Re: [pygame] Question about Pygame.event.wait and pygame.mixer.get_busy

2011-06-06 Thread sam . hacking
On Mon, 06 Jun 2011 09:21 +0200, "Áron Ócsvári" wrote: > while (pygame.mixer.get_busy()): > esemeny =pygame.event.wait() Are you saying you want it to move on after the music is finished playing, even if a button is not pressed? In which case the problem is your second line. When it

Re: [pygame] Question about Pygame.event.wait and pygame.mixer.get_busy

2011-06-06 Thread sam . hacking
On Mon, 06 Jun 2011 10:30 +0100, sam.hack...@sent.com wrote:An alternative would be to get > the sound to emit an event when it finishes playing, which would move > your loop on, although I'm not sure if this is possible. It is possible, just found it here: http://www.pygame.org/docs/ref/mixer.htm

Re: [pygame] FULLSCREEN or ~FULLSCREEN?

2011-07-05 Thread sam . hacking
On Mon, 04 Jul 2011 23:44 -0700, "Brian Fisher" wrote: On windows and mac, pygame's normal fullscreen is A, and can be susceptible to the same debug and crash problems with a fullscreen app locking up your system that you describe on Linux. On mac in particular, type A (exclusive fullscr

Re: [pygame] FULLSCREEN or ~FULLSCREEN?

2011-07-05 Thread sam . hacking
> ...or ps -A and kill [process number of your app] Or, when it's being really stubborn, "kill -KILL [pid]". :P

[pygame] Surface objects

2011-07-14 Thread sam . hacking
Hey guys, I have a class which inherits from pygame.Surface. If the class gets created with a tuple, I create a new surface by calling pygame.Surface.__init__, so my class will work as a pygame.Surface object. I also need this class to be created with existing pygame.Surface objects. So, if I

Re: [pygame] Surface objects

2011-07-14 Thread sam . hacking
On Thu, 14 Jul 2011 19:05 +0200, "DR0ID" wrote: An old experiment of mine, it might give you a clue how you can do it (actually it replaces the pygame Surface object with the SurfaceObject class): [1]https://python-pyknic.googlecode.com/svn/branches/pyknic-2.0/e xperimental/surfaceobject.py Rig

Re: [pygame] Surface objects

2011-07-15 Thread sam . hacking
On Thu, 14 Jul 2011 13:57 -0700, "Michael Carius" wrote: # Python 2.x code class MySurface(object): def __init__(self, obj): if isinstance(obj, tuple): self._surf = pygame.Surface(*tuple) elif isinstance(obj, pygame.Surface): self._surf =

[pygame] Pygame 2D vector

2011-07-23 Thread sam . hacking
On the 2D vector page, http://pygame.org/wiki/2DVectorClass It has a get_angle() function, the first line of this checks if length_sqrd() == 0, and then returns the angle as 0. This seems wrong to me, if the vector is (1,-1), then length_sqrd (1**2 + -1**2) returns 0, and so the angle is returned

Re: [pygame] Pygame 2D vector

2011-07-23 Thread sam . hacking
Well, when I type "-1**2" into Python, it returns -1. If I run "1**2 + -1**2" it returns 0. So, is there a bug in Python then? Running 2.6.6 on Ubuntu 10.10. Removing the if statement from get_angle fixed the angle problem for me, because of this. On Sat, 23 Jul 2011 13:56 +0200, "DR0ID" wrote:

Re: [pygame] Pygame 2D vector

2011-07-23 Thread sam . hacking
Ah, I see the problem, it's doing -(1**2), you need to put "(-1)**2". And, that's not a problem for the vector class, it's only because I modified my copy a little. OK, nevermind then. On Sat, 23 Jul 2011 13:23 +0100, sam.hack...@sent.com wrote: Well, when I type "-1**2" into Python, it returns -

Re: [pygame] a little game help with text coding.

2011-08-09 Thread sam . hacking
Hi Martin, If I understand correctly, you want the game to muddle up the words for the player. The higher the player's lang skill the less muddled up it will be. I think this is a cool idea, the only other place I have seen something like this is the Al Bhed language in Final Fantasy X, which was

[pygame] GUI toolkit, 0.1 release

2011-08-10 Thread sam . hacking
Hi guys, I contacted this mailing list earlier in the year about working on a GUI toolkit for GSoC. While I didn't get to do this as part of GSoC, I have still managed to put some work into it. Today I would like to announce the 0.1 release, the first developer/beta release. If anybody is brave e

[pygame] GUI toolkit, 0.1.1 release

2011-08-31 Thread sam . hacking
Over the past couple of weeks I have been using my toolkit for the menu and controls of a level editor. This is the first real-world project I have used it on. Following this I would like to announce release 0.1.1, which adds an HBox container widget to complement the existing VBox, as well as a fe

Re: [pygame] any gentoo people in the house?

2011-09-06 Thread sam . hacking
I've been trying to use Gentoo, but can't work out how to install the damn thing. :P On Sep 5 ’11, "René Dudfield" wrote: there is an issue that needs testing by a gentoo person: [1]https://bitbucket.org/pygame/pygame/issue/36/example-fontyp y-crashes-with-double-free python -m pygame.e

[pygame] OPENGLBLIT

2011-09-11 Thread sam . hacking
I just tried to blit to an OpenGL surface and got the following message: pygame.error: Cannot blit to OPENGL Surfaces (OPENGLBLIT is ok) So, I tried using OPENGLBLIT, and it stopped coming up with the error, but nothing is drawn to the screen. Can this provide a way for pygame to blit surfaces to

Re: [pygame] OPENGLBLIT

2011-09-11 Thread sam . hacking
On Sunday, September 11, 2011 10:38 AM, "Ian Mallett" wrote: Short answer: don't try it. Better answer: you need to use the OpenGL drawing calls (glBegin, glVertex, glEnd). The only application the PyGame drawing calls have for OpenGL is drawing to textures, which can then be drawn to the scree

[pygame] GUI toolkit, 0.1.2 release, OpenGL!

2011-09-21 Thread sam . hacking
I have just made the 0.1.2 release of my GUI toolkit, which can be accessed at: https://launchpad.net/simplegc This version introduces initial support for OpenGL. You will need to install pyFTGL, as apparently OpenGL doesn't do text. GUI code created for the normal pygame display, should run unch

[pygame] Functions in config files

2011-10-02 Thread sam . hacking
Hi, In my GUI toolkit, I have config files that the program can parse and turn into a complete menu screen. Now, if I have a button in my menu, and I want that button to run a function when it is clicked, then I need some way of naming a function from the config file. At the moment I am just pars