Re: [pygame] pygame and Ubuntu

2007-04-30 Thread Horst JENS
On Sun, 2007-04-29 at 21:23 +0200, DR0ID wrote: > I have installed ubuntu 7.04 recently and found pygame in the synaptics > system. (it had a somewhat strange name, cant remember sorry) > The name is python-pygame. Use the search function of Synaptics. Also check out the game "solarwolf", tha

Re: [pygame] sound crackling and fmod

2007-04-30 Thread Andrew Pape
Hi, >>1) why am I getting the crackling when running the >>demos? >open the game's code and change in the mixer's >initiation, the size of the buffer - it's the last >parameter. For instance if you find: >pygame.mixer.init() >then replace with: >pygame.mixer.init(22050,-16,1,2048) >or even: >pyg

Re: [pygame] sound crackling and fmod

2007-04-30 Thread Luke Paireepinart
>>1) why am I getting the crackling when running the >>demos? >open the game's code and change in the mixer's >initiation, the size of the buffer - it's the last >parameter. For instance if you find: >pygame.mixer.init() >then replace with: >pygame.mixer.init(22050,-16,1,2048) Unfortunately, I

Re: [pygame] sound crackling and fmod

2007-04-30 Thread �������
Ooopss... Just before the pygame.init() , write: pygame.mixer.pre_init(22050,-16,1,4096) just that. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com

Re: [pygame] sound crackling and fmod

2007-04-30 Thread Andrew Pape
Hi, - Original Message From: Παναγιώτης Τσιμπέρης <[EMAIL PROTECTED]> To: pygame-users@seul.org Sent: Monday, 30 April, 2007 6:23:34 PM Subject: Re: [pygame] sound crackling and fmod Ooopss... Just before the pygame.init() , write: pygame.mixer.pre_init(22050,-16,1,4096) just that. I

Re: [pygame] sound crackling and fmod

2007-04-30 Thread �������
Dude Do the following (this time AFTER the pygame.init()): pygame.mixer.quit() pygame.mixer.init(44100,-16,1,4096) report back Takis __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com

[pygame] about the great 100% CPU thread

2007-04-30 Thread Laura Creighton
My note about that did not get out due to my company and domain name changing. The pypy project has destroyed several machines so far in its 2 year history. Mostly laptops, but at least one tower as well. We're using all the CPU for extended periods of time, and when we talk to manufacturers abou

[pygame] Sprite Collision

2007-04-30 Thread Samuel Mankins
Now that my AI is chasing the Ninja around, I'd like to make it so that when they bump into a block, they "slide" around it. I figured I'd do this by having it find out where the block is in relation to the monster, and then stop moving in the direction that was causing it to bump into the bloc

Re: [pygame] about the great 100% CPU thread

2007-04-30 Thread Kamilche
Laura Creighton wrote: My note about that did not get out due to my company and domain name changing. The pypy project has destroyed several machines so far in its 2 year history. Mostly laptops, but at least one tower as well. We're using all the CPU for extended periods of time, and when we t

Re: [pygame] sound crackling and fmod

2007-04-30 Thread Kamilche
He's right - pygame.mixer.pre_init and all that doesn't appear to help, at least on my Windows 2000 machine. I left it in just in case it helps on some platforms tho. I found what DID help, was setting the channel volume down to .5. One song I have perfectly illustrated the problem, when I pla

Re: [pygame] Sprite Collision

2007-04-30 Thread Jason Massey
Eats up too much CPU? How do you know? Have you profiled? Do you have thousands of blocks? I'd get it working first, with whatever solution works before you start worrying about optimizing. Also you can always exit the for loop when you find a collision so you don't have to iterate over the wh

Re: [pygame] Drawing Bullets

2007-04-30 Thread Charles Christie
so, I should have pygame.display.update(dirtyrects, bullets) in my main loop if I have two groups of sprites to watch (bullets and dirtyrects) instead of two separate pygame.display.update functions, right? The docs say to do that but they never actually say what the syntax for it is. Do I separat

Re: [pygame] pygame and Ubuntu

2007-04-30 Thread Charles Christie
Solarwolf is REALLY awesome. You could stay addicted to that for hours! On 4/30/07, Horst JENS <[EMAIL PROTECTED]> wrote: On Sun, 2007-04-29 at 21:23 +0200, DR0ID wrote: > I have installed ubuntu 7.04 recently and found pygame in the synaptics > system. (it had a somewhat strange name, cant re

Re: [pygame] pygame and Ubuntu

2007-04-30 Thread James Paige
On Sun, Apr 29, 2007 at 05:38:33PM -0400, Jason Coggins wrote: > I am trying to run them from the desktop by double clicking on them then > selecting either run or run in terminal from the box that pops up. I tried > right clicking on the program to select "open with python" but that was not >

Re: [pygame] Sprite Collision

2007-04-30 Thread Samuel Mankins
I assume it's eating up CPU, it's doing something so that the game slows down the point where updates take about a half a second. I don't have thousands of blocks, but I do have a fair amount, something in the vicinity of fifty, and three monsters. I'm using for so I can access the attributes of

Re: [pygame] Sprite Collision

2007-04-30 Thread Casey Duncan
If you keep track of which tiles are passible in an list, you only need to consider the tiles surrounding a given monster, which should not be a problem performance-wise. In fact, you only need to consider the tiles that the monster wants to move into, and if the first one is passible then

Re: [pygame] Sprite Collision

2007-04-30 Thread Casey Duncan
Actually the correct syntax to address an element would be: passible_at[x][y] Not thinking in Python this morning ;^) -Casey On Apr 30, 2007, at 9:39 AM, Casey Duncan wrote: If you keep track of which tiles are passible in an list, you only need to consider the tiles surrounding a given mon

Re: [pygame] Sprite Collision

2007-04-30 Thread Dave LeCompte (really)
> Actually the correct syntax to address an element would be: > > passible_at[x][y] > > Not thinking in Python this morning ;^) The original syntax - passable_at[x,y] - is something that I've used before; use a dictionary keyed on location instead of nested arrays. This can be more space efficient

Re: [pygame] sound crackling and fmod

2007-04-30 Thread John Popplewell
On Mon, Apr 30, 2007 at 02:55:27AM -0700, Andrew Pape wrote: > > Could it be an OS problem? I'm using Ubuntu Linux (Feisty Fawn) > but others on the mailing list have said there's a bug in the Windows > Pygame that causes sound crackle too. Any other ideas? > It could be a problem with the OS sou

RE: [pygame] Galcon mods - using pysafe

2007-04-30 Thread Ben Woodhead
Hello Phil, Looks like an interesting project. I would be glad to test out the mod system if you are still looking for beta testers. Ben Woodhead Telos Productions From: Phil Hassey <[EMAIL PROTECTED]> Reply-To: pygame-users@seul.org To: pygame Subject: [pygame] Galcon mods - using pysafe D

Re: [pygame] Sprite Collision

2007-04-30 Thread Samuel Mankins
This would require defining every block to be not passable, right? I'd rather not do that, because I would be defining the terrain twice... I think I'll stick with the spritecollide stuff. Thanks anyway! Casey Duncan wrote: If you keep track of which tiles are passible in an list, you only nee

Re: [pygame] pygame and Ubuntu

2007-04-30 Thread Charles Joseph Christie II
On Monday 30 April 2007 12:09:10 pm James Paige wrote: > On Sun, Apr 29, 2007 at 05:38:33PM -0400, Jason Coggins wrote: > > I am trying to run them from the desktop by double clicking on them then > > selecting either run or run in terminal from the box that pops up. I > > tried right clicking on

RE: [pygame] Galcon mods - using pysafe

2007-04-30 Thread Phil Hassey
Ben, Sure thing - I've sent you a single player reg. code so you can access the mods. (Offer still stands to any other pygamers interested.) Have fun! - Phil Ben Woodhead <[EMAIL PROTECTED]> wrote: Hello Phil, Looks like an interesting project. I would be glad to test out the mod system if yo

Re: [pygame] Sprite Collision

2007-04-30 Thread Ian Clark
On 4/30/07, Casey Duncan <[EMAIL PROTECTED]> wrote: passible_at = [[True] * 100] * 100 # Create a 2 dimensional list with an element for each tile This does not do what you think it would: passible_at = [[True] * 3] * 4 passible_at [[True, True, True], [True, True, True], [True, True, True],

Re: [pygame] Sprite Collision

2007-04-30 Thread Ethan Glasser-Camp
Ian Clark wrote: > On 4/30/07, Casey Duncan <[EMAIL PROTECTED]> wrote: >> passible_at = [[True] * 100] * 100 # Create a 2 dimensional list with >> an element for each tile > > This does not do what you think it would: > > Someone more skilled than I can explain *why* the first one does what > it

Re: [pygame] Sprite Collision

2007-04-30 Thread Casey Duncan
Hehe, yeah. It's because the same inner list object gets repeated for each row. You change one row and they all change since they're the same list. I actually like the dictionary suggestion using coordinate tuples as keys. That's more elegant. To retrieve the state of a tile you can just

Re: [pygame] Sprite Collision

2007-04-30 Thread Kris Schnee
Dave LeCompte (really) wrote: Actually the correct syntax to address an element would be: passible_at[x][y] Not thinking in Python this morning ;^) Another option is to use a one-dimensional list, which might be slightly faster. In my game instead of doing: tiles = [] for y in range(foo):

Re: [pygame] Sprite Collision

2007-04-30 Thread Kris Schnee
Ethan Glasser-Camp wrote: Ian Clark wrote: On 4/30/07, Casey Duncan <[EMAIL PROTECTED]> wrote: passible_at = [[True] * 100] * 100 # Create a 2 dimensional list with an element for each tile This does not do what you think it would: Someone more skilled than I can explain *why* the first one d

Re: [pygame] Sprite Collision

2007-04-30 Thread Ethan Glasser-Camp
Kris Schnee wrote: > Aha! I've seen a problem like this before. I called it the "stripey doom > error," because when I did a tile-based game and changed one element, > I'd see a whole stripe of tiles change instead of one. Python has other > "sticky variable" problems sometimes if you don't think c