Re: [pygame] Pygame font issues
On Friday 01 May 2009, Jake b wrote: 1) Are you using py2exe? No. 2) Copy-ing the font to the same folder as the game will probably work. Unfortuately it did not. 3) I ripped out my font name matching code, it might help. [It might be easier if you want the whole font wrapper class.] Thanks. I'm not sure that it does. You've created a wrapper, which does some useful checking, but at the end of the day it still appears to make a simple call with a font name. font = pygame.font.Font(None, 36) #font = pygame.font.Font('liberationserif',36) I suspect it is a path problem, but I'm new to python and am not really sure how to fix it. In fact, I have just found that if I pass the file path it does not throw an error. Unfortunately I still have not got test displayed for other reasons I am just learning. However, it is a sunny day so perhaps I ought to take advantage of it. Pete -- Peter Chant http://www.petezilla.co.uk
Re: [pygame] pygame 2001-2009(8 years), 1100+ projects at super speed.
On Sat, May 2, 2009 at 2:29 AM, René Dudfield ren...@gmail.com wrote: hellos, I have put together a video representing some of the pygame work out there. Enjoy! http://www.youtube.com/watch?v=Qu2Tuo3HPbo Nice idea. I recognised a handful of pyglet projects in there though ;-) Alex.
Re: [pygame] Pygame font issues
does font = pygame.font.Font(None, 36) use the player's default system font? --- On Sat, 5/2/09, Peter Chant p...@petezilla.co.uk wrote: From: Peter Chant p...@petezilla.co.uk Subject: Re: [pygame] Pygame font issues To: pygame-users@seul.org Date: Saturday, May 2, 2009, 5:12 AM -Inline Attachment Follows- On Friday 01 May 2009, Jake b wrote: 1) Are you using py2exe? No. 2) Copy-ing the font to the same folder as the game will probably work. Unfortuately it did not. 3) I ripped out my font name matching code, it might help. [It might be easier if you want the whole font wrapper class.] Thanks. I'm not sure that it does. You've created a wrapper, which does some useful checking, but at the end of the day it still appears to make a simple call with a font name. font = pygame.font.Font(None, 36) #font = pygame.font.Font('liberationserif',36) I suspect it is a path problem, but I'm new to python and am not really sure how to fix it. In fact, I have just found that if I pass the file path it does not throw an error. Unfortunately I still have not got test displayed for other reasons I am just learning. However, it is a sunny day so perhaps I ought to take advantage of it. Pete -- Peter Chant http://www.petezilla.co.uk
Re: [pygame] Pygame font issues
On Saturday 02 May 2009, Yanom Mobis wrote: does font = pygame.font.Font(None, 36) use the player's default system font? None does not work: self.font = pygame.font.Font(None,36) RuntimeError: default font not found 'freesansbold.ttf' its looking for freesansbold, which even though it exists, can't be found: bash-3.1$ locate freesansbold.ttf /usr/lib/python2.5/site-packages/pygame/freesansbold.ttf Note, I think your reference to default systems font is a windows reference. I'm on linux. Pete -- Peter Chant http://www.petezilla.co.uk
[pygame] Cairo + SDL
Hi all, Recently there was some talk of doing vector graphics in Pygame. Since this is a subject that is dear to me, I thought I'd ask how hard it would be to incorporate something like this into Pygame: http://cairographics.org/SDL/ I realise this probably implies a large amount of work, but I just thought I'd throw it on to the collective heads-up-display. Would be pretty wonderful to be able to use Cairo's rendering capabilities from inside Pygame! :) Best, Chris. --- http://mccormick.cx
Re: [pygame] Cairo + SDL
I'm pretty sure pycairo and pygame are already interoperable: http://www.pjblog.net/index.php?post/2006/06/23/144-using-pycairo-with-pygame-surface I think you may also be able to do something like this to do pretty much exactly what that page you linked to does: -- width = 100 height = 100 pygame_surf = pygame.Surface((width, height), 0, 32, (0xff, 0x00ff00, 0xff, 0)) data = pygame_surf.get_buffer() stride = pygame_surf.get_pitch() cairo_surf = cairo.ImageSurface.create_for_data(data, cairo.FORMAT_RGB24, width, height, stride) - ... but I haven't tested it On Sat, May 2, 2009 at 10:16 AM, Chris McCormick ch...@mccormick.cx wrote: Hi all, Recently there was some talk of doing vector graphics in Pygame. Since this is a subject that is dear to me, I thought I'd ask how hard it would be to incorporate something like this into Pygame: http://cairographics.org/SDL/ I realise this probably implies a large amount of work, but I just thought I'd throw it on to the collective heads-up-display. Would be pretty wonderful to be able to use Cairo's rendering capabilities from inside Pygame! :) Best, Chris. --- http://mccormick.cx
[pygame] BUG: pygame.event.get(pygame.KEYDOWN) fails
Tested under Linux. (Python 2.5.4, pygame 1.7.1 release 4.2 from Debian) and Windows. (with a slightly older version of python/pygame) The code pygame.event.get(pygame.KEYDOWN) does not work correctly. If called in this manner, it will work, but only for the first 100 or so keypresses. After a certain point, the get() function will no longer return the appropriate events, and will instead return an empty list, no matter what the physical input. pygame.event.get() functions properly. Below is some test code. When running the first program, the counter tends to stop at around 120. The 2nd program, which should be identical, functions as expected. #Broken import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) counter = 0 while 1: pygame.time.wait(60) for event in pygame.event.get(pygame.KEYDOWN): counter +=1 print counter --- #Works import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) counter = 0 while 1: pygame.time.wait(60) for event in pygame.event.get(): if event.type == pygame.KEYDOWN: counter +=1 print counter
Re: [pygame] BUG: pygame.event.get(pygame.KEYDOWN) fails
hi, why this isn't working, is because when you pass in an event type it leaves the other events in the queue. Which means at some point the queue fills up, and no other events can go on there. It's not the nicest behaviour... but is working as specified. It would be better if it could tell you this was happening. Maybe with a warning message somewhere... I'm not sure the best way. Since, for some programs, this behaviour is ok. So I think at least a warning in the documentation for pygame.event.get(type) is in order. If you clear the event queue at the end of your loop, it should work. You can clear the events every loop like this: #was broken, now working import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) counter = 0 while 1: pygame.time.wait(60) for event in pygame.event.get(pygame.KEYDOWN): counter +=1 print counter pygame.event.clear() #this is probably better... getting all the events off the queue each round. import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) counter = 0 while 1: pygame.time.wait(60) events = pygame.event.get() for event in events: if e.type in [pygame.KEYDOWN]: counter +=1 print counter On Sun, May 3, 2009 at 8:38 AM, evilmrhenry evilmrhe...@emhsoft.com wrote: Tested under Linux. (Python 2.5.4, pygame 1.7.1 release 4.2 from Debian) and Windows. (with a slightly older version of python/pygame) The code pygame.event.get(pygame.KEYDOWN) does not work correctly. If called in this manner, it will work, but only for the first 100 or so keypresses. After a certain point, the get() function will no longer return the appropriate events, and will instead return an empty list, no matter what the physical input. pygame.event.get() functions properly. Below is some test code. When running the first program, the counter tends to stop at around 120. The 2nd program, which should be identical, functions as expected. #Broken import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) counter = 0 while 1: pygame.time.wait(60) for event in pygame.event.get(pygame.KEYDOWN): counter +=1 print counter --- #Works import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) counter = 0 while 1: pygame.time.wait(60) for event in pygame.event.get(): if event.type == pygame.KEYDOWN: counter +=1 print counter
Re: [pygame] pygame 2001-2009(8 years), 1100+ projects at super speed.
On Sat, May 2, 2009 at 11:27 PM, Alex Holkner alex.holk...@gmail.com wrote: On Sat, May 2, 2009 at 2:29 AM, René Dudfield ren...@gmail.com wrote: hellos, I have put together a video representing some of the pygame work out there. Enjoy! http://www.youtube.com/watch?v=Qu2Tuo3HPbo Nice idea. I recognised a handful of pyglet projects in there though ;-) Alex. Yeah, there's heaps pygame libraries, and libraries derivative of pygame represented in there. Even some that are not, like panda games etc. Pretty much most of everything listed on the pygame.org projects section is in there. If you watch it a few times, and don't blink, you might see your project. Took me a couple of goes to see some projects.
Re: [pygame] Pygame font issues
hi, what are the permissions of the font file? Maybe something weird is going on there? cu, On Sun, May 3, 2009 at 3:14 AM, Peter Chant p...@petezilla.co.uk wrote: On Saturday 02 May 2009, Yanom Mobis wrote: does font = pygame.font.Font(None, 36) use the player's default system font? None does not work: self.font = pygame.font.Font(None,36) RuntimeError: default font not found 'freesansbold.ttf' its looking for freesansbold, which even though it exists, can't be found: bash-3.1$ locate freesansbold.ttf /usr/lib/python2.5/site-packages/pygame/freesansbold.ttf Note, I think your reference to default systems font is a windows reference. I'm on linux. Pete -- Peter Chant http://www.petezilla.co.uk
[pygame] [GSOC] svn and compile problem with pygame-svn
Oi, I am installing the latest version of pygame on svn, so I can start coding on my camera module. I am installing it under virtualenv so I can keep using the stable pygame release for my current games. 1) I recently reseaved a svn account for the pygame svn repository. How do you sugest I use this account during the development prossess, should I use it to commit all my changes to the main brange, or should I make a personal brange just for my work on the camera module. Can I use my github account instead, if so, what must I do with the changes and bug fixel to the main pygame development brange. 2) When I try to compile the pygame version with help of the MacSVNCompile doc I get the following error: $ python config.py Hunting dependencies... Framework SDL found Framework SDL_ttf found Framework SDL_image found Framework SDL_mixer found Framework smpeg found PNG : found JPEG: found SCRAP : not found PORTMIDI: not found Framework CoreMidi found $ python setup.py build ... ld warning: in /opt/local/lib/libpng.a, file is not of required architecture ld warning: in /opt/local/lib/libjpeg.a, file is not of required architecture ld: in /opt/local/lib/libz.1.dylib, file is not of required architecture for architecture ppc collect2: ld returned 1 exit status lipo: can't open input file: /var/folders/sd/sdb8APIWH4qmd53S-O6k8k++ +TI/-Tmp-//cct7zCL5.out (No such file or directory) error: command 'gcc' failed with exit status 1 In case i should matter, I use fink instead of macports. Any idea on how to solve this.
Re: [pygame] starting the rewrite
Oi, 1st: I knowledge in, anf prefere Django @nd: I will be working on the camera module for osx as part of gsoc so I won't be having a lot of time. But I will have time to review code and test security XSS, XSRF. On 1-mei-09, at 20:12, Jake b wrote: Maybe we need a vote thread. 1st line: pick your framework 2nd like: amount of work you expect to put in. No discussion, just vote tallies, so we can see if it's definitely one sided, and to stick with that. [ keeping discussion in another thread ] I 2nd shaun. I can write css/php/html, but haven't volunteered yet since I haven't used django/cherrypy. So I could help if you have access to that level. [ Haven't written a website in py yet, but it sounds fun. ] -- Jake
Re: [pygame] [GSOC] svn and compile problem with pygame-svn
Hi, more below... On Sun, May 3, 2009 at 2:50 PM, el lauwer el.lau...@gmail.com wrote: Oi, I am installing the latest version of pygame on svn, so I can start coding on my camera module. I am installing it under virtualenv so I can keep using the stable pygame release for my current games. 1) I recently reseaved a svn account for the pygame svn repository. How do you sugest I use this account during the development prossess, should I use it to commit all my changes to the main brange, or should I make a personal brange just for my work on the camera module. Can I use my github account instead, if so, what must I do with the changes and bug fixel to the main pygame development brange. You might want to work on the main trunk, or not... depending on a number of things. Either a separate branch or in your git hub is probably a good way to go. If you put things in svn, then it's easier for some of the pygame developers to watch your work, and maybe even make changes. However it's up to you. Best to merge your work in occasionally into a svn branch at least. Or send the mailing list a link to your work when you've committed something you'd like people to look at or merge in. Then when your work is getting along, talk about merging it into the trunk with the mailing list and other developers. If no one has changed any of the files you have changed, then it's probably ok. Working in the trunk lets you take advantage of some other things... like the build bots which build on mac/win python2.4 python2.5 python2.6 and run the tests for you. So it can save you a lot of testing work. Say you wanted to make some changes to surface.c and a bunch of others that aren't part of the camera module directly, and didn't commit to trunk for a few weeks... there's a good chance someone else might make changes to those files. As long as you communicate with other devs what your working on it should be fine. 2) When I try to compile the pygame version with help of the MacSVNCompile doc I get the following error: $ python config.py Hunting dependencies... Framework SDL found Framework SDL_ttf found Framework SDL_image found Framework SDL_mixer found Framework smpeg found PNG : found JPEG: found SCRAP : not found PORTMIDI: not found Framework CoreMidi found $ python setup.py build ... ld warning: in /opt/local/lib/libpng.a, file is not of required architecture ld warning: in /opt/local/lib/libjpeg.a, file is not of required architecture ld: in /opt/local/lib/libz.1.dylib, file is not of required architecture for architecture ppc collect2: ld returned 1 exit status lipo: can't open input file: /var/folders/sd/sdb8APIWH4qmd53S-O6k8k+++TI/-Tmp-//cct7zCL5.out (No such file or directory) error: command 'gcc' failed with exit status 1 In case i should matter, I use fink instead of macports. Any idea on how to solve this. it looks like the files you're linking against do not have a ppc version in them. There's a note in the compile doc about how to get a universal binary, if you can't compile one yourself. http://pygame.org/wiki/MacCompile?parent=index#%20Install%20Universal%20build%20libjpeg%20%20libpng cheers,
Re: [pygame] Movie module information
Hi, it looks like SDL_ffmpeg 1.0 has been released: http://www.arjanhouben.nl/SDL_ffmpeg/ On Tue, Apr 28, 2009 at 4:13 AM, Lenard Lindstrom le...@telus.net wrote: Here is my first attempt at ffmpeg for Windows. It is for Python's 2.4 and 2.5: http://www3.telus.net/len_l/pygame/experimental/ffmpeg.tar.gz md5sum: db4d51a61dbd56a1453e332774dfa494 *ffmpeg.tar.gz Lenard Lenard Lindstrom wrote: Tyler Laing wrote: Hello all, One of the first steps I need to take for the GSoC project is to get user stories so I can build acceptance tests. I want to hear what you guys(the users) want out of an updated movie module. What do you want to be able to do, and how? I'm also interested in hearing what people liked and didn't like about the current movie module. -Tyler -- Visit my blog at http://oddco.ca/zeroth/zblog P.S. I am working on getting the ffmpeg libraries ready for Windows. I have built them using the proper C runtime for Python 2.5 (cross-compiled from linux). Once I can collect together the necessary headers and import libraries I will bundle them up and make them available. But they will have limited capability for now. I have only succeeded with an mpg to avi conversion so far. After this I will try customizing msys_build_deps.py for ffmpeg. L.L. -- Lenard Lindstrom le...@telus.net
Re: [pygame] [GSOC] svn and compile problem with pygame-svn
I personally found/find it useful to use a personal git repo, and use git-svn to stay up to date with the Pygame SVN. You can use git svn rebase to keep your repo up to date with upstream and then commit with git svn dcommit when you have code that others can use/test/hack. There is a decent guide for using git-svn with github here: http://www.fnokd.com/2008/08/20/mirroring-svn-repository-to-github/ That is also useful so you have a repo to work in until 1.9 is released and you can start committing to Pygame SVN. Nirav On Sun, May 3, 2009 at 1:10 AM, René Dudfield ren...@gmail.com wrote: Hi, more below... On Sun, May 3, 2009 at 2:50 PM, el lauwer el.lau...@gmail.com wrote: Oi, I am installing the latest version of pygame on svn, so I can start coding on my camera module. I am installing it under virtualenv so I can keep using the stable pygame release for my current games. 1) I recently reseaved a svn account for the pygame svn repository. How do you sugest I use this account during the development prossess, should I use it to commit all my changes to the main brange, or should I make a personal brange just for my work on the camera module. Can I use my github account instead, if so, what must I do with the changes and bug fixel to the main pygame development brange. You might want to work on the main trunk, or not... depending on a number of things. Either a separate branch or in your git hub is probably a good way to go. If you put things in svn, then it's easier for some of the pygame developers to watch your work, and maybe even make changes. However it's up to you. Best to merge your work in occasionally into a svn branch at least. Or send the mailing list a link to your work when you've committed something you'd like people to look at or merge in. Then when your work is getting along, talk about merging it into the trunk with the mailing list and other developers. If no one has changed any of the files you have changed, then it's probably ok. Working in the trunk lets you take advantage of some other things... like the build bots which build on mac/win python2.4 python2.5 python2.6 and run the tests for you. So it can save you a lot of testing work. Say you wanted to make some changes to surface.c and a bunch of others that aren't part of the camera module directly, and didn't commit to trunk for a few weeks... there's a good chance someone else might make changes to those files. As long as you communicate with other devs what your working on it should be fine.