How is collision testing done? 200 sprites tested against 200 sprites
is a big difference from just testing 2-3 sprites against 200, in particular
if you do the iteration in Python.
/P
On 2009-03-01 (Sun) 08:51, Daniel Mateos wrote:
Hey again,
In a 2d scroller game im making i seem to get
Peter Gebauer wrote:
How is collision testing done? 200 sprites tested against 200 sprites
is a big difference from just testing 2-3 sprites against 200, in particular
if you do the iteration in Python.
At the moment only the player char is checked for collisions so its 1:200.
Your game is spending a little over 60% of its time blitting. About
20% is evaluation, and the rest of the work is overhead. That might
seems high given the complexity, but window size really matters when
it comes to software rendering. Decrease the window size to 800x500
(for widescreen)
Zack Schilling wrote:
Your game is spending a little over 60% of its time blitting. About
20% is evaluation, and the rest of the work is overhead. That might
seems high given the complexity, but window size really matters when
it comes to software rendering. Decrease the window size to 800x500
I'm noticing a weird little artifact namely that I get left over fragments
of a surface i redraw on to screen where the mouse cursor moves. It appears
as if my code is interacting with whatever controls cursor redraw. I notice
that this only happens when i go to fullscreen mode and enable
Hello PyGame users,
Just wanted to let you know there is still one month left to get your entry
in for GMArcade.com's Time contest. I have yet to hear from any PyGame users
on wether they are entering, and there are some pretty neat game development
books up for grabs.
For more info on the
are you using the OS cursor, or blit-ing your own? (ie: hide cursor, and
draw cursor sprite )
On Sun, Mar 1, 2009 at 5:19 PM, Lin Parkh lpa...@comcast.net wrote:
I'm noticing a weird little artifact namely that I get left over fragments
of a surface i redraw on to screen where the mouse cursor
Are you re-creating the font surface every frame? Or are you cache-ing the
.render() output to .blit() ?
On Sat, Feb 28, 2009 at 4:21 PM, Daniel Mateos dan...@mateos.cc wrote:
Hey again,
36150.1600.0000.1600.000 {method 'render' of
'pygame.font.Font' objects}
Any help
I'm using OS cursor (or whatever pygame defaults to (on windows)). Is that not
good practice?
- Original Message -
From: Jake b
To: pygame-users@seul.org
Sent: Sunday, March 01, 2009 4:24 PM
Subject: Re: [pygame] Redraw under mouse cursor in HWSURFACE mode
are you using
Marius Gedminas wrote:
Try
pygame.surfarray.user_arraytype('numpy')
at the start. NumPy became the default only recently with 1.9.
Unfortunately, this gives me
AttributeError: 'module' object has no attribute 'user_arraytype'
I've got pygame 1.8.1 here (Ubuntu's
hehe, double typo...
'use_arraytype'
http://www.pygame.org/docs/ref/surfarray.html#pygame.surfarray.use_arraytype
On Mon, Mar 2, 2009 at 1:43 PM, Lenard Lindstrom le...@telus.net wrote:
A typo. It should be user_arraytype.
hi,
try timing some parts... Then you might be able to see where the lag
is happening.
Each frame you should be able to see that they are similar values. If
they are not, you should be able to debug where your delay is.
Here's your mainloop end part modified to add a couple of timers in...
On Mon, Mar 02, 2009 at 02:06:35PM +1100, René Dudfield wrote:
hehe, double typo...
'use_arraytype'
http://www.pygame.org/docs/ref/surfarray.html#pygame.surfarray.use_arraytype
That works better, thanks!
I've refactored PySpaceWar's fading title code into three classes now,
one that uses
It's the computer, honest. It keeps changing user to user. Oh no,
not again.
René Dudfield wrote:
hehe, double typo...
'use_arraytype'
http://www.pygame.org/docs/ref/surfarray.html#pygame.surfarray.use_arraytype
On Mon, Mar 2, 2009 at 1:43 PM, Lenard Lindstrom le...@telus.net wrote:
A
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