I was reading some Python code examples, and i found the @ symbol. What exactly
does this operator do?
On Dec 30, 2008, at 9:55 PM, Yanom Mobis wrote:
> I was reading some Python code examples, and i found the @ symbol. What
exactly does this operator do?
>
here
Now, whenever you call "myMethod", logThisMethodCall gets called first, with
the invocation of myMethod passed into it. You can use it for logging, security
(i.e. does this person have permission to be calling this), etc.
Michael
-Original Message-----
From: &q
class compile.
--Noah
On Dec 31, 2008, at 12:05 PM, Yanom Mobis wrote:
> O! I get it now! It's used to insure that a specific function
> is always called before another. Thanks for clearing it up for me..
> --- On Wed, 12/31/08, Michael Phipps
> wrote:
>
&g
d instance which is then
assigned the name "method". But all this is outside of the scope of this
mailing list. All you could ever want to know about decorators is here:
http://www.python.org/dev/peps/pep-0318/
Lenard
Yanom Mobis wrote:
> O! I get it now! It's used to ins
o: pygame-users@seul.org
Date: Wednesday, December 31, 2008, 1:59 PM
No, as I said, decorators are a rather advanced topic. Until you are
more comfortable with the whole compiler process, I would just try
writing a few small ones with various prints to see what happens.
--Noah
On Dec 31, 2008,
s case 'do_draw' is likely a callback, a function
that will be called whenever the window receives a draw event. This
alternate code probably would also work:
def on_draw():
window.event(on_draw) # return value ignored.
It just saves having to repeat the on_draw function name.
def eggs(): print 'spam'
eggs = a(eggs)
If you look your a() function doesn't return anything so eggs is set
to the default return value which is always None.
--Noah
On Dec 31, 2008, at 7:37 PM, Yanom Mobis wrote:
> I think I've got it now. But why does this h
Not sure how it's done, but you could bundle Xwindows with your program.
--- On Wed, 1/7/09, René Dudfield wrote:
From: René Dudfield
Subject: Re: [pygame] Pygame in Linux without X Windows
To: pygame-users@seul.org
Date: Wednesday, January 7, 2009, 4:27 PM
-Inline Attachment Follows-
why not?
--- On Wed, 1/7/09, James Mills wrote:
From: James Mills
Subject: Re: [pygame] Pygame in Linux without X Windows
To: pygame-users@seul.org
Date: Wednesday, January 7, 2009, 5:38 PM
-Inline Attachment Follows-
On Thu, Jan 8, 2009 at 9:21 AM, Yanom Mobis wrote:
>
> No
-Inline Attachment Follows-
Not sure how it's done, but you could attach an AtlasV rocket booster
to your bicycle. ;)
---
James
On Wed, Jan 07, 2009 at 03:21:19PM -0800, Yanom Mobis wrote:
> Not sure how it's done, but you could bundle Xwindows with your program.
> --
Ok, I was starting to write a game, so i wrote this code:
import sys, pygame
from pygame.locals import *
screen = pygame.display.set_mode((500, 200),0,32)
clock = pygame.time.Clock()
bgc = 150, 150, 80
redcar = pygame.image.load("redcar.png").convert_alpha()
while True: #main loop
clock.tick(3
llows-
Hi,
You forgot to update the screen.
http://www.pygame.org/docs/ref/display.html#pygame.display.flip
You should call either pygame.display.flip or pygame.display.update
after you finish drawing on the screen.
-Thiago
On Sat, Jan 10, 2009 at 10:26 PM, Yanom Mobis wrote:
> O
Ok, this is weird:
#init-code
import sys, pygame, os, namegen
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (100, 100)
from pygame.locals import *
screen = pygame.display.set_mode((500, 500),pygame.NOFRAME)
clock = pygame.time.Clock()
bgc = 0, 255, 2
class basicsprite(pygame.sprite.Sprite): #cr
oh. Thanks for your help!
--- On Sun, 1/11/09, Jake b wrote:
From: Jake b
Subject: [pygame] Re:
To: pygame-users@seul.org
Date: Sunday, January 11, 2009, 3:09 PM
-Inline Attachment Follows-
You need to call the parent class's init function:
class basicsprite(pygame.sprite.Sprite): #
here is the code with my problem:
#
class basicsprite(pygame.sprite.Sprite): #create a sprite class
def __init__(self, img, scalev=(0,0)):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(img).convert_alpha()
if scalev ==
oh.
thanks!
--- On Sun, 1/18/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] Problem with image scaling.
To: pygame-users@seul.org
Date: Sunday, January 18, 2009, 6:07 PM
-Inline Attachment Follows-
Um, because you need to set the image to the scaled image. Try self.
Is there any good reason to switch to python 2.6, even though 2.5 is the
supported python on my Linux distro?
If I do stick with Python 2.5, is it safe to override python2.5.2 with
python2.5.4 ( $ cd Python-2.5.4 && ./configure && make && sudo make install )?
can't I get all of that with
from __future__ import x
?
--- On Wed, 1/21/09, Brian Fisher wrote:
From: Brian Fisher
Subject: Re: [pygame] Python 2.6
To: pygame-users@seul.org
Date: Wednesday, January 21, 2009, 9:22 PM
On Wed, Jan 21, 2009 at 6:53 PM, Yanom Mobis wrote:
Is there any
more
portable, and there are more libraries for it.
Best not to overwrite your system python, as then it could break
system tools. It seems new enough to use :)
chairs,
On Thu, Jan 22, 2009 at 1:53 PM, Yanom Mobis wrote:
> Is there any good reason to switch to python 2.6, even though 2.
1) How is pathfinding done?
2) How do you prevent a moving sprite from being caught in a v-shaped rut made
of obstacles? Like this:
__
A -> # | B
__|
Where A and B are the points the sprite needs to travel,
# is the sprite,
-> is the direction the
Ds in pathfinding algorithms. A*
(pronounced a-star) is the most commonly used algorithm in games though.
2) Alter the chain length score computation to reduce exploitation.
--Noah
On Jan 25, 2009, at 7:16 PM, Yanom Mobis wrote:
> 1) How is pathfinding done?
> 2) How do you prevent a moving
PS and the like.
--- On Mon, 1/26/09, Brian Fisher wrote:
From: Brian Fisher
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 11:55 AM
On Sun, Jan 25, 2009 at 7:16 PM, Yanom Mobis wrote:
> 1) How is pathfinding done?
>
So what are your pathfin
word
“complex”
is a vast understatement.
--Noah
From: owner-pygame-us...@seul.org
[mailto:owner-pygame-us...@seul.org] On Behalf Of Yanom Mobis
Sent: Monday, January 26, 2009 3:39 PM
To: pygame-users@seul.org
Subject: Re: [pygame] Pathfinding
it seems to me
Complex distance evaluation isn't necessary, but the sprite never getting stuck
is.
--- On Mon, 1/26/09, Joe Strout wrote:
From: Joe Strout
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 6:11 PM
Yanom Mobis wrote:
> it seems to me that
My game isn't tile-based (probably, I haven't made it yet), but it is 2-d
--- On Mon, 1/26/09, NBarnes wrote:
From: NBarnes
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 6:10 PM
> it seems to me that A* only works on tile-based games.
> What if my
so is A* the easiest to use?
--- On Mon, 1/26/09, Joe Strout wrote:
From: Joe Strout
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 8:14 PM
Yanom Mobis wrote:
> Complex distance evaluation isn't necessary, but the sprite never getting
&g
is it possible to install python2.5.4 on top of 2.5.2 ( ./configure && make &&
sudo make install )
on Linux?
Will this break any packages?
o find the path.
It just needs a graph ( a bunch of nodes, which can connect to other nodes )
The actual (x,y,z) location of the nodes doesn't matter. ( But if the distance
is too far, you need to take that into account by the weight, or, add a node
between them )
On Mon, Jan 26, 2009 at
ok, i didn't get any of that
--- On Tue, 1/27/09, Michael George wrote:
From: Michael George
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Tuesday, January 27, 2009, 4:38 PM
Yanom Mobis wrote:
> is it easier to make the game tile-based?
>
> if I make ever
To: pygame-users@seul.org
Date: Tuesday, January 27, 2009, 5:06 PM
On Jan 27, 2009, at 3:36 PM, Yanom Mobis wrote:
> is it easier to make the game tile-based?
Probably, but it really depends on the details.
> if I make every pixel a node, and there are 2 obstacles really close
> toge
this is the code in question:
class Car(Basicsprite): #car class
def __init__(self, speedarg=(0,0)):
self.speed = speedarg
Basicsprite.__init__(self)
def move(self, speedv=self.speed):
self.rect = self.rect.move(speedv)
however, when I try to import that class fro
how do you use the or statement in arguments?
i have never seen it done.
--- On Wed, 1/28/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] Name self not defined
To: pygame-users@seul.org
Date: Wednesday, January 28, 2009, 4:25 PM
Frankly, I like this solution:
self.rect = self.re
I'm just going to make my game tile-based, I guess.
--- On Wed, 1/28/09, Michael George wrote:
From: Michael George
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Wednesday, January 28, 2009, 8:41 AM
Yanom Mobis wrote:
> ok, i didn't get any of that
>
oh, thanks.
--- On Tue, 1/27/09, James Paige wrote:
From: James Paige
Subject: Re: [pygame] Name self not defined
To: pygame-users@seul.org
Date: Tuesday, January 27, 2009, 9:24 PM
-Inline Attachment Follows-
On Tue, Jan 27, 2009 at 07:18:20PM -0800, Yanom Mobis wrote:
> this is
so I make a tile-based game, then trick the player into believing it's not
tile-based?
--- On Thu, 1/29/09, Patrick Mullen wrote:
From: Patrick Mullen
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Thursday, January 29, 2009, 12:57 PM
On Wed, Jan 28, 2009 at 4:09 PM,
a better way of looking at it is to make a non-tile-based game
and trick the pathfinding code into believing it is tile-based.
---
James Paige
On Thu, Jan 29, 2009 at 02:42:56PM -0800, Yanom Mobis wrote:
> so I make a tile-based game, then trick the player into believing it's not
&
1 you need import pygame along with from pygame.locals import *
2 get python2.5, not 2.4 or 2.6
--- On Fri, 2/6/09, Varsha Purohit wrote:
From: Varsha Purohit
Subject: [pygame] Very beginner level question
To: pygame-users@seul.org
Date: Friday, February 6, 2009, 12:04 PM
Hello everyone,
DO NOT USE CVS OR SVN!
use Mercurial. Cvs and Svn are much to complicated.
--- On Mon, 2/9/09, Johan Ceuppens wrote:
From: Johan Ceuppens
Subject: [pygame] new game
To: pygame-users@seul.org
Date: Monday, February 9, 2009, 2:08 PM
Hi,I made a room-based RPG (a little like zelda) with pygame. I
ers@seul.org
Date: Monday, February 9, 2009, 5:40 PM
On Tue, Feb 10, 2009 at 9:40 AM, Yanom Mobis wrote:
> DO NOT USE CVS OR SVN!
> use Mercurial. Cvs and Svn are much to complicated.
Git. Free repository hosting is available at:
http://repo.or.cz
I use it myself -- http://repo.or.cz/w/pyion.git
David
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 press
Hmm. now i remember how it's done. the part about pygame.key.get_pressed
returning 1's and 0's makes sense, but I just don't get why
if key[K_UP]:
works if
if K_UP in key:
doesn't.
--- On Tue, 2/10/09, mani...@gmx.de wrote:
From: mani...@gmx.de
Subject: Re: [pygame] move problems
To: pyga
meral in the list is
positive/true.
HTH
On Wed, Feb 11, 2009 at 5:46 PM, Yanom Mobis wrote:
Hmm. now i remember how it's done. the part about pygame.key.get_pressed
returning 1's and 0's makes sense, but I just don't get why
if key[K_UP]:
works if
if K_UP in key:
d
ok.
thanks
--- On Wed, 2/11/09, James Paige wrote:
From: James Paige
Subject: Re: [pygame] move problems
To: pygame-users@seul.org
Date: Wednesday, February 11, 2009, 6:04 PM
-Inline Attachment Follows-
On Wed, Feb 11, 2009 at 03:46:21PM -0800, Yanom Mobis wrote:
> if key[K
why not make your game free? or even better, open source!
--- On Tue, 2/17/09, René Dudfield wrote:
From: René Dudfield
Subject: Re: [pygame] Pygame and the G1
To: pygame-users@seul.org
Date: Tuesday, February 17, 2009, 5:17 PM
No.
On Wed, Feb 18, 2009 at 9:48 AM, Scott Beckstead
wrote:
> Is
you need to support Linux.
you could write two versions of the interface, one for Linux/UNIX/Mac and one
for Windows, if necessary
--- On Mon, 2/23/09, René Dudfield wrote:
From: René Dudfield
Subject: Re: [pygame] Options for smooth-scrolling in X-Windows
To: pygame-users@seul.org
Date: Mond
hmmm... for a non-gamish app I recommend Tkinter or wxPython. (Mostly Tkinter
:)
--- On Sun, 3/8/09, Luca wrote:
From: Luca
Subject: [pygame] Warn desktop user in some way
To: pygame-users@seul.org
Date: Sunday, March 8, 2009, 6:20 AM
Hi all!
I want to use pygame library (and one of the pyg
Do any of you know of a good, free sprite editor I could use to make graphics
for my games? It needs to run on Linux.
Wouldn't that take a lot of time and effort?
--- On Thu, 3/12/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] Sprite Editor
To: pygame-users@seul.org
Date: Thursday, March 12, 2009, 2:18 PM
Epitome of self-reliance:
write your own.
I'll try that. It's in the APT repos. ( 3 cheers for .deb's! )
--- On Thu, 3/12/09, pymike wrote:
From: pymike
Subject: Re: [pygame] Sprite Editor
To: pygame-users@seul.org
Date: Thursday, March 12, 2009, 2:13 PM
Gimp (http://gimp.org/) is awesome for pixelart/sprites. Just zoom it in to
800
ohh... I spent some time using The GIMP, and I think I like it...
--- On Thu, 3/12/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] Sprite Editor
To: pygame-users@seul.org
Date: Thursday, March 12, 2009, 8:31 PM
On Thu, Mar 12, 2009 at 12:36 PM, Yanom Mobis wrote:
Wouldn
Mar 12, 2009 at 3:11 PM,
> Yanom Mobis
> wrote:
> > Do any of you know of a good, free sprite editor I
> could use to make
> > graphics for my games? It needs to run on Linux.
>
> You can use ASE:
>
> www.aseprite.org
>
> it's great.
>
> --
> Hugo Ruscitti
> www.losersjuegos.com.ar
>
where can I download readline for python 2.6? (linux version)
How do you use the font module exactly? I don't care about all the fancy stuff,
I just want text in a specific color...
what does antialiasing do exactly...
--- On Wed, 3/25/09, Frozenball wrote:
From: Frozenball
Subject: Re: [pygame] Font
To: pygame-users@seul.org
Date: Wednesday, March 25, 2009, 8:23 AM
And make sure to cache it.
On Wed, Mar 25, 2009 at 4:08 AM, Ian Mallett wrote:
> Read the docs.
>
> Simpl
ok. :)
--- On Wed, 3/25/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] Font
To: pygame-users@seul.org
Date: Wednesday, March 25, 2009, 7:50 PM
Um, it antialiases? Softens edges so they're smooth. Best way is to try it.
building it in to pygame wouldn't be a good idea- it would take up space even
if you didn't use it. After all, modularity is the soul of python.
--- On Fri, 3/27/09, pymike wrote:
From: pymike
Subject: Re: [pygame] A* module using surfaces for walkability data
To: pygame-users@seul.org
Date: F
move() hates me. This is my code (inside the main game loop):
-
if key[K_RIGHT]:
spaceship.speed=(spaceship.speed[0]+10, spaceship.speed[1])
print("K_RIGHT") #debug
if key[K_RIGHT]:
spaceship.speed=(spaceship.speed[0]-10, spaceship.speed[1])
pri
f.text.text="mwhahahaha" self.text.text="mwhahahaha"
On Tue, Mar 24, 2009 at 8:55 PM, Yanom Mobis wrote:
How do you use the font module exactly? I don't care about all the fancy stuff,
I just want text in a specific color...
--
Jake
ok, thanks! by the way, python2.6 won't let me change just one part of a
tuple...
--- On Thu, 4/9/09, Brian Song wrote:
From: Brian Song
Subject: Re: [pygame] move problems
To: pygame-users@seul.org
Date: Thursday, April 9, 2009, 10:26 PM
Yea... Jakes method would do.. or you can just simplif
oops... that was why my spaceship wasn't moving... lol.
--- On Thu, 4/9/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] move problems
To: pygame-users@seul.org
Date: Thursday, April 9, 2009, 8:53 PM
On Thu, Apr 9, 2009 at 2:48 PM, Yanom Mobis wrote:
if key[K_
I've heard some games are made with C/C++ and Python together. Where does
Pygame fit into this?
So writing a game in python and pygame usually doesn't involve writing C/C++
code?
--- On Fri, 4/17/09, J Dunford wrote:
From: J Dunford
Subject: Re: [pygame] C/C++ and Python
To: pygame-users@seul.org
Date: Friday, April 17, 2009, 4:51 PM
On Fri, Apr 17, 2009 at 3:10 PM, Yanom Mobis
ok
--- On Sat, 4/18/09, Knapp wrote:
From: Knapp
Subject: Re: [pygame] C/C++ and Python
To: pygame-users@seul.org
Date: Saturday, April 18, 2009, 1:59 PM
On Sat, Apr 18, 2009 at 8:05 PM, Toni Alatalo wrote:
> Yanom Mobis kirjoitti:
>>
>> So writing a game in python and pygame
won't using OpenGL in pygame add more dependencies?
--- On Sat, 4/18/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] C/C++ and Python
To: pygame-users@seul.org
Date: Saturday, April 18, 2009, 7:11 PM
On Sat, Apr 18, 2009 at 11:55 AM, Zack Schilling
wrote:
I use Numpy to cont
Mon, Apr 20, 2009 at 1:53 AM, Yanom Mobis wrote:
> won't using OpenGL in pygame add more dependencies?
But, what is wrong with that? It is not like modern computers have a
lack of free space or it costs extra.
--
Douglas E Knapp
Why do we live?
So sometimes it would be better to use Pyglet/PyOpenGL instead of pygame?
--- On Mon, 4/20/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] C/C++ and Python
To: pygame-users@seul.org
Date: Monday, April 20, 2009, 8:11 PM
Short of cutting pygame out of your application entirely, I
I can't get psyco working - I have a 64 bit computer
--- On Tue, 4/21/09, Knapp wrote:
> Combined with things lke psyco, and numpy - you can avoid doing a lot of
> things in C.
-Casey
On Apr 20, 2009, at 6:36 PM, Yanom Mobis wrote:
> So sometimes it would be better to use Pyglet/PyOpenGL instead of pygame?
>
> --- On Mon, 4/20/09, Ian Mallett wrote:
>
> From: Ian Mallett
> Subject: Re: [pygame] C/C++ and Python
> To: pygame-users@seul.org
>
ya... it doesn't work
--- On Wed, 4/22/09, Ian Mallett wrote:
From: Ian Mallett
Subject: Re: [pygame] C/C++ and Python
To: pygame-users@seul.org
Date: Wednesday, April 22, 2009, 10:51 PM
Psyco working? It looks like it might not work on 64 bit machines. The Psyco
Intro says Psyco "only runs
sourceforge.net/psycoguide/req.html
. . . the author has no intention of updating Psyco to support 64 bit
architectures. For 64 bit OSs, you're stuck with other methods of
optimisation.
-Daniel
On Thu, Apr 23, 2009 at 5:02 PM, Yanom Mobis wrote:
> ya... it doesn't work
&
this code
level1 = [(0,0), (20, 0), (40, 0), (60, 0), (80, 0), (100,0), (120,0), (140,0),
(160,0), (180,0), (200,0), (220,0), (240,0)] #positions of enemies
#yatta yatta
def setenemies_lvl1(): # put enemies on screen.
pygame.display.set_caption("Loading Level") #tell player it's loading
class
you created which has the add method.
-Tyler
On Fri, Apr 24, 2009 at 5:27 PM, Yanom Mobis wrote:
this code
level1 = [(0,0), (20, 0), (40, 0), (60, 0), (80, 0), (100,0), (120,0), (140,0),
(160,0), (180,0), (200,0), (220,0), (240,0)] #positions of enemies
#yatta yatta
def setenemies
the two files for the game are attached
--- On Fri, 4/24/09, Brian Song wrote:
From: Brian Song
Subject: Re: [pygame] Never seen this before
To: pygame-users@seul.org
Date: Friday, April 24, 2009, 9:57 PM
If the problems fixed, yay. If not, you should put up most/all your source so
it's easi
method on the superclass of the class given. It is the same as
Basicsprite.__init__(self, img)
For reference, here is the documentation about Group.add:
http://www.pygame.org/docs/ref/sprite.html#Group.add
-Tyler
On Sat, Apr 25, 2009 at 6:34 AM, Yanom Mobis wrote:
the two files for the game
This error:
File "main.py", line 36
def pymageinit():
^
SyntaxError: invalid syntax
is caused by this function:
def pymageinit():
global magi
magi = [Mage("Player",20, 200), Mage("Arcawen",20, 200)]
does anyone know what i'm doing wrong?
going to need to show us the entire file, sorry Yanom. Can't tell
anything from that one function. The error however, is not caused by that
function, but by whatever comes before it. Maybe an unbalanced parenthesis?
On Tue, Apr 28, 2009 at 4:45 PM, Yanom Mobis wrote:
This error:
6:46 PM
You're going to need to show us the entire file, sorry Yanom. Can't tell
anything from that one function. The error however, is not caused by that
function, but by whatever comes before it. Maybe an unbalanced parenthesis?
On Tue, Apr 28, 2009 at 4:45 PM, Yanom Mobis wrote:
yes geany. thanks for the fix :)
--- On Wed, 4/29/09, Jake b wrote:
From: Jake b
Subject: Re: [pygame] Function problem
To: pygame-users@seul.org
Date: Wednesday, April 29, 2009, 5:31 PM
On Wed, Apr 29, 2009 at 4:45 PM, Yanom Mobis wrote:
full code:
Are you using syntax hilighting? It can
does
font = pygame.font.Font(None, 36)
use the player's default system font?
--- On Sat, 5/2/09, Peter Chant wrote:
From: Peter Chant
Subject: Re: [pygame] Pygame font issues
To: pygame-users@seul.org
Date: Saturday, May 2, 2009, 5:12 AM
-Inline Attachment Follows-
On Friday 01 May
Is cairo used for game programming?
--- On Sat, 5/2/09, Chris McCormick wrote:
From: Chris McCormick
Subject: [pygame] Cairo + SDL
To: pygame-users@seul.org
Date: Saturday, May 2, 2009, 12:16 PM
-Inline Attachment Follows-
Hi all,
Recently there was some talk of doing vector graphic
-
On Sun, May 03, 2009 at 07:32:39AM -0700, Yanom Mobis wrote:
> Is cairo used for game programming?
There are a few games using Cairo:
http://lists.cairographics.org/archives/cairo/2006-May/007032.html
It was not designed specifically for games, though, unlike SDL.
Marius Gedminas
--
We do
03, 2009 at 07:32:39AM -0700, Yanom Mobis wrote:
> > Is cairo used for game programming?
>
> There are a few games using Cairo:
> http://lists.cairographics.org/archives/cairo/2006-May/007032.html
>
> It was not designed specifically for games, though, unlike SDL.
On Mon, May
Python is supposed to have Spam, but not THAT kind of spam. Example:
x = ["spam", "eggs"]
:)
--- On Mon, 5/11/09, The Music Guy wrote:
From: The Music Guy
Subject: [pygame] Lots of spam comments in the docs...
To: pygame-users@seul.org
Date: Monday, May 11, 2009, 4:41 PM
Hi,
I don't know wha
I never trust fullscreen, because if your app is windowed and it hangs, you can
pull up a terminal emulator and shut the app down with xkill. (At least on
Linux/UNIX)
--- On Mon, 5/11/09, René Dudfield wrote:
From: René Dudfield
Subject: Re: [pygame] Display set_mode FULLSCREEN hang
To: pygam
console, and kill it from the command-line. Then CTRL+ALT+F7 to switch
back to X
---
James Paige
On Mon, May 11, 2009 at 02:47:15PM -0700, Yanom Mobis wrote:
> I never trust fullscreen, because if your app is windowed and it hangs,
>you
> can pull up a terminal emulator and shut the
how bout some sort of "Pygame Deployment System" like this:
Pygame, SDL, and common libraries are built into the PDS.
The user selects the game to download from a Tkinter interface.
The game will be downloaded from a server. It will contain a file that
describes dependencies. Any dependencies a
been simmering for awhile:)
On Wed, May 13, 2009 at 6:44 PM, Yanom Mobis wrote:
how bout some sort of "Pygame Deployment System" like this:
Pygame, SDL, and common libraries are built into the PDS.
The user selects the game to download from a Tkinter interface.
The game will b
issue was a common python gotcha, mixing
up spaces and tabs.
Here's the fixed file.
-Tyler
On Fri, May 15, 2009 at 7:34 PM, Yanom Mobis wrote:
my game (attached) just gives a black screen and hangs (has to be shut down
with xkill) when started. Is there a problem with the
at, 16 May 2009 11:39:12 -0700 (PDT)
Yanom Mobis napisał(a):
> thanks. anyway, how would i write a script that converts all blocks
> of four spaces to tabs?
echo infile | sed /s/" "/\\t/g ?
f.close()
f=open(filename, 'w')
f.write(text)
f.close()
Done!
On Sat, May 16, 2009 at 11:39 AM, Yanom Mobis wrote:
thanks. anyway, how would i write a script that converts all blocks of four
spaces to tabs?
--- On Fri, 5/15/09, Tyler Laing wrote:
From: Tyler Laing
Subject: Re: [pygam
en(filename, 'w')
f.write(text)
f.close()
Done!
On Sat, May 16, 2009 at 11:39 AM, Yanom Mobis wrote:
thanks. anyway, how would i write a script that converts all blocks of four
spaces to tabs?
--- On Fri, 5/15/09, Tyler Laing wrote:
From: Tyler Laing
Subject: Re: [pygame] This o
it could be an optional part of pygame, so you would have to:
sudo python setup.py --with-mp3 install
--- On Mon, 5/18/09, Lenard Lindstrom wrote:
From: Lenard Lindstrom
Subject: [pygame] Pygame and mp3 files
To: "Pgame Mail List"
Date: Monday, May 18, 2009, 3:56 PM
Hi,
Since switching to De
umm... well i got my editor to display spaces and tabs differently (tabs with
an arrow) so i can see where i've accidentally used spaces.
thanks anyway
--- On Mon, 5/18/09, Nicholas Dudfield wrote:
From: Nicholas Dudfield
Subject: Re: [SPAM: 3.500] Re: [pygame] This one baffles me
To: pygame-
-0008/
yours
//Lorenz
Yanom Mobis wrote:
> umm... well i got my editor to display spaces and tabs differently (tabs with
> an arrow) so i can see where i've accidentally used spaces.
>
> thanks anyway
>
> --- On *Mon, 5/18/09, Nicholas Dudfield //* wrote:
>
&
my two cents: tab = 4 spaces
also a --converttabs numberOfSpaces option on the python interpreter would be
neat, automaticly converting all tabs in the module being opened to
numberOfSpaces spaces. So
python --converttabs 4
would convert all spaces to 4 tabs.
--- On Wed, 5/20/09, Bill Coderre
so i wrote this program, but the bullets coming out of the player's ship move
at an irregular speed, first fast, then slow, then fast again... but they're
supposed to move at a regular 12 pixels per frame. What am i doing wrong?
it's not a jerky framrate, all the other game objects move at the speed they
should. Also i don't get any errors, just the
init...
init complete
that my code should display. Can you try running it on your computer to see if
you get the same problem.
--- On Wed, 5/20/09, Ian Mallett wrote:
F
the update code inside the event
loop. Just get it out of the loop and you'll be fine :-)
http://pastebin.com/m5c1bfdb4
without propper indention python doesn't work (I'll have to get a
english spell checker Mail Client ...)
Yanom Mobis schrieb:
> oops... did i forget to attatc
;>
>> well, s.th. has collided with the bullets rect, what about ... the bullet
>> itself? I changed it to check if it is colliding with an bullet, and that
>> works a bit better ^_^.
>>
>> You still have to do s.th. so that there won't be one bullet per
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