Re: [pygame] Capabilities of Pygame
You can check put my repository for pygame examples https://github.com/ankur0890/Pygame-Examples-For-Learning On Sat, Jan 14, 2012 at 4:33 AM, R. Alan Monroe wrote: > > FORTRAN is still used in some circles because it's > > still very fast for number crunching. > > A bit off topic, but I've seen this bit of folk wisdom repeated online > for a long time and have always been skeptical. How does a C command > that gets compiled to a CPU's MUL instruction differ in any way from a > Fortran command that also gets compiled to that same CPU's same MUL > instruction? Honest question. > > Alan > >
Re: [pygame] Continuous Shooting
Yeah.. I applied the counter logic and it worked for me :) Thanks a lot :) Regards Ankur Aggarwal On Fri, Jan 13, 2012 at 12:02 AM, Julian Marchant wrote: > First off, you need some sort of time management. As it is now, it'll run > at variable speeds depending on how fast the processor is. Use > pygame.time.Clock to limit the frame rate and/or use delta timing. > > As for your problem, all you need is a counter variable. Have the counter > variable start at 0 and decrease it by 1 (or the amount of time passed if > you're using delta timing) each time the loop happens. When the shoot key > is pressed, create a bullet and set the counter to the amount of time you > want to wait for the next bullet. Then, if the shoot key is held down while > the loop variable is 0, create another bullet and reset the counter to the > wait time. > > --- On *Thu, 1/12/12, ANKUR AGGARWAL * wrote: > > > From: ANKUR AGGARWAL > Subject: [pygame] Continuous Shooting > To: pygame-users@seul.org, tu...@python.org > Date: Thursday, January 12, 2012, 12:39 PM > > > Hey > I was making a demo shooting game and problem is that I want > a continuous stream of bullets. As of now on pressing the space key only > one bullet comes out of the plane (I want this to be continuous stream). On > pressing space key again bullet starts from its initial point. My problem > in the code is that I am able to make a single object of Bullet only (thats > why it is throwing single bullet) and unable to find the another logic. > Please help me out. Attaching the files along with this mail. > > import pygame > from pygame.locals import * > import random > > pygame.init() > screen=pygame.display.set_mode((640,480),0,24) > pygame.display.set_caption("Hit The Stone") > > class Plane(pygame.sprite.Sprite): > def __init__(self,bullet): > self.bullet=bullet > pygame.sprite.Sprite.__init__(self) > self.image=pygame.image.load('plane.gif').convert() > self.rect=self.image.get_rect() > self.rect.centerx=random.randint(0,screen.get_width()) > self.distancefromcenter=30 > self.rect.centery=screen.get_height()-self.distancefromcenter > self.dx=2 > self.dy=2 > > def update(self): > pressed=pygame.key.get_pressed() > if pressed[K_DOWN]: > self.rect.centery+=self.dy > elif pressed[K_UP]: > self.rect.centery-=self.dy > elif pressed[K_LEFT]: > self.rect.centerx-=self.dx > elif pressed[K_RIGHT]: > self.rect.centerx+=self.dx > > > if self.rect.bottom>=screen.get_height(): > self.rect.bottom=screen.get_height() > elif self.rect.top<=0: > self.rect.top=0 > > if self.rect.centerx>=screen.get_width()-self.distancefromcenter: > self.rect.centerx=screen.get_width()-self.distancefromcenter > elif self.rect.centerx<=self.distancefromcenter: > self.rect.centerx=self.distancefromcenter > > if pressed[K_SPACE]: > self.bullet.x=self.rect.centerx > self.bullet.y=self.rect.centery > > > > class Bullet(pygame.sprite.Sprite): > def __init__(self): > pygame.sprite.Sprite.__init__(self) > self.image=pygame.image.load('geometrybullet.png').convert_alpha() > self.rect=self.image.get_rect() > self.rect.center=(-100,-100) > self.x=-100 > self.y=-100 > self.dy=5 > > > def update(self): > self.y-=self.dy > self.rect.center=(self.x,self.y) > if self.rect.top<0: > self.x=-100 > self.y=-100 > > > def main(): > background=pygame.Surface(screen.get_size()) > background=background.convert() > screen.blit(background,(0,0)) > bullet=Bullet() > plane=Plane(bullet) > allSprites=pygame.sprite.Group(plane,bullet) > > while 1: > for i in pygame.event.get(): > quitPressed=pygame.key.get_pressed() > if i.type==QUIT or quitPressed[K_q]: > exit() > > allSprites.clear(screen,background) > allSprites.update() > allSprites.draw(screen) > pygame.display.flip() > > > if __name__=='__main__': > main() > > Thanks in advance :) > > Regards > Ankur Aggarwal > > > >
Re: [pygame] Delay Between iterations
Hey Nate I applied your solution and it worked for me :) Thanks a lot :) Thanks to everybody else too :) Regards Ankur Aggarwal On Fri, Jan 13, 2012 at 2:15 AM, Zack Baker wrote: > Sorry nevermind. Saw your next email > > On Jan 12, 2012, at 12:35 PM, ANKUR AGGARWAL wrote: > > In the last code provided I messed up the Bullet Class Code. Apologies for > that. Below is my code : > > import pygame > from pygame.locals import * > import random > import time > > pygame.init() > screen=pygame.display.set_mode((640,480),0,24) > pygame.display.set_caption("Hit The Stone") > background=pygame.Surface(screen.get_size()) > background=background.convert() > screen.blit(background,(0,0)) > > class Plane(pygame.sprite.Sprite): > def __init__(self): > pygame.sprite.Sprite.__init__(self) > self.image=pygame.image.load('plane.gif').convert() > self.rect=self.image.get_rect() > self.rect.centerx=random.randint(0,screen.get_width()) > self.distancefromcenter=30 > self.rect.centery=screen.get_height()-self.distancefromcenter > self.dx=2 > self.dy=2 > > def update(self): > self.pressed=pygame.key.get_pressed() > if self.pressed[K_DOWN]: > self.rect.centery+=self.dy > elif self.pressed[K_UP]: > self.rect.centery-=self.dy > elif self.pressed[K_LEFT]: > self.rect.centerx-=self.dx > elif self.pressed[K_RIGHT]: > self.rect.centerx+=self.dx > > > if self.rect.bottom>=screen.get_height(): > self.rect.bottom=screen.get_height() > elif self.rect.top<=0: > self.rect.top=0 > > if self.rect.centerx>=screen.get_width()-self.distancefromcenter: > self.rect.centerx=screen.get_width()-self.distancefromcenter > elif self.rect.centerx<=self.distancefromcenter: > self.rect.centerx=self.distancefromcenter > > > > > class Bullet(pygame.sprite.Sprite): > def __init__(self,posx,posy,image): > pygame.sprite.Sprite.__init__(self) > self.image=image > self.rect=self.image.get_rect() > self.rect.center=(posx,posy-30) > self.dy=5 > > > > def update(self): > self.rect.centery-=self.dy > self.rect.center=(self.rect.centerx,self.rect.centery) > if self.rect.top<=0: > self.kill() > class Blank(pygame.sprite.Sprite): > def __init__(self,posx,posy): > pygame.sprite.Sprite.__init__(self) > self.image=pygame.Surface((10,20)) > self.image.fill((0,0,0)) > self.rect=self.image.get_rect() > self.rect.center=(posx,posy-30) > self.dy=5 > > > def update(self): > self.rect.centery-=self.dy > self.rect.center=(self.rect.centerx,self.rect.centery) > if self.rect.top<=0: > self.kill() > > > def main(): > image=pygame.image.load('geometrybullet.png').convert() > plane=Plane() > allSprites=pygame.sprite.Group(plane) > clock=pygame.time.Clock() > > while 1: > pressed=pygame.key.get_pressed() > for i in pygame.event.get(): > if i.type==QUIT or pressed[K_q]: > exit() > if pressed[K_SPACE]: > bullet=Bullet(plane.rect.centerx,plane.rect.centery,image) > bullet.shootCount=0 > allSprites.add(bullet) > > > allSprites.clear(screen,background) > allSprites.update() > allSprites.draw(screen) > pygame.display.flip() > > > if __name__=='__main__': > main() > > > > On Thu, Jan 12, 2012 at 11:01 PM, ANKUR AGGARWAL > wrote: > >> import pygame >> from pygame.locals import * >> import random >> >> pygame.init() >> screen=pygame.display.set_mode((640,480),0,24) >> pygame.display.set_caption("Hit The Stone") >> background=pygame.Surface(screen.get_size()) >> background=background.convert() >> screen.blit(background,(0,0)) >> >> class Plane(pygame.sprite.Sprite): >> def __init__(self): >> pygame.sprite.Sprite.__init__(self) >> self.image=pygame.image.load('plane.gif').convert() >> self.rect=self.image.get_rect() >> self.rect.centerx=random.randint(0,screen.get_width()) >> self.distancefromcenter=30 >> self.rect.centery=screen.get_height()-self.distancefromcenter >> self.dx=2 >> self.dy=2 >> &g
[pygame] Re: Delay Between iterations
In the last code provided I messed up the Bullet Class Code. Apologies for that. Below is my code : import pygame from pygame.locals import * import random import time pygame.init() screen=pygame.display.set_mode((640,480),0,24) pygame.display.set_caption("Hit The Stone") background=pygame.Surface(screen.get_size()) background=background.convert() screen.blit(background,(0,0)) class Plane(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load('plane.gif').convert() self.rect=self.image.get_rect() self.rect.centerx=random.randint(0,screen.get_width()) self.distancefromcenter=30 self.rect.centery=screen.get_height()-self.distancefromcenter self.dx=2 self.dy=2 def update(self): self.pressed=pygame.key.get_pressed() if self.pressed[K_DOWN]: self.rect.centery+=self.dy elif self.pressed[K_UP]: self.rect.centery-=self.dy elif self.pressed[K_LEFT]: self.rect.centerx-=self.dx elif self.pressed[K_RIGHT]: self.rect.centerx+=self.dx if self.rect.bottom>=screen.get_height(): self.rect.bottom=screen.get_height() elif self.rect.top<=0: self.rect.top=0 if self.rect.centerx>=screen.get_width()-self.distancefromcenter: self.rect.centerx=screen.get_width()-self.distancefromcenter elif self.rect.centerx<=self.distancefromcenter: self.rect.centerx=self.distancefromcenter class Bullet(pygame.sprite.Sprite): def __init__(self,posx,posy,image): pygame.sprite.Sprite.__init__(self) self.image=image self.rect=self.image.get_rect() self.rect.center=(posx,posy-30) self.dy=5 def update(self): self.rect.centery-=self.dy self.rect.center=(self.rect.centerx,self.rect.centery) if self.rect.top<=0: self.kill() class Blank(pygame.sprite.Sprite): def __init__(self,posx,posy): pygame.sprite.Sprite.__init__(self) self.image=pygame.Surface((10,20)) self.image.fill((0,0,0)) self.rect=self.image.get_rect() self.rect.center=(posx,posy-30) self.dy=5 def update(self): self.rect.centery-=self.dy self.rect.center=(self.rect.centerx,self.rect.centery) if self.rect.top<=0: self.kill() def main(): image=pygame.image.load('geometrybullet.png').convert() plane=Plane() allSprites=pygame.sprite.Group(plane) clock=pygame.time.Clock() while 1: pressed=pygame.key.get_pressed() for i in pygame.event.get(): if i.type==QUIT or pressed[K_q]: exit() if pressed[K_SPACE]: bullet=Bullet(plane.rect.centerx,plane.rect.centery,image) bullet.shootCount=0 allSprites.add(bullet) allSprites.clear(screen,background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__=='__main__': main() On Thu, Jan 12, 2012 at 11:01 PM, ANKUR AGGARWAL wrote: > import pygame > from pygame.locals import * > import random > > pygame.init() > screen=pygame.display.set_mode((640,480),0,24) > pygame.display.set_caption("Hit The Stone") > background=pygame.Surface(screen.get_size()) > background=background.convert() > screen.blit(background,(0,0)) > > class Plane(pygame.sprite.Sprite): > def __init__(self): > pygame.sprite.Sprite.__init__(self) > self.image=pygame.image.load('plane.gif').convert() > self.rect=self.image.get_rect() > self.rect.centerx=random.randint(0,screen.get_width()) > self.distancefromcenter=30 > self.rect.centery=screen.get_height()-self.distancefromcenter > self.dx=2 > self.dy=2 > > def update(self): > self.pressed=pygame.key.get_pressed() > if self.pressed[K_DOWN]: > self.rect.centery+=self.dy > elif self.pressed[K_UP]: > self.rect.centery-=self.dy > elif self.pressed[K_LEFT]: > self.rect.centerx-=self.dx > elif self.pressed[K_RIGHT]: > self.rect.centerx+=self.dx > > > if self.rect.bottom>=screen.get_height(): > self.rect.bottom=screen.get_height() > elif self.rect.top<=0: > self.rect.top=0 > > if self.rect.centerx>=screen.get_width()-self.distancefromcenter: > self.rect.centerx=screen.get_width()-self.distancefromcenter > elif self.rect.centerx<=self.distancefromcenter: > self.rect.centerx=self.distancefromcenter > > > > &g
[pygame] Delay Between iterations
import pygame from pygame.locals import * import random pygame.init() screen=pygame.display.set_mode((640,480),0,24) pygame.display.set_caption("Hit The Stone") background=pygame.Surface(screen.get_size()) background=background.convert() screen.blit(background,(0,0)) class Plane(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load('plane.gif').convert() self.rect=self.image.get_rect() self.rect.centerx=random.randint(0,screen.get_width()) self.distancefromcenter=30 self.rect.centery=screen.get_height()-self.distancefromcenter self.dx=2 self.dy=2 def update(self): self.pressed=pygame.key.get_pressed() if self.pressed[K_DOWN]: self.rect.centery+=self.dy elif self.pressed[K_UP]: self.rect.centery-=self.dy elif self.pressed[K_LEFT]: self.rect.centerx-=self.dx elif self.pressed[K_RIGHT]: self.rect.centerx+=self.dx if self.rect.bottom>=screen.get_height(): self.rect.bottom=screen.get_height() elif self.rect.top<=0: self.rect.top=0 if self.rect.centerx>=screen.get_width()-self.distancefromcenter: self.rect.centerx=screen.get_width()-self.distancefromcenter elif self.rect.centerx<=self.distancefromcenter: self.rect.centerx=self.distancefromcenter class Bullet(pygame.sprite.Sprite): def __init__(self,posx,posy,image): pygame.sprite.Sprite.__init__(self) if self.shootCount>10: self.image=image self.rect=self.image.get_rect() self.rect.center=(posx,posy-30) self.dy=5 else: self.shootCount+=1 def update(self): self.rect.centery-=self.dy self.rect.center=(self.rect.centerx,self.rect.centery) if self.rect.top<=0: self.kill() def main(): image=pygame.image.load('geometrybullet.png').convert() plane=Plane() allSprites=pygame.sprite.Group(plane) clock=pygame.time.Clock() while 1: pressed=pygame.key.get_pressed() for i in pygame.event.get(): if i.type==QUIT or pressed[K_q]: exit() *if pressed[K_SPACE]:* *bullet=Bullet(plane.rect.centerx,plane.rect.centery,image)* *bullet.shootCount=0* *allSprites.add(bullet)* allSprites.clear(screen,background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__=='__main__': main() I was trying to make shooting game. whenever I press the space key bullet object is called (bold code) . I want delay between iterations to produce the gap between the bullets.Tried the time.wait() but its working. Any Ideas?? Thanks In Advance Regards Ankur Aggarwal
[pygame] Continuous Shooting
Hey I was making a demo shooting game and problem is that I want a continuous stream of bullets. As of now on pressing the space key only one bullet comes out of the plane (I want this to be continuous stream). On pressing space key again bullet starts from its initial point. My problem in the code is that I am able to make a single object of Bullet only (thats why it is throwing single bullet) and unable to find the another logic. Please help me out. Attaching the files along with this mail. import pygame from pygame.locals import * import random pygame.init() screen=pygame.display.set_mode((640,480),0,24) pygame.display.set_caption("Hit The Stone") class Plane(pygame.sprite.Sprite): def __init__(self,bullet): self.bullet=bullet pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load('plane.gif').convert() self.rect=self.image.get_rect() self.rect.centerx=random.randint(0,screen.get_width()) self.distancefromcenter=30 self.rect.centery=screen.get_height()-self.distancefromcenter self.dx=2 self.dy=2 def update(self): pressed=pygame.key.get_pressed() if pressed[K_DOWN]: self.rect.centery+=self.dy elif pressed[K_UP]: self.rect.centery-=self.dy elif pressed[K_LEFT]: self.rect.centerx-=self.dx elif pressed[K_RIGHT]: self.rect.centerx+=self.dx if self.rect.bottom>=screen.get_height(): self.rect.bottom=screen.get_height() elif self.rect.top<=0: self.rect.top=0 if self.rect.centerx>=screen.get_width()-self.distancefromcenter: self.rect.centerx=screen.get_width()-self.distancefromcenter elif self.rect.centerx<=self.distancefromcenter: self.rect.centerx=self.distancefromcenter if pressed[K_SPACE]: self.bullet.x=self.rect.centerx self.bullet.y=self.rect.centery class Bullet(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load('geometrybullet.png').convert_alpha() self.rect=self.image.get_rect() self.rect.center=(-100,-100) self.x=-100 self.y=-100 self.dy=5 def update(self): self.y-=self.dy self.rect.center=(self.x,self.y) if self.rect.top<0: self.x=-100 self.y=-100 def main(): background=pygame.Surface(screen.get_size()) background=background.convert() screen.blit(background,(0,0)) bullet=Bullet() plane=Plane(bullet) allSprites=pygame.sprite.Group(plane,bullet) while 1: for i in pygame.event.get(): quitPressed=pygame.key.get_pressed() if i.type==QUIT or quitPressed[K_q]: exit() allSprites.clear(screen,background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__=='__main__': main() Thanks in advance :) Regards Ankur Aggarwal <><>import pygame from pygame.locals import * import random pygame.init() screen=pygame.display.set_mode((640,480),0,24) pygame.display.set_caption("Hit The Stone") class Plane(pygame.sprite.Sprite): def __init__(self,bullet): self.bullet=bullet pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load('plane.gif').convert() self.rect=self.image.get_rect() self.rect.centerx=random.randint(0,screen.get_width()) self.distancefromcenter=30 self.rect.centery=screen.get_height()-self.distancefromcenter self.dx=2 self.dy=2 def update(self): pressed=pygame.key.get_pressed() if pressed[K_DOWN]: self.rect.centery+=self.dy elif pressed[K_UP]: self.rect.centery-=self.dy elif pressed[K_LEFT]: self.rect.centerx-=self.dx elif pressed[K_RIGHT]: self.rect.centerx+=self.dx if self.rect.bottom>=screen.get_height(): self.rect.bottom=screen.get_height() elif self.rect.top<=0: self.rect.top=0 if self.rect.centerx>=screen.get_width()-self.distancefromcenter: self.rect.centerx=screen.get_width()-self.distancefromcenter elif self.rect.centerx<=self.distancefromcenter: self.rect.centerx=self.distancefromcenter if pressed[K_SPACE]: self.bullet.x=self.rect.centerx self.bullet.y=self.rect.centery class Bullet(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load('geometrybullet.png').convert_alpha() self.rect=self.image.get_rect() self.rect.center=(-100,-100) self.x=-100 self.y=-100
[pygame] Demo Paint Program
Created A Paint Demo Using Pygame API. It's in the github pygame-example repo. Check this out https://github.com/ankur0890/ Pygame-Examples-For-Learning/blob/master/paint.py . Got the idea from "Game Programming By Andy Harris" . Applied my own logic over the idea though :) Regards Ankur Aggarwal
Re: [pygame] Github Pygame Example Repository
Thanks for your support... will do that asap :) On Tue, Dec 20, 2011 at 12:20 AM, Jeremy Sharpe < jeremy.adamson.sha...@gmail.com> wrote: > Good stuff. > > Looking around your repository, be careful not to include *~ and .pyc > files in your repo. > > (To get rid of them permanently, delete them from the repo, and then > add *~ and *.pyc to your .gitignore.) > > On Sun, Dec 18, 2011 at 12:32 PM, Jake b wrote: > > Nice. > > > > For the main game loop, I like to do: > > while not done: > > # ...events , draw... > > if pressed[K_ESC]: done = True > > > > # to allow smooth exit / save game state / cleanup if needed. > > > > check out : pygame.Color() http://www.pygame.org/docs/ref/color.html > > > > You can post your code on the site, with a link to your repo. > > http://www.pygame.org/tags/tutorial > > -- > > Jake >
[pygame] Github Pygame Example Repository
I have created an pygame example repo on github to promote the learning of this API. check this out https://github.com/ankur0890/Pygame-Examples-For-Learning . I created an blog post of the same on my linux blog : http:.//flossstuff.wordpress.com/2011/12/17/github-repository-for-pygame-examples/ . Suggestions and feedback would be great. Looking for contribution too :) Regards Ankur Aggarwal
[pygame] Difference Between pygame.draw and pygame.gfxdraw
Hey I was goofing around the web and found out the gfx draw API of the python module. Through search and all found out that it is used to draw shapes . pygame.draw also do the same work. So I want to know what exactly is the difference between them??? I searched on the web a lot but unable to find out an appropriate answers. Please help!!! Thanks In Advance Regards Ankur Aggarwal
Re: [pygame] Making animation.
I made a 3 level small snake game . It have used an animated "blast" shown during the snake collision. For that purpose I used a small sprite sheet and subsurface concept. Download the game and figure it out. Code is available at http://code.google.com/p/hungry-snakes/downloads/list On Sun, May 29, 2011 at 12:41 AM, B W wrote: > And a couple more I bookmarked. There are possibly more on pygame.org. > > http://www.pygame.org/project-gradients-307-.html > http://www.pygame.org/project-Pygame+Advance+Graphics+Library-660-.html > > For explosions, winking starts, muzzle flash, etc. you could search for > spritesheets, which are cheap but usually adequate. > > Gumm > > > On Sat, May 28, 2011 at 9:40 AM, Jake b wrote: > >> Take a look at http://www.pygame.org/project-PyIgnition-1527-.html >> >> ( you don't need openGL. ) >> >> -- >> Jake >> > >
[pygame] Hungry Snake now on Softpedia
Hey I got a mail form softpedia today that they have added my game "Hungry Snake" to their site too under 100% free certificate. I am really happy :):) I can feel the power of open source :):) Want to share this with you people because I learned a lot from the python community . Game Links - http://code.google.com/p/hungry-snakes/ , http://mac.softpedia.com/get/Games/Hungry-Snake.shtml Certificate Link - http://mac.softpedia.com/progClean/Hungry-Snake-Clean-98721.html Thanks Ankur Aggarwal
[pygame] 3 Level Snake Game Made using Pygame API
Hey Few weeks back I made out the basic of the snake game and released it on the Web under the file name "hungry.py". Now I Upgraded It Into a 3 Level Game. I test it on windows too and its working completely fine over there too. Download the "Game.Zip" file to play all the three levels and "hungry.py" to play the basic version. Releasing this under GPLv3 :):) Try it out and feedback would be gr8. Here's the download link http://code.google.com/p/hungry-snakes/downloads/list Thanks Ankur Aggarwal
Re: [pygame] Mouse Focus
It worked :D:D Thanks a lot :):) Ankur Aggarwal On Mon, May 9, 2011 at 1:49 PM, Scribble Master wrote: > Use the rect of each text surface. Then you can get the mouse position with > pygame.mouse.getpos() > http://www.pygame.org/docs/ref/mouse.html#pygame.mouse.get_pos > > and check if the mouse's position is in that rect using > Rect.collidepoint(): > http://www.pygame.org/docs/ref/rect.html#Rect.collidepoint > > If it is, execute the function for that level. > > Good luck! > > > On Mon, May 9, 2011 at 2:43 AM, ANKUR AGGARWAL wrote: > >> I am getting some trouble with the mouse focus too. >> I have render the text on the screen like- >> level1 >> level2 >> level3 >> >> I want an algo that when i click on level1 , it executes the level1 . I >> am unable to focus on the text too . Please give me an algo for it >> Thanks in Advance >> Ankur Aggarwal >> > >
[pygame] Mouse Focus
I am getting some trouble with the mouse focus too. I have render the text on the screen like- level1 level2 level3 I want an algo that when i click on level1 , it executes the level1 . I am unable to focus on the text too . Please give me an algo for it Thanks in Advance Ankur Aggarwal
Re: [pygame] Underline Text on Focus
I tried it and google it on the web too. It's not working :( On Mon, May 9, 2011 at 3:40 AM, Greg Ewing wrote: > ANKUR AGGARWAL wrote: > >> Hey I want to underline the text as soon as mouse gets focussed on it. >> > > Haven't used it myself, but Fonts have a set_underline() > method that looks like it will do what you want. > > -- > Greg >
[pygame] Underline Text on Focus
Hey I want to underline the text as soon as mouse gets focussed on it. Can you please tell me the algo for that Thanks In Advance Ankur Aggarwal
[pygame] Pygame on facebook
Hey I made a game using pygame API. i want to put the same on the facebook. Is there's any way to do this. I search around the developers.facebook.com and so far unable to seek something for python. Can you please help in this matter. Thanks in Advance :):) Ankur Aggarwal
[pygame] Rotation About A Point
Hey I want to rotate the image about a point (100,100) but by using the pygame.tranform.rotate image moves itself from the point along with the rotation . Below is the code import pygame from pygame.locals import * from sys import exit pygame.init() screen=pygame.display.set_mode((640,480),0,0) pygame.display.set_caption("Rotation using transform module") image=pygame.image.load("fugu.png").convert_alpha() a=0 clock=pygame.time.Clock() b=(100,100) while True: for i in pygame.event.get(): if i.type==QUIT: exit() screen.fill((0,0,0)) a=a+10 image=pygame.transform.rotate(image,a) screen.blit(image,(100,100)) pygame.display.update() clock.tick(1) Whats my mistake and whats the solution??? Thanks Ankur Aggarwal
[pygame] First Game Attempt
Hey I was reading Pygame API for a month and made out a very basic ,small game named as "Hungry Snake" as practice. Want to share out the code with uou guys. Here's the link http://code.google.com/p/hungry-snakes/downloads/list Thanks Ankur Aggarwal
Re: [pygame] Making the sprite sheet background transparent
Yup,infact already did that. But I want to do it in python style :O:O On Fri, Apr 15, 2011 at 1:03 AM, Eamonn McHugh-Roohr wrote: > It's easy enough to open it up in Photoshop or gimp and actually make the > image's background transparent, then you just call .convert_alpha() on it > after you load the image. > > > On Thu, Apr 14, 2011 at 3:26 PM, ANKUR AGGARWAL > wrote: > >> Hey >> I want to make the sprite sheet background as transparent. How I can do >> that??? >> Code and the images is attached with the mail. Thanks in advance. >> >> Ankur Aggarwal >> > >
[pygame] Making the sprite sheet background transparent
Hey I want to make the sprite sheet background as transparent. How I can do that??? Code and the images is attached with the mail. Thanks in advance. Ankur Aggarwal import pygame from pygame.locals import * from sys import exit counter=0 def update(): global counter counter=(counter+1)%5 screen=pygame.display.set_mode((200,200),0,24) pygame.display.set_caption("Sprite Try") clock=pygame.time.Clock() a=[] image=pygame.image.load("frog.gif").convert() width,height=image.get_size() for i in xrange(int(width/44.2)): a.append(image.subsurface(i*44.2,0,44.2,41)) while True: for i in pygame.event.get(): if i.type==QUIT: exit() screen.blit(a[counter],(100,100)) update() pygame.display.update() clock.tick(5) <>
[pygame] blit a list containing surfaces
I created a list which contains the subsurfaces of the sprite image. Now i want to blit it on the screen so that it seems to be like a animation. I tried but unable to do so. So kindly help me in the algo of how to blit this list (Images=[, , , , , , , ]). Thanks in advance Ankur Aggarwal
[pygame] Sprite examples with images
Hey I am reading pygame and made out simple snake game as a practice. Now want to get started with the world of sprites. I looked for the examples but most of the examples are without the real images so unable to run them and know their functionality. Can anybody send me the links of good examples of sprites where images are also available so that i can get a better understanding. Thanks in Advance :):) Ankur Aggarwal
[pygame] Recommendations required
Hey I am reading pygame module and experimenting with it in small codes too . I want your help. I want you to recommend the games ,beginner of this module should try to develop as a practice or so. Thanks Ankur Aggarwal