Re: [pygame] Start of an OpenGL accelerated Pygame

2013-02-28 Thread mva


Paul Vincent Craven :


I looked at the drawing primitives portion of pygame reloaded, and I knew
that was not the way I wanted to go. It was still software driven. For
things like line widths, it supported only horizontal and vertical lines.
Plus it wasn't a drop-in replacement.

The things I put together for ellipses and lines only work with OpenGL
though. SDL doesn't have primitives for line thickness or ellipses, so if a
program uses software or directx for graphics you are out of luck.

Reinventing the wheel is never a good idea, I'm hoping some of the other
pygame packages can port more directly.


Seconded. Did you look at the old code? I can't remember to have written any
line drawing code for the SDL2 code of pgreloaded.

Cheers
Marcus




Re: [pygame] import pygame.font failing

2013-02-28 Thread Vinícius Naves Castanheira
Is this a more updated website for pygame than pygame.org?

Em quinta-feira, 28 de fevereiro de 2013 09h06min29s UTC-3, Paul Vincent 
Craven escreveu:
>
> I have instructions on pygame.info under 'developers'. It is pretty easy. 
>
> Paul Vincent Craven 
>
> On Feb 28, 2013, at 4:55 AM, Sam Bull > 
> wrote: 
>
> > On Thu, 2013-02-28 at 10:33 +, Kai Childheart wrote: 
> >> I can't find any other Pygame in the repository (Fedora). 
> > 
> > I have the same problem in Ubuntu, if you want a Python 3 version, you 
> > probably need to compile it yourself. Maybe René or someone can point 
> > out the information for this, I can't remember where the details for 
> > this are. 
>


Re: [pygame] Loading files from .tar

2013-02-28 Thread Vinícius Naves Castanheira
I'm just curious before trying it on my own code:

In the first *try*, you opened the file as *"wb"* and then, called f.write(
data*)*. 
What does it mean? Why not *"r"* and *f.read()*?

Thanks!

Em segunda-feira, 25 de fevereiro de 2013 04h33min16s UTC-3, Radomir 
Dopieralski escreveu:
>
> On Mon, Feb 25, 2013 at 3:33 AM, Vinícius Naves Castanheira 
> > wrote: 
> > In order to make the game more presentable to the user, I have this idea 
> on 
> > putting all the resources on a .tar file (and further compiling 
> everything 
> > in a single .exe) 
> [...] 
>
> > Anyone has tried this before? 
>
> Yes, although it's much easier using a zip file. 
> I described my method at 
> http://sheep.art.pl/Your%20Python%20Application%20as%20a%20Single%20File 
>
> -- 
> Radomir Dopieralski, http://sheep.art.pl 
>


Re: [pygame] How to control the physical size of displayed objects?

2013-02-28 Thread James Paige
On Thu, Feb 28, 2013 at 01:28:01PM +0100, Mathieu Dubois wrote:
>
>
> Le 27/02/2013 22:33, Julian a écrit :
>> On 02/27/2013 04:23 PM, Mathieu Dubois wrote:
>>> Just a last question: do you think the horizontal and vertical factors
>>> has to be the same? Because list_modes() tells me that my monitor can
>>> display: 1280x800 (ratio: 1.6), 1024x768 (ratio: 1.33), 800x600
>>> (ratio: 1.33), 640x480 (ratio: 1.33).
>>
>> You mean dealing with wrong aspect ratios? That's a tough one because
>> different drivers handle it differently; some distort the picture, some
>> zoom it while maintaining the aspect ratio, some don't zoom it at all. I
>> would say that it's best to either assume there is no distortion of
>> aspect ratio (i.e. a square is a square), or allow a horizontal
>> adjustment that normally syncs with the vertical adjustment.
>
> I'm not sure to understand the difference between the 2 solutions you  
> suggest but it seems reasonnable to assume that the horizontal and  
> vertical ratios are the same (a square image of say 256x256 pixels will  
> be displayed as a square).
>
> I will try to code a simple application in order to test.
>
> Mathieu
>

Unfortunately, no you cannot assume a square aspect ratio. A widescreen 
monitor could be using a non-widescreen resolution, or vice-versa. There 
is no reliable way to know.

I discovered that The Gimp uses on-screen rulers to calibrate DPI, you 
might want to look at how it is done there. (Edit->Preferences->Display 
and then click the calibrate button)

---
James Paige


[pygame] unsubscribe pygame-users

2013-02-28 Thread Xavier Ho
unsubscribe pygame-users


Re: [pygame] import pygame.font failing

2013-02-28 Thread Thomas Kluyver
On 28 February 2013 12:12, Kai Childheart  wrote:

> Even still I sudo yum'd the thing from the Fedora repository do I really
> need to compile from source? The last thing I compiled from source didn't
> work with anything and I had to rm -rf the lot.
>

The Fedora package is probably for Python 2 - I know that the Ubuntu
package python-pygame is, for example.

Thomas


Re: [pygame] How to control the physical size of displayed objects?

2013-02-28 Thread Mathieu Dubois



Le 27/02/2013 22:33, Julian a écrit :

On 02/27/2013 04:23 PM, Mathieu Dubois wrote:

Just a last question: do you think the horizontal and vertical factors
has to be the same? Because list_modes() tells me that my monitor can
display: 1280x800 (ratio: 1.6), 1024x768 (ratio: 1.33), 800x600
(ratio: 1.33), 640x480 (ratio: 1.33).


You mean dealing with wrong aspect ratios? That's a tough one because
different drivers handle it differently; some distort the picture, some
zoom it while maintaining the aspect ratio, some don't zoom it at all. I
would say that it's best to either assume there is no distortion of
aspect ratio (i.e. a square is a square), or allow a horizontal
adjustment that normally syncs with the vertical adjustment.


I'm not sure to understand the difference between the 2 solutions you 
suggest but it seems reasonnable to assume that the horizontal and 
vertical ratios are the same (a square image of say 256x256 pixels will 
be displayed as a square).


I will try to code a simple application in order to test.

Mathieu


Re: [pygame] import pygame.font failing

2013-02-28 Thread Kai Childheart
Hi Paul,

http://programarcadegames.com/index.php << needs some updating then.
(You're, the same Paul Vincent Craven right or is this just some joke being
played!?)

Even still I sudo yum'd the thing from the Fedora repository do I really
need to compile from source? The last thing I compiled from source didn't
work with anything and I had to rm -rf the lot.

Thanks

On 28 February 2013 12:06, Paul Vincent Craven wrote:

> I have instructions on pygame.info under 'developers'. It is pretty easy.
>
> Paul Vincent Craven
>
> On Feb 28, 2013, at 4:55 AM, Sam Bull  wrote:
>
> > On Thu, 2013-02-28 at 10:33 +, Kai Childheart wrote:
> >> I can't find any other Pygame in the repository (Fedora).
> >
> > I have the same problem in Ubuntu, if you want a Python 3 version, you
> > probably need to compile it yourself. Maybe René or someone can point
> > out the information for this, I can't remember where the details for
> > this are.
>


Re: [pygame] import pygame.font failing

2013-02-28 Thread Paul Vincent Craven
I have instructions on pygame.info under 'developers'. It is pretty easy. 

Paul Vincent Craven

On Feb 28, 2013, at 4:55 AM, Sam Bull  wrote:

> On Thu, 2013-02-28 at 10:33 +, Kai Childheart wrote:
>> I can't find any other Pygame in the repository (Fedora).
> 
> I have the same problem in Ubuntu, if you want a Python 3 version, you
> probably need to compile it yourself. Maybe René or someone can point
> out the information for this, I can't remember where the details for
> this are.


Re: [pygame] import pygame.font failing

2013-02-28 Thread Sam Bull
On Thu, 2013-02-28 at 10:33 +, Kai Childheart wrote:
> I can't find any other Pygame in the repository (Fedora). 

I have the same problem in Ubuntu, if you want a Python 3 version, you
probably need to compile it yourself. Maybe René or someone can point
out the information for this, I can't remember where the details for
this are.


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Re: [pygame] import pygame.font failing

2013-02-28 Thread Kai Childheart
Hi,

Thanks, Sam but apparently there is no Pygame for python3, it 'should' just
work. Pygame imports just fine which is odd. I can draw lines and rects no
problem. But when I type

pygame.font.Font(None, 25) # Or something to that effect...

I get the same problem. I think this covers Julians' email too (thanks). I
can't find any other Pygame in the repository (Fedora).

If I use

9. if pygame.font:
10.print("Font Found")

I get the output: "Font Found" which is really confusing.

This is the terminal output I get without importing font explicitly...


   1. python3 ch1.py
   2. Font found!
   3. ch1.py:53: RuntimeWarning: use font: No module named font
   4. (ImportError: No module named font)
   5.   font = pygame.font.Font(None, 25)
   6. Traceback (most recent call last):
   7.   File "ch1.py", line 53, in 
   8. font = pygame.font.Font(None, 25)
   9.   File "/usr/lib/python3.2/site-packages/pygame/__init__.py", line
   70, in __getattr__
   10. raise NotImplementedError(MissingPygameModule)
   11. NotImplementedError: font module not available
   12. (ImportError: No module named font)




On 28 February 2013 03:11, Julian  wrote:

> On 02/27/2013 06:51 PM, Kai Childheart wrote:
>
>> 5. import pygame
>> 6. import pygame.font
>> 7.
>> 8. pygame.init( )
>>
>
> I don't know if this is your problem, but you're normally not supposed to
> import pygame.font explicitly. It comes with the pygame module.
>
> If the font module is unavailable, you will get an error when you try to
> use a font.
>