[pygame] Is there a downloadable Manual?
Would be nice to have one :).
Re: [pygame] Is there a downloadable Manual?
On 9/10/07, Lamonte Harris [EMAIL PROTECTED] wrote: Would be nice to have one :). I second that.
Re: [pygame] Is there a downloadable Manual?
Preferrable Compiled HTML Help File, runs smoother and its less RAM/CPU usage. On 9/10/07, Ian Mallett [EMAIL PROTECTED] wrote: On 9/10/07, Lamonte Harris [EMAIL PROTECTED] wrote: Would be nice to have one :). I second that.
Re: [pygame] Is there a downloadable Manual?
On 10/09/2007, Lamonte Harris [EMAIL PROTECTED] wrote: its less RAM/CPU usage. Than what? -- - Rikard - http://bos.hack.org/cv/
Re: [pygame] Is there a downloadable Manual?
Lamonte, This is available, but it's not quite up-to-date: ftp://pygame.org/pub/pygame/pygame-docs-1.6.exe Jason M. Sick sense of humor? Visit Yahoo! TV's Comedy with an Edge to see what's on, when. http://tv.yahoo.com/collections/222
Re: [pygame] Is there a downloadable Manual?
Life Saver :), can't wait til its updated. On 9/10/07, Jason Marshall [EMAIL PROTECTED] wrote: Lamonte, This is available, but it's not quite up-to-date: ftp://pygame.org/pub/pygame/pygame-docs-1.6.exe Jason M. Sick sense of humor? Visit Yahoo! TV's Comedy with an Edge to see what's on, when. http://tv.yahoo.com/collections/222
[pygame] draw.rect question real simple
So basically pygame.draw.rect basically draws on the rect onto the surface, so its not actually assigned to anything(such as a variable).
Re: [pygame] draw.rect question real simple
Lamonte Harris wrote: So basically pygame.draw.rect basically draws on the rect onto the surface, so its not actually assigned to anything(such as a variable). Right; it just performs the action of drawing a rectangle on the specified surface. Note, though, that according to: http://pygame.org/docs/ref/draw.html#pygame.draw.rect the function returns a Rect object (nearly the same thing as a 4-entry tuple) which you can ignore. If you really wanted to know where the rect was drawn, you could capture that return value like so: spam = pygame.draw.rect(...) print spam In terms of it being assigned to something, it's a function of the pygame.draw module.
Re: [pygame] draw.rect question real simple
Ok kool I sort of thought so. Thanks for the quick reply. More questions coming soon :). On 9/10/07, Kris Schnee [EMAIL PROTECTED] wrote: Lamonte Harris wrote: So basically pygame.draw.rect basically draws on the rect onto the surface, so its not actually assigned to anything(such as a variable). Right; it just performs the action of drawing a rectangle on the specified surface. Note, though, that according to: http://pygame.org/docs/ref/draw.html#pygame.draw.rect the function returns a Rect object (nearly the same thing as a 4-entry tuple) which you can ignore. If you really wanted to know where the rect was drawn, you could capture that return value like so: spam = pygame.draw.rect(...) print spam In terms of it being assigned to something, it's a function of the pygame.draw module.
Re: [pygame] Is there a downloadable Manual?
Lamonte Harris wrote: Life Saver :), can't wait til its updated. On 9/10/07, *Jason Marshall* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Lamonte, This is available, but it's not quite up-to-date: ftp://pygame.org/pub/pygame/pygame-docs-1.6.exe Jason M. Sick sense of humor? Visit Yahoo! TV's Comedy with an Edge to see what's on, when. http://tv.yahoo.com/collections/222 Here are the Pygame 1.8 docs I grabbed from SVN. I will make them available for a short while. http:/www3.telus.net/len_l/pygame-1.8-docs.tar.gz -- Lenard Lindstrom [EMAIL PROTECTED]
Re: [pygame] Is there a downloadable Manual?
Doesn't work for me, let me know when it works. On 9/10/07, Lenard Lindstrom [EMAIL PROTECTED] wrote: Lamonte Harris wrote: Life Saver :), can't wait til its updated. On 9/10/07, *Jason Marshall* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Lamonte, This is available, but it's not quite up-to-date: ftp://pygame.org/pub/pygame/pygame-docs-1.6.exe Jason M. Sick sense of humor? Visit Yahoo! TV's Comedy with an Edge to see what's on, when. http://tv.yahoo.com/collections/222 Here are the Pygame 1.8 docs I grabbed from SVN. I will make them available for a short while. http:/www3.telus.net/len_l/pygame-1.8-docs.tar.gz -- Lenard Lindstrom [EMAIL PROTECTED]
Re: [pygame] Is there a downloadable Manual?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: Doesn't work for me, let me know when it works. Hi, It works for me. If it doesn't work for you, the problem might be on your end. Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5dc0hRlgoLPrRPwRAnpSAKCjPVDGF6eEwrRUnejDKmH0PlzjDwCfbpXS KS0Sn/N5rYDhIgB/MMGmLc0= =IHkA -END PGP SIGNATURE-
Re: [pygame] Is there a downloadable Manual?
Works now, a tip for others, save to ur computer before trying to unzip. Using Winzip, it'll say corrupted. On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: Doesn't work for me, let me know when it works. Hi, It works for me. If it doesn't work for you, the problem might be on your end. Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5dc0hRlgoLPrRPwRAnpSAKCjPVDGF6eEwrRUnejDKmH0PlzjDwCfbpXS KS0Sn/N5rYDhIgB/MMGmLc0= =IHkA -END PGP SIGNATURE-
Re: [pygame] Is there some type of hex codes to rgb converter or something?
Lamonte Harris wrote: I like using HTML hex, is there a library or something on pygame or python it self to convert hex to rgb HTML hex colors are defined as such: color = #DEFFC3 I.E. a pound sign, then 2 hex digits for red, 2 for green, and 2 for blue. This is very easy to convert between. First let's get rid of the # sign color = color[1:] Next let's separate these into 3 different strings. red = color[0:2] green = color[2:4] blue = color[4:6] Next let's convert these all to integers red = int(red, 16) green = int(green, 16) blue = int(blue, 16) I'll leave it as an exercise for the reader to simplify this (I.E. I have food on the stove and I have to go take it off.) HTH, -Luke
Re: [pygame] Is there some type of hex codes to rgb converter or something?
Freaking thank you Tries it out now On 9/10/07, Luke Paireepinart [EMAIL PROTECTED] wrote: Lamonte Harris wrote: I like using HTML hex, is there a library or something on pygame or python it self to convert hex to rgb HTML hex colors are defined as such: color = #DEFFC3 I.E. a pound sign, then 2 hex digits for red, 2 for green, and 2 for blue. This is very easy to convert between. First let's get rid of the # sign color = color[1:] Next let's separate these into 3 different strings. red = color[0:2] green = color[2:4] blue = color[4:6] Next let's convert these all to integers red = int(red, 16) green = int(green, 16) blue = int(blue, 16) I'll leave it as an exercise for the reader to simplify this (I.E. I have food on the stove and I have to go take it off.) HTH, -Luke
Re: [pygame] Is there some type of hex codes to rgb converter or something?
I came up w/ this for my class: def hex_converter(self,hexcolorcode): hexcolorcode = hexcolorcode[1:] red = hexcolorcode[0:2] red = int(red,16) blue = hexcolorcode[2:4] blue = int(blue,16) green = hexcolorcode[4:6] green = int(green,16) return (red,green,blue) Thanks. again On 9/10/07, Lamonte Harris [EMAIL PROTECTED] wrote: Freaking thank you Tries it out now On 9/10/07, Luke Paireepinart [EMAIL PROTECTED] wrote: Lamonte Harris wrote: I like using HTML hex, is there a library or something on pygame or python it self to convert hex to rgb HTML hex colors are defined as such: color = #DEFFC3 I.E. a pound sign, then 2 hex digits for red, 2 for green, and 2 for blue. This is very easy to convert between. First let's get rid of the # sign color = color[1:] Next let's separate these into 3 different strings. red = color[0:2] green = color[2:4] blue = color[4:6] Next let's convert these all to integers red = int(red, 16) green = int(green, 16) blue = int(blue, 16) I'll leave it as an exercise for the reader to simplify this (I.E. I have food on the stove and I have to go take it off.) HTH, -Luke
[pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Yeah took some time of thinking and fixing and rethinking. Pygame is like a strategy puzzle. I've just mapping script, where in the text file are numbers. I read the numbers from 1,2 and switch then into rects that I created. Them I displayed them on the screen. Its quite nice to make something so cool without asking for help :P. Check it out and tell me what you think[attachements] My only flaw is, the rects render upside down. What could I do to fix that? map1.map Description: Binary data import pygame,sys,string from pygame.locals import * class map_: def __init__(self,wndow=(300,300)): self.size = wndow self.map = [[],[],[]] self.surfaces = [[],[]] self.window = pygame.display.set_mode(self.size) pygame.init() def create_box(self,size,color,rect): box = pygame.Surface((size)) pygame.draw.rect(box,color,box.get_rect()) self.surfaces[0].append(box) self.surfaces[1].append(rect) def load_text_map(self,map): file = open(map,r) links = file.readlines() file.close() x = 0 for i in links: i = string.replace(i,\n,) i = i.split(,) for e in i: self.map[x].append(e) x += 1 def draw_box(self): while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() e = 0 while e len(self.surfaces[0]): self.window.blit(self.surfaces[0][e],self.surfaces[1][e]) e += 1 pygame.display.update() def render_map(self,aray,dict): x=0 for e in aray: z = 0 for y in e: aray[x][z] = dict[int(y)] z += 1 x += 1 return aray def hex_converter(self,hexcolorcode): hexcolorcode = hexcolorcode[1:] red = hexcolorcode[0:2] red = int(red,16) blue = hexcolorcode[2:4] blue = int(blue,16) green = hexcolorcode[4:6] green = int(green,16) return (red,green,blue) def main(self): z = 0 x = 0 y = 0 m = 0 while z len(self.map): q = 0 while q len(self.map[z]): self.create_box(self.map[z][q][0],self.map[z][q][1],(x,y)) y += 100 q += 1 y = 0 x += 100 z += 1 self.draw_box() Map = map_() tiles = {1 : [(100,100),Map.hex_converter(#E0ECFF)], 2 : [(100,100),Map.hex_converter(#B5EDBC)] } Map.load_text_map(map1.map) Map.render_map(Map.map,tiles) Map.main()
RE: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
flip?http://www.pygame.org/docs/ref/display.html#pygame.display.flipbest,p Original Message Subject: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today. From: "Lamonte Harris" [EMAIL PROTECTED] Date: Mon, September 10, 2007 9:05 pm To: pygame-users@seul.org Yeah took some time of thinking and fixing and rethinking. Pygame is like a strategy puzzle. I've just mapping script, where in the text file are numbers. I read the numbers from 1,2 and switch then into rects that I created. Them I displayed them on the screen. Its quite nice to make something so cool without asking for help :P. Check it out and tell me what you think[attachements] My only flaw is, the rects render upside down. What could I do to fix that?
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: My only flaw is, the rects render upside down. What could I do to fix that? Hi, It isn't rendering upside down. If you try a map like: 1,1,1 2,1,2 1,2,2 You will see that in fact, it is rendering sideways. HTH, Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5f0YhRlgoLPrRPwRAtenAJ4p2qDp8tDRfndkRyOQ3Ex5szLSOgCfT3tp VX3VgIjw4rUxaTqgf43ug9M= =C96D -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Okay :), I fixed it I had the x and y in the wrong spot: self.create_box(self.map[z][q][0],self.map[z][q][1],(y,x)) is the correct method. On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: My only flaw is, the rects render upside down. What could I do to fix that? Hi, It isn't rendering upside down. If you try a map like: 1,1,1 2,1,2 1,2,2 You will see that in fact, it is rendering sideways. HTH, Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5f0YhRlgoLPrRPwRAtenAJ4p2qDp8tDRfndkRyOQ3Ex5szLSOgCfT3tp VX3VgIjw4rUxaTqgf43ug9M= =C96D -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: Okay :), I fixed it I had the x and y in the wrong spot: self.create_box(self.map[z][q][0],self.map[z][q][1],(y,x)) is the correct method. If you really mean for the variable y to mean vertical position and the variable x to mean horizontal position, as is often done :), you might want to keep (x, y) but change the ways they get updated. In fact, I would recommend significant changes to your whole design, if you were planning to build on this. Instead of having a surfaces array with two elements (surfaces and their rects), I would create a sprite class which has both a surface and a rect. Then you could just have a list of sprites. Keeping data in parallel arrays is generally a bad idea -- what if you change one but forget to change the other? Like delete the surface but forget the rect? Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5gXrhRlgoLPrRPwRAm0cAJ45J36sIfd8KZDDDv75lZ6B5w4ssACeLFZZ DZl4atSYBjk7YsPoYYm4elI= =P+Qm -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
I still don't understand the sprite class yet. If you have time can you give me a brief desc :). On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: Okay :), I fixed it I had the x and y in the wrong spot: self.create_box(self.map[z][q][0],self.map[z][q][1],(y,x)) is the correct method. If you really mean for the variable y to mean vertical position and the variable x to mean horizontal position, as is often done :), you might want to keep (x, y) but change the ways they get updated. In fact, I would recommend significant changes to your whole design, if you were planning to build on this. Instead of having a surfaces array with two elements (surfaces and their rects), I would create a sprite class which has both a surface and a rect. Then you could just have a list of sprites. Keeping data in parallel arrays is generally a bad idea -- what if you change one but forget to change the other? Like delete the surface but forget the rect? Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5gXrhRlgoLPrRPwRAm0cAJ45J36sIfd8KZDDDv75lZ6B5w4ssACeLFZZ DZl4atSYBjk7YsPoYYm4elI= =P+Qm -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Humm.. I don't see why/how I should use it. When it comes to my functions I don't see how I would use it. class map_: def __init__(self,block=100,wndow=(300,300)): self.BLOCK = block self.size = wndow self.map = [] self.surfaces = [[],[]] self.window = pygame.display.set_mode(self.size) pygame.init() def create_box(self,size,color,rect): box = pygame.Surface((size)) pygame.draw.rect(box,color,box.get_rect()) self.surfaces[0].append(box) self.surfaces[1].append(rect) Can you explain a little more. On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: Lamonte Harris wrote: Can you give me a very basic example, I've been trying to look at code examples and the docs and I'm still not catching on. Attached is a very basic example. Note that I use the Rect move_ip function; if you aren't familiar with pygame.rect.Rect, this might be new to you. Ethan
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: class map_: def __init__(self,block=100,wndow=(300,300)): self.BLOCK = block self.size = wndow self.map = [] self.surfaces = [[],[]] self.window = pygame.display.set_mode(self.size) pygame.init() def create_box(self,size,color,rect): box = pygame.Surface((size)) pygame.draw.rect(box,color,box.get_rect()) self.surfaces[0].append(box) self.surfaces[1].append(rect) Can you explain a little more. I can explain a lot more. In your code, you have a structure called surfaces, which is kept in the map class. This structure is a list with two elements. These two elements are themselves lists -- the first one is a list of Surface objects, representing images, and the second one is a list of some type representing location of these images on-screen. In the code snippet above, your map create_box method adds an image and a location to this surfaces structure. These two things, image and location, are paired, in a sense; the image has a location, and putting a different image at the same location, or putting the same image at a different location, would be a bug. Pairing information in this way is very common in all kinds of programs, not just games, and there are many mechanisms for showing this kind of pairing. You have implemented a mechanism which I will call parallel arrays; in order to access an image and its corresponding location, you look up the same index in two lists (surfaces[0][i] and surfaces[1][i]). This is a simple mechanism, and it works fine, but there are some complications. For instance, let's say you have five images, and five locations. Now you want to delete an image, but forget to delete its location. Now you have four images and five locations, and it may not be possible to figure out which image goes with which location. I am proposing the use of another structure, which is called sprite here but can really be called anything, which combines both the image and the location. If you were to structure your map_ class this way, instead of having structures be a list of two lists, it would be one list of sprites. To access the image and the location, you would do surfaces[i].image and surfaces[i].rect. In addition, you no longer have to worry about deleting all the parts of the sprite object; once the sprite is removed from the surfaces list, it's gone, not half-there like in the hypothetical forgot to delete something case. There is more to pygame sprites, but the reason I suggested you use them is that they keep the image and its location together. This is the why. The how is outlined in the code I sent -- it creates one sprite, and uses its image and rect attributes to simplify moving it around onscreen (in an admittedly trivial way). As it applies to your own code you can probably figure out on your own. HTH, Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hRXhRlgoLPrRPwRAkA+AKC2ys7nnDAbdX6Gd3NzVTf0eIZH2QCdFZK2 G9xndlCnp/vvSqr+Hb8K9vY= =lAFx -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Okay I'm a bit confused with the whole surfaces[i].image I understand how to assign rects and all but what I mean is how would I go about making that class into a list? On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: class map_: def __init__(self,block=100,wndow=(300,300)): self.BLOCK = block self.size = wndow self.map = [] self.surfaces = [[],[]] self.window = pygame.display.set_mode(self.size) pygame.init() def create_box(self,size,color,rect): box = pygame.Surface((size)) pygame.draw.rect(box,color,box.get_rect()) self.surfaces[0].append(box) self.surfaces[1].append(rect) Can you explain a little more. I can explain a lot more. In your code, you have a structure called surfaces, which is kept in the map class. This structure is a list with two elements. These two elements are themselves lists -- the first one is a list of Surface objects, representing images, and the second one is a list of some type representing location of these images on-screen. In the code snippet above, your map create_box method adds an image and a location to this surfaces structure. These two things, image and location, are paired, in a sense; the image has a location, and putting a different image at the same location, or putting the same image at a different location, would be a bug. Pairing information in this way is very common in all kinds of programs, not just games, and there are many mechanisms for showing this kind of pairing. You have implemented a mechanism which I will call parallel arrays; in order to access an image and its corresponding location, you look up the same index in two lists (surfaces[0][i] and surfaces[1][i]). This is a simple mechanism, and it works fine, but there are some complications. For instance, let's say you have five images, and five locations. Now you want to delete an image, but forget to delete its location. Now you have four images and five locations, and it may not be possible to figure out which image goes with which location. I am proposing the use of another structure, which is called sprite here but can really be called anything, which combines both the image and the location. If you were to structure your map_ class this way, instead of having structures be a list of two lists, it would be one list of sprites. To access the image and the location, you would do surfaces[i].image and surfaces[i].rect. In addition, you no longer have to worry about deleting all the parts of the sprite object; once the sprite is removed from the surfaces list, it's gone, not half-there like in the hypothetical forgot to delete something case. There is more to pygame sprites, but the reason I suggested you use them is that they keep the image and its location together. This is the why. The how is outlined in the code I sent -- it creates one sprite, and uses its image and rect attributes to simplify moving it around onscreen (in an admittedly trivial way). As it applies to your own code you can probably figure out on your own. HTH, Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hRXhRlgoLPrRPwRAkA+AKC2ys7nnDAbdX6Gd3NzVTf0eIZH2QCdFZK2 G9xndlCnp/vvSqr+Hb8K9vY= =lAFx -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: Okay I'm a bit confused with the whole surfaces[i].image I understand how to assign rects and all but what I mean is how would I go about making that class into a list? In Python, lists contain other objects of any type. To access one of the objects in the list, you use a subscript, like: l[0]. Adding a sprite to a list is no different from adding any other object to a list. In your code, the way you did it was to create a variable box, and then call something like l.append(box). So if I were you, I would create the sprite, set the image and rect to some values, and then call something like l.append(sprite). Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hgehRlgoLPrRPwRAmCVAJ9r41dEG7vJoQ9BYYtiAUvutEUU/gCdFBAx x7YQZYCfuNIF3/ckxFHC6ow= =ykWz -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Oh dude you might be a life saver I found this script on google and I understand it. http://www.daniweb.com/code/snippet390.html thats what you ment right On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: Okay I'm a bit confused with the whole surfaces[i].image I understand how to assign rects and all but what I mean is how would I go about making that class into a list? In Python, lists contain other objects of any type. To access one of the objects in the list, you use a subscript, like: l[0]. Adding a sprite to a list is no different from adding any other object to a list. In your code, the way you did it was to create a variable box, and then call something like l.append(box). So if I were you, I would create the sprite, set the image and rect to some values, and then call something like l.append(sprite). Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hgehRlgoLPrRPwRAmCVAJ9r41dEG7vJoQ9BYYtiAUvutEUU/gCdFBAx x7YQZYCfuNIF3/ckxFHC6ow= =ykWz -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: Oh dude you might be a life saver I found this script on google and I understand it. http://www.daniweb.com/code/snippet390.html thats what you ment right This is a good example of how objects are created and added to a list, yes. Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hl+hRlgoLPrRPwRArqTAJ9tT/sK5Tjqqht+RUYr51Ao0Q1mWwCdGOhi dK4FAKDZu5N+k26dK5rk4sY= =arD5 -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Okay kool, I'll start rewriting and see what I come up with 2morrow :). import pygame,sys,string from pygame.locals import * class Block(pygame.sprite.Sprite): def __init(self): pygame.sprite.Sprite.__init__(self) Is that a good start btw? On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: Oh dude you might be a life saver I found this script on google and I understand it. http://www.daniweb.com/code/snippet390.html thats what you ment right This is a good example of how objects are created and added to a list, yes. Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hl+hRlgoLPrRPwRArqTAJ9tT/sK5Tjqqht+RUYr51Ao0Q1mWwCdGOhi dK4FAKDZu5N+k26dK5rk4sY= =arD5 -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: def __init(self): Is that a good start btw? Most people write __init__ instead of __init. The best way to figure out of something is a good start is to keep going with it and see what happens. Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hrxhRlgoLPrRPwRAqWYAKCpUQUCh9m3mTiAz0n/T//x94uwWACfZcZ7 CoD5SMBuWzNG2dQ/PAWTqts= =ms66 -END PGP SIGNATURE-
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Yeah I just seen it lol sorry my mistake. I'll email back when I'm done. Thanks for all the help, so far so good. On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: def __init(self): Is that a good start btw? Most people write __init__ instead of __init. The best way to figure out of something is a good start is to keep going with it and see what happens. Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hrxhRlgoLPrRPwRAqWYAKCpUQUCh9m3mTiAz0n/T//x94uwWACfZcZ7 CoD5SMBuWzNG2dQ/PAWTqts= =ms66 -END PGP SIGNATURE-
Re: [pygame] Is there some type of hex codes to rgb converter or something?
Lamonte Harris wrote: I came up w/ this for my class: def hex_converter(self,hexcolorcode): hexcolorcode = hexcolorcode[1:] red = hexcolorcode[0:2] red = int(red,16) blue = hexcolorcode[2:4] blue = int(blue,16) green = hexcolorcode[4:6] green = int(green,16) return (red,green,blue) Thanks. again Sure. Are you sure you're using your classes right, though? A method of a class should change instance attributes, and only secondly return values. That shouldn't be its primary focus. If you have more questions that are python-specific but not pygame-specific, try asking on the python-tutor mailing list. It's a nice list geared specifically toward people learning Python. -Luke
Re: [pygame] Is there some type of hex codes to rgb converter or something?
It works well for me. Its just a snippet i grabed from my class O_o. On 9/10/07, Luke Paireepinart [EMAIL PROTECTED] wrote: Lamonte Harris wrote: I came up w/ this for my class: def hex_converter(self,hexcolorcode): hexcolorcode = hexcolorcode[1:] red = hexcolorcode[0:2] red = int(red,16) blue = hexcolorcode[2:4] blue = int(blue,16) green = hexcolorcode[4:6] green = int(green,16) return (red,green,blue) Thanks. again Sure. Are you sure you're using your classes right, though? A method of a class should change instance attributes, and only secondly return values. That shouldn't be its primary focus. If you have more questions that are python-specific but not pygame-specific, try asking on the python-tutor mailing list. It's a nice list geared specifically toward people learning Python. -Luke
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Ok heres my outcome. main2.py is the newer one. main.py is the older one. On 9/10/07, Lamonte Harris [EMAIL PROTECTED] wrote: Yeah I just seen it lol sorry my mistake. I'll email back when I'm done. Thanks for all the help, so far so good. On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: def __init(self): Is that a good start btw? Most people write __init__ instead of __init. The best way to figure out of something is a good start is to keep going with it and see what happens. Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hrxhRlgoLPrRPwRAqWYAKCpUQUCh9m3mTiAz0n/T//x94uwWACfZcZ7 CoD5SMBuWzNG2dQ/PAWTqts= =ms66 -END PGP SIGNATURE- import pygame,sys,string from pygame.locals import * class Block(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) class map_(object): def __init__(self,block=100,wndow=(300,300)): self.BLOCK = block self.size = wndow self.window = pygame.display.set_mode(self.size) self.blocks = [] self.map = [] pygame.init() def hex_converter(self,hexcolorcode): hexcolorcode = hexcolorcode[1:] red = hexcolorcode[0:2] red = int(red,16) blue = hexcolorcode[2:4] blue = int(blue,16) green = hexcolorcode[4:6] green = int(green,16) return (red,green,blue) def create_box(self,size,color,rect): box = Block() box.image = pygame.Surface((size)) pygame.draw.rect(box.image,color,box.image.get_rect()) box.color = color box.point = rect self.blocks.append(box) def load_text_map(self,map): file = open(map,r) links = file.readlines() file.close() x = 0 total = len(links) k = 0 while ktotal: self.map.append([]) k += 1 for i in links: i = string.replace(i,\n,) i = i.split(,) for e in i: self.map[x].append(e) x += 1 def render_map(self,aray,dict): x=0 for e in aray: z = 0 for y in e: aray[x][z] = dict[int(y)] z += 1 x += 1 return aray def main(self): z = 0 x = 0 y = 0 m = 0 while z len(self.map): q = 0 while q len(self.map[z]): self.create_box(self.map[z][q][0],self.map[z][q][1],(x,y)) x += self.BLOCK q += 1 x = 0 y += self.BLOCK z += 1 self.draw_box() def draw_box(self): while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() e = 0 while e len(self.blocks): self.window.blit(self.blocks[e].image,self.blocks[e].point) e += 1 pygame.display.update() Map = map_(25) tiles = {1 : [(25,25),Map.hex_converter(#E0ECFF)], 2 : [(25,25),Map.hex_converter(#B5EDBC)], 3 : [(25,25),Map.hex_converter(#F3E807)] } Map.load_text_map(map1.map) Map.render_map(Map.map,tiles) Map.main()import pygame,sys,string from pygame.locals import * class map_: def __init__(self,block=100,wndow=(300,300)): self.BLOCK = block self.size = wndow self.map = [] self.surfaces = [[],[]] self.window = pygame.display.set_mode(self.size) pygame.init() def create_box(self,size,color,rect): box = pygame.Surface((size)) pygame.draw.rect(box,color,box.get_rect()) self.surfaces[0].append(box) self.surfaces[1].append(rect) def load_text_map(self,map): file = open(map,r) links = file.readlines() file.close() x = 0 total = len(links) k = 0 while ktotal:
Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.
Sorry I forgot the map1.map file. On 9/10/07, Lamonte Harris [EMAIL PROTECTED] wrote: Ok heres my outcome. main2.py is the newer one. main.py is the older one. On 9/10/07, Lamonte Harris [EMAIL PROTECTED] wrote: Yeah I just seen it lol sorry my mistake. I'll email back when I'm done. Thanks for all the help, so far so good. On 9/10/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Lamonte Harris wrote: def __init(self): Is that a good start btw? Most people write __init__ instead of __init. The best way to figure out of something is a good start is to keep going with it and see what happens. Ethan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG5hrxhRlgoLPrRPwRAqWYAKCpUQUCh9m3mTiAz0n/T//x94uwWACfZcZ7 CoD5SMBuWzNG2dQ/PAWTqts= =ms66 -END PGP SIGNATURE- map1.map Description: Binary data
Re: [pygame] Is there some type of hex codes to rgb converter or something?
Lamonte Harris wrote: It works well for me. Its just a snippet i grabed from my class O_o. The fact that it works doesn't mean it's good practice. This also works: a = 1 b = a + 1 c = b + 1 d = c + 1 e = d + 1 but it's much more common (and better practice) to just straight-away say e = 5 unless you really need all those intermediate values. And still that wouldn't be the best way to assign them. Your class isn't designed correctly if your methods don't do anything but return values. This is for many reasons: efficiency, maintainability, readability, etc. etc. But in general, the Object Oriented paradigm is centered around objects that are collections of data and methods (related functions) that act on data. If your classes just take in external data and output data externally to the class, they're not objects. Then you're just using classes to group functions which may or may not be related, and no data involving them. I was trying to word it in a way that was less critical, but that's the general meaning I was trying to get across: your class should be modifying data internally. It's possible that the rest of your class does, and for some reason or another you just had to code this method this way, but since I can't see your code I can only assume. -Luke
Re: [pygame] Is there some type of hex codes to rgb converter or something?
#abc - #aabbcc - (0xaa, 0xbb, 0xcc) --Noah On Sep 10, 2007, at 7:08 PM, Lamonte Harris wrote: I like using HTML hex, is there a library or something on pygame or python it self to convert hex to rgb