Re: [pygame] Pixel Perfect collision suggestion.

2007-01-31 Thread V. Karthik Kumar

Sure, John!

We could also submit this patch to pygame, thereby making the basic 
collision system faster. What say we make a patch?


Regards,
Karthik

John Eriksson wrote:

You are right! Your algorithm is actually a bit faster :-D
At first it seems you've added some extra loops but when looking closer
I saw that you're code check edges first instead of roaming thourgh the
pixels top to bottom.

Well done! 


I would like to include your algorithm in the PixelPerfect example if
its ok with you?

Best Regards
/John
  




Re: [pygame] Pixel Perfect collision suggestion.

2007-01-31 Thread John Eriksson
I didn't now there where any pixel perfect collision code in pygame?

/John


ons 2007-01-31 klockan 15:13 +0530 skrev V. Karthik Kumar:
> Sure, John!
> 
> We could also submit this patch to pygame, thereby making the basic 
> collision system faster. What say we make a patch?
> 
> Regards,
> Karthik
> 
> John Eriksson wrote:
> > You are right! Your algorithm is actually a bit faster :-D
> > At first it seems you've added some extra loops but when looking closer
> > I saw that you're code check edges first instead of roaming thourgh the
> > pixels top to bottom.
> >
> > Well done! 
> >
> > I would like to include your algorithm in the PixelPerfect example if
> > its ok with you?
> >
> > Best Regards
> > /John
> >   



Re: [pygame] Pixel Perfect collision suggestion.

2007-01-31 Thread V. Karthik Kumar

@John
No, there isn't any.

@Kamilche:
Rectangular/polygon collision is much faster than pixel perfect 
collision. But ppcol is a viable alternative in  certain games such as 
street fighter or mk (the older ones)


Just an idea here. It would be nice if we did have different coll-d 
algorithms in pygame; because people do a variety of games. Especially 
rectangular, circular, convex-polygon and ppcol methods.


Regards

John Eriksson wrote:

I didn't now there where any pixel perfect collision code in pygame?

/John


ons 2007-01-31 klockan 15:13 +0530 skrev V. Karthik Kumar:
  

Sure, John!

We could also submit this patch to pygame, thereby making the basic 
collision system faster. What say we make a patch?


Regards,
Karthik

John Eriksson wrote:


You are right! Your algorithm is actually a bit faster :-D
At first it seems you've added some extra loops but when looking closer
I saw that you're code check edges first instead of roaming thourgh the
pixels top to bottom.

Well done! 


I would like to include your algorithm in the PixelPerfect example if
its ok with you?

Best Regards
/John
  
  



  




[pygame] sdl_ttf font render failed

2007-01-31 Thread Simon Oberhammer

hi pygamers,
whenever I use font.render() with the antialias param set to False I
get this error:

 File "pysssi_dist.py", line 258, in printf
   s = self.print_font.render( str,False,self.color1)
pygame.error: SDL_ttf render failed

Anyone know why this is so? I'm using libsdl-ttf1.2 and pygame 1.7.1
on an ubuntu system. Easily reproducable:


import pygame
pygame.init()

(6, 0)

font = pygame.font.Font(pygame.font.get_default_font(),12)
text = font.render("hello world",False,(255,0,0))

Traceback (most recent call last):
 File "", line 1, in ?
pygame.error: SDL_ttf render failed

text = font.render("hello world",True,(255,0,0))
(works...)


greetings from AT
simon


Re: [pygame] Pixel Perfect collision suggestion.

2007-01-31 Thread V. Karthik Kumar
Okay, I modified the code a little bit more. This takes care of the odd 
number of rows/columns in the intersection window.


I guess there shouldn't me any more changes in this.

Regards
def pp_collide(obj1,obj2):
 """If the function finds a collision it will return True
 if not it will return False.
 """
 rect1, rect2, hm1, hm2 = obj1.rect, obj2.rect, obj1.hitmask, obj2.hitmask
 if not rect1.colliderect(rect2):
 return False
 rect = rect1.clip(rect2)

 w, h, x1, y1, x2, y2 = rect.width, rect.height, rect.x-rect1.x, 
rect.y-rect1.y, rect.x-rect2.x, rect.y-rect2.y

 if w%2:
for y in range(h):
   if hm1[x1+w-1][y1+y] and hm2[x2+w-1][y2+y]:
   return True
w=w-1

 if h%2:
for x in range(w):
   if hm1[x1+x][y1+h-1] and hm2[x2+x][y2+h-1]:
   return True
h=h-1

 while w > 0 and h > 0:
   for x in range(w):
   if hm1[x1+x][y1] and hm2[x2+x][y2]:
   return True
   if hm1[x1+x][y1+h-1] and hm2[x2+x][y2+h-1]:
   return True
   for y in range(1, h-1):
   if hm1[x1][y1+y] and hm2[x2][y2+y]:
   return True
   if hm1[x1+w-1][y1+y] and hm2[x2+w-1][y2+y]:
   return True
   w, h, x1, y1, x2, y2 = w-2, h-2, x1+1, y1+1, x2+1, y2+1
 return False

[pygame] numpy patched modules for Win available

2007-01-31 Thread Lenard Lindstrom
For anyone with Windows who wants to trying out NumPy with Pygame I have 
applied the numpy patch to the surfarray and sndarray modules for Pygame 
1.8.0 and Python 2.4. The pyd's are available as:


http://www3.telus.net/len_l/pygame18-numpy-py24-win.zip

The md5 checksum is:

fe477c30aaa2085afe29430c16f1a262 *-


Just replace the corresponding files in the pygame package directory ( 
making sure to save the originals :-) ).


I can also make Python 2.5 versions of the extension modules available 
if asked.


Have fun,
Lenard

--
Lenard Lindstrom
<[EMAIL PROTECTED]>



Re: [pygame] sdl_ttf font render failed

2007-01-31 Thread Marius Gedminas
On Wed, Jan 31, 2007 at 03:42:37PM +0100, Simon Oberhammer wrote:
> hi pygamers,
> whenever I use font.render() with the antialias param set to False I
> get this error:
> 
>  File "pysssi_dist.py", line 258, in printf
>s = self.print_font.render( str,False,self.color1)
> pygame.error: SDL_ttf render failed

Actually, you only get this if you call font.render with a string that
contains a space character, and with antialias set to False.

Seems to be a known bug in the SDL_ttf version that is in Ubuntu.

Marius Gedminas
-- 
Always proofread carefully to see if you any words out.


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