Re: [pygame] A collision detection system

2013-03-27 Thread Ciro Duran
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

2012-10-07 Thread Ciro Duran
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

2012-03-10 Thread Ciro Duran
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

2011-12-02 Thread Ciro Duran
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

2010-08-16 Thread Ciro Duran
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

2010-08-05 Thread Ciro Duran
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.