Re: [pygame] immediate mode not working?

2008-07-08 Thread Gabriel Hasbun
OK I noticed that by pumping the event queue, with pygame.event.get() , I 
actually manage to see the blue squares being drawn, but only when this command 
is written. If I flip again, I'd have to pump the event queue once again.

--- On Tue, 7/8/08, Brian Fisher <[EMAIL PROTECTED]> wrote:
From: Brian Fisher <[EMAIL PROTECTED]>
Subject: Re: [pygame] immediate mode not working?
To: pygame-users@seul.org
Date: Tuesday, July 8, 2008, 4:46 PM

Blit works just fine for me - it's not a fill vs. blit thing - the problem you 
just experienced is something else - it's possible events need to get processed 
again? try calling pygame.event.get() when things don't seem to work (if you 
are not pumping the event loop, btw, you are not using pygame in a supported 
fashion, and the results are unpredictable)


anyways, I did the sequence of stuff below, and it all worked exactly as 
expected for me (demonstrating blits can work fine)

C:\Documents and Settings\Owner>c:\python25\python
Python 2.5 (r25:51908, Sep 19 2006, 09:52:17) [MSC v.1310 32 bit (Intel)] on 
win32

Type "help", "copyright", "credits" or "license" for more information.
>>> import pygame
>>> pygame.init()
(6, 0)
>>> screen=pygame.display.set_mode((400,300))

>>> pygame.event.get()
[, , >> blueSquare = pygame.surface.Surface((50,50))

>>> blueSquare.fill((0,0,255))

>>> screen.blit(blueSquare, (30,30))

>>> pygame.display.flip()
>>> screen.blit(blueSquare, (100,100))


>>> pygame.display.flip()
>>> screen.blit(blueSquare, (200,130))

>>> pygame.display.flip()


On Tue, Jul 8, 2008 at 3:57 PM, Gabriel Hasbun <[EMAIL PROTECTED]> wrote:


You are right, filling the screen seems to work, but not blitting to it.

C:\Documents and Settings\Gabriel>python
Python 2.5.1 (r251:54863, Apr 18 2007, 08:51:08) [MSC v.1310 32 bit (Intel)] on

win32
Type "help", "copyright", "credits" or "license" for more information.
>>> import pygame
>>> pygame.init()
(6, 0)
>>> screen=pygame.display.set_mode((400,300))

>>> pygame.event.get()
[, , , , ]
>>> screen.fill((255,255,255))


>>> pygame.display.flip()
>>> screen.fill((255,0,0))

>>> pygame.display.flip()
>>> screen.fill((255,240,70))


>>> pygame.display.update()
>>> blueSquare = ((0,0,255))
>>> blueSquare = pygame.surface.Surface((50,50))
>>> blueSquare.fill((0,0,255))
   # everything alright up until 
here.

>>> screen.blit(blueSquare, (30,30))

>>> pygame.display.update()    # pygame window at this point is non 
>>> responsive.
>>>





--- On Tue, 7/8/08, Brian Fisher
 <[EMAIL PROTECTED]> wrote:
From: Brian Fisher <[EMAIL PROTECTED]>

Subject: Re: [pygame] immediate mode not working?
To: pygame-users@seul.org
Date: Tuesday, July 8, 2008, 3:03 PM


The problem is that you need to tell SDL to process windows messages before 
your window can be used (any event getting function should do)

try this:
-
import pygame
pygame.init()
screen = pygame.display.set_mode((400,300))


pygame.event.get()
screen.fill((255,255,255))
pygame.display.flip()
screen.fill((0,0,0))
pygame.display.flip()
-

it worked in a command prompt console for me


On Tue, Jul 8, 2008 at 2:09 PM, Gabriel Hasbun <[EMAIL PROTECTED]> wrote:



sure:

C:\Documents and Settings\Gabriel>python
Python 2.5.1 (r251:54863, Apr 18 2007, 08:51:08) [MSC v.1310 32 bit (Intel)] on
win32
Type "help", "copyright", "credits" or "license" for more information.


>>> import pygame
>>> pygame.init()
(6, 0)
>>> screen = pygame.display.set_mode((400, 300))
>>> whiteSquare = pygame.surface.Surface((50,50))
>>> whiteSquare.fill((255,0,0))



>>> screen.blit(whiteSquare, (100,100))

>>> pygame.display.flip()
>>>

As you can guess nothing happens on my pygame window, while using the MSDOS(the 
real) python.



--- On Tue, 7/8/08, Ian Mallett <[EMAIL PROTECTED]> wrote:


From: Ian Mallett <[EMAIL PROTECTED]>
Subject: Re: [pygame] immediate mode not working?
To: pygame-users@seul.org


Date: Tuesday, July 8, 2008, 1:16 PM

Could we see the code?
-I




  




  




  

Re: [pygame] immediate mode not working?

2008-07-08 Thread Gabriel Hasbun
You are right, filling the screen seems to work, but not blitting to it.

C:\Documents and Settings\Gabriel>python
Python 2.5.1 (r251:54863, Apr 18 2007, 08:51:08) [MSC v.1310 32 bit (Intel)] on
win32
Type "help", "copyright", "credits" or "license" for more information.
>>> import pygame
>>> pygame.init()
(6, 0)
>>> screen=pygame.display.set_mode((400,300))
>>> pygame.event.get()
[, , , , ]
>>> screen.fill((255,255,255))

>>> pygame.display.flip()
>>> screen.fill((255,0,0))

>>> pygame.display.flip()
>>> screen.fill((255,240,70))

>>> pygame.display.update()
>>> blueSquare = ((0,0,255))
>>> blueSquare = pygame.surface.Surface((50,50))
>>> blueSquare.fill((0,0,255))
   # everything alright up until 
here.
>>> screen.blit(blueSquare, (30,30))

>>> pygame.display.update()    # pygame window at this point is non 
>>> responsive.
>>>





--- On Tue, 7/8/08, Brian Fisher <[EMAIL PROTECTED]> wrote:
From: Brian Fisher <[EMAIL PROTECTED]>
Subject: Re: [pygame] immediate mode not working?
To: pygame-users@seul.org
Date: Tuesday, July 8, 2008, 3:03 PM

The problem is that you need to tell SDL to process windows messages before 
your window can be used (any event getting function should do)

try this:
-
import pygame
pygame.init()
screen = pygame.display.set_mode((400,300))

pygame.event.get()
screen.fill((255,255,255))
pygame.display.flip()
screen.fill((0,0,0))
pygame.display.flip()
-

it worked in a command prompt console for me

On Tue, Jul 8, 2008 at 2:09 PM, Gabriel Hasbun <[EMAIL PROTECTED]> wrote:


sure:

C:\Documents and Settings\Gabriel>python
Python 2.5.1 (r251:54863, Apr 18 2007, 08:51:08) [MSC v.1310 32 bit (Intel)] on
win32
Type "help", "copyright", "credits" or "license" for more information.

>>> import pygame
>>> pygame.init()
(6, 0)
>>> screen = pygame.display.set_mode((400, 300))
>>> whiteSquare = pygame.surface.Surface((50,50))
>>> whiteSquare.fill((255,0,0))


>>> screen.blit(whiteSquare, (100,100))

>>> pygame.display.flip()
>>>

As you can guess nothing happens on my pygame window, while using the MSDOS(the 
real) python.


--- On Tue, 7/8/08, Ian Mallett <[EMAIL PROTECTED]> wrote:

From: Ian Mallett <[EMAIL PROTECTED]>
Subject: Re: [pygame] immediate mode not working?
To: pygame-users@seul.org

Date: Tuesday, July 8, 2008, 1:16 PM

Could we see the code?
-I




  




  

Re: [pygame] immediate mode not working?

2008-07-08 Thread Gabriel Hasbun
sure:

C:\Documents and Settings\Gabriel>python
Python 2.5.1 (r251:54863, Apr 18 2007, 08:51:08) [MSC v.1310 32 bit (Intel)] on
win32
Type "help", "copyright", "credits" or "license" for more information.
>>> import pygame
>>> pygame.init()
(6, 0)
>>> screen = pygame.display.set_mode((400, 300))
>>> whiteSquare = pygame.surface.Surface((50,50))
>>> whiteSquare.fill((255,0,0))

>>> screen.blit(whiteSquare, (100,100))

>>> pygame.display.flip()
>>>

As you can guess nothing happens on my pygame window, while using the MSDOS(the 
real) python.

--- On Tue, 7/8/08, Ian Mallett <[EMAIL PROTECTED]> wrote:
From: Ian Mallett <[EMAIL PROTECTED]>
Subject: Re: [pygame] immediate mode not working?
To: pygame-users@seul.org
Date: Tuesday, July 8, 2008, 1:16 PM

Could we see the code?
-I




  

[pygame] immediate mode not working?

2008-07-08 Thread Gabriel Hasbun
Hello there,

I open python 2.5.2 and pygame 1.7.1 is being used on the MSDOS command prompt, 
I initialize python and create a display, and the window opens normally. The 
problem arises when I try to blit to the screen display. I thought that was an 
issue in the IDLE shell, but the same problem happens on MSDOS . 

Ironically I tried it on the python shell of GIMP(GNU Image Manipulation 
Program) and there everything seems to go by normally(well at least I can blit 
surfaces to the screen display).

What could be going on?

Cheers.



  

[pygame] weakref WeakKeyDictionary machinery.

2008-06-01 Thread Gabriel Hasbun
Hello I searched the whole web for good examples on weakref module's 
WeakKeyDictionary, but have found none, All I find is the Python Docs 
explanations, and some examples which actually doesn't explain how the 
mechanism of key reference removal works:

import weakref
class Tracking:
_instances_dict = weakref.WeakValueDictionary(  )
_num_generated = 0
def _ _init_ _(self):
Tracking._num_generated += 1
Tracking._instances_dict[Tracking._num_generated] = self
def instances(  ): return _instances_dict.values(  )
instances = staticmethod(instances)



  

Re: [pygame] Dirty Rect updating

2008-05-24 Thread Gabriel Hasbun

I think you are not correctly blitting the background to the screen Surface. 
Although I can't be sure about it since you did not post any real python code...


--- On Sat, 5/17/08, etrek <[EMAIL PROTECTED]> wrote:
From: etrek <[EMAIL PROTECTED]>
Subject: [pygame] Dirty Rect updating
To: pygame-users@seul.org
Date: Saturday, May 17, 2008, 7:01 PM



 
 

Hi,
I'm trying to update just the portions of my screen 
that change per frame.  The problem I'm having is that only the image 
I'm animating is showing up.  My background is not showing up 
-  background is now black.  
 
I'm not using Sprite/SpriteGroup, but I will soon, 
and I'm thinking I'll have the same problem when I try to render the dirty 
rects 
list returned by RnderUpdates.draw() method.
 
 
pseudocode:
 
background = 
pygame.image.load(background.png)
surface = pygame.image.load(spaceship)
while true:
    get events
    clear screen to 
white
    blit background
    blit spaceship  

create rect of where 
surface is on screen
    
pygame.display.update(rect)   # which in this case is a rectangle in 
the location of my animated surface
 
 
 
I'm following procedure from http://www.pygame.org/docs/tut/newbieguide.html:

  Blit a piece of the background over the sprite's current location, erasing 
  it. 
  Append the sprite's current location rectangle to a list called 
  dirty_rects. 
  Move the sprite. 
  Draw the sprite at it's new location. 
  Append the sprite's new location to my dirty_rects list. 
  Call display.update(dirty_rects)
Thanks for help
Ethan
 
 


  

Re: [pygame] I'm loving wills book :)

2008-04-14 Thread Gabriel Hasbun
Wow this sounds like THE book. Very interesting, looking forward to help in any 
way.

Nathan Whitehead <[EMAIL PROTECTED]> wrote: On Thu, Apr 3, 2008 at 12:16 AM, 
Lamonte(Scheols/Demonic)
 wrote:
> The only pygame book availible to man?
> http://www.apress.com/book/view/9781590598726

Hi, might as well introduce myself.

I'm Nathan Whitehead, just got my computer science phd.  My main
research is in security models and certified software, but I also love
love love messing about with computer games and python.

Currently I'm working on a book on python game programming tentatively titled:
**Adventures in Game Programming : Using Python and Pygame to create
innovative games quickly**

It's based on a class I taught last summer where bright high school
kids (many with no programming experience) used macbook pros, pygame,
and various controllers including gamepads and wiimotes to create
small games.  It was an absolute blast, so this summer I'm writing up
what we did and expanding it so other people can have the same fun we
did.

Right now I'm working on adding wiimote support to pygame, in
collaboration with Luke Paireepinart, Michael Laforest, and Gary
Bishop.  The goal is a nice addition to pygame that fits the existing
interfaces, is stable and as bug-free as possible, and works on all
major platforms with the least amount of hassle.  If you know anyone
else that I should talk to, or if you are interested in working on
this as well, please let me know (email [EMAIL PROTECTED]).

The book is designed for people with some programming experience but
who are perhaps not python masters.  So there's not a review of "what
is a loop", but there is a short section on defining classes and
inheritance (needed for sprites).  A sampling of chapter titles:

* Sprites (static image sprites, animations, timing and speed issues,
player sprites, keeping track of sprites)
* Case Study: Zefferia (the story, Zefflonian invasion, bosses)
* Rhythm: Feel the Beat (rhythm game mechanics, recording timing
tracks, processing player input, scoring combos)
* Case Study: Dance or Die!
* Wave the Wiimote (connecting to wiimote, interpreting buttons,
accelerometers and gravity, angles)
* Track the Wiimote (using the Wiimote IR sensors, target practice,
rotation and distance to the screen)
* Artificial Intelligence (triggered behavior, finite state machines,
pathfinding)

If you are interested in helping out with testing code, proofreading
chapters, or just giving me advice, please email me at
[EMAIL PROTECTED]  It will be a while until the finished book is
out, but the code should be done in the next couple months and will be
freely available under an open source license.

Cheers,
--
Nathan Whitehead


 between -00-00 and -99-99

Re: [pygame] I'm loving wills book :)

2008-04-02 Thread Gabriel Hasbun
I use it as a reference.

"Lamonte(Scheols/Demonic)" <[EMAIL PROTECTED]> wrote: that pygame book, its 
nice, anyone learn anything new?

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Re: [pygame] If statements paused at click hold on window title bar?!

2008-02-12 Thread Gabriel Hasbun
"since one sprite is moved by time, and the other is moved by your code
executing, they move based on different conditions and there you go."

Both sprites are moved based on distance_moved, which is a variable resulting 
from the pygame.time.Clock() instance times the speed, so both variables have 
the same conditions, unless I misunderstood your statement.



Brian Fisher <[EMAIL PROTECTED]> wrote: in windows, when people are clicking 
the title bar they are moving the
window (even if not moving the mouse). And by default, moving or
resizing blocks in your message loop (basically this line doesn't
return in the way you'd like: "for event in pygame.event.get():")

since one sprite is moved by time, and the other is moved by your code
executing, they move based on different conditions and there you go.

There is a way to get an app in windows to not be blocked by event
processing like that (something about calling your update from a
particular message or returning the right value from some weird barely
documented message or something like that) but I can't remember the
exact thing there off the top of my head - I think pyglet had trouble
with this and found a resolution. Pygame may be able to do the same,
but it may require some SDL changes or unpleasant hacks.


On Feb 12, 2008 9:30 AM, Gabriel Hasbun  wrote:
> Probably you already noticed this.
>
> I am using Windows XP pro, no service pack, python 2.4 and pygame 1.7.1 ,
> ran this script:
>
> import pygame
> from pygame.locals import *
> from sys import exit
>
> background_filename='sushiplate.jpg'
> sprite_filename = 'fugu.png'
> pygame.init()
> screen = pygame.display.set_mode((640,480),0,32)
> background = pygame.image.load(background_filename).convert()
> sprite = pygame.image.load(sprite_filename).convert_alpha()
>
> # Our clock object
> clock = pygame.time.Clock()
>
> # X coordinate of our sprite
> x1 = -sprite.get_width()
> x2 = -sprite.get_width()
> # Speed in pixel(s) per second
> speed = 250.
>
> frame_num = 0
>
> while True:
> for event in pygame.event.get():
> if event.type == QUIT:
> exit()
>
> screen.blit(background,(0,0))
> screen.blit(sprite,(x1,50))
> screen.blit(sprite,(x2,250))
>
> time_passed_in_sec = clock.tick(30)/1000.
> distance_moved = time_passed_in_sec*speed
> x1+=distance_moved
>
> if (frame_num%5)==0:
> x2 = x2+distance_moved*5.
>
> if x1>screen.get_width() or x2>screen.get_width() :
> x1, x2 = -sprite.get_width(),-sprite.get_width()
>
> frame_num+=1
> pygame.display.update()
>
> When I press and hold the mouse on the window title bar, the first sprite
> (The one with x value blited = x1) advances, while the second one (The one
> with x value blited = x2) is stuck in the same old x2 value, which makes me
> think that the
>
>
> if (frame_num%5)==0:
>  x2 = x2+distance_moved*5.
>
> statements are not read while the mouse button is pressed in the window's
> title. Also when I leave it for about 5 seconds, when I am sure value of x1
> should be > screen.get_width() , the sprites are drawn from
>
>   x1, x2 = -sprite.get_width(),-sprite.get_width()
>
> after I release the mouse button. The same happens if I leave the mouse
> button from ~3 seconds up. It makes me think the if statement is not read as
> well
>
>if x1>screen.get_width() or x2>screen.get_width() :
>  x1, x2 = -sprite.get_width(),-sprite.get_width()
>
>
>
>
> Hope you have any ideas why this happens, and if you've experienced same
> issues in other OSs and on Windows but with python 2.5 and pygame 1.8.
>
> Cheers.
>
>
>  
> Looking for last minute shopping deals? Find them fast with Yahoo! Search.


   
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[pygame] If statements paused at click hold on window title bar?!

2008-02-12 Thread Gabriel Hasbun
Probably you already noticed this.

I am using Windows XP pro, no service pack, python 2.4 and pygame 1.7.1 , ran 
this script:

import pygame
from pygame.locals import *
from sys import exit

background_filename='sushiplate.jpg'
sprite_filename = 'fugu.png'
pygame.init()
screen = pygame.display.set_mode((640,480),0,32)
background = pygame.image.load(background_filename).convert()
sprite = pygame.image.load(sprite_filename).convert_alpha()

# Our clock object
clock = pygame.time.Clock()

# X coordinate of our sprite
x1 = -sprite.get_width()
x2 = -sprite.get_width()
# Speed in pixel(s) per second
speed = 250.

frame_num = 0

while True:
for event in pygame.event.get():
if event.type == QUIT:
exit()

screen.blit(background,(0,0))
screen.blit(sprite,(x1,50))
screen.blit(sprite,(x2,250))

time_passed_in_sec = clock.tick(30)/1000.
distance_moved = time_passed_in_sec*speed
x1+=distance_moved

if (frame_num%5)==0:
x2 = x2+distance_moved*5.

if x1>screen.get_width() or x2>screen.get_width() : 
x1, x2 = -sprite.get_width(),-sprite.get_width()

frame_num+=1
pygame.display.update()

When I press and hold the mouse on the window title bar, the first sprite (The 
one with x value blited = x1) advances, while the second one (The one with x 
value blited = x2) is stuck in the same old x2 value, which makes me think that 
the


if (frame_num%5)==0:
 x2 = x2+distance_moved*5.

statements are not read while the mouse button is pressed in the window's 
title. Also when I leave it for about 5 seconds, when I am sure value of x1 
should be > screen.get_width() , the sprites are drawn from 

  x1, x2 = -sprite.get_width(),-sprite.get_width()

after I release the mouse button. The same happens if I leave the mouse button 
from ~3 seconds up. It makes me think the if statement is not read as well

   if x1>screen.get_width() or x2>screen.get_width() : 
 x1, x2 = -sprite.get_width(),-sprite.get_width()




Hope you have any ideas why this happens, and if you've experienced same issues 
in other OSs and on Windows but with python 2.5 and pygame 1.8.

Cheers.

   
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Re: [pygame] piman's tutorial.Class variable usage.

2007-12-17 Thread Gabriel Hasbun
I thought so, That is what got me so confused.

Lenard Lindstrom <[EMAIL PROTECTED]> wrote: Gabriel Hasbun wrote:
> Hello,
>
> The piman's tutorial on sprites:
>
> http://kai.vm.bytemark.co.uk/~piman/writing/sprite-tutorial.shtml
>
> class MySprite(pygame.sprite.Sprite):
> image = None
>
> def __init__(self):
> pygame.sprite.Sprite.__init__(self)
>
> if MySprite.image is None:
> # This is the first time this class has been instantiated.
> # So, load the image for this and all subsequence instances.
> MySprite.image = pygame.image.load("image.png")
>
> self.image = MySprite.image

The assignment is unnecessary. MySprite.image is already visible as 
self.image.

> Refers to MySprite.image , as variable common to all instances, I 
> guess, somewhat a static member in C++, Am I right?
>
> This is more of a python question, I went through the docs but found 
> nothing related.
>
> Thanks in advance.


-- 
Lenard Lindstrom




   
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[pygame] piman's tutorial.Class variable usage.

2007-12-11 Thread Gabriel Hasbun
Hello,

The piman's tutorial on sprites:

http://kai.vm.bytemark.co.uk/~piman/writing/sprite-tutorial.shtml


class MySprite(pygame.sprite.Sprite):
image = None

def __init__(self):
pygame.sprite.Sprite.__init__(self)

if MySprite.image is None:
# This is the first time this class has been instantiated.
# So, load the image for this and all subsequence instances.
MySprite.image = pygame.image.load("image.png")

self.image = MySprite.image
Refers to MySprite.image , as variable common to all instances, I guess, 
somewhat a static member in C++, Am I right?

This is more of a python question, I went through the docs but found nothing 
related.

Thanks in advance.

   
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Re: [pygame] Alternative to pygame.Surface.subsurface

2007-10-18 Thread Gabriel Hasbun
You mean 4 boxes of 25x25

Ronald Lew <[EMAIL PROTECTED]> wrote:  .hmmessage P  {  margin:0px;  
padding:0px  }  body.hmmessage  {  FONT-SIZE: 10pt;  FONT-FAMILY:Tahoma  }
Is there another way to get a portion of an image without having a reference to 
the parent?  I have a 100x100 surface and would like to have 4 surfaces that 
takes 1/4 of the surface so the end result would have 4 boxes of 50x50.  Here's 
an example

-
| 1 | 2 |
-
| 3 | 4 |
-


Thanks.

Ron

  
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Re: [pygame] Re: Review Pygame book

2007-10-16 Thread Gabriel Hasbun
Good day my name is Gabriel Hasbun-Comandari.
   
  I am willing to review your Pygame book with much joy. I also have experience 
reading lots of programming books wich make me an ideal book reviewer.
   
  Thanks for the oportunity.
   
  Have a nice day.

Will McGugan <[EMAIL PROTECTED]> wrote:
  Will McGugan wrote:
> Hi folks,
>
> I'm looking for a few people to review my Pygame book, on their blog 
> and perhaps Amazon or other places. The publisher has offered to give 
> away a few free copies for this. If you are interested, then please 
> let me know.
I'm getting a lot of responses to this, which is great, but Apress said 
they have 5 copies to give away. Although I can ask them for more.

I will select some people at random tomorrow (I'll write a Python 
script!) and send email to who ever it selects. If you don't hear from 
me, then it is nothing personal! Just send me your snail mail address 
off list to be included in the lotto.

Thanks,

Will


   
-
Pinpoint customers who are looking for what you sell. 

Re: [pygame] app killing in Python 2.5 , Pygame 1.7.1 Windows XP Pro Spanish.

2007-10-09 Thread Gabriel Hasbun
I guessed that solution was the only workaround.
   
  My other option is to switch from editor?
   
  I'll think about that...
   
  Thanks.

Ian Mallett <[EMAIL PROTECTED]> wrote:
  If you're using IDLE, running the program with F5 causes this. I have
this problem too. If you still like IDLE, you can run python shell
and open your program from that. F5 will then work. This can cause
problems, (for instance, it annoys me to have that extra window open),
so you can save your program and then use a finder window to run the
program by double-clicking on the icon.
Ian


   
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[pygame] app killing in Python 2.5 , Pygame 1.7.1 Windows XP Pro Spanish.

2007-10-09 Thread Gabriel Hasbun
Good day,
   
  I had python 2.4 with Pygame 1.7.1 before and all basic applications, 
including the aliens example included with the source release; and the 
application killed itself by just clicking on the x in the created Windows XP 
Window.
   
   
  I use now : Python 2.5 , Pygame 1.7.1 Windows XP Pro Spanish, and the 
applications do not close properly when clicking on the x on the app window, 
neither with the quit() or exit() function in the shell. The only way is to 
close the script, in that case the shell and the app also kill themselves(but 
by force). Maybe this is a well known issue but I haven´t found any info on it.
   
  Solutions to avoid closing and reopening the script, would be greatly 
apreciated. (All example scripts have this issue)
   
  Gabriel Hasbun-Comandari.

   
-
Moody friends. Drama queens. Your life? Nope! - their life, your story.
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Re: [pygame] PyODE

2006-10-18 Thread Gabriel Hasbun
I think that´s because you haven't separeted your graphics code with the physics one.  In a pro game, there are 2 updates: the renderer, and the gameplay. The renderer would update every... say, 1/40 of a second, while the gameplay would update every 1/100; that would avoid problems such as colision misperception(Being carefull always, to not exagerate in the acceleration).Ryan Charpentier <[EMAIL PROTECTED]> wrote:  Yea well the good news is that either putting those planes in or just zeroing any z axes or a combination seems to have fixed the problems I had with my motion getting messed up.Now however i'm noticing that my boxes get stuck together if the speed is too great. If I accelerate my square really quickly it'll even pass straight through. I've had this happen when I was using rects with pygame, but I
 assumed ode handled this problem. Or is this normal behaviour?  __Do You Yahoo!?Tired of spam?  Yahoo! Mail has the best spam protection around http://mail.yahoo.com 

Re: [pygame] Best 3d library.

2006-06-16 Thread Gabriel Hasbun
I'm having difficulties with closing pygame applications. Windows' Task Manager shows the pygame application as not-responding. This means there's something pygame doesn't realese? the strange thing is that I've tried pygame games on other computers and does not do the same thing. Only on my computer. Any suggestions? I've already tried re-installing pygame-win32-installer. __Do You Yahoo!?Tired of spam?  Yahoo! Mail has the best spam protection around http://mail.yahoo.com