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.
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 -
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
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:
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
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
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
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
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
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
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
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
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
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
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
[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
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:
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
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
[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:
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,
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
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
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
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
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.
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,
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
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
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
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
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
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
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
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
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
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
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,
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
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
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
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
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
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
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
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 -
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,
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 -
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
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.
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
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
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
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
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)
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
[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
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
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
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
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
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
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
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
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
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
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
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