Re: [pygame] Collision Resolver module
Perhaps the collission-resolver module should be included in a Game Engine leaving PyGame as is? The collission-resolver is a really nice module, but adding it to PyGame seems like the beginning of creeping feature bloat? I'd rather see it added to a Game Engine, and have a nice tutorial written on how to implement it in several different types of game senarios. Happy Programming! -- b h a a l u u at g m a i l dot c o m http://www.geocities.com/ek.bhaaluu/python/index.html On Dec 31, 2007 2:50 PM, [EMAIL PROTECTED] wrote: Here's a collision resolver module I've been working on. A common problem in 2D games is trying to move a sprite in a direction (deltaX, deltaY) and then discovering that there is a solid object in the new position it wants to occupy, so you have to move it back to the edge of that solid object. This kind of problem -- checking a _sprite_ for collisions -- is why I don't think it's a good idea to have game objects based around sprites. We're trying to represent a physical space, so having objects recorded in terms of screen coordinates blurs the distinction between where something is drawn and where it _is_. What if the screen scrolls? Suddenly all the objects move even if they're not supposed to be moving. What I've been doing is decoupling sprites from game entities. Doing that has already paid off in an unexpected way. When I changed the tile size I was using, making one unit of space represented by fewer pixels, I noticed that my character seemed to run slower. It didn't, actually; its apparent speed had automatically adjusted to the new tile size, without my having to re-code it! If you take a look at the code, particularly at the resolve_collisions function, it doesn't actually care about sprites, it can work generically with the rects alone, or with any object that has a .rect attribute. -sjbrown
Re: [pygame] Collision Resolver module
In a message of Tue, 01 Jan 2008 04:46:08 EST, bhaaluu writes: Perhaps the collission-resolver module should be included in a Game Engi ne leaving PyGame as is? The collission-resolver is a really nice module, but adding it to PyGame seems like the beginning of creeping feature bloat? I'd rather see it added to a Game Engine, and have a nice tutorial written on how to implement it in severa l different types of game senarios. Happy Programming! If it isn't to go into pygame I would rather have it as another module to load, included as a library. Thank you for writing this sjbrown. Laura
Re: [pygame] Collision Resolver module
did anyone look into box2d? (http://www.box2d.org/) i think this also could be nice for using it with pygame. is there a python wrapper for it? sorry for being slightly offtopic... On 1/1/08, Laura Creighton [EMAIL PROTECTED] wrote: In a message of Tue, 01 Jan 2008 04:46:08 EST, bhaaluu writes: Perhaps the collission-resolver module should be included in a Game Engi ne leaving PyGame as is? The collission-resolver is a really nice module, but adding it to PyGame seems like the beginning of creeping feature bloat? I'd rather see it added to a Game Engine, and have a nice tutorial written on how to implement it in severa l different types of game senarios. Happy Programming! If it isn't to go into pygame I would rather have it as another module to load, included as a library. Thank you for writing this sjbrown. Laura
Re: [pygame] convert() bug?
I load png and jpg on Linux mac and win with no problems so far. I assume every distro of pygame has image_ext in it, and that it provides a consistent level of format support across all platforms in the load function. I would say if you experience something that isn't consistent in that way, it should be reported as a bug. On Jan 1, 2008 10:02 AM, hwg [EMAIL PROTECTED] wrote: Thanks for the explanation. I have another, related question... What image formats are supported cross-platform (Windows, Linux, Mac) by default in Pygame, without using any other modules or external graphics aupport? Thanks, hwg - Original Message From: Brian Fisher [EMAIL PROTECTED] To: pygame-users@seul.org Sent: Friday, December 28, 2007 12:10:01 PM Subject: Re: [pygame] convert() bug? thanks for sending the example and file - it looks like Ethan was correct about what's going on. Most places where the image is transparent, it is transparent-white. The bottom line is transparent-black. You didn't notice the transparency being removed anywhere but the black line because in your example the background is white. This modified simple example should make all this clearer (magic pink background, multiple versions of beach ball image drawn): import pygame, sys pygame.init() screen = pygame.display.set_mode([640,480]) screen.fill([255, 0, 255]) my_ball_original = pygame.image.load(beach_ball.png) my_ball_convert = my_ball_original.convert() my_ball_convert_alpha = my_ball_original.convert_alpha() screen.blit(my_ball_original,[50, 50, 90, 90]) screen.blit(my_ball_convert,[150, 50, 90, 90]) screen.blit(my_ball_convert_alpha,[250, 50, 90, 90]) my_ball_remove_column_alpha = my_ball_original.convert_alpha() for y in xrange(my_ball_remove_column_alpha.get_height()): pos = (0, y) pixel = my_ball_remove_column_alpha.get_at(pos) pixel = (pixel[0], pixel[1], pixel[2], 255) my_ball_remove_column_alpha.set_at(pos, pixel) screen.blit(my_ball_remove_column_alpha,[350, 50, 90, 90]) pygame.display.flip() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() On Dec 28, 2007 7:10 AM, hwg [EMAIL PROTECTED] wrote: This displays a beach ball image. Oddly, the black is only a line at the bottom. If it was related to transparency, I would expect there to be black all around the ball If I remove the line that uses convert(), the black line goes away. I tried convert_alpha, and that works as well, but the black line still puzzles me, hwg - Original Message From: Ethan Glasser-Camp [EMAIL PROTECTED] To: pygame-users@seul.org Sent: Monday, December 17, 2007 4:50:02 PM Subject: Re: [pygame] convert() bug? Can you send the image? It sounds like there's a one-pixel thick line along the bottom of the image which is fully transparent. Since convert() removes transparency, the line becomes visible. If that is the case, you could consider using convert_alpha() to preserve alpha (and thus transparency on that one-pixel-thick line). Ethan Never miss a thing. Make Yahoo your homepage.
Re: [pygame] Collision Resolver module
This looks like a python binding for an extremely similar 2d physics engine, chipmunk (it even uses some of the same algorithms from box2d) http://www.pyweek.org/d/932/ On Jan 1, 2008 7:29 AM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: did anyone look into box2d? (http://www.box2d.org/) i think this also could be nice for using it with pygame. is there a python wrapper for it? sorry for being slightly offtopic... On 1/1/08, Laura Creighton [EMAIL PROTECTED] wrote: In a message of Tue, 01 Jan 2008 04:46:08 EST, bhaaluu writes: Perhaps the collission-resolver module should be included in a Game Engi ne leaving PyGame as is? The collission-resolver is a really nice module, but adding it to PyGame seems like the beginning of creeping feature bloat? I'd rather see it added to a Game Engine, and have a nice tutorial written on how to implement it in severa l different types of game senarios. Happy Programming! If it isn't to go into pygame I would rather have it as another module to load, included as a library. Thank you for writing this sjbrown. Laura
Re: [pygame] Collision Resolver module
I don't think it's bloat, nor does it belong in a specific game engine. A game engine is something designed to work for a particular genre of game. This is a general problem that will be seen in many types of game. Genres that this problem *must* be solved for: Platformers, Shoot-em-up, Any top-down with a continuous map (racing, puzzle, rpg), Any game with rectangle (as opposed to point) projectiles Genres that could optionally use this algorithm: Puzzles, simulations, adventure (any 2D walking game, including beat-em-ups), etc... In fact, I see it as the next logical step from the Rect.collide* and Sprite.*collide* functions. I started using Pygame because it was the only library that provided the tools to let me think about the interesting parts of creating a game, and took care of the boring details. Plus, it provides a rich API that lets me write a game *well*. This is what attracts people to Pygame, IMHO, so we shouldn't be content to rest, providing just a wrapper to SDL, instead, Pygame should aspire to providing a very rich (while being consistent, lean, and elegant) set of tools. -sjbrown Perhaps the collission-resolver module should be included in a Game Engine leaving PyGame as is? The collission-resolver is a really nice module, but adding it to PyGame seems like the beginning of creeping feature bloat? I'd rather see it added to a Game Engine, and have a nice tutorial written on how to implement it in several different types of game senarios. Happy Programming! -- b h a a l u u at g m a i l dot c o m http://www.geocities.com/ek.bhaaluu/python/index.html On Dec 31, 2007 2:50 PM, [EMAIL PROTECTED] wrote: Here's a collision resolver module I've been working on. A common problem in 2D games is trying to move a sprite in a direction (deltaX, deltaY) and then discovering that there is a solid object in the new position it wants to occupy, so you have to move it back to the edge of that solid object. This kind of problem -- checking a _sprite_ for collisions -- is why I don't think it's a good idea to have game objects based around sprites. We're trying to represent a physical space, so having objects recorded in terms of screen coordinates blurs the distinction between where something is drawn and where it _is_. What if the screen scrolls? Suddenly all the objects move even if they're not supposed to be moving. What I've been doing is decoupling sprites from game entities. Doing that has already paid off in an unexpected way. When I changed the tile size I was using, making one unit of space represented by fewer pixels, I noticed that my character seemed to run slower. It didn't, actually; its apparent speed had automatically adjusted to the new tile size, without my having to re-code it! If you take a look at the code, particularly at the resolve_collisions function, it doesn't actually care about sprites, it can work generically with the rects alone, or with any object that has a .rect attribute. -sjbrown
Re: [pygame] Virtual attributes of pygame.Rect
If the self argument ( sean's post ) doesn't fix the problem, it could be that the Rect() is actually a tuple. I ran into this before. To fix this, see: http://www.mail-archive.com/pygame-users@seul.org/msg05338.html On Dec 26, 2007 4:04 AM, [EMAIL PROTECTED] wrote: Hi everyone, First of all,merry Xmas! I would like to ask about the virtual attributes of pygame.Rect (I mean: top, left,centerx...and so on) I have 2 classes, board() and square(). At class Square I have some methods like: def setRect(x,y,w,z): self.rect=pygame.Rect(x,y,w,z) def getXposition(): print value top left: , self.rect.left#this is only to check the value is correct return self.rect.left And then at Board() class I have instances of Square(): newSquare= Square() After that I asign rects values with newSquare.setRect(x,y,w,z), but when I try to access to the left virtual attribute with newSquare.getXposition, it says me that the object doesn't have a left attribute when in getXposition I try to print the value. Does anyone know, more or less, what I'm doing wrong? Thanks for all! -- Jake
Re: [pygame] Collision Resolver module
On Jan 1, 2008 7:49 PM, [EMAIL PROTECTED] wrote: Pygame should aspire to providing a very rich (while being consistent, lean, and elegant) set of tools. I'm not a smart pygame user yet so my opinion can be very poor, but what I quoted here is true, and important. This is true for all engine in general, not only pygame. I've not tested the example and the library that generated this thread, but for what I see and tryed from the Pygame base tutorial, a Sprite collision is already present. The tutorial itself says ...but probably this will be enough for you use. So you are talking here of something that pygame already do... but not well?
Re: [pygame] controlled midi playback
thanks! and does anyone know if there are examples somewhere? like a simple program which allows you to play a midi instrument (best using the integrated synthesizer on the sound card) with the computer keyboard? On 1/1/08, Lenard Lindstrom [EMAIL PROTECTED] wrote: Try http://alumni.media.mit.edu/~harrison/code.html Lenard [EMAIL PROTECTED] wrote: thanks! http://sound.media.mit.edu/~harrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ it sounds like it is what i need but unfortunately it doesn't seem to be available anymore... On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: hi, i have a midi song (not polyphonic) and want to play back one note after another triggered by key presses. what would be the best way to do this? i guess i can't directly do this with pygame but i need some midi library? does anyone know which one would be suited for that (ideally it should work in linux and windows)? has anyone tried to do something similar? Check out the Python music page: http://wiki.python.org/moin/PythonInMusic http://wiki.python.org/moin/PythonInMusic Of the various midi packages PyPortMidi is still available.
Re: [pygame] controlled midi playback
awesome! :) thanks a lot... now i only have to get pyportmidi compiled for python 2.5. i get this pyrex error: pypm.pyx:357:21: Type 'PmError' not acceptable as a boolean do you have an idea what causes this? On 1/1/08, Lenard Lindstrom [EMAIL PROTECTED] wrote: This was something I put together to see if pygame and PyPortMidi would get along. They do. It is very simple. You can use the keyboard or the mouse to play a four note pipe organ. Lenard [EMAIL PROTECTED] wrote: thanks! and does anyone know if there are examples somewhere? like a simple program which allows you to play a midi instrument (best using the integrated synthesizer on the sound card) with the computer keyboard? On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Try http://alumni.media.mit.edu/~harrison/code.html http://alumni.media.mit.edu/%7Eharrison/code.html Lenard [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: thanks! http://sound.media.mit.edu/~harrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ it sounds like it is what i need but unfortunately it doesn't seem to be available anymore... On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: hi, i have a midi song (not polyphonic) and want to play back one note after another triggered by key presses. what would be the best way to do this? i guess i can't directly do this with pygame but i need some midi library? does anyone know which one would be suited for that (ideally it should work in linux and windows)? has anyone tried to do something similar? Check out the Python music page: http://wiki.python.org/moin/PythonInMusic http://wiki.python.org/moin/PythonInMusic Of the various midi packages PyPortMidi is still available.
Re: [pygame] controlled midi playback
Yeah. To make Pyrex compatible with C++ enumerations are no longer treated as integers, though assignment of an enumeration to an integer is still allowd. Not accepting an enumeration as a boolean value may be a bug. I would have to check. But then again it makes some sense. Just edit line 357 to be: while(Pm_Poll(self.midi) != pmNoError): [EMAIL PROTECTED] wrote: awesome! :) thanks a lot... now i only have to get pyportmidi compiled for python 2.5. i get this pyrex error: pypm.pyx:357:21: Type 'PmError' not acceptable as a boolean do you have an idea what causes this? On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: This was something I put together to see if pygame and PyPortMidi would get along. They do. It is very simple. You can use the keyboard or the mouse to play a four note pipe organ. Lenard [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: thanks! and does anyone know if there are examples somewhere? like a simple program which allows you to play a midi instrument (best using the integrated synthesizer on the sound card) with the computer keyboard? On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Try http://alumni.media.mit.edu/~harrison/code.html http://alumni.media.mit.edu/%7Eharrison/code.html http://alumni.media.mit.edu/%7Eharrison/code.html Lenard [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: thanks! http://sound.media.mit.edu/~harrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ it sounds like it is what i need but unfortunately it doesn't seem to be available anymore... On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: hi, i have a midi song (not polyphonic) and want to play back one note after another triggered by key presses. what would be the best way to do this? i guess i can't directly do this with pygame but i need some midi library? does anyone know which one would be suited for that (ideally it should work in linux and windows)? has anyone tried to do something similar? Check out the Python music page: http://wiki.python.org/moin/PythonInMusic http://wiki.python.org/moin/PythonInMusic http://wiki.python.org/moin/PythonInMusic Of the various midi packages PyPortMidi is still available.
Re: [pygame] controlled midi playback
that fixed the pyrex problem. i have the .c file now but there is another problem i ran into. i tried to use code::blocks and the vctoolkit2003 to compile the extension. i get this error message: fatal error LNK1104: cannot open file 'LIBCMTD.LIB ' maybe you can give me another tip? what compiler did python 2.5 for windows get compiled with? i read somewhere that it can get messy if you don't use the same compiler for extensions. On 1/2/08, Lenard Lindstrom [EMAIL PROTECTED] wrote: Yeah. To make Pyrex compatible with C++ enumerations are no longer treated as integers, though assignment of an enumeration to an integer is still allowd. Not accepting an enumeration as a boolean value may be a bug. I would have to check. But then again it makes some sense. Just edit line 357 to be: while(Pm_Poll(self.midi) != pmNoError): [EMAIL PROTECTED] wrote: awesome! :) thanks a lot... now i only have to get pyportmidi compiled for python 2.5. i get this pyrex error: pypm.pyx:357:21: Type 'PmError' not acceptable as a boolean do you have an idea what causes this? On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: This was something I put together to see if pygame and PyPortMidi would get along. They do. It is very simple. You can use the keyboard or the mouse to play a four note pipe organ. Lenard [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: thanks! and does anyone know if there are examples somewhere? like a simple program which allows you to play a midi instrument (best using the integrated synthesizer on the sound card) with the computer keyboard? On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Try http://alumni.media.mit.edu/~harrison/code.html http://alumni.media.mit.edu/%7Eharrison/code.html http://alumni.media.mit.edu/%7Eharrison/code.html Lenard [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: thanks! http://sound.media.mit.edu/~harrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ it sounds like it is what i need but unfortunately it doesn't seem to be available anymore... On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: hi, i have a midi song (not polyphonic) and want to play back one note after another triggered by key presses. what would be the best way to do this? i guess i can't directly do this with pygame but i need some midi library? does anyone know which one would be suited for that (ideally it should work in linux and windows)? has anyone tried to do something similar? Check out the Python music page: http://wiki.python.org/moin/PythonInMusic http://wiki.python.org/moin/PythonInMusic http://wiki.python.org/moin/PythonInMusic Of the various midi packages PyPortMidi is still available.
Re: [pygame] controlled midi playback
Python 2.5 extensions are compiled on Windows with vctoolkit2003 by default. It is the same compiler used on Python 2.5. When I compile with MinGW I get these warnings: Warning: .drectve `-defaultlib:LIBCMT ' unrecognized Warning: .drectve `-defaultlib:OLDNAMES ' unrecognized Warning: .drectve `-defaultlib:uuid.lib ' unrecognized Warning: .drectve `-defaultlib:uuid.lib ' unrecognized Warning: .drectve `-defaultlib:LIBCMT ' unrecognized Warning: .drectve `-defaultlib:OLDNAMES ' unrecognized Warning: .drectve `-defaultlib:LIBCMT ' unrecognized Warning: .drectve `-defaultlib:OLDNAMES ' unrecognized Warning: .drectve `-defaultlib:uuid.lib ' unrecognized Warning: .drectve `-defaultlib:uuid.lib ' unrecognized Warning: .drectve `-defaultlib:LIBCMT ' unrecognized Warning: .drectve `-defaultlib:OLDNAMES ' unrecognized which appear to be related to the libraries portmidi.lib and porttime.lib. Maybe the VC linker can ignore -defaultlib directives in a library. I find there is a /NODEFAULTLIB:library linker option. Maybe add something like the following to setup.py after libraries = [] for win32: extra_link_args=[NODEFAULTLIB:LIBCMT, NODEFAULTLIB:OLDNAMES, NODEFAULTLIB:uuid.lib] Or try running vcvars32.bat (is there one for the 2003 toolkit) before executing setup.py. If you wish you may try the pypm.pyd I compiled MinGW. It links to msvcr71.dll, which is the big issue with Python 2.5, and works with my small test program. Lenard [EMAIL PROTECTED] wrote: that fixed the pyrex problem. i have the .c file now but there is another problem i ran into. i tried to use code::blocks and the vctoolkit2003 to compile the extension. i get this error message: fatal error LNK1104: cannot open file 'LIBCMTD.LIB' maybe you can give me another tip? what compiler did python 2.5 for windows get compiled with? i read somewhere that it can get messy if you don't use the same compiler for extensions. On 1/2/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Yeah. To make Pyrex compatible with C++ enumerations are no longer treated as integers, though assignment of an enumeration to an integer is still allowd. Not accepting an enumeration as a boolean value may be a bug. I would have to check. But then again it makes some sense. Just edit line 357 to be: while(Pm_Poll(self.midi) != pmNoError): [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: awesome! :) thanks a lot... now i only have to get pyportmidi compiled for python 2.5. i get this pyrex error: pypm.pyx:357:21: Type 'PmError' not acceptable as a boolean do you have an idea what causes this? On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: This was something I put together to see if pygame and PyPortMidi would get along. They do. It is very simple. You can use the keyboard or the mouse to play a four note pipe organ. Lenard [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: thanks! and does anyone know if there are examples somewhere? like a simple program which allows you to play a midi instrument (best using the integrated synthesizer on the sound card) with the computer keyboard? On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Try http://alumni.media.mit.edu/~harrison/code.html http://alumni.media.mit.edu/%7Eharrison/code.html http://alumni.media.mit.edu/%7Eharrison/code.html http://alumni.media.mit.edu/%7Eharrison/code.html Lenard [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: thanks! http://sound.media.mit.edu/~harrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ http://sound.media.mit.edu/%7Eharrison/pyportmidi/ it sounds like it is what i need but unfortunately it doesn't seem to be available anymore... On 1/1/08, *Lenard Lindstrom* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL
Re: [pygame] Collision Resolver module
This is awesome; it certainly will save me a lot of trouble, and I agree that including it as part of PyGame would be a smart move.
Re: [pygame] controlled midi playback
I guess it is getting late. LIBCMT.LIB is one version of the VC 6.0 C library, so apparently isn't present in VC 7.1. I expect uuid.lib is still be available. I am not so sure about OLDNAMES.LIB, but then you did not mention a LNK1104 for it so I assume it is also available. So try replacing line 34 in setup.py with the following two lines: libraries = [portmidi, winmm, porttime], extra_link_args = [NODEFAULTLIB:LIBCMT]) If it the linker complains about an invalid argument try adding a forward slash / before NODEFAULTLIB. Lenard Lenard Lindstrom wrote: Python 2.5 extensions are compiled on Windows with vctoolkit2003 by default. It is the same compiler used on Python 2.5. When I compile with MinGW I get these warnings: Warning: .drectve `-defaultlib:LIBCMT ' unrecognized Warning: .drectve `-defaultlib:OLDNAMES ' unrecognized Warning: .drectve `-defaultlib:uuid.lib ' unrecognized Warning: .drectve `-defaultlib:uuid.lib ' unrecognized Warning: .drectve `-defaultlib:LIBCMT ' unrecognized Warning: .drectve `-defaultlib:OLDNAMES ' unrecognized Warning: .drectve `-defaultlib:LIBCMT ' unrecognized Warning: .drectve `-defaultlib:OLDNAMES ' unrecognized Warning: .drectve `-defaultlib:uuid.lib ' unrecognized Warning: .drectve `-defaultlib:uuid.lib ' unrecognized Warning: .drectve `-defaultlib:LIBCMT ' unrecognized Warning: .drectve `-defaultlib:OLDNAMES ' unrecognized which appear to be related to the libraries portmidi.lib and porttime.lib. Maybe the VC linker can ignore -defaultlib directives in a library. I find there is a /NODEFAULTLIB:library linker option. Maybe add something like the following to setup.py after libraries = [] for win32: extra_link_args=[NODEFAULTLIB:LIBCMT, NODEFAULTLIB:OLDNAMES, NODEFAULTLIB:uuid.lib] Or try running vcvars32.bat (is there one for the 2003 toolkit) before executing setup.py. If you wish you may try the pypm.pyd I compiled MinGW. It links to msvcr71.dll, which is the big issue with Python 2.5, and works with my small test program. Lenard [EMAIL PROTECTED] wrote: that fixed the pyrex problem. i have the .c file now but there is another problem i ran into. i tried to use code::blocks and the vctoolkit2003 to compile the extension. i get this error message: fatal error LNK1104: cannot open file 'LIBCMTD.LIB' maybe you can give me another tip? what compiler did python 2.5 for windows get compiled with? i read somewhere that it can get messy if you don't use the same compiler for extensions.