On Fri, Oct 10, 2008 at 7:25 AM, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
>
> Very amusing.
>
> There's no simple cure? That's slightly mind-boggling. Every tool has
> its quirks, but I've not seen before the kind of balls it takes to
> blandly ignore a near-universal standard like this.
>
> I suppose I can carry on what I'm doing, which is flipping every
> sprite's y co-ordinate before drawing it and putting it back after,
> but that's like a joke.

I think the pyglet way of doing it is more intuitive.  The other way
makes little sense.  And this is coming from a pygame user of at least
4 years, who hasn't begun to use pyglet yet.  It's just more intuitive
that way for me.

Whenever I animate a ball being shot or something, it feels unnatural
to have the image offset from the top, rather than from the direction
of gravity like I would expect it to be.

Imagine that the ground is the x-axis, and you're throwing a ball.
Would you choose an arbitrary line above you (say 15 feet) and state
that the ball is 5 feet from that line after .5 seconds, or would you
say the ball is 10 feet off the ground after .5 seconds?  It just
makes more sense to me that way.
Do you have a reason that you prefer it the other way?  Convention is
not the mother of invention, remember.  Python ignored the
pretty-common convention of denoting blocks with either braces or a
start / end statement, and just used indentation solely.  I personally
believe this to be one of the greatest features.  It's a minor issue,
but it makes the code more readable (enforces decent code structure)
and gets rid of all those nasty braces that you just feel are a waste
of lines and are a trouble to keep up with.  And this sort of
epitomizes Python tradition - do things the way that make the most
sense, not the way people have been doing them before.

At least that's my two cents.  But pennies are pretty worthless (worth
even less now that the DOW is below 9k and our economy is tankin', but
that's neither here nor there.)  so do with it what you will.

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