RE: [pygame] Changelog for Pygame 1.9.2a0 vs 1.9.1

2013-09-27 Thread Lin Parkh
Well I could but the source is overall pretty darn large and I have not
pinned it down to a particular line or two. I can tell you that when I
realized 1.9.2 was an alpha and backed off to 1.9.1 plus python 2.7 (I had
been doing python 2.5 and 1.9.1) the bug went away. So it seems pretty
clearly tied to pygame 1.9.2a   So my standpoint I am ok for now.. I will
just wait till 1.9.2 goes full release and try again.

  The font rendering I could probably post my source.. not as elaborate. It
worked but was definitely differently scaled then in 1.9.1. Do you want me
to post that or email it to you?

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Noel Garwick
Sent: Wednesday, September 25, 2013 11:02 AM
To: pygame-users@seul.org
Subject: Re: [pygame] Changelog for Pygame 1.9.2a0 vs 1.9.1

 

Can you post the source?

 

On Wed, Sep 25, 2013 at 1:32 PM, Lin Parkh  wrote:

Hi,

I have a game running fine on pygame 1.9.1 with python 2.5.4 .  I am
attempting to modernize python to 2.7.5. To that end I have installed python
2.7.5 and pygame-1.9.2a0.win32-py2.7Installation worked and the program
runs. However, now I get occasional odd graphical glitches (background fill
showing through during some redraws). Never got this in my older
installation. I did uninstall python 2.5.4 and earlier pygame.

So I am trying to track down what is going on.  To that end I am hoping
there is a changelog for the changes in pygame from 19.1 to 1.9.2.a0 so that
I can narrow down what is going on.

Thanks for any pointers (I searched Google but was not having much luck
finding a changelog).

On a secondary note I notice font rendering has changed in its sizing (it's
smaller now).  I can live with this but should I be expecting to see such a
change?

 



[pygame] Changelog for Pygame 1.9.2a0 vs 1.9.1

2013-09-25 Thread Lin Parkh
Hi,

I have a game running fine on pygame 1.9.1 with python 2.5.4 .  I am
attempting to modernize python to 2.7.5. To that end I have installed python
2.7.5 and pygame-1.9.2a0.win32-py2.7Installation worked and the program
runs. However, now I get occasional odd graphical glitches (background fill
showing through during some redraws). Never got this in my older
installation. I did uninstall python 2.5.4 and earlier pygame.

So I am trying to track down what is going on.  To that end I am hoping
there is a changelog for the changes in pygame from 19.1 to 1.9.2.a0 so that
I can narrow down what is going on.

Thanks for any pointers (I searched Google but was not having much luck
finding a changelog).

On a secondary note I notice font rendering has changed in its sizing (it's
smaller now).  I can live with this but should I be expecting to see such a
change?



RE: [pygame] Pygame subsurface inherit surface flags? <-- RLE encoding

2013-09-19 Thread Lin Parkh
This is very interesting. I had no idea. So guide me a slight bit and then
I’ll try to leave you alone J In the context of pygame how would I pursue
RLE? My impression is I convert things into surfaces.. now it is out of my
hands (it is a pygame ‘surface’) as I blit it.  At what step am I
intervening to RLE?  If there is a link you can point me towards I will
read. 

  Put differently right now I have tons of surfaces which I blit as needed
(my sprites). I understand they could be derived from originaly RLE files
but once they are pygame surfaces how is RLE involved?

Thanks for your time!

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of René Dudfield
Sent: Thursday, September 19, 2013 12:14 PM
To: pygame-users@seul.org
Subject: Re: [pygame] Pygame subsurface inherit surface flags? <-- RLE
encoding

 

Yeah, Run Length Encoding :)

It is faster to blit as well.  Iff your image repeats the same colour a lot.

The reason is you can keep the same value in a register for multiple writes
of the same colour, and you can batch colour writes into a multiple of eg 8
pixels at once.  There is at least one less read per pixel.

Note, that some array processing libraries also use compression for array
processing.  Since many times after a certain amount of memory used speed
comes down to memory bandwidth.  On modern CPUs, you often have the CPU just
waiting for memory... and you have plenty of processing cycles to spare.  So
you can use those spare processing cycles to decompress or compress data,
therefore allowing you to "transfer" more data over memory.

 

cu.

 

 

On Thu, Sep 19, 2013 at 6:06 PM, Lin Parkh  wrote:

OK I didn’t recognize the acronym “RLE encoding” but decompressed I do ;-)
I see how that would save memory but wouldn’t that slow graphical
performance because presumably it would need to be decompressed to blit? I’m
not worried about memory efficiency but FPS.

  Please advise.

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Lin Parkh
Sent: Thursday, September 19, 2013 9:03 AM
To: pygame-users@seul.org
Subject: RE: [pygame] Pygame subsurface inherit surface flags?

 

Thank you. I suspect you are right about HWSURFACE. For example I used to be
able to generate these and now I can’t at all with the same code! I suspect
just doing a driver update to my video card squelched it.  Color depth is
good advice except I would have to drop my display color depth wouldn’t I or
I would have slow downs due to mismatch?  And that would be annoying to any
user.

  I’ll look into “RLE encoding.” Don’t know about that.

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of René Dudfield
Sent: Thursday, September 19, 2013 12:28 AM
To: pygame-users@seul.org
Subject: Re: [pygame] Pygame subsurface inherit surface flags?

 

Yeah, they should inherit the flags.

 

However... you should generally avoid HWSURFACE surfaces.  There are cases
on some hardware and drivers where they actually get accelerated... but
often they don't.

 

If your sprites don't have many colours, dropping the colour depth will give
you a speedup (less memory bandwidth used).  Also RLE encoding can speed up
drawing for some sprites.

 

All the best,

 

 

 

On Wed, Sep 18, 2013 at 9:11 PM, Lin Parkh  wrote:

Hi,

 I've read the documentation but am still hazy. If have defined a surface
with specific flags (in particular pygame.HWSURFACE) should a subsurface of
that surface inherit the flags (i.e. is also a hardware accelerated
surface(i.e. in video card memory) or do I need to do an explicit 'convert'
with the flags called again? My impression when I call 'get_flags' on the
subsurface is that it is NOT getting the parent flags... but wanted to
confirm this is expected and therefore I have to do an explicit convert. 

  Thanks

p.s. my overall context is I have loaded a texture atlas from file. I have
given hardware acceleration flag (HWSURFACE) I now want sprite imagery
derived from the atlas (subsurface seem the simplest and most efficient way
to achieve this) but I want it to retain the same flags (e.g. HWSURFACE).

 

 

 

 



RE: [pygame] Pygame subsurface inherit surface flags? <-- RLE encoding

2013-09-19 Thread Lin Parkh
OK I didn’t recognize the acronym “RLE encoding” but decompressed I do ;-)
I see how that would save memory but wouldn’t that slow graphical
performance because presumably it would need to be decompressed to blit? I’m
not worried about memory efficiency but FPS.

  Please advise.

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Lin Parkh
Sent: Thursday, September 19, 2013 9:03 AM
To: pygame-users@seul.org
Subject: RE: [pygame] Pygame subsurface inherit surface flags?

 

Thank you. I suspect you are right about HWSURFACE. For example I used to be
able to generate these and now I can’t at all with the same code! I suspect
just doing a driver update to my video card squelched it.  Color depth is
good advice except I would have to drop my display color depth wouldn’t I or
I would have slow downs due to mismatch?  And that would be annoying to any
user.

  I’ll look into “RLE encoding.” Don’t know about that.

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of René Dudfield
Sent: Thursday, September 19, 2013 12:28 AM
To: pygame-users@seul.org
Subject: Re: [pygame] Pygame subsurface inherit surface flags?

 

Yeah, they should inherit the flags.

 

However... you should generally avoid HWSURFACE surfaces.  There are cases
on some hardware and drivers where they actually get accelerated... but
often they don't.

 

If your sprites don't have many colours, dropping the colour depth will give
you a speedup (less memory bandwidth used).  Also RLE encoding can speed up
drawing for some sprites.

 

All the best,

 

 

 

On Wed, Sep 18, 2013 at 9:11 PM, Lin Parkh  wrote:

Hi,

 I've read the documentation but am still hazy. If have defined a surface
with specific flags (in particular pygame.HWSURFACE) should a subsurface of
that surface inherit the flags (i.e. is also a hardware accelerated
surface(i.e. in video card memory) or do I need to do an explicit 'convert'
with the flags called again? My impression when I call 'get_flags' on the
subsurface is that it is NOT getting the parent flags... but wanted to
confirm this is expected and therefore I have to do an explicit convert. 

  Thanks

p.s. my overall context is I have loaded a texture atlas from file. I have
given hardware acceleration flag (HWSURFACE) I now want sprite imagery
derived from the atlas (subsurface seem the simplest and most efficient way
to achieve this) but I want it to retain the same flags (e.g. HWSURFACE).

 

 

 



RE: [pygame] Pygame subsurface inherit surface flags?

2013-09-19 Thread Lin Parkh
Thank you. I suspect you are right about HWSURFACE. For example I used to be
able to generate these and now I can’t at all with the same code! I suspect
just doing a driver update to my video card squelched it.  Color depth is
good advice except I would have to drop my display color depth wouldn’t I or
I would have slow downs due to mismatch?  And that would be annoying to any
user.

  I’ll look into “RLE encoding.” Don’t know about that.

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of René Dudfield
Sent: Thursday, September 19, 2013 12:28 AM
To: pygame-users@seul.org
Subject: Re: [pygame] Pygame subsurface inherit surface flags?

 

Yeah, they should inherit the flags.

 

However... you should generally avoid HWSURFACE surfaces.  There are cases
on some hardware and drivers where they actually get accelerated... but
often they don't.

 

If your sprites don't have many colours, dropping the colour depth will give
you a speedup (less memory bandwidth used).  Also RLE encoding can speed up
drawing for some sprites.

 

All the best,

 

 

 

On Wed, Sep 18, 2013 at 9:11 PM, Lin Parkh  wrote:

Hi,

 I've read the documentation but am still hazy. If have defined a surface
with specific flags (in particular pygame.HWSURFACE) should a subsurface of
that surface inherit the flags (i.e. is also a hardware accelerated
surface(i.e. in video card memory) or do I need to do an explicit 'convert'
with the flags called again? My impression when I call 'get_flags' on the
subsurface is that it is NOT getting the parent flags... but wanted to
confirm this is expected and therefore I have to do an explicit convert. 

  Thanks

p.s. my overall context is I have loaded a texture atlas from file. I have
given hardware acceleration flag (HWSURFACE) I now want sprite imagery
derived from the atlas (subsurface seem the simplest and most efficient way
to achieve this) but I want it to retain the same flags (e.g. HWSURFACE).

 

 

 



[pygame] Pygame subsurface inherit surface flags?

2013-09-18 Thread Lin Parkh
Hi,

 I've read the documentation but am still hazy. If have defined a surface
with specific flags (in particular pygame.HWSURFACE) should a subsurface of
that surface inherit the flags (i.e. is also a hardware accelerated
surface(i.e. in video card memory) or do I need to do an explicit 'convert'
with the flags called again? My impression when I call 'get_flags' on the
subsurface is that it is NOT getting the parent flags... but wanted to
confirm this is expected and therefore I have to do an explicit convert. 

  Thanks

p.s. my overall context is I have loaded a texture atlas from file. I have
given hardware acceleration flag (HWSURFACE) I now want sprite imagery
derived from the atlas (subsurface seem the simplest and most efficient way
to achieve this) but I want it to retain the same flags (e.g. HWSURFACE).

 

 



RE: [pygame] Professional games made with Pygame?

2013-02-18 Thread Lin Parkh
Please publish your final list. Thanks for compiling.

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Al Sweigart
Sent: Saturday, February 16, 2013 2:35 PM
To: pygame-users@seul.org
Subject: [pygame] Professional games made with Pygame?

 

Hi everyone, I'm compiling a list of professional-quality games made using
Pygame. These don't necessarily have to be commercial games, but games that
have a professional level of quality.

So far, I have:

* Dangerous High School Girls in Trouble

* Frets on Fire

* Metin2

* Galcon

* PyDance

* SolarWolf

* División Especial de Detectives

 

Are there any others? Or have I added some games to this list erroneously?

-Al



RE: [pygame] Mixing Colorkey and Surface alpha

2012-03-08 Thread Lin Parkh
Ian this is an extremely helpful answer. It will save me much pain. I have
sent you a personal email thanks as well.

 

From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Ian Mallett
Sent: Saturday, March 03, 2012 11:52 PM
To: pygame-users@seul.org
Subject: Re: [pygame] Mixing Colorkey and Surface alpha

 

On Wed, Feb 29, 2012 at 12:23 PM, Lin Parkh wrote:

I have two surfaces. The source surface that I am blitting has a "surface
alpha" set to give me semi transparency.  The destination surface has a
transparent colorkey.  What I would like to have happen is that source
surface makes semi transparent any pixels on the destination surface that
are not transparent but otherwise ignores the colorkey pixels.  Is this
possible?

As far as I am aware, and the way you're asking, no.  If you think about it,
the destination surface is has binary transparency values (i.e., completely
opaque or completely transparent).  What sort of data would you expect to
store to get a semi-transparent colorkeyed surface?

 

My recommendation is to just use per-pixel alpha for just about everything.
You can pretty easily convert a colorkeyed surface into one.  At a guess, I
would appreciate if the designers made .convert_alpha() do this--but if they
didn't, the conversion would be pretty simple: loop through all pixels in
the old surface, set the new surface's corresponding pixel's transparency to
be either 0 or 255 based on what the RGB color is.  If you do this, then the
blending operation you described above suddenly becomes trivial.

 

Ian



[pygame] Mixing Colorkey and Surface alpha

2012-02-29 Thread Lin Parkh
I have two surfaces. The source surface that I am blitting has a "surface
alpha" set to give me semi transparency.  The destination surface has a
transparent colorkey.  What I would like to have happen is that source
surface makes semi transparent any pixels on the destination surface that
are not transparent but otherwise ignores the colorkey pixels.  Is this
possible? Right now what happens is that the surface alpha of the source
surface simply makes semi transparent everything on the destination surface.
Including the the colorkey pixels (i.e. ones intended to stay transparent).

  In brief is it possible to blit a surface alphaed surface such that it
does not alter transparent color on the destination source? Maybe there is
some blend I should use?

Thanks for any help.



RE: [pygame] Pygame Subset for Android 0.9.3 Released

2011-05-02 Thread Lin Parkh
Though python 2.7 was bad right? So maybe hold off on this?

-Original Message-
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Sean Wolfe
Sent: Sunday, May 01, 2011 5:27 PM
To: pygame-users@seul.org
Subject: Re: [pygame] Pygame Subset for Android 0.9.3 Released

sweet!!

On Sun, May 1, 2011 at 4:47 PM, Tom Rothamel  wrote:
> We've released version 0.9.3 of the Pygame Subset for Android to:
>     http://pygame.renpy.org/
> as well as the Android Market. This new release adds the following
features:
> * Python has been upgraded to version 2.7.1.
> * Better support for Honeycomb tablets.
> * APIs for getting the screen DPI, and showing/hiding the keyboard.
> * New python modules: urllib2, io, uuid, json; optionally PIL and sqlite3.
> * New encodings: idna, base64, hex
> This release requires a change to existing programs; the 
> android.init() method must be called before a program will receive input.
> I'd like to welcome Patrick Dawson to the PGS4A development team - all 
> of the new features in this release were based on his contributions.
>



--
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] A* module using surfaces for walkability data

2009-03-27 Thread Lin Parkh

An efficient A* in python would be great! So here's a vote :-)
- Original Message - 
From: "Forrest Voight" 

To: 
Sent: Thursday, March 26, 2009 11:48 PM
Subject: [pygame] A* module using surfaces for walkability data



A while ago I made a really efficient A* pathfinding module in C that
is integrated with Pygame. It has all kinds of optimizations, some of
which increase the speed at the expense of memory.

It uses a binary heap for the open list, gridded storage for the
closed list and a counter so the grid doesn't have to be cleared. It
also has a system for more detailed control of allowable movements,
but they are hardcoded.

Last, it has 'layers' which are not actually fully implemented, but
the idea is that you can have seperate Surfaces, possibly of seperate
sizes that affect the costs and walkability data. For example, on the
bottom you would have the actual terrain. Then you would have the fog
of war layer, which could be a surface that circles are drawn to to
reaveal parts of the map to the pathfinder.

Right now it's not very configurable. The movement directions and
costs are hardcoded.

If there's any interest or possibility of it being integrated, I can
make everything configurable and clean it up.

To use the attached file:
 * run make
 * run python pathtest.py map.png



Re: [pygame] Redraw under mouse cursor in HWSURFACE mode

2009-03-01 Thread Lin Parkh
I'm using OS cursor (or whatever pygame defaults to (on windows)).  Is that not 
good practice?
  - Original Message - 
  From: Jake b 
  To: pygame-users@seul.org 
  Sent: Sunday, March 01, 2009 4:24 PM
  Subject: Re: [pygame] Redraw under mouse cursor in HWSURFACE mode


  are you using the OS cursor, or blit-ing your own? (ie: hide cursor, and draw 
cursor sprite )


  On Sun, Mar 1, 2009 at 5:19 PM, Lin Parkh  wrote:

I'm noticing a weird little artifact namely that I get left over fragments 
of a surface i redraw on to screen where the mouse cursor moves.  It appears as 
if my code is interacting with whatever controls cursor redraw. I notice that 
this only happens when i go to fullscreen mode and enable hardware draw 
(HWSURFACE (not using double buffer right now since not 'flipping display' but 
rather controling exactly what rectangles get redrawn). I need HWSURFACE to be 
on for performance. So seems like in HWSURFACE mode the mouse cursor is run 
differently and is interacting with my redraws (i.e. fails to let them complete 
well under it). Anyone familiar with this kind of mouse cursor issue in 
HWSURFACE mode? Thanks
 Lin . 




  -- 
  Jake


[pygame] Redraw under mouse cursor in HWSURFACE mode

2009-03-01 Thread Lin Parkh
I'm noticing a weird little artifact namely that I get left over fragments 
of a surface i redraw on to screen where the mouse cursor moves.  It appears 
as if my code is interacting with whatever controls cursor redraw. I notice 
that this only happens when i go to fullscreen mode and enable hardware draw 
(HWSURFACE (not using double buffer right now since not 'flipping display' 
but rather controling exactly what rectangles get redrawn). I need HWSURFACE 
to be on for performance. So seems like in HWSURFACE mode the mouse cursor 
is run differently and is interacting with my redraws (i.e. fails to let 
them complete well under it). Anyone familiar with this kind of mouse cursor 
issue in HWSURFACE mode? Thanks
 Lin . 



Re: [pygame] Making a Breakpoint happen during a run via keyboard

2009-02-22 Thread Lin Parkh

Worked thanks!
- Original Message - 
From: "Ulrich Petri" 

To: 
Sent: Sunday, February 22, 2009 3:07 PM
Subject: Re: [pygame] Making a Breakpoint happen during a run via keyboard



Hi,

since your post is spectacularly scarce on details I'm not exactly  
sure what your environment is but I usually do something like so if I  
need interactive debugging:


-- pseudo code 
main loop:
if key == K_whatever:
import pdb
pdb.set_trace() # <- brakes here and gives pdb console



HTH
Ulrich

Am 22.02.2009 um 23:28 schrieb Lin Parkh:

I know this question is vaguely structured but would love insight if  
anyone
can manage it.  I am trying to give myself an interactive debugger  
during

the running of my game. That is, while game is in execution I hit a
keystroke which leads to a breakpoint being reached and execution  
stops but
program does not terminate. Then I ask the console various questions  
about

game state etc. I used to have this running! But somehow I have done
something to my environment such that while when I hit the keystroke  
the
excution of code goes to the breakpoint line but fails to stop  :- 
(  This is
of course while I am running in debug mode (using F11).  Breakpoints  
in

other places in code continue to run. I have of course tried doing new
breakpoints, getting rid of old etc.
  Two questions:
1) fixing -- any idea what I could have done that would make pygame/ 
pydev
ignore the breakpoint  but not ignore breakpoints prior to the  
program going
into active event management 'running' mode?  I'm thinking somehow  
maybe the
event queue or some otherquality of pygame forces execution to  
continue past

breakpoint. But this didn't used to be an issue...
2) alternative -- is there a more clever way to go into a debug mode  
while a
game is active? say maybe have a pseudo console that responds to  
queries

(like asking properties of a class instance while execution ongoing or
halted).  Or maybe a way to make program suspend on command in the  
code
besides a breakpoint? Is there perhaps a breakpoint piece of code I  
could
insert directly into the code? Instead of the due-hickky on the side  
tab in

eclipse/pydev?

  I would really appreciate help here as my debuggin efficiency has  
suffered

dramatically since I lost this interrupt and query ability.
  Thanks,
  Lin





Re: [pygame] Making a Breakpoint happen during a run via keyboard

2009-02-22 Thread Lin Parkh
Yes it was pretty vague :-) Thanks I will try your suggestion. Looks like 
the right kind of thing.
- Original Message - 
From: "Ulrich Petri" 

To: 
Sent: Sunday, February 22, 2009 3:07 PM
Subject: Re: [pygame] Making a Breakpoint happen during a run via keyboard



Hi,

since your post is spectacularly scarce on details I'm not exactly  sure 
what your environment is but I usually do something like so if I  need 
interactive debugging:


-- pseudo code 
main loop:
if key == K_whatever:
import pdb
pdb.set_trace() # <- brakes here and gives pdb console



HTH
Ulrich

Am 22.02.2009 um 23:28 schrieb Lin Parkh:

I know this question is vaguely structured but would love insight if 
anyone
can manage it.  I am trying to give myself an interactive debugger 
during

the running of my game. That is, while game is in execution I hit a
keystroke which leads to a breakpoint being reached and execution  stops 
but
program does not terminate. Then I ask the console various questions 
about

game state etc. I used to have this running! But somehow I have done
something to my environment such that while when I hit the keystroke  the
excution of code goes to the breakpoint line but fails to stop  :- ( 
This is

of course while I am running in debug mode (using F11).  Breakpoints  in
other places in code continue to run. I have of course tried doing new
breakpoints, getting rid of old etc.
  Two questions:
1) fixing -- any idea what I could have done that would make pygame/ 
pydev
ignore the breakpoint  but not ignore breakpoints prior to the  program 
going
into active event management 'running' mode?  I'm thinking somehow  maybe 
the
event queue or some otherquality of pygame forces execution to  continue 
past

breakpoint. But this didn't used to be an issue...
2) alternative -- is there a more clever way to go into a debug mode 
while a

game is active? say maybe have a pseudo console that responds to  queries
(like asking properties of a class instance while execution ongoing or
halted).  Or maybe a way to make program suspend on command in the  code
besides a breakpoint? Is there perhaps a breakpoint piece of code I 
could
insert directly into the code? Instead of the due-hickky on the side  tab 
in

eclipse/pydev?

  I would really appreciate help here as my debuggin efficiency has 
suffered

dramatically since I lost this interrupt and query ability.
  Thanks,
  Lin







[pygame] Making a Breakpoint happen during a run via keyboard

2009-02-22 Thread Lin Parkh
I know this question is vaguely structured but would love insight if anyone 
can manage it.  I am trying to give myself an interactive debugger during 
the running of my game. That is, while game is in execution I hit a 
keystroke which leads to a breakpoint being reached and execution stops but 
program does not terminate. Then I ask the console various questions about 
game state etc. I used to have this running! But somehow I have done 
something to my environment such that while when I hit the keystroke the 
excution of code goes to the breakpoint line but fails to stop  :-(  This is 
of course while I am running in debug mode (using F11).  Breakpoints in 
other places in code continue to run. I have of course tried doing new 
breakpoints, getting rid of old etc.
  Two questions:
1) fixing -- any idea what I could have done that would make pygame/pydev 
ignore the breakpoint  but not ignore breakpoints prior to the program going 
into active event management 'running' mode?  I'm thinking somehow maybe the 
event queue or some otherquality of pygame forces execution to continue past 
breakpoint. But this didn't used to be an issue...
2) alternative -- is there a more clever way to go into a debug mode while a 
game is active? say maybe have a pseudo console that responds to queries 
(like asking properties of a class instance while execution ongoing or 
halted).  Or maybe a way to make program suspend on command in the code 
besides a breakpoint? Is there perhaps a breakpoint piece of code I could 
insert directly into the code? Instead of the due-hickky on the side tab in 
eclipse/pydev?

  I would really appreciate help here as my debuggin efficiency has suffered 
dramatically since I lost this interrupt and query ability.
  Thanks,
  Lin 



Re: [pygame] Clock versus time tick checks

2009-01-10 Thread Lin Parkh
This looks quite interesting. Thanks for pointing that out.
  - Original Message - 
  From: Jake b 
  To: pygame-users@seul.org 
  Sent: Saturday, January 10, 2009 7:53 PM
  Subject: Re: [pygame] Clock versus time tick checks


  This may interest you, it's  a tutorial on de-coupling the game physics rate 
(fps) with display (video fps):

  http://gafferongames.wordpress.com/game-physics/fix-your-timestep/
  -- 
  Jake


[pygame] Clock versus time tick checks

2009-01-10 Thread Lin Parkh
Hi,
 I'm going to be introducing animation and want to ensure a steady frame rate. 
I see two approaches to this right now from reviewing examples. One is to use a 
Clock with a frame rate argument. This appears to simply do a delay any time 
there are spare milliseconds till the name frame update. The second approach 
which I see in piman's sprite example 
(http://kai.vm.bytemark.co.uk/~piman/writing/sprite-tutorial.shtml) seems 
instead to ask each sprite to look at a time stamp and based on that, update or 
not (i.e. every 10 milliseconds since last time updated show a new frame or 
location).  The first has the appeal of using a pygame specific mechanism for 
frame rates (Clock) but the second seems like it does waste cycles. That is it 
seems like if I had things to do with spare cycle like do some AI I could use 
the time as opposed to having it absorbed by a Clock controlled frame rate.
  Leaving aside my perhaps erronious latter intuition, my question is this: 
what would you recommend as preferred way to control  frame rate for 
animations...on whatever basis you would argue for :-)
  Thanks for your time,
Lin

p.s. For more context, I'm using sjbrown's Writing Games Tutorial where he 
generates tick events as fast as a loop can manage. These tickevents then spawn 
subevents like display updates.  I'm thinking I either have these tick events 
simply communicate the absolute time in style of piman code  or at each return 
to generate a new tickevent do a clock frame rate delay. Please let me know if 
any further advise or comments given I'm using that kind of Mediator 
architecture.

Re: [pygame] @

2008-12-31 Thread Lin Parkh
It is always possible to write game specific languages :-) Like AI 
languages.
- Original Message - 
From: "Noah Kantrowitz" 

To: 
Sent: Wednesday, December 31, 2008 1:58 PM
Subject: Re: [pygame] @



Python _is_ the scripting language to use in your game.

--Noah

On Dec 31, 2008, at 4:56 PM, Lin Parkh wrote:

Thanks. The game context is I would like to write a scripting  language 
on top of pygame/python for my game.

- Original Message - From: "Lenard Lindstrom" 
To: 
Sent: Wednesday, December 31, 2008 1:32 PM
Subject: Re: [pygame] @


This is getting off topic for a game oriented mailing list, but  many of 
the things other languages use macro to accomplish come  naturally to 
Python because it is dynamically typed. For instance  the function:


def do_add(x, y):
  return x + y

will work with integers, floats, complex numbers, lists and any  other 
class that defines an addition operation. Python has many  hooks that 
take callback functions. These can redefine the way  imports work, for 
instance. Also, metaclasses allow one to change  how class declarations 
work. So though there is no mechanism to add  new syntax and constructs 
to the Python language, there are plenty  of ways to change how the 
existing syntax works.


Lenard


Noah Kantrowitz wrote:


Python has no such system. Boo is a python-like language that  supports 
hygienic macros.


--Noah

On Dec 31, 2008, at 1:20 PM, Lin Parkh wrote:

While we're on this kind of topic what is the best approach in  python 
to creating code macros? That is ability to write a higher  level 
language (or script) which translates down into python?  Decorators 
look like they would be part of that story. Is that  the best way or 
is their a more general way?

Thanks,
Lin
p.s. I used to write code macros in LISP... context I am coming  from.
- Original Message - From: "Michael George" 

>
To: 
Sent: Wednesday, December 31, 2008 9:56 AM
Subject: Re: [pygame] @



Michael Phipps wrote:

Yanom -
A decorator is a method that takes another method as a  parameter so 
that it can do something. It is usually used for  aspect oriented 
programming.


For example:

def logThisMethodCall(methodCall)
  # Do some logging here

@logThisMethodCall
def myMethod(a,b,c)
  # do Somthing in here

Now, whenever you call "myMethod", logThisMethodCall gets  called 
first, with the invocation of myMethod passed into it.  You can use 
it for logging, security (i.e. does this person  have permission to 
be calling this), etc.


Michael




This isn't quite right.  logThisMethodCall doesn't get called  when 
you call myMethod, but when you _define_ myMethod.  So to  fix this 
example:


def logThisMethodCall(methodCall):
 def result(a,b,c):
 # do some logging here
 methodCall(a,b,c)
 return result

@logThisMethodCall
def myMethod(a,b,c):
 # do something here

When you define myMethod, logThisMethodCall is called to create  a 
replacement function for myMethod.  it returns a new function 
"result" which gets called instead of the original myMethod  whenever 
someone calls myMethod.  result does some logging and  then calls the 
orginal myMethod.





--
Lenard Lindstrom









Re: [pygame] @

2008-12-31 Thread Lin Parkh
Thanks. The game context is I would like to write a scripting language on 
top of pygame/python for my game.
- Original Message - 
From: "Lenard Lindstrom" 

To: 
Sent: Wednesday, December 31, 2008 1:32 PM
Subject: Re: [pygame] @


This is getting off topic for a game oriented mailing list, but many of 
the things other languages use macro to accomplish come naturally to 
Python because it is dynamically typed. For instance the function:


def do_add(x, y):
   return x + y

will work with integers, floats, complex numbers, lists and any other 
class that defines an addition operation. Python has many hooks that take 
callback functions. These can redefine the way imports work, for instance. 
Also, metaclasses allow one to change how class declarations work. So 
though there is no mechanism to add new syntax and constructs to the 
Python language, there are plenty of ways to change how the existing 
syntax works.


Lenard


Noah Kantrowitz wrote:


Python has no such system. Boo is a python-like language that supports 
hygienic macros.


--Noah

On Dec 31, 2008, at 1:20 PM, Lin Parkh wrote:

While we're on this kind of topic what is the best approach in python to 
creating code macros? That is ability to write a higher level language 
(or script) which translates down into python? Decorators look like they 
would be part of that story. Is that the best way or is their a more 
general way?

Thanks,
 Lin
p.s. I used to write code macros in LISP... context I am coming from.
- Original Message - From: "Michael George" 


To: 
Sent: Wednesday, December 31, 2008 9:56 AM
Subject: Re: [pygame] @



Michael Phipps wrote:

Yanom -
A decorator is a method that takes another method as a parameter so 
that it can do something. It is usually used for aspect oriented 
programming.


For example:

def logThisMethodCall(methodCall)
   # Do some logging here

@logThisMethodCall
def myMethod(a,b,c)
   # do Somthing in here

Now, whenever you call "myMethod", logThisMethodCall gets called 
first, with the invocation of myMethod passed into it. You can use it 
for logging, security (i.e. does this person have permission to be 
calling this), etc.


Michael




This isn't quite right.  logThisMethodCall doesn't get called when you 
call myMethod, but when you _define_ myMethod.  So to fix this example:


def logThisMethodCall(methodCall):
  def result(a,b,c):
  # do some logging here
  methodCall(a,b,c)
  return result

@logThisMethodCall
def myMethod(a,b,c):
  # do something here

When you define myMethod, logThisMethodCall is called to create a 
replacement function for myMethod.  it returns a new function "result" 
which gets called instead of the original myMethod whenever someone 
calls myMethod.  result does some logging and then calls the orginal 
myMethod.





--
Lenard Lindstrom






Re: [pygame] @

2008-12-31 Thread Lin Parkh
While we're on this kind of topic what is the best approach in python to 
creating code macros? That is ability to write a higher level language (or 
script) which translates down into python? Decorators look like they would 
be part of that story. Is that the best way or is their a more general way?

 Thanks,
  Lin
p.s. I used to write code macros in LISP... context I am coming from.
- Original Message - 
From: "Michael George" 

To: 
Sent: Wednesday, December 31, 2008 9:56 AM
Subject: Re: [pygame] @



Michael Phipps wrote:

Yanom -
A decorator is a method that takes another method as a parameter so that 
it can do something. It is usually used for aspect oriented programming.


For example:

def logThisMethodCall(methodCall)
# Do some logging here

@logThisMethodCall
def myMethod(a,b,c)
# do Somthing in here

Now, whenever you call "myMethod", logThisMethodCall gets called first, 
with the invocation of myMethod passed into it. You can use it for 
logging, security (i.e. does this person have permission to be calling 
this), etc.


Michael




This isn't quite right.  logThisMethodCall doesn't get called when you 
call myMethod, but when you _define_ myMethod.  So to fix this example:


def logThisMethodCall(methodCall):
   def result(a,b,c):
   # do some logging here
   methodCall(a,b,c)
   return result

@logThisMethodCall
def myMethod(a,b,c):
   # do something here

When you define myMethod, logThisMethodCall is called to create a 
replacement function for myMethod.  it returns a new function "result" 
which gets called instead of the original myMethod whenever someone calls 
myMethod.  result does some logging and then calls the orginal myMethod.


--Mike 




Re: [pygame] Controlling Display Location on screen

2008-12-18 Thread Lin Parkh

Thanks. Would not have figured this one out easily :-)
- Original Message - 
From: "Kris Schnee" 

To: 
Sent: Thursday, December 18, 2008 7:50 AM
Subject: Re: [pygame] Controlling Display Location on screen


On Thu, 18 Dec 2008 07:44:21 -0800, "Lin Parkh"  
wrote:

Is it possible to set where on the monitor the display will appear? For
example I would like the pygame display to appear on a second monitor I
have. I see how to control resolution and size but not this. I am using
windows btw,


There was a command to center the SDL window, but in a recent version of
Pygame this command just didn't work. The window would appear in a random
place, often hanging over the screen's edge so that the program couldn't 
be
properly used until the window is moved. I'm not sure whether the 
problem's

been fixed yet.

I think you need to "import os" and then set an environment flag
("os.setenv"?), and that the flag is "SDL_VIDEO_CENTER", in quotes.





[pygame] Controlling Display Location on screen

2008-12-18 Thread Lin Parkh
Is it possible to set where on the monitor the display will appear? For example 
I would like the pygame display to appear on a second monitor I have. I see how 
to control resolution and size but not this. I am using windows btw,
  Thanks,
   Lin

Re: [pygame] Fw: rect.center.. confusion over result.. or bad result?

2008-12-04 Thread Lin Parkh

thanks for putting up with my denseness and replying :-)
- Original Message - 
From: "René Dudfield" <[EMAIL PROTECTED]>

To: 
Sent: Thursday, December 04, 2008 4:49 PM
Subject: Re: [pygame] Fw: rect.center.. confusion over result.. or bad 
result?




hi,


(85 / 2.) + 44

86.5

It divides the height by two, and then adjusts it by the y coordinate.

cu.

On Fri, Dec 5, 2008 at 11:44 AM, Lin Parkh <[EMAIL PROTECTED]> wrote:


I think I am confused about what center of a rectangle is becaue I am
getting an "odd" (to me) result.
Specifically:
#I define a rectangle:

tes =pygame.Rect(0,44,200,85)

#now i would expect the center of this rectangle to be be
((200+0)/2),(44+85)/2)) in other words (100, 64) instead I get:

tes.center

(100, 86)

Where did the 86 come from
Please advise. Thanks for any help! 




[pygame] Fw: rect.center.. confusion over result.. or bad result?

2008-12-04 Thread Lin Parkh

I think I am confused about what center of a rectangle is becaue I am getting 
an "odd" (to me) result.
Specifically:
#I define a rectangle:
tes =pygame.Rect(0,44,200,85)

#now i would expect the center of this rectangle to be be 
((200+0)/2),(44+85)/2)) in other words (100, 64) instead I get:

tes.center


(100, 86)

Where did the 86 come from
Please advise. Thanks for any help!