[pygame] Invitation to connect on LinkedIn

2011-05-17 Thread Paulo Silva
LinkedIn


   
I'd like to add you to my professional network on LinkedIn.

- Paulo

Paulo Silva
Independent Graphic Design Professional
Portugal

Confirm that you know Paulo Silva
https://www.linkedin.com/e/f5h7l5-gnsl793l-6a/isd/2905094271/gJstEiEM/


 
-- 
(c) 2011, LinkedIn Corporation

Re: [pygame] how to remove spam comments in pygame wiki

2009-07-28 Thread Paulo Silva
thank you! i hope soon being able to share snippets there, and
learning easier from what will be find there! would be awesome! thanks
indeed! :)

On 7/28/09, jug j...@fantasymail.de wrote:
 Hello,

 We are still working on the pygame website rewrite. I'm currently
 implementing a snippets
 app that should replace the cookbook section in the wiki. The code is
 handled as code,
 apart from the description. Thus, you can download the snippets directly
 as .py file. Then,
 its easier for everyone (who has an account) to add new snippets, to
 find useful snippets
 and to remember them.

 Since comments will be reserved for registered users, number of spam
 comments and other
 waste content should decrease a lot. For the rest, we may have something
 like mark as spam
 buttons, so you can tell the site admins directly if you notice any spam.

 Documentation is another problem. I think, with the website rewrite,
 also the docs should
 modernized. AFAIK, The current system is something self-made that uses
 documentation thats
 already written in html. It blends htms and stlyle to one html file, so
 it is quite impossible to change
 the style or to include it to the rest of the site. I don't know how the
 comments work, but it looks not
 good. As well, it would be better to have some kind of api access or at
 least methodical urls to
 access documentation programmatically form the rest of the site, the
 apis or even the attached
 irc bot.

 I don't know about all the possible documentation systems and
 generators, but sphinx[1] may be
 adequate. Further on, I'm not sure if documentation should include
 comments. I think it would be
 better to use the snippets section to show really useful code snippets
 (we could link against them
 from the online docs) and for other stuff the wiki. If there is really
 sth. missing in the docs, it should
 be added to them, so also users who download the docs an read it offline
 should see these additions.

 Next (maybe pre-final) testing phase will come soon,
 including the new snippets app and much more.


 Regards

 Julian


 [1] http://sphinx.pocoo.org/


 Paulo Silva wrote:
 otherwise, it's extremelly important Pygame being plenty of small
 snippets, and having them on places like wiki or www.pygame.org/docs/
 is extremelly important, specially for newbies like me

 On 7/27/09, Paulo Silva nitrofur...@gmail.com wrote:

 i don't know... maybe Pete Shinners?

 On 7/27/09, Horst JENS horst.j...@chello.at wrote:

 Am Sonntag, den 26.07.2009, 22:06 +0100 schrieb Paulo Silva:

 would be great if we can notify them for the administrator removing
 them - if we allow anyone to remove everything, the same spammers may
 wish to remove very useful information we waste our precious time on
 posting them...

 who is the official wiki admin to notify ?

 -Horst


 --
 Horst JENS
 horst.j...@chello.at
 http://members.chello.at/horst.jens









Re: [pygame] write gif animation?

2009-07-27 Thread Paulo Silva
would be a good idea capturing each frame into a file, and joining all
externally with gifsicle from a command line shell call? i used to do
it a lot on sdlBasic, and surelly it will work on pygame...

On 7/27/09, Jake b ninmonk...@gmail.com wrote:
 What's the best way to convert to a gif animation? I have a list of
 Surfaces, that I will use as each frame.
 Searching, it looked like PIL is the answer, but the installer requires
 python 2.2, while I have 2.5.

 --
 Jake



[pygame] opengl from python - drawing wireframe shape colours and contour in the same time

2009-07-27 Thread Paulo Silva
hi!

do someone know how can we draw opengl shapes with plain colour fill
and outline, with different colours, at same time?
a good example is what were used on the Area 4 of Rez:
http://www.youtube.com/watch?v=aAncDNDsv7s , and some games from Kenta
Cho (which also uses OpenGL)

(sorry posting this message at pygame mailing list as well, maybe
there are good audience can answer, and thanks in advance too)

thanks!


Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time

2009-07-27 Thread Paulo Silva
thanks! (pressuposed i understood the same object must be drawn twice,
as shape and as wireframe?)

On 7/27/09, Ian Mallett geometr...@gmail.com wrote:
 #Draw the object here
 #Disable texturing, lighting, etc. here
 glColor3f(0,0,0)
 glLineWidth(4) #or whatever
 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE)
 #Draw the object here
 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
 glLineWidth(1) #also or whatever
 glColor3f(1,1,1)
 #Enable texturing, lighting, etc. here



Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time

2009-07-27 Thread Paulo Silva
no, my idea is doing simple poly games, a bit like those 3d games from
Amiga time (such as Robocop3 and many others) - very flatcoloured -
but i really wanted so have the meshes wireframed - thanks for all
useful info! :)

On 7/27/09, Ian Mallett geometr...@gmail.com wrote:
 Yes, unfortunately.  That may be a problem, especially if the object is high
 poly.  There are more complex methods that use shaders.  One of the better
 ones I've found is:

 Render the scene to two textures, one RGB and the other depth
 Apply an edge-detection filter to the depth texture (no edge = white, edge =
 black)
 Multiply the two textures together on a fullscreen quad.

 The problem here is you'd need shaders if you want to only have one pass,
 which may be overkill.  (MRT to render to both textures simultaneously or
 storing the depth in the alpha channel of the texture).  If you want to use
 fixed function, you'd need two render-to-textures; one for each texture--and
 so there wouldn't really be an advantage to this method over the original
 one.

 There's also normal-based edge detection, which I have tried as well.  It's
 simpler, though you'll probably need a shader here too.  This unfortunately
 suffers from line-thickness, which may or may not be a problem.  You'd only
 need one pass though.

 HTH,
 Ian



Re: [pygame] how to remove spam comments in pygame wiki

2009-07-27 Thread Paulo Silva
i don't know... maybe Pete Shinners?

On 7/27/09, Horst JENS horst.j...@chello.at wrote:
 Am Sonntag, den 26.07.2009, 22:06 +0100 schrieb Paulo Silva:
 would be great if we can notify them for the administrator removing
 them - if we allow anyone to remove everything, the same spammers may
 wish to remove very useful information we waste our precious time on
 posting them...

 who is the official wiki admin to notify ?

 -Horst


 --
 Horst JENS
 horst.j...@chello.at
 http://members.chello.at/horst.jens




Re: [pygame] how to remove spam comments in pygame wiki

2009-07-27 Thread Paulo Silva
otherwise, it's extremelly important Pygame being plenty of small
snippets, and having them on places like wiki or www.pygame.org/docs/
is extremelly important, specially for newbies like me

On 7/27/09, Paulo Silva nitrofur...@gmail.com wrote:
 i don't know... maybe Pete Shinners?

 On 7/27/09, Horst JENS horst.j...@chello.at wrote:
 Am Sonntag, den 26.07.2009, 22:06 +0100 schrieb Paulo Silva:
 would be great if we can notify them for the administrator removing
 them - if we allow anyone to remove everything, the same spammers may
 wish to remove very useful information we waste our precious time on
 posting them...

 who is the official wiki admin to notify ?

 -Horst


 --
 Horst JENS
 horst.j...@chello.at
 http://members.chello.at/horst.jens





Re: [pygame] how to remove spam comments in pygame wiki

2009-07-26 Thread Paulo Silva
would be great if we can notify them for the administrator removing
them - if we allow anyone to remove everything, the same spammers may
wish to remove very useful information we waste our precious time on
posting them...

On 7/26/09, Horst JENS horst.j...@chello.at wrote:
 the pygame-documentation wiki is full of senseless spam comments,
 like at pygame.font, with meaningful comments like:

 [quote]
 hvjfjb
 [/quote]

 how can i edit/remove such comments ?

 -Horst
 --
 Horst JENS
 horstj...@gmail.com
 http://spielend-programmieren.at




Re: [pygame] Axelay-like background scroll getting operand error

2009-07-21 Thread Paulo Silva
yes, i forgot '**' - i also confess i never used it! :)

On 7/21/09, Henrique Nakashima henrique.nakash...@gmail.com wrote:
 In Python, exponentiation can be done with the ** operand (2 ** 3 returns
 8). I don't know whether that is different in any way from pow(2, 3), but
 help(pow) says it's the same.

 On Tue, Jul 21, 2009 at 11:59, Paulo Silva nitrofur...@gmail.com wrote:

 http://pastebin.com/f5b433a3e
 thank you! :)

 On 7/21/09, Zack Schilling zack.schill...@gmail.com wrote:
  ypos2=(256.0/(1.0+(pow(2.0,(4.0-(ypos/64.0))*2.0
 
  -Zack
 
  On Jul 21, 2009, at 10:30 AM, Paulo Silva wrote:
 
  Hi!
  i'm getting 'TypeError: unsupported operand type(s) for ^: 'float' and
  'float'' when trying to start simulating an Axelay background scroll
 
  http://pastebin.com/f48d2045
 
  (01.png used can be anything)
 
  do someone know how can i replace '^', or which wiser calculation i
  must do?
  thanks
 
 




Re: [pygame] noob questions about creating and playing sounds

2009-07-20 Thread Paulo Silva
just a question: afaik, since Pygame uses SDL, Pygame only can play
sounds were loaded, and the only way to 'create' (one of the questions
of this mailinglist post) sounds is writing binary data into a .raw
file, and calling SoX for converting it as .ogg, .wav, etc.?

On 7/20/09, Jerzy Jalocha N jjalo...@gmail.com wrote:
 On Mon, Jul 20, 2009 at 9:55 AM, Yanom Mobisya...@rocketmail.com wrote:
 code gets all gibberishy in the message itself attatch the .py file(s) to
 the message

 Oops, sorry, I didn't know that!
 I forgot to mention, that I am running Python 2.6.6 under Linux. I can
 provide further information if necessary.



Re: [pygame] sprite 'weird' rotation

2009-07-20 Thread Paulo Silva
loved that example! thank you! it recalls me childhood wooden toys! awesome! :)
sent this link to http://identi.ca/group/pygame as well


On 7/20/09, DR0ID dr...@bluewin.ch wrote:
 hi

 Maybe that helps you: http://arainyday.se/projects/python/JumpingJack/

 Look in the archives, this has been asked before.

 ~DR0ID

 Paulo Silva schrieb:
 ok, understood! and thanks about the fixing from the attachment! :)

 On 7/20/09, Michael George mdgeo...@cs.cornell.edu wrote:

 Note that you would need rotate_point or something similar if you want
 to rotate around a point that's not the center.

 Michael George wrote:

 Oops, I made a type.  See attached

 Michael George wrote:

 Actually, after looking more closely, rotate_point wasn't what you
 needed.  The problem was because when you rotate the image, the
 output is still an upright rectangle, and you were placing (the upper
 left corner of) that rectangle in the same place.  If you place the
 center instead, it works out.  See the attached file for the fixed
 version.

 --Mike

 Paulo Silva wrote:

 thanks!

 but btw, i tried to apply it, and the result got more weird - not only
 i can't move the sprites independently, as the rotations got much more
 weird

 http://pastebin.com/f733ebf04

 (anyway, i'm still newbie on Pygame, and i still struggle a lot about
 how Python deals with variables, arrays, lists, and methods )

 if someone know how to fix it, be welcome on editing that, and sharing
 us the resulting pastebin url - thanks a lot in advance! :)



 On 7/19/09, Michael George mdgeo...@cs.cornell.edu wrote:


 You can use a function from my game:

 http://pen.svn.sourceforge.net/viewvc/pen/data/parts/cannon.py?revision=31view=markup



 see the rotate_point function

 --Mike

 Paulo Silva wrote:


 hi,

 i confess it seems a bad handle from me about sprite rotation on
 Pygame - do someone know better how we can handle it better, making
 them rotating its center?

 http://pastebin.com/f53335b66

 thanks!









[pygame] sprite 'weird' rotation

2009-07-19 Thread Paulo Silva
hi,

i confess it seems a bad handle from me about sprite rotation on
Pygame - do someone know better how we can handle it better, making
them rotating its center?

http://pastebin.com/f53335b66

thanks!


Re: [pygame] sprite 'weird' rotation

2009-07-19 Thread Paulo Silva
thanks!

but btw, i tried to apply it, and the result got more weird - not only
i can't move the sprites independently, as the rotations got much more
weird

http://pastebin.com/f733ebf04

(anyway, i'm still newbie on Pygame, and i still struggle a lot about
how Python deals with variables, arrays, lists, and methods )

if someone know how to fix it, be welcome on editing that, and sharing
us the resulting pastebin url - thanks a lot in advance! :)



On 7/19/09, Michael George mdgeo...@cs.cornell.edu wrote:
 You can use a function from my game:

 http://pen.svn.sourceforge.net/viewvc/pen/data/parts/cannon.py?revision=31view=markup

 see the rotate_point function

 --Mike

 Paulo Silva wrote:
 hi,

 i confess it seems a bad handle from me about sprite rotation on
 Pygame - do someone know better how we can handle it better, making
 them rotating its center?

 http://pastebin.com/f53335b66

 thanks!





Re: [pygame] sprite 'weird' rotation

2009-07-19 Thread Paulo Silva
ok, understood! and thanks about the fixing from the attachment! :)

On 7/20/09, Michael George mdgeo...@cs.cornell.edu wrote:
 Note that you would need rotate_point or something similar if you want
 to rotate around a point that's not the center.

 Michael George wrote:
 Oops, I made a type.  See attached

 Michael George wrote:
 Actually, after looking more closely, rotate_point wasn't what you
 needed.  The problem was because when you rotate the image, the
 output is still an upright rectangle, and you were placing (the upper
 left corner of) that rectangle in the same place.  If you place the
 center instead, it works out.  See the attached file for the fixed
 version.

 --Mike

 Paulo Silva wrote:
 thanks!

 but btw, i tried to apply it, and the result got more weird - not only
 i can't move the sprites independently, as the rotations got much more
 weird

 http://pastebin.com/f733ebf04

 (anyway, i'm still newbie on Pygame, and i still struggle a lot about
 how Python deals with variables, arrays, lists, and methods )

 if someone know how to fix it, be welcome on editing that, and sharing
 us the resulting pastebin url - thanks a lot in advance! :)



 On 7/19/09, Michael George mdgeo...@cs.cornell.edu wrote:

 You can use a function from my game:

 http://pen.svn.sourceforge.net/viewvc/pen/data/parts/cannon.py?revision=31view=markup



 see the rotate_point function

 --Mike

 Paulo Silva wrote:

 hi,

 i confess it seems a bad handle from me about sprite rotation on
 Pygame - do someone know better how we can handle it better, making
 them rotating its center?

 http://pastebin.com/f53335b66

 thanks!









Re: [pygame] sprite collisions - looking for simple snippet

2009-07-14 Thread Paulo Silva
@Zack - here is the smaller example i were promissed -
http://pastebin.com/f65869385 - an idea about handling 4 players on
one keyboard - a very fun experience i wished to see more common on
Pygame games! ;) - it recalls a bit like those early 90's arcade games
with 3 or 4 players on the same machine and playfield (like Simpsons,
Ninja Turtles, X-Men, etc. - or even Warlords from early 80's)

and sorry this example not being pythonic yet - from people used to
code from 25 years ago, not knowing these new coding features, on an
almost 40yo guy, this process of learning is not that fast - but of
course, any help on showing what for are they used, how it works, and
a theorical idea of how the Python interpreter deals with it, and
being assured all the come doesn't became an undebuggable mess, is all
very important and useful (all these points are very important for
learning them)

but there are still a lot of obstacles: for example, that tuples
example you shown, mixing strings with integers (or floats) are
hugelly confusing  - but otherwise, example_list looks simple and
interesting (assuming there are no differences between lists and
arrays?)

thank you a lot about all help provided! :)


On 7/14/09, Zack Schilling zack.schill...@gmail.com wrote:
 Making code more pythonic doesn't necessarily mean meeting the PEP8
 style guidelines, it just means turning the ideas that you have into
 code in the most direct way that best uses the basic features of
 Python. For example, python's basic collection, the list, is not an
 array and works best when you don't use it as one. When you want to
 iterate through all the items in a list, you don't keep track of how
 many items there are and step through those numbers to address each
 data item.

 example_list = [3,4.5,3,2,8.1,39]
 for index in range(0,len(example_list),1):
   print The number  + str(example_list[index]) + is in the list.

 That's a roundabout way of working with arrays in lower level languages.

 In python, you should iterate through a list with this much more
 intuitive structure:

 example_list = [3,4.5,3,2,8.1,39]
 for value in example_list:
   print The number  + str(value) + is in the list.

 This creates a loop in which each number or object in the list is
 substituted for value in turn.

 Another example: Instead of creating multiple lists to hold multiple
 related values of different types, use tuples.

 colors = [ (Blue,0,0,255), (Red,255,0,0), (Green,0,255,0),
 (White,255,255,255)]
 print Available colors:
 for color in colors:
   print color[0]

 One of the most important things in python is writing clear and direct
 code. Once you're used to it, the barriers between your programming
 ideas and actual code will start to fall. Hope this helps you get
 started.

 -Zack


 On Jul 13, 2009, at 6:49 PM, Paulo Silva wrote:

 @Zack:

 'more pythonic' you mean PEP8? thanks a lot fixing the code, and
 helping me sensiblelizing a habit on this codiing way

 one thing i were trying to do is making the collision changing a
 variable for the colour, and using 'screen.fill(collisioncolour)' just
 once, as seeing the logic of your last code
 http://pastebin.com/m25df2e2b , the result were not that different

 one thing impressed me is that your last code seems to be much more
 fluid - what you did on that?

 on the other side, i'm still very far of understanding stuff like
 'elif' or 'pygame.sprite.Group' - i am really having lots of
 difficulties trying to understand how Pygame sprite groups work...

 again, thanks a lot! :)

 On 7/13/09, Zack Schilling zack.schill...@gmail.com wrote:
 It only shows one sprite because you're filling the screen each and
 every time you draw one.  That's also part of the reason why your
 code
 is so incredibly slow.

 Delete this line:
 screen.fill(0x998877)

 And move it before the for loop:

   screen.fill(0x998877)
   for i in range (0,amnt,1):
 spridr[snum[i]].left=xpos[i]
 spridr[snum[i]].top=ypos[i]


 But forget all that, what's much more important is writing code in a
 more pythonic way. Look at this rewrite of your code. It's not
 perfect
 (and still does some things strange ways for the sake of simplicity
 and retaining the old structure) but it should help you a lot.

 http://pastebin.com/m25df2e2b

 -Zack

 On Jul 13, 2009, at 3:12 PM, Paulo Silva wrote:

 well, the exact answer i can say is 'yes and no'... ;)

 the 'yes' is finally i can start understanding how collisions
 works on
 pygame, and this is truly wonderful! thank you!

 the 'no' is, when i did use 'if' over coordinates and size
 calculations instead of collisions - http://pastebin.com/f38dfd442 -
 it also shown just one sprite instead of from 'amnt' variable (i
 used
 to try between 32 and 128), and performed hugelly slow as well... -
 this is concerning me when i had some ideas on coding games with
 some
 complexity on sprite ammounts (like doing some danmaku experimental
 stuff or something in this way...)

 for me were

Re: [pygame] sprite collisions - looking for simple snippet

2009-07-13 Thread Paulo Silva
@Zack - what i wanted were change the background colour to #FF
only when the sprites 0 and 1 collides - anyway, sorry this code is
not PEP8, and using abbreviated variable names - i came from hobbystic
80's ansi-basic , where i were hugelly one-liner, and variable names
only took 1 or 2 characters that time - i have deep bad habits from
that time, and learning PEP8 is still a huge barrier for me - be
welcome on breaking lines at ';' or rewriting variable names, if you
want...

@Henrique, if you can help fixing http://pastebin.com/f524a8cf2 would
be great - i understand what you were saying from the error message,
but i don't have any idea about the solution for that... - what i
coded there were the closest i could imagine as possible for having
that working... - i even tried to avoid all default sprite collision
methods from pygame, and only using position and size calculations for
collisions (outside of any def or class - i'm trying to avoid them on
snippets like this), but the code became hugelly slow

thank you all!


On 7/13/09, Henrique Nakashima henrique.nakash...@gmail.com wrote:
 Traceback (most recent call last):
   File col.py, line 52, in module
 collide=pygame.sprite.collide_rect(sprid[0],sprid[1])
   File C:\Python25\lib\site-packages\pygame\sprite.py, line 1146, in
 collide_r
 ect
 return left.rect.colliderect(right.rect)
 AttributeError: 'pygame.Surface' object has no attribute 'rect'

 This error happens because you are passing Surfaces to
 pygame.sprite.collide_rect, not Sprites.

 On Mon, Jul 13, 2009 at 12:27, Zack Schilling
 zack.schill...@gmail.comwrote:

 I tried to read and correct your code, but I have no idea at all what's
 going on. It's written like C++ transposed directly into python, which is
 confusing. It doesn't help that there are no comments at all and the
 variable names are cryptic. A big problem seems to be simply feeding wrong
 object types to all the functions. You're sending sprites to blitters and
 rects to the sprite collide.

 I'll have a go at understanding what you want to do and making it work,
 but
 I make no promises. If I can get that far, I'll also rewrite it in a much
 more pythonic way. Then you can compare the two and learn much better
 practices when working in python.

 -Zack


 On Jul 13, 2009, at 8:03 AM, Paulo Silva wrote:

  hi!

 well, for me finding a good pygame snippet with sprite collision (and
 simple to understand) is like finding a needle in a haystack...

 but when i try do on my own, i get this:

 Traceback (most recent call last):
 File _spritesheetexample15b4_difsiz_collision.py, line 47, in module
 collide=pygame.sprite.collide_rect(spridr[0].rect,spridr[1].rect)
 AttributeError: 'pygame.Rect' object has no attribute 'rect'

 the example is: http://pastebin.com/f524a8cf2

 all suggestions are welcome! (be welcome also fixing that pastebin,
 and sending us the pastebin url with the fixes! ;) ) - sorry it's not
 PEP8 yet... :/

 thanks! ;)



 On 7/13/09, René Dudfield ren...@gmail.com wrote:

 On Mon, Jul 13, 2009 at 7:32 AM, Paulo Silva nitrofur...@gmail.com
 wrote:

  this reference i know from a long time, and figured out easily there
 were the exact methods to be used - the problem is i couldn't have a
 snippet working only following that - on my oppinion on that
 referenence, each pygame method should have a working snippet to be
 tried out - for me is easier to work on tiny snippets, just like with
 lego bricks




 Hi,

 pygame comes with examples.  Either use those, or use the code search
 button
 next to each method, to search through all the projects on the internet
 that
 use pygame.  There's 238 results for spritcollide for example.


 cu,






Re: [pygame] sprite collisions - looking for simple snippet

2009-07-13 Thread Paulo Silva
well, the exact answer i can say is 'yes and no'... ;)

the 'yes' is finally i can start understanding how collisions works on
pygame, and this is truly wonderful! thank you!

the 'no' is, when i did use 'if' over coordinates and size
calculations instead of collisions - http://pastebin.com/f38dfd442 -
it also shown just one sprite instead of from 'amnt' variable (i used
to try between 32 and 128), and performed hugelly slow as well... -
this is concerning me when i had some ideas on coding games with some
complexity on sprite ammounts (like doing some danmaku experimental
stuff or something in this way...)

for me were a surprise why both http://pastebin.com/m1e1c7c94 and
http://pastebin.com/f38dfd442 shown only one sprite - very weird...

overally, your correction will help me coding simpler snippets

thanks! :)   (and thanks also confirming subsurfaces are fine for
collisions - i'm still very newbie on Pygame! :) )



On 7/13/09, Zack Schilling zack.schill...@gmail.com wrote:
 Well, this version runs. I'm not sure if it's doing what you want but
 it does make a windows and draws some stuff. The subsurface splits are
 correct. I tried to make minimal corrections.

 http://pastebin.com/m1e1c7c94

 -Zack

 On Jul 13, 2009, at 11:47 AM, Paulo Silva wrote:

 @Zack - what i wanted were change the background colour to #FF
 only when the sprites 0 and 1 collides - anyway, sorry this code is
 not PEP8, and using abbreviated variable names - i came from hobbystic
 80's ansi-basic , where i were hugelly one-liner, and variable names
 only took 1 or 2 characters that time - i have deep bad habits from
 that time, and learning PEP8 is still a huge barrier for me - be
 welcome on breaking lines at ';' or rewriting variable names, if you
 want...

 @Henrique, if you can help fixing http://pastebin.com/f524a8cf2 would
 be great - i understand what you were saying from the error message,
 but i don't have any idea about the solution for that... - what i
 coded there were the closest i could imagine as possible for having
 that working... - i even tried to avoid all default sprite collision
 methods from pygame, and only using position and size calculations for
 collisions (outside of any def or class - i'm trying to avoid them on
 snippets like this), but the code became hugelly slow

 thank you all!


 On 7/13/09, Henrique Nakashima henrique.nakash...@gmail.com wrote:
 Traceback (most recent call last):
  File col.py, line 52, in module
collide=pygame.sprite.collide_rect(sprid[0],sprid[1])
  File C:\Python25\lib\site-packages\pygame\sprite.py, line 1146, in
 collide_r
 ect
return left.rect.colliderect(right.rect)
 AttributeError: 'pygame.Surface' object has no attribute 'rect'

 This error happens because you are passing Surfaces to
 pygame.sprite.collide_rect, not Sprites.

 On Mon, Jul 13, 2009 at 12:27, Zack Schilling
 zack.schill...@gmail.comwrote:

 I tried to read and correct your code, but I have no idea at all
 what's
 going on. It's written like C++ transposed directly into python,
 which is
 confusing. It doesn't help that there are no comments at all and the
 variable names are cryptic. A big problem seems to be simply
 feeding wrong
 object types to all the functions. You're sending sprites to
 blitters and
 rects to the sprite collide.

 I'll have a go at understanding what you want to do and making it
 work,
 but
 I make no promises. If I can get that far, I'll also rewrite it in
 a much
 more pythonic way. Then you can compare the two and learn much
 better
 practices when working in python.

 -Zack


 On Jul 13, 2009, at 8:03 AM, Paulo Silva wrote:

 hi!

 well, for me finding a good pygame snippet with sprite collision
 (and
 simple to understand) is like finding a needle in a haystack...

 but when i try do on my own, i get this:

 Traceback (most recent call last):
 File _spritesheetexample15b4_difsiz_collision.py, line 47, in
 module
 collide=pygame.sprite.collide_rect(spridr[0].rect,spridr[1].rect)
 AttributeError: 'pygame.Rect' object has no attribute 'rect'

 the example is: http://pastebin.com/f524a8cf2

 all suggestions are welcome! (be welcome also fixing that pastebin,
 and sending us the pastebin url with the fixes! ;) ) - sorry it's
 not
 PEP8 yet... :/

 thanks! ;)



 On 7/13/09, René Dudfield ren...@gmail.com wrote:

 On Mon, Jul 13, 2009 at 7:32 AM, Paulo Silva nitrofur...@gmail.com
 
 wrote:

 this reference i know from a long time, and figured out easily
 there
 were the exact methods to be used - the problem is i couldn't
 have a
 snippet working only following that - on my oppinion on that
 referenence, each pygame method should have a working snippet
 to be
 tried out - for me is easier to work on tiny snippets, just
 like with
 lego bricks




 Hi,

 pygame comes with examples.  Either use those, or use the code
 search
 button
 next to each method, to search through all the projects on the
 internet
 that
 use pygame.  There's 238 results for spritcollide

Re: [pygame] sprite collisions - looking for simple snippet

2009-07-12 Thread Paulo Silva
this reference i know from a long time, and figured out easily there
were the exact methods to be used - the problem is i couldn't have a
snippet working only following that - on my oppinion on that
referenence, each pygame method should have a working snippet to be
tried out - for me is easier to work on tiny snippets, just like with
lego bricks

On 7/12/09, Henrique Nakashima henrique.nakash...@gmail.com wrote:
 Pygame.sprite has methods for detection collisions:
 pygame.sprite.spritecollide(), pygame.sprite.collide_rect(), etc.

 You can find their reference at http://www.pygame.org/docs/ref/sprite.html.

 On Sun, Jul 12, 2009 at 17:41, nitrofur...@gmail.com wrote:

 hi!
 i'm having difficulty on coding a small nippet of sprite collisions on
 pygame

 on sdlbasic, it's extremelly simple to get working (please don't worry
 about PEP8... :/ )
 http://img19.imageshack.us/img19/6966/bht0.png
 http://img19.imageshack.us/img19/8138/bht1.png
 http://pastebin.com/f289d80eb

 i imagine it can be possible coding similar stuff on python pygame, using
 as few lines of code as this one, and providing similar results
 all feedback is very apreciated, thanks! :)



[pygame] being at pygame-users group without receiving mails in our inbox

2009-07-07 Thread Paulo Silva
Hi!

since i used to follow pygame-users mailing list from google groups,
is that possible sending messages to there, and not receiving anyone
in your mail inbox? if it is, where must we configure, by webpage
configuring or mailing list commands?

what google groups is awesome is exactly this feature, making us able
to post messages in a mailing list, seeing which mailing list messages
were sent there, and not having the worry of loosing time deleting
every message from our mail account inbox

i'm asking this because it's very boring having to subscribe and
unsubscribe all the time we want to send messages to this mailing
list...

thanks! :)


[pygame] sprites in arrays, instead of simple variables

2009-07-07 Thread Paulo Silva
hi!
recently i coded this humble snipped using sprites from subsurfaces:
http://pastebin.com/f2b05bf70

the question is: it seems to be simple working with just 4 different
sprites, one in each variable - but when they are hundreds or
thousands, this task become to be very boring - can we store sprites
into arrays instead of simple variables?

another question: this example became slow when the ammount of sprites
on screen are 256 or more, on a Pentium4-sse2 (i'm using Ubuntu Linux
9.04) - is there some way to speed up this task, and allowing as much
as 1000 sprites or more for this? (i'm interested on trying to start
coding those bullet-hell doujin shumps, and this snippet were for
testing how many sprites we can count with for this kind of game
development)

thanks! :)


Re: [pygame] sprites in arrays, instead of simple variables

2009-07-07 Thread Paulo Silva
@TyleLaing

but do you know where can i find working snippets with sprite groups,
like this one i sent? http://pastebin.com/f2b05bf70

(or how sprite group classes can be easily implemented there, if you
or someone don't mind... :| )

thanks a lot! :)

On 7/7/09, Paulo Silva nitrofur...@gmail.com wrote:
 thanks! :)

 On 7/7/09, Tyler Laing trinio...@gmail.com wrote:
 Hi,

 Take a look at the group classes. This lets you manage the sprites
 easily.

 http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Group

 -Tyler

 On Tue, Jul 7, 2009 at 8:55 AM, Paulo Silva nitrofur...@gmail.com
 wrote:

 hi!
 recently i coded this humble snipped using sprites from subsurfaces:
 http://pastebin.com/f2b05bf70

 the question is: it seems to be simple working with just 4 different
 sprites, one in each variable - but when they are hundreds or
 thousands, this task become to be very boring - can we store sprites
 into arrays instead of simple variables?

 another question: this example became slow when the ammount of sprites
 on screen are 256 or more, on a Pentium4-sse2 (i'm using Ubuntu Linux
 9.04) - is there some way to speed up this task, and allowing as much
 as 1000 sprites or more for this? (i'm interested on trying to start
 coding those bullet-hell doujin shumps, and this snippet were for
 testing how many sprites we can count with for this kind of game
 development)

 thanks! :)




 --
 Visit my blog at http://oddco.ca/zeroth/zblog




Re: [pygame] being at pygame-users group without receiving mails in our inbox

2009-07-07 Thread Paulo Silva
thanks, i didn't knew about filters, and how to use them - let's see
how fine it works! thanks! :)

On 7/7/09, Nirav Patel o...@spongezone.net wrote:
 I don't know about using Google Groups, but I see you are using Gmail.
  Why not create a filter that adds a List or Pygame label to mailing
 list messages, removes them from the inbox, and maybe marks them as
 read?  Labels and filters make gmail great for following mailing lists
 without crowding your inbox.  Plus, with 7GB+ of space, I don't think
 you need to worry about 1MB a month of mailing list traffic.

 http://mail.google.com/support/bin/topic.py?hl=entopic=12881

 Nirav

 On Tue, Jul 7, 2009 at 11:54 AM, Paulo Silvanitrofur...@gmail.com wrote:
 Hi!

 since i used to follow pygame-users mailing list from google groups,
 is that possible sending messages to there, and not receiving anyone
 in your mail inbox? if it is, where must we configure, by webpage
 configuring or mailing list commands?

 what google groups is awesome is exactly this feature, making us able
 to post messages in a mailing list, seeing which mailing list messages
 were sent there, and not having the worry of loosing time deleting
 every message from our mail account inbox

 i'm asking this because it's very boring having to subscribe and
 unsubscribe all the time we want to send messages to this mailing
 list...

 thanks! :)




Re: [pygame] looking for generative graphism code done with Pygame

2008-10-09 Thread Paulo Silva
@RenéDudfield
thanks! subscribed everything! =)

are stuff like this i were looking for! =)

btw, at http://nitrofurano.linuxkafe.com/sdlbasic i have lots of stuff
i'm curious to recode with Pygame, most are about vectorial drawings

---


On Thu, Oct 9, 2008 at 11:39 PM, René Dudfield [EMAIL PROTECTED] wrote:
 hello,

 Here's a few things:

 http://www.youtube.com/watch?v=yqdfCQ5og3E
 http://www.youtube.com/watch?v=-raPTH_ZiLk
 http://www.youtube.com/watch?v=S7PkSFFpkYI
 http://www.youtube.com/watch?v=Cw1b_RYi784

 There's also some fractal explorers and such things...

 I've also done some simple interactive party game type scripts.  Then
 of course there are all the games, which each in there own way
 generate graphics (mostly sprite based though).   However some are
 very vector based games (especially from the various 64KB/128KB
 games).


 cu,


 On Wed, Oct 8, 2008 at 8:54 PM, Paulo Silva [EMAIL PROTECTED] wrote:
 on the Related Intiatives from http://processing.org/ , it seems
 Pygame is cited there, but i couldn't find much more generative code
 made on Python, beyond some screenshots from John Maeda clog at
 http://www.maedastudio.com/clog/

 if someone knows where can we find similar experiences online with
 Pygame, please let us know...

 thanks in advance




[pygame] looking for generative graphism code done with Pygame

2008-10-08 Thread Paulo Silva
on the Related Intiatives from http://processing.org/ , it seems
Pygame is cited there, but i couldn't find much more generative code
made on Python, beyond some screenshots from John Maeda clog at
http://www.maedastudio.com/clog/

if someone knows where can we find similar experiences online with
Pygame, please let us know...

thanks in advance


[pygame] looking for pygame minimal examples

2008-10-08 Thread Paulo Silva
Hi!

I'm looking for webpages could have minimal examples, just like from:
. http://nitrofurano.linuxkafe.com/sdlbasic/MinimalExamples_050624.zip
. http://nitrofurano.linuxkafe.com/python/PythonStuff_060822.zip

i'm needing them, since i'm still having really huge difficulties on
starting coding on Pygame... and i think i know a bit about Python and
SDL, but they seems to be not that enough...

if you all know urls having very simple and encouraging pygame
examples, please share with us newbies...
thanks and regards,

Paulo


Re: [pygame] looking for pygame minimal examples

2008-10-08 Thread Paulo Silva
@kschnee: a bit like this, minimal examples illustrating all possible
commands and interesting situations where from newbies can work over
and easily copy stuff to build their own programs, and feeling
encouraged of their progresses.

@bhaaluu: dead link...


-
On Wed, Oct 8, 2008 at 5:04 PM, bhaaluu [EMAIL PROTECTED] wrote:
 http://www.cs.iupui.edu/~aharris/pygame/

 On Wed, Oct 8, 2008 at 5:45 AM, Paulo Silva [EMAIL PROTECTED] wrote:
 Hi!

 I'm looking for webpages could have minimal examples, just like from:
 . http://nitrofurano.linuxkafe.com/sdlbasic/MinimalExamples_050624.zip
 . http://nitrofurano.linuxkafe.com/python/PythonStuff_060822.zip

 i'm needing them, since i'm still having really huge difficulties on
 starting coding on Pygame... and i think i know a bit about Python and
 SDL, but they seems to be not that enough...

 if you all know urls having very simple and encouraging pygame
 examples, please share with us newbies...
 thanks and regards,

 Paulo




 --
 b h a a l u u at g m a i l dot c o m
 Kid on Bus: What are you gonna do today, Napoleon?
 Napoleon Dynamite: Whatever I feel like I wanna do. Gosh!



Re: [pygame] looking for pygame minimal examples

2008-10-08 Thread Paulo Silva
@bhaaluu

Thanks!

Some of these examples i saw online somewhere, seems to be inspiring
(like idea.py) and helpful, but a bit far for what i needed (or wanted
to help doing)

The idea is really doing minimals of almost everything... this can
take a while, but would be even more interesting seeing seeing some
similar open examples where can explain as simple how everything is
done, from primitives drawing, to picture processing, basics of game
action like moving sprites and collisions, etc.

thanks again! =)



On Wed, Oct 8, 2008 at 6:09 PM, bhaaluu [EMAIL PROTECTED] wrote:
 http://www.wiley.com/WileyCDA/WileyTitle/productCd-0470068221,descCd-DOWNLOAD.html

 That's the alternate link. The first one was good a few days ago.
 Maybe his computer went down? shrug You'll find a zip archive of
 all the source code in the book, Game Programming by Andy Harris
 at the Wiley site. There are also PowerPoint slides of the main points
 from the book. There is enough there to get you up and running in
 PyGame, if you'll spend a little time with those materials. I got my
 copy of Game Programming online for about $15. Don't pay the full
 cover price for the book, if you decide you want to buy it. All the
 examples are good to learn from.

 Happy Happy Joy Joy!
 --
 b h a a l u u at g m a i l dot c o m
 Kid on Bus: What are you gonna do today, Napoleon?
 Napoleon Dynamite: Whatever I feel like I wanna do. Gosh!



 -
 On Wed, Oct 8, 2008 at 5:04 PM, bhaaluu [EMAIL PROTECTED] wrote:
 http://www.cs.iupui.edu/~aharris/pygame/

 On Wed, Oct 8, 2008 at 5:45 AM, Paulo Silva [EMAIL PROTECTED] wrote:
 Hi!

 I'm looking for webpages could have minimal examples, just like from:


 On Wed, Oct 8, 2008 at 12:53 PM, Paulo Silva [EMAIL PROTECTED] wrote:

 @bhaaluu: dead link...


 -
 On Wed, Oct 8, 2008 at 5:04 PM, bhaaluu [EMAIL PROTECTED] wrote:
 http://www.cs.iupui.edu/~aharris/pygame/

 On Wed, Oct 8, 2008 at 5:45 AM, Paulo Silva [EMAIL PROTECTED] wrote:
 Hi!

 I'm looking for webpages could have minimal examples, just like from:
 . http://nitrofurano.linuxkafe.com/sdlbasic/MinimalExamples_050624.zip
 . http://nitrofurano.linuxkafe.com/python/PythonStuff_060822.zip

 i'm needing them, since i'm still having really huge difficulties on
 starting coding on Pygame... and i think i know a bit about Python and
 SDL, but they seems to be not that enough...

 if you all know urls having very simple and encouraging pygame
 examples, please share with us newbies...
 thanks and regards,

 Paulo




Re: [pygame] PyGameSF meetup Tuesday August 12th 7pm @ Metreon San Francisco

2008-08-09 Thread Paulo Silva
thanks! :-)

On Sat, Aug 9, 2008 at 12:05 AM, Harry Tormey
[EMAIL PROTECTED] wrote:
 Usually the speakers post slides after each talk. I will try to at least
 post podcast if we can not get a camera for the event.

 -H

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 On Behalf Of Paulo Silva
 Sent: Friday, August 08, 2008 1:11 PM
 To: pygame-users@seul.org
 Subject: Re: [pygame] PyGameSF meetup Tuesday August 12th 7pm @ Metreon
 San Francisco

 for all the people can't get there, would be a good idea someone(s)
 recording it on video and sharing to us from youtube or alike? if it's
 possible, please share to us later where from can we see them!
 thanks!
 ---



 On Fri, Aug 8, 2008 at 5:39 PM, Harry Tormey
 [EMAIL PROTECTED] wrote:
 Hi All,
 just writing to say that this months PyGameSF meet up is on Tuesday
 August 12th from 7pm at the Metreon food court in San Francisco. This
 month's presentations are:

 - Casey Duncan/Harry Tormey: Particle engines for fun and profit

 About:py-lepton (http://code.google.com/p/py-lepton/) is a
 high-performance, pluggable particle engine and API for Python. The
 talk will be an overview of the engine which is written in python/c
 followed by a demo of an example game which uses it.

 The main focus of this months meet up will be to discuss preparations
 for the pyweek competition.

 PyGame SF is an informal group meet up in San Francisco for Software
 engineers interested in python, OpenGL, audio, pygame, SDL,
 programming and generally anything to do with multimedia development.
 The format of our meetings typically involve several people giving
 presentations on projects they are developing followed by group
 discussion and feedback.

 f anyone else would like to give a micro presentation, show demos or
 just talk about what they are doing or generally give examples of  any

 relevant software they are working on please feel free to head along.

 To subscribe to the pygamesf mailing list simply email
 pygame-sf+subscribe at unworkable.org

 -Harry



Re: [pygame] pygame and bulletml

2008-07-29 Thread Paulo Silva
thanks!  - i have now this code stored in my Pygame folder for testing
them as far i can get at least as comfortable with Pygame as i think i
were being on sdlBasic - really thanks - i'm really very curious about
how easy on Pygame we can get those shower of bullets as from Kenta
Cho games! :-)

--

On Tue, Jul 29, 2008 at 6:18 PM, Paul Pigg [EMAIL PROTECTED] wrote:
 I don't know bulletML and don't have plans for using it, but xml didn't seem
 to hard to work with when I needed to.  Here's a quick contrived example
 based on the fire example xml on the website, just to give you a quick
 idea of the api.  On it's own, it's not too useful.

 --Paul

 import xml.dom.minidom

 # Note that I put some whitespace in the XML, which is parsed as Text
 s='fire  direction type=absolute270/direction  speed2/speed
 bulletRef label=rocket/  /fire'

 dom = xml.dom.minidom.parseString(s)
 doc = dom.documentElement
 assert doc.tagName == 'fire'

 print doc.tagName

 for child in doc.childNodes:
 if hasattr(child, 'tagName'): # isinstance(child,
 xml.dom.minidom.Element) also works...

 if child.tagName == 'direction':
 outstr = '  direction = ' + child.childNodes[0].data
 if child.hasAttribute('type'):
 outstr += ', type = ' + child.getAttributeNode('type').value
 print outstr

 elif child.tagName == 'speed':
 print '  speed = ' + child.childNodes[0].data

 elif child.tagName == 'bulletRef':
 if child.hasAttribute('label'):
 print '  bulletRef label = ' +
 child.getAttributeNode('label').value


 
 prints:

 fire
   direction = 270, type = absolute
   speed = 2
   bulletRef label = rocket

 




 On Tue, Jul 29, 2008 at 1:31 AM, Paulo Silva [EMAIL PROTECTED] wrote:

 thanks, but if someone may have some ready snippet, please let us know...
 :-)

 On Tue, Jul 29, 2008 at 4:37 AM, Jake b [EMAIL PROTECTED] wrote:
  Python can read xml. I don't know of a bulletml specific python lib.
 
 
  --
  Jake
 




Re: [pygame] very easy snippets to start: where from i can get?

2008-07-28 Thread Paulo Silva
thanks!

On Mon, Jul 28, 2008 at 4:16 AM, Knapp [EMAIL PROTECTED] wrote:
 On Mon, Jul 28, 2008 at 1:08 AM, Paulo Silva [EMAIL PROTECTED] wrote:

 about oop, i'm really curious about learning it, but i have to see
 examples (smaller than 1kb, please...) explaining clearly where and
 how the code gets so improved instead as coding them as procedural
 (all of my trying experiences on oop coding were completely
 frustrating up to now...)


 In many ways it is just a matter of the subroutines having private
 data. And then, taking those routines and using them as a basis for
 extended data and routines based of the first ones.

 And this idea too but I don't use it much.
 http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming

 --
 Douglas E Knapp

 http://sf-journey-creations.wikispot.org/Front_Page



Re: [pygame] how hexcolour arrays works?

2008-07-28 Thread Paulo Silva
Noah, i also agree completelly each person works differently, of
course! :-)  (maybe that's why i got concerned about politeness on
pasting code here, which i didn't know how far is it needed or not...)
- you may be from the academic world, and i'm hobbyst, academically
from graphic design area (and still with some bad habits from the
ansi-basic 80's coding...)

When compaired with Perl, Ruby and Java, Python for me is maybe the
very best language i found - it's clean, and also works fine as script
language on Gimp, Inkscape, Blender, Scribus, etc., what is truly
awesome for me... - and as well, Python came installed on all Linux
and MacOS-X, what is awesome as well...

what made me becoming so surprised with Python is i could code there
in the same way i used to code on sdlBasic and wxBasic, and these
codes worked fine! :-) - you know, a mere graphic designer with a
hobbyst taste about coding, being able to code scripts for Gimp and so
on (the python version of the .ai importer from Inkscape is mine, as
well the Gnome menu converter for Fluxbox, for example... :-p ), even
some small converters... why i shoutd stop coding on Python, you
know... ?

thanks! :-)



On Mon, Jul 28, 2008 at 12:38 PM, Noah Kantrowitz [EMAIL PROTECTED] wrote:
 Paulo Silva wrote:

 Stop right now? oh please, just now when i were getting so happy on
 trying to learn it? what a stimulation from the open-source world...
 :-((

 (i really wanted only to focus in the solutions of doubts like mine
 one...)

 If Python doesn't match the way you work, I doubt you will enjoy it. Not
 every tool is right for every job, and each person works differently. Thats
 all.

 --Noah




Re: [pygame] very easy snippets to start: where from i can get?

2008-07-27 Thread Paulo Silva
those idea-alter examples are really useful for me in the stage i am
http://www.geocities.com/ek.bhaaluu/python/ is also very in the way i
used to code

thanks again! :-)

-

about oop, i'm really curious about learning it, but i have to see
examples (smaller than 1kb, please...) explaining clearly where and
how the code gets so improved instead as coding them as procedural
(all of my trying experiences on oop coding were completelly
frustrating up to now...)

--


On Sun, Jul 27, 2008 at 10:15 PM, Paulo Silva [EMAIL PROTECTED] wrote:
 thanks all bookmarks - i'm reading all them, and also all going to
 del.icio.us as well! :-)

 --

 On Sun, Jul 27, 2008 at 5:29 PM, bhaaluu [EMAIL PROTECTED] wrote:
 Maybe these examples will help you get an idea of simple Python
 programming? They are based on ancient line-numbered BASIC
 code which is in the Text Adventure Game book, linked to on the
 web page:

 http://www.geocities.com/ek.bhaaluu/python/index.html

 There is no PyGame used in those games, but they should be
 easy to read, since they are based on BASIC from the 80's.

 I am a hobbyist programmer, so the Python code is not very Pythonistic.
 However, the code runs okay on my GNU/Linux computer running
 Python 2.4.4.

 A very good PyGame tutorial is called
 GAME PROGRAMMING by Andy Harris [ISBN-13: 978-0-470-06822-9]
 All the source code for the PyGame example programs in the book are
 located here::
 http://www.cs.iupui.edu/~aharris/pygame/
 That site also has some PowerPoint slides that cover the major points
 that are in the book.

 The best Python tutorial, IMHO, is PYTHON PROGRAMMING FOR THE
 ABSOLUTE BEGINNER by Michael Dawson [ISBN-13: 978-1-59863-112-8].
 Unfortunately, the source code for that book is not available anywhere
 that I know of, however, you may be able to find some code snippets
 if you do a Google Code Search:

 http://www.google.com/codesearch/advanced_code_search

 Of course, the PyGame site has some beginning tutorials:

 http://www.python.org/

 Also, this is a nice Python tutorial:

 http://www.learningpython.com/

 Especially interesting are the step-by-step tutorials

 http://www.learningpython.com/2006/03/12/creating-a-game-in-python-using-pygame-part-one/

 Happy Programming!
 --
 b h a a l u u at g m a i l dot c o m
 Kid on Bus: What are you gonna do today, Napoleon?
 Napoleon Dynamite: Whatever I feel like I wanna do. Gosh!

 On Fri, Jul 25, 2008 at 7:12 AM, Paulo Silva [EMAIL PROTECTED] wrote:

 my coding style (if it can be named as this) is deeply based on
 hobbystic ansi-basic from 80's - i'm a bit unknown of definitions, but
 maybe it's procedural (i can't find definition from google)?

 thanks!
 Paulo





Re: [pygame] Moving sprites.

2008-07-27 Thread Paulo Silva
well, for now i were enjoying these ones
http://www.cs.iupui.edu/~aharris/pygame/ch04/



On Sun, Jul 27, 2008 at 11:38 PM,  [EMAIL PROTECTED] wrote:
 So I've read piman's tutorial and checked out a few others. I'm still
 confused. I don't really understand the process of moving a sprite
 around. I would like to use RenderUpdates and such, but I'm lost.

 I basically have a simple script that moves a ship around a background
 (the background is an image.)

 To create the sprite I'm using:

 class Units(pygame.sprite.Sprite):

def __init__(self, img, loc1 = 250, loc2 = 250):
pygame.sprite.Sprite.__init__(self) #start up sprites

#locs
self.loc1 = loc1
self.loc2 = loc2

#create sprite
self.image, self.rect = load_image(img)
self.rect.center = [self.loc1, self.loc2]

 I create the ship like this:
 self.ship = Units('bship.png')
 self.screen.blit(self.ship.image, self.ship.rect)

 To redraw the ship when it moves I'm using this:

 self.ship.loc1 = n1 #n1 and n2 are setup earlier in the code that
 looks for key presses and sets the pixel difference
 self.ship.loc2 = n2
 self.ship.rect.center = [self.ship.loc1, self.ship.loc2]
 print self.ship.rect.center
 self.screen.blit(self.bg, (0,0))
 self.screen.blit(self.ship.image, self.ship.rect.center)
 pygame.display.flip()

 I'm really pretty confused at this point. I know I'm just doing
 something stupid, but I haven't managed to get any other code working
 to redraw the ship properly when it's moved. I don't have the code
 from when I was doing it wrong, but basically, can someone point me in
 the right direction to changing this over to just redraw the
 appropriate areas?

 Thanks, and sorry this was rambling.



Re: [pygame] Moving sprites.

2008-07-27 Thread Paulo Silva
thanks! :-)


On Mon, Jul 28, 2008 at 1:06 AM, René Dudfield [EMAIL PROTECTED] wrote:
 make sprite.image use the same surface.

 Surfaces are not copied by default.  You need to use the
 Surface.copy() method to create a new one.

 So just assigning the same surface will work for sharing one picture
 with lots of sprites.


 On Mon, Jul 28, 2008 at 9:33 AM, Paulo Silva [EMAIL PROTECTED] wrote:
 you welcome! :-) - btw, i'm still trying to to on Pygame what i were
 doing on sdlBasic up to now
 (http://nitrofurano.linuxkafe.com/sdlbasic), stuff like how to get
 lots of sprites from just one picture, etc.

 --

 On Mon, Jul 28, 2008 at 12:19 AM, Percival Kelley
 [EMAIL PROTECTED] wrote:
 Awesome. Thank you. That did the trick.

 On Sun, Jul 27, 2008 at 1:10 PM, Paulo Silva [EMAIL PROTECTED] wrote:

 well, for now i were enjoying these ones
 http://www.cs.iupui.edu/~aharris/pygame/ch04/

 

 On Sun, Jul 27, 2008 at 11:38 PM,  [EMAIL PROTECTED] wrote:
  So I've read piman's tutorial and checked out a few others. I'm still
  confused. I don't really understand the process of moving a sprite
  around. I would like to use RenderUpdates and such, but I'm lost.
 
  I basically have a simple script that moves a ship around a background
  (the background is an image.)
 
  To create the sprite I'm using:
 
  class Units(pygame.sprite.Sprite):
 
 def __init__(self, img, loc1 = 250, loc2 = 250):
 pygame.sprite.Sprite.__init__(self) #start up sprites
 
 #locs
 self.loc1 = loc1
 self.loc2 = loc2
 
 #create sprite
 self.image, self.rect = load_image(img)
 self.rect.center = [self.loc1, self.loc2]
 
  I create the ship like this:
  self.ship = Units('bship.png')
  self.screen.blit(self.ship.image, self.ship.rect)
 
  To redraw the ship when it moves I'm using this:
 
  self.ship.loc1 = n1 #n1 and n2 are setup earlier in the code that
  looks for key presses and sets the pixel difference
  self.ship.loc2 = n2
  self.ship.rect.center = [self.ship.loc1, self.ship.loc2]
  print self.ship.rect.center
  self.screen.blit(self.bg, (0,0))
  self.screen.blit(self.ship.image, self.ship.rect.center)
  pygame.display.flip()
 
  I'm really pretty confused at this point. I know I'm just doing
  something stupid, but I haven't managed to get any other code working
  to redraw the ship properly when it's moved. I don't have the code
  from when I was doing it wrong, but basically, can someone point me in
  the right direction to changing this over to just redraw the
  appropriate areas?
 
  Thanks, and sorry this was rambling.
 






Re: [pygame] Moving sprites.

2008-07-27 Thread Paulo Silva
about sprite.image, Surface.copy(): i almost getting the point, and i
hope not being abusing if i'd ask for a small and simple working
snippet (small as 1kb-like or less) could show us this - thanks! :-)

-



On Mon, Jul 28, 2008 at 1:11 AM, Paulo Silva [EMAIL PROTECTED] wrote:
 thanks! :-)


 On Mon, Jul 28, 2008 at 1:06 AM, René Dudfield [EMAIL PROTECTED] wrote:
 make sprite.image use the same surface.

 Surfaces are not copied by default.  You need to use the
 Surface.copy() method to create a new one.

 So just assigning the same surface will work for sharing one picture
 with lots of sprites.


 On Mon, Jul 28, 2008 at 9:33 AM, Paulo Silva [EMAIL PROTECTED] wrote:
 you welcome! :-) - btw, i'm still trying to to on Pygame what i were
 doing on sdlBasic up to now
 (http://nitrofurano.linuxkafe.com/sdlbasic), stuff like how to get
 lots of sprites from just one picture, etc.

 --

 On Mon, Jul 28, 2008 at 12:19 AM, Percival Kelley
 [EMAIL PROTECTED] wrote:
 Awesome. Thank you. That did the trick.

 On Sun, Jul 27, 2008 at 1:10 PM, Paulo Silva [EMAIL PROTECTED] wrote:

 well, for now i were enjoying these ones
 http://www.cs.iupui.edu/~aharris/pygame/ch04/

 

 On Sun, Jul 27, 2008 at 11:38 PM,  [EMAIL PROTECTED] wrote:
  So I've read piman's tutorial and checked out a few others. I'm still
  confused. I don't really understand the process of moving a sprite
  around. I would like to use RenderUpdates and such, but I'm lost.
 
  I basically have a simple script that moves a ship around a background
  (the background is an image.)
 
  To create the sprite I'm using:
 
  class Units(pygame.sprite.Sprite):
 
 def __init__(self, img, loc1 = 250, loc2 = 250):
 pygame.sprite.Sprite.__init__(self) #start up sprites
 
 #locs
 self.loc1 = loc1
 self.loc2 = loc2
 
 #create sprite
 self.image, self.rect = load_image(img)
 self.rect.center = [self.loc1, self.loc2]
 
  I create the ship like this:
  self.ship = Units('bship.png')
  self.screen.blit(self.ship.image, self.ship.rect)
 
  To redraw the ship when it moves I'm using this:
 
  self.ship.loc1 = n1 #n1 and n2 are setup earlier in the code that
  looks for key presses and sets the pixel difference
  self.ship.loc2 = n2
  self.ship.rect.center = [self.ship.loc1, self.ship.loc2]
  print self.ship.rect.center
  self.screen.blit(self.bg, (0,0))
  self.screen.blit(self.ship.image, self.ship.rect.center)
  pygame.display.flip()
 
  I'm really pretty confused at this point. I know I'm just doing
  something stupid, but I haven't managed to get any other code working
  to redraw the ship properly when it's moved. I don't have the code
  from when I was doing it wrong, but basically, can someone point me in
  the right direction to changing this over to just redraw the
  appropriate areas?
 
  Thanks, and sorry this was rambling.
 







[pygame] pygame and bulletml

2008-07-27 Thread Paulo Silva
a question from a pygame newbie - how fine can pygame work with Kenta
Cho's bulletml, and where can we see snippets about?


Re: [pygame] phpbb forum missing at pygame.org website

2008-07-27 Thread Paulo Silva
it were also hard to find unofficial pygame forae - is this the best
one? http://z7.invisionfree.com/pygame/

(if it is, would be nice pygame.org linking them in their webpage! ;-) )

--



On Sun, Jul 27, 2008 at 4:30 PM, Frozenball [EMAIL PROTECTED] wrote:
 Personally I prefer forums over mailing list - they are much easier to
 handle and use.

 On Sun, Jul 27, 2008 at 6:10 PM, Ian Mallett [EMAIL PROTECTED] wrote:
 I was scrolling up through this quickly, and I saw Emmanuel Berg and
 Knapp, and I thought it said Immanuel Kant--the philosopher.
 I digress; I'm sorry.
 Ian




[pygame] very easy snippets to start: where from i can get?

2008-07-25 Thread Paulo Silva
hi!

I'm very curious about learning pygame, but having lots of
difficulties to start because i can't find simple, small and useful
snippets where i can learn from.
The problem is mostly of all pygame code i found were too much
strong-typed for me

For an idea, you can see some of my snippets at:
http://nitrofurano.linuxkafe.com/python
http://nitrofurano.linuxkafe.com/sdlbasic
http://nitrofurano.linuxkafe.com/wxbasic

Specially being able to recode my sdlbasic minimal examples into
python-pygame, and from the other code you all may have some idea of
the coding style i were using, which is completelly different of what
i saw used on pygame codes.

Any help is very welcome and apreciated! :-)
Thanks!

Paulo


Re: [pygame] very easy snippets to start: where from i can get?

2008-07-25 Thread Paulo Silva
thanks, but it looks confusing for me, too messy for me... (sorry
saying this, but i got really lost with this url...) - it's a bit
object oriented (and i know nothing about it), and the code is
splitted between comments i don't know what to have in a complete code

-



On Fri, Jul 25, 2008 at 12:56 PM, René Dudfield [EMAIL PROTECTED] wrote:
 hey,

 this tutorial kind of covers the basics of python with pygame...
 http://rene.f0o.com/mywiki/PythonGameProgramming


 cu,


 On Fri, Jul 25, 2008 at 9:12 PM, Paulo Silva [EMAIL PROTECTED] wrote:
 thanks about the urls - btw, i'm stuck on starting, anyway... - the
 programs are the links to the zipped files at the top of the webpage.

 Maybe a good idea is, for example, i posting some or another snippet
 (very small stuff in sdlBasic) at pastebin.org and asking you how does
 it can be coded on python-pygame?

 my coding style (if it can be named as this) is deeply based on
 hobbystic ansi-basic from 80's - i'm a bit unknown of definitions, but
 maybe it's procedural (i can't find definition from google)?

 is oop object-oriented programing, using classes, methods, etc.? i
 still know nothing about them, and having completelly no idea how to
 start using them...

 well, please take a look at my code and help me defining which style
 are them - they may look very amateur for academic and professional
 coders, but i were using them for my personal needs, and were working
 fine for me up to now...

 thanks!
 Paulo

 --




 
 On Fri, Jul 25, 2008 at 11:54 AM, Jake b [EMAIL PROTECTED] wrote:
 If you have a specific problem you're stuck on, or a program you're trying
 to re-create in pythin, it'd be easier to give you more help.

 [ I looked at your site, but didn't see a program. It's hard to read for me
 on ff3 win32. ]

 A few links to get you started

 http://kai.vm.bytemark.co.uk/~piman/writing/sprite-tutorial.shtml
 http://www.pygame.org/wiki/tutorials
 http://www.libsdl.org/tutorials.php
 http://www.pygame.org/docs/ref/index.html [you're best friend]
 There's also NeHe tutorials if you want to get started into pygame+OpenGL.

 What coding style were you used to? What are you seeing? Procedural vs OOP
 or something else?

 --
 Jake





Re: [pygame] very easy snippets to start: where from i can get?

2008-07-25 Thread Paulo Silva
well, more ugly code: this is about arrays and how can i get several
sprites from just one picture:

randomize
xed=320:yed=240:sprn=32:maxspd=4:spram=16
dim xdr[sprn],ydr[sprn],xpo[sprn],ypo[sprn],sprid[sprn]
for i=0 to sprn:sprid[i]=3:next
wdwd=1
setdisplay(xed,yed,32,wdwd)
for i=0 to sprn:xdr[i]=rnd(4):ydr[i]=rnd(4):xpo[i]=1:ypo[i]=1:next
screenopen(1,xed,yed,0,0,0,0,0)
loadimage(ubuntumarks2.png,1):pasteicon(0,0,1):screen(1)
for y=0 to 1:for x=0 To 9:k=x+(y*10):grab(1+k,x*32,y*32,32,32):next:next
screen(0)
for xt=0 to xed step 32:for yt=0 to yed step 32
  pasteicon(xt,yt,1):next:next
while (0=0)
  for i=0 to sprn-1
bob(1+i,xpo[i],ypo[i],sprid[i])
xpo[i]=xpo[i]+xdr[i]:ypo[i]=ypo[i]+ydr[i]
if xpo[i](xed-32) then:xpo[i]=0:end if
if xpo[i]0 then:xpo[i]=(xed-32):end if
if ypo[i](yed-32) then:ypo[i]=0:end if
if ypo[i]0 then:ypo[i]=(yed-32):end if
next
  i=rnd(sprn):xdr[i]=(rnd(8)-4):ydr[i]=(rnd(8)-4):sprid[i]=1+(rnd(spram))
  waitvbl
  if key(27) then:end:end if  '- esc key
  wend
waitkey


the picture i were using with the sprites were this one:
http://img355.imageshack.us/img355/1572/ubuntumarks2jj3.png

thanks again! :-)




On Fri, Jul 25, 2008 at 5:34 PM, Paulo Silva [EMAIL PROTECTED] wrote:
 thanks! is exactly like that were what i'm looking for! :-)

 --



 On Fri, Jul 25, 2008 at 4:51 PM, Brad Montgomery
 [EMAIL PROTECTED] wrote:
 A!  My eyes   :)

 On Fri, Jul 25, 2008 at 10:47 AM, Peter Shinners [EMAIL PROTECTED] wrote:
 Paulo Silva wrote:

 for example, this code, how do it would look like with Python-Pygame?

 http://pastebin.com/f5642fd17
 (runs on sdlBasic)


 I have created the ugliest pygame code in the world to match you example. I
 hope it provides an interest for you to actually learn a bit of Python's
 elegence (little of which is on display here)

 ---
 import pygame, random
 from random import randint as rnd

 def waitkey():
   while 1:
   e = pygame.event.wait()
   if e.type in (pygame.QUIT, pygame.KEYDOWN):
   return


 finp=ring5.png;fout=finp+.bmp
 xed=320;yed=240
 window=pygame.display.set_mode((xed, yed),0,32)
 img=pygame.image.load(finp);window.blit(img,(0,0))
 for i in range(100):
   color=rnd(0,255),rnd(0,255),rnd(0,255)
   box=rnd(0,xed),rnd(0,yed),rnd(0,xed),rnd(0,yed)
   window.fill(color,box)
 pygame.display.flip()
 pygame.image.save(window,fout)
 waitkey()
 ---





 --
 brad [bradmontgomery.net]




[pygame] phpbb forum missing at pygame.org website

2008-07-25 Thread Paulo Silva
What do you all think about a phpbb forum at pygame.org, where pygame
coders can share ideas, questions, snippets, in a way some people
(like me) used to use this as a more effective and direct way?

there are lots of people used to enjoy much more phpbb forums than
mailing lists... (even if some developers are known as being not so
addict on phpbb, but this may be an easier contact for newbies, which
are not too much into mailing lists)


Re: [pygame] phpbb forum missing at pygame.org website

2008-07-25 Thread Paulo Silva
for reading mailing list archives they looks fine, but for posting
directly from there i couldn't find where we can post messages...

otherwise, i think pygame.org webpage will gain a lot with a phpbb
forum into it, maybe may bring more curious about, and sharing some
ideas as far they are visiting pygame.org

another fact is almost all open-source projects as known as pygame has
a forum in their webpage, even wxBasic and sdlBasic

thanks!




On Fri, Jul 25, 2008 at 7:30 PM, James Paige [EMAIL PROTECTED] wrote:
 On Fri, Jul 25, 2008 at 07:19:03PM +0100, Paulo Silva wrote:
 What do you all think about a phpbb forum at pygame.org, where pygame
 coders can share ideas, questions, snippets, in a way some people
 (like me) used to use this as a more effective and direct way?

 there are lots of people used to enjoy much more phpbb forums than
 mailing lists... (even if some developers are known as being not so
 addict on phpbb, but this may be an easier contact for newbies, which
 are not too much into mailing lists)

 I know it isn't the same thing, but have you tried the gmane web
 interface to the pygame mailing list? It should be far more comfortable
 for a person who prefers forums

 http://blog.gmane.org/gmane.comp.python.pygame

 http://news.gmane.org/gmane.comp.python.pygame

 ---
 James Paige



Re: [pygame] phpbb forum missing at pygame.org website

2008-07-25 Thread Paulo Silva
i'm one example of this - since long time mailing list exists (and i
were using internet regularly for more than 10 years), and only now
with gmail i'm getting enough 'courage' to subscribe into mailing
lists - all the time i were (and will be for sure) much more addict of
'forae' (i'm not that good in latin language; is 'forae' the plural of
'forum'? ;-) )

as well, i think also is lots easier to point an url of a forum post
than locating an url of an archived post of mailing list... and
getting posters connecting each others by this way...



On Fri, Jul 25, 2008 at 9:03 PM, Nathan Whitehead [EMAIL PROTECTED] wrote:
 On Fri, Jul 25, 2008 at 11:51 AM, James Paige [EMAIL PROTECTED] wrote:
 The blog-like interface does allow posting. The newsgroup-thread
 interface does not.

 I like the idea of switching from a mailing list to phpBB.  There are
 many great features of bulletin boards:
  * user icons
  * getting email notifications for some threads and not others
  * sticky topics and announcements
  * easy to moderate if necessary
  * syntax highlighting for code snippets
  * uniform interface for html links in messages
  * ability to upload screenshots and include in messages

 Apart from the features, I think nowadays people are more comfortable
 joining a forum than subscribing to a mailing list.
 --
 Nathan Whitehead



Re: [pygame] phpbb forum missing at pygame.org website

2008-07-25 Thread Paulo Silva
another thing is it's much more easier to reply a post from 2 or 3
years old on a forum than on a mailing list... - these situations
happened also with me somehow regularly...

-

On Fri, Jul 25, 2008 at 10:53 PM, Paulo Silva [EMAIL PROTECTED] wrote:
 i'm one example of this - since long time mailing list exists (and i
 were using internet regularly for more than 10 years), and only now
 with gmail i'm getting enough 'courage' to subscribe into mailing
 lists - all the time i were (and will be for sure) much more addict of
 'forae' (i'm not that good in latin language; is 'forae' the plural of
 'forum'? ;-) )

 as well, i think also is lots easier to point an url of a forum post
 than locating an url of an archived post of mailing list... and
 getting posters connecting each others by this way...

 

 On Fri, Jul 25, 2008 at 9:03 PM, Nathan Whitehead [EMAIL PROTECTED] wrote:
 On Fri, Jul 25, 2008 at 11:51 AM, James Paige [EMAIL PROTECTED] wrote:
 The blog-like interface does allow posting. The newsgroup-thread
 interface does not.

 I like the idea of switching from a mailing list to phpBB.  There are
 many great features of bulletin boards:
  * user icons
  * getting email notifications for some threads and not others
  * sticky topics and announcements
  * easy to moderate if necessary
  * syntax highlighting for code snippets
  * uniform interface for html links in messages
  * ability to upload screenshots and include in messages

 Apart from the features, I think nowadays people are more comfortable
 joining a forum than subscribing to a mailing list.
 --
 Nathan Whitehead