Re: [pygame] A collision detection system
Pygame does not include these kind of algorithms. You could use pymunk https://code.google.com/p/pymunk/or pybox2d https://code.google.com/p/pybox2d/to have collision detection and physics behaviour. Ciro. On Wed, Mar 27, 2013 at 2:41 PM, Sean Felipe Wolfe ether@gmail.comwrote: On Wed, Mar 27, 2013 at 12:04 PM, Vinícius Naves Castanheira vncastanhe...@gmail.com wrote: Hello! Those functions is well-know to me, I think that I made the wrong question. =P What I mean is methods like AABB, or others more efficient, that handles the problem of two objects colliding. In short terms, what happens to them when they collide. oops sorry, I thought you were new like me :) I'm not familiar to that depth with our collision detection so I will defer to the more knowledgeable folks.
Re: [pygame] creating new game - project to big
It's a valid choice if you want to kickstart your game development with other engines (I think it's more important to finish your game than rather never release one while you learn the ropes with the engine/programming language of your choosing). Seems from your writing style that you definitely should pick of those. Anyone is fine (I could add Unity3D there, which is awesome). However, the Pygame list is not the correct place where you can ask this. You should go ask on http://gamedev.net or in http://forums.tigsource.comwhere there can be more general help than anything we can give here. And remember, if you are starting from square one and you believe your project will take a couple of years, I would begin with smaller projects. Cheers, Ciro. On Sun, Oct 7, 2012 at 11:15 AM, shane shanevansh...@yahoo.com wrote: Hi ok i wanne use pygame to create a new game, but im starting to realise that what i want to do can take me a couple years at least lol so what about these other so called game developement packages where you dont even have to code and can even add scripts e.g. 001 game engine/Engine 001 3d game builder craftstudio RPG maker 3D whats the advice -- View this message in context: http://pygame-users.25799.n6.nabble.com/creating-new-game-project-to-big-tp225.html Sent from the pygame-users mailing list archive at Nabble.com.
Re: [pygame] Declaring variables in function as if at code's line-level
You can just declare your variables inside a function and their scope will only reach inside that function. If you declare module variables (or global variables, if you fancy that name more) you can refer them inside functions without adding anything. But if you want to assig something to the variable (eg. Create an object) you must specify the global keyword at the beginning of the function. Sorry if I didn't get the point of your question. Ciro El sábado 10 de marzo de 2012, Brian Brown bro...@gmail.com escribió: Hi pygame users, just a simple question-- How can one cause variables at function-level to behave like variables at line-level? (With basic python code) I just want to avoid using global over and over again (in many different functions) while I want to declare, use, and delete all my game's variables inside functions.Thanks. Matt
Re: [pygame] spammity spam on /wiki/patchesandbugs
The wiki is full of them. I tried in the past to edit those, but a few days later the spammers re edit the page. El dic 2, 2011 11:49 a.m., Sean Wolfe ether@gmail.com escribió: Hey I was just poking around the pygame.org site and found some spam hackness... looks like this page has a lot of hidden links to jokes pages, plus some 'diet pills' links etc etc. http://pygame.org/wiki/patchesandbugs aach! -- A musician must make music, an artist must paint, a poet must write, if he is to be ultimately at peace with himself. - Abraham Maslow
Re: [pygame] Re: Keeping a sprite on screen with rect.clamp
I use the Vec2d http://www.pygame.org/wiki/2DVectorClass?parent=CookBookclass defined in the Pygame cookbook, plus a simplification of the calculate_bezier() http://www.pygame.org/wiki/BezierCurve?parent=CookBookfunction also there. Here's the code: def calculate_lerp(p, steps = 30): t = 1.0 / steps points = [p[0].interpolate_to(p[1], t*i) for i in range(0, steps+1)] return points On Mon, Aug 16, 2010 at 10:13 PM, Mark Reed markree...@gmail.com wrote: I want to calculate a straight path of points between two points and each frame do: sprite.x, sprite.y = sprite.path[step] step++ And have the sprite move along that line. I've lost all basic math skills, and don't want to spend an hour debugging such a simple thing. Mark On Tue, Aug 17, 2010 at 9:41 AM, Luke Paireepinart rabidpoob...@gmail.com wrote: Can you be more specific about what you mean? Are you trying to interpolated points between two endpoints or what? Sent from my iPhone On Aug 16, 2010, at 8:13 PM, Mark Reed markree...@gmail.com wrote: Anyone have a function for calculating all the points on a line to be used for sprite movement? Mark
[pygame] Spam on Tutorials page
Hi, I've taken the task since some days ago to clean link spam from the tutorials page in pygame.org. Sadly, this is a losing battle, it's only a few hours before some guys adds the same links as always. And some of them don't even bother to edit the site, but rather revert to their spammy version. Is there any way to semi-protect this page and have someone curate this page? Ciro.