Re: [pygame] new game
Yanom Mobis wrote: hmmm is there anything where people can download without having to have hg/svn/cvs/git installed? even mercurial doesn't do this. Google Code will let you add downloadable files. Just a shame it's SVN. I prefer git and Github. Github have a little feature called Github pages ( http://github.com/blog/272-github-pages ) that will let you create a mini website in your repo, you could just throw a file in there, link it, and it would work fine as a download. :)
Re: [pygame] Pure SDL C library branching
On, Tue Feb 10, 2009, Rene Dudfield wrote: I think having one big library, with sub libraries in it is a good idea? Rather than having to maintain each separately (eg, a scrap one, a blit one, etc etc). No. The list contains just the single parts of the library. It would result in a single library (libFrugulatePygame.xxx ...) and multiple header files. Regards Marcus pgpmlVQnh7UDC.pgp Description: PGP signature
Re: [pygame] Pure SDL C library branching
On, Tue Feb 10, 2009, Pete Shinners wrote: Sounds like a nice idea. I would follow the SDL addon naming of SDL_something. I would go with something like SDL_pgame (?) and follow the api naming conventions of the SDL addons as well. The current pgreloaded internals use a pyg_xxx naming convention: int pyg_surface_fill_blend (...) int pyg_surface_save (...) int pyg_scrap_init (...) ... That can be easily changed for both, the C library as well as pgreloaded's internals to keep them consistent. Personally I dislike the 'some SDL library name part'_javalike naming, but will follow the mass's opinion about that :-). We just have to keep both in sync, so changes can be quickly incorporated in the one or other library. Regards Marcus pgplom7S6PWtK.pgp Description: PGP signature
[pygame] recap: refresh rate and timing issues
Hi guys. There was a thread about this issue in 2007, with no obvious solution. I got the same problem so I hope somebody knows a way out (if any). The point is I want to know exactly when a flip is occuring. Naive code could look like this : do some drawing here pygame.display.flip() timestamp = pygame.time.get_ticks() With double buffering, the flip waits for the next screen refresh, but the program is not blocking and waiting for the flip (which is quite reasonable), it just goes on. This means, however, that get_ticks() will probably return before the actual flip happened. With my screen (60 Hz), there is thus an unpredictable error of 0 - 16.6 ms. Is there any way to get to know when the flip happened, or at least to reduce this error below 10ms or so? Thanks. Matthias
Re: [pygame] Pure SDL C library branching
well, pyg_ seems like a good one :) Separate libraries seem better for modularity, and is more how they are done currently. eg. So you don't need to use the scrap stuff if you don't want. libpyg_scrap.so etc ? On Tue, Feb 10, 2009 at 8:03 PM, Marcus von Appen m...@sysfault.org wrote: On, Tue Feb 10, 2009, Pete Shinners wrote: Sounds like a nice idea. I would follow the SDL addon naming of SDL_something. I would go with something like SDL_pgame (?) and follow the api naming conventions of the SDL addons as well. The current pgreloaded internals use a pyg_xxx naming convention: int pyg_surface_fill_blend (...) int pyg_surface_save (...) int pyg_scrap_init (...) ... That can be easily changed for both, the C library as well as pgreloaded's internals to keep them consistent. Personally I dislike the 'some SDL library name part'_javalike naming, but will follow the mass's opinion about that :-). We just have to keep both in sync, so changes can be quickly incorporated in the one or other library. Regards Marcus
[pygame] Re: Python path problem in vista?
Can anyone in the list also reply if they do NOT get problems running programs with skellington-compliant structure on Vista? So far I've got only one person informing of problems executing the program and I'd like to hear if that's widespread or not. -Thiago On Sun, Feb 8, 2009 at 10:02 PM, Thiago Chaves shundr...@gmail.com wrote: Hi, recently I was informed that my most recent project is not running properly in Vista. I'm using the skellington structure suggested by Pyweek administration and I'm wondering if that's somehow related. File structure for the project (as far as it is relevant to this post): ssof/run_game.py ssof/lib/main.py run_game.py's contents: #! /usr/bin/env python import sys import os try: __file__ except NameError: pass else: libdir = os.path.abspath(os.path.join(os.path.dirname(__file__), 'lib')) sys.path.insert(0, libdir) import main main.main() ___ User feedback: Alright then, Open fully-updated Windows Vista. Open IDLE. Python version number is 2.5.2. Open run_game.py. Hit F5 (runs the script). Traceback (most recent call last): File C:\Users\Andy Hanson\Desktop\ssof-2009-01-31-fixed\ssof_alpha4\run_game.py, line 15, in module import main ImportError: No module named main This is certainly a very simple problem! Any thoughts? What am I doing wrong here? (I'm attaching run_game.py just in case the formatting gets messed up) -Thiago
Re: [pygame] Pure SDL C library branching
On, Tue Feb 10, 2009, Rene Dudfield wrote: well, pyg_ seems like a good one :) Separate libraries seem better for modularity, and is more how they are done currently. eg. So you don't need to use the scrap stuff if you don't want. libpyg_scrap.so etc ? We could split it that way. Or even make two different build tasks. One containing all parts in a single library, one creating multiple libraries, a separate one for each purpose. Regards Marcus pgpfYNnEtyoc1.pgp Description: PGP signature
Re: [pygame] Re: Python path problem in vista?
I get that error if I run from IDLE... But if I run it any other way there is no problem. IDLE is screwing up the __file__. Don't know why IDLE thinks it's OK to do that, but there it is. On Tue, Feb 10, 2009 at 2:48 AM, Thiago Chaves shundr...@gmail.com wrote: Can anyone in the list also reply if they do NOT get problems running programs with skellington-compliant structure on Vista? So far I've got only one person informing of problems executing the program and I'd like to hear if that's widespread or not. -Thiago On Sun, Feb 8, 2009 at 10:02 PM, Thiago Chaves shundr...@gmail.com wrote: Hi, recently I was informed that my most recent project is not running properly in Vista. I'm using the skellington structure suggested by Pyweek administration and I'm wondering if that's somehow related. File structure for the project (as far as it is relevant to this post): ssof/run_game.py ssof/lib/main.py run_game.py's contents: #! /usr/bin/env python import sys import os try: __file__ except NameError: pass else: libdir = os.path.abspath(os.path.join(os.path.dirname(__file__), 'lib')) sys.path.insert(0, libdir) import main main.main() ___ User feedback: Alright then, Open fully-updated Windows Vista. Open IDLE. Python version number is 2.5.2. Open run_game.py. Hit F5 (runs the script). Traceback (most recent call last): File C:\Users\Andy Hanson\Desktop\ssof-2009-01-31-fixed\ssof_alpha4\run_game.py, line 15, in module import main ImportError: No module named main This is certainly a very simple problem! Any thoughts? What am I doing wrong here? (I'm attaching run_game.py just in case the formatting gets messed up) -Thiago
Re: [pygame] Re: Python path problem in vista?
I can reproduce the problem (on vista), but it looks like an idle problem, not really a vista problem when running the script, __file__ is C:\Python25\Lib\idlelib\idle.pyw so libdir becomes C:\Python25\Lib\idlelib\lib On Tue, Feb 10, 2009 at 2:48 AM, Thiago Chaves shundr...@gmail.com wrote: Can anyone in the list also reply if they do NOT get problems running programs with skellington-compliant structure on Vista? So far I've got only one person informing of problems executing the program and I'd like to hear if that's widespread or not. -Thiago On Sun, Feb 8, 2009 at 10:02 PM, Thiago Chaves shundr...@gmail.com wrote: Hi, recently I was informed that my most recent project is not running properly in Vista. I'm using the skellington structure suggested by Pyweek administration and I'm wondering if that's somehow related. File structure for the project (as far as it is relevant to this post): ssof/run_game.py ssof/lib/main.py run_game.py's contents: #! /usr/bin/env python import sys import os try: __file__ except NameError: pass else: libdir = os.path.abspath(os.path.join(os.path.dirname(__file__), 'lib')) sys.path.insert(0, libdir) import main main.main() ___ User feedback: Alright then, Open fully-updated Windows Vista. Open IDLE. Python version number is 2.5.2. Open run_game.py. Hit F5 (runs the script). Traceback (most recent call last): File C:\Users\Andy Hanson\Desktop\ssof-2009-01-31-fixed\ssof_alpha4\run_game.py, line 15, in module import main ImportError: No module named main This is certainly a very simple problem! Any thoughts? What am I doing wrong here? (I'm attaching run_game.py just in case the formatting gets messed up) -Thiago
Re: [pygame] Re: Python path problem in vista?
It is an IDLE problem - I ran into the same thing on Ubuntu and XP, IDLE doesn't like the way they do it. A simple fix is to just put this line in: sys.path.insert(0, lib) Instead of all that try/except nonsense. The above line works just as well, and I have never had a problem with it failing anywhere. I have actually used that stuff in my teams entry for pyweek ever sense the skellington was released :) HTH :) On Tue, Feb 10, 2009 at 11:40 AM, Brian Fisher br...@hamsterrepublic.comwrote: I can reproduce the problem (on vista), but it looks like an idle problem, not really a vista problem when running the script, __file__ is C:\Python25\Lib\idlelib\idle.pyw so libdir becomes C:\Python25\Lib\idlelib\lib On Tue, Feb 10, 2009 at 2:48 AM, Thiago Chaves shundr...@gmail.comwrote: Can anyone in the list also reply if they do NOT get problems running programs with skellington-compliant structure on Vista? So far I've got only one person informing of problems executing the program and I'd like to hear if that's widespread or not. -Thiago On Sun, Feb 8, 2009 at 10:02 PM, Thiago Chaves shundr...@gmail.com wrote: Hi, recently I was informed that my most recent project is not running properly in Vista. I'm using the skellington structure suggested by Pyweek administration and I'm wondering if that's somehow related. File structure for the project (as far as it is relevant to this post): ssof/run_game.py ssof/lib/main.py run_game.py's contents: #! /usr/bin/env python import sys import os try: __file__ except NameError: pass else: libdir = os.path.abspath(os.path.join(os.path.dirname(__file__), 'lib')) sys.path.insert(0, libdir) import main main.main() ___ User feedback: Alright then, Open fully-updated Windows Vista. Open IDLE. Python version number is 2.5.2. Open run_game.py. Hit F5 (runs the script). Traceback (most recent call last): File C:\Users\Andy Hanson\Desktop\ssof-2009-01-31-fixed\ssof_alpha4\run_game.py, line 15, in module import main ImportError: No module named main This is certainly a very simple problem! Any thoughts? What am I doing wrong here? (I'm attaching run_game.py just in case the formatting gets messed up) -Thiago
[pygame] Formal definitions for the BLEND operations
Hi, I am trying to write unit tests for the blit blend operations and am running into problems. There are no formal definitions as to what exactly a BLEND_ADD, BLEND_SUB and BLEND_MULT do. Sure they are add, subtract and multiply. But what happens with overflow and underflow. Do they truncate or just return maximum or minimum values. I will not look as the source for the answers because then I would just write the tests to pass rather than making tests that reflect the original intent of the operations. Lenard -- Lenard Lindstrom le...@telus.net
Re: [pygame] Formal definitions for the BLEND operations
Pin to 0 and 255. Don't roll over. Or is there something else? On Tue, Feb 10, 2009 at 11:11 AM, Lenard Lindstrom le...@telus.net wrote: Hi, I am trying to write unit tests for the blit blend operations and am running into problems. There are no formal definitions as to what exactly a BLEND_ADD, BLEND_SUB and BLEND_MULT do. Sure they are add, subtract and multiply. But what happens with overflow and underflow. Do they truncate or just return maximum or minimum values. I will not look as the source for the answers because then I would just write the tests to pass rather than making tests that reflect the original intent of the operations. Lenard -- Lenard Lindstrom le...@telus.net
Re: [pygame] Formal definitions for the BLEND operations
Ok, that will work I can't comment on it as I don't know the intended uses for the arithmetic operations. Lenard Brian Fisher wrote: Pin to 0 and 255. Don't roll over. Or is there something else? On Tue, Feb 10, 2009 at 11:11 AM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Hi, I am trying to write unit tests for the blit blend operations and am running into problems. There are no formal definitions as to what exactly a BLEND_ADD, BLEND_SUB and BLEND_MULT do. Sure they are add, subtract and multiply. But what happens with overflow and underflow. Do they truncate or just return maximum or minimum values. I will not look as the source for the answers because then I would just write the tests to pass rather than making tests that reflect the original intent of the operations.
[pygame] move problems
this code is in my main game loop key = pygame.key.get_pressed() #create a key index if K_UP in key: #check if the up arrow is pressed redcar.speed = (0, -2) else: redcar.speed = (0, 0) redcar.rect = redcar.rect.move(redcar.speed) #move redcar by speed but pressing the up arrow doesn't move the sprite.
Re: [pygame] move problems
if key[K_UP] should work better :) On Tue, Feb 10, 2009 at 6:47 PM, Yanom Mobis ya...@rocketmail.com wrote: this code is in my main game loop key = pygame.key.get_pressed() #create a key index if K_UP in key: #check if the up arrow is pressed redcar.speed = (0, -2) else: redcar.speed = (0, 0) redcar.rect = redcar.rect.move(redcar.speed) #move redcar by speed but pressing the up arrow doesn't move the sprite.
Re: [pygame] move problems
hi, K_UP has the value 273 and pygame.key.get_pressed() returns a tuple where the n'th value is 1 if the n'th key was pressed. This should work: if key[K_UP]: . this code is in my main game loop key = pygame.key.get_pressed() #create a key index if K_UP in key: #check if the up arrow is pressed redcar.speed = (0, -2) else: redcar.speed = (0, 0) redcar.rect = redcar.rect.move(redcar.speed) #move redcar by speed but pressing the up arrow doesn't move the sprite.
Re: [pygame] surfaces2video?
On Feb 9, 2009, at 3:48 AM, Matthias Treder wrote: Is there any direct way to assemble a video (eg Quicktime) from a sequence of single shots (ie surfaces)? Put another way, is there a way to get surfaces into a format usable by other extensions (PyMedia?) without saving them to the HD as images first and then opening them again? Cheers, Matthias ffmpeg and mencoder can both do this. --Noah