Re: [pygame] Pixel Spaceships
Kris Schnee wrote: I tried rotating a ship to build a list of rotated images, but the rotated versions are often larger than the original, making it hard to figure out where to place them. How can that problem be addressed? Use the centre of the image as the point of reference for positioning it. -- Greg
Re: [pygame] get_wm_info on linux
On Wed, Mar 5, 2008 at 9:47 PM, René Dudfield [EMAIL PROTECTED] wrote: Is window as an int in there? Have a look at src/display.c There you'll see the X11 properties put in there. Is this what you're after? info = pygame.display.get_wm_info() windowid = info.get(window) print The window ID is, hex(windowid) display is a pointer on X11. Right, display is what I am after. I can get the windowid, but not the display. I guess what I am trying to do is impossible? It's weird because ogre is expecting a string like this: display *:screenid,windowid, and I'm not sure how you would put a display * as a string. Is it the memory location? I guess I can ask the ogre guys, although maybe I'll play around with display.c for a bit - thanks for pointing that out!
Re: [pygame] Pixel Spaceships
Kris Schnee: Fun little exercise. Here's my version of the ship generator, attached. Screenshot: http://kschnee.xepher.net/pics/080305pixel_spaceships.jpg I didn't get the cockpit designs right in the way Bollinger did, but tried superimposing a smaller ship design atop a larger one to get a two-tone effect (not seen in that shot). Neat! The cool thing about the Bollinger pixel-based technique is that your bit pattern actually describes a *volume*, so what you're really doing is drawing a border on any empty pixels NSEW of the one specified. You then paint the interior with whatever gradient or pattern you're using separately. Bollinger did everything on a white background (I blame his desktop publishing background, which treats screens as paper (even though black text on a white background is like trying to read the label on a lit fluorescent bulb to me)). For the black background ships I just defined the border as same HSV pattern, but with the value cranked way up and the saturation down a touch or similar. This tended to make a more textured look, which I was quite happy with. I tried rotating a ship to build a list of rotated images, but the rotated versions are often larger than the original, making it hard to figure out where to place them. How can that problem be addressed? As others have said here, it's easier to make a rect of the appropriate size and then just set its center to the center point you want to anchor on. I still get wiggly artifacts with the rotation methods though (haven't tried rotozoom yet). -- N'aimez pas votre voiture? Nick Moffitt Alor, l'heure est arrive pour la brulé! [EMAIL PROTECTED] -- Mark Jaroski
[pygame] PyDay Starts Tomorrow Night!
The PyDay competition will start tomorrow (Friday) at 7:30 PM GMT-6:00. If you haven't joined up or voted for the theme go to http://googlegroups.com/group/pyday Good luck everyone! -- - PyMike
[pygame] Texture for raycasting engine
Hi everyone! I am currently working on a raycasting engine using pygame for graphics. The engine works great and now I'm thinking about adding support for textures. The problem is that I'm not really sure to with modules and methods to use. I need to be able to load textures, scale then to fit and then draw the scaled image. Any tips on a smart way to do this? Good tutorial url's are also appreciated :) / J
Re: [pygame] Texture for raycasting engine
Cool! I've been trying to do something like that...You can make each pixel in an image a rectangle in 3D space, but this is, I imagine, slow. Pygame really should have a function which scales an image to a four-sided polygon. Sorry I can't help more. Ian
[pygame] your game in the messenger
Hello We'd love to include some games as a networked game in http://retroshare.sf.net Instant Messenger V.04 Actually some python games are one of my favourite games.. so I adress to our list. some games will be the first games we actually integrate, so the interface is still a little bit up in the air, so if you have any good interface ideas please send them. So the proposal for integrating is: (1) Retroshare provides all the networking, transport etc and provides a simple C or C++ API for your python game to communicate with. (2) Your game is compiled as a static library, and linked into retroshare for the moment. as we don't have a plugin architecture written yet. (3) Retroshare has a 'GameLauncher' which will work out who's online and organise the players, and pass that information to your pyhton game. (4) Your pyhton game is Launched in its own window in its own thread, and has complete control of that environment. It just uses retroshares API to exchange messages with peers. (5) you can have multiple concurrent py-games if the/your library can handle it. A rough interface could be something like (or a C equivalent) : class GameInterface { public: /* start / stop (called from GameLauncher) */ virtual startGame(std::string gameId, std::liststd::string peerIds); /* in turn order (if applicable) */ virtual quitGame(std::string gameId); /* send/recv msgs */ bool sendMsg(std::string gameId, std::string peerId, void *data, uint32_t len); /* NULL peerId = broadcast */ uint32_t msgAvailable(std::string gameid); /* returns next message length */ uint32_t recvMsg(std::string gameId, std::string fromId, void *data, uint32_t len); /* returns msg len */ /* information for pygame ... */ std::string getPeerName(std::string peerId); }; Is this approach acceptable to you? Someone interested to see his game in the Instant Messenger launchable? thanks for a feedback Mike
Re: [pygame] Texture for raycasting engine
Hi You weren't being too specific. so basically it sounds like you are writing a software renderer. If it's a 3D one which I assum it is, then I have heard of a good tutorial. this site has great help for those who are doing software renderers, just ask at the forums http://www.devmaster.net also tery googling for perspective texture mapping. Beware the math behind this is not the simplest thing out. But if you are just doing 2D then with a bit of thought you can work it out. I was writing my own software renderer last year in asm but I got sick of it and just moved to opengl.
Re: [pygame] Texture for raycasting engine
On Thu, 6 Mar 2008 16:51:22 +0100, Julia [EMAIL PROTECTED] wrote: Hi everyone! I am currently working on a raycasting engine using pygame for graphics. The engine works great and now I'm thinking about adding support for textures. The problem is that I'm not really sure to with modules and methods to use. I need to be able to load textures, scale then to fit and then draw the scaled image. Any tips on a smart way to do this? Good tutorial url's are also appreciated :) Quick reply: Do you mean the basics of loading images in general? If so, that's just pygame.image.load(), sometimes adding .convert() or .convert_alpha() for certain other effects. See the Documentation section of pygame.org for that. For scaling that's: scaled_version = pygame.transform.scale(original,(new_width,new_height)) Also, try pygame.transform.scale2x(), which doubles an image's size using an interpolation technique that looks a lot better than the most obvious way of scaling up. If you mean you need to scale a loaded image to a polygon in 3D, take a look at my Mode 7 code for a slow but usable example that maps a flat image to a trapezoidal ground: http://kschnee.xepher.net/code/mode7test.py Kris
Re: [pygame] Texture for raycasting engine
http://www.permadi.com/tutorial/raycast/ http://student.kuleuven.be/~m0216922/CG/raycasting.html Here are two tutorials on the subject. I tried making one of these (no textures), but never did fix the fisheye distortion problem. My version was also impractically slow. It looks like it's helpful to use matrix-based math.
Re: [pygame] Texture for raycasting engine
hi, if you are working on a classic raycasting engine like wolfenstein3d or similar games used where you only have vertical walls there is a short tutorial on http://www.permadi.com/tutorial/raycast/ or one at http://student.kuleuven.be/~m0216922/CG/raycasting.html they are both not in python or pygame but they explain how the textures are calculated. in the end you simply have to draw a scaled one pixel column of a texture on every column of the screen. for this you can maybe use pygame.transform.chop and pygame.transform.scale but it might be to slow. if you want to do it yourself you can use a modified bresenham algorithmus. http://en.wikipedia.org/wiki/Bresenham's_line_algorithm because you need only the y coordinates for vertical lines you can use the x coordinate for the position in the texture you draw. chrigi Julia schrieb: Hi everyone! I am currently working on a raycasting engine using pygame for graphics. The engine works great and now I'm thinking about adding support for textures. The problem is that I'm not really sure to with modules and methods to use. I need to be able to load textures, scale then to fit and then draw the scaled image. Any tips on a smart way to do this? Good tutorial url's are also appreciated :) / J
[pygame] Google summer of code, and pygame. Where Google pays students to work on pygame.
Hello, We've almost got pygame 1.8 released! ya! Once that's done, we'll have to figure out what we want to do for the next release... but on another note, there's this google summer of code thing coming up GSoC( http://code.google.com/soc/2008/ ). It's where google pays students $4500 to work on open source projects for three months. This year 'pygame' will be seeking to enter GSoC as a mentor organisation. Rather than going in with the Python Software Foundation(PSF) like in a previous year. This doesn't mean 'pygame' will be a legal organisation or anything, the google SOC doesn't need that. We'll just be a rag-tag group of individuals acting as the 'pygame' organisation. Going separately from PSF will allow us to choose which projects are chosen for pygame, rather than allow the general python organisation to choose which projects are allocated for pygame. Other organisations that might be related to pygame are: - python - SDL - OLPC So if 'pygame' isn't accepted as a mentoring organisation, we can try to get some projects accepted under these organisations. We can also suggest projects for these organisations. For example we might suggest an SDL_webcam project for SDL, or a graphics types module for python, etc. So far Marcus, Phil Hassey, and I will be prepared to be mentors. These are three active contributors to pygame. Hopefully we'll have a few more mentors too - if suitable people volunteer. I'll be an administrator, and Marcus is likely to be a backup administrator for the 'pygame' organisation. Perhaps we can get a few more backup mentors, and/or backup administrators too. I'm putting together the application for the organisation at the moment, in consultation with the other mentors, and people on the pygame mailing list. 'pygame' needs to figure out a few things: 1. some cool ideas for projects. (we've started a list here http://pygame.org/wiki/gsoc2008ideas ) 2. where pygame wants to go next, and how google SOC can help us get there. 3. if anyone else wants to be a mentor, administrator, backup mentor, or backup administrator. 4. if anyone want to become a student to figure out what proposal/proposals you'll make. Put your ideas for projects here: http://pygame.org/wiki/gsoc2008ideas Also please discuss your ideas for projects on the mailing list. Here's the google Summer Of Code(SOC) page: http://code.google.com/soc/2008/ How does a mentoring organization apply: http://code.google.com/soc/2008/faqs.html#0.1_org_apply mentoring organisations: http://code.google.com/soc/2008/faqs.html#0.1_mentoring_orgs deadlines: http://code.google.com/soc/2008/faqs.html#0.1_timeline Notes on student allocations: http://groups.google.com/group/google-summer-of-code-announce/web/notes-on-student-allocations Notes on organisation selection criteria: http://groups.google.com/group/google-summer-of-code-announce/web/notes-on-organization-selection-criteria cheers,
[pygame] pystreamer in pygame? NEW USER
Hello folks -- newbie here. Just joined the list. :) I wrote my first 'PyGame' application and released it a few days ago (mostly of interest just to the Nokia internet tablet community, due to the 'side-ways' orientation of the display): http://www.internettablettalk.com/forums/showthread.php?t=17569 I *wanted* to be able to use 'pystreamer' to play back 'video' in my pygame application, but I could find no hints/tips on Google on how to do so. I am sure that it is possible, since someone on an IRC channel mentioned that he had succeeded in doing so. I am hoping that now that I have joined this list, that one of you might point me in the right direction. It is unfortunate that I have not been able to find any 'recent' archives of this mailing list to use as a resource. Dare
Re: [pygame] Texture for raycasting engine
Ray-tracing or ray-casting is really only useful if you want to make complex effect like shadows and multiple reflections, like http://www.openrt.de/Gallery/2002_DynamicRayTracing/Images/teas_kitchen1.jpg. If you're just looking for something 3D, use OpenGL. OpenGL is faster, and has easy support for textures. It is also pretty simple to use.
Re: [pygame] Texture for raycasting engine
Kschnee: I've also been using Lode and I also had a fisheye problem. But I solved it with an extra pair of (). Try it out. If I can solve it – so can you. Trust me about that one ;) On Thu, Mar 6, 2008 at 6:26 PM, kschnee [EMAIL PROTECTED] wrote: http://www.permadi.com/tutorial/raycast/ http://student.kuleuven.be/~m0216922/CG/raycasting.html Here are two tutorials on the subject. I tried making one of these (no textures), but never did fix the fisheye distortion problem. My version was also impractically slow. It looks like it's helpful to use matrix-based math.
Re: [pygame] Texture for raycasting engine
Ian Mallett [EMAIL PROTECTED] wrote: Ray-tracing or ray-casting is really only useful if you want to make complex effect like shadows and multiple reflections Don't confuse ray tracing with ray casting. Doom and Wolfenstein 3d made good use of ray casting without any reflections. I certainly wouldn't try to write a software rasterizer in Python if I were trying to attain interactive speeds, but I don't presume to know what application the original poster has in mind. -Dave LeCompte
Re: [pygame] Texture for raycasting engine
Thank you for your answers and I'm sorry for the lack of clarity. I've been working on the project so long I didn't think about the fact that the whole thing wasn't as clear to you as it was to me. What I am working on is basically a Wolfenstein 3d type of game. So my raycasting engine is more of a 2.5d engine. Despite my somewhat limited trigonometric skills the game acutely works and now I'm trying to get textures for the game. (And yes, will use using the original Wolf textures ; ) From Wikipedia: In order to draw the world, a single ray is traced for every column of screen pixels http://en.wikipedia.org/wiki/Pixel and a vertical slice of wall texture http://en.wikipedia.org/wiki/Texture_mapping is selected and scaled according to where in the world the ray hits a wall and how far it travels before doing so. My problem is I'm not really sure where to start if I'm going to do this with images in pygame. So far I've only needed to used pygame.draw.line() so right now I'm rather lost. Julia On Thu, Mar 6, 2008 at 6:32 PM, Christian Reichlin [EMAIL PROTECTED] wrote: hi, if you are working on a classic raycasting engine like wolfenstein3d or similar games used where you only have vertical walls there is a short tutorial on http://www.permadi.com/tutorial/raycast/ or one at http://student.kuleuven.be/~m0216922/CG/raycasting.html they are both not in python or pygame but they explain how the textures are calculated. in the end you simply have to draw a scaled one pixel column of a texture on every column of the screen. for this you can maybe use pygame.transform.chop and pygame.transform.scale but it might be to slow. if you want to do it yourself you can use a modified bresenham algorithmus. http://en.wikipedia.org/wiki/Bresenham's_line_algorithm because you need only the y coordinates for vertical lines you can use the x coordinate for the position in the texture you draw. chrigi Julia schrieb: Hi everyone! I am currently working on a raycasting engine using pygame for graphics. The engine works great and now I'm thinking about adding support for textures. The problem is that I'm not really sure to with modules and methods to use. I need to be able to load textures, scale then to fit and then draw the scaled image. Any tips on a smart way to do this? Good tutorial url's are also appreciated :) / J
Re: [pygame] Texture for raycasting engine
On Thu, 6 Mar 2008 09:59:10 -0800, Ian Mallett [EMAIL PROTECTED] wrote: If you're just looking for something 3D, use OpenGL. OpenGL is faster, and has easy support for textures. It is also pretty simple to use. And if you're trying to fly into space, use a space shuttle -- it's pretty simple to use. 8)
Re: [pygame] Texture for raycasting engine
On Thu, 6 Mar 2008 18:42:25 +0100, Julia [EMAIL PROTECTED] wrote: My problem is I'm not really sure where to start if I'm going to do this with images in pygame. So far I've only needed to used pygame.draw.line() so right now I'm rather lost. This probably isn't the fastest way, but you could blit the desired portion of the source image just by passing an extra parameter to the blit function. Where h is the texture's height, texture_x the desired vertical strip of it to draw, and (x,y) the desired screen position: screen.blit(texture,(x,y),(texture_x,0,1,h)) That would blit a one-pixel-wide stripe of texture. To calculate which stripe to use, apparently you should find how far along the wall the ray hits, the easiest way being to divide the world into a grid like Wolf3D, and if it's 25% away from the left edge, set texture_x to the texture's width * .25.
Re: [pygame] get_wm_info on linux
Patrick Mullen wrote: ogre is expecting a string like this: display *:screenid,windowid, and I'm not sure how you would put a display * as a string. What *exactly* does the piece of documentation you're looking at say? That doesn't seem to make any sense. -- Greg
Re: [pygame] your game in the messenger
Michael Schmidt wrote: We'd love to include some games as a networked game in http://retroshare.sf.net Instant Messenger V.04 Actually some python games are one of my favourite games.. so I adress to our list. [snip] So the proposal for integrating is: (1) Retroshare provides all the networking, transport etc and provides a simple C or C++ API for your python game to communicate with. [snip] Is this approach acceptable to you? Someone interested to see his game in the Instant Messenger launchable? Sure, that sounds pretty awesome! It'd be best if you could make a ctypes wrapper for the C API so that the python-only people can use your system too.
Re: [pygame] Creating unique userevent ids?
Hi Rene, You can find the rapidly changing current version of the code in CVS at http://uncpythontools.cvs.sourceforge.net/uncpythontools/CV/ under pygame_cam.py. You'll need CVtypes of course. It appears to work for me on Ubuntu, Windows, and Mac OS X. I've just hacked together an object for the pgu gui kit. If that interests you I can create another project for it in CVS. I'm working as hard as I can to get stuff ready for a trip to Asheville week after next so I don't have much time to discuss it now but I'd be very pleased to talk to anyone interested about how best to provide such capabilities to the pygame community. gb René Dudfield wrote: hi, that's probably a good idea :) The upcomming SDL 1.3 has a new method for doing better user events... until then, it's probably good to do something like Ian suggests - except maybe start way higher. Perhaps have some functions for getting events? That way your code would be more abstracted for working with later changes. eg. FRAME_READY = webcam.get_event(FRAME_READY) etc. ps. do you have a url for your code repository? I've also been thinking about starting a webcam module probably based of VidCapture, and opencv. I think webcam support would be good for the next release of pygame, that is version 1.9. Same with wiimote support. I think if we include new code with pygame that requires new events, we would increment USEREVENT, and hopefully that won't break much user code. That could be another approach that you take, increment USEREVENT yourself at init time, and require your init code before USEREVENT usage. On Tue, Feb 26, 2008 at 7:40 AM, Ian Mallett [EMAIL PROTECTED] wrote: I really have no idea what I'm talking about. :) If I have separate modules that must use the same set of integers to do something, (like my solution for wxPython menu bindings), I go like this: module number + number 1+1 = 11 2+52 = 252 1+31 = 131 ...and so on. This ensures that the bandwidth for each module remains reserved. All of the numbers beginning in 1 belong to module 1, like 11, 110, and 1100, all the ones to 2 begin with 2, like 21, 210, and 2100. You could add this value to pygame.USEREVENT for each submodule. I've never used pygame.USEREVENT, so I have no idea what I'm talking about. This might totally work, or be completely in the wrong direction. I apologise in the case of the latter. :) HTH Ian -- There are 10 kinds of people; those who understand binary and those who don't. Without order nothing can exist - without chaos nothing can evolve.
Re: [pygame] Google summer of code, and pygame. Where Google pays students to work on pygame.
René Dudfield wrote: Hello, We've almost got pygame 1.8 released! ya! Once that's done, we'll have to figure out what we want to do for the next release... but on another note, there's this google summer of code thing coming up GSoC( http://code.google.com/soc/2008/ ). It's where google pays students $4500 to work on open source projects for three months. This is pretty exciting, Rene! I'm a student currently, and I'm planning on doing a Summer of Code project. I'll apply for a Pygame one if you guys get accepted. Thanks for letting us know, -Luke
Re: [pygame] Texture for raycasting engine
Julia wrote: Hi everyone! I am currently working on a raycasting engine using pygame for graphics. I need to be able to load textures, scale then to fit and then draw the scaled image. It sounds like you really ought to be using OpenGL for this. There are no functions built into PyGame that will render a perspective projection of an image, and doing it in Python would be hopelessly slow. -- Greg
[pygame] CD Burning Of Games?
Was there ever a project to write CD/DVD Burning programs to save games? Bruce
Re: [pygame] CD Burning Of Games?
This does audio in pygame programs:http://www.pygame.org/docs/ref/cdrom.html If you just want to distribute, can just burn programs onto a cd. I assume you mean having your program make cds, though?
Re: [pygame] get_wm_info on linux
Well here's the documentation for ogre: RenderWindow * createRenderWindow (const String name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams=0) ... miscParams A NameValuePairList describing the other parameters for the new rendering window. Options are case sensitive. Unrecognised parameters will be ignored silently. These values might be platform dependent, but these are present for all platorms unless indicated otherwise: ... Key: externalWindowHandle [API specific] Description: External window handle, for embedding the OGRE context Values: positive integer for W32 (HWND handle) poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*) for GLX Default: 0 (None) NameValuePairList only accepts strings. It works on windows just fine as such: set[externalWindowHandle] = str(info[window]) But yeah, the glx portion doesn't really make any sense to me. I guess this is more a python-ogre/ogre issue than a pygame issue though.
Re: [pygame] get_wm_info on linux
Patrick Mullen wrote: Values: positive integer for W32 (HWND handle) poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*) for GLX Default: 0 (None) I don't think these are strings, I think they're meant to be some kind of array of values. Certainly 'display*' and 'XVisualInfo*' are pointers to C data structures. -- Greg Ewing, Computer Science Dept, +--+ University of Canterbury, | Carpe post meridiem! | Christchurch, New Zealand | (I'm not a morning person.) | [EMAIL PROTECTED] +--+
[pygame] Pixel Ships: Rotation
Here's a bit of code that turns one animation frame into a strip containing rotated versions of that frame. It uses the pixel ships code I posted recently and demonstrates a ship rotating. (Hit Escape to quit.) Rotations of 10 or 22.5 degrees seem to give smooth-looking rotation. A friend is interested in getting a single-player PC version of the game Binary Homeworlds, made for the Icehouse system. (Anyone interested?) I could also imagine these rotating ships being used for something inspired by Sinistar, Starfox, The Ur-Quan Masters, Zone 66, or Gate 88. import random import pygame from pygame.locals import * import pixel_ships SCREEN_SIZE = (1024,480) screen = pygame.display.set_mode(SCREEN_SIZE) def MakeSpriteFromFrame(frame,angle_per_frame=45): ## Make the frames, meanwhile determining which is biggest. frames = 360 / angle_per_frame max_size = 0 frameset = [] for n in range(frames): img = pygame.transform.rotate(frame,n*angle_per_frame) size = img.get_size() if size max_size: max_size = size[0] frameset.append(img) ## Now combine those into one image strip. sprite = pygame.surface.Surface((max_size*frames,max_size)) for n in range(len(frameset)): size = frameset[n].get_size()[0] ##if size max_size: ##x = (n*max_size) + (max_size-size)/2 ##y = (max_size-size)/2 ##else: ##x = n*max_size ##y = 0 x = (n*max_size) + (max_size-size)/2 y = (max_size-size)/2 sprite.blit(frameset[n],(x,y)) return sprite, max_size, frames s = pixel_ships.MakeShip(pixel_ships.BASE) s = pygame.transform.scale2x(s) s = pygame.transform.scale2x(s) angle = 10 ## Try 45, 22.5 or 2 also. 1 makes Pygame crash for me -- big sprite. ship_sprite, frame_size, frames = MakeSpriteFromFrame(s,angle) screen.fill((0,0,150)) screen.blit(ship_sprite,(0,50)) clock = pygame.time.Clock() frame = 0 done = False while not done: for event in pygame.event.get(): if event.type == KEYDOWN: if event.key == K_ESCAPE: done = True screen.fill((0,0,0)) screen.blit(ship_sprite,(100,100),(frame*frame_size,0,frame_size,frame_size)) pygame.display.update() frame += 1 if frame == frames: frame = 0 clock.tick(20)
Re: [pygame] CD Burning Of Games?
Thanks, I want to make copies that are not on a hard drive to have a backup storage. Give it to some friends getting into programming, and family... Bruce This does audio in pygame programs: http://www.pygame.org/docs/ref/cdrom.html If you just want to distribute, can just burn programs onto a cd. I assume you mean having your program make cds, though?
Re: [pygame] get_wm_info on linux
Well, I managed to get it to work by hacking pygame src/display.c :) It is actually a string it is looking for, and I'm not totally sure how the conversion works (not totally clear on what a void * really is etc), but here is my addition to display.c that made the value usable: get_wm_info (PyObject_* self ) { //In the glx section tmp = PyInt_FromLong (info.info.x11.display); PyDict_SetItemString (dict, a_of_display, tmp); Py_DECREF (tmp); } So now the info dictionary has a new value, a_of_display which I assume is some kind of address. In my python-ogre code, I call it like so: self.screen = pygame.display.set_mode([opts[width],opts[height]]) settings = ogre.NameValuePairList() inf = pygame.display.get_wm_info() d1 = inf['a_of_display'] w2 = inf['window'] settings[parentWindowHandle]=str(d1)+:0:+str(w2) self.renderWindow = self.root.createRenderWindow( name,opts[width],opts[height],opts[fs],settings) Surprisingly it works. It seems like it should be possible to get the long from the PyCObject (info['display']) just as well as it was done from the c code (PyInt_FromLong) but what do I know. At least I have it working. Thanks for pointing out that file Rene.
Re: [pygame] CD Burning Of Games?
Well, that wouldn't have to be done by PyGame or Python. It sounded like that's what you wanted... OK, to back up files to a cd, you must first make sure that your cd drive*can *burn cds--some can only read. If you can write, you can just open the window: My Computer - Removeable Drive D (or whatever). You can then just drag and drop files. Then, on Vista, there is a little burn button which you press. If you don't have Vista, you should be able to figure it out from there. HTH, Ian
Re: [SPAM: 3.000] Re: [pygame] get_wm_info on linux
Patrick Mullen wrote: Well, I managed to get it to work by hacking pygame src/display.c :) It is actually a string it is looking for, and I'm not totally sure how the conversion works Looks like it's treating the memory address as an integer and turning it into a decimal string. It seems like it should be possible to get the long from the PyCObject (info['display']) just as well as it was done from the c code PyCObjects are opaque from Python code -- there's no way to extract an address from one without using C code. -- Greg