Re: [pygame] my rpg game (so far)

2008-11-05 Thread Patrick Mullen
On Tue, Nov 4, 2008 at 11:58 PM, Michael Fiano [EMAIL PROTECTED] wrote:
 On Sat, 1 Nov 2008 05:06:08 -0400
 Michael Fiano [EMAIL PROTECTED] wrote:

 I am stuck. I realized I need to blit the player the the map surface
 instead of the screen so that I can position the player at a given map
 position. The problem is if i change line 66 of player.py from:

 self.screen.blit(self.playerimgs[self.frame], (self.x,self.y))

 to:

 self.background.blit(self.playerimgs[self.frame], (self.x,self.y))

 The map (also on the background surface) does not get repainted
 properly. The player leaves trails when he moves. I'm not sure how to
 fix this, or why it even occurs. Somebody enlighten me?


No need to place him on the map itself, as long as you position the
player so that he is aligned with the background.  I assume you are
doing scrolling?  If you are scrolling by moving, the background, blit
the player this way:
self.screen.blit(self.playerimgs[self.frame],
(self.x+backgroundx,self.y+backgroundy))

Your way would work if you create a new copy each time:
this_frame_bg = self.background.copy()
this_frame_bg.blit(self.playerimgs[self.frame], (self.x,self.y))
But it is probably slower to copy a whole surface like this.


Re: [pygame] my rpg game (so far)

2008-11-05 Thread Jake b
are you calling pygame.display.flip() with arguments? Sounds like you might
not be updating the screen.
-- 
Jake


Re: [pygame] Linux binaries

2008-11-05 Thread Peter Gebauer
Hi guys!

I agree, just wanted to add that many iterations over trivial code benefits 
(speed-wise) tremendously from being written in C and accessed in Python, or 
at least that is my experience. :)
Guess you have to weigh it against the added complexity of having to compile
C code, maybe for mulitple platforms, etc.

On 2008-11-05 (Wed) 13:57, Greg Ewing wrote:
 Patrick Mullen wrote:
 On Tue, Nov 4, 2008 at 12:55 AM, Greg Ewing [EMAIL PROTECTED] wrote:

 The only way to improve speed is to re-code the cpu-intensive
 parts using something more efficent, such as C or Pyrex.

 Or, of course, write better python code if possible in those parts.

 Yes, certainly -- finding a better algorithm is always
 the best form of optimization!

 -- 
 Greg



Re: [pygame] Linux binaries

2008-11-05 Thread René Dudfield
yeah, best to use both!  Use each tool where it is best at - and get
best of both worlds!

cu,

On Thu, Nov 6, 2008 at 12:53 AM, Peter Gebauer
[EMAIL PROTECTED] wrote:
 Hi guys!

 I agree, just wanted to add that many iterations over trivial code benefits
 (speed-wise) tremendously from being written in C and accessed in Python, or
 at least that is my experience. :)
 Guess you have to weigh it against the added complexity of having to compile
 C code, maybe for mulitple platforms, etc.

 On 2008-11-05 (Wed) 13:57, Greg Ewing wrote:
 Patrick Mullen wrote:
 On Tue, Nov 4, 2008 at 12:55 AM, Greg Ewing [EMAIL PROTECTED] wrote:

 The only way to improve speed is to re-code the cpu-intensive
 parts using something more efficent, such as C or Pyrex.

 Or, of course, write better python code if possible in those parts.

 Yes, certainly -- finding a better algorithm is always
 the best form of optimization!

 --
 Greg




Re: [pygame] Linux binaries

2008-11-05 Thread Matt Pearson
i agree, does the wrapper have a name, or is it on the python/pygame sites

On Wed, Nov 5, 2008 at 8:13 AM, René Dudfield [EMAIL PROTECTED] wrote:

 yeah, best to use both!  Use each tool where it is best at - and get
 best of both worlds!

 cu,

 On Thu, Nov 6, 2008 at 12:53 AM, Peter Gebauer
 [EMAIL PROTECTED] wrote:
   Hi guys!
 
  I agree, just wanted to add that many iterations over trivial code
 benefits
  (speed-wise) tremendously from being written in C and accessed in Python,
 or
  at least that is my experience. :)
  Guess you have to weigh it against the added complexity of having to
 compile
  C code, maybe for mulitple platforms, etc.
 
  On 2008-11-05 (Wed) 13:57, Greg Ewing wrote:
  Patrick Mullen wrote:
  On Tue, Nov 4, 2008 at 12:55 AM, Greg Ewing 
 [EMAIL PROTECTED] wrote:
 
  The only way to improve speed is to re-code the cpu-intensive
  parts using something more efficent, such as C or Pyrex.
 
  Or, of course, write better python code if possible in those parts.
 
  Yes, certainly -- finding a better algorithm is always
  the best form of optimization!
 
  --
  Greg
 
 



Re: [pygame] Linux binaries

2008-11-05 Thread Matt Pearson
nvm i just got to see which one wil be the best for what im doing

On Wed, Nov 5, 2008 at 8:29 AM, Matt Pearson [EMAIL PROTECTED] wrote:

 i agree, does the wrapper have a name, or is it on the python/pygame sites


 On Wed, Nov 5, 2008 at 8:13 AM, René Dudfield [EMAIL PROTECTED] wrote:

 yeah, best to use both!  Use each tool where it is best at - and get
 best of both worlds!

 cu,

 On Thu, Nov 6, 2008 at 12:53 AM, Peter Gebauer
 [EMAIL PROTECTED] wrote:
   Hi guys!
 
  I agree, just wanted to add that many iterations over trivial code
 benefits
  (speed-wise) tremendously from being written in C and accessed in
 Python, or
  at least that is my experience. :)
  Guess you have to weigh it against the added complexity of having to
 compile
  C code, maybe for mulitple platforms, etc.
 
  On 2008-11-05 (Wed) 13:57, Greg Ewing wrote:
  Patrick Mullen wrote:
  On Tue, Nov 4, 2008 at 12:55 AM, Greg Ewing 
 [EMAIL PROTECTED] wrote:
 
  The only way to improve speed is to re-code the cpu-intensive
  parts using something more efficent, such as C or Pyrex.
 
  Or, of course, write better python code if possible in those parts.
 
  Yes, certainly -- finding a better algorithm is always
  the best form of optimization!
 
  --
  Greg
 
 





Re: [pygame] Linux binaries

2008-11-05 Thread Matt Pearson
i have been doing C++ for a while now and was wondering if there was a
python
wrapper for it, if so can i use and compile in visual studio??



On Wed, Nov 5, 2008 at 7:53 AM, Peter Gebauer 
[EMAIL PROTECTED] wrote:

 Hi guys!

 I agree, just wanted to add that many iterations over trivial code benefits
 (speed-wise) tremendously from being written in C and accessed in Python,
 or
 at least that is my experience. :)
 Guess you have to weigh it against the added complexity of having to
 compile
 C code, maybe for mulitple platforms, etc.

 On 2008-11-05 (Wed) 13:57, Greg Ewing wrote:
  Patrick Mullen wrote:
  On Tue, Nov 4, 2008 at 12:55 AM, Greg Ewing 
 [EMAIL PROTECTED] wrote:
 
  The only way to improve speed is to re-code the cpu-intensive
  parts using something more efficent, such as C or Pyrex.
 
  Or, of course, write better python code if possible in those parts.
 
  Yes, certainly -- finding a better algorithm is always
  the best form of optimization!
 
  --
  Greg
 



Re: [pygame] Linux binaries

2008-11-05 Thread yanom @linuxmail.org
Uh.
you misunderstood me. I use Linux (Xubuntu), and I am going to release the 
source code for my game. The only reason I wanted to release a so-called 
Binary Blob is to give Linux users another option for using the game than 
installing from source. I also thought that Binary Blobs where faster than 
Source Blobs.
 - Original Message -
 From: bhaaluu [EMAIL PROTECTED]
 To: pygame-users@seul.org
 Subject: Re: [pygame] Linux binaries
 Date: Tue, 4 Nov 2008 23:27:48 -0500
 
 
 On Mon, Nov 3, 2008 at 5:10 PM, yanom @linuxmail.org
 [EMAIL PROTECTED] wrote:
  I understand you can use py2exe to make your python program into 
  a Windows executable, but is there a tool for making them into a 
  Linux binary? I want my game to run faster.
 
 
 Your game will run faster on GNU/Linux anyway.
 
 The important thing is to make your source code
 available, so many eyes can see it. You'll find out
 soon enough where the knotholes are! Use the
 Source Luke!
 
 Now, if the real reason you want to distribute a
 Binary Blob to GNU/Linux users is because you want
 to generate some sort of income, your game probably
 isn't worth the few cents you want to charge for it.
 
 As if! Why do you even think GNU/linux users would want
 a Binary Blob of your little game on their disk?
 Think about it!
 
 I don't even know what thought process caused you to
 even ask this question?
 
 The best thing about GNU/Linux is the people who USE it!
 --
 b h a a l u u at g m a i l dot c o m
 Kid on Bus: What are you gonna do today, Napoleon?
 Napoleon Dynamite: Whatever I feel like I wanna do. Gosh!




=
Uniforms
Browse a huge selection now. Find exactly what you want today.
http://a8-asy.a8ww.net/a8-ads/adftrclick?redirectid=664e80acdb7b3b4b11840ee7539e52c2


-- 
Powered by Outblaze


Re: [pygame] Linux binaries

2008-11-05 Thread James Paige
Here is a nice bogosort
http://www.siafoo.net/algorithm/5

On Thu, Nov 06, 2008 at 08:48:04AM +0800, yanom @linuxmail.org wrote:
 What's Bogosort?
  - Original Message -
  From: Charlie Nolan [EMAIL PROTECTED]
  To: pygame-users@seul.org
  Subject: Re: [pygame] Linux binaries
  Date: Tue, 4 Nov 2008 22:06:39 -0600
  
  
   Yes, certainly -- finding a better algorithm is always
   the best form of optimization!
  
  Yup.  Even a supercomputer is going to choke if you feed it Bogosort.
 
 
 
 
 =
 Local Doors  Door Frames
 Find Local area door  door frame dealers at YellowPages.
 http://a8-asy.a8ww.net/a8-ads/adftrclick?redirectid=749b3206efcdf5712e92bb91fe34e820
 
 
 -- 
 Powered by Outblaze
 
 


Re: [pygame] Linux binaries

2008-11-05 Thread Bill Coderre

On Nov 5, 2008, at 4:48 PM, yanom @linuxmail.org wrote:

What's Bogosort?


Back in my day, we didn't have Wikipedia, we had the Jargon file, and  
we LIKED it. (Note that although if I am really to show my age, I have  
to decry the Eric Raymond update which, to a large extent, diluted  
the winnage of the original. But the original does not have an entry  
for Bogo-Sort, so there you go.)


http://catb.org/jargon/html/B/bogo-sort.html

It is highly educational and entertaining to read these old  
repositories of wordplay and politics. For instance, you probably have  
always frobbed things (it's part of the hacker DNA), but now you can  
understand the distinction between frobbing, twiddling, and tweaking,  
and this might actually come in handy at some point. See also the  
story about Magic in the Appendix.