Re: [pygame] status report
On Fri, Jul 10, 2009 at 12:31 AM, jug j...@fantasymail.de wrote: Hello, Time marches on, so some words about the current state of affairs. First, I've to say that Orcun unfortunately is not any longer in our team. Then, a slightly more delightful point, we are near at the finish! Only some minor points and improvements are left, then we can start a final testing period. Points left to do: Devon: * Complete the modern design before starting with a new one * finish form design * design administrative links like buttons (edit project, release.., ...) * ticket #5 * ... * update the trac theme to fit the current design (maybe ask coderanger at #pygame to help you, he did the current desgin plugin) Marcus: * get the current db and help to write convert scripts * convince the rest of the pygame core team * review templates * test the website, its features, admin functionality, etc. * help me with ordering/collecting ToDos and design decisions Julian: * well, I've to do everything else :-) I'll collect the hangover from my various ToDo lists and bring it to the wiki page. I also made a features list: http://pygameweb.no-ip.org/trac/wiki/Features In case I've forgotten anything please add it to this list. I hope to complete this project soon and see it running on pygame.org Regards, Julian Hi, I'll get you the pygame database soon... quite busy at the moment. After the pygame release. I was going to give it earlier. Sorry again. cheers,
Re: [pygame] status report
Hoi, I like the new logo, and it seems to work ok. I would however try to use a lot less green, I think you should try something like the archlinux site http://www.archlinux.org/ On 10-jul-09, at 08:19, René Dudfield wrote: Hi, I'll get you the pygame database soon... quite busy at the moment. After the pygame release. I was going to give it earlier. Sorry again. cheers,
[pygame] spritecollide() right way to check if not player ?
I have a couple sprite / pygame questions: 1) Is there a better way to say ignore player ( who is in the group ) but check for collision on the rest? ) Meaning when I iterate the unit list, One time the current unit is the player himself. It might seem easier in this case to remove player from sprites, but what about when you do enemies on enemies collision? In that case they cannot be removed. class Unit(pygame.sprite.Sprite): basic Sprite() with sound on .kill # ... def die(self): self.kill() play_sound('kaboom') class Game(): def __init__(self): # group of all drawn sprites. self.sprites = pygame.sprite.RenderPlain() self.player = Unit() self.sprites.add(self.player) def main_loop(self) for s in pygame.sprite.spritecollide(self.player, self.sprites, False): if s == self.player: continue s.die() 2) I am looping enemies collision with anything, and I act differently on items,health, or enemies. What is the best way to check type? Something like: # collide: enemies on anything for e in self.enemies: for s in pygame.sprite.spritecollide(e, self.sprites, False): e.oncollide(s) s.oncollide(e) # and the function: def oncollide(self, other): if isinstance(other, Enemy): self.damage(other.amount) elif isinstance(other, Health): self.heal() elif isinstance(other, Ammo): self.ammo += 10 3) Is it better to separate my collision checks? Assuming I am doing the same amount of total collision checks: [ Or no point in worrying about this, ie: either I need QuadTree or I don't ? ] for u in units: for s in spritecollide(u, units) if isinstance(s, Enemy): #... elif isinstance(s, Item): #... VS for s in spritecollide(player, enemies): # ... for s in spritecollide(player, items): # ... -- Jake
Re: [pygame] status report
el lauwer wrote: Hoi, I like the new logo, and it seems to work ok. I would however try to use a lot less green, I think you should try something like the archlinux site http://www.archlinux.org/ Well, it's a matter of taste. Our target is to get different styles for the site. Than, we could vote a default style and registered users can change that in their profile settings. The current design came up from the first version, that was more a retro style with even more green. Then, Devon improved it a lot and got the current, thats more a modern theme. A more simple style thats works also fine on older and/or slower browsers/computers/connections is planned.
[pygame] Pygame2 sdlgfx error
When I tried to write a sdlgfx example for pygame2, I got this import error: Traceback (most recent call last): File sdlgfxcircle.py, line 8, in module import pygame2.sdlgfx.primitives as gfx ImportError: /usr/lib/python2.5/site-packages/pygame2/sdlgfx/primitives.so: undefined symbol: arcColor Here's the code that triggers it: import pygame2.sdlgfx.primitives Does anybody else get this problem? Evan Kroske
Re: [pygame] Pygame 1.9.0 release candidate 3 for Python 2.6 on Windows
René Dudfield wrote: On Fri, Jul 10, 2009 at 2:25 PM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Hi, python -m pygame.tests.__main__ python -m pygame.docs.__main__ There would be no reason to run pygame.examples, right? Yeah, maybe __main__ is good. Perhaps pygame.tests should have a __main__ function too? import pygame.tests pygame.tests.main() Since main() is what is used in the examples, it would be nice to try and keep it the same. But then we need to add a main.py and a __main__.py... ew. You can do a self test with: python -m pygame.tests Or with python2.6 do: python -m pygame.tests.__main__ Doing it for examples could list which examples are available? $ python -m pygame.examples aacircle aliens arraydemo blend_fill blit_blends camera chimp cursors eventlist fastevents fonty glcube headless_no_windows_needed liquid mask midi moveit movieplayer oldalien overlay pixelarray scaletest scrap_clipboard scroll sound sound_array_demos stars testsprite vgrade eg. See a list of examples... python -m pygame.examples Or with python2.6, python -m pygame.examples.__main__ Run one of the 30 examples included... python -m pygame.examples.aliens I'm not sure anyone would remember to add __main__ at the end(or even main). oh well. There might be a workaround... One work around might be to make it into a module-module, not a package-module. Then have the module-module load the package-module into its namespace. The explanation I found was that being able to run a package in Python 2.5 was considered a bug, so was fixed in Python 2.6. Adding __main__.py as an entry point for running a package in Python 2.7 and 3.0 is an attempt repair the fix. Lenard
Re: [pygame] status report
Bah, I like the colors (Do you mean teal? There's not very much green in there any more?) and the arch linux site is boring (although clean and well structured), which fits with arch linux, but not pygame :). Although there will be a second classic theme based on the older revision if any one remembers (--and I will work on it this weekend, I promise, Julian). It will be simple and like the arch linux one and in fact already has almost the exact same menu design, but will use green instead of blue. Devon --- On Fri, 7/10/09, el lauwer el.lau...@gmail.com wrote: From: el lauwer el.lau...@gmail.com Subject: Re: [pygame] status report To: pygame-users@seul.org Date: Friday, July 10, 2009, 1:45 AM Hoi, I like the new logo, and it seems to work ok. I would however try to use a lot less green, I think you should try something like the archlinux site http://www.archlinux.org/ On 10-jul-09, at 08:19, René Dudfield wrote: Hi, I'll get you the pygame database soon... quite busy at the moment. After the pygame release. I was going to give it earlier. Sorry again. cheers,
Re: [pygame] Pygame 1.9.0 release candidate 3 for Python 2.6 on Windows
main() was used to run an application from the command line: python -c from pygame.examples.midi import main; main() --list It was replaced with: python -m pygame.examples.midi --list pygame.tests does have a documented run() function that takes optional arguments. But pygame.tests could have a main function as well. Lenard René Dudfield wrote: On Fri, Jul 10, 2009 at 2:25 PM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Hi, python -m pygame.tests.__main__ python -m pygame.docs.__main__ There would be no reason to run pygame.examples, right? Yeah, maybe __main__ is good. Perhaps pygame.tests should have a __main__ function too? import pygame.tests pygame.tests.main() Since main() is what is used in the examples, it would be nice to try and keep it the same. But then we need to add a main.py and a __main__.py... ew. You can do a self test with: python -m pygame.tests Or with python2.6 do: python -m pygame.tests.__main__ Doing it for examples could list which examples are available? $ python -m pygame.examples aacircle aliens arraydemo blend_fill blit_blends camera chimp cursors eventlist fastevents fonty glcube headless_no_windows_needed liquid mask midi moveit movieplayer oldalien overlay pixelarray scaletest scrap_clipboard scroll sound sound_array_demos stars testsprite vgrade eg. See a list of examples... python -m pygame.examples Or with python2.6, python -m pygame.examples.__main__ Run one of the 30 examples included... python -m pygame.examples.aliens I'm not sure anyone would remember to add __main__ at the end(or even main). oh well. There might be a workaround... One work around might be to make it into a module-module, not a package-module. Then have the module-module load the package-module into its namespace. The explanation I found was that being able to run a package in Python 2.5 was considered a bug, so was fixed in Python 2.6. Adding __main__.py as an entry point for running a package in Python 2.7 and 3.0 is an attempt repair the fix. Lenard
Re: [pygame] status report
There is nothing wrong with colors, but on this site there are 4 greens and 3 yellows, I now that taste can differ from person to person, there is still something like esthetics ;) For now, I will stick to the classic theme :P Slu On 10-jul-09, at 17:27, Devon Scott-Tunkin wrote: Bah, I like the colors (Do you mean teal? There's not very much green in there any more?) and the arch linux site is boring (although clean and well structured), which fits with arch linux, but not pygame :). Although there will be a second classic theme based on the older revision if any one remembers (--and I will work on it this weekend, I promise, Julian). It will be simple and like the arch linux one and in fact already has almost the exact same menu design, but will use green instead of blue. Devon --- On Fri, 7/10/09, el lauwer el.lau...@gmail.com wrote: From: el lauwer el.lau...@gmail.com Subject: Re: [pygame] status report To: pygame-users@seul.org Date: Friday, July 10, 2009, 1:45 AM Hoi, I like the new logo, and it seems to work ok. I would however try to use a lot less green, I think you should try something like the archlinux site http://www.archlinux.org/ On 10-jul-09, at 08:19, René Dudfield wrote: Hi, I'll get you the pygame database soon... quite busy at the moment. After the pygame release. I was going to give it earlier. Sorry again. cheers,
Re: [pygame] Pygame2 sdlgfx error
On, Fri Jul 10, 2009, Evan Kroske wrote: When I tried to write a sdlgfx example for pygame2, I got this import error: Traceback (most recent call last): File sdlgfxcircle.py, line 8, in module import pygame2.sdlgfx.primitives as gfx ImportError: /usr/lib/python2.5/site-packages/pygame2/sdlgfx/primitives.so: undefined symbol: arcColor Here's the code that triggers it: import pygame2.sdlgfx.primitives Does anybody else get this problem? Which SDL_gfx version do you have installed? Regards Marcus pgp8QONqZL2dJ.pgp Description: PGP signature
Re: [pygame] Pygame2 sdlgfx error
On Fri, Jul 10, 2009 at 1:57 PM, Marcus von Appen m...@sysfault.org wrote: On, Fri Jul 10, 2009, Evan Kroske wrote: When I tried to write a sdlgfx example for pygame2, I got this import error: Traceback (most recent call last): File sdlgfxcircle.py, line 8, in module import pygame2.sdlgfx.primitives as gfx ImportError: /usr/lib/python2.5/site-packages/pygame2/sdlgfx/primitives.so: undefined symbol: arcColor Here's the code that triggers it: import pygame2.sdlgfx.primitives Does anybody else get this problem? Which SDL_gfx version do you have installed? Regards Marcus I installed my version from the repository a couple months ago for use with pygame2. Here's the relevant dpkg output: ii libsdl-gfx1.2-4 2.0.13-4 drawing and graphical effects extension for ii libsdl-gfx1.2-dev 2.0.13-4 development files for SDL_gfx I don't know which number is the version number. Evan Kroske
Re: [pygame] Pygame2 sdlgfx error
On, Fri Jul 10, 2009, Evan Kroske wrote: On Fri, Jul 10, 2009 at 1:57 PM, Marcus von Appen m...@sysfault.org wrote: On, Fri Jul 10, 2009, Evan Kroske wrote: When I tried to write a sdlgfx example for pygame2, I got this import error: Traceback (most recent call last): File sdlgfxcircle.py, line 8, in module import pygame2.sdlgfx.primitives as gfx ImportError: /usr/lib/python2.5/site-packages/pygame2/sdlgfx/primitives.so: undefined symbol: arcColor Here's the code that triggers it: import pygame2.sdlgfx.primitives Does anybody else get this problem? Which SDL_gfx version do you have installed? Regards Marcus I installed my version from the repository a couple months ago for use with pygame2. Here's the relevant dpkg output: ii libsdl-gfx1.2-4 2.0.13-4 drawing and graphical effects extension for ii libsdl-gfx1.2-dev 2.0.13-4 development files for SDL_gfx I don't know which number is the version number. 2.0.13 it is. This however is a fairly old release and not supported by pgreloaded. It requires at least version 2.0.18 (see the README.txt for more information about the dependencies). Regards Marcus pgpRNoxxewZTI.pgp Description: PGP signature
[pygame] diff util?
My brother is getting interested in programming, so I'm showing him pygame. I need a 'diff' like utility that's easy to use in ideally geany/scite. It could be another program -- I need an easy way to show what lines are new. (we both are using win32) -- Jake
Re: [pygame] diff util?
Geany's version control tools include diff. -Zack On Jul 10, 2009, at 3:54 PM, Jake b wrote: geany
Re: [pygame] diff util?
On Fri, Jul 10, 2009 at 02:54:52PM -0500, Jake b wrote: My brother is getting interested in programming, so I'm showing him pygame. I need a 'diff' like utility that's easy to use in ideally geany/scite. It could be another program -- I need an easy way to show what lines are new. (we both are using win32) Not sure if this is what you are looking for, but Geany has a built-in diff plugin called Version Diff which can be enabled from Tools-Plugin Manager --- James Paige
Re: [pygame] diff util?
Jake b wrote: My brother is getting interested in programming, so I'm showing him pygame. I need a 'diff' like utility that's easy to use in ideally geany/scite. It could be another program -- I need an easy way to show what lines are new. (we both are using win32) There are several free utils for looking at code diffs mentioned on this page: http://www.thefreecountry.com/programming/filecomparison.shtml Personally I use vim, but I once used winMerge (which is mentioned on the page above) and found it to be decent. - Andrew
Re: [pygame] Incrementing the frequency of the Pygame.mixer with a Loop?
pygame.quit() worked! I can now hear the pitch changing, Thanks! Is there a way to do this without closing the pygame window everytime it loops? Here is the working code with the pygame window closing and reopening each loop: import pygame from pygame.locals import * from sys import exit screen = pygame.display.set_mode((800, 600), 0, 32) frequency = 44100 while True: frequency = frequency + 2000 print frequency pygame.mixer.pre_init(frequency, 16, 2, 4096) pygame.init() test_sound = pygame.mixer.Sound(check.wav) mychannel = test_sound.play() while pygame.mixer.get_busy() == True: pass pygame.quit() screen = pygame.display.set_mode((800, 600), 0, 32) #to reopen the closed window. -- On Thu, Jul 9, 2009 at 8:22 PM, Lenard Lindstrom le...@telus.net wrote: Hi, You have pygame.quit instead of pygame.quit() . Lenard Brian Gryder wrote: Thanks for the reply Lenard, I tried your suggestion and the pitch is still not changing as the frequency increments with the loop. This is a strange issue. if I manually change the value if frequency before I run it, the sound changes. it is as if the pygame.mixer's parameters are Stuckand can't be changed during runtime. Is there a way I can verify that the pygame.mixer and the sound objects are unloaded before I restart the loop? Is there anything else I can try? Any links or snippet of code would be greatly appreciated. Here is the updated program - import pygame from pygame.locals import * from sys import exit #pgyame.display.set_mode must also come after the pygame.init. The display is not necessary for mixer though. -Lenard #screen = pygame.display.set_mode((800, 600), 0, 32) frequency = 44100 while True: frequency = frequency + 2000 print frequency pygame.mixer.pre_init(frequency, 16, 2, 4096) pygame.init() test_sound = pygame.mixer.Sound(check.wav) mychannel = test_sound.play() while pygame.mixer.get_busy() == True: pass pygame.quit # do a pygame.quit rather than pygame.mixer.quit for each loop -Lenard --- On Wed, Jul 8, 2009 at 2:26 AM, Lenard Lindstrom le...@telus.netmailto: le...@telus.net wrote: Hi Brian, You would probably have to do a pygame.quit rather than pygame.mixer.quit for each pass of the loop. The pgyame.display.set_mode must also come after the pygame.init. The display is not necessary for mixer though. Lenard Brian Gryder wrote: ''' How do I change the frequency of the Pygame.mixer by incrementing the frequency value in a loop? Please see the example below where I am trying to initialize the frequency at 44100 and then add 2000 to the frequency each time it loops. In this example below the pitch does not change, I really want it to change. Any links or snippet of code would be greatly appreciated, Thanks! ''' import pygame from pygame.locals import * from sys import exit screen = pygame.display.set_mode((800, 600), 0, 32) frequency = 44100 while True: frequency = frequency + 2000 print frequency pygame.mixer.pre_init(frequency, 16, 2, 4096) pygame.init() test_sound = test_sound = pygame.mixer.Sound(check.wav) mychannel = test_sound.play() while pygame.mixer.get_busy() == True: pass #passing pygame.mixer.quit
Re: [pygame] Incrementing the frequency of the Pygame.mixer with a Loop?
Hi, I don't know the specific circumstances that required pygame.mixer.pre_init(). But according to the docs (python -m pyagme.docs will display the docs in the default browser) the requirement was that pgyame.mixer was initialized after the display. So I suppose you can initialize pygame and the display outside the loop, then do pygame.mizer.quit() and pygame.mixer.init() calls in the loop. Lenard Brian Gryder wrote: pygame.quit() worked! I can now hear the pitch changing, Thanks! Is there a way to do this without closing the pygame window everytime it loops? Here is the working code with the pygame window closing and reopening each loop: import pygame from pygame.locals import * from sys import exit screen = pygame.display.set_mode((800, 600), 0, 32) frequency = 44100 while True: frequency = frequency + 2000 print frequency pygame.mixer.pre_init(frequency, 16, 2, 4096) pygame.init() test_sound = pygame.mixer.Sound(check.wav) mychannel = test_sound.play() while pygame.mixer.get_busy() == True: pass pygame.quit() screen = pygame.display.set_mode((800, 600), 0, 32) #to reopen the closed window. -- On Thu, Jul 9, 2009 at 8:22 PM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Hi, You have pygame.quit instead of pygame.quit() . Lenard Brian Gryder wrote: Thanks for the reply Lenard, I tried your suggestion and the pitch is still not changing as the frequency increments with the loop. This is a strange issue. if I manually change the value if frequency before I run it, the sound changes. it is as if the pygame.mixer's parameters are Stuckand can't be changed during runtime. Is there a way I can verify that the pygame.mixer and the sound objects are unloaded before I restart the loop? Is there anything else I can try? Any links or snippet of code would be greatly appreciated. Here is the updated program - import pygame from pygame.locals import * from sys import exit #pgyame.display.set_mode must also come after the pygame.init. The display is not necessary for mixer though. -Lenard #screen = pygame.display.set_mode((800, 600), 0, 32) frequency = 44100 while True: frequency = frequency + 2000 print frequency pygame.mixer.pre_init(frequency, 16, 2, 4096) pygame.init() test_sound = pygame.mixer.Sound(check.wav) mychannel = test_sound.play() while pygame.mixer.get_busy() == True: pass pygame.quit # do a pygame.quit rather than pygame.mixer.quit for each loop -Lenard --- On Wed, Jul 8, 2009 at 2:26 AM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net mailto:le...@telus.net mailto:le...@telus.net wrote: Hi Brian, You would probably have to do a pygame.quit rather than pygame.mixer.quit for each pass of the loop. The pgyame.display.set_mode must also come after the pygame.init. The display is not necessary for mixer though. Lenard Brian Gryder wrote: ''' How do I change the frequency of the Pygame.mixer by incrementing the frequency value in a loop? Please see the example below where I am trying to initialize the frequency at 44100 and then add 2000 to the frequency each time it loops. In this example below the pitch does not change, I really want it to change. Any links or snippet of code would be greatly appreciated, Thanks! ''' import pygame from pygame.locals import * from sys import exit screen = pygame.display.set_mode((800, 600), 0, 32) frequency = 44100 while True: frequency = frequency + 2000 print frequency pygame.mixer.pre_init(frequency, 16, 2, 4096) pygame.init() test_sound = test_sound = pygame.mixer.Sound(check.wav) mychannel = test_sound.play() while pygame.mixer.get_busy() == True: pass #passing pygame.mixer.quit