Re: [pygame] Tiling a Rotated Bitmap (along the unrotated axes)

2008-04-02 Thread Dave LeCompte (really)
Aaron Maupin [EMAIL PROTECTED] wrote: Other angles will repeat, too, but like Brian says, they'll be disgustingly large. As in many, many times the size of the original tile. Some of the new tile sizes will be large, but they don't need to be many, many times the size of the original tile.

Re: [pygame] award winning pygames.

2008-03-31 Thread Dave LeCompte (really)
Are there any award winning pygame titles? Seems like just about all of the PyWeek winners are award winning PyGame games, right? And there was BaseGolf - that was a shareware game made with PyGame that got some IGF recognition. Also, the Ludum Dare competitions have a good PyGame turnout -

Re: [pygame] Sticky Variables: Terrain Loading

2008-03-12 Thread Dave LeCompte (really)
Kris Schnee [EMAIL PROTECTED] wrote: for y in range(self.size): for x in range(self.size): rgb = the_map.get_at((x,y)) r = rgb[0] 100 g = rgb[1] 100 b = rgb[2] 150

Re: [pygame] Sticky Variables: Terrain Loading

2008-03-11 Thread Dave LeCompte (really)
Kris Schnee [EMAIL PROTECTED] wrote: I've encountered another case of variables being taken as references rather than values. In Python, variables are always just names. Or, said differently, All variables are references:

Re: [pygame] Texture for raycasting engine

2008-03-06 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: Ray-tracing or ray-casting is really only useful if you want to make complex effect like shadows and multiple reflections Don't confuse ray tracing with ray casting. Doom and Wolfenstein 3d made good use of ray casting without any reflections. I certainly

Re: [pygame] PyGame GUI Database

2008-03-03 Thread Dave LeCompte (really)
Richie [EMAIL PROTECTED] wrote: I am developing a cross platform GUI Pygame Database which will: Sort of like a Steam for PyGame games? - Be programmed in C++ and be compiled into a single small executable. The small exectuable I understand, but could you describe why you're thinking of

[pygame] monthly FAQ?

2008-03-03 Thread Dave LeCompte (really)
Years ago, USENET groups and mailing lists would periodically post Frequently Asked Questions lists to cut down on people repeatedly covering old topics. Such a thing might not be a bad idea for pygame-users, as we've had a lot of similar questions come through over and over again. It might also

Re: [pygame] pygame.org - update finished!

2008-02-06 Thread Dave LeCompte (really)
René Dudfield [EMAIL PROTECTED] wrote: Yeah, another good idea. I was thinking the same thing just today. I'll have to add a user option for emails too... something like 'don't email me'. Also there'd have to be a limit on the amount of emails sent to try and stop spam... and other anti

Re: [pygame] wxPython Message Window returns in Pygame

2008-01-30 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: But I need to have the values the user entered. I've already got a working window, with OK, CANCEL, text extry boxes, etc, but no way for the data to get returned. Ian I think this is a reply to the following email by Lenard Lindstrom. It would be helpful

Re: [pygame] Ideas about storing questions/answers for a boardGame.

2008-01-23 Thread Dave LeCompte (really)
marta sanz [EMAIL PROTECTED] asked: Does anyone have any idea on how can I store the questions and answers? I thought about a text file with a question per line,but don't know if it is a good idea... A text file is a good start, but I'd go one step further and use an XML file. XML is a text

PIL/Pygame interoperability Re: [pygame] white line on an image's edge

2008-01-04 Thread Dave LeCompte (really)
Thiago Chaves [EMAIL PROTECTED] wrote: If anyone knows of a better method of using Pygame + PIL together, let me know, by the way. saving images into HD and reloading them kinda disturbs me, but couldn't find a more straightforward way. I always use the tostring/fromstring methods - it's the

Re: [pygame] PY2EXE and Modules

2007-12-22 Thread Dave LeCompte (really)
Bruce asked about py2exe: Does anyone know of a tutorial or explanation of the commands and where they are used? I assume you've already grabbed the sample from the PyGame Wiki: http://www.pygame.org/wiki/WindowsExecutables_Py2Exe Are you having trouble with importing modules? Py2Exe has

Re: Re: [pygame] ANN: pyglet 1.0beta1

2007-11-12 Thread Dave LeCompte (really)
Richard Jones [EMAIL PROTECTED] said: With aliasing (GL_NEAREST texture env) the display will look exactly the same as if it was scaled by the monitor. No blurriness. If your rendering window is an exact multiple of the target resolution, sure - a 1280x960 window can provide the same visuals

Re: [pygame] ANN: pyglet 1.0beta1

2007-11-09 Thread Dave LeCompte (really)
Richard Jones [EMAIL PROTECTED] wrote: On Sat, 10 Nov 2007, Brian Fisher wrote: Does pyglet let the developer get full-screen mode in the resolution of their choice, or are they still restricted to having full-screen resolution be the same as the users desktop resolution? You get the

Re: [pygame] Tutorial... GUI

2007-09-26 Thread Dave LeCompte (really)
Ethan Glasser-Camp [EMAIL PROTECTED] gave a man a fish: Anyhow, here's a zip file of OcempGUI, converted from the .tar.gz: My question is what's wrong with .tar.gz for the original poster - as has been mentioned, it's a very common distribution format, and rather than converting everything to

Re: [pygame] ideas for saving points in games

2007-09-24 Thread Dave LeCompte (really)
[EMAIL PROTECTED] wrote: I find that in at least some cases, pickling is hideously inefficient, taking on the order of 10 times as much space as a different format. On the flip side, I find it enormously efficient, taking 1/10 the time to implement as some other formats. So it's a question of

Re: [pygame] Is it possible to use GUI with pygame?

2007-09-17 Thread Dave LeCompte (really)
Lamonte Harris [EMAIL PROTECTED] wrote: Okay, something new that I wanted to find out. Is there some type of GUI module that works smoothely with pygame it self or would I have to create something on my own? There are a few GUI libraries listed on the PyGame Libraries page:

Re: [pygame] Super Mario like game(s)

2007-08-14 Thread Dave LeCompte (really)
Andre Roberge [EMAIL PROTECTED] wrote: games like Super Mario (platform type game with side scroller, if I may call it like that). We could start from scratch... however, I was wondering if people were aware of decent examples of such game, perhaps done during the week-long pygame

Re: [pygame] [Pygame] Generating a map

2007-08-07 Thread Dave LeCompte (really)
Kris Schnee [EMAIL PROTECTED] wrote: Dave LeCompte (really) wrote: Also, there's a pretty good paper about the tricks that the Tribal Trouble guys used to make their terrain here: http://oddlabs.com/download/terrain_generation.pdf That paper was really useful. I was able to implement

Re: [pygame] [Pygame] Generating a map

2007-08-06 Thread Dave LeCompte (really)
[EMAIL PROTECTED] wrote: I don't know of a tutorial on exactly what you want, but we've been talking a little recently about random terrain generation. One technique worth looking at is Perlins noise, This is a good tool to have in your arsenal - for Perlin's own presentation:

Re: [pygame] License of ModArchive Songs?

2007-08-05 Thread Dave LeCompte (really)
Kris Schnee [EMAIL PROTECTED] wrote: Does anyone know under what license the songs at modarchive.org are offered? Some might be suitable for a Pygame game after conversion to OGG format, but their status isn't clear from the site itself. Why convert to OGG? Pygame.mixer.music plays MOD files,

Re: [pygame] pygame- Installing pygame on suse linux from source

2007-08-02 Thread Dave LeCompte (really)
Jason Ward [EMAIL PROTECTED] wrote: Oh wait, I found it Could you tell Phil what's required to get PyGame running on SUSE, so that the PyGame website can reflect this? I know that you're not the first one to try to install PyGame on SUSE. -Dave LeCompte

Re: [pygame] Collision Detection with Pygame/OpenGL Surfaces

2007-08-02 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: Hi, I'm making a program for visualizing molecules. Each atom will be selected by the mouse. Since I know the color of each atom, my idea for detecting if a mouse is over one is as follows: 1: get the color of the pixel the mouse is over 2: if the

Re: [pygame] Collision Detection with Pygame/OpenGL Surfaces

2007-08-02 Thread Dave LeCompte (really)
Michael George [EMAIL PROTECTED] wrote: Just out of curiousity, have you compared your approach the gluPick and the selection buffer infrastructure in openGL? I haven't done performance tests, but several of my concerns about glReadPixel from the color buffer remain valid with the selection

Re: [pygame] Collision Detection with Pygame/OpenGL Surfaces

2007-08-02 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: There's a selection buffer? I don't know how to use buffers, though I think I see what you're saying. Have you read this? http://www.opengl.org/resources/faq/technical/selection.htm It talks about several methods, including - your method, using

Re: [pygame] Select a File...

2007-08-01 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: To everyone: pgu works to select the file. There are, however, a few glitches, like the first directory on the highest level is not listed. I was also hoping for something like a popup window. Any program with a 'open' function has EXACTLY what I want.

Re: [pygame] Select a File...

2007-07-30 Thread Dave LeCompte (really)
Casey Duncan [EMAIL PROTECTED] wrote: Tkinter provides such a thing, see: I was going to point out wxPython's file chooser dialog box, if that's what Ian's looking for (I'm not entirely sure, as his post also talked about a command-line tool, which doesn't make sense to me). Unfortunately,

Re: [pygame] py2exe / OpenGL Build Trouble

2007-07-29 Thread Dave LeCompte (really)
Kris Schnee [EMAIL PROTECTED] wrote I just built an EXE using Pygame and PyOpenGL, and the EXE crashes with this message: Traceback (most recent call last): File cubeland.py, line 13, in ? File OpenGL\__init__.pyc, line 18, in ? File OpenGL\__init__.pyc, line 14, in

Re: [pygame] Loading commands from a file

2007-07-26 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: I'd like to know how to load commands from a file. In the file (in this case a .txt) there would be commands like glBegin(GL_QUADS). I would like to load these commands into a program so that the commands can be executed. Previously, I had been

Re: [pygame] time progression independent of game ticks

2007-07-20 Thread Dave LeCompte (really)
Daniel Nixon [EMAIL PROTECTED] wrote: What advantage does calling pygame.time.wait() have over simply lowering the frame rate passed to .tick()? I should really leave this one for folks who have been deeper into the SDL C code, but my understanding is that (at least until recently) for small

Re: [pygame] time progression independent of game ticks

2007-07-20 Thread Dave LeCompte (really)
Simon Wittber [EMAIL PROTECTED] On 7/20/07, Daniel Nixon [EMAIL PROTECTED] wrote: What is the best way to go about such a thing? Use MVC and run the model in its own thread? If that is the case what is the best way to keep track of the passage of actual time within the model? This may or may

Re: [pygame] time progression independent of game ticks

2007-07-19 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: You could try: http://www.pygame.org/docs/ref/time.html#pygame.time.Clock; with Clock.tick(framerate) which would normalize the speed of the program on any computer. I wouldn't go about it that way - tick(framerate) tries to achieve the framerate, but if

Re: [pygame] time progression independent of game ticks

2007-07-19 Thread Dave LeCompte (really)
Daniel Nixon [EMAIL PROTECTED] wrote: Thanks Ian, Dave. Passing down the milliseconds sounds like the way to go. Thanks for the great advice. :) Actually, let me refine my suggestion. Back a month or more ago, I kicked off the whole a CPU is not a saw thread with a discussion very similar to

Re: [pygame] Finding the original monitor settings

2007-07-17 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: I think that's what I meant. The goal here was to make a game run in fullscreen with the same width and height as the original resolution. That way my program http://www.pygame.org/projects/9/453/?release_id=772 would be unnecessary. I've seen some

Re: [pygame] Finding the original monitor settings

2007-07-16 Thread Dave LeCompte (really)
Rikard Bosnjakovic [EMAIL PROTECTED] wrote: On 11/07/07, Ian Mallett [EMAIL PROTECTED] wrote: I'd like to know how to get the current view settings. http://www.pygame.org/docs/ref/display.html I hesitate to put words in his mouth, but I think when he says current view, what he was trying to

Re: [pygame] duration of song

2007-07-14 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: On 7/13/07, Jason Coggins [EMAIL PROTECTED] wrote: Actually I was thinking of using the length of the music played as a variable in the program. my_sound = pygame.mixer.sound([filename]) number_of_seconds_long = my_sound.get_length() That works for OGG

Re: [pygame] duration of song

2007-07-14 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: On 7/14/07, Dave LeCompte (really) [EMAIL PROTECTED] wrote: That works for OGG and WAV sounds, but does not work for other music files, like MP3, MOD, and MIDI, right? Oh, opps. You're probably right. I'm curious now, why don't you know the length

Re: [pygame] duration of song

2007-07-14 Thread Dave LeCompte (really)
Jason Coggins [EMAIL PROTECTED] wrote: I was wanting to use .mp3 files. Perhaps this suits your needs: http://py.vaults.ca/apyllo.py?i=6226313 import mp3 mp3.mp3info(you-spin-me-round.mp3) {'STEREO': False, 'FREQUENCY': 44100, 'COPYRIGHT': 0L, 'MM': 3, 'LAYER': 2, 'SS' : 2, 'VERSION': 1L,

Re: [pygame] Using PyOpenGL for 2D graphics

2007-07-08 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: Try looking at glOrtho2D() or something like that... Yes, glOrtho() or glOrtho2D() both work. Why do you want to use PyOpenGL for 2D-ness? It's much better suited to 3D stuff. Well, just because OpenGL was designed for 3D doesn't mean it's not also a

Re: [pygame] playing a list of songs

2007-07-08 Thread Dave LeCompte (really)
Jason Coggins [EMAIL PROTECTED] wrote: I am having trouble figuring out how to play a list of .mp3 files. I have tried using the for loop to cycle through the list but it repeatedly starts playing the first song in the list but never gets to the end of the song before it starts playing it

Re: [pygame] State Machine Organization

2007-07-07 Thread Dave LeCompte (really)
Simon Oberhammer [EMAIL PROTECTED] wrote: But why are you referring to those screen instances as states? Or is this just to keep in tone with the thread? The overlapping screens are a nice side-effect of the system, the primary purpose of the system is to manage different states or modes that

Re: [pygame] File Copying

2007-07-07 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] asked: So that would explain why .png didn't work, but then why did it work with .txt? Win32's file handling handles certain characters specially: 0xff is interpreted as an end-of-file marker, even if it occurs in the middle of the file, also carriage return/line

Re: [pygame] State Machine Organization

2007-07-06 Thread Dave LeCompte (really)
Greg Ewing [EMAIL PROTECTED] wrote: Kris Schnee wrote: The idea is that instead of calling a shop screen from a walking-around screen, which risks having you get into some tangled recursion, the program drops from the walking screen back to the main loop, with a state variable saying the next

Re: [pygame] Warnings

2007-07-05 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: Hi, After I compile my program with py2exe, and run it, there are warnings; like DeprecationWarning: integer argument expected, got float. These are just warnings, but upon exiting my program a window pops up saying to see the log file. The log file

Re: [pygame] Py2exe

2007-07-03 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: My program is saved as a .pyw file; opens without a console. When I compiled it with py2exe, it runs with a console window. I don't want one. Any ideas? Thanks, Geometrian You probably have a line like: setup(console=[{'script':'main.py'}]) in your

Re: Completely OT: How do I access this address? (WAS Re: [pygame] RPG Quest System)

2007-07-03 Thread Dave LeCompte (really)
Michael Sullivan [EMAIL PROTECTED] wrote: On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote: Hey, Use python for your scripting language. It's the best! (I'm not being silly either - I use python for scripting python in several games. I've made an adventure game -

Re: [pygame] multiple key presses

2007-07-02 Thread Dave LeCompte (really)
DR0ID [EMAIL PROTECTED] wrote: Hi I hope that helps: http://www.sjbaker.org/steve/omniv/keyboards_are_evil.html ~DR0ID Ian Mallett schrieb: Hi again, I'm having problems with multiple key presses (i.e. more than 2). I need at least 6. Is there a way to do that? Thanks Geo Also,

Re: [pygame] Starting Window Position

2007-06-29 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: It still doesn't work though- it works the first time, and subsequent changes to the placement fail. Can you describe what the problem you're seeing is a little more? You're setting the initial position using the SDL environment variable method, and after

Multiple Windows (was Re: [pygame] Starting Window Position)

2007-06-28 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: I want to have two or more pygame windows running at the same time. Can you do that? One way to accomplish this would be to have two completely separate processes (not just threads), each running a separate python interpreter. The next challenge with this

Re: [pygame] Starting Window Position

2007-06-28 Thread Dave LeCompte (really)
Ian Mallett [EMAIL PROTECTED] wrote: When one starts a pygame window in windowed mode, the window pops up in an unpredictable place on the screen. How do you set it to be at a certain place? A good reference worth looking at is the PyGame wiki: http://www.pygame.org/wiki/SettingWindowPosition

Re: [pygame] Display-less PyGame

2007-06-20 Thread Dave LeCompte (really)
René Dudfield [EMAIL PROTECTED] wrote: You can use the dummy sdl driver. Nice! Is there a list of environment variables that PyGame responds to? I can get back to work on my: console game: http://www.bigdicegames.com/Console/index.html text adventure: http://www.lecompte.org/Dave/Pix/24.jpg

Re: [pygame] Text-Based RPG

2007-06-19 Thread Dave LeCompte (really)
Jonah Fishel [EMAIL PROTECTED] was asking: Could I make a Room class that has functions based on different variables and then make a separate class for each room like AnthroTavern(Room) so I could base it on the rom class and use the functions for the room class? I had a manager once, his

Re: [pygame] Text-Based RPG

2007-06-19 Thread Dave LeCompte (really)
Jonah Fishel [EMAIL PROTECTED] wrote: tavern = Room() [...] tavernbackroom = Room() [...] tavern.room_north = tavernbackroom() [...] When I try to run this test program, it says that AttributeError: Room instance has no __call__ method The problem you're hitting here is that you're

Re: [pygame] Display-less PyGame

2007-06-19 Thread Dave LeCompte (really)
Luke Paireepinart [EMAIL PROTECTED] wrote, in the thread about the text adventure: Since your game doesn't actually use 'pygame,' as it's a text game This touches on a side note - not really a feature request, because I know some of the reasons why it is the way it is, but I'm a little sad that

Re: [pygame] learning pygame: what to focus for a board game?

2007-06-15 Thread Dave LeCompte (really)
massimo s. [EMAIL PROTECTED] wrote: Once a tile pops out from the random sample, I assume it will be showed, but the user will want to rotate it, often, before placing it in the board. What would be nice is to have the rotation not to be completely instantaneous, but to actually see the tile

Re: [pygame] learning pygame: what to focus for a board game?

2007-06-15 Thread Dave LeCompte (really)
Laura Creighton [EMAIL PROTECTED] made a distinction: MVC is a pattern, but not a design pattern. I'd be interested to know why you say it isn't a design pattern. I see MVC mentioned on page 4 of my copy of the Gang of Four book on design patterns, but their discussion of it suggests that most

Re: [pygame] learning pygame: what to focus for a board game?

2007-06-15 Thread Dave LeCompte (really)
Laura Creighton [EMAIL PROTECTED] clarified: In the corner of the world I live in, the phrase 'Design Patterns' only refers to the ones in the Design Pattern Catalog -- i.e. chapters 3, 4, and 5. There are only 23 of them (unless you enclude the ones Vlissides found in Pattern Hatching). MVC

Re: [pygame] OK, I'm starting this whole thing over again...

2007-06-11 Thread Dave LeCompte (really)
Charles Joseph Christie II [EMAIL PROTECTED] asked: What do you guys recommend I do if I knew a little programming, but wanted to learn better programming practices and specifically a better way to handle the drawing of objects? just adding everything to a dirty rect list didn't work well last

Re: [pygame] pygame networking redux

2007-06-05 Thread Dave LeCompte (really)
René Dudfield [EMAIL PROTECTED] said: Iterating it at eg. 72fps means that the quickest data can go out is at 1/72 messages per second? You probably don't mean this - 1/72 messages per second is awfully slow. What I've done in situations like this before is to create an outgoing message

Re: [pygame] Fixed aspect ratio scaling

2007-05-31 Thread Dave LeCompte (really)
John Eriksson [EMAIL PROTECTED] asked: Does anyone know about a good solution on the stretching problem when running in fullscreen mode on a widescreen monitor? One thing I would do would be to inspect the available resolutions. On my widescreen laptop, I get the familiar 800x600 and friends

Re: [pygame] MIDI files in Games?

2007-05-31 Thread Dave LeCompte (really)
John Eriksson [EMAIL PROTECTED] wondered: I guess a midi-file will sound different on different platforms. But will it be a huge difference or just a small difference? I'm planning to use BASSMidi (http://www.un4seen.com/) for one of my current projects. The benefit to this is that the MIDI

Re: [pygame] Single .exe

2007-05-28 Thread Dave LeCompte (really)
Tobbe Lundberg [EMAIL PROTECTED] wrote: Or any other options to get a single .exe with everything needed inside? And I don't want it to be an installer or anything like that... One thing to bear in mind is that LGPL-licensed libraries (e.g. PyGame, PGU) have restrictions on how they can be

Re: [pygame] Wii Remote support -- first patch

2007-04-25 Thread Dave LeCompte (really)
René Dudfield [EMAIL PROTECTED] suggested: For pygame integration posting events into the event queue would be a good idea ( pygame.event.post ). Maybe run in another thread, or polled at the required frequency with pygame.time.set_timer ? I'd suggest not creating another thread if we don't

Re: [pygame] Wii Remote support -- first patch

2007-04-25 Thread Dave LeCompte (really)
I typoed: - I recall reading in the code that some of the accelerometer calculations work best if the device is polled with inconsistent frequency. Er, I meant: the accelerometer reading code works best when polled with CONSISTENT frequency. If that turns out to be a big deal, a dedicated

Re: [pygame] Menu Selection

2007-04-25 Thread Dave LeCompte (really)
Luke Paireepinart [EMAIL PROTECTED] Simon Jackson wrote: Hello, I want to make a program that lets you select an item from a list. Check out the screenshot below for an example: http://lemonlauncher.sourceforge.net/snap/snap3.png Can anyone point me to a tutorial or something similar that

Re: [pygame] Menu Selection

2007-04-25 Thread Dave LeCompte (really)
I hope you don't mind, but I snagged it for a look as well. I am not exactly making menus, but I am trying to get a better understanding on making buttons (I only have to make 108 of em for my 20 card keno) I have been collecting bits of code and experimenting to learn. I don't mind at all -

Re: [pygame] Wii Remote support -- first patch

2007-04-24 Thread Dave LeCompte (really)
If people are interested in adding Windows support for this, they might like to look at either http://simulatedcomicproduct.com/2006/12/cwiimote-02.php or http://digitalretrograde.com/projects/wiim/ Both of them have source code that could be a useful starting point for a Windows/PyGame

[pygame] Re: 100% CPU

2007-04-23 Thread Dave LeCompte (really)
Ulf Ekström asked: Please think of people with laptops! This is entirely reasonable - pressing my 100% monitor/100% CPU simile, it makes sense to me to have a low power mode analogous to the windowed mode. But to hardcode an upper limit on CPU usage for the general case still really baffles me.

Re: [pygame] varying sound playback rate

2007-04-23 Thread Dave LeCompte (really)
Miriam English said: OpenAL has some interesting 3D capabilities -- something that will be very useful for me later... but after a quick scan thru the documentation I can't see much else. Guess I have to sit down and really delve into the docs. Based on Alex's suggestion of looking at OpenAL

Re: [pygame] Re: 100% CPU

2007-04-23 Thread Dave LeCompte (really)
Brian Fisher said: I know you are not advocating idiocy, and I'm sorry if I was a bit rude. I do think you are making very valid points, I just didn't want the idea that using less cpu is good to be lost. Thanks - I probably was getting a little touchy, myself, in my frustration - I guess I

Re: [pygame] fun game

2007-04-23 Thread Dave LeCompte (really)
James Paige is optimizing fun: On Tue, Apr 24, 2007 at 01:05:01AM +0200, Rikard Bosnjakovic wrote: On 4/24/07, James Paige [EMAIL PROTECTED] wrote: Does anybody know a more fun operation than math.sqrt that I could use to push the fun up to 100%? while 1: pass Nope, that is about the

Re: [pygame] Interface Surfaces

2007-04-22 Thread Dave LeCompte (really)
Kris Schnee wrote: What do you think of having each widget draw directly to the screen instead of to the parent widget's surface? Sounds awkward, since they'd need to know their absolute drawing location. Actually, this is the way I usually draw widgets - although there are times when being

Re: [pygame] varying sound playback rate

2007-04-06 Thread Dave LeCompte (really)
Jason Marshall was not optimistic about being able to specify playback speeds: To crack that nut using Pygame software in real-time as you described, you'd have to use a steam roller. Hm, perhaps - is this a limitation of SDL's Audio system running at a fixed (and not exposed to PyGame)

Re: [pygame] Polygon triangulation

2007-04-05 Thread Dave LeCompte (really)
Ethan Glasser-Camp asked about polygon triangulation routines: Do any of you guys use triangulation in your code? If so, how? Roll your own? Or is it not as useful as I think it ought to be? I took a quick pass at this a while ago, and I was able to crank out a library without too much

Re: [pygame] Re: Pygame 1.7.1 for Python 2.5 and BMP

2007-03-30 Thread Dave LeCompte (really)
[EMAIL PROTECTED] wrote: Sorry :( I've attached a BMP in this message, I don't know what is a RLE-compressed BMP? And Why does this is working with the python 2.4 version ? http://en.wikipedia.org/wiki/Run-length_encoding RLE is common for image file formats that were designed for low

Re: [pygame] Location of Pygame Window

2007-03-28 Thread Dave LeCompte (really)
Kris Schnee asked: A weird question for you. What determines the location on-screen of the Pygame graphics window? I find it appears in unpredictable locations, sometimes going past the edge of the screen so that I have to drag it into place to see the whole thing. Is there a way to give it a

pygame is low level Re: [pygame] pygame is a disgrace

2007-02-26 Thread Dave LeCompte (really)
Caleb Mahase wrote: However, as time went on I began to realize that is was only good for VERY simple games. Even simple things such as rotating an image on a specified axis became convoluted and overly-complicated. I'm not sure I follow what you're trying to accomplish - could you explain

Re: pygame is low level Re: [pygame] pygame is a disgrace

2007-02-26 Thread Dave LeCompte (really)
Phil Hassey wrote: Regarding more pygame features - I think all of the things you asked would require some work in c-land. If you want it soon, you'd probably be the best person to implement it. Oh, to be clear, that was my expectation all along - these were things that most people (so far

Re: [pygame] Re: Stand-alone executables

2007-02-20 Thread Dave LeCompte (really)
Luke Paireepinart wrote: Daniel McNeese wrote: and the less the game demands of him before the fun starts the more likely he is to stick with it. If potential customers are giving up before they even get the game running, that's *bad.* I think Blizzard Entertainment would disagree with you

Re: [pygame] Making a moving character in Pygame

2007-02-16 Thread Dave LeCompte (really)
So... I've seen it done in like a billion ways, but I don't know which way is the best. Ok, what does best mean for you? Easiest to code for you? Easiest to maintain over the long run? Fastest execution speed? Closely resembling the feel of a specific game you wish to emulate? Once you decide

Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-19 Thread Dave LeCompte (really)
I'm not sure how you got the older version, and why pygame is loading it... I'm pretty sure I installed 1.8.0pre from the pythonmac.org universal binary prebuilt: Yeah, that looks like the same place I installed from, too. This weekend, I'll do some exploring around my installation and see if

Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-18 Thread Dave LeCompte (really)
I'm running Mac OS X 10.4.8, and my pygame version is 1.8.0pre. I ran the sample script provided on an intel iMac OS X 10.4.8 with pygame 1.8.0pre and both windowed and full-screen behaved correctly (the diamond followed the mouse) according to the headers for the framework sdl build I've

Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Dave LeCompte (really)
the y coordinate to get the real value. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Dave LeCompte (really) Sent: Tuesday, January 16, 2007 20:20 To: pygame-users@seul.org Subject: [pygame] MacOS/PyGame/PyOpenGL mouse inversion Hi there, I'm new

Re: [pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-17 Thread Dave LeCompte (really)
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 else. Run the code fullscreen on a

[pygame] MacOS/PyGame/PyOpenGL mouse inversion

2007-01-16 Thread Dave LeCompte (really)
Hi there, I'm new to the list, so this may have been answered before. I've got a PyGame/PyOpenGL app that I'm working on which I can run under MSWindows or Mac OSX and in windowed or fullscreen mode. I notice that when I run in a window on my Mac, the value returned by pygame.mouse.get_pos() is