Re: [pygame] suggestions for a linux mixer

2007-07-20 Thread Greg Ewing
Laura Creighton wrote: It turns out that what I needed to do was to turn mute _on_ for the headphones. Why this is I have no idea. Maybe "mute the headphones" implies "don't mute the speaker" and vice versa. Or something. -- Greg

Re: [pygame] time progression independent of game "ticks"

2007-07-20 Thread Greg Ewing
Michael George wrote: Having recently taught a data structures course I'm forced to point out that for some number of fish, inserting into the queue will become a bottleneck, Actually, it's not the number of fish that determines when this will become a bottleneck, but the typical number of eve

Re: [pygame] about [EMAIL PROTECTED]

2007-07-20 Thread Luke Paireepinart
René Dudfield wrote: ... and the nice people at seul have given us the magic commands to control the mailing list. So the email address has been removed. Cheers. Ya.

Re: [pygame] about [EMAIL PROTECTED]

2007-07-20 Thread René Dudfield
... and the nice people at seul have given us the magic commands to control the mailing list. So the email address has been removed. Cheers. On 7/21/07, René Dudfield <[EMAIL PROTECTED]> wrote: Hi, I've asked the nice people at seul to look into it. Cheers, On 7/21/07, Laura Creighton <[E

Re: [pygame] numpy migration (again)

2007-07-20 Thread René Dudfield
Sorry, I should try to explain it a bit better. pygame will use the array.array module instead of numeric. Then there will be python code which will take array.array instances, and wrap them up with numeric, or numpy instances. This will all be done in python. So you can load numeric, or numpy

Re: [pygame] numpy migration (again)

2007-07-20 Thread Greg Ewing
René Dudfield wrote: Not copying unless asked to. python arrays are mutable, so you need to copy explicitly. So the pixels calls will still work as they do now. I still don't understand *how* this will allow Numeric and/or numpy arrays to be used without pygame having any dependency on those

Re: [pygame] about [EMAIL PROTECTED]

2007-07-20 Thread René Dudfield
Hi, I've asked the nice people at seul to look into it. Cheers, On 7/21/07, Laura Creighton <[EMAIL PROTECTED]> wrote: I realise that the pygame mailing list is not a mailman mailing list, but is there an equivalent to 'disable mail delivery for a while' for whatever software we are using? B

Re: [pygame] suggestions for a linux mixer

2007-07-20 Thread Ethan Glasser-Camp
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Laura Creighton wrote: > Thank you. It turns out that what I needed to do was to turn > mute _on_ for the headphones. Why this is I have no idea. I was going to write that on my T40 something similar is true, but it turns out that it isn't. Maybe it

Re: [pygame] suggestions for a linux mixer

2007-07-20 Thread Laura Creighton
In a message of Fri, 20 Jul 2007 13:18:28 PDT, James Paige writes: > >Wow, this is a pretty non-pygamey question, but it sounds like your >mixer is muted. Mute status is hard to see in alsamixer, but it is down >there at the bottom. press "m" to toggle it. > >--- >James Paige Thank you. It turn

Re: [pygame] suggestions for a linux mixer

2007-07-20 Thread James Paige
On Fri, Jul 20, 2007 at 09:57:35PM +0200, Laura Creighton wrote: > I have an ibm thinkpad x40. I usually run it with the sound > altogether off via a small control button it has. And I can > turn that on again. But somehow I keep hitting some keystroke > combination that turns it into some state

[pygame] about [EMAIL PROTECTED]

2007-07-20 Thread Laura Creighton
I realise that the pygame mailing list is not a mailman mailing list, but is there an equivalent to 'disable mail delivery for a while' for whatever software we are using? Because he's not been noticing that he has a problem for quite a while now ... Laura

[pygame] suggestions for a linux mixer

2007-07-20 Thread Laura Creighton
I have an ibm thinkpad x40. I usually run it with the sound altogether off via a small control button it has. And I can turn that on again. But somehow I keep hitting some keystroke combination that turns it into some state where I can still get the machine to beep, but I cannot hear any sound o

Re: [pygame] time progression independent of game "ticks"

2007-07-20 Thread Patrick Mullen
Yeah, a time queue is the way to go, don't bother with threads. On each update, you can get the current time (pygame.time, or pygame.clock), and pass that into your time queue. The time queue, will look something like this: [(5.0,eat,fish1),(6.5,eat,fish2)] At each iteration, you continue to p

Re: [pygame] time progression independent of game "ticks"

2007-07-20 Thread Michael George
Having recently taught a data structures course I'm forced to point out that for some number of fish, inserting into the queue will become a bottleneck, and you're better off using a priority queue (heap). --Mike Laura Creighton wrote: The first time I did something like that I made a fish cl

Re: [pygame] time progression independent of game "ticks"

2007-07-20 Thread Dave LeCompte (really)
"Simon Wittber" <[EMAIL PROTECTED]> > On 7/20/07, Daniel Nixon <[EMAIL PROTECTED]> wrote: >> What is the best way to go about such a thing? Use MVC and run the >> model in its own thread? If that is the case what is the best way to >> keep track of the passage of actual time within the model? > > T

RE: [pygame] time progression independent of game "ticks"

2007-07-20 Thread Chris Ashurst
Have you considered using time deltas? Each fish instance could be initialised a timestamp of its creation, and each iteration of the main loop you could get a timestamp of *now* and pass it to each fish (or get each fish to get its own *now* for comparison), which could then use Python's builtin

Re: [pygame] time progression independent of game "ticks"

2007-07-20 Thread Laura Creighton
The first time I did something like that I made a fish class which did things like get-hungry. Each fish stored its time of creation and time of last feeding, mating, egg-laying etc. Then I kept doing: for every fish: check the time of day, and update the fishes' state

Re: [pygame] time progression independent of game "ticks"

2007-07-20 Thread Simon Wittber
On 7/20/07, Daniel Nixon <[EMAIL PROTECTED]> wrote: What is the best way to go about such a thing? Use MVC and run the model in its own thread? If that is the case what is the best way to keep track of the passage of actual time within the model? This may or may not help: http://entitycrisis.b