Re: [pygame] dmg files vs .zip files on OSX?
On Thu, Dec 29, 2011 at 08:34:33AM +0100, René Dudfield wrote: Hi, it seemed pip used to mistake all .zip files for being source packages, and got confused by our .mpkg.zip binaries for OSX. That has been patched in pip now, but it might take another 5 or so years before everyone upgrades... So, I need to know if .dmg files for OSX are ok? I seem to recall some reason why .zip were preferred over .dmg files... but I can not remember the reason! I think .dmg files are ok now, since major projects like VLC etc all use .dmg files. So maybe the reason does not exist anymore with modern OSX. I plan on creating new .dmg files from the existing .zip files, and linking to them from the download page. tldr; Are .dmg files ok for binaries on OSX now? cheers, Somebody can correct me if I am wrong, but I think the problem with an unzipped .dmg file was that there was no cross-platform tool for creating a compressed .dmg file, so if you wanted tocreate a compressed .dmg and you didn't have a Mac, you couldn't. A uncompressed unencrypted .dmg file is just a disk image in HFS+ format, but the compression and encryption are special somehow. --- James Paige
[pygame] p4a animation lag
I've got a pretty simple animation running on p4android, but it's lagging pretty badly. The code is basically, get a screen touch, run 3 animation frames with a tick of 10, so it should be pretty snappy. On the computer it's fast enough but the android it's noticeably slower, to the point where really the game would be unplayable. chug-chug-chug go the frames, basically. This is a Sprint Hero with android 2.1 or 2.2, can't remember exactly. Am I just running into limitations on the platform? Any optimization I can do for the android side? If you want the code I can dig it up but it's just a simple animation loop along the lines of frames = [image1, image2, image3] running = True while running: for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: clock.tick(10) for img in frames: screen.blit(background, (0,0)) screen.blit(img, position) pygame.display.flip() clock.tick(10) -- A musician must make music, an artist must paint, a poet must write, if he is to be ultimately at peace with himself. - Abraham Maslow
Re: [pygame] p4a animation lag
On Thu, Dec 29, 2011 at 1:52 PM, Sean Wolfe ether@gmail.com wrote: frames = [image1, image2, image3] running = True while running: for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: clock.tick(10) for img in frames: screen.blit(background, (0,0)) screen.blit(img, position) pygame.display.flip() clock.tick(10) You do realize that you're only ever drawing when the mouse is pressed, right? So, you'll have to click for every frame. Also, you're drawing every frame in the animation on top of each other. Ian