Re: [pygame] Quick OS survey - 2013
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Just Trisquel for me. I have to wonder, though, how the heck can you deduce how much you use each OS to the nearest half of a percent? -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iQEcBAEBAgAGBQJSoV4cAAoJEIAKJ6Gj4QxvZ2kH/jrFST7XW4WpsYbPpzuPGcib gTckwf/eaqcp704qhzmW0QJyzSuYI2duf3hI/SPJC07agTP3vv1S5shqQ7Xpytzq zTjBa1gOiidQAiPZsyuPPPne0CT6uD69AAHIlSsh/C5u++CqW9YpddANeeCMXexY 8EzJULC375uxJ51WjsgkR4UitrnxK97vx4tO8GbIqtGtOAfIYfWFQi1Ji8TiqgSp PkHtHbw4FYA5Zo+1qnjpQ5oijsaV/74X1MMEn6cRhZcrW6MxFQ+jrzP2YIX/8sqQ 7D9hcR+xkfXq41ac4RXJ2CzF0266tGUp0IIYJFgFrPI8qalB89OHX6H4saKTpB4= =VvJv -END PGP SIGNATURE-
Re: [pygame] Pygame logo license?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 11/03/2013 10:25 AM, Jason Marshall wrote: OK, here is a definitive answer from Gareth Noyce: 'They're public domain but I'd like attribution if they're used anywhere. Just a logo by Gareth Noyce would do, but I won't be complaining if people forget. :)' Jason Alright, thanks for that, Jason. :) -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iQEcBAEBAgAGBQJSdnm/AAoJEIAKJ6Gj4QxvpF0H/iQ+emP+o665FE2+Ff3Ez5Wb RHoz/i7GjMa3nVH384Me0qMTwtIWsb/zr5bKba6bvZZGvfBNuOvINzXQ6s74/Tt8 GlKCbElOd787/M9xLFNAj0Vw1vR8k3JRXAamopyk4w3LDzcU73VNgQdTjKhNsSL7 nVSxJjNSlcw0AhCbiWMrQ2HhzvJVcBLV257jSurxWnMSauIbAxAhJM11960BG5Io 9MxBs1vneCYZ1w5VHcsbRGhlQGyRxUH/clW5DgN6q/eyvAlPkC+Y04eG6I0cl8Rd h5Lcv2FvoaNwV9ZoQnjpb2C5piWa/jiEIPzKlaZQjCm8Yr2xxbS40aBt7Me9Kfk= =gS/7 -END PGP SIGNATURE-
[pygame] Pygame logo license?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Is the Pygame logo[0] under any sort of free culture license? I can't seem to find any license information about it. [0] http://www.pygame.org/docs/logos.html -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iQEcBAEBAgAGBQJSdVdQAAoJEIAKJ6Gj4QxvSyAH/ihZqpaUmk4QfAmy597+oGk+ TSq3CzPQIP2uBj/RdcpMN+jieXJivQBi4z3PbFZ3LspKqz/E17LUiEYuF1vtcBtW pjw1Ml354gSHYas/yO13VotIFg8kruAxz2ilJx8il2HrplcJRLOkv/03sx8SLHgP pEi17l5NW6LYzRAwzM4+vfK19sXjI2uBrpwRZ0dT0D1mi/gIQolG4YVByxRVOTsv 9uYudKWvqT/meoxa/0SLD/Hov31K8lz9yKTYGkv2X12GMhrUr/z74kW9nMFmXzdZ lvcSeLtFwelpqoF1iIqQmv5HXINhui1huDrrhV+bxKJgpQLW0qfbtRcabbTcWdg= =bHT9 -END PGP SIGNATURE-
Re: [pygame] Pygame logo license?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 11/02/2013 04:48 PM, Jason Marshall wrote: See this previous discussion: https://groups.google.com/forum/#!searchin/pygame-mirror-on-google-groups/horst$20snake$20logo/pygame-mirror-on-google-groups/Td1bnVhsZeA/W7q4MwBP5DgJ It looks like the only answer in there was vaguely, it's in the Pygame repo, so I suppose it's under the LGPL. Vague speculation isn't enough for me. I want to be very thorough about this. If what sort of license the logo is under is up in the air, I'm going to assume that it was never actually licensed by its copyright holder and not use it. -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iQEcBAEBAgAGBQJSddd9AAoJEIAKJ6Gj4Qxv+hAH/2IhWL1T0pzHZbsyxIXhzF5v kg9IiIVBH77IjqoetKcHshnQG3lU7L9xUygX755fncDD+UJZ2hZKtiHA1lNUGB61 k85AHJUOwn23z+AV4X1JvlVc17Ns2Z6KiUu5N7PAugX1HSc1XE//k8+HWW8Zf3tK 5vZWkN5JGlmwUVNb8XR5PeJePgzflAjHHsNrQf8UWjGJLwHlVYp3LVOWX11g0K13 qYL+oeettaK2Zj6YElJT0APyyHd+Kblt/XIcE6xzU2tSXm+gDbu9irSkdEKXA+4A LnnZ57oAMDFjC/925/PY4Iaag9Vz+QjvfLI/eSj1sPejBMHxQRtI5cm8BBZZk5o= =x9pQ -END PGP SIGNATURE-
Re: [pygame] unsubscribe pygame-users
I really think this confusion would be prevented if this page was reworded: http://www.pygame.org/wiki/info The list of commands to send to mojord...@seul.org is right after the sentence You can email the list at pygame-users@seul.org, which seems at a glance to imply that you're supposed to send the commands to that address. You only learn the actual address you're supposed to send the commands to if you hover the mouse over the links on the commands listed. I've made this mistake before myself. It's really easy to make when you're not paying extremely close attention. On 03/01/2013 09:26 AM, Thomas Kluyver wrote: Please, don't everyone start doing this. To unsubscribe, you need to send the text 'unsubscribe pygame-users' in the body of a message to majord...@seul.org mailto:majord...@seul.org , NOT the list address. Thanks, Thomas On 1 March 2013 14:20, Jakob Schilling crancp...@gmail.com mailto:crancp...@gmail.com wrote: 2013/2/28 Xavier Ho cont...@xavierho.com mailto:cont...@xavierho.com unsubscribe pygame-users unsubscribe pygame-users
Re: [pygame] How to control the physical size of displayed objects?
On 02/27/2013 04:23 PM, Mathieu Dubois wrote: Just a last question: do you think the horizontal and vertical factors has to be the same? Because list_modes() tells me that my monitor can display: 1280x800 (ratio: 1.6), 1024x768 (ratio: 1.33), 800x600 (ratio: 1.33), 640x480 (ratio: 1.33). You mean dealing with wrong aspect ratios? That's a tough one because different drivers handle it differently; some distort the picture, some zoom it while maintaining the aspect ratio, some don't zoom it at all. I would say that it's best to either assume there is no distortion of aspect ratio (i.e. a square is a square), or allow a horizontal adjustment that normally syncs with the vertical adjustment.
Re: [pygame] import pygame.font failing
On 02/27/2013 06:51 PM, Kai Childheart wrote: 5. import pygame 6. import pygame.font 7. 8. pygame.init( ) I don't know if this is your problem, but you're normally not supposed to import pygame.font explicitly. It comes with the pygame module. If the font module is unavailable, you will get an error when you try to use a font.
Re: [pygame] Does PyGame 1.9.1 work with Python 3.3.0 on Mac OSX 10.6.8?
On 02/15/2013 02:18 AM, Mt.Rose$TheFerns wrote: Yeah I am quite sure. I have 2.7.3 on my comp and it gives me no error at all. I don't know anything about Mac OS X, but I don't think you can use the same Pygame installation for two different versions of Python. At least, that's the case for Windows and GNU/Linux.
Re: [pygame] Alternate to graphics modules
On 02/06/2013 06:12 PM, Elias Benevedes wrote: There must be a way to write it in pure python code for the fact that pygame uses python (I assume?). Pygame does not use Python for the low-level stuff. It's mostly a front-end for SDL, which is in C. Like Richard suggested, try Pyglet. That is written entirely in Python (and that's a really nice thing, because that means it works with PyPy).
Re: [pygame] Resetting display
No. Only X11, e.g. GNU/Linux (and I think Mac OS X is another example). If you really want to use toggle_fullscreen when the program is run on X11 without also sacrificing platform-independence, you could do something like: fullscreen = not fullscreen if not pygame.display.toggle_fullscreen(): if fullscreen: window = pygame.display.set_mode(size, FULLSCREEN) else: window = pygame.display.set_mode(size) That's of course assuming that the most recent comment in the docs (from 12/30/2010) is right about what pygame.display.toggle_fullscreen returns. --- On Wed, 5/9/12, Bartosz Debski bart...@debski.co.uk wrote: From: Bartosz Debski bart...@debski.co.uk Subject: Re: [pygame] Resetting display To: pygame-users@seul.org Date: Wednesday, May 9, 2012, 11:31 AM Well, i haven't tried to be honest but will toggle_fullscreen work under Windows ? On Tue, May 8, 2012 at 10:32 AM, Radomir Dopieralski pyg...@sheep.art.pl wrote: On Tue, May 8, 2012 at 11:12 AM, Bartosz Debski bart...@debski.co.uk wrote: toggle_fullscreen will work only under X11. I didn't know you could run pygame outside of X11. [...] -- Radomir Dopieralski
Re: [pygame] Declaring variables in function as if at code's line-level
Many of my variables' names are re-stating the exact value they hold, so I rarely have any confliction with names: filename_of_current_level = 'desert.txt' Font__New_Times_Roman_size_20 = ... pi_divided_by_180 = math.pi() / 180 etc. The names are just according to what values they hold which-- are all unique anyways! And when the number of variables start reaching the hundreds, it just gets really crazy with global this global that ALL OVER my code, again and again . . . : ( Two questions: first, what's with the excessively long names, and second, why is it so important for these to be stored as global variables? I have a hunch that a LOT of your global variables would be much better off in objects. If I use dictionaries, I must type: d['whatever'] for ALL my game variables!!! Same with using classes-- c.whatever It's likepygame.draw.line() instead of just: DRAW_LINE() or like: random.random() instead of just: RANDOM_NUMBER_BETWEEN_0_AND_1() Pygame dot draw dot line (It sounds so lame too) Arrg!! It's like driving me crazy! . . . sigh . . . Sorry guys, I'm just feeling very frustrated with all these crazy programming conventions. You would rather deal with a cluttered mess of global variables than organize them into classes and namespaces, just because you don't like to have to put the namespace or object name before the variable you're referencing? Huh? Do whatever you want, but seriously, this is just a silly complaint and tells me you haven't even TRIED to use object-oriented programming. (PS in case you haven't already, you can check out my really cool physics program in the Python Draw docs! I'm not a troll I was just having way too much fun. lol) I looked at it, and like I expected, it was a terrible mess, not a good example of whatever it was attempting to do. Out of curiosity, how long have you been programming, and what languages have you used?
Re: [pygame] Declaring variables in function as if at code's line-level
Yes. In your case, ``font`` is a global-level variable. --- On Sun, 3/11/12, Nick Arnoeyts nickarnoe...@gmail.com wrote: From: Nick Arnoeyts nickarnoe...@gmail.com Subject: Re: [pygame] Declaring variables in function as if at code's line-level To: pygame-users@seul.org Date: Sunday, March 11, 2012, 5:34 AM I have a little additional question about the explanation Lee gave. Is it possible to use class instances from the global namespace in a function? For example: from game import screen, font def get_text(string): font.render(string) # parts cut out because I'm in a hurry I figure this is probably possible, but it can't hurt to ask for future reference. Op 11 maart 2012 06:13 schreef Lee Buckingham lee.bucking...@gmail.com het volgende: Just to add a little more to Julian's response: in a function, you can refer to a global variable without using the global keyword, like this: a = 1 def something() if a == 1: print(sure does!) #later on something() # output prints sure does! On the other hand, you cannot **set it equal to something** without using the global keyword. Python is designed to assume you are making a new, function-level variable that happens to have the same name. #this fails a = 1 def something() a = 2 #later on something() print(a) #the output will say 1 This could have gone either way, I suppose. The authors of python could have had the interpreter do it the way you are suggesting. If I type a=whatever, the interpreter could look up to the next scope, or to the highest (line level) scope, etc... and use any like-named variable first. This could work. The problem is that in this situation, you would have to use something like a local keyword every time you did NOT want to worry about the possibility of accidentally naming a variable the same thing as some other variable in a higher scope, like the line level variables yourself and other coders prefer. As it turns out, the intent of the python designers favored the first way, so that they could relax a bit about variable names (a lot of us use variables named x, y, i, a, b, etc.., all the time, throughout the code). However, for the times when we really want to look outside a function, just saying global x once, at the beginning of a function, works just fine. There really are debugging issues both ways. I have beat myself senseless trying to figure out why my functions seem ineffective before finally (days later) realizing I just forgot a global statement. I avoid this now, for the most part, by using a lot of classes and objects, which is just a preference on my part (and it drives my brother crazy). From the other perspective, I can imagine a similar problem with your favored approach, where I get ghost-changes to variables on the game level for no obvious reason. Days later, after bruising my forehead and keyboard, I might notice that I named a function level variable the same thing as a line level variable. In my case, this would be much, much more frustrating, since I am not very creative with variable names. I really hope this helps a bit. Python is a very friendly language, but like all languages, is sort of slanted in certain directions of its own. I found myself repeatedly frustrated and irrate about the design of VB.NET, C#, and Java, for instance. For me, python solved my problems because I think the same way. There's nothing wrong with preferring one over the other; it's just our nature, I suppose. Good luck with your coding! All the best, -Lee- On Sat, Mar 10, 2012 at 8:31 PM, Julian Marchant onp...@yahoo.com wrote: I am struggling with my desire to say things that would be insulting to you. Listen closely: you CAN read global-level variables at any time as long as there isn't a local variable with the same name. You CAN write to global variables from within a function as long as you first declare it within that function with the ``global`` keyword. You CANNOT write to global variables without using ``global``. The reason for this is simple: if you don't use ``global``, the interpreter assumes that you are assigning to a local (function-level) variable. Frankly, I don't see what the big deal is. It's just ONE extra line per funtion per variable that you have to write to. Consider: #!/usr/bin/env python a = b = 0 c = 0 def foo(): global a a += 1 if a b: a = 0 def bar(): global b global c b = a + 10 c += a if c a + b: c = 0 See how easy that is? You're making a big fuss over nothing. --- On Sun, 3/11/12, Brian Brown bro...@gmail.com wrote: From: Brian Brown bro...@gmail.com Subject: Re: [pygame] Declaring variables in function as if at code's line-level To: pygame-users@seul.org Date: Sunday, March 11, 2012, 12:15 AM line-level is leftmost of the source code
Re: [pygame] Declaring variables in function as if at code's line-level
I am struggling with my desire to say things that would be insulting to you. Listen closely: you CAN read global-level variables at any time as long as there isn't a local variable with the same name. You CAN write to global variables from within a function as long as you first declare it within that function with the ``global`` keyword. You CANNOT write to global variables without using ``global``. The reason for this is simple: if you don't use ``global``, the interpreter assumes that you are assigning to a local (function-level) variable. Frankly, I don't see what the big deal is. It's just ONE extra line per funtion per variable that you have to write to. Consider: #!/usr/bin/env python a = 0 b = 0 c = 0 def foo(): global a a += 1 if a b: a = 0 def bar(): global b global c b = a + 10 c += a if c a + b: c = 0 See how easy that is? You're making a big fuss over nothing. --- On Sun, 3/11/12, Brian Brown bro...@gmail.com wrote: From: Brian Brown bro...@gmail.com Subject: Re: [pygame] Declaring variables in function as if at code's line-level To: pygame-users@seul.org Date: Sunday, March 11, 2012, 12:15 AM line-level is leftmost of the source code. (I thought my example code would clarify that.) My question is very clear, I think, I'm not sure why you guys are having so much difficulty understanding it. Sorry about that. I'm not trying to frustrate you, I just wish people would answer my questions. (I rarely get good answers on these mailing lists. I guess I made a mistake asking here.) Haven't I just given you one of the most profound statements of efficient game programming? Shouldn't you be grateful? Thank you for all your replies everyone I guess I'm not wanted here. On 3/10/12, Brian Brown bro...@gmail.com wrote: That is not true, Ryan. I am currently making a game with Python and Pygame, and my question is directly related with its development. On 3/10/12, Ryan Hope rmh3...@gmail.com wrote: Why is this even be talked about on the pygame ml? This has nothing to do with pygame. On Sat, Mar 10, 2012 at 6:30 PM, Brian Brown bro...@gmail.com wrote: Hi pygame users, just a simple question-- How can one cause variables at function-level to behave like variables at line-level? (With basic python code) I just want to avoid using global over and over again (in many different functions) while I want to declare, use, and delete all my game's variables inside functions.Thanks. It should make my program very simple and straight-forward if I could do this. (As I have explained in the previous replies to this thread) I would like to know how it can be done-- without immature, unproductive statements like: Don't freak out at the fact that I used the class keyword. Thank you. Matt On 3/10/12, Brian Brown bro...@gmail.com wrote: That is not true, Chris. On 3/10/12, Christopher Arndt ch...@chrisarndt.de wrote: On 10.03.2012 23:35, Christopher Night wrote: DO: * Access variables. (Move game according to current-variable-status and player-input) * Output to graphics and sound card. (Display game according to current-variable-status.) LOOP That's really all we need. Who's this we? Certainly doesn't include me, because I need *a lot* more from a programming language. Brian, I think you should read a bit about namespaces and why they are a good thing. You won't get very far with Python with your point of view - or in any other programming language for that matter (except maybe PHP - just kidding ;) ). Chris -- Ryan Hope, M.S. CogWorks Lab Department of Cognitive Science Rensselaer Polytechnic Institute
Re: [pygame] Line collision detection?
Ah, the linear equation. I'd forgotten about it, silly me. Thanks! I think I can get that to work easily enough even without examples. Regarding using multiple lines, that would be the ideal solution (it seems you could do even better by having four lines for each object, one for each corner), but a bit excessive for my purposes.
[pygame] Line collision detection?
Hi, I tried searching the internet for an answer, but didn't find anything, so I'll ask here. One problem with normal collision detection I'm sure we're all aware of is the problem that objects moving too fast can pass through other objects without a collision happening. I'm experiencing this problem with a scrolling shooter I'm working on because both bullets and enemies move pretty fast, one enemy is very small, and the frame rate is usually somewhat low (maybe 30 FPS) on the machine I'm targeting. Now, obviously, I intend to make other changes which will help, e.g. making these tiny enemies bigger, but I'd like to tackle the problem directly. There are two ways I can think of: The first way, which I easily could implement and would be most effective, is to move the bullets in steps and do collision detection each step. I have done something like this in a previous game and it worked well, but it seems like overkill in this game (the bullet subrect is only 5x5 pixels) and it isn't perfect anyway. The second way, which I would prefer, is to detect collision with a line from the bullet's new position to the bullet's previous position. I've seen this discussed on the Game Maker Community. The problem with this is I have no idea of how this could be done in a remotely efficient manner. The only method I can think of is to check every individual pixel one at a time, which is obviously not a good idea. Bullets can move diagonally, so just checking the x or y position won't work. So, in a nutshell, my question is: how could I do line collision detection like this in a relatively efficient way?
Re: [pygame] Compilation
The link you gave just gives instructions on how to use a combination of cx_Freeze (which is great, by the way, I recommend it) and Install Creator. Note that only cx_Freeze can be actually useful to someone running Mac OS X, as Install Creator is Windows-only. --- On Fri, 2/17/12, Andrew Godfroy killer...@hotmail.com wrote: From: Andrew Godfroy killer...@hotmail.com Subject: Re: [pygame] Compilation To: pygame-users@seul.org Date: Friday, February 17, 2012, 10:41 PM Hey, Try this: http://cs.simpson.edu/?q=make_an_installer_for_your_python_program I use it for all my programs when ready for distribution. What it does it converts your .Py to an exe file which can be run like any normal program. Its the only Compilation/Exe creation program that I have found that is still being supported. -Original Message- From: Zack Baker Sent: Friday, February 17, 2012 4:44 PM To: pygame-users@seul.org Cc: pygame-users@seul.org Subject: Re: [pygame] Compilation So could you just resend an email with the command exactly how it would as oppear because that looks a littled funky. Let's assume that the game is called helloworld.py and put it in the trunk folder or wherever. Thank you! -Zack On Feb 17, 2012, at 4:17 PM, Sam Bull sam.hack...@sent.com wrote: On Thu, 2012-02-16 at 18:52 -0700, Ian Mallett wrote: I am unaware of any other binary distribution techniques for Python on Mac other than py2app. [Sent from wrong address, so re-posting] Pyinstaller? It claims to be cross-platform. It's also the only one that I've managed to get working without much hassle. I've only tested it on Linux myself though. To create a frozen binary on my system, all I need to run is: python ~/.pyinstaller-1.5.1/pyinstaller.py --onefile -o pyinstaller trunk/pacman.py That's with pyinstaller installed in a hidden folder in my home directory. The -o argument is the output directory. So this compiles my game located at trunk/pacman.py into a single binary, saving it into the pyinstaller folder. I've not managed to have any success with alternatives like py2app or py2exe. Oh, and one caveat, the exit() function doesn't work with Pyinstaller, use sys.exit() instead. -- Sam Bull sambull.org PGP: 9626CE2B
Re: [pygame] Compilation
I use cx_Freeze for packaging up EXEs and Linux binaries. I don't have a Mac, so I don't know how well it works with them, but it's supposed to be cross-platform. --- On Fri, 2/17/12, Zack Baker zbaker1...@gmail.com wrote: From: Zack Baker zbaker1...@gmail.com Subject: [pygame] Compilation To: Pygame pygame-users@seul.org Date: Friday, February 17, 2012, 1:50 AM I have a Mac with pygame 2.7.2 and pygasme 1.9.1. Is it possiblerr for me to 'compile' my 2d game for distribution. BTW py2app has not really worked for me. Are there any alternatives? -Zack
RE: [pygame] Capabilities of Pygame
--- On Sat, 1/14/12, Ryan Strunk ryan.str...@gmail.com wrote: So if you were to stream audio, would that eliminate the potential delay. The only audio-only game I've seen written in Pygame, Sound RTS, has a bit of noticeable lag when playing sounds. Is there a way to program such that sounds would play instantly when told to do so? Streaming is for music, not sound effects.
Re: [pygame] Capabilities of Pygame
--- On Fri, 1/13/12, Lenard Lindstrom le...@telus.net wrote: Also, though SDL does support streaming, Pygame does not. Everything must be loaded before played. Um... that's not true. pygame.mixer.music is Pygame's streaming module.
Re: [pygame] Continuous Shooting
First off, you need some sort of time management. As it is now, it'll run at variable speeds depending on how fast the processor is. Use pygame.time.Clock to limit the frame rate and/or use delta timing. As for your problem, all you need is a counter variable. Have the counter variable start at 0 and decrease it by 1 (or the amount of time passed if you're using delta timing) each time the loop happens. When the shoot key is pressed, create a bullet and set the counter to the amount of time you want to wait for the next bullet. Then, if the shoot key is held down while the loop variable is 0, create another bullet and reset the counter to the wait time. --- On Thu, 1/12/12, ANKUR AGGARWAL coolankur2...@gmail.com wrote: From: ANKUR AGGARWAL coolankur2...@gmail.com Subject: [pygame] Continuous Shooting To: pygame-users@seul.org, tu...@python.org Date: Thursday, January 12, 2012, 12:39 PM HeyI was making a demo shooting game and problem is that I want a continuous stream of bullets. As of now on pressing the space key only one bullet comes out of the plane (I want this to be continuous stream). On pressing space key again bullet starts from its initial point. My problem in the code is that I am able to make a single object of Bullet only (thats why it is throwing single bullet) and unable to find the another logic. Please help me out. Attaching the files along with this mail. import pygamefrom pygame.locals import *import random pygame.init()screen=pygame.display.set_mode((640,480),0,24)pygame.display.set_caption(Hit The Stone) class Plane(pygame.sprite.Sprite): def __init__(self,bullet): self.bullet=bullet pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load('plane.gif').convert() self.rect=self.image.get_rect() self.rect.centerx=random.randint(0,screen.get_width()) self.distancefromcenter=30 self.rect.centery=screen.get_height()-self.distancefromcenter self.dx=2 self.dy=2 def update(self): pressed=pygame.key.get_pressed() if pressed[K_DOWN]: self.rect.centery+=self.dy elif pressed[K_UP]: self.rect.centery-=self.dy elif pressed[K_LEFT]: self.rect.centerx-=self.dx elif pressed[K_RIGHT]: self.rect.centerx+=self.dx if self.rect.bottom=screen.get_height(): self.rect.bottom=screen.get_height() elif self.rect.top=0: self.rect.top=0 if self.rect.centerx=screen.get_width()-self.distancefromcenter: self.rect.centerx=screen.get_width()-self.distancefromcenter elif self.rect.centerx=self.distancefromcenter: self.rect.centerx=self.distancefromcenter if pressed[K_SPACE]: self.bullet.x=self.rect.centerx self.bullet.y=self.rect.centery class Bullet(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load('geometrybullet.png').convert_alpha() self.rect=self.image.get_rect() self.rect.center=(-100,-100) self.x=-100 self.y=-100 self.dy=5 def update(self): self.y-=self.dy self.rect.center=(self.x,self.y) if self.rect.top0: self.x=-100 self.y=-100 def main(): background=pygame.Surface(screen.get_size()) background=background.convert() screen.blit(background,(0,0)) bullet=Bullet() plane=Plane(bullet) allSprites=pygame.sprite.Group(plane,bullet) while 1: for i in pygame.event.get(): quitPressed=pygame.key.get_pressed() if i.type==QUIT or quitPressed[K_q]: exit() allSprites.clear(screen,background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__=='__main__': main() Thanks in advance :) RegardsAnkur Aggarwal
Re: [pygame] Capabilities of Pygame
You couldn't build a game that's up to scope with any 3D game, because you wouldn't be able to use 3D. For that, you'd need either PyOpenGL (with Pygame) or Pyglet. The latter is better in some ways; the main advantage Pygame/PyOpenGL has that I can think of is joystick support. On the other hand, Pyglet is compatible with PyPy, which can give you massive speed improvements, and it's easier to use than PyOpenGL (or so I've heard; I haven't done anything with either myself). The Pythonic way is to not worry about speed until it's actually an issue. If speed is an issue, you can re-write parts in C, or there's the aforementioned PyPy. --- On Fri, 1/13/12, Ryan Strunk ryan.str...@gmail.com wrote: From: Ryan Strunk ryan.str...@gmail.com Subject: [pygame] Capabilities of Pygame To: pygame-users@seul.org Date: Friday, January 13, 2012, 1:45 AM Hello everyone,As I embark on this journey of learning Pygame and game design, I have one last burning question I haven’t been able to find an answer to. I’ve heard that Python, as an interpreted language, isn’t as fast as languages like C++. It follows, then, that Pygame would suffer the same drawback in terms of speed. What I don’t know, though, is how much this potential limitation would affect game play.Using Pygame, is it possible to create games that would rival the scope and complexity of mainstream titles out there. Could you build a World the size of World of Warcraft and still have it be responsive to players? Could you build a game as fast-moving as Mortal Kombat, play it over the internet with a good connection, and still have it be as smooth as the Xbox?I want to make sure I don’t get deep into a project only to realize that the language was better suited to a different style of game.Any help anyone can provide would be greatly appreciated.All the best,Ryan
Re: [pygame] pygame performance limits
Now, of course, when you have a super-high-level language, like PyGame, and it's running in an interpreted language like Python, you will run out of power much sooner than you would in a language like C, especially on a phone computer. This, however, is no reason to stop using PyGame -- it's a reason to improve PyGame. Improvements require a lot of technical knowledge, skill, and effort, but they benefit MANY. Pygame is a library, not a language. ;) And much of it is written in C. I very much agree with everything you said, though. What's particularly interesting is, as Psyco and PyPy have shown, higher-level languages can be almost as fast as or sometimes even faster than lower-level languages.
Re: [pygame] set new recommendation to which version of pygame?
You don't need to actually download an old version of Python 2.x to have source code that's compatible with the old version. All you need to do is not use the new features of versions 2.6 and 2.7. Besides, if you're a beginner who doesn't know what to download, it probably isn't the best idea to be worrying about supporting old platforms anyway. --- On Fri, 9/30/11, René Dudfield ren...@gmail.com wrote: From: René Dudfield ren...@gmail.com Subject: Re: [pygame] set new recommendation to which version of pygame? To: pygame-users@seul.org Date: Friday, September 30, 2011, 4:35 PM Hi, maybe a note should be added about distribution. Python2.5 is the best if you want to distribute on old versions of windows. cu, On Fri, Sep 30, 2011 at 6:26 PM, Jake b ninmonk...@gmail.com wrote: For the updated website, what versions do you think we should recommend? Here's what I think: 1) Python version: 2.7 and 2.6 are good. (Almost any random module will work with them, many smaller ones are not updated for 3.x ) 2) pygame version: **need link to the new .exe, which is somewhere in the mailing list** 3) 32bit python also is more common. [ You can use 32python on windows 64 bit fine ] Note: you can install multiple versions of python on your computer.You can install multiple versions of python modules on your computer. [See virtualenv ] From the docs, about version number 2.7: Python 2.7 is intended to be the last major release in the 2.x series. The Python maintainers are planning to focus their future efforts on the Python 3.x series. This means that 2.7 will remain in place for a long time, running production systems that have not been ported to Python 3.x : -- Jake
Re: [pygame] set new recommendation to which version of pygame?
Or just allow that discussion to remain on the Python site (http://wiki.python.org/moin/Python2orPython3). Unless Pygame itself has issues with certain versions of Python, there is no place for this discussion on pygame.org, IMO. --- On Fri, 9/30/11, James Paige b...@hamsterrepublic.com wrote: From: James Paige b...@hamsterrepublic.com Subject: Re: [pygame] set new recommendation to which version of pygame? To: pygame-users@seul.org Date: Friday, September 30, 2011, 6:00 PM We should not be reccomending any specific version. We should just make it clear to new users that they have to get the pygame that matches their version of python. All the nuances of which version is best for different reasons are important, but trying to explain them on the download page will only confuse newcomers. Maybe just a link on the downloads page that leads to a separate page titled How to decided which python+pygame version is best for me --- James Paige On Fri, Sep 30, 2011 at 11:26:56AM -0500, Jake b wrote: For the updated website, what versions do you think we should recommend? Here's what I think: 1) Python version: 2.7 and 2.6 are good. (Almost any random module will work with them, many smaller ones are not updated for 3.x ) 2) pygame version: **need link to the new .exe, which is somewhere in the mailing list** 3) 32bit python also is more common. [ You can use 32python on windows 64 bit fine ] Note: * you can install multiple versions of python on your computer. * You can install multiple versions of python modules on your computer. [See virtualenv ] From the docs, about version number 2.7: Python 2.7 is intended to be the last major release in the 2.x series. The Python maintainers are planning to focus their future efforts on the Python 3.x series. This means that 2.7 will remain in place for a long time, running production systems that have not been ported to Python 3.x : -- Jake
Re: [pygame] pygame download page still reccomends python 2.5
I second this, mostly because the statement that version 2.5 is the best Python on Windows is simply untrue, as far as I can tell. I guess there must have been issues in the past or something (I didn't start using Pygame until around the time Python 2.7 came out, so I don't know), but right now, I know of absolutely no issues with Python 2.6 or Python 2.7. I don't even usually make my programs compatible with Python 2.5 (mostly because I use the str.format method and from __future__ import print_function). It's an ancient version at this point. --- On Thu, 9/29/11, James Paige b...@hamsterrepublic.com wrote: From: James Paige b...@hamsterrepublic.com Subject: [pygame] pygame download page still reccomends python 2.5 To: pygame-users@seul.org Date: Thursday, September 29, 2011, 9:48 PM I was talking with a new programmer who is just getting started with python and pygame. After a lot of confusion, I realized that he had downloaded pygame-1.9.1.win32-py2.5.msi by mistake. The download page still has bold text proclaiming (python2.5.4 is the best python on windows at the moment) If anybody knows any reason why that is still true, please correct me, but I think instead of bold text to reccomend one version over others, there should just be a message saying that a person should take care to download the version that matches their python version. No matter who I am, the best version of pygame is the one that will work on my computer ;) --- James Paige
Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?
What is the purpose to having calculations done with a size that's 10 times larger? If it's just precision, the solution could be simply to use floats for the calculations and convert to ints as necessary. Or, you could write some simple functions or methods that divide the x and y by 10 and then pass the new values to the appropriate Pygame methods. Or, if you really want to use the normal Pygame methods, just integer-divide the values as you pass them. Even better, you could make a derived class and override the Pygame methods with more appropriate ones (a technique commonly used with wxPython) like so: def blit(self, source, dest, area=None, special_flags=0): # Change dest so that its x and y are divided by 10 pretend_this_function_does_what_you_want() pygame.Surface.blit(self, source, dest, area, special_flags) One last possibility that I can think of is to scale up your graphics for 1000x1000 and then scale the window surface every time you want to draw it. That is, draw to a 1000x1000 surface, but shrink it to 100x100 when it's displayed. I would only recommend this if you find it easy to implement and any performance hit is negligible or unimportant. Anyway, I hope that helps! --- On Fri, 9/23/11, Mac Ryan quasipe...@gmail.com wrote: From: Mac Ryan quasipe...@gmail.com Subject: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution? To: pygame-users@seul.org Date: Friday, September 23, 2011, 8:29 AM Hello, back July, I posted a question on StackOverflow titled that so far still did not get any answer. So - although I believe the answer is quite simply NO - I thought to repost it here: In my program (which uses pygame to draw objects on the video) I have two representation of my world: - A physical one that I use to make all the calculations involved in the simulation and in which objects are located on a 1000x1000 metres surface. - A visual one which I use to draw on the screen, in which my objects are located in a window measuring 100x100 pixels. What I want to achieve is to be able to pass to my pygame drawing functions (which normally accept inputs in pixels) my physical/real-word coordinates. In other words, I would like to be able to say: Draw a 20m radius circle at coordinates (200m, 500m) using the precise pygame syntax: pygame.draw.circle(surface, (255,255,255), (200,500), 20) and get my circle of 2px radius at centred on pixels (20,50). If you are on SO and would like to answer there [too], I'll be happy to dispense upvotes! ;) http://stackoverflow.com/q/6807459/146792
[pygame] iq81c x0flb
2jlpb53f, 43z2qoofk2. http://razniekuhni.ru/images/ydvy.html ofssm5 d5vnx x3n2p90c4eu, 3dou2v ch5qrua6li. z29mei ulyqvlc.
Re: [pygame] iq81c x0flb
Sorry about this. It seems someone from Saudi Arabia got into my account a little more than an hour ago and sent random messages like this to a bunch of my contacts. I've changed my password so hopefully it won't happen again. Sneaky bastard deleted the E-mails from the Sent folder, but forgot to empty my trash folder. Whoops. :P - Original Message - From: Julian Marchant onp...@yahoo.com To: pygame-users@seul.org Cc: Sent: Saturday, September 10, 2011 8:15 PM Subject: [pygame] iq81c x0flb 2jlpb53f, 43z2qoofk2. http://razniekuhni.ru/images/ydvy.html ofssm5 d5vnx x3n2p90c4eu, 3dou2v ch5qrua6li. z29mei ulyqvlc.
Re: [pygame] Sprite troubles
From what I gather, pygame.sprite.RenderPlain, in its current form, just points to pygame.sprite.Group. From: David Burton ncdave4l...@gmail.com To: pygame-users@seul.org; Nathan BIAGINI nathan.o...@gmail.com Sent: Sat, April 30, 2011 8:52:04 PM Subject: Re: [pygame] Sprite troubles RenderPlain? What's that? It's not mentioned here: http://www.pygame.org/docs/ref/sprite.html I found it mentioned in some 2002 documentation. I think it might be obsolete. Not sure. I've been using pygame.sprite.OrderedUpdates. Dave On Sat, Apr 30, 2011 at 3:53 PM, Nathan BIAGINI nathan.o...@gmail.com wrote: Hi everyone, it sounds like a stupid question but i have written a really simple program where i just want to add a sprite to a sprite group and then draw the containing of this group. Here is the main code : import pygame from sprites import Node pygame.init() screen = pygame.display.set_mode((640, 480)) node_group = pygame.sprite.RenderPlain() node = Node((156, 234), 0) node_group.add(node) while 1: node_group.update() node_group.draw(screen) pygame.display.flip() And here is my sprite class : import pygame from pygame.locals import * from loads import loadImage class Node(pygame.sprite.Sprite): ''' Node class represent the sprite of each node of the map. So, one instance of Node is created for each node. ''' def __init__(self, pos, node_type): pygame.sprite.Sprite.__init__(self) self.pos = pos self.node_type = node_type if self.node_type == 0: self.image, self.rect = loadImage('ground.bmp', -1) elif self.node_type == 1: self.image, self.rect = loadImage('wall.bmp', -1) elif self.node_type == 2: self.image, self.rect = loadImage('hole.bmp', -1) self.rect.topleft = pos def update(self): pass I maybe a bit tired but i can't see what i m doing wrong... Thanks for your help. -- “If anyone thinks the words ‘government’ and ‘efficiency’ belong in the same sentence, we have counseling available.” - Sen. Paul Tsongas (D-MA)
Re: [pygame] Whoa! Bad slowdown!
Ah, of course! I was so fixated on adjusting alpha, I completely ignored blending effects. I can't properly test how good it looks yet, but it causes very little if any slowdown (seems to be none). Thanks for the help! :) From: Weeble clockworksa...@gmail.com To: pygame-users@seul.org Cc: Julian Marchant onp...@yahoo.com Sent: Wed, April 13, 2011 1:37:35 AM Subject: Re: [pygame] Whoa! Bad slowdown! On Wed, Apr 13, 2011 at 1:49 AM, Julian Marchant onp...@yahoo.com wrote: Is there a better way to do what I'm trying to do in that section of code? Try something like this: img = self.images[self.leftarm_image][img_index].copy() img.fill((255,255,255,255*alpha_percent), special_flags=BLEND_RGBA_MULT) From: Ian Mallett geometr...@gmail.com To: pygame-users@seul.org Sent: Tue, April 12, 2011 7:53:24 PM Subject: Re: [pygame] Whoa! Bad slowdown! Well, for one thing, on my machine, it segfaults constantly. I tracked it down to ~line 1006: scaled = pygame.transform.smoothscale(img, size) But there doesn't seem to be anything out of the ordinary there. Maybe trying to resize many 1x1 surfaces to 400x400 leads to a memory leak somewhere in PyGame? Ian
[pygame] Whoa! Bad slowdown!
I have actually mentioned this project of mine on this list before, but it was about a Windows-specific issue. This time, it's about slowdown. Now, my laptop is very low-end, so it's not surprising to me when I experience lag in particularly graphically-intensive games, but this is ridiculous. All the files of my project can be found in this download: http://www.mediafire.com/?pbr8kubwu9q7vg0 The slowdown I'm experiencing (under Fedora 14/GNOME, at least) is a ridiculous level. Each frame takes something like 10-20 seconds, which is just plain unimaginable. I have looked through my code, and I find nothing which should cause this massive scale of slowdown. A fair amount of stuff happens, and even some pixel work with surfarray happens, but I would not expect any less than maybe 10 FPS, and that's really stretching it. Most of the slowdown seems to occur in the PlayerSprite.update and PlayerView.update methods. Looking at the system monitor, it seems that the program is eating up clock cycles like a starving lion. My question is: can anyone see a good reason why these methods would cause as much slowdown as they do? If so, any recommendations for optimizing it better? Thanks! :)
Re: [pygame] Whoa! Bad slowdown!
I tried changing the default fill-in surface size from 1x1 to 200x200 and removing all the empty 1x1 images in data/characters/noghost, but it had no effect on speed. This error occurred, however, and it seems to be a result of removing the 1x1 images (which caused dynamically generated replacements to be created): Traceback (most recent call last): File hand2hand.py, line 1920, in module main() File hand2hand.py, line 1916, in main game.start_game() File hand2hand.py, line 511, in start_game self.all.update(time_passed) File /usr/lib/python2.7/site-packages/pygame/sprite.py, line 399, in update for s in self.sprites(): s.update(*args) File hand2hand.py, line 1789, in update self.draw_rightarm() File hand2hand.py, line 1809, in draw_rightarm img_a = pygame.surfarray.pixels_alpha(img) File /usr/lib/python2.7/site-packages/pygame/surfarray.py, line 208, in pixels_alpha return numpysf.pixels_alpha (surface) File /usr/lib/python2.7/site-packages/pygame/_numpysurfarray.py, line 302, in pixels_alpha offset=start, strides=(4, surface.get_pitch ())) ValueError: strides is incompatible with shape of requested array and size of buffer At any rate, I used cProfiler and copied the results to a text file. It looks like the draw_rightarm, draw_leftarm, and draw_body methods are the main cause for the slowdown in the update methods. Using some instances of print(), I have isolated the slowdown of these methods to the following piece of code, which occurs in all three: # Adjust transparency for row in xrange(0, len(img_a)): for j in xrange(0, len(img_a[row])): img_a[row][j] = int(img_a[row][j] * alpha_percent) img_a is a pygame.surfarray.pixels_alpha object. Based on what I found in the documentation, this seemed like the most efficient and easy way to make an image with per-pixel alpha transparency partially transparent everywhere. But besides this slowdown problem that I'm having here, pixels_alpha seems to be causing other problems, as can be seen above. Is there a better way to do what I'm trying to do in that section of code? I was trying to create a motion trail effect. From: Ian Mallett geometr...@gmail.com To: pygame-users@seul.org Sent: Tue, April 12, 2011 7:53:24 PM Subject: Re: [pygame] Whoa! Bad slowdown! Well, for one thing, on my machine, it segfaults constantly. I tracked it down to ~line 1006: scaled = pygame.transform.smoothscale(img, size) But there doesn't seem to be anything out of the ordinary there. Maybe trying to resize many 1x1 surfaces to 400x400 leads to a memory leak somewhere in PyGame? Ian
Re: [pygame] Using reStructuredText for document sources
This is what I'm afraid of. I would be very disappointed if the existence of a wiki led people to believe that maintaining proper documentation was no longer required. If I may jump in briefly, how exactly would this be a bad thing? If people feel that it's no longer required, that probably means that it really is no longer required. In this case, I doubt there is any advantage at all to having (in your terms) proper documentation.
Re: [pygame] loading images with special characters on file name
I doubt that this is related to your problem, but since you're using Python 3, shouldn't that shebang be #!/usr/bin/python3? From: Rodolfo Neu rneu2...@gmail.com To: pygame-users@seul.org Sent: Tue, February 8, 2011 1:41:32 PM Subject: [pygame] loading images with special characters on file name Hi, After installing Python 3.1.3, I have problems loading images whose file name contains special characters, like ã and ç Pygame.image.load doesn't work even with: #!/usr/bin/python # -*- coding utf-8 -*- Any help, please?
Re: [pygame] PyGame Windows Key Behaviour
What is this equal function that the AI uses, exactly? Does it use the same playerspeed variable? It might also be possible that you have a rounding problem, especially if you aren't limiting the frame rate (which seems to be the case). This might, for example, make you move faster in one direction than the other. To avoid these issues, you can store an absolute decimal position, and then each step find an integer pixel position from that each step which can be used for calculations, drawing, etc in the game. Alternatively, you can abandon the approach you're using and just go at a constant frame rate, say 60 FPS, and then define pixels per frame speeds instead of pixels per second. From: Thomas pummer.tho...@gmail.com To: pygame-users@seul.org Sent: Mon, January 31, 2011 6:22:46 AM Subject: [pygame] PyGame Windows Key Behaviour Hi there! I've written a small demo pong game. There are 2 players, one is cpu controlled. To sync there movement i use clock = pygame.time.Clock() and in the while loop: milli = clock.tick() seconds = milli/1000. on checking the events it's: if event.type == KEYDOWN: if event.key == K_DOWN: b_y += seconds * playerspeed cpu changes his position with an equal function, until it reaches the height of the ball under winXP cpu and player can move with an equal speed under win7 the player is significant slower than the cpu. it seems that a player only can move 2/3 the distance than the cpu player is able to Do you have any hint's what can be done to fix this? with kind regards Thomas
Re: [pygame] Pygame for py3?
I can't figure out how to compile it for Python 3 (3.1, to be exact). Running setup.py with Python 3 does no good (if I don't supply an argument it crashes, and if I do it just re-installs Pygame to /usr/lib/python2.6), and I don't see any arguments for where to install, what Python version, whatever. Sorry if this sounds like a noobish question, but what do install and build do anyway? does install just do the same thing as build and copy the files to another directory, or is there a distinction? I'm fairly new to compiling things directly from source and install.html isn't helping me much. From: René Dudfield ren...@gmail.com To: pygame-users@seul.org Sent: Sun, January 16, 2011 10:34:53 AM Subject: Re: [pygame] Pygame for py3? On Sun, Jan 16, 2011 at 2:33 PM, Julian Marchant onp...@yahoo.com wrote: I can see a Windows binary for Python 3.1 on the download page, but I don't see a source package for Python 3. Can the source be used for both Py2 and Py3? yeah, same source. While I'm at it, why isn't there a Windows installer (or a Mac OS X package, for that matter) for Pygame for Python 2.7 listed on the download page? Python 2.6 is a bit outdated now. we haven't gotten around to it yet. There is a link to a 2.7 download on an external binary providers web page for 2.7 though. cheers,
[pygame] Pygame for py3?
I can see a Windows binary for Python 3.1 on the download page, but I don't see a source package for Python 3. Can the source be used for both Py2 and Py3? While I'm at it, why isn't there a Windows installer (or a Mac OS X package, for that matter) for Pygame for Python 2.7 listed on the download page? Python 2.6 is a bit outdated now.
[pygame] Surface blitting not effective
Attached is the file in question, comet_fighter.py (version 0.1.0.5). Game.menu() is supposed to show a menu. It takes the following arguments: options, cursor, anim_wait, color=pygame.Color(0,0,0,155), border=16, sep=8 options is a list of surfaces used for the menu choices. cursor is a list of surfaces which animate to create the selection cursor. anim_wait is the time (in milliseconds) between each frame of animation for the cursor. color is a pygame.Color object with an alpha value, which is used to set the color and alpha of the back of the dialog. border indicates the number of pixels around the menu box, and sep is the number of pixels between each menu choice. The problem is, it doesn't seem to be working like it should. I tried calling Game.menu() in order to test it. It sort of worked, but not really. There are a few issues. First, the back of the menu is always fully opaque or fully transparent. Partial transparency isn't working. Second, and more importantly, the menu choices aren't showing up. Everything else seems to be working perfectly. I scanned my code at least twice, and I couldn't find anything wrong with it. Perhaps someone else can have better luck, or perhaps I'm doing something wrong? comet_fighter-0.1.0.5.py Description: Binary data
Re: [pygame] Creating sprites on the fly?
OK, thanks! On Mon, Apr 12, 2010 at 8:58 PM, Lee Buckingham lee.bucking...@gmail.comwrote: sounds like the point would be to have something to display in lieu of files being in the wrong place or non-existent. You'd have to do something like: create a pygame.Surface do Surface.fill()... etc... or use line drawing or something to create the sprite remember it for later, then if you do a try-catch block around your image load, a fail could then assign the default sprite instead. On Mon, Apr 12, 2010 at 5:52 PM, NBarnes nbar...@gmail.com wrote: Julian Marchant onp...@gmail.com wrote: Hi, I'm somewhat new to Python and very new to Pygame, so please bear with me if I sound like an idiot. Is it possible to create sprites on-the-fly? In my load image function, I would like to add an option to create a simple back-up sprite (a black rectangle will suffice) on-the-fly if the requested sprite is unavailable, to allow the game to still run. Couldn't you just load a black rectangle at startup and use that in place of whatever sprite failed to load? -- Website: http://onpon.co.nr/
Re: [pygame] Python 2.5.4 or 2.6
I'm wondering this, too. I'm only just starting to get into Python, but I do know that Python 2 is better in the sense that Python 3 is not really supported by a whole lot of things yet. But, isn't version 2.6 still better than 2.5? I haven't ever heard of any incompatibilities or disadvantages for 2.6, and I haven't experienced any trouble using 2.6 on Windows. Sounds to me like someone simply forgetting to update that text, but only being a novice, I have no idea. On Thu, Mar 25, 2010 at 1:41 PM, B W stabbingfin...@gmail.com wrote: Howdy. Pygame download page claims python2.5.4 is the best python on windows at the moment. This has been the status since I began with Python and Pygame about 1.5 years ago. While I appreciate suggestions that save me time and agony, it is my nature to always ask why. If the doc says take this pill, it will save your life--I gotta ask! Call it a compulsion. Why should I prefer Python 2.5.4 on Windows? Will Python 2.6 ever be crowned king? What factors are holding it back? Will Python 3 ever be crowned king? What factors are holding it back? I'm mostly interested in the opinions of the people who assess such things at a technology-readiness level, such as the Pygame maintainers and people who follow bug management and other objective indicators. Not particularly interested Gumm's personal experience is it works okay responses. :) Thanks in advance. Gumm -- Website: http://onpon.co.nr/