On Wed, 8 Oct 2008 10:45:52 +0100, Paulo Silva [EMAIL PROTECTED]
wrote:
Hi!
I'm looking for webpages could have minimal examples, just like from:
. http://nitrofurano.linuxkafe.com/sdlbasic/MinimalExamples_050624.zip
. http://nitrofurano.linuxkafe.com/python/PythonStuff_060822.zip
i'm
On Wed, 8 Oct 2008 12:26:15 -0700, Ian Mallett [EMAIL PROTECTED]
wrote:
On Wed, Oct 8, 2008 at 8:54 AM, kschnee [EMAIL PROTECTED] wrote:
code
## Create an SDL window for graphics, and draw a blue square.
import pygame
screen = pygame.display.set_mode((800,600))
pygame.draw.rect
On Mon, 6 Oct 2008 08:37:52 -0500, pymike [EMAIL PROTECTED] wrote:
You said C++ on a python list! You must die!*
*just kidding ;)
Not at all! There's no need in Python to use destructors. 8)
I just use IDLE, which has automatic tab-formatting, color-coding, a class
browser, and a Run key. It's
Hi List,
just want to make sure i got this right, please correct me if i'm wrong:
if i have a jpg-file, i can set the transparency with the command
pygame.Surface.set_alpha(alpha-value).
but if i hav a .png-file with already transparent background, i can not
set the alpha-value of
On Thu, 4 Sep 2008 08:29:51 -0500, Charlie Nolan [EMAIL PROTECTED]
wrote:
def WordSelection():
In Python, we write function names like_this. CamelCase is for
classes, UPPERCASE for constants. Everything else gets
lowercase_with_underscores. It's just a style convention, but it
makes it
I've been looking at my sprite code again and finding a different way than
I'd used for loading animation frames. That is, Pygame.sprite doesn't seem
to have any way to set up the notion of having multiple frames, and my old
method involved loading a single sprite sheet image and finding a set of
On Tue, 19 Aug 2008 07:49:16 -0700, James Paige [EMAIL PROTECTED]
wrote:
That reminds me of something I read recently. Apparently the first ever
computer program that can play Go with near-human skill was developed
this year:
http://www.usgo.org/index.php?%23_id=4602
Of course, it only beat
On Wed, 30 Jul 2008 13:41:10 +0200, Peter Gebauer
[EMAIL PROTECTED] wrote:
Hi!
I don't know anything about network protocols I just found this thread
interresting enough to investigate further. Someone mentioned the enet
library so I looked it up and it looks very promising.
It does
On Tue, 29 Jul 2008 11:06:15 +1000, René Dudfield [EMAIL PROTECTED]
wrote:
For the pygame 1.9+ release we would really like to get networking
library routines in :) Something that's simple, and has been used
successfully in at least 2 games( 1 by the author, and 1 by someone
else) would be
On Wed, 12 Mar 2008 06:59:52 +0200, Toni Alatalo [EMAIL PROTECTED]
wrote:
note that you are changing y inside the inner loop with x, so when
iterating the x values the y is not reset by the y iteration but i
guess stays what you define it to be.
does this fully explain the peculiar behavior
On Thu, 6 Mar 2008 16:51:22 +0100, Julia [EMAIL PROTECTED] wrote:
Hi everyone!
I am currently working on a raycasting engine using pygame for graphics.
The
engine works great and now I'm thinking about adding support for
textures.
The problem is that I'm not really sure to with modules and
http://www.permadi.com/tutorial/raycast/
http://student.kuleuven.be/~m0216922/CG/raycasting.html
Here are two tutorials on the subject. I tried making one of these (no
textures), but never did fix the fisheye distortion problem. My version was
also impractically slow. It looks like it's helpful
On Thu, 6 Mar 2008 09:59:10 -0800, Ian Mallett [EMAIL PROTECTED]
wrote:
If you're just looking for something 3D, use OpenGL. OpenGL is
faster, and has easy support for textures. It is also pretty simple
to use.
And if you're trying to fly into space, use a space shuttle -- it's pretty
On Thu, 6 Mar 2008 18:42:25 +0100, Julia [EMAIL PROTECTED] wrote:
My problem is I'm not really sure where to start if I'm going to do this
with images in pygame. So far I've only needed to used pygame.draw.line()
so
right now I'm rather lost.
This probably isn't the fastest way, but you could
On Fri, 29 Feb 2008 11:16:26 -0500, FT [EMAIL PROTECTED] wrote:
To get text to speech software, or PYTTS, this is the download page for
the Text To Speech engine.
North Carolina Assistive Technology Downloads:
http://sourceforge.net/project/showfiles.php?group_id=65529#downloads
What
On Fri, 29 Feb 2008 08:25:46 +1300, Greg Ewing
[EMAIL PROTECTED] wrote:
Unnsse Khan wrote:
Subsequently, I installed freessansbold.ttf into Leopard and when I re-
ran the program, nothing changed?!
Even if you manage to get this working on your own machine,
I'd recommend you not rely on
René Dudfield wrote:
Hello,
I think it's about time to freeze pygame for release.
This means we stop adding in features, and make an RC4 release soon
for testing, and bug fixes only.
So we'll create some binaries for windows, and mac, and release a
source tar ball for testing too.
On Fri, 15 Feb 2008 15:23:53 +0200, Jason Ward [EMAIL PROTECTED] wrote:
btw Mirra is a 2D library, forgot to mention that.
Since Mirra is 2D, what exactly does it do that Pygame doesn't? I can see
doing a 2D tiled landscape like I'm already doing in Pygame, but having,
say, dynamic lighting.
On Tue, 12 Feb 2008 23:23:49 +1030, fragged [EMAIL PROTECTED]
wrote:
Hey guys,
I've been searching for some decent examples of PyOpenGL to help me port
my current application to OpenGL to speed things up on my perty new
1920x1200 LCD (Getting about 20fps, using no acceleration whatsoever),
On Fri, 01 Feb 2008 13:37:22 -0600, Gregg Jensen [EMAIL PROTECTED]
wrote:
Obviously, I am not experienced with pygame, but the question, is there
something like this concept already built into pygame. Would this be
accomplished by a tile? Or, is there some other concept of a rectangular
area
On Tue, 29 Jan 2008 11:06:06 +0100, Miguel Sicart [EMAIL PROTECTED]
wrote:
Hi all,
I'm writing a little text-based game and I have stumbled upon a strange
newbie problem.
In this game, the player has to input a number of commands in order to
interact with the game. I am using raw_input to get
On Tue, 29 Jan 2008 12:10:50 -0800, Ian Mallett [EMAIL PROTECTED]
wrote:
On 1/29/08, Lenard Lindstrom [EMAIL PROTECTED] wrote:
I gather pygame.image.save does not support writing tiff files. Yet it
permits a file with a '.tif' suffix to be written. The file is just in
some unknown image
I was revamping my scrolling tile engine (ie. code to draw a 2D carpet of
tiles) yesterday and thought that a version of it might be useful to
others. So:
http://kschnee.xepher.net/code/coral_tile_engine.py
It's really simple. The demo assumes you're also using the art-loading
module from the
On Mon, 14 Jan 2008 11:07:30 +0100, altern [EMAIL PROTECTED] wrote:
Hi
I thought this might be of interest to some of you who need powerful
sound engines.
This reminds me of PyFlite, a Python version of the Festival speech
synthesis system developed at Carnegie-Mellon. PyFlite allows for
On Mon, 31 Dec 2007 03:20:43 -0500 (EST), [EMAIL PROTECTED] wrote:
Hi all.
Here's a collision resolver module I've been working on.
A common problem in 2D games is trying to move a sprite in a direction
(deltaX, deltaY) and then discovering that there is a solid object in the
new position
On Wed, 21 Nov 2007 16:33:39 +0100, Mundial 82 [EMAIL PROTECTED] wrote:
Hi all,
ok, so I am a bit of a newbie and I am trying to make a split screen
game. The idea is very simple: screen divided in halves, top and
bottom spaces are wrapped, and not connected at all (think two
different
On Fri, 16 Nov 2007 08:49:21 +1030, David Gowers [EMAIL PROTECTED]
wrote:
for x in range (0, numsquares_x):
for y in range (0, numsquares_y):
thissq = pygame.rect (x * square_width, y * square_height,(x+1) *
square_width, (y+1) * square_height)
squares.append (thissq)
I think he
On Wed, November 7, 2007 3:31 pm, Joseph king wrote:
hey it is me again on the same issue. thanks for the help but now i am
on to something a little easier if you program a lot. My issue now if you
saw the code that i had which i will repost on this.. creating a
cookie cutter to cut
On Thu, October 25, 2007 4:41 pm, RR4CLB wrote:
Take a look at this:
Python Library Reference
...
__main__
-- Top-level script environment
This module represents the (otherwise anonymous) scope in which the
interpreter's main program executes -- commands read either from standard
input,
I tried to build the little graphics tool I recently mentioned -- the one
that makes edge tiles -- into an EXE, and got a strange error. The
program runs fine in IDLE and when run directly by double-clicking the
source file, but the EXE crashes with the following error (automatically
placed in a
On Wed, September 26, 2007 2:07 pm, RR4CLB wrote:
I have asked about tutorials and a good explanation on how to place a
button or radial button on a page and I can not seem to find a good
explanation or location to clearly give those examples. I was given a
reference to GUI's and that to was
On Tue, September 25, 2007 12:05 am, Aaron Maupin wrote:
I used a dictionary as a container for saved game values and pickled the
dictionary. Maybe not the best way but it worked like a charm.
I find that in at least some cases, pickling is hideously inefficient,
taking on the order of 10
On 9/21/07, Lamonte Harris [EMAIL PROTECTED] wrote:
I think it might be a great starter game, what about you guys?
Only if you combine it with Thermonuclear War.
On Sun, September 16, 2007 6:25 am, Lamonte Harris wrote:
Basically lets give a real live example. When your standing up and you
move your arm at an diagonal the socket of the bone doesn't move but your
arm does, lets put this back to pygame. How would Say if K have a simple
sprite that has
On Sun, September 9, 2007 2:50 am, Lamonte Harris wrote:
It gets anoyying, but w/ my 384mb RAM I didn't expect it to take so much
cpu. 99% Some times.
Generally, a Pygame program will run as fast as the OS lets it, which
means very high CPU usage. If you want to use less, there are several
On Mon, August 6, 2007 7:06 pm, Jérôme Brilland wrote:
Hello,
I would like to develop a strategy game using Python and Pygame. I would
like to know if it's possible to generate a random map divided into regions
with Pygame. Is there a tutorial for this feature ?
I don't know of a tutorial
I found a better way than I'd done before to switch between the various
states of a game, such as a main gameplay screen and a status screen.
Attached is some example code. Something for the Cookbook, maybe?#!/usr/bin/python
## (A line needed for proper operation on Linux systems.)
State Machine
Giuliano Vilela [EMAIL PROTECTED] wrote:
- Blur: How can I make a particle like, leave a trail or so? Not a big
trail, something that makes it look like it's blurring the background.
Another way to leave a trail would be to keep track of a sprite's last
several positions, and blit translucent
On Sun, July 15, 2007 4:12 pm, Ian Mallett wrote:
In your call to glViewport() put in (60,60, width-120, height-120) and
draw in the 60 pixel border. Would that work?
Not sure, but on further experimentation I was able to adapt some code
posted on GameDev.net, to draw a flat array of 100x100
It's pretty simple to split your string on carriage returns (and/or line
feeds), create surfaces for each line of text, and blit those surfaces to
the destination surface.
I'm doing something like that. I haven't yet gotten word-wrapping to work,
but the following out-of-context code does
On Tue, July 10, 2007 8:32 am, Simon Oberhammer wrote:
you might also want to checkout soya3d, it handles smooth landscape
generation from heightmap, billboards and has several predefined
camera-modes. doesn't offer anything to help you with the interface
though.
On Mon, July 9, 2007 12:51 am, Jasper wrote:
Using openGL for 2D allows you to take advantage of 3D graphics cards
for smooth scrolling and zooming, or to tilt otherwise 2D game boards into
2D. I also suspect that it'll let you handle more objects on the
screen at once (especially if they're
I pulled out my previous, half-dead hard drive, and found Tendrils there.
(If the current archive isn't working for people, I can make a ZIP from
that copy and give it to someone with hosting space for it.) The old copy
contains the same crack.nfo file, though. Odd.
There seems to be a file in the Tendrils package labeled crack.nfo,
which when opened in Notepad begins:
KR4XX0R3D . . . . \ . .\
BY \. . . . .\. . .\/
[{BaSaLiSk}]\. . @ |.\ /
of \..
On Thu, June 21, 2007 3:11 am, Charles Joseph Christie II wrote:
ika looks pretty awesome... But now I'm all I want to use pygame but
this looks really interesting but I want to learn to make my own game
engine in pygame but this one is already great bu *head asplodes
Crap. I don't know
On Tue, June 19, 2007 7:38 pm, Jonah Fishel wrote:
def ProcessCommand(current_room): CommandLine processor
words = comm.split() if words[0] == 'north': MoveNorth(current_room)
About this section: Try typing a blank line as your command and you'll get
an error, because words will be a blank
On Mon, June 18, 2007 8:57 pm, Jonah Fishel wrote:
I don't really have a good enough grasp of classes to implement
them. Could I make a RoomManager class?
Also you should look up how 'class'es work. Using them would make
this easier.
Here's one I know enough to answer! 8)
Yes, you could
On Mon, June 18, 2007 4:58 pm, Dave LeCompte (really) wrote:
Other folks have talked about returning values, which is good, but this
line makes me uneasy:
def command(command, current_room):
I'd stay away from using the same name for more than one thing. In this
case, you're naming the
On Sun, June 17, 2007 1:36 am, Greg Ewing wrote:
Marius Gedminas wrote:
I never fully understood the controller part of it;
Me neither. I *think* in the original Smalltalk terminology,
the view handled output and the controller handled input. But I find that
input and output are usually so
I fiddled with a different terrain generation algorithm, this one based on
using Pygame to do something like Conway's Game of Life. That is, I draw
some random shapes of grass on water on a 100x100 image, then iterate
each pixel through a Life-like process to build a grass/sand/water map.
The
On Mon, June 11, 2007 2:05 pm, David wrote:
My previous response indicated that the Lamina demo should work with an
installed Ocemp GUI. Actually, it will not work with the 0.2 version, but
needs the 0.1 version; It needs the dirty-rectangle list from update, to
know when to regenerate the
On Fri, June 8, 2007 2:30 pm, Kamilche wrote:
Is there a way to render 3d objects out to disk only, and use the
renders in a normal Pygame program? Is there any advantage to doing so, in
speed, or memory, or anything?
Take a look at the program at http://pygame.org/projects/10/326/, Peter
On Fri, June 8, 2007 1:09 pm, David wrote:
You're right that you cant use any of the regular SDL drawing functions
with OpenGL - or any other accelarated 3D API. You can work with 2D
graphics in OpenGL though, by drawing texture quads. If you wrap that in
a simplified interface, then the code
On Fri, June 8, 2007 11:29 pm, Richard Jones wrote:
On Sat, 9 Jun 2007, Kamilche wrote:
Is there a way to render 3d objects out to disk only, and use the
renders in a normal Pygame program? Is there any advantage to doing so,
in speed, or memory, or anything?
Sure, POV-Ray
On Thu, June 7, 2007 2:45 pm, Horst JENS wrote:
On Mon, 2007-06-04 at 21:19 +0100, Will McGugan wrote:
I've just posted some sample code for using OpenGL with PyGame. Hope
you find it interesting.
http://www.willmcgugan.com/2007/06/04/opengl-sample-code-for-pygame/
that's exactly what i
On Thu, June 7, 2007 10:56 pm, Will McGugan wrote:
You're right that you cant use any of the regular SDL drawing functions
with OpenGL - or any other accelarated 3D API. You can work with 2D
graphics in OpenGL though, by drawing texture quads. If you wrap that in a
simplified interface, then
A version with source code:
http://kschnee.xepher.net/code/070530ShiningSeaSource.zip
Regardless of the actual license info in those files, you have my
permission to treat the code as GPL, if there's anything in there you
actually want. The main worldsim thing (nutshell_basic.py) would be the
most
I had to change all font.render() calls to enable anti-aliasing, to
sidestep a bug in Ubuntu's pygame (segmentation faults when rendering
non-anti-aliased spaces). The game starts, but I cannot control
anything. I believe you mentioned W, A, S, D keys? Nothing happens. When
I kill
the
On Tue, May 29, 2007 10:27 pm, Ethan Glasser-Camp wrote:
I can't play your demo because I'm running Linux. But I like games
where you can explore and discover things. I'm not sure procedurally
generating them is the way to go, though. It reminds me of Daggerfall,
which was sort of fun, but
I was reading about Scalable Vector Graphics (SVG), a technique that
makes graphics more easily scalable between different hardware
configurations. Would this system be useful somehow for Pygame?
60 matches
Mail list logo