[pygame] @

2008-12-30 Thread Yanom Mobis
I was reading some Python code examples, and i found the @ symbol. What exactly does this operator do?

Re: [pygame] @

2008-12-31 Thread Yanom Mobis
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? >

Re: [pygame] @

2008-12-31 Thread Yanom Mobis
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

Re: [pygame] @

2008-12-31 Thread Yanom Mobis
  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

Re: [pygame] @

2008-12-31 Thread Yanom Mobis
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

Re: [pygame] @

2008-12-31 Thread Yanom Mobis
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,

Re: [pygame] @

2008-12-31 Thread Yanom Mobis
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.

Re: [pygame] @

2009-01-01 Thread Yanom Mobis
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

Re: [pygame] Pygame in Linux without X Windows

2009-01-07 Thread Yanom Mobis
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-

Re: [pygame] Pygame in Linux without X Windows

2009-01-07 Thread Yanom Mobis
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

Re: [pygame] Pygame in Linux without X Windows

2009-01-07 Thread Yanom Mobis
-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.    >    --

[pygame] screen.fill() not working

2009-01-10 Thread Yanom Mobis
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

Re: [pygame] screen.fill() not working

2009-01-11 Thread Yanom Mobis
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

[no subject]

2009-01-11 Thread Yanom Mobis
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

Re: [pygame] Re:

2009-01-12 Thread Yanom Mobis
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): #

[pygame] Problem with image scaling.

2009-01-18 Thread Yanom Mobis
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 ==

Re: [pygame] Problem with image scaling.

2009-01-18 Thread Yanom Mobis
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.

[pygame] Python 2.6

2009-01-21 Thread Yanom Mobis
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 )?

Re: [pygame] Python 2.6

2009-01-22 Thread Yanom Mobis
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

Re: [pygame] Python 2.6

2009-01-22 Thread Yanom Mobis
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.

[pygame] Pathfinding

2009-01-25 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-26 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-26 Thread Yanom Mobis
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

RE: [pygame] Pathfinding

2009-01-26 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-26 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-26 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-26 Thread Yanom Mobis
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

[pygame] Python 2.5.4

2009-01-26 Thread Yanom Mobis
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?

Re: [pygame] Pathfinding

2009-01-27 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-27 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-27 Thread Yanom Mobis
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

[pygame] Name self not defined

2009-01-27 Thread Yanom Mobis
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

Re: [pygame] Name self not defined

2009-01-28 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-28 Thread Yanom Mobis
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 >

Re: [pygame] Name self not defined

2009-01-28 Thread Yanom Mobis
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

Re: [pygame] Pathfinding

2009-01-29 Thread Yanom Mobis
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,

Re: [pygame] Pathfinding

2009-01-29 Thread Yanom Mobis
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 &

Re: [pygame] Very beginner level question

2009-02-06 Thread Yanom Mobis
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,

Re: [pygame] new game

2009-02-09 Thread Yanom Mobis
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

Re: [pygame] new game

2009-02-09 Thread Yanom Mobis
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

[pygame] move problems

2009-02-10 Thread Yanom Mobis
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

Re: [pygame] move problems

2009-02-11 Thread Yanom Mobis
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

Re: [pygame] move problems

2009-02-11 Thread Yanom Mobis
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

Re: [pygame] move problems

2009-02-11 Thread Yanom Mobis
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

Re: [pygame] Pygame and the G1

2009-02-18 Thread Yanom Mobis
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

Re: [pygame] Options for smooth-scrolling in X-Windows

2009-02-24 Thread Yanom Mobis
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

Re: [pygame] Warn desktop user in some way

2009-03-10 Thread Yanom Mobis
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

[pygame] Sprite Editor

2009-03-12 Thread Yanom Mobis
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.

Re: [pygame] Sprite Editor

2009-03-12 Thread Yanom Mobis
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.

Re: [pygame] Sprite Editor

2009-03-12 Thread Yanom Mobis
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

Re: [pygame] Sprite Editor

2009-03-13 Thread Yanom Mobis
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&#

Re: [pygame] Sprite Editor

2009-03-14 Thread Yanom Mobis
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 >

[pygame] readline

2009-03-20 Thread Yanom Mobis
where can I download readline for python 2.6? (linux version)

[pygame] Font

2009-03-24 Thread Yanom Mobis
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...

Re: [pygame] Font

2009-03-25 Thread Yanom Mobis
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

Re: [pygame] Font

2009-03-26 Thread Yanom Mobis
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.

Re: [pygame] A* module using surfaces for walkability data

2009-03-27 Thread Yanom Mobis
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

[pygame] move problems

2009-04-09 Thread Yanom Mobis
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

Re: [pygame] Font

2009-04-09 Thread Yanom Mobis
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

Re: [pygame] move problems

2009-04-10 Thread Yanom Mobis
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

Re: [pygame] move problems

2009-04-10 Thread Yanom Mobis
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_

[pygame] C/C++ and Python

2009-04-17 Thread Yanom Mobis
I've heard some games are made with C/C++ and Python together. Where does Pygame fit into this?

Re: [pygame] C/C++ and Python

2009-04-18 Thread Yanom Mobis
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

Re: [pygame] C/C++ and Python

2009-04-18 Thread 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

Re: [pygame] C/C++ and Python

2009-04-19 Thread Yanom Mobis
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

Re: [pygame] C/C++ and Python

2009-04-20 Thread Yanom Mobis
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?

Re: [pygame] C/C++ and Python

2009-04-20 Thread Yanom Mobis
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

Re: [pygame] C/C++ and Python

2009-04-22 Thread Yanom Mobis
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.

Re: [pygame] C/C++ and Python

2009-04-22 Thread Yanom Mobis
-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 >

Re: [pygame] C/C++ and Python

2009-04-23 Thread Yanom Mobis
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

Re: [pygame] C/C++ and Python

2009-04-24 Thread Yanom Mobis
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 &

[pygame] Never seen this before

2009-04-24 Thread Yanom Mobis
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    

Re: [pygame] Never seen this before

2009-04-25 Thread Yanom Mobis
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

Re: [pygame] Never seen this before

2009-04-25 Thread Yanom Mobis
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

Re: [pygame] Never seen this before

2009-04-25 Thread Yanom Mobis
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

[pygame] Function problem

2009-04-28 Thread Yanom Mobis
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?

Re: [pygame] Function problem

2009-04-29 Thread Yanom Mobis
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:  

Re: [pygame] Function problem

2009-04-29 Thread Yanom Mobis
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:

Re: [pygame] Function problem

2009-04-29 Thread Yanom Mobis
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

Re: [pygame] Pygame font issues

2009-05-02 Thread Yanom Mobis
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

Re: [pygame] Cairo + SDL

2009-05-03 Thread Yanom Mobis
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

Re: [pygame] Cairo + SDL

2009-05-04 Thread Yanom Mobis
- 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

Re: [pygame] Cairo + SDL

2009-05-05 Thread Yanom Mobis
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

Re: [pygame] Lots of spam comments in the docs...

2009-05-11 Thread Yanom Mobis
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

Re: [pygame] Display set_mode FULLSCREEN hang

2009-05-11 Thread Yanom Mobis
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

Re: [pygame] Display set_mode FULLSCREEN hang

2009-05-11 Thread Yanom Mobis
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

Re: [pygame] App Store

2009-05-13 Thread Yanom Mobis
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

Re: [pygame] App Store

2009-05-14 Thread Yanom Mobis
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

Re: [pygame] This one baffles me

2009-05-16 Thread Yanom Mobis
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

Re: [pygame] This one baffles me

2009-05-17 Thread Yanom Mobis
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 ?

Re: [pygame] This one baffles me

2009-05-17 Thread Yanom Mobis
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

Re: [pygame] This one baffles me

2009-05-17 Thread Yanom Mobis
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

Re: [pygame] Pygame and mp3 files

2009-05-19 Thread Yanom Mobis
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

Re: [SPAM: 3.500] Re: [pygame] This one baffles me

2009-05-19 Thread Yanom Mobis
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-

Re: [SPAM: 3.500] Re: [pygame] This one baffles me

2009-05-19 Thread Yanom Mobis
-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: > &

Re: [pygame] Spaces And Tabs Pointlessly Time-Wasting Religious Schism

2009-05-20 Thread Yanom Mobis
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

[pygame] Sluggish movement

2009-05-20 Thread Yanom Mobis
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?

Re: [pygame] Sluggish movement

2009-05-21 Thread Yanom Mobis
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

Re: [pygame] Sluggish movement

2009-05-23 Thread Yanom Mobis
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

Re: [pygame] update() weirdness

2009-06-17 Thread Yanom Mobis
;> >> 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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