Re: [pygame] Physics, collision detection etc?

2008-10-07 Thread Peter Gebauer
Hey Nirav! Yep, but as I said, I need to find colliding polygons, not pixels. /Peter On 2008-10-06 (Mon) 12:05, Nirav Patel wrote: Peter, There are some new functions in SVN in the mask module. New ones since 1.8.1 that could be useful for collision are: Mask.overlap_mask - Returns a

Re: [pygame] nintendo ds and pygame

2008-10-07 Thread Luke Paireepinart
It's not going to run well. On Mon, Oct 6, 2008 at 11:44 AM, diego diaz [EMAIL PROTECTED] wrote: ok. thanks for your answer On Mon, Oct 6, 2008 at 6:30 PM, James Paige [EMAIL PROTECTED] wrote: On Mon, Oct 06, 2008 at 09:23:49AM -0700, diego diaz wrote: hi I would like to know what it the

Re: [pygame] recommendation for a good n00b IDE

2008-10-07 Thread kschnee
On Mon, 6 Oct 2008 08:37:52 -0500, pymike [EMAIL PROTECTED] wrote: You said C++ on a python list! You must die!* *just kidding ;) Not at all! There's no need in Python to use destructors. 8) I just use IDLE, which has automatic tab-formatting, color-coding, a class browser, and a Run key. It's

Re: [pygame] my application give fatal error

2008-10-07 Thread Lenard Lindstrom
gopal mishra wrote: Hi, My application(GUI) is using pygame. In single execution of my application there can be more then one session. In first session, I run the application, it initialize the pygame and on closing the application session it call the pygame’s quit() to unintialize the

Re: [pygame] recommendation for a good n00b IDE

2008-10-07 Thread Lenard Lindstrom
kschnee wrote: On Mon, 6 Oct 2008 08:37:52 -0500, pymike [EMAIL PROTECTED] wrote: You said C++ on a python list! You must die!* *just kidding ;) Not at all! There's no need in Python to use destructors. 8) I just use IDLE, which has automatic tab-formatting, color-coding, a class

Re: [pygame] Physics, collision detection etc?

2008-10-07 Thread Nirav Patel
Peter, If the polygons are Surfaces or can be turned into Surfaces, they can be turned into Masks to do pixel collision. Though, I may be misunderstanding what you are trying to do. Nirav On Tue, Oct 7, 2008 at 11:21 AM, Peter Gebauer [EMAIL PROTECTED] wrote: Hey Nirav! Yep, but as I said,

Re: [pygame] Physics, collision detection etc?

2008-10-07 Thread Ian Mallett
I once wrote a program which collides a point and a convex polygon, returning a boolean result. http://pygame.org/project/649/ This project uses it, for instance. It may be of help.Ian

Re: [pygame] recommendation for a good n00b IDE

2008-10-07 Thread Brad Montgomery
When given a choice, I use vim on Linux or OS X. When on Windows, though, I also use Notepad++. I've been pleased with it... Another option for any OS X users is Smultron. http://smultron.sourceforge.net/ None of these are technically IDEs, but in general, I prefer a good [source code] text

Re: [pygame] recommendation for a good n00b IDE

2008-10-07 Thread Wayne Koorts
When given a choice, I use vim on Linux or OS X. When on Windows, though, I also use Notepad++. I've been pleased with it... Since the discussion has changed to text editors, I'll throw in a recommendation for jEdit(.org). It's Java-based and runs nicely on both Windows and (Ubuntu on

Re: [pygame] Linux distribution(s) of a finished product

2008-10-07 Thread James Paige
On Tue, Oct 07, 2008 at 02:06:27PM -0700, Keith Nemitz wrote: I'm currently investigating how to port my pygame game, 'Dangerous High School Girls in Trouble!' to Linux. I tried to search the archives at ASPN, but failed to find anything relevant. I should be able to setup and get the

Re: [pygame] Linux distribution(s) of a finished product

2008-10-07 Thread James Paige
On Tue, Oct 07, 2008 at 02:27:56PM -0700, James Paige wrote: On Tue, Oct 07, 2008 at 02:06:27PM -0700, Keith Nemitz wrote: I'm currently investigating how to port my pygame game, 'Dangerous High School Girls in Trouble!' to Linux. I tried to search the archives at ASPN, but failed to

Re: [pygame] Linux distribution(s) of a finished product

2008-10-07 Thread Knapp
Distrowatch has a ranking of distros based on which ones people look at the most on their site. It is a good but not perfect indication of what people are using the most. The last 2 or 3 editions of their news letter had a comparison of the different package managers. http://distrowatch.com/ --

Re: [pygame] Linux distribution(s) of a finished product

2008-10-07 Thread Keith Nemitz
Thanks James, Autopackage is designed top be distribution agnostic. It is not the preferred packaging method on any distribution that I am aware of, but it is a good choice if you are approaching Linux software installation from a Windows Installer mentality. Actually, I'm coming

Re: [pygame] Linux distribution(s) of a finished product

2008-10-07 Thread Wayne Koorts
Hi Keith, I would suggest starting on Ubuntu Linux. This will cover a huge number of Linux users and you will also be able to more easily adapt the package to any other Debian based distribution, of which there are many. This results in a better formed question: Can I get all the pygame parts

[pygame] Unexpected behavior from BLEND_RGBA_SUB

2008-10-07 Thread Yumiko Shirasagi
Hello, When I blit an image such as this (generated dynamically with PIL, and saved here by pygame.image.save)- http://xs432.xs.to/xs432/08412/mask808.png to this screen, using the line screen.blit(mask, (0, 0), None, BLEND_RGBA_SUB)- http://xs432.xs.to/xs432/08412/screen136.png it results in

Re: [pygame] Linux distribution(s) of a finished product

2008-10-07 Thread Charlie Nolan
Actually, in many respects, the best thing to do is just get your program files out there (in some usable form) as soon as possible. If you get people interested in what you have, the community will provide distribution methods for you. I work on Endgame: Singularity, and we just provide a

Re: [pygame] Linux distribution(s) of a finished product

2008-10-07 Thread bhaaluu
Hi Keith, Thanks for considering GNU/Linux to release your game to. The main thing is the Python/PyGame source code. The source code shouldn't call any MS-Windows or Mac OSX specifics. In the past, I've had problems with the following: MS-Windows developers putting the wrong slash in pathnames.

Re: [pygame] Unexpected behavior from BLEND_RGBA_SUB

2008-10-07 Thread claudio canepa
On Tue, Oct 7, 2008 at 7:18 PM, Yumiko Shirasagi [EMAIL PROTECTED]wrote: Hello, When I blit an image such as this (generated dynamically with PIL, and saved here by pygame.image.save)- http://xs432.xs.to/xs432/08412/mask808.png to this screen, using the line screen.blit(mask, (0, 0), None,

Re: [pygame] Unexpected behavior from BLEND_RGBA_SUB

2008-10-07 Thread claudio canepa
... a quick test tells that , at pixel level, pygame 1.8.1release: sf1 sf2sf1.blit(sf2,None,'BLEND_RGBA_SUB') (r1,g1,b1,a1) (r2,g2,b2,a2) (clamp(r1-r2),clamp(g1-g2), clamp(b1-b2), 255) Looks wrong to me, but there are not specs for the oper. -- claxo