Re: [pygame] Pygame font issues

2009-05-04 Thread Peter Chant
On Sunday 03 May 2009, René Dudfield wrote:
 heh, I guess not.

 It'd be good to report to slackware.  Please let me know if you do...
 otherwise I'll report the bug.

Its not an official slackware package.  I've reported it to its source, 
slacky.eu, a large established repository run by Italian slackers.



-- 
Peter Chant
http://www.petezilla.co.uk


Re: [pygame] Pygame font issues

2009-05-04 Thread René Dudfield
ah.  the problem stems from the pygame 1.8.1release source tar ball... which
has some incorrect permissions in it.

Will make sure that's fixed in 1.9.



On Tue, May 5, 2009 at 4:25 AM, Peter Chant p...@petezilla.co.uk wrote:

 On Sunday 03 May 2009, René Dudfield wrote:
  heh, I guess not.
 
  It'd be good to report to slackware.  Please let me know if you do...
  otherwise I'll report the bug.

 Its not an official slackware package.  I've reported it to its source,
 slacky.eu, a large established repository run by Italian slackers.



 --
 Peter Chant
 http://www.petezilla.co.uk



Re: [pygame] Pygame font issues

2009-05-03 Thread Peter Chant
On Sunday 03 May 2009, René Dudfield wrote:
 hi,

 what are the permissions of the font file?  Maybe something weird is
 going on there?

Bingo.

the default font was set to 700, set it to 644 and it worked.  Sounds like a 
pygame installation issue, but then if it is surely someone else would have 
spotted it by now?

Pete


-- 
Peter Chant
http://www.petezilla.co.uk


Re: [pygame] Pygame font issues

2009-05-03 Thread René Dudfield
heh, I guess not.

It'd be good to report to slackware.  Please let me know if you do...
otherwise I'll report the bug.



On Sun, May 3, 2009 at 6:45 PM, Peter Chant p...@petezilla.co.uk wrote:

 On Sunday 03 May 2009, René Dudfield wrote:
  hi,
 
  what are the permissions of the font file?  Maybe something weird is
  going on there?

 Bingo.

 the default font was set to 700, set it to 644 and it worked.  Sounds like
 a
 pygame installation issue, but then if it is surely someone else would have
 spotted it by now?

 Pete


 --
 Peter Chant
 http://www.petezilla.co.uk



Re: [pygame] Pygame font issues

2009-05-02 Thread Peter Chant
On Friday 01 May 2009, Jake b wrote:
 1) Are you using py2exe?


No.

 2) Copy-ing the font to the same folder as the game will probably work.


Unfortuately it did not.

 3) I ripped out my font name matching code, it might help. [It might
 be easier if you want the whole font wrapper class.]


Thanks.  I'm not sure that it does.  You've created a wrapper, which does some 
useful checking, but at the end of the day it still appears to make a simple 
call with a font name.

font = pygame.font.Font(None, 36)
#font = pygame.font.Font('liberationserif',36)

I suspect it is a path problem, but I'm new to python and am not really sure 
how to fix it.  In fact, I have just found that if I pass the file path it 
does not throw an error.

Unfortunately I still have not got test displayed for other reasons I am just 
learning.  However, it is a sunny day so perhaps I ought to take advantage of 
it.

Pete






-- 
Peter Chant
http://www.petezilla.co.uk


Re: [pygame] Pygame font issues

2009-05-02 Thread Yanom Mobis
does

font = pygame.font.Font(None, 36)

use the player's default system font?

--- On Sat, 5/2/09, Peter Chant p...@petezilla.co.uk wrote:

From: Peter Chant p...@petezilla.co.uk
Subject: Re: [pygame] Pygame font issues
To: pygame-users@seul.org
Date: Saturday, May 2, 2009, 5:12 AM


-Inline Attachment Follows-

On Friday 01 May 2009, Jake b wrote:
 1) Are you using py2exe?


No.

 2) Copy-ing the font to the same folder as the game will probably work.


Unfortuately it did not.

 3) I ripped out my font name matching code, it might help. [It might
 be easier if you want the whole font wrapper class.]


Thanks.  I'm not sure that it does.  You've created a wrapper, which does some 
useful checking, but at the end of the day it still appears to make a simple 
call with a font name.

    font = pygame.font.Font(None, 36)
    #font = pygame.font.Font('liberationserif',36)

I suspect it is a path problem, but I'm new to python and am not really sure 
how to fix it.  In fact, I have just found that if I pass the file path it 
does not throw an error.

Unfortunately I still have not got test displayed for other reasons I am just 
learning.  However, it is a sunny day so perhaps I ought to take advantage of 
it.

Pete






-- 
Peter Chant
http://www.petezilla.co.uk



  

Re: [pygame] Pygame font issues

2009-05-02 Thread Peter Chant
On Saturday 02 May 2009, Yanom Mobis wrote:
 does

 font = pygame.font.Font(None, 36)

 use the player's default system font?

None does not work:

self.font = pygame.font.Font(None,36)
RuntimeError: default font not found 'freesansbold.ttf'

its looking for freesansbold, which even though it exists, can't be found:

bash-3.1$ locate freesansbold.ttf
/usr/lib/python2.5/site-packages/pygame/freesansbold.ttf

Note, I think your reference to default systems font is a windows reference.  
I'm on linux.

Pete



-- 
Peter Chant
http://www.petezilla.co.uk


Re: [pygame] Pygame font issues

2009-05-02 Thread René Dudfield
hi,

what are the permissions of the font file?  Maybe something weird is
going on there?


cu,

On Sun, May 3, 2009 at 3:14 AM, Peter Chant p...@petezilla.co.uk wrote:
 On Saturday 02 May 2009, Yanom Mobis wrote:
 does

 font = pygame.font.Font(None, 36)

 use the player's default system font?

 None does not work:

    self.font = pygame.font.Font(None,36)
 RuntimeError: default font not found 'freesansbold.ttf'

 its looking for freesansbold, which even though it exists, can't be found:

 bash-3.1$ locate freesansbold.ttf
 /usr/lib/python2.5/site-packages/pygame/freesansbold.ttf

 Note, I think your reference to default systems font is a windows reference.
 I'm on linux.

 Pete



 --
 Peter Chant
 http://www.petezilla.co.uk



Re: [pygame] Pygame font issues

2009-05-01 Thread Jake b
1) Are you using py2exe?

2) Copy-ing the font to the same folder as the game will probably work.

3) I ripped out my font name matching code, it might help. [It might
be easier if you want the whole font wrapper class.]

class Text(object):
...code...
def __init__(self, text=None, font=None, size=18,color=black,
bold=False, italic=False):
font can be:
1) filepath:
ttf/arial.ttf
2) list of names to search: ( calls 
self.match_font(list) )
arial, verdana, freesans
3) None
use default font

self.screen = pygame.display.get_surface()
self.font_name = font
self.font_size = size   

self.color = pygame.color.Color( color )
self.text = text
self.antialias = True   
self.color_bg = None
self.rect = pygame.Rect(15,15,0,0)

self.match_font('bitstreamverasans, verdana, arial,lucidia 
console')
self._create_font()

def match_font(self, font_list, bold=False, italic=False):
pygame.font.match_font() wrapper, but also sets the font. 
You can
call with a commma deliminated list. It chooses the first valid 
font.
filename = pygame.font.match_font(font_list, bold, italic)  

if not filename: # if failed, fallback on one that works
filename = pygame.font.match_font('bitstreamverasans, 
verdana,
arial,lucidia console,freesans, freesansbold') # should at least have
freesans[bold] since it comes with pygame
if( filename ):
self.font_name = filename #was: font_list
self._create_font()

def _create_font(self, font=None):
create Font() object
try:
self.font = pygame.font.Font( self.font_name, 
self.font_size )
except IOError:
if font:
self.match_font(font) #, bold, italic)


-- 
Jake