Re: [pygame] File Listings

2007-07-10 Thread Ian Mallett

On 7/10/07, Michael George <[EMAIL PROTECTED]> wrote:


os.listdir(pathname) looks like the right thing.  A good resource to
find these kinds of things are the module index and the library
reference at http://python.org/doc/



Right.  I have a  version of that downloaded and I checked it before
contacting you...  For some reason, however, I missed it.  Anyway.  Thanks
for helping me- that looks like what I needed.  Will check the docs more
thoroughly next time.
Ian

--Mike


Ian Mallett wrote:
> Hi,
> I would like to list all the files in a directory.  What should I do
> to do that?
> Ian




Re: [pygame] File Listings

2007-07-10 Thread Michael George
os.listdir(pathname) looks like the right thing.  A good resource to 
find these kinds of things are the module index and the library 
reference at http://python.org/doc/


--Mike

Ian Mallett wrote:

Hi,
I would like to list all the files in a directory.  What should I do 
to do that?

Ian




Re: [pygame] File Listings

2007-07-10 Thread Luke Paireepinart

Ian Mallett wrote:

Hi,
I would like to list all the files in a directory.  What should I do 
to do that?

Most file operations can be handled using the os module.
In this case, you can use the following:
import os
directory_listing = os.listdir("path/to/target/directory")

Ian

-Luke


[pygame] File Listings

2007-07-10 Thread Ian Mallett

Hi,
I would like to list all the files in a directory.  What should I do to do
that?
Ian


[pygame] Finding the current view settings

2007-07-10 Thread Ian Mallett

Hi,
I'd like to know how to get the current view settings.  The idea here is to
set the screen dimensions for fullscreen based on the display settings
already in place before the game starts.  Is there a way to do that?
Thanks,
Ian


Re: [pygame] Using PyOpenGL for 2D graphics

2007-07-10 Thread Ian Mallett

Perhaps.  They're those things that look like cross-sections.  See attached
for what I made them look like.

On 7/10/07, Greg Ewing <[EMAIL PROTECTED]> wrote:


Ian Mallett wrote:
> 3D wings complete with
> those little supporting cross-sections on the inside that no one can
> remember the name of

Ribs?

--
Greg


<>

Re: [pygame] Using PyOpenGL for 2D graphics

2007-07-10 Thread Greg Ewing

Ian Mallett wrote:
3D wings complete with 
those little supporting cross-sections on the inside that no one can 
remember the name of


Ribs?

--
Greg



Re: [pygame] Using PyOpenGL for 2D graphics

2007-07-10 Thread kschnee
On Tue, July 10, 2007 8:32 am, Simon Oberhammer wrote:
> you might also want to checkout soya3d, it handles smooth landscape
> generation from heightmap, billboards and has several predefined
> camera-modes. doesn't offer anything to help you with the interface
> though.
>
> http://home.gna.org/oomadness/en/soya3d/tutorials/index.html

I looked into Soya. My trouble with that engine was that I wasn't able to
import new models into the thing, and that somebody mentioned having
trouble getting the thing to run.

There's also Panda3D, which is sort of a Python wrapper and actually
includes Python in its download version. That one seems to have its own
special EXE builder, so you can't just build your application your own
way.



[pygame] Rendering Text By Line

2007-07-10 Thread kschnee
> It's pretty simple to split your string on carriage returns (and/or line
> feeds), create surfaces for each line of text, and blit those surfaces to
> the destination surface.

I'm doing something like that. I haven't yet gotten word-wrapping to work,
but the following out-of-context code does wrapping by line. It keeps
track of text sent to a class, and a list of drawing surfaces each
containing one character. When it redraws, it figures out where to place
each letter so that they're in order without overflowing the allowed
drawing area.


def AddText(self,text,newline_at_end=True):
"""In progress -- adding smooth word breaks.

Adds to a list of drawing surfaces each containing one rendered letter.
"""
self.dirty = True
text = str(text) ## Ensure format is correct.
if newline_at_end:
text += "\n"

self.text += text

## Add the text as rendered surfaces, one character at a time.
for letter in text:
if letter == "\n":
self.text_letter_surfaces.append(None)
else:
rendered_letter = self.pen.Write(letter)
self.text_letter_surfaces.append(rendered_letter)

def RedrawText(self):
"""Draws all current letter surfaces, automatically wrapping text
so that text doesn't go outside the allowed area."""
self.dirty = False
self.text_surface.fill((0,0,0,0))
letter_locations = []
LEFT_EDGE = 0
RIGHT_EDGE = self.cursor_rightmost_x
NEAR_RIGHT_EDGE = RIGHT_EDGE - 100
cursor = [0,0]

for letter in self.text_letter_surfaces:
newline = False
letter_locations.append((cursor[0],cursor[1]))
if letter: ## Ie. if it's not None (a newline):
## Move the cursor for the next letter.
cursor[0] += letter.get_width()
if cursor[0] > RIGHT_EDGE:
cursor[0] = LEFT_EDGE
newline = True
else: ## This is a newline marker.
cursor[0] = LEFT_EDGE
newline = True

if newline:
cursor[1] += self.spacing_between_lines
if cursor[1] + self.spacing_between_lines >
self.text_surface.get_height():
## Move everything up.
letter_locations =
[[l[0],l[1]-self.spacing_between_lines] for l in
letter_locations]
## Move the cursor back up, too.
cursor[1] -= self.spacing_between_lines

## Now, actually put the letter surfaces onto my drawing surface.
for n in range(len(self.text_letter_surfaces)):
if self.text_letter_surfaces[n]:

self.text_surface.blit(self.text_letter_surfaces[n],letter_locations[n])

## Clean up: Delete characters that aren't visible, for next time.
top = 0 - self.spacing_between_lines
if letter_locations and letter_locations[0][1] <= top:
n = 0
last = len(letter_locations)-1
while letter_locations[n][1] <= top and n < last:
n += 1
self.text_letter_surfaces = self.text_letter_surfaces[n:]
self.text = self.text[n:]



Re: [pygame] multicpu machine for testing some pygame code?

2007-07-10 Thread Adam Bark

On 08/07/07, René Dudfield <[EMAIL PROTECTED]> wrote:


Hello,

if someone has a multicore, or multi cpu system... can you please test
some code for me?

I'm trying to get some code into pygame to make it work better for
multicore machines... but I need to test it some more.

You'll need to be able to compile subversion pygame.


Cheers,



I can I've got a dual core running linux


Re: [pygame] Using PyOpenGL for 2D graphics

2007-07-10 Thread Charles Joseph Christie II
On Tuesday 10 July 2007 06:58:08 am Sami Hangaslammi wrote:
> On 7/10/07, Charles Joseph Christie II <[EMAIL PROTECTED]> wrote:
> > Can it be used in conjunction with Pygame, or is it it's own thing? It
> > looks standalone to me, but I haven't gotten a chance to seriously
> > research it. But it looks pretty good.
>
> The current version of Opioid2D is built on top of pygame, so that you
> use the O2D API for on-screen graphics and regular pygame APIs for
> sound effects, joysticks, off-screen surfaces etc.
>
> The display is always in opengl mode, so you can't blit or draw
> directly to the screen with pygame when using Opioid2D.

Awesome. I'll go try it right now!


Re: [pygame] Testing if a File Exists

2007-07-10 Thread Flávio Ribeiro

Here[1] you will find full explanation about try\except\finally\else:

[1] http://docs.python.org/tut/node10.html

2007/7/9, Richard Jones <[EMAIL PROTECTED]>:


On Mon, 9 Jul 2007, Ian Mallett wrote:
> So, how exactly do try/except things work?  I've seen them in various
> programs but I dn't know what they really do.  I was just about to ask,
and
> this seemed the perfect opportunity...

You might find some value in running through the tutorial at
. General python programming questions may
also
be asked on the python mailing list found via



HTH,

Richard





--
Flávio Ribeiro
[EMAIL PROTECTED]
www.flavioribeiro.com
(83) 9981.4441


Re: [pygame] Using PyOpenGL for 2D graphics

2007-07-10 Thread Sami Hangaslammi

On 7/10/07, Charles Joseph Christie II <[EMAIL PROTECTED]> wrote:

Can it be used in conjunction with Pygame, or is it it's own thing? It looks
standalone to me, but I haven't gotten a chance to seriously research it. But
it looks pretty good.


The current version of Opioid2D is built on top of pygame, so that you
use the O2D API for on-screen graphics and regular pygame APIs for
sound effects, joysticks, off-screen surfaces etc.

The display is always in opengl mode, so you can't blit or draw
directly to the screen with pygame when using Opioid2D.

--
Sami Hangaslammi


Re: [pygame] Using PyOpenGL for 2D graphics

2007-07-10 Thread Simon Oberhammer

What I'd like is a stupidly simple textured 3D landscape with billboarded
sprites, maybe even viewed from a constant camera angle, with a
decent-looking skybox and an easy way to draw my interface atop that.




you might also want to checkout soya3d, it handles smooth landscape
generation from heightmap, billboards and has several predefined
camera-modes. doesn't offer anything to help you with the interface though.

http://home.gna.org/oomadness/en/soya3d/tutorials/index.html

I used it for a shooter-game. It's alright once you got used to the
sometimes strange nomenclature.