Re: PerlGameDev Site MockUp with 2 games

2011-08-06 Thread Jeffrey Palmer
On Sat, Aug 6, 2011 at 4:02 PM, Kartik Thakore  wrote:
> Hi,
>
> Froggs has started work on a WIP of the PerlGameDev site. We need help
> with more design and back end work. But it looks great so far!
>
> http://gamoscope.com/work_in_progress.html
>

Is this going to replace what was being worked on at
https://github.com/PerlGameDev/perlgamedev ? Or is that something
unrelated?

>
> --
> Kartik Thakore 
>
>



-- 
Jeffrey T. Palmer


Re: memleaks on SDLx::Layer, SDLx::LayerManager, SDLx::Text and probably others

2011-09-26 Thread Jeffrey Palmer
The bug tracker has been moved to github
(https://github.com/PerlGameDev/SDL/issues).

On Sun, Sep 25, 2011 at 8:09 PM, LS  wrote:
> hello list,
>
> i recently started writing a small game in perl & sdl and noticed a few 
> memleaks
> which i was able to (partially) avoid by rewriting a few things, however it's
> kind of frustrating. maybe i just use the wrong version or something - i would
> realy appreciate if anyone can point me out a good solution.
>
> i attached a small script to demonstrate some issues, where is also one 
> similar
> issue with the SDLx::Text write* methods, it seems there is a leak somewhere
> during creation of the surface used internally.
>
> just posting this here because it seems the server where the bug tracking is
> hosted is down, if it just was moved can someone please provide me the new 
> url?
>
>
> regards



-- 
Jeffrey T. Palmer


Re: SDLx::Text - replace old text?

2011-12-23 Thread Jeffrey Palmer
Hi Alex,

This is actually the correct behavior. You need to redraw the
background before writing the new text.  The easiest way to do that is
with:
  $app->draw_rect( undef, 0x00FF );

The undef there indicates that the entire surface should be used as
the rectangle.  See draw_rect in SDLx::Surface for more information.

Cheers,
Jeff

On Wed, Dec 21, 2011 at 6:17 PM, Alex  wrote:
> Dear all!
>
> I want to replace an SDLx::Text by some other text.
> Do I have to redraw the whole surface that was covered by the old text in
> order to "replace" it by a new text?
>
> The following script demonstrates my problem:
>
> [code]
> #!perl
>
> use strict;
> use warnings;
> use SDL;
>
> use SDL;
> use SDLx::App;
> use SDLx::Text;
>
> my $app = SDLx::App->new(
>        exit_on_quit => 1,
> );
>
> my $message = SDLx::Text->new;
>
> $message->write_to( $app, "Hello, World!" );
> $app->update;
>
> $message->text('Susan');
> $message->write_to( $app );
> $app->update();
>
> $app->run();
> [/code]
>
> First, the text "Hello World!" is drawn to the surface. Then, I alter the
> text and draw it again. But the old hello world text still remains on the
> surface.
> I don't want that. I want "Hello World!" to disappear and Susan so show up.
>
> How do I do that?
>
> Best regards,
> Alex
>


Re: SDLx::Text - replace old text?

2011-12-23 Thread Jeffrey Palmer
I just realized this was discussed on Github, so you can probably
ignore what I wrote.

Regarding the surface, SDLx::App is a SDLx::Surface.  That's what I
was referring to.  I don't think it's safe to make any assumptions
about what's behind the text, so it should be the module user's
responsibility to clear whatever is behind it.

On Fri, Dec 23, 2011 at 2:39 PM, Kartik Thakore
 wrote:
> But the surface is not an SDLx::Surface ... maybe we should change that at
> least on the text surface. I think that once you decide to rewrite on the
> text surface it should do that.
>
> How about we add $text->clear(); ?
>
> On Fri, Dec 23, 2011 at 2:37 PM, Jeffrey Palmer 
> wrote:
>>
>> Hi Alex,
>>
>> This is actually the correct behavior. You need to redraw the
>> background before writing the new text.  The easiest way to do that is
>> with:
>>  $app->draw_rect( undef, 0x00FF );
>>
>> The undef there indicates that the entire surface should be used as
>> the rectangle.  See draw_rect in SDLx::Surface for more information.
>>
>> Cheers,
>> Jeff
>>
>> On Wed, Dec 21, 2011 at 6:17 PM, Alex  wrote:
>> > Dear all!
>> >
>> > I want to replace an SDLx::Text by some other text.
>> > Do I have to redraw the whole surface that was covered by the old text
>> > in
>> > order to "replace" it by a new text?
>> >
>> > The following script demonstrates my problem:
>> >
>> > [code]
>> > #!perl
>> >
>> > use strict;
>> > use warnings;
>> > use SDL;
>> >
>> > use SDL;
>> > use SDLx::App;
>> > use SDLx::Text;
>> >
>> > my $app = SDLx::App->new(
>> >        exit_on_quit => 1,
>> > );
>> >
>> > my $message = SDLx::Text->new;
>> >
>> > $message->write_to( $app, "Hello, World!" );
>> > $app->update;
>> >
>> > $message->text('Susan');
>> > $message->write_to( $app );
>> > $app->update();
>> >
>> > $app->run();
>> > [/code]
>> >
>> > First, the text "Hello World!" is drawn to the surface. Then, I alter
>> > the
>> > text and draw it again. But the old hello world text still remains on
>> > the
>> > surface.
>> > I don't want that. I want "Hello World!" to disappear and Susan so show
>> > up.
>> >
>> > How do I do that?
>> >
>> > Best regards,
>> > Alex
>> >
>
>



-- 
Jeffrey T. Palmer


Re: CPAN Testers Daily Summary Report

2012-05-27 Thread Jeffrey Palmer
I released 2.540 yesterday.  This release contains everything from 2.537_02
and the pod updates from 2.538.  I removed all the code related changes
from 2.538.

It looks like the t\mixer_channels.t issue is
still occurring on MSWin32-x64-multi-thread:


http://www.cpantesters.org/cpan/report/0b3a283b-6bf7-1014-ba26-54a71eecb6a3

I also released 2.541_01 which adds the changes FROGGS made since 2.537_02.

I'm still trying to sort through Blaizer's changes, so those haven't been
merged back yet.

Jeff


On Thu, May 24, 2012 at 7:54 PM, Kartik Thakore wrote:

> Crap ... how did this happen? *facepalm* Ok lets re roll.
>
>
> On Thu, May 24, 2012 at 7:46 PM, Jeffrey Palmer <
> jeffrey.t.pal...@gmail.com> wrote:
>
>> There were many changes in 2.538 that weren't in 2.537_02 (see attached
>> diff).  Was this intentional?  I'm concerned that these might be
>> responsible for the test failures.  Should we revert to the previous
>> release (plus the documentation fixes) and slowly add these changes in new
>> dev releases or should we just work on fixing the new problems?
>>
>> Jeff
>>
>>
>> On Wed, May 23, 2012 at 3:06 PM, Kartik Thakore > > wrote:
>>
>>> And we have some fails!
>>>
>>> SDL-2.538:
>>> - MSWin32-x64-multi-thread / 5.14.2:
>>>  - FAIL
>>>
>>> http://www.cpantesters.org/cpan/report/26ee8b64-6bf6-1014-ad3c-44931eecb6a3
>>>
>>> - x86_64-linux-thread-multi / 5.15.8:
>>>  - FAIL
>>>
>>> http://www.cpantesters.org/cpan/report/5bd4ba90-a46b-11e1-a210-b03bf4b14d39
>>>
>>> - x86_64-linux-thread-multi / 5.15.9:
>>>  - FAIL
>>>
>>> http://www.cpantesters.org/cpan/report/a5aaaff4-a46a-11e1-8dfd-c832f4b14d39
>>>
>>
>>
>>
>>
>


SDL 2.541_02 Released

2012-06-09 Thread Jeffrey Palmer
Hi All,

I released SDL 2.541_02 today after Blaizer++ merged in his changes that
were accidentally included in 2.538.  The early test reports are in and
we're still having some issues with the SDL::Mixer::MixMusic tests that use
ogg:


http://www.cpantesters.org/cpan/report/5399278a-b262-11e1-bea2-18293af89482

http://www.cpantesters.org/cpan/report/e352e802-b262-11e1-85c4-09343af89482

If anyone has any problems, or if anyone knows what is causing this
problem, please let us know.

Thanks,
Jeff


Re: Movement Stuck With Options of Up and Left...

2012-06-10 Thread Jeffrey Palmer
Hi Jack,

The problem is that an SDL::Rect stores it's x and y coordinates as
integers.  When you subtract a small value from the coordinate the new
coordinate is truncated, which is why you are able to move in negative
directions.  When you add a small value the same thing happens, but the
truncated value is the same as the value you added to, so no movement.  To
work around this, store the coordinates in variables outside of the rect,
add and subtract using these variables, then update the SDL::Rect
coordinates.

Jeff

On Sun, Jun 10, 2012 at 7:50 AM, Jack Maney  wrote:

> Everyone,
>
> First of all, thanks to Tobias Leech for so quickly answering my previous
> question on alpha values.
>
> Now, I'm trying to understand movement.  I managed to hack together a
> simple, choppy, "movement by teleportation" app in which one can use ASDW
> to move a rectangle around in the screen.  However, inspired by the Pong
> code in the SDL manual, I'm trying to recreate this properly by using
> motion handlers.  The resulting code is at http://pastebin.com/mVHANk7T
>
> The strange thing about it is that movement works just fine, but only up
> and to the left (ie via A and W) not to the right or down (ie via D and S).
>  I'm at a bit of a loss as to what's going on...why would a negative
> x-velocity and positive y-velocity be fine, but not a positive x-velocity
> or a negative y-velocity?  I know that the correct velocity values are
> being set (by de-commenting the debugging print statement and running the
> code), so it's not an issue of the wrong velocity values being set...  Is
> there something obvious that I'm missing here?
>
> Thank you for your time,
>
> Jack
>
>


-- 
Jeffrey T. Palmer


Re: SDL 2.541_02 Released

2012-06-10 Thread Jeffrey Palmer
So are we ready to bump our Alien::SDL prereq (at least in the dev
release)?  Also, I'm assuming we should skip these tests if libogg support
isn't available.  What's the proper way to detect audio format support?

Jeff

On Sat, Jun 9, 2012 at 9:51 PM, Tobias Leich  wrote:

> Hi, the tester is still using the old Alien::SDL, this one doesnt build
> libogg and libvorbis.
>
> Jeffrey Palmer  hat geschrieben:
>
> >Hi All,
> >
> >I released SDL 2.541_02 today after Blaizer++ merged in his changes that
> >were accidentally included in 2.538.  The early test reports are in and
> >we're still having some issues with the SDL::Mixer::MixMusic tests that
> use
> >ogg:
> >
> >
> >
> http://www.cpantesters.org/cpan/report/5399278a-b262-11e1-bea2-18293af89482
> >
> >
> http://www.cpantesters.org/cpan/report/e352e802-b262-11e1-85c4-09343af89482
> >
> >If anyone has any problems, or if anyone knows what is causing this
> >problem, please let us know.
> >
> >Thanks,
> >Jeff
>



-- 
Jeffrey T. Palmer


Re: SDL 2.541_02 Released

2012-06-10 Thread Jeffrey Palmer
This problems still occurs occasionally with Alien-SDL 1.434


http://www.cpantesters.org/cpan/report/04921c82-b30c-11e1-9066-3d54fb7543f5

I created an issue about this a while ago:

https://github.com/PerlGameDev/SDL/issues/233

The build option include ogg, but those same tests fail.  Should those
tests pass with those build options?

Jeff

On Sun, Jun 10, 2012 at 1:21 PM, Tobias Leich  wrote:

>  Ya, would be sweet to make another dev release, requiring a newer
> Alien::SDL.
>
> Check t/mixer.t for audio support, its basically just that you try to init
> OGG, and skip if it fails.
>
> Am 10.06.2012 18:03, schrieb Jeffrey Palmer:
>
> So are we ready to bump our Alien::SDL prereq (at least in the dev
> release)?  Also, I'm assuming we should skip these tests if libogg support
> isn't available.  What's the proper way to detect audio format support?
>
>  Jeff
>
> On Sat, Jun 9, 2012 at 9:51 PM, Tobias Leich  wrote:
>
>> Hi, the tester is still using the old Alien::SDL, this one doesnt build
>> libogg and libvorbis.
>>
>> Jeffrey Palmer  hat geschrieben:
>>
>> >Hi All,
>> >
>> >I released SDL 2.541_02 today after Blaizer++ merged in his changes that
>> >were accidentally included in 2.538.  The early test reports are in and
>> >we're still having some issues with the SDL::Mixer::MixMusic tests that
>> use
>> >ogg:
>> >
>> >
>> >
>> http://www.cpantesters.org/cpan/report/5399278a-b262-11e1-bea2-18293af89482
>> >
>> >
>> http://www.cpantesters.org/cpan/report/e352e802-b262-11e1-85c4-09343af89482
>> >
>> >If anyone has any problems, or if anyone knows what is causing this
>> >problem, please let us know.
>> >
>> >Thanks,
>> >Jeff
>>
>
>
>
>  --
> Jeffrey T. Palmer
>
>


-- 
Jeffrey T. Palmer


Re: Current dev releases

2012-06-13 Thread Jeffrey Palmer
Is the problem sdlx_controller_interface.t or sdlx_controller.t?  I'm not
seeing the failures for sdlx_controller_interface.t.

Jeff

On Wed, Jun 13, 2012 at 4:30 AM,  wrote:

> Hi all,
>
> the current releases doesnt look that bad, but not quit good yet.
>
> Alien-SDL 1.435_1 ( 11 ALL, 11 PASSes )
> SDL 2.541_03 ( 12 ALL, 3 FAILs, 9 PASSes )
>
> These 3 fails are on FreeBSD, twice about sdlx_controllier_interface.t,
> one about loading a lib (SDL_mixer).
>
> SDL_mixer cant be loaded on this box because it cant find libogg and
> libvorbis, even when Alien::SDL found it during installation.
>
> So there will be a new dev release for Alien::SDL these days, providing
> the needed information about installed libs.
> There will be included a patch about MSVC (ActivePerl on windows) too,
> after that I hope we will get ActivePerl ppm packages for windows
> automagically!
>
> Btw, can sombody have a look at the SDLx::Controller::Interface issues?
>
> Cheers, Tobias
>



-- 
Jeffrey T. Palmer


Re: Next release

2012-08-23 Thread Jeffrey Palmer
Hi,

I think the problem is TIFF support on BSD and Solaris, but FROGGS will
know for sure.

Jeff

On Thu, Aug 23, 2012 at 8:49 PM, Kartik Thakore wrote:

> Hey guys,
>
> It looks like SDL lastest experimental has quite a few bit of fails. May I
> get a summary of what the fails are?
>
> Regards
>


Re: [SPAM] Re: Alien::SLD2

2013-03-01 Thread Jeffrey Palmer
sdl-team has been added to SDL2, that should fix that.

--
Jeff

On Fri, Mar 1, 2013 at 6:46 AM, kmx  wrote:

>
> On 1.3.2013 1:08, Jeffrey Palmer wrote:
>
>> I went ahead and created that repo on github.  Let me know if there's
>> anything I can do to help.
>>
>
> Thanks, could you please also give me a commit privilege to PerlGameDev /
> SDL2 ?
>
> --
> kmx
>
>