hi to all!
this is my first post in pygame (windows xp, python 2.5). i've started
using pygame some days ago and after a bit of coding i'm completely
stuck. the problem is that even the simpliest code like
import pygame
from pygame.locals import *
pygame.init()
screen =
pistacchio wrote:
hi to all!
this is my first post in pygame (windows xp, python 2.5). i've started
using pygame some days ago and after a bit of coding i'm completely
stuck. the problem is that even the simpliest code like
import pygame
from pygame.locals import *
pygame.init()
screen =
pistacchio wrote:
while not done:
pygame.display.flip()
for event in pygame.event.get():
if event.type == QUIT:
done = True
Note that pygame.event.get() doesn't block, so you're
spinning in an extremely busy loop here. The screen
mightn't be getting a chance to
James Paige wrote:
On Tue, Sep 04, 2007 at 05:09:14PM +0200, pistacchio wrote:
Greg Ewing ha scritto:
pistacchio wrote:
while not done:
pygame.display.flip()
for event in pygame.event.get():
if event.type == QUIT:
done = True
Note that
Lenard Lindstrom ha scritto:
James Paige wrote:
On Tue, Sep 04, 2007 at 05:09:14PM +0200, pistacchio wrote:
Greg Ewing ha scritto:
pistacchio wrote:
while not done:
pygame.display.flip()
for event in pygame.event.get():
if event.type == QUIT:
done = True
maps are certainly a very common feature in game development. the
easiest way to trace maps (and the one that i've used in other languages
in tha past) is to use multidimensional arrays. so, a tile-map, can be
stored and worked on as a simple array (or list) that goes like this:
You can use lists of lists, for example with a function like
def makearray(w,h):
a = []
for i in range(w):
a.append([None]*h)
return a
Then you adress the elements like a[2][3]. This is probably not very
efficient, but for maps it should be ok.
Ulf
pistacchio wrote:
Lenard Lindstrom ha scritto:
James Paige wrote:
On Tue, Sep 04, 2007 at 05:09:14PM +0200, pistacchio wrote:
Greg Ewing ha scritto:
pistacchio wrote:
while not done:
pygame.display.flip()
for event in pygame.event.get():
if event.type == QUIT:
On Wed, 5 Sep 2007, pistacchio wrote:
maps are certainly a very common feature in game development. the
easiest way to trace maps (and the one that i've used in other languages
in tha past) is to use multidimensional arrays. so, a tile-map, can be
stored and worked on as a simple array (or
pistacchio wrote:
tile_map[x][y] = tile_number
now, probably i'm missing a basic feature of python, but it seems to
lack of a native support for multidimensional arrays.
There's nothing built-in (yet -- there might be in py3k).
If you just want to be able to write x[i,j] instead of
Richard Jones ha scritto:
On Wed, 5 Sep 2007, pistacchio wrote:
maps are certainly a very common feature in game development. the
easiest way to trace maps (and the one that i've used in other languages
in tha past) is to use multidimensional arrays. so, a tile-map, can be
stored and worked
Luke Paireepinart ha scritto:
ght-click and choose edit with IDLE.
instead, open IDLE from the start menu and load your files from within
IDLE (should be in 'recent documents')
there's some problem with IDLE and using the separate subprocess that
only comes up when you right click and edit, so
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