Re: [pygame] draw.line bounding box bug when width>1

2009-10-12 Thread Luke Paireepinart
On Tue, Oct 13, 2009 at 4:09 AM, Aaron Brady  wrote:

> On Sun, Oct 11, 2009 at 1:07 PM, Luke Paireepinart
>  wrote:
> >
> >
> > On Sat, Oct 10, 2009 at 10:57 PM, Aaron Brady 
> wrote:
> >>
> >> Hello,
> >> New to the list.
> >> I have a bug!  Nice 'n' easy repro steps below.
> >
> > Just FYI,
> > http://catb.org/~esr/faqs/smart-questions.html#id382249
>
> Ah I see.  Too informal and hasty.  For the record, I like these parts
> of this link:
>
> "...claim you have found a bug, you'll be impugning their competence,
> which may offend..."
>
> and
>
> "...it is best to write as though you assume you are doing something
> wrong, even if you are privately pretty sure..."
>
> Is it appropriate to share what I'm pleased with?
>

Adrian,
Yes, that article is quite good and you'll see it linked on technical
mailing lists a lot.  I recommend reading the whole article if you have
time.  It's by Eric Raymond, which many people have differing opinions on,
but most people seem to agree that that particular article sums up technical
fora's etiquette quite well.

As far as what's appropriate, I don't know.  I didn't find anything
offensive about your post, but then again I'm not a core Pygame developer.
 They're pretty cool guys though, and your post was probably not offensive
to anyone, which is why I said "FYI" not "RTFM", so you'd know that in some
situations a bug report can be misconstrued :)  In general it's better to
err on the side of politeness when you're first approaching a new group and
only moving to more familiar terminology once you've been on the list for a
while and you've got a good feeling for how everyone talks to each other.  I
don't know how long you've been on this particular list though, just some
general advice.


>
> > This bug was already addressed in a DOC post in 2005,
> > http://www.pygame.org/docs/ref/draw.html#pygame.draw.line
> > I'm not really sure why no one included the patch.
>
> I attempted 'inflate', but didn't account for the width.  I just tried
> a range of constants.
>
So does it work with that code or are there still errors?  Perhaps that's
why it hasn't been patched (because the example code doesn't work in all
situations).  If you look at the source for the method and you see where the
calculation error is occurring, you could submit a diff patch or maybe
upload a revision to SVN or something.  Then you can say you contributed to
an open-source project on your resume :)


Re: [pygame] Python IDE for windoz

2009-10-12 Thread 12 Dogs
i use komodo edit, it has pretty good code completion and doesn't suck in
general:
http://www.activestate.com/komodo_edit/


2009/10/7 pierrelafran...@sympatico.ca 

> 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] draw.line bounding box bug when width>1

2009-10-12 Thread Aaron Brady
On Sun, Oct 11, 2009 at 1:07 PM, Luke Paireepinart
 wrote:
>
>
> On Sat, Oct 10, 2009 at 10:57 PM, Aaron Brady  wrote:
>>
>> Hello,
>> New to the list.
>> I have a bug!  Nice 'n' easy repro steps below.
>
> Just FYI,
> http://catb.org/~esr/faqs/smart-questions.html#id382249

Ah I see.  Too informal and hasty.  For the record, I like these parts
of this link:

"...claim you have found a bug, you'll be impugning their competence,
which may offend..."

and

"...it is best to write as though you assume you are doing something
wrong, even if you are privately pretty sure..."

Is it appropriate to share what I'm pleased with?

> This bug was already addressed in a DOC post in 2005,
> http://www.pygame.org/docs/ref/draw.html#pygame.draw.line
> I'm not really sure why no one included the patch.

I attempted 'inflate', but didn't account for the width.  I just tried
a range of constants.


Re: [pygame] MIDI output on OS X???

2009-10-12 Thread Brian Fisher
On Mon, Oct 12, 2009 at 12:54 PM, Chris Phoenix  wrote:

> BTW, the install of pygame somehow didn't set the python path
> correctly, so I had to cd to
>
> Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages
> to run this command, and in my programs I do:
>
> import sys
>
> sys.path.append('/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages')
>
> Hmmm.. that doesn't sound right. Python extension libraries are not
supposed to be changing your python path when they install. Your python
install should already be using the right "site-packages" directories for
whichever version of python you are running.

It sounds like the python you are running is not the python 2.5 framework
version you installed, which is the one pygame installs in. You are probably
running the system python instead (on OS X 10.5, it's a python 2.5.1 install
using /Library/Python/2.5/site-packages), which most extensions avoid
installing in because it belongs to the system.

What does "which python" at the shell tell you?
What python version is printed when you just run "python" from a command
shell to get at the python shell?
How do things work out if you run python using
"/Library/Frameworks/Python.framework/Versions/2.5/bin/python" instead?


Re: [pygame] First person shooter help

2009-10-12 Thread Ian Mallett
I recommend just improvising.

My take is, you will probably want some sort of general camera direction (in
the horizontal plane) and a pointer direction where you're aiming (can
rotate on the screen within the view).

You should be using
gluLookAt(camx,camy,camz,centerx,centery,centerz,upx,up,y,upz).
[camx,camy,camz] is simply the player's position in 3D space.
[centerx,centery,centerz] is [camx,camy,camz] + ([1,0,0], rotated by the
player's direction around [0,1,0]).  [upx,upy,upz] is [0,1,0].  To find
where the cursor is pointing, project the mouse into the 3D scene.  This
gives you a view controlled by the player's direction, and a movable aiming
point inside.

If you want where you're aiming to be the center of the screen, rotate the
view by the relative mouse movement.

Ian


Re: [pygame] MIDI output on OS X???

2009-10-12 Thread Chris Phoenix
Hobbes-8%70 python -m pygame.examples.midi --list
in stat: : No such file or directory
in stat: : No such file or directory
Hobbes-8%71

BTW, the install of pygame somehow didn't set the python path
correctly, so I had to cd to
Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages
to run this command, and in my programs I do:

import sys
sys.path.append('/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages')

I'm sure there's an easy way to configure this, but what is it?

I did look at "Audio Midi Setup" but it didn't show any outputters.
Even with SimpleSynth running, all it shows is IAC Driver, Network,
and an input-only Oxygen keyboard.

Pitch bend magically started working - the same midi file that didn't
work, now does. So I'm fine until it magically breaks again.

pymidi seems to be source-only, with only one review on sourceforge -
which complains that it doesn't build. I've had very bad luck building
things on this machine - there's always some other package to be built
first, and I have wasted many hours and won't go down that road again
for this project.

Chris

On Mon, Oct 12, 2009 at 7:29 AM, René Dudfield  wrote:
> hi,
>
> what does this show for you?
>     python -m pygame.examples.midi --list
>
> Have you seen the 'Audio Midi Setup' program in OSX?
>
>
> The "in stat: : No such file or directory" messages are a bug with portmidi,
> and are fixed in portmidi subversion, but not in a release of portmidi yet.
>
> Not sure why the pitch bend controller message is not working.
>
>
> You might have more luck with this:
>     http://notahat.com/pymidi
>
> If you just care about midi on OSX.  I'm not sure if pyobjc wraps CoreMidi
> yet.
>
> I found out SDL is in the process of rewriting its OSX midi support for
> SDL_mixer.
>
>
>
> cheers,
>
>
>
>
>
>
> On Sat, Oct 10, 2009 at 6:23 AM, Chris Phoenix  wrote:
>>
>> OK... with SimpleSynth running, I now get "in stat: : No such file or
>> directory" printed twice on the pygame.midi.init() call.
>>
>> If I continue, pygame.midi.get_default_output_id() returns 0, and
>> pygame.midi.get_count() returns 1.
>>
>> But then midiOut = pygame.midi.Output(0, latency = 1) gives me this:
>> PortMidi call failed...
>>  PortMidi: `Bad pointer'
>> type ENTER...
>>
>> Meanwhile, I'm using pygame.mixer to play midi files that I create. I
>> find that it doesn't play the last note of the tracks, even when
>> Quicktime does. And neither one seems to pay attention to the Pitch
>> Bend Range controller message. Any insight into any of this?
>>
>> Thanks,
>> Chris
>>
>> On Fri, Oct 9, 2009 at 6:55 AM, René Dudfield  wrote:
>> > Hi,
>> >
>> > Roger from portmedia explains the situation here:
>> >
>> >
>> > http://lists.create.ucsb.edu/pipermail/media_api/2009-October/000751.html
>> >
>> > In short, OSX does not come with midi output on all machines by default.
>> > You need to install a software synth to use it with CoreMidi.  SDL_mixer
>> > must be using something else to play midi files.
>> >
>> > Fluidsynth, and simplesynth would be two free options for software
>> > synths on
>> > osx.
>> >
>> > cu,
>> >
>> >
>> > On Fri, Oct 9, 2009 at 1:07 PM, René Dudfield  wrote:
>> >>
>> >> Hi,
>> >>
>> >> it seems to be able to list output devices that are plugged in.  Like
>> >> it
>> >> lists my midi keyboard when plugged in.
>> >>
>> >> However it does not seem to list the internal midi hardware on sound
>> >> cards.
>> >>
>> >> pygame.midi uses CoreMIDI through portaudio on OSX.  pygame.music.midi
>> >> uses a different older API.  So maybe that's the cause of the problems.
>> >>
>> >> Will need to look into it some more.  If you can, please ask on the
>> >> portmedia mailing list at:
>> >> http://lists.create.ucsb.edu/mailman/listinfo/media_api
>> >>
>> >> If you can't post, I'll follow up on it later there.
>> >>
>> >>
>> >> cheers,
>> >>
>> >>
>> >> On Thu, Oct 8, 2009 at 10:20 AM, Chris Phoenix 
>> >> wrote:
>> >>>
>> >>> I'd like to make a MIDI sound from a Python program. PyGame's midi
>> >>> module was supposed to do it, but it doesn't seem to have a default
>> >>> midi output device - or any midi output device!
>> >>>
>> >>> pygame.midi.get_default_output_id() returns -1. Half an hour of
>> >>> googling didn't help. Looking at the unit tests didn't help (there's a
>> >>> bugfix aimed at this problem, but it seems to just bypass the test).
>> >>>
>> >>> The mixer module can indeed read a midi file and make a sound come out
>> >>> the speakers, but I'd rather drive the midi directly instead of
>> >>> writing mini-files and playing them...
>> >>>
>> >>> What should I pass in to pygame.midi.Output() on 10.5? Or what should
>> >>> I do to create the midi device so that
>> >>> pygame.midi.get_default_output_id() will tell me something other than
>> >>> -1?
>> >>>
>> >>> Thanks...
>> >>>
>> >>> Chris
>> >>>
>> >>> --
>> >>> Chris Phoenix
>> >>> cphoe...@gmail.com
>> >>> 650-776-5195
>> >>>
>> >>> Director of Research
>> >>> Cente

Re: [pygame] First person shooter help

2009-10-12 Thread RB[0]
PYGGEL is still in active development, but we recently used it to create a
FPS for pyweek :)
http://pyweek.org/e/robo-solo/
http://code.google.com/p/pyggel/

On Mon, Oct 12, 2009 at 2:12 PM, Skizzaltix wrote:

> Have you checked out PYGGEL? I'm not sure if it was ever completed, but
> from what I heard, it's a great tool. Search for it on the Pygame site.
>
>
> Horst JENS wrote:
>
>> Am Montag, den 15.06.2009, 18:08 +1000 schrieb Astan Chee:
>>
>>
>>> Hi,
>>> I am trying to understand and make a simple first person shooter game. I
>>>
>>>
>>
>> Hi Astan,
>> if you found something, please be so kind and inform me, i'm very
>> interested on that too.
>>
>> greetings,
>>-Horst
>>
>>
>>
>
>


Re: [pygame] First person shooter help

2009-10-12 Thread Skizzaltix
Have you checked out PYGGEL? I'm not sure if it was ever completed, but 
from what I heard, it's a great tool. Search for it on the Pygame site.


Horst JENS wrote:

Am Montag, den 15.06.2009, 18:08 +1000 schrieb Astan Chee:
  

Hi,
I am trying to understand and make a simple first person shooter game. I 



Hi Astan,
if you found something, please be so kind and inform me, i'm very
interested on that too.

greetings,
	-Horst 



  




Re: [pygame] First person shooter help

2009-10-12 Thread Horst JENS
Am Montag, den 15.06.2009, 18:08 +1000 schrieb Astan Chee:
> Hi,
> I am trying to understand and make a simple first person shooter game. I 

Hi Astan,
if you found something, please be so kind and inform me, i'm very
interested on that too.

greetings,
-Horst 


-- 
Horst JENS
horst.j...@spielend-programmieren.at
http://www.spielend-programmieren.at


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Re: [pygame] Capture tablet pressure?

2009-10-12 Thread Eric Pavey
So I tried the cgkit\wintab route.  Had some success, but still can't get
the dang pressure.  Below is the code I came up with if anyone wants to poke
at it  When ran, it prints stuff like:

 0 0

With the last two values representing pressure.  Well, it's a start ;)

# pressure.py
import os
import pygame
from cgkit import wintab

pygame.init()

hwnd = 1024
os.environ["SDL_WINDOWID"] = str(hwnd)

def main():
screen = pygame.display.set_mode((640, 480))
background = pygame.surface.Surface(screen.get_size())
background.fill(pygame.color.Color("Black"))
screen.blit(background, (0,0))

#
# Creates a "Context" object:
tablet = wintab.Context()
tablet.open(hwnd, True)

looping = True
while looping:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
# allow for exit:
looping = False

#
# Get a tuple of range of packets captured: (first, last)
packetExtents = tablet.queuePacketsEx()
if packetExtents[1] is not None:
# This is a sub-list of Packet objects:
packets = tablet.packetsGet(packetExtents[1])
# Get the last Packet object:
packet = packets[-1]
# Print packet info, and pressure data:
print packet, packet.normalpressure, packet.tangentpressure

pygame.display.flip()
pygame.quit()

if __name__ == "__main__":
main()


Re: [pygame] MIDI output on OS X???

2009-10-12 Thread René Dudfield
hi,

what does this show for you?
python -m pygame.examples.midi --list

Have you seen the 'Audio Midi Setup' program in OSX?


The "in stat: : No such file or directory" messages are a bug with portmidi,
and are fixed in portmidi subversion, but not in a release of portmidi yet.

Not sure why the pitch bend controller message is not working.


You might have more luck with this:
http://notahat.com/pymidi

If you just care about midi on OSX.  I'm not sure if pyobjc wraps CoreMidi
yet.

I found out SDL is in the process of rewriting its OSX midi support for
SDL_mixer.



cheers,






On Sat, Oct 10, 2009 at 6:23 AM, Chris Phoenix  wrote:

> OK... with SimpleSynth running, I now get "in stat: : No such file or
> directory" printed twice on the pygame.midi.init() call.
>
> If I continue, pygame.midi.get_default_output_id() returns 0, and
> pygame.midi.get_count() returns 1.
>
> But then midiOut = pygame.midi.Output(0, latency = 1) gives me this:
> PortMidi call failed...
>  PortMidi: `Bad pointer'
> type ENTER...
>
> Meanwhile, I'm using pygame.mixer to play midi files that I create. I
> find that it doesn't play the last note of the tracks, even when
> Quicktime does. And neither one seems to pay attention to the Pitch
> Bend Range controller message. Any insight into any of this?
>
> Thanks,
> Chris
>
> On Fri, Oct 9, 2009 at 6:55 AM, René Dudfield  wrote:
> > Hi,
> >
> > Roger from portmedia explains the situation here:
> >
> >
> http://lists.create.ucsb.edu/pipermail/media_api/2009-October/000751.html
> >
> > In short, OSX does not come with midi output on all machines by default.
> > You need to install a software synth to use it with CoreMidi.  SDL_mixer
> > must be using something else to play midi files.
> >
> > Fluidsynth, and simplesynth would be two free options for software synths
> on
> > osx.
> >
> > cu,
> >
> >
> > On Fri, Oct 9, 2009 at 1:07 PM, René Dudfield  wrote:
> >>
> >> Hi,
> >>
> >> it seems to be able to list output devices that are plugged in.  Like it
> >> lists my midi keyboard when plugged in.
> >>
> >> However it does not seem to list the internal midi hardware on sound
> >> cards.
> >>
> >> pygame.midi uses CoreMIDI through portaudio on OSX.  pygame.music.midi
> >> uses a different older API.  So maybe that's the cause of the problems.
> >>
> >> Will need to look into it some more.  If you can, please ask on the
> >> portmedia mailing list at:
> >> http://lists.create.ucsb.edu/mailman/listinfo/media_api
> >>
> >> If you can't post, I'll follow up on it later there.
> >>
> >>
> >> cheers,
> >>
> >>
> >> On Thu, Oct 8, 2009 at 10:20 AM, Chris Phoenix 
> wrote:
> >>>
> >>> I'd like to make a MIDI sound from a Python program. PyGame's midi
> >>> module was supposed to do it, but it doesn't seem to have a default
> >>> midi output device - or any midi output device!
> >>>
> >>> pygame.midi.get_default_output_id() returns -1. Half an hour of
> >>> googling didn't help. Looking at the unit tests didn't help (there's a
> >>> bugfix aimed at this problem, but it seems to just bypass the test).
> >>>
> >>> The mixer module can indeed read a midi file and make a sound come out
> >>> the speakers, but I'd rather drive the midi directly instead of
> >>> writing mini-files and playing them...
> >>>
> >>> What should I pass in to pygame.midi.Output() on 10.5? Or what should
> >>> I do to create the midi device so that
> >>> pygame.midi.get_default_output_id() will tell me something other than
> >>> -1?
> >>>
> >>> Thanks...
> >>>
> >>> Chris
> >>>
> >>> --
> >>> Chris Phoenix
> >>> cphoe...@gmail.com
> >>> 650-776-5195
> >>>
> >>> Director of Research
> >>> Center for Responsible Nanotechnology
> >>> http://CRNano.org
> >>
> >
> >
>
>
>
> --
> Chris Phoenix
> cphoe...@gmail.com
> 650-776-5195
>
> Director of Research
> Center for Responsible Nanotechnology
> http://CRNano.org
>