Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Richard Goedeken
All space vehicles use staging; the space shuttle's are just on the side.  NASA 
also made the Saturn 5, don't forget.  The space shuttle is a poor investment 
but an incredibly high-performance vehicle and launch system.  It can lift 
almost as much as the Saturn 5 (including the orbiter) -- way more than any 
Russian vehicle. :)


Richard


Ian Mallett wrote:

hmmm.
I would not define the space shuttle as a space ship because it requires 
an external fuel tank and two extra rockets to get into space.  In fact, 
all of NASA's creations, then have not been rockets because they cannot 
travel to and from space without incredible difficulty and sacrifice of 
parts.


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread FT

What ever happened to a list talking about game writing and code?

Besides, the ship in the garage was, "My Favorite Martian!" Any other
would be copy right infringement, a stolen idea. Ha! Ha!

Also Rod Serling wrote about the "Will The Real Martian Stand Up?" where
footsteps came out of a pond to a restaurant door. Five people got off a bus
and went into the same restaurant. A police oficer came to the area to
investigate a UFO landing in a pond and noticed the footsteps going to the
door of the restaurant.
The officer went inside the restaurant to tried to find out who was the
Martian. At the end the Martian boasted to another man that he was the
Martian. Only to be talking to a Venusian. The Martian said he was sending
ships to take over earth and the Venusian said, "I know, our ships have
intercepted them, and we are now going to take over the Earth!"

So, when will we start talking about code, I like when a list is a list
for Py_Games, and not talk. Also, a spaceship stays in space, the shuttle is
a shuttle, and can not be anything but a shuttle...

Bruce


OK then, I like spacecraft too.

Lenard


Ian Mallett wrote:
> hmmm.
> I would not define the space shuttle as a space ship because it
> requires an external fuel tank and two extra rockets to get into
> space.  In fact, all of NASA's creations, then have not been rockets
> because they cannot travel to and from space without incredible
> difficulty and sacrifice of parts.


--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.21.3/1308 - Release Date: 3/3/2008
10:01 AM




Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread AlgoMantra
which reminds me of:

"There are no passengers on spaceship earth.
We are all crew."

(Marshall McLuhan)


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Lenard Lindstrom

OK then, I like spacecraft too.

Lenard


Ian Mallett wrote:

hmmm.
I would not define the space shuttle as a space ship because it 
requires an external fuel tank and two extra rockets to get into 
space.  In fact, all of NASA's creations, then have not been rockets 
because they cannot travel to and from space without incredible 
difficulty and sacrifice of parts.


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Ian Mallett
hmmm.
I would not define the space shuttle as a space ship because it requires an
external fuel tank and two extra rockets to get into space.  In fact, all of
NASA's creations, then have not been rockets because they cannot travel to
and from space without incredible difficulty and sacrifice of parts.


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Lenard Lindstrom
I thought the space shuttle is the only true spaceship. Everything 
before it was a spacecraft.



Lenard


Greg Ewing wrote:


He didn't say "shuttle", specifically. You could probably
fit in a Mercury or Gemini, maybe even an Apollo command
module. The booster would be a bit of a squeeze, though.

On the fictional side, the Star Trek shuttles look like
they might come close to fitting in a domestic garage.





Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Greg Ewing

Adam Bark wrote:


Cool cos I'm trying to right a game involving spaceships, it's 3d


Make sure you include a garage to keep them in!

--
Greg


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Greg Ewing

Lenard Lindstrom wrote:

Ian Mallett wrote:



> Well, the spaceship I have in my garage, of course.



You have a space shuttle in your garage. Wow, that must be one big garage.


He didn't say "shuttle", specifically. You could probably
fit in a Mercury or Gemini, maybe even an Apollo command
module. The booster would be a bit of a squeeze, though.

On the fictional side, the Star Trek shuttles look like
they might come close to fitting in a domestic garage.

--
Greg


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Ian Mallett
On Mon, Mar 3, 2008 at 4:47 PM, PyMike <[EMAIL PROTECTED]> wrote:

> He might have a LEGO spaceship in his garage...

Bingo.


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Ian Mallett
On Mon, Mar 3, 2008 at 4:45 PM, AlgoMantra <[EMAIL PROTECTED]> wrote:

> We've not yet confirmed if Ian is humanoid. It is yet early to speculate
> about the size of his ship, and therefore, his garage.
>
I sense much logicality in this one.
On Mon, Mar 3, 2008 at 4:59 PM, Adam Bark <[EMAIL PROTECTED]> wrote:

> Cool cos I'm trying to right a game involving spaceships, it's 3d
>
http://www.turbosquid.com/3d
Ian


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Adam Bark
On 03/03/2008, René Dudfield <[EMAIL PROTECTED]> wrote:
>
> I like space ships.
>
> On Tue, Mar 4, 2008 at 9:05 AM, Greg Ewing <[EMAIL PROTECTED]>
> wrote:
> > Gary Bishop wrote:
> >  > Speaking of "selfish and lazy", changing topics in a thread without
> >  > changing the subject is the worst.
> >
> >  Sorry about that!
> >
> >  --
> >  Greg
> >
>

Cool cos I'm trying to right a game involving spaceships, it's 3d


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread PyMike
He might have a LEGO spaceship in his garage...

On Mon, Mar 3, 2008 at 6:45 PM, AlgoMantra <[EMAIL PROTECTED]> wrote:

>
>
> On Tue, Mar 4, 2008 at 5:29 AM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote:
>
> > You have a space shuttle in your garage. Wow, that must be one big
> > garage.
>
>
> We've not yet confirmed if Ian is humanoid. It is yet early to speculate
> about the size of his ship, and therefore, his garage.
>
> --
> ----.-
> 1/f   )))  --.
> ---...
> http://www.algomantra.com




-- 
- PyMike


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Lenard Lindstrom

Fictional. I meant fictional. Poor choice of words.

PyMike wrote:

Ian: What kind of spaceship is it?
Lenard: The imaginary ones :D





Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread AlgoMantra
On Tue, Mar 4, 2008 at 5:29 AM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote:

> You have a space shuttle in your garage. Wow, that must be one big garage.


We've not yet confirmed if Ian is humanoid. It is yet early to speculate
about the size of his ship, and therefore, his garage.

-- 
----.-
1/f   )))  --.
---...
http://www.algomantra.com


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Lenard Lindstrom

You have a space shuttle in your garage. Wow, that must be one big garage.

Lenard



Ian Mallett wrote:

Well, the spaceship I have in my garage, of course.
If something is not mine, how can I possibly like it?
Obviously, the world benefits not from my solipsism.




Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread PyMike
Ian: What kind of spaceship is it?
Lenard: The imaginary ones :D

On Mon, Mar 3, 2008 at 6:26 PM, Ian Mallett <[EMAIL PROTECTED]> wrote:

> Well, the spaceship I have in my garage, of course.If something is not
> mine, how can I possibly like it?
> Obviously, the world benefits not from my solipsism.
>



-- 
- PyMike


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Ian Mallett
Well, the spaceship I have in my garage, of course.If something is not mine,
how can I possibly like it?
Obviously, the world benefits not from my solipsism.


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Lenard Lindstrom

All spaceships, or only the imaginary ones?

Lenard

PyMike wrote:

Spaceships are cool...

On Mon, Mar 3, 2008 at 4:41 PM, Ian Mallett <[EMAIL PROTECTED] 
> wrote:


As do I. 





Re: [pygame] PyGame GUI Database

2008-03-03 Thread Ian Mallett
I like the idea of an app that does this.  I'm afraid I don't know enough
wxPython to be able to help you in this matter.  Sorry.Ian


Re: [pygame] PyGame GUI Database

2008-03-03 Thread PyMike
This would be awesome! I'd totally use it :)

On Mon, Mar 3, 2008 at 8:53 AM, Richie <[EMAIL PROTECTED]> wrote:

> Hello, I am a Open Source programmer.
>
> I am developing a cross platform GUI Pygame Database which will:
> - Have a WxWidgets GUI
> - Be Open Source
> - Be able to download, extract and run PyGame's with a single click and
> they will start even faster once downloaded for the first time.
> - Quickly search for the game you want and see results instantly.
> - Run on Linux, Mac and Windows, Although I don't have a mac so testing
> on that platform may be difficult.
> - Be programmed in C++ and be compiled into a single small executable.
> - Be translatable into different languages like French, Dutch, Welsh,
> Latin etc.
> - There may be more features as they are thought up ;)
>
> I will use an XML API provided by Phil Hassey and will inter-operate
> with the website.
>
> I NEED to know how many people would be interested in this and I would
> like your questions and comments.
>
> I can provide a screenshot of the current work-in-progress GUI upon
> request.
>
> I look forward to hearing from you all.
>
>


-- 
- PyMike


Re: [pygame] monthly FAQ?

2008-03-03 Thread Ian Mallett
Well, I think code samples should not be in the documentation.  The
documentation should provide links to the code samples in, as you say, a
place like the wiki.  Code directly with the documentation is clutter.  The
current system, where they are by default hidden, is a good one.


Re: [pygame] monthly FAQ?

2008-03-03 Thread René Dudfield
hi,

I think our general approach has been to try and make the
documentation better until those FAQs disapear.

Feel free to start a FAQ in the wiki :)  That'd be cool.  Especially
since then documentation writers could look at the FAQ and figure out
which parts of the docs to improve.

I'm not such a fan of trying to regulate how people speak on mailing
lists though.



On Tue, Mar 4, 2008 at 10:07 AM, Dave LeCompte (really)
<[EMAIL PROTECTED]> wrote:
> Years ago, USENET groups and mailing lists would periodically post
>  Frequently Asked Questions lists to cut down on people repeatedly covering
>  old topics.
>
>  Such a thing might not be a bad idea for pygame-users, as we've had a lot
>  of similar questions come through over and over again. It might also be a
>  good place to write down some encouragements of acceptable behavior that
>  have more to do with the list specifically and not PyGame (e.g. quoting is
>  strongly encouraged, but edit your quotes to make it easy to read).
>
>  It might also help to post such a list on the pygame.org website, which
>  would help people find the answers to frequently asked questions with
>  their choice of search engines.
>
>
>  -Dave LeCompte
>


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread PyMike
Spaceships are cool...

On Mon, Mar 3, 2008 at 4:41 PM, Ian Mallett <[EMAIL PROTECTED]> wrote:

> As do I.




-- 
- PyMike


Re: [pygame] monthly FAQ?

2008-03-03 Thread Ian Mallett
I agree with a doctrine for syntax in the lists, and a FAQ for pygame.
 Since FAQs tend to be updated, I recommend putting on pygame.org first,
until the common questions have been answered there.  The FAQ should be
obvious, so that people would see it first, before the link to the pygame
users subscription.


[pygame] monthly FAQ?

2008-03-03 Thread Dave LeCompte (really)
Years ago, USENET groups and mailing lists would periodically post
Frequently Asked Questions lists to cut down on people repeatedly covering
old topics.

Such a thing might not be a bad idea for pygame-users, as we've had a lot
of similar questions come through over and over again. It might also be a
good place to write down some encouragements of acceptable behavior that
have more to do with the list specifically and not PyGame (e.g. quoting is
strongly encouraged, but edit your quotes to make it easy to read).

It might also help to post such a list on the pygame.org website, which
would help people find the answers to frequently asked questions with
their choice of search engines.


-Dave LeCompte


Re: [pygame] sndarray from line in?

2008-03-03 Thread Ian Mallett
I figured it out, thanks!


Re: [pygame] Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS))

2008-03-03 Thread Ian Mallett
What happens if someone changes the subject in the middle of a topic?  If
you can close the deviating topic by posting a similarly out of place
response, should you do so?  And if a topic is changed by common consent,
should we break it into two new threads, or leave the topics seamlessly
spliced together by the seamless conversation?


Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread Ian Mallett
As do I.


[pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))

2008-03-03 Thread René Dudfield
I like space ships.

On Tue, Mar 4, 2008 at 9:05 AM, Greg Ewing <[EMAIL PROTECTED]> wrote:
> Gary Bishop wrote:
>  > Speaking of "selfish and lazy", changing topics in a thread without
>  > changing the subject is the worst.
>
>  Sorry about that!
>
>  --
>  Greg
>


Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread Greg Ewing

kschnee wrote:

I later decided that this was stupid. Why make a class if I'm only going to
make one instance of it and then have to refer to module.object.function(),
when Python treats modules themselves as objects too?


Sometimes there are reasons, e.g. you want the object
to have properties, which modules can't do.

But otherwise, using a module is fine.

--
Greg



[pygame] Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS))

2008-03-03 Thread Greg Ewing

Gary Bishop wrote:
Speaking of "selfish and lazy", changing topics in a thread without 
changing the subject is the worst.


Sorry about that!

--
Greg


Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread Greg Ewing

Olaf Nowacki wrote:


i'm not sure if i got this right: you
- use an "ordinary" class
- make an instance in a module and
- excess this instance only via the module?


Yes, that's essentially right.

If you can create the instance as soon as the
module is loaded, all you need is a module-level
name referring to it.

  class MyClass:
...

  instance = MyClass()

The advantage of accessing the instance through
a function is that you can defer creating it
until the first time it's needed, e.g.

  def get_instance():
global instance
if not instance:
  instance = MyClass()
return instance

--
Greg


Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread Laura Creighton

I usually need Borg rather than Singleton.

Explanation from its author here:
http://www.aleax.it/Python/5ep.html

and here:
http://aspn.activestate.com/ASPN/Cookbook/Python/Recipe/66531

But then I am using pygame to do very simple things -- what I need
is a 'shared state' pattern for my simulation, not graphics.  What
I do with pygame is pretty boring and straightforward.

Laura




Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-03 Thread Lenard Lindstrom
I have updated all installers and document bundles on my site* to rc4. 
So the msi installer is ready for a Vista trial.


Slightly off topic, but one thing I remembered is that the MMX scaling 
code Richard Goedeken so generously donated in not used in Visual C 
builds. The MMX code is in AT&T form, not used by masm. So the options 
are to add an masm translation of the code to transform.c or just use 
the MinGW compiled transform.pyd. Of course VC may be clever enough to 
do its own MMX optimization.



Lenard

*  http://www3.telus.net/len_l/pygame.htm

md5sums:

9d703bc98c8c9072111409fb08208338 *pygame-1.8.0rc4.win32-py2.5.exe
38bc762790f190c13e4ef9431240007b *pygame-1.8.0a0.win32-py2.4.msi
fb402e329d1e4e18071ee96e7cdda7fe *pygame-1.8.0rc4.win32-py2.4.exe
38bc762790f190c13e4ef9431240007b *pygame-1.8.0a0.win32-py2.4.msi
c0efabf383c42652b384085a3311ef6b *pygame-1.8-docs-setup.exe


René Dudfield wrote:

Hi,

I've tagged pygame1.8.0rc4.
  

[snip]


Mac OSX, and windows binary installers are coming soon.

It's also tagged in subversion as 1.8.0rc4.

The todo so far is:
- test builds with vista mods, so they install nicely without
administrator privs.
- need to test with added manifest.
- update the credits file... we need to go through the WHATSNEW file
and add credits for all the contributions to pygame since the last
release.

  

[snip]

I'll hopefully be able to test the manifest
stuff on a vista laptop tomorrow night.

  


Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread DR0ID

Hi

one reason not to do it just in a module is that you cant make a good 
unittest for it. If you have a class then you can test this class.


~DR0ID

kschnee schrieb:

On Mon, 3 Mar 2008 18:15:21 +0100, "Olaf Nowacki" <[EMAIL PROTECTED]> wrote:
  

i'm not sure if i got this right: you
- use an "ordinary" class
- make an instance in a module and
- excess this instance only via the module?

maybe you can provide an example?



In my sound module "conch," I did something like this:
class Jukebox:
...

j = Jukebox()

And then in another module:
import conch
conch.j.DoStuff()

I later decided that this was stupid. Why make a class if I'm only going to
make one instance of it and then have to refer to module.object.function(),
when Python treats modules themselves as objects too? In the current
version of "conch," I have the data and functions just be part of the
module itself, so that the function calls from outside become like
"conch.DoStuff()".

Come to think of it, I'm still using my tile engine as a singleton class.
Maybe it'd make sense to redo it the same way. The one drawback I can think
of is that you might want two copies of the class/module someday, eg.
keeping two tiled landscapes in memory instead of having to rebuild one
every time you switch. Even so, unless _everything_ about the tile engine
is likely to change, it'd be pretty simple to store multiple "slots" for
the relevant data and just set the equivalent of a pointer to the one you
want at any given moment.


  


Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread kschnee
On Mon, 3 Mar 2008 18:15:21 +0100, "Olaf Nowacki" <[EMAIL PROTECTED]> wrote:
> i'm not sure if i got this right: you
> - use an "ordinary" class
> - make an instance in a module and
> - excess this instance only via the module?
> 
> maybe you can provide an example?

In my sound module "conch," I did something like this:
class Jukebox:
...

j = Jukebox()

And then in another module:
import conch
conch.j.DoStuff()

I later decided that this was stupid. Why make a class if I'm only going to
make one instance of it and then have to refer to module.object.function(),
when Python treats modules themselves as objects too? In the current
version of "conch," I have the data and functions just be part of the
module itself, so that the function calls from outside become like
"conch.DoStuff()".

Come to think of it, I'm still using my tile engine as a singleton class.
Maybe it'd make sense to redo it the same way. The one drawback I can think
of is that you might want two copies of the class/module someday, eg.
keeping two tiled landscapes in memory instead of having to rebuild one
every time you switch. Even so, unless _everything_ about the tile engine
is likely to change, it'd be pretty simple to store multiple "slots" for
the relevant data and just set the equivalent of a pointer to the one you
want at any given moment.



Re: [pygame] Text To Speech PYTTS

2008-03-03 Thread Gary Bishop
Speaking of "selfish and lazy", changing topics in a thread without 
changing the subject is the worst. Years from now people will be 
searching for Text to Speech PYTTS and get this crap!


Lazily and selfishly yours,
gb

Greg Ewing wrote:

Joe Johnston wrote:
Top posting, also known as "jeopardy posting," has the unfortunate 
consequence of giving the answer before the question is known.


Aaaargh.

Whenever I see a thread about "Top posting or
bottom posting?" it makes me want to shout out
NEITHER!!!

Both of them are a stupid and senseless waste of
bandwidth.

The only sensible quoting method is to quote as
*little* of the original as necessary to establish
context. Anyone who refuses to take the time to
do this is being selfish and lazy.



Re: [pygame] How to add Zoom functionality?

2008-03-03 Thread Ian Mallett
Are you trying to make a paint program?
I tried that.  You need to use pygame.transform.scale().
Unfortunately, this takes too long to be realtime, so you will need to
figure out which section will be visible in the window.  I think I
have some demo code somewhere...


[pygame] Ludum Dare 11 - April 18-20 - Advanced Warning!

2008-03-03 Thread Phil Hassey
 Ludum Dare 11 is coming! Ludum Dare is a regular community driven game 
development competition. The goal is, given a theme and 48 hours, to develop a 
game from scratch. Ludum Dare aims to encourage game design experimentation, 
and provide a platform to develop and practice rapid game prototyping. 
 
Website: http://www.imitationpickles.org/ludum/
 
Rules & Stuff: http://www.imitationpickles.org/ludum/wiki/start
 
IRC: #ludumdare on irc.afternet.org
 
April 11-18th - Registration and Theme Voting
 
April 18 at 7pm PST and runs until the 20th at 7pm PST
 
Hope to see you there! -Phil 

 
   
-
Be a better friend, newshound, and know-it-all with Yahoo! Mobile.  Try it now.

Re: [pygame] PyGame GUI Database

2008-03-03 Thread Richie
Okay, No problem. I will dump C++ and use wxPython.

I was designing the GUI in a XML based format called XRC anyway, so I
don't loose the work I have done on that.

If I get support from Phil Hassey for the commenting, then I will put
that in also. I may even be able to persuade him to have a XMLRPC or
SOAP interface to his website which would make development easier and
more stable.

Phil has already agreed to add a listing of every single pygame in a RSS
format and add a field to set which file in the zip starts the pygame
application.

On Mon, 2008-03-03 at 11:12 -0600, Luke Paireepinart wrote:
> Richie wrote:
> > Yeah but better than steam due to a number of reasons :-)
> >
> > I just want a small download so you can start using it quickly, py2exe
> > gives a bigger download.
> >
> > I'm sure there's a few programmers here that have done other languages
> > also, I don't mind if I end up being the only developer though. I will
> > switch to python if the demand is there.
> >
> > I really need your feedback on if everyone wants this software?
> Definitely.  I don't have a lot of time, and if I had a tool like this 
> I'd test a lot more games.
> If you could provide some kind of automated comment posting, that would 
> be even better (I.E. I don't have to go to the site, I can just do it 
> through the DB program.)
> I really don't see why you're using C++ either.
> Think about it - you're writing a script that plays pygame games.
> You can make a safe assumption that they already have Python installed.
> So just distribute your py files, and they will be much much smaller 
> even than your C++ executable would be.



Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread Olaf Nowacki
On 3/3/08, Pete Shinners <[EMAIL PROTECTED]> wrote:
> I always like using a module as a container for all my singletons and
>  shared globals. Python modules already work this way, making it a
>  natural fit.
>
>  Python can build a class that is a "true" singleton. It involves
>  overriding the __new__ operator. But usually it's easier to write a
>  "GetMySingleton()" type of function that builds and remembers the class
>  of your type.

i'm not sure if i got this right: you
- use an "ordinary" class
- make an instance in a module and
- excess this instance only via the module?

maybe you can provide an example?


Re: [pygame] PyGame GUI Database

2008-03-03 Thread Luke Paireepinart

Richie wrote:

Yeah but better than steam due to a number of reasons :-)

I just want a small download so you can start using it quickly, py2exe
gives a bigger download.

I'm sure there's a few programmers here that have done other languages
also, I don't mind if I end up being the only developer though. I will
switch to python if the demand is there.

I really need your feedback on if everyone wants this software?
Definitely.  I don't have a lot of time, and if I had a tool like this 
I'd test a lot more games.
If you could provide some kind of automated comment posting, that would 
be even better (I.E. I don't have to go to the site, I can just do it 
through the DB program.)

I really don't see why you're using C++ either.
Think about it - you're writing a script that plays pygame games.
You can make a safe assumption that they already have Python installed.
So just distribute your py files, and they will be much much smaller 
even than your C++ executable would be.


Re: [pygame] Text To Speech PYTTS

2008-03-03 Thread John Popplewell
On Mon, Mar 03, 2008 at 11:23:22AM +1300, Greg Ewing wrote:
> The only sensible quoting method is to quote as *little* of the
> original as necessary to establish context. Anyone who refuses to take
> the time to do this is being selfish and lazy.

Hehehe, I'm with Greg.

But if a post contains huge unedited chunks, I just hit SHIFT-T (in
Mutt) and all the quoted stuff vanishes, leaving the posters responses
easily visible,

cheers,
John.



Re: [pygame] PyGame GUI Database

2008-03-03 Thread Richie
Yeah but better than steam due to a number of reasons :-)

I just want a small download so you can start using it quickly, py2exe
gives a bigger download.

I'm sure there's a few programmers here that have done other languages
also, I don't mind if I end up being the only developer though. I will
switch to python if the demand is there.

I really need your feedback on if everyone wants this software?

On Mon, 2008-03-03 at 07:15 -0800, Dave LeCompte (really) wrote:
> "Richie" <[EMAIL PROTECTED]> wrote:
> 
> > I am developing a cross platform GUI Pygame Database which will:
> 
> Sort of like a Steam for PyGame games?
> 
> > - Be programmed in C++ and be compiled into a single small executable.
> 
> The small exectuable I understand, but could you describe why you're
> thinking of using C++? I expect more of this crowd would be able to help
> if it were programmed in Python.
> 
> -Dave LeCompte



Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread Pete Shinners

Olaf Nowacki wrote:

- as classes
- as modules or
- as singleton-pattern classes?

what do you think are the pros and cons of each aproach?


I always like using a module as a container for all my singletons and 
shared globals. Python modules already work this way, making it a 
natural fit.


Python can build a class that is a "true" singleton. It involves 
overriding the __new__ operator. But usually it's easier to write a 
"GetMySingleton()" type of function that builds and remembers the class 
of your type.




Re: [pygame] How to add Zoom functionality?

2008-03-03 Thread Pete Shinners

gopal mishra wrote:
I am using Mirra to draw some shapes on the screen and set the 
environment “wx” to add the scrollbar. Does any one know how to add ZOOM 
in and zoom out functionality?


To "zoom" the shapes you are drawing, you will need to multiply the 
positions of all the points. For example, to zoom in twice as large, 
multiple the point positions by 2.0.


If you are using shapes like circles and arcs, you will also need to 
multiply any additional arguments (like radius) by the same amount.


This multiplying is all you need to zoom in and out, but you'll find it 
zooms everything away from a corner of the image, which usually isn't 
desirable. Usually you want to zoom around the center of the window. 
You'll need to figure out what the coordinate is for the window center. 
Then subtract that position from each point before scaling, and add the 
multiplied position back after scaling.




[pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread Olaf Nowacki
(sorry for my bad english, i'm from germany)

hello everbody,

probably most of you use an mvc aproach for writing games with pygame.
i would like to know how you implement these (mvc-) objects:

- as classes
- as modules or
- as singleton-pattern classes?

what do you think are the pros and cons of each aproach?

i'm an autodidact programmer. i know some well educated programmers
within the games business. all of them use c++. i think there is quite
a difference between c++ and python coding-style, so what's good in
c++ hasn't necessarily to be good in python / pygame, i guess.

thanks in advance for you opinion!

olaf


Re: [pygame] Display follow

2008-03-03 Thread James Paige
*All* sprites should subtract the camera position when you draw them 
(for example, in their draw() methods)

Then all you have to move is the camera.

---
James Paige

On Mon, Mar 03, 2008 at 10:52:37AM -0500, Samuel Mankins wrote:
> Interesting.
> I'm also going to have to make it so all the other sprites on the screen 
> move in the opposite direction from the player, correct?
> 
> James Paige wrote:
> >I often like to have a "camera" position. Whenever I draw anything, I 
> >subtract the camera position first. Then simply moving the camera 
> >position to follow the player has the effect of making everything else 
> >move the other way.
> >
> >On Sun, Mar 02, 2008 at 06:12:55PM -0500, Samuel Mankins wrote:
> >  
> >>Makes sense... How do I move the world?
> >>
> >>Ian Mallett wrote:
> >>
> >>>Sure!  You can draw the player in the center of the screen.  Then, to 
> >>>move around, you move the world in the opposite direction, not the 
> >>>player.
> >>>HTH,
> >>>Ian
> >>>  
> >>
> >
> >
> >  
> 
> 


Re: [pygame] Display follow

2008-03-03 Thread Ian Mallett
Yes.  Keep in mind that computer-wise, the top of the screen is 0.
 Generally, I flip everything in the y direction (ScreenSize[1]-Point[1]),
but you could just as easily not and instead make the camera move the same
same direction for the y.  This, however, will not be as clear--(you're
moving the camera positively one way and oppositely the other?!).  Your
call.HTH
Ian


Re: [pygame] Display follow

2008-03-03 Thread Samuel Mankins

Interesting.
I'm also going to have to make it so all the other sprites on the screen 
move in the opposite direction from the player, correct?


James Paige wrote:
I often like to have a "camera" position. Whenever I draw anything, I 
subtract the camera position first. Then simply moving the camera 
position to follow the player has the effect of making everything else 
move the other way.


On Sun, Mar 02, 2008 at 06:12:55PM -0500, Samuel Mankins wrote:
  

Makes sense... How do I move the world?

Ian Mallett wrote:

Sure!  You can draw the player in the center of the screen.  Then, to 
move around, you move the world in the opposite direction, not the player.

HTH,
Ian
  




  




Re: [pygame] PyGame GUI Database

2008-03-03 Thread Dave LeCompte (really)
"Richie" <[EMAIL PROTECTED]> wrote:

> I am developing a cross platform GUI Pygame Database which will:

Sort of like a Steam for PyGame games?

> - Be programmed in C++ and be compiled into a single small executable.

The small exectuable I understand, but could you describe why you're
thinking of using C++? I expect more of this crowd would be able to help
if it were programmed in Python.

-Dave LeCompte


[pygame] PyGame GUI Database

2008-03-03 Thread Richie
Hello, I am a Open Source programmer.

I am developing a cross platform GUI Pygame Database which will:
- Have a WxWidgets GUI
- Be Open Source
- Be able to download, extract and run PyGame's with a single click and
they will start even faster once downloaded for the first time.
- Quickly search for the game you want and see results instantly.
- Run on Linux, Mac and Windows, Although I don't have a mac so testing
on that platform may be difficult.
- Be programmed in C++ and be compiled into a single small executable.
- Be translatable into different languages like French, Dutch, Welsh,
Latin etc.
- There may be more features as they are thought up ;)

I will use an XML API provided by Phil Hassey and will inter-operate
with the website.

I NEED to know how many people would be interested in this and I would
like your questions and comments.

I can provide a screenshot of the current work-in-progress GUI upon
request.

I look forward to hearing from you all.



Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-03 Thread René Dudfield
ya!  Thanks.

On Mon, Mar 3, 2008 at 11:21 PM, Marcus von Appen <[EMAIL PROTECTED]> wrote:
> On, Mon Mar 03, 2008, Rene Dudfield wrote:
>
>  > Hi,
>  >
>  > I've tagged pygame1.8.0rc4.
>  >
>  > Here's the tar ball for testing:
>  > http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc4.tar.gz
>
>  Great! I just put a note on the news site.
>
>  Regards
>  Marcus
>


Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-03 Thread Marcus von Appen
On, Mon Mar 03, 2008, Rene Dudfield wrote:

> Hi,
> 
> I've tagged pygame1.8.0rc4.
> 
> Here's the tar ball for testing:
> http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc4.tar.gz

Great! I just put a note on the news site.

Regards
Marcus


pgpN653iyLXBx.pgp
Description: PGP signature


[pygame] Announce: pygame 1.8.0rc4 tar ball.

2008-03-03 Thread René Dudfield
Hi,

I've tagged pygame1.8.0rc4.

Here's the tar ball for testing:
http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc4.tar.gz

md5sum
4e07b4a68ebc1773f7a2ad557b6adc6c  pygame-1.8.0rc4.tar.gz


Mac OSX, and windows binary installers are coming soon.

It's also tagged in subversion as 1.8.0rc4.

The todo so far is:
- test builds with vista mods, so they install nicely without
administrator privs.
- need to test with added manifest.
- update the credits file... we need to go through the WHATSNEW file
and add credits for all the contributions to pygame since the last
release.

and I think that is it.  I'll hopefully be able to test the manifest
stuff on a vista laptop tomorrow night.

Now we can test the tar ball, get the binaries out, test them a bit
more, and then release 1.8.0release in a week or so.  Assuming there
are no big issues :)


cu,


Re: [pygame] How to add Zoom functionality?

2008-03-03 Thread altern
So you want a shape that increases size and when this shape is bigger 
than the display area a scroll bar to appear in the window? I might be 
wrong but that does not sound as easy as just setting the environment to 
wx and making the shape bigger. There is some programming to be done in 
the wxPython side to make that work, check the wxpython examples at the 
wxpython website. I am not really sure how this could be done, but 
probably not so trivial.


enrike

Sibtey Mehdi(e)k dio:



To add zoom in, I want to transform the size of the shape when we select 
that shape and press “crl+I” key. If the size is increased the scroll 
bar should be added that’s why I am using ‘wx’.


 

 

 

 

Ok, so you drew some shapes on the screen. You also want to put in zoom 
in/out functionality.


 

How do you want them to be able to zoom in? What do you want to happen 
when they zoom in? What is zooming in?


Hi All

I am using Mirra to draw some shapes on the screen and set the 
environment "wx" to add the scrollbar. Does any one know how to add ZOOM 
in and zoom out functionality?


 


Thanks.

gopal

 

 





RE: [pygame] How to add Zoom functionality?

2008-03-03 Thread Sibtey Mehdi
To add zoom in, I want to transform the size of the shape when we select
that shape and press "crl+I" key. If the size is increased the scroll bar
should be added that's why I am using 'wx'. 

 

 

 

 

Ok, so you drew some shapes on the screen. You also want to put in zoom
in/out functionality.

 

How do you want them to be able to zoom in? What do you want to happen when
they zoom in? What is zooming in?

Hi All

I am using Mirra to draw some shapes on the screen and set the environment
"wx" to add the scrollbar. Does any one know how to add ZOOM in and zoom out
functionality?

 

Thanks.

gopal 

 

 



Re: [pygame] How to add Zoom functionality?

2008-03-03 Thread Sean Berry
Ok, so you drew some shapes on the screen. You also want to put in zoom
in/out functionality.

How do you want them to be able to zoom in? What do you want to happen when
they zoom in? What is zooming in?

On Sun, Mar 2, 2008 at 11:37 PM, gopal mishra <[EMAIL PROTECTED]> wrote:

>  Hi All
>
> I am using Mirra to draw some shapes on the screen and set the environment
> "wx" to add the scrollbar. Does any one know how to add ZOOM in and zoom out
> functionality?
>
>
>
> Thanks.
>
> gopal
>
>
>