Re: [pygame] Seeing if this works...
Yeah I included a big enough background, and it works now. Thanks. On 10/5/09, Henrique Nakashima henrique.nakash...@gmail.com wrote: When you blit a sprite to the screen, it is not erased from where it was previously blitted. You gotta do it manually, blitting the background over everything then the sprite in its new position. Alternatively, to avoid blitting the whole screen every loop, you can only blit the part of the background which was covered by the sprite in the previous frame, patching it. This technique is called dirty rectangles. Actually, there is a module in pygame - which I never used myself - for doing that: http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.DirtySprite On Tue, Oct 6, 2009 at 00:33, Guy Anderson guy.a.ander...@gmail.com wrote: Well okay :) I'm currently working on a game that will utilize linear movement. I have successfully made it so that the sprite moves around with the arrow keys, but for some reason it leaves sort of a sprite-trail when moving; that is, the sprites from the previous positions don't clear. I've tried utilizing the clear and dirty commands from the pygame module, but I've been unsuccessful. If anyone could help me with this, it would be great. I am attaching the code with the sprite used. On 10/5/09, Luke Paireepinart rabidpoob...@gmail.com wrote: Works fine, Guy.Now on with the questions! :) Also, if your questions are not pygame-specific, please consider subscribing to the Python Tutor mailing list, there's a lot of cool guys over on that list who are happy to help with basic Python questions. On Tue, Oct 6, 2009 at 5:05 AM, Guy Anderson guy.a.ander...@gmail.comwrote: If this is annoying, I don't blame you. It's been years since I've been on a mailing list, though, so I'm trying to see how it all works out. I will have a basic programming question soon, though.
[pygame] Python IDE for windoz
Hi I have administrator rights on a computor in a lab at work, until tomorrow. I would like install IDE for Python. What do you suggest me ? I know, I may not write this question in the good room, but I just learn this news, and after tomorrow, it will be too late to install Python. Thanks -- Pierre
Re: [pygame] Python IDE for windoz
I really enjoy Wing IDE http://www.wingware.com/ Free to start, and once you learn more, the $$$ version is worth the money IMO
[pygame] Depth Screenshot
Hello, I'm trying to debug a weird FBO/depth problem, and it would be great to have screenshots of the depth. My current method does not work: def ScreenSurf(rect=AUTO,type=RGB,framebuffer=0): if rect == AUTO: size = glGetFloatv(GL_VIEWPORT) size = [int(round(size[2])),int(round(size[3]))] rect = [0,0,size[0],size[1]] glPixelStorei(GL_PACK_ROW_LENGTH,0) glPixelStorei(GL_PACK_SKIP_ROWS,0) glPixelStorei(GL_PACK_SKIP_PIXELS,0) if type==RGBA: glPixelStorei(GL_PACK_ALIGNMENT,4) elif type==RGB: glPixelStorei(GL_PACK_ALIGNMENT,1) elif type==DEPTH: glPixelStorei(GL_PACK_ALIGNMENT,2) try: data = glReadPixels(rect[0],rect[1],rect[2],rect[3],type,GL_UNSIGNED_BYTE) print len(data) except: previous = glGetIntegerv(GL_READ_BUFFER) glReadBuffer(GL_COLOR_ATTACHMENT0_EXT+framebuffer) data = glReadPixels(rect[0],rect[1],rect[2],rect[3],type,GL_UNSIGNED_BYTE) glReadBuffer(previous) if type==RGBA: return pygame.image.fromstring(data,(rect[2],rect[3]),'RGBA',1) elif type==RGB: return pygame.image.fromstring(data,(rect[2],rect[3]),'RGB',1) elif type==DEPTH: #What goes here? The surface that is returned is then saved (pygame.image.save()). The issue is that in the case of depth, data is of length x*y. In the case of RGB color, it is 3*rect[2]*rect[3]. In the case of RGBA, it is 4*rect[2]*rect[3]. PyGame doesn't know how to convert it (there's no pygame.image.fromstring(data,size,'R',1), for instance). What's a decent way to save the depth as an image? Thanks, Ian
Re: [pygame] Depth Screenshot
I would suggest PIL - don't have the exact functions for it off the top of my head though... On Tue, Oct 6, 2009 at 9:43 PM, Ian Mallett geometr...@gmail.com wrote: Hello, I'm trying to debug a weird FBO/depth problem, and it would be great to have screenshots of the depth. My current method does not work: def ScreenSurf(rect=AUTO,type=RGB,framebuffer=0): if rect == AUTO: size = glGetFloatv(GL_VIEWPORT) size = [int(round(size[2])),int(round(size[3]))] rect = [0,0,size[0],size[1]] glPixelStorei(GL_PACK_ROW_LENGTH,0) glPixelStorei(GL_PACK_SKIP_ROWS,0) glPixelStorei(GL_PACK_SKIP_PIXELS,0) if type==RGBA: glPixelStorei(GL_PACK_ALIGNMENT,4) elif type==RGB: glPixelStorei(GL_PACK_ALIGNMENT,1) elif type==DEPTH: glPixelStorei(GL_PACK_ALIGNMENT,2) try: data = glReadPixels(rect[0],rect[1],rect[2],rect[3],type,GL_UNSIGNED_BYTE) print len(data) except: previous = glGetIntegerv(GL_READ_BUFFER) glReadBuffer(GL_COLOR_ATTACHMENT0_EXT+framebuffer) data = glReadPixels(rect[0],rect[1],rect[2],rect[3],type,GL_UNSIGNED_BYTE) glReadBuffer(previous) if type==RGBA: return pygame.image.fromstring(data,(rect[2],rect[3]),'RGBA',1) elif type==RGB: return pygame.image.fromstring(data,(rect[2],rect[3]),'RGB',1) elif type==DEPTH: #What goes here? The surface that is returned is then saved (pygame.image.save()). The issue is that in the case of depth, data is of length x*y. In the case of RGB color, it is 3*rect[2]*rect[3]. In the case of RGBA, it is 4*rect[2]*rect[3]. PyGame doesn't know how to convert it (there's no pygame.image.fromstring(data,size,'R',1), for instance). What's a decent way to save the depth as an image? Thanks, Ian
Re: [pygame] Python IDE for windoz
Look into Eclipse + Pydev, or Aptana + Pydev, or Netbeans 6.7 (has python beta) -Thadeus On Tue, Oct 6, 2009 at 8:03 PM, Eric Pavey warp...@gmail.com wrote: I really enjoy Wing IDE http://www.wingware.com/ Free to start, and once you learn more, the $$$ version is worth the money IMO
[pygame] ANN: Humerus 2.1
Humerus 2.1 is now available: http://www.cosc.canterbury.ac.nz/greg.ewing/python/Albow/Humerus-2.1.0.zip Online documentation: http://www.cosc.canterbury.ac.nz/greg.ewing/python/Albow/Humerus-2.1.0/doc/ In this version, the code for handling levels has been separated out into a new pair of classes. This makes it easier to use Humerus for games that don't have levels. What is Humerus? Humerus is a companion to the Albow widget library for PyGame. It provides a framework for games made up of a sequence of levels, including user interface and back-end logic for saving and restoring game state, loading levels, and sundry other details. There is also optional support for a built-in level editor, including code for loading and saving levels to be edited, and asking whether to save modified levels. Albow can be found here: http://www.cosc.canterbury.ac.nz/greg.ewing/python/Albow/
Re: [pygame] 10 bits per color
James Paige wrote: So by that measure, average human eyes should not be able to tell the difference between RGB888 and RGB101010 There could conceivably be an advantage in terms of dynamic range to using more bits, if the display device is capable of it. You could get the same effect using some kind of logarithmic encoding instead of a linear one, but that would complicate image processing. -- Greg