Re: [pygame] Code review for Pygame2 example

2010-03-03 Thread Luke Paireepinart
Hi,
I tried your example and it doesn't work.  Python exits abnormally and
Windows 7 pops up with a message saying "would you like to end the program
"Python" or whatever".  No traceback.  Any ideas?

On Tue, Mar 2, 2010 at 12:12 PM, Evan Kroske  wrote:

> Last year, I tried to create a large example game to demonstrate several of
> Pygame2's features. In retrospect, I should have created lots of independent
> examples, each demonstrating one function of Pygame2, but I chose instead to
> show them all at once. Here's the resulting "example":
> http://pygame2examples.googlecode.com/files/pygame2alien.tar.gz. It's
> based on the oldalien.py example from the original Pygame, but I tried to
> abstract the graphics from the rest of the game. The result is a quagmire of
> poorly-applied design patterns; nevertheless, it runs and shows off several
> features of Pygame2. Should I try to salvage it by tying it to one graphical
> skin, or should I ditch it?
>
> --
> Evan Kroske
> http://welcome2obscurity.blogspot.com/
> The personal blog of Evan Kroske,
> novice software developer.
>


Re: [pygame] antialiased circles

2010-03-03 Thread René Dudfield
On Thu, Mar 4, 2010 at 2:48 AM, Luke Paireepinart
 wrote:
> gfxdraw is from pygame2, I assume?
> Thanks Rene, I'll give it a try.  Pygame2 looks quite awesome.  Is the 1.9
> branch gonna keep being maintained when pygame2 is official?  it breaks
> backwards compatibility, I guess, are you just going to keep it with a
> different name so they can be installed together?
>

No need to use pygame2 for gfxdraw, it's in pygame.

yeah, pygame is still going.  But might be renamed to pygame10... or pygame12 ;)


Re: [pygame] antialiased circles

2010-03-03 Thread Marcus von Appen
On, Thu Mar 04, 2010, Luke Paireepinart wrote:

> gfxdraw is from pygame2, I assume?
> Thanks Rene, I'll give it a try.  Pygame2 looks quite awesome.  Is the 1.9
> branch gonna keep being maintained when pygame2 is official?

Yes. Currently there are no plans to drop pygame.

> it breaks
> backwards compatibility, I guess, are you just going to keep it with a
> different name so they can be installed together?

They already use different names, (pygame --> package pygame, pygame2 -->
package pygame2), so they can be installed at the same time without
influencing each other.

Regards
Marcus


pgpnr4kni8rfK.pgp
Description: PGP signature


Re: [pygame] antialiased circles

2010-03-03 Thread Luke Paireepinart
gfxdraw is from pygame2, I assume?
Thanks Rene, I'll give it a try.  Pygame2 looks quite awesome.  Is the 1.9
branch gonna keep being maintained when pygame2 is official?  it breaks
backwards compatibility, I guess, are you just going to keep it with a
different name so they can be installed together?

On Wed, Mar 3, 2010 at 2:41 AM, René Dudfield  wrote:

> Hi,
>
> please see:  pgyame.gfxdraw.aacircle(surface, x, y, r, color): return None
>
> cheers,
>
> On Wed, Mar 3, 2010 at 1:33 AM, Luke Paireepinart
>  wrote:
> >
> > I'd like to draw antialiased circles but it doesn't seem to be included
> in Pygame.Is this feature included in Pygame 2?
> >
> > I found an example for drawing antialiased circles by using a bunch of AA
> lines but it was pretty slow and also didn't fill in the circle.
> > What would you guys recommend I do?  The last post I found on this was
> that SDL_GFX contains an AACircle method but it's not exposed.
> > I don't think PIL can draw antialiased circles either.
> >
> > I can pre-generate the images for the most part so it doesn't matter
> too-too much if it's slow (won't affect runtime performance), but it would
> help to speed up the pre-generation.  I can just store them on disk but it
> will take up more space than I'd like.  So I have alternate solutions that I
> can use already, I just thought someone might have a quick fix that I just
> hadn't thought of.
> >
> > Hmm, it just occurred to me that I could render a circle at double or
> triple the resolution then do a bicubic resampled rotozoom, that would
> antialias it, wouldn't it?  Would that antialias still work if the
> background were Alpha? (i.e. does rotozoom interpolate alpha when it
> resizes?)  I'll investigate this, but still send this post in case anyone
> has some insight.
> >
> > Thanks for your time guys!
> > -Luke
>


Re: [pygame] Unprintable characters

2010-03-03 Thread B W
Clean slate.

UniCode does not seem to be completely functional in SDL. As this thread
from 2006 suggests (
http://old.nabble.com/Arrow-Keys,-and-keysym.unicode,-SDL-1.2.10-td5030718.html)
you may need to do some platform-specific special handling of certain
keyboard events. The SDL version used in Pygame may have changed in the last
four years, but the behavior does not indicate so. Of course, there is still
the possibility that I am a floundering UniCode noob. I'm sure one of the
Pygame devs could clarify.

Check this out.

##begin python##
import unicodedata
import pygame
from pygame.locals import KEYDOWN
pygame.init()
pygame.display.set_mode((10,10))
while 1:
for e in pygame.event.get():
if e.type == KEYDOWN:
print 'key', e.key
print 'unicode len', len(e.unicode)
print 'unicode name', unicodedata.name(e.unicode, 'no name')
print '--break--'
##end python##

The following output is on a Compaq 6910p Windows XP laptop, Python 2.5.4,
Pygame 1.9. I can't explain why Python's name lookup is failing on a
carriage return, or why the two Intel platforms I have access to (Windows
and Ubuntu) return an event.key that is greater than an 8-bit value for
cursor keys.

##begin program output##
key 32
unicode len 1
unicode name SPACE
--break--
key 13
unicode len 1
unicode name no name
--break--
key 273
unicode len 0
unicode name
Traceback (most recent call last):
  File "C:/tmp/unicode.py", line 11, in 
print 'unicode name', unicodedata.name(e.unicode, 'no name')
TypeError: need a single Unicode character as parameter
##end program output##

A Ubuntu 8 Compaq desktop, Python 2.5.2, Pygame 1.7.1, produces the same
results.

Gumm


Re: sprites... Re: [pygame] Google Summer of Code 2010 is coming

2010-03-03 Thread Nikhil Murthy
Thank you for telling me. As far as possible I just wanted to use the old
sprite code. What I thought I would do is try to build these as
enhancements, rather than replacements, to the existing sprite system, so
that they can be easily plugged in or out. In a few days, I will finish one
of the modules as an example.

Nikhil Murthy

On Tue, Mar 2, 2010 at 12:50 PM, René Dudfield  wrote:

> Hi,
>
> just a note... Jason M. Marshall has recently been working on the sprite
> code.  That doesn't stop you of course, just to note that he has been
> working on it.
>
> I think his plans are to complete the unit tests, and to work on
> optimisations.
>
> cheers,
>
>
>
>
> On Sun, Feb 28, 2010 at 7:20 PM, Nikhil Murthy wrote:
>
>> I wish to take up improving the sprite and scene system of pygame, and the
>> following is my proposal.
>>
>> About Me:
>>
>> Name: Nikhil Murthy
>> E-mail address: murthynik...@yahoo.com, murthyn...@gmail.com
>> Time Zone: IST (GMT+5:30)
>> Preferred Language: English
>> Other Time Commitments: None
>> Pygame Experience:
>> - Prototypes for 6 different games, one of which won a prize.
>>
>> http://www.gamecareerguide.com/features/581/results_from_game_design_.php?page=1
>> Programming Experience:
>> - Summer internship with Dhruva, a Bangalore-based video game company.
>> - An economic simulation for a professor of my college
>> - The registration software of the Department of Controls of my college.
>>
>> About My Project:
>>
>> What I wish to do is improve the sprite and scene system of pygame. The
>> aims I wish to achieve are:
>> - Provide a highly flexible set of utilities for quickly making games with
>> pygame.
>> - Have every component be easy to remove and replace by a user written
>> module.
>>
>> To do this, I will make modules for the following basic components of
>> games:
>>
>> - Views: Parts of the screen which display different logical parts of the
>> game
>> - Game spaces: For collision detection.
>> - Game states: To keep track of the state of running of the game so as to
>> easily and reversibly alter state.
>> - Images: To make resources more natural to deal with and provide a common
>> base so that using a rabbyt back-end can be done without changing any game
>> code.
>>
>> These are the components I always felt to be lacking in pygame, and that I
>> feel will be of use in almost every game, so I would like to work on these.
>>
>> For each of these modules, I will:
>>
>> - Write and submit the implementation
>> - Test against a number of unit tests and as a component of a small game.
>> - Document every class and function.
>> - Present the test game as an example of best practices with the module.
>>
>> Nikhil Murthy
>>
>>
>> On Fri, Feb 26, 2010 at 3:13 AM, Marcus von Appen wrote:
>>
>>> Hi,
>>>
>>> as you might have already seen, the Google Summer of Code 2010 is coming
>>> and the PSF will apply as mentoring organisation again this year.
>>> Taking up the ball, I think, it would be great to have another Google
>>> Summer of Code for Pygame.
>>>
>>> Since we had a good success with the last ones and all mentees did a
>>> great job so far, with lots of new stuff being contributed and quite
>>> some fun, it would be nice to participate again.
>>>
>>> I'll be definitely up for mentoring this year (with less time to spend,
>>> but even more motivation :-), though I personally would not want to have
>>> Pygame trying to apply as own organisation this year. We failed last
>>> year and Arc Riley from the PSF did a great job to manage anything for
>>> participating projects under the PSF umbrella.  It is more likely that
>>> we will participate successfully with the PSF, especially since we would
>>> have more time to manage the student's work, which otherwise would have
>>> to be spent on administering.
>>>
>>> Anyways, volunteers, students, interested mentors, core devs and anyone
>>> else, get ready, fasten your seat belt and bring up your own ideas to
>>> have another great coding season.
>>>
>>> Interested students can find the ideas page for pygame as well as more
>>> information regarding the summer of code in the pygame wiki:
>>>
>>>http://pygame.org/wiki/gsoc2010ideas
>>>
>>> The ideas are only ideas, not guidelines to what will be accepted. If
>>> you have an own idea for Pygame, feel free to post it to the mailing
>>> list and let's discuss it.
>>>
>>> Regards
>>> Marcus
>>>
>>
>>
>


Re: [pygame] antialiased circles

2010-03-03 Thread René Dudfield
Hi,

please see:  pgyame.gfxdraw.aacircle(surface, x, y, r, color): return None

cheers,

On Wed, Mar 3, 2010 at 1:33 AM, Luke Paireepinart
 wrote:
>
> I'd like to draw antialiased circles but it doesn't seem to be included in 
> Pygame.    Is this feature included in Pygame 2?
>
> I found an example for drawing antialiased circles by using a bunch of AA 
> lines but it was pretty slow and also didn't fill in the circle.
> What would you guys recommend I do?  The last post I found on this was that 
> SDL_GFX contains an AACircle method but it's not exposed.
> I don't think PIL can draw antialiased circles either.
>
> I can pre-generate the images for the most part so it doesn't matter too-too 
> much if it's slow (won't affect runtime performance), but it would help to 
> speed up the pre-generation.  I can just store them on disk but it will take 
> up more space than I'd like.  So I have alternate solutions that I can use 
> already, I just thought someone might have a quick fix that I just hadn't 
> thought of.
>
> Hmm, it just occurred to me that I could render a circle at double or triple 
> the resolution then do a bicubic resampled rotozoom, that would antialias it, 
> wouldn't it?  Would that antialias still work if the background were Alpha? 
> (i.e. does rotozoom interpolate alpha when it resizes?)  I'll investigate 
> this, but still send this post in case anyone has some insight.
>
> Thanks for your time guys!
> -Luke