Re: [pygame] informal poll on Windows python version

2010-04-29 Thread Chris Van Bael
Windows XP SP3 in VirtualBox on Windows 7 or Ubuntu (I'm very hesitant
to build executables on Windows 7)
Python 2.6 (just switched over from 2.4 without problems)
Pygame 1.9.1


Re: [pygame] Need names and nationalities for AI playes in new sport-game

2009-11-13 Thread Chris Van Bael
Chris Van Bael / Belgium

On Fri, Nov 13, 2009 at 1:06 PM, Alex Nordlund  wrote:
> Alexander Nordlund / Sweden :-)
>
> ---
> //Alex
>
> On Fri, Nov 13, 2009 at 12:53 PM, Pablo Moleri  wrote:
>> Pablo Moleri / Uruguay
>>
>> On Fri, Nov 13, 2009 at 9:44 AM, Stuart Axon 
>> wrote:
>>>
>>> Hi,
>>>   Stuart Axon - England / Britain / UK.   (Some sports seem to do UK
>>> or GB, others have seperate teams for England/Scotland/Wales)
>>>
>>> S++
>>>
>>> 2009/11/13 John Eriksson :
>>> > Hello every one!
>>> >
>>> > What a tremendous response! :-D
>>> >
>>> > I realized I was a little vague in my description of the game. This
>>> > was partly because I didn't want to spoile the release of the game.
>>> > But since you all will be a part of the game it's only fair that you
>>> > know what you lend your name to.
>>> >
>>> > The game is called Power Play (right know anyway. It's changed name
>>> > several times over the last week). It's somewhat inspierd by curling
>>> > (Sorry Toni, no Hattrick killer. I really loved that game too!). It
>>> > will be possible to play a singel game, 2-player game or to create a
>>> > career in the Power Play World Series (this is where your name will
>>> > occure).
>>> >
>>> > The World series is devided into several divisions and the player has
>>> > to work his/her way up to the top to be the World Champion!
>>> >
>>> > This game is actually a spin off from a test I did when trying out the
>>> > mathematics for completely different  game I'm working on. I just had
>>> > to try to create a really tough AI and it worked out really well. It's
>>> > a game of strategy and carefull planning. It's highly addictive and I
>>> > almost can't wait until I have finished it enough to show it to you.
>>> > But please have patience with me! I only have a couple of hours each
>>> > day to spare for game development after the children went to bed :-)
>>> >
>>> > I got a question from Matthew if I wanted just one or many from each
>>> > country;
>>> > Answer: It doesn't matter how many names I get for each country. The
>>> > more the merrier! :-D
>>> >
>>> > Right now I'm counting (including my self) 15 names from 11 different
>>> > countris!
>>> > The PyGame community rocks!
>>> >
>>> > Keep 'em comming!
>>> > Best Regards
>>> > /John Eriksson
>>> >
>>
>>
>


Re: [pygame] path module not found

2008-12-07 Thread Chris Van Bael
Hi,

thanks for the reply, i'll surely check your code.

But we used OCempGui before in our project; as a normal python
package, not into our own tree.
The only thing we had to do was change the DEFAULTDATADIR variable in
Constants.py.
The path in that variable is hardcoded at installationtime, and we
changed it when generating to "."
Of course we copied the datadir to the root of /dist.
That worked fine before.

Since we took OCempGui in, we made the path dependant on our package
dir, so I doubt that is the problem here.

Chris

On Sun, Dec 7, 2008 at 11:33 PM, René Dudfield <[EMAIL PROTECTED]> wrote:
> hi,
>
> we used ocempgui in our competition game eyestabs:
> http://code.google.com/p/eyestabs/
>
> I can't remember the changes we made to get it working with py2exe...
> but it should be in there somewhere.  Maybe do a diff of that ocempgui
> directory and your one.
>
> cu,
>
>
> On Mon, Dec 8, 2008 at 6:47 AM, Chris Van Bael <[EMAIL PROTECTED]> wrote:
>> Hi all,
>>
>> recently we took in OCempGui into our project (we copied it) and
>> started using Pango for RTL.
>> Now I have problems with my Py2Exe-ed program.  (running from sources
>> works fine)
>> Output I get:
>>
>> C:\Childsplay_sp\dist\.\childsplay_sp\ocempgui\widgets\themes\default\DefaultEngine.py:43:
>> RuntimeWarning: use surfarray: No module named path
>> Traceback (most recent call last):
>>  File "Childsplay_sp", line 104, in ?
>>  File "childsplay_sp\SPMainCore.pyc", line 42, in ?
>>  File "childsplay_sp\ocempgui\__init__.pyc", line 45, in ?
>>  File "childsplay_sp\ocempgui\widgets\__init__.pyc", line 34, in ?
>>
>>  File "childsplay_sp\ocempgui\widgets\base.pyc", line 29, in ?
>>  File "childsplay_sp\ocempgui\widgets\Style.pyc", line 36, in ?
>>N(
>>  File "childsplay_sp\ocempgui\widgets\themes\__init__.pyc", line 28, in ?
>>  File "childsplay_sp\ocempgui\widgets\themes\default\__init__.pyc",
>> line 29, in ?
>>  File "childsplay_sp\ocempgui\widgets\themes\default\DefaultEngine.pyc",
>> line 43, in ?
>>  File "C:\Programs\Python24\lib\site-packages\pygame\__init__.py",
>> line 52, in __getattr__
>>raise NotImplementedError, MissingPygameModule
>> NotImplementedError: surfarray module not available
>>
>> At the moment I have both Numpy and Numeric in my dist dir, but we
>> should adapt our program so that we only use Numpy.
>> Any idea which path module it is that is missing?
>>
>> Thanks,
>>
>> Chris
>>
>


[pygame] path module not found

2008-12-07 Thread Chris Van Bael
Hi all,

recently we took in OCempGui into our project (we copied it) and
started using Pango for RTL.
Now I have problems with my Py2Exe-ed program.  (running from sources
works fine)
Output I get:

C:\Childsplay_sp\dist\.\childsplay_sp\ocempgui\widgets\themes\default\DefaultEngine.py:43:
RuntimeWarning: use surfarray: No module named path
Traceback (most recent call last):
  File "Childsplay_sp", line 104, in ?
  File "childsplay_sp\SPMainCore.pyc", line 42, in ?
  File "childsplay_sp\ocempgui\__init__.pyc", line 45, in ?
  File "childsplay_sp\ocempgui\widgets\__init__.pyc", line 34, in ?
      
  File "childsplay_sp\ocempgui\widgets\base.pyc", line 29, in ?
  File "childsplay_sp\ocempgui\widgets\Style.pyc", line 36, in ?
N(
  File "childsplay_sp\ocempgui\widgets\themes\__init__.pyc", line 28, in ?
  File "childsplay_sp\ocempgui\widgets\themes\default\__init__.pyc",
line 29, in ?
  File "childsplay_sp\ocempgui\widgets\themes\default\DefaultEngine.pyc",
line 43, in ?
  File "C:\Programs\Python24\lib\site-packages\pygame\__init__.py",
line 52, in __getattr__
raise NotImplementedError, MissingPygameModule
NotImplementedError: surfarray module not available

At the moment I have both Numpy and Numeric in my dist dir, but we
should adapt our program so that we only use Numpy.
Any idea which path module it is that is missing?

Thanks,

Chris


Re: [pygame] Problems with py2exe and Pygame

2007-12-05 Thread Chris Van Bael
Hi,

you can use the datafiles option in your setup.py to copy the font.

Maybe take a look at my setup.py script:
http://schoolsplay.svn.sourceforge.net/viewvc/schoolsplay/branches/childsplay_sp/windows/setup.py?view=markup
It's fairly straight forward.

Chris

On Dec 5, 2007 2:15 AM, Patrick Mullen <[EMAIL PROTECTED]> wrote:
> Yes my setup script uses py2exe on windows and cx_freeze on linux,
> while keeping the data movement code generally shared for either
> system.  So it is all in one nice, portable setup file.  Of course, I
> really am a loser.  Instead of using shutil, I wrote all of my own
> shell functions :)
>
> To answer the actual question...
> We really need to see what code is breaking to know what is wrong
> here.  I think you may need to specify an actual named font rather
> than relying on the default one, in order to pick up the ttf in the
> exe directory.  Uh, one more thing.  Try manually putting the font
> into library.zip.
>
> You'll be safest to manually load the font yourself though, with the
> pygame.Font function.
>
>
> On Dec 4, 2007 1:57 PM, Casey Duncan <[EMAIL PROTECTED]> wrote:
> >
> >
> > On Dec 4, 2007, at 1:19 PM, Joe Johnston wrote:
> >
> > > hwg wrote:
> > >> I'm trying to make an exe of a simple Pygame program.
> > >>  Here's the setup.py :
> > >>  from distutils.core import setup
> > >> import py2exe, pygame
> > >> import glob, shutil
> > >> setup(windows=["lunarlander.py "])
> > >> shutil.copyfile('moonsurface.png', 'dist/moonsurface.png')
> > >> shutil.copyfile('lunarlander2.png', 'dist/lunarlander2.png')
> > >> shutil.copyfile('C:/Python25/Lib/site-packages/pygame/
> > >> freesansbold.ttf',
> > >> 'dist/freesansbold.ttf')
> > >
> > > Maybe I'm a loser, but I generally keep the setup.py script short.
> > > If I've got to move files, I do that from a bat script which can
> > > call my Windows installer compiler too (inno, my case).
> >
> > A good reason to keep this stuff in python (regardless of whether it
> > is in setup.py or not) is portability. bat files only work on
> > Windows. But then again, absolute paths (especially ones that use
> > drive letters) are highly non-portable anyhow no matter what language
> > they're in (even on different machines that are running Windows).
> >
> > -Casey
> >
>


Re: [pygame] textboxes and buttons

2007-02-20 Thread Chris Van Bael

On 2/21/07, Matthieu TC <[EMAIL PROTECTED]> wrote:

Hi list,
I want to add textboxes and buttons to my pygame game. For example, I want to 
ask for a username and a password and offer 'register' and 'login' buttons.

Is there a standard way/component to do this?

I have looked at 'pgu' but it is a bit overkill and I'm not sure how to blend 
it into my own GUI.

Any thoughts?

-matt


Hi Matt,

I don't know of a standard way of doing this in PyGame, but OCempGui
is in fact a nice GUI toolkit for PyGame.
http://ocemp.sourceforge.net/gui.html

Chris


Re: [pygame] Re: PyGame and Py2Exe 0.6.6

2007-02-13 Thread Chris Van Bael

Thanks all for the replies.

At the moment I'm using the --skip-archive commandline option to get
rid of the library.zip.
It's not really documented, I found it only in the release notes of a
0.6.x version.
Problem is that I now have many libraries in my directory.  But I
expect to be able to trim a few of these.  Is there maybe an option to
include only the libraries I provide?

Apparently I'm also using bundle-files=3, but I really don't know what
it does...

Chris


Re: [pygame] Re: PyGame and Py2Exe 0.6.6

2007-02-12 Thread Chris Van Bael

On 2/12/07, Kris Schnee <[EMAIL PROTECTED]> wrote:

Chris Van Bael wrote:
> On a side note: where the files that are now in library.zip previously
> in my executable (0.3.x)?
>
> So how are you guys handling this for your pygame programs?

It's kind of embarrassing, but I've been using Py2EXE the dumb way. I
put a very basic "setup.py" file and some copy of my actual code into
the C:\Python24 directory, even though the code normally lives in
C:\Code and there's a whole directory structure that needs copying. Then
I run Py2EXE, then manually copy my graphics, music (etc.)
subdirectories into the new C:\Python24\dist location. This gives me a
directory I can then ZIP up and distribute to Windows users without Python.

As I understand it, this is a bad method!


It works, so it's not that bad ;-)
In fact the pygame2exe script for the old py2exe does exactly the same thing!
And if you give the data_files option, it's also the same thing only
now I can (I hope) reuse much of the script between py2exe and py2app.
But do you get a library.zip file?  If not, which version of py2exe
are you using and what's in your setup.py file?

Chris


[pygame] Re: PyGame and Py2Exe 0.6.6

2007-02-12 Thread Chris Van Bael

Hi all,

don't think my previous mail got through, so I'll resend it.

I'm working on an installer for a python program.
I have an old pygame2exe.py script that works perfectly with python
2.3.5, pygame 1.6 and py2exe 0.3.x.
However now I want to use Python 2.4, pygame 1.8 (pre) and py2exe 0.6.6.
This gives me quite some heardaches...

In the old version py2exe didn't make a library.zip, now it does.
Problem is that copying the pygame font to /dist is not enough, it has
to be in library.zip.
How can I achieve this with my setup.py or how can I prevent the
library.zip from being made?

On a side note: where the files that are now in library.zip previously
in my executable (0.3.x)?

So how are you guys handling this for your pygame programs?

Thanks,

Chris