Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Sorry I forgot the map1.map file.

On 9/10/07, Lamonte Harris <[EMAIL PROTECTED]> wrote:
>
> Ok heres my outcome.  main2.py is the newer one.  main.py is the older
> one.
>
> On 9/10/07, Lamonte Harris <[EMAIL PROTECTED] > wrote:
> >
> > Yeah I just seen it lol sorry my mistake.  I'll email back when I'm
> > done.
> >
> > Thanks for all the help, so far so good.
> >
> > On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
> > >
> > > -BEGIN PGP SIGNED MESSAGE-
> > > Hash: SHA1
> > >
> > > Lamonte Harris wrote:
> > > > def __init(self):
> > > >
> > > > Is that a good start btw?
> > >
> > > Most people write __init__ instead of __init.
> > >
> > > The best way to figure out of something is a good start is to keep
> > > going with it and see what happens.
> > >
> > > Ethan
> > > -BEGIN PGP SIGNATURE-
> > > Version: GnuPG v1.4.6 (GNU/Linux)
> > > Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
> > >
> > > iD8DBQFG5hrxhRlgoLPrRPwRAqWYAKCpUQUCh9m3mTiAz0n/T//x94uwWACfZcZ7
> > > CoD5SMBuWzNG2dQ/PAWTqts=
> > > =ms66
> > > -END PGP SIGNATURE-
> > >
> >
> >
>
>


map1.map
Description: Binary data


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Ok heres my outcome.  main2.py is the newer one.  main.py is the older one.

On 9/10/07, Lamonte Harris <[EMAIL PROTECTED]> wrote:
>
> Yeah I just seen it lol sorry my mistake.  I'll email back when I'm done.
>
> Thanks for all the help, so far so good.
>
> On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
> >
> > -BEGIN PGP SIGNED MESSAGE-
> > Hash: SHA1
> >
> > Lamonte Harris wrote:
> > > def __init(self):
> > >
> > > Is that a good start btw?
> >
> > Most people write __init__ instead of __init.
> >
> > The best way to figure out of something is a good start is to keep
> > going with it and see what happens.
> >
> > Ethan
> > -BEGIN PGP SIGNATURE-
> > Version: GnuPG v1.4.6 (GNU/Linux)
> > Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
> >
> > iD8DBQFG5hrxhRlgoLPrRPwRAqWYAKCpUQUCh9m3mTiAz0n/T//x94uwWACfZcZ7
> > CoD5SMBuWzNG2dQ/PAWTqts=
> > =ms66
> > -END PGP SIGNATURE-
> >
>
>
import pygame,sys,string
from pygame.locals import *
class Block(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class map_(object):
def __init__(self,block=100,wndow=(300,300)):
self.BLOCK = block
self.size = wndow
self.window = pygame.display.set_mode(self.size)
self.blocks = []
self.map = []
pygame.init()
def hex_converter(self,hexcolorcode):
hexcolorcode = hexcolorcode[1:]
red = hexcolorcode[0:2]
red = int(red,16)
blue = hexcolorcode[2:4]
blue = int(blue,16)
green = hexcolorcode[4:6]
green = int(green,16)
return (red,green,blue)
def create_box(self,size,color,rect):
box = Block()
box.image = pygame.Surface((size))
pygame.draw.rect(box.image,color,box.image.get_rect())
box.color = color
box.point = rect
self.blocks.append(box)
def load_text_map(self,map):
file = open(map,"r")
links = file.readlines()
file.close()
x = 0
total = len(links)
k = 0
while kimport pygame,sys,string
from pygame.locals import *
class map_:
def __init__(self,block=100,wndow=(300,300)):
self.BLOCK = block
self.size = wndow
self.map = []
self.surfaces = [[],[]]
self.window = pygame.display.set_mode(self.size)
pygame.init()
def create_box(self,size,color,rect):
box = pygame.Surface((size))
pygame.draw.rect(box,color,box.get_rect())
self.surfaces[0].append(box)
self.surfaces[1].append(rect)
def load_text_map(self,map):
file = open(map,"r")
links = file.readlines()
file.close()
x = 0
total = len(links)
k = 0
while k

Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Yeah I just seen it lol sorry my mistake.  I'll email back when I'm done.

Thanks for all the help, so far so good.

On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Lamonte Harris wrote:
> > def __init(self):
> >
> > Is that a good start btw?
>
> Most people write __init__ instead of __init.
>
> The best way to figure out of something is a good start is to keep
> going with it and see what happens.
>
> Ethan
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.6 (GNU/Linux)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
>
> iD8DBQFG5hrxhRlgoLPrRPwRAqWYAKCpUQUCh9m3mTiAz0n/T//x94uwWACfZcZ7
> CoD5SMBuWzNG2dQ/PAWTqts=
> =ms66
> -END PGP SIGNATURE-
>


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Ethan Glasser-Camp
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Lamonte Harris wrote:
> def __init(self):
> 
> Is that a good start btw?

Most people write __init__ instead of __init.

The best way to figure out of something is a good start is to keep
going with it and see what happens.

Ethan
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Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

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CoD5SMBuWzNG2dQ/PAWTqts=
=ms66
-END PGP SIGNATURE-


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Okay kool, I'll start rewriting and see what I come up with 2morrow :).

import pygame,sys,string
from pygame.locals import *
class Block(pygame.sprite.Sprite):
def __init(self):
pygame.sprite.Sprite.__init__(self)


Is that a good start btw?

On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Lamonte Harris wrote:
> > Oh dude you might be a life saver I found this script on google and I
> > understand it.
> >
> > http://www.daniweb.com/code/snippet390.html thats what you ment right
>
> This is a good example of how objects are created and added to a list,
> yes.
>
> Ethan
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.6 (GNU/Linux)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
>
> iD8DBQFG5hl+hRlgoLPrRPwRArqTAJ9tT/sK5Tjqqht+RUYr51Ao0Q1mWwCdGOhi
> dK4FAKDZu5N+k26dK5rk4sY=
> =arD5
> -END PGP SIGNATURE-
>


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Ethan Glasser-Camp
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Lamonte Harris wrote:
> Oh dude you might be a life saver I found this script on google and I
> understand it.
> 
> http://www.daniweb.com/code/snippet390.html thats what you ment right

This is a good example of how objects are created and added to a list,
yes.

Ethan
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Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Oh dude you might be a life saver I found this script on google and I
understand it.

http://www.daniweb.com/code/snippet390.html thats what you ment right

On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Lamonte Harris wrote:
> > Okay I'm a bit confused with the whole surfaces[i].image I understand
> > how to assign rects and all but what I mean is how would I go about
> > making that class into a list?
>
> In Python, lists contain other objects of any type. To access one of
> the objects in the list, you use a subscript, like: "l[0]". Adding a
> sprite to a list is no different from adding any other object to a
> list. In your code, the way you did it was to create a variable box,
> and then call something like "l.append(box)". So if I were you, I
> would create the sprite, set the image and rect to some values, and
> then call something like "l.append(sprite)".
>
> Ethan
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.6 (GNU/Linux)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
>
> iD8DBQFG5hgehRlgoLPrRPwRAmCVAJ9r41dEG7vJoQ9BYYtiAUvutEUU/gCdFBAx
> x7YQZYCfuNIF3/ckxFHC6ow=
> =ykWz
> -END PGP SIGNATURE-
>


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Ethan Glasser-Camp
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Lamonte Harris wrote:
> Okay I'm a bit confused with the whole surfaces[i].image I understand
> how to assign rects and all but what I mean is how would I go about
> making that class into a list?

In Python, lists contain other objects of any type. To access one of
the objects in the list, you use a subscript, like: "l[0]". Adding a
sprite to a list is no different from adding any other object to a
list. In your code, the way you did it was to create a variable box,
and then call something like "l.append(box)". So if I were you, I
would create the sprite, set the image and rect to some values, and
then call something like "l.append(sprite)".

Ethan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.6 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

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=ykWz
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Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Okay I'm a bit confused with the whole surfaces[i].image I understand how to
assign rects and all but what I mean is how would I go about making that
class into a list?

On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Lamonte Harris wrote:
> > class map_:
> > def __init__(self,block=100,wndow=(300,300)):
> > self.BLOCK = block
> > self.size = wndow
> > self.map = []
> > self.surfaces = [[],[]]
> > self.window = pygame.display.set_mode(self.size)
> > pygame.init()
> > def create_box(self,size,color,rect):
> > box = pygame.Surface((size))
> > pygame.draw.rect(box,color,box.get_rect())
> > self.surfaces[0].append(box)
> > self.surfaces[1].append(rect)
> >
> > Can you explain a little more.
>
> I can explain a lot more.
>
> In your code, you have a structure called "surfaces", which is kept in
> the map class. This structure is a list with two elements. These two
> elements are themselves lists -- the first one is a list of Surface
> objects, representing images, and the second one is a list of some
> type representing location of these images on-screen. In the code
> snippet above, your map "create_box" method adds an image and a
> location to this "surfaces" structure. These two things, image and
> location, are "paired", in a sense; the image has a location, and
> putting a different image at the same location, or putting the same
> image at a different location, would be a bug.
>
> Pairing information in this way is very common in all kinds of
> programs, not just games, and there are many mechanisms for showing
> this kind of pairing. You have implemented a mechanism which I will
> call "parallel arrays"; in order to access an image and its
> corresponding location, you look up the same index in two lists
> (surfaces[0][i] and surfaces[1][i]). This is a simple mechanism, and
> it works fine, but there are some complications. For instance, let's
> say you have five images, and five locations. Now you want to delete
> an image, but forget to delete its location. Now you have four images
> and five locations, and it may not be possible to figure out which
> image goes with which location.
>
> I am proposing the use of another structure, which is called "sprite"
> here but can really be called anything, which combines both the image
> and the location. If you were to structure your map_ class this way,
> instead of having "structures" be a list of two lists, it would be one
> list of sprites. To access the image and the location, you would do
> surfaces[i].image and surfaces[i].rect. In addition, you no longer
> have to worry about deleting all the parts of the sprite object; once
> the sprite is removed from the "surfaces" list, it's gone, not
> "half-there" like in the hypothetical "forgot to delete something" case.
>
> There is more to pygame sprites, but the reason I suggested you use
> them is that they keep the image and its location together.
>
> This is the "why". The "how" is outlined in the code I sent -- it
> creates one sprite, and uses its "image" and "rect" attributes to
> simplify moving it around onscreen (in an admittedly trivial way). As
> it applies to your own code you can probably figure out on your own.
>
> HTH,
>
> Ethan
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.6 (GNU/Linux)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
>
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Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Ethan Glasser-Camp
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Lamonte Harris wrote:
> class map_:
> def __init__(self,block=100,wndow=(300,300)):
> self.BLOCK = block
> self.size = wndow
> self.map = []
> self.surfaces = [[],[]]
> self.window = pygame.display.set_mode(self.size)
> pygame.init()
> def create_box(self,size,color,rect):
> box = pygame.Surface((size))
> pygame.draw.rect(box,color,box.get_rect())
> self.surfaces[0].append(box)
> self.surfaces[1].append(rect)
> 
> Can you explain a little more.

I can explain a lot more.

In your code, you have a structure called "surfaces", which is kept in
the map class. This structure is a list with two elements. These two
elements are themselves lists -- the first one is a list of Surface
objects, representing images, and the second one is a list of some
type representing location of these images on-screen. In the code
snippet above, your map "create_box" method adds an image and a
location to this "surfaces" structure. These two things, image and
location, are "paired", in a sense; the image has a location, and
putting a different image at the same location, or putting the same
image at a different location, would be a bug.

Pairing information in this way is very common in all kinds of
programs, not just games, and there are many mechanisms for showing
this kind of pairing. You have implemented a mechanism which I will
call "parallel arrays"; in order to access an image and its
corresponding location, you look up the same index in two lists
(surfaces[0][i] and surfaces[1][i]). This is a simple mechanism, and
it works fine, but there are some complications. For instance, let's
say you have five images, and five locations. Now you want to delete
an image, but forget to delete its location. Now you have four images
and five locations, and it may not be possible to figure out which
image goes with which location.

I am proposing the use of another structure, which is called "sprite"
here but can really be called anything, which combines both the image
and the location. If you were to structure your map_ class this way,
instead of having "structures" be a list of two lists, it would be one
list of sprites. To access the image and the location, you would do
surfaces[i].image and surfaces[i].rect. In addition, you no longer
have to worry about deleting all the parts of the sprite object; once
the sprite is removed from the "surfaces" list, it's gone, not
"half-there" like in the hypothetical "forgot to delete something" case.

There is more to pygame sprites, but the reason I suggested you use
them is that they keep the image and its location together.

This is the "why". The "how" is outlined in the code I sent -- it
creates one sprite, and uses its "image" and "rect" attributes to
simplify moving it around onscreen (in an admittedly trivial way). As
it applies to your own code you can probably figure out on your own.

HTH,

Ethan
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Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Humm.. I don't see why/how I should use it.  When it comes to my functions I
don't see how I would use it.

class map_:
def __init__(self,block=100,wndow=(300,300)):
self.BLOCK = block
self.size = wndow
self.map = []
self.surfaces = [[],[]]
self.window = pygame.display.set_mode(self.size)
pygame.init()
def create_box(self,size,color,rect):
box = pygame.Surface((size))
pygame.draw.rect(box,color,box.get_rect())
self.surfaces[0].append(box)
self.surfaces[1].append(rect)

Can you explain a little more.

On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
>
> Lamonte Harris wrote:
> > Can you give me a very basic example, I've been trying to look at code
> > examples and the docs and I'm still not catching on.
>
> Attached is a very basic example. Note that I use the Rect move_ip
> function; if you aren't familiar with pygame.rect.Rect, this might be
> new to you.
>
> Ethan
>
>


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Ethan Glasser-Camp
Lamonte Harris wrote:
> Can you give me a very basic example, I've been trying to look at code
> examples and the docs and I'm still not catching on.

Attached is a very basic example. Note that I use the Rect move_ip
function; if you aren't familiar with pygame.rect.Rect, this might be
new to you.

Ethan
import pygame
import sys

pygame.init()

class sprite(object):
def __init__(self):
pass


s = sprite()

img = pygame.Surface((100, 100))
img.fill((255, 255, 255))
s.image = img
s.rect = pygame.Rect(10, 10, 100, 100)

pygame.display.set_mode((800, 600))
d = pygame.display.get_surface()

v = [1, 1]

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

d.fill((0, 0, 0))

d.blit(s.image, s.rect)

s.rect.move_ip(v)

if s.rect.left < 0 or s.rect.right > d.get_width():
v[0] = -v[0]

if s.rect.bottom > d.get_height() or s.rect.top < 0:
v[1] = -v[1]

pygame.display.flip()


signature.asc
Description: OpenPGP digital signature


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Can you give me a very basic example, I've been trying to look at code
examples and the docs and I'm still not catching on.

On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Lamonte Harris wrote:
> > I still don't understand the sprite class yet.  If you have time can you
> > give me a brief desc :).
>
> The sprite class is like one of your pairs: surface, rect. That's
> pretty much it. It just keeps the two things together in one object so
> you don't have to keep track of them separately.
>
> Ethan
> -BEGIN PGP SIGNATURE-
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> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
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> =WlT1
> -END PGP SIGNATURE-
>


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Ethan Glasser-Camp
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Lamonte Harris wrote:
> I still don't understand the sprite class yet.  If you have time can you
> give me a brief desc :).

The sprite class is like one of your pairs: surface, rect. That's
pretty much it. It just keeps the two things together in one object so
you don't have to keep track of them separately.

Ethan
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Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
I still don't understand the sprite class yet.  If you have time can you
give me a brief desc :).

On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Lamonte Harris wrote:
> > Okay :), I fixed it I had the x and y in the wrong spot:
> >
> > self.create_box(self.map[z][q][0],self.map[z][q][1],(y,x))  is the
> > correct method.
>
> If you really mean for the variable "y" to mean "vertical position"
> and the variable "x" to mean "horizontal position", as is often done
> :), you might want to keep (x, y) but change the ways they get updated.
>
> In fact, I would recommend significant changes to your whole design,
> if you were planning to build on this. Instead of having a "surfaces"
> array with two elements (surfaces and their rects), I would create a
> "sprite" class which has both a surface and a rect. Then you could
> just have a list of sprites. Keeping data in parallel arrays is
> generally a bad idea -- what if you change one but forget to change
> the other? Like delete the surface but forget the rect?
>
> Ethan
> -BEGIN PGP SIGNATURE-
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> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
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>


Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Ethan Glasser-Camp
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Lamonte Harris wrote:
> Okay :), I fixed it I had the x and y in the wrong spot:
> 
> self.create_box(self.map[z][q][0],self.map[z][q][1],(y,x))  is the
> correct method.

If you really mean for the variable "y" to mean "vertical position"
and the variable "x" to mean "horizontal position", as is often done
:), you might want to keep (x, y) but change the ways they get updated.

In fact, I would recommend significant changes to your whole design,
if you were planning to build on this. Instead of having a "surfaces"
array with two elements (surfaces and their rects), I would create a
"sprite" class which has both a surface and a rect. Then you could
just have a list of sprites. Keeping data in parallel arrays is
generally a bad idea -- what if you change one but forget to change
the other? Like delete the surface but forget the rect?

Ethan
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Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Lamonte Harris
Okay :), I fixed it I had the x and y in the wrong spot:

self.create_box(self.map[z][q][0],self.map[z][q][1],(y,x))  is the correct
method.

On 9/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
>
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> Lamonte Harris wrote:
> > My only flaw is, the rects render upside down.  What could I do to fix
> that?
>
> Hi,
>
> It isn't rendering upside down. If you try a map like:
>
> 1,1,1
> 2,1,2
> 1,2,2
>
> You will see that in fact, it is rendering sideways.
>
> HTH,
>
> Ethan
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Re: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread Ethan Glasser-Camp
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Lamonte Harris wrote:
> My only flaw is, the rects render upside down.  What could I do to fix that?

Hi,

It isn't rendering upside down. If you try a map like:

1,1,1
2,1,2
1,2,2

You will see that in fact, it is rendering sideways.

HTH,

Ethan
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RE: [pygame] Yeah looks like i'm doing quite well so far, completed my goal for today.

2007-09-10 Thread paris
flip?http://www.pygame.org/docs/ref/display.html#pygame.display.flipbest,p



 Original Message 
Subject: [pygame] Yeah looks like i'm doing quite well so far,
completed my goal for today.
From: "Lamonte Harris" <[EMAIL PROTECTED]>
Date: Mon, September 10, 2007 9:05 pm
To: pygame-users@seul.org


Yeah took some time of thinking and fixing and rethinking.  Pygame is like a strategy puzzle.  I've just mapping script, where in the text file are numbers.  I read the numbers from 1,2 and switch then into rects that I created.  Them I displayed them on the screen.  Its quite nice to make something so cool without asking for help :P.  Check it out and tell me what you think[attachements] My only flaw is, the rects render upside down.  What could I do to fix that?