mdk
Could be it's just too out of date then?
I just tried with Numeric-24.0, and it still worked. Not sure what the
problem could be.
Alex.
*/Alex Holkner [EMAIL PROTECTED]/* wrote:
Phil Hassey wrote:
Hey,
When I run
Lenard Lindstrom wrote:
On 21 Aug 2006 at 12:21, Alex Holkner wrote:
Thanks, fixed in r937.
This must be getting annoying, but I have yet another bug. The
Not at all, you have some great test cases.
following program should display a red square, but gives me a blue
one instead
flyaflya wrote:
Don't remove the C pygame,I think spliting C pygame and ctypes-pygame
to two separate projects is a good idea,So we will have more
chioce,and ctypes-pygame can have special features itself and needn't
to be compatible with C pygame.
Maybe a reason I choice C pygame is
René Dudfield wrote:
Compatibility, pygame ctypes and pygame will never have complete api
compatibility.
They do not have complete compatibility at the moment, but it is
something I am striving for. There is nothing inherently impossible
about the task, though it could take some time.
Pygame has no function for this. You need to perform a Fourier
transform on the sample data. Python will certainly be too slow to do
this in real time, but Numeric and friends have fast Fourier transform
(FFT) functions that would do nicely (Numeric.FFT, numpy.dft). You'll
want to do the
Chris Ashurst wrote:
Okay, I think I grasp that... Except for the pygame-ctypes part. Is that a
separate branch of pygame from the main download?
Yes, it's a reimplementation of Pygame written entirely in Python,
rather than as a C extension. Latest version and documentation is at
Luke Paireepinart wrote:
Alex - I'm having trouble with your pygame-ctypes.
First off - it installs into lib/site-packages/pygame? doesn't this
mean it conflicts with regular pygame?
Yes it does -- I wouldn't recommend installing it (as there's nothing to
compile, it will run from it's own
Lenard Lindstrom wrote:
The following:
event = pygame.event.poll()
raises this exception:
File C:\prg\pygame-ctypes-0.08\pygame\event.py, line 168, in poll
return Event(0, sdl_event=event, keep_userdata=True)
File C:\prg\pygame-ctypes-0.08\pygame\event.py, line 455, in
__init__
http://partiallydisassembled.net/euclid.html
Thought I'd jump into the 2D vector fun fest with my own sacrificial
module. This one does the usual 2D and 3D vector, matrix and quaternion
operations. It also has classes for 2D and 3D points, lines, rays, line
segments, circles and spheres,
...As far as subclassing from a tuple, I don't think I really looked
into that, might be a great way to go... the idea of the vector object
being immutable is probably actually a good idea - just because you
may pass a vector in as a function argument and not want it to
change... that way the
Brain Murphy wrote:
Is it possible to change the colour of a sprite starting at one end
and finishing at the other? so if I have a pipe, and want the pipe to
change to green or red or whatever, could I have it start the change
at one end and finish at another?
Is there a tutorial were this
Joseph Quigley wrote:
I'm trying to create a file that displays credits (movie style) but I
can not figure out how to blit more than 1 line of text at a time (\n
doesn't work). Is there a special pygame trick for this?
Thanks,
Joe
You might want to steal code from my Pyglyph library
pygame.mixer.Channel.fadeout: time argument is in milliseconds, not seconds.
Alex.
Kris Schnee wrote:
Bob Ippolito wrote:
It's probably not the uniqueness of ID numbers that's breaking his
code, it's the fact that he has two different generations in the same
data structure. That's simply not how you should do what he's trying
to do.
So, maybe have a tribes_this_turn
Undocumented behaviour: if the title is not set (set to empty string, or
display mode not set), the function returns a tuple of length 0. I
think reasonable behaviour here would be to return ('', '') rather than
(). If changing this would break something then it should be documented.
Alex.
An additional undocumented signature is available:
pygame.event.peek(): return Event
The function returns the next event instead of a bool if no arguments
are given.
The returned event is filled with nonsense (uninitialized) values if no
event is in the queue. Suggest it return None in
Both functions behave incorrectly when passed None. For set_blocked,
lines 823-824 of event.c read:
else if(type == Py_None)
SDL_EventState((Uint8)0, SDL_IGNORE);
should be:
else if(type == Py_None)
SDL_EventState((Uint8)0xff, SDL_IGNORE);
For set_allowed, lines 790-791
Alex Holkner wrote:
An additional undocumented signature is available:
pygame.event.peek(): return Event
The function returns the next event instead of a bool if no arguments
are given.
The returned event is filled with nonsense (uninitialized) values if
no event is in the queue. Suggest
This sentence is incorrect:
If this is not a subsurface then None will be returned.
self is returned if the surface is not a subsurface.
Alex.
I can't test with psycho, it doesn't run on 64-bit machines. I've added
the moveit example to ctypes svn branch though, if you'd like to give it
a try.
Alex.
René Dudfield wrote:
Innaresting. How about with psyco installed?
On 6/30/06, Alex Holkner [EMAIL PROTECTED] wrote:
Interesting
Hi all
This release of SDL-ctypes is feature complete for SDL versions 1.2.1
through 1.2.11, and includes SDL_image, SDL_mixer and SDL_ttf, as well
as ports of all the test programs. You can download it and the
documentation from:
http://www.pygame.org/ctypes
The joystick functions are
Hello all those interested,
I've uploaded a new snapshot of my work:
http://pygame.org/ctypes/SDL-ctypes-0.02.tar.gz
Basically everything in SDL 1.2.10 is wrapped now, except for the audio
and joystick submodules. Other changes are:
* Complete HTML API documentation (in doc/).
* No more
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