On Nov 21, 2007, at 5:57 PM, Kris Schnee wrote:
[..]
With subsurfaces, eh? I was thinking more like:
w,h = SCREEN_SIZE ## eg. (800,600)
top_screen = pygame.surface.Surface((w,h/2))
bot_screen = pygame.surface.Surface((w,h/2))
def Draw():
DrawPlayerOneScreen(top_screen) ## Draw game stuff on
On Nov 21, 2007, at 11:19 AM, Miguel Sicart wrote:
Now, the problem is that I am to game programming what military music
is to music, so I don't want to go into tiling or scrolling
backgrounds (but hey, I'd love to learn more about tiling at some
moment!).
Ask when you'd like to hear about it
On Thu, 22 Nov 2007, David wrote:
> On 11/20/07, Richard Jones <[EMAIL PROTECTED]> wrote:
> > > 2) Use the Twisted reactor *as* your main loop, and implement all game
> > > logic as call-backs from there. This is the approach that the Twisted
> > > people will recommend.
> >
> > This is also useles
True. It's just not strictly necessary. "StopIteration" is specific.
On Nov 21, 2007, at 11:19 AM, Miguel Sicart wrote:
Hi all,
Thanks a lot for the help!
Ok, so what I am interested in doing is sort of artsy-fartsy little
videogames (think Rob Humble's The Marriage), and this is one of
them: top of the screen, player one will be doing one thing
(collectin
Hi all,
Thanks a lot for the help!
Ok, so what I am interested in doing is sort of artsy-fartsy little
videogames (think Rob Humble's The Marriage), and this is one of them: top
of the screen, player one will be doing one thing (collecting items,
destroying items); bottom of the screen, player two
On Nov 21, 2007 8:27 PM, Ian Mallett <[EMAIL PROTECTED]> wrote:
> while 1:
> grid.update()
> try:
> explorer.next()
> except StopIteration:
> break
>
> By the way, "except StopIteration" can be replaced by just: "except",
> because there are no fu
For one thing, I think that he meant for this:
while 1:
grid.update()
try:
explorer.next()
except StopIteration:
break
...to be this:
while 1:
grid.update()
try:
explorer.next()
except StopIteration:
break
B
Joseph king wrote:
I keep getting a ***'break' outside the loop error on this code can anyone help
for y in range(8):
for x in range(8):
c = Canvas()
c.grid(column=x, row=y)
# make a grid
grid = Grid(c, cellsize_x=8, cellsize_y=8, gridsize_x=10, gridsize_y=10)
Same in OpenGL. You just choose which part of the window you're drawing into.
On Nov 21, 2007, at 8:28 AM, Dan Krol wrote:
Maybe this is what Kris already said, but I think that you should use
two surfaces, sized at half the height of the screen. That way they
work essentially as two independent screens, clipping is handled for
you, etc. Then when it comes to drawing the
Maybe this is what Kris already said, but I think that you should use
two surfaces, sized at half the height of the screen. That way they
work essentially as two independent screens, clipping is handled for
you, etc. Then when it comes to drawing the surfaces, put one surface
at the top and one at
On Wed, 21 Nov 2007 16:33:39 +0100, Mundial 82 <[EMAIL PROTECTED]> wrote:
> Hi all,
>
> ok, so I am a bit of a newbie and I am trying to make a split screen
> game. The idea is very simple: screen divided in halves, top and
> bottom spaces are wrapped, and not connected at all (think two
> differ
gmane perhaps?
http://search.gmane.org/?
query=twisted&author=&group=gmane.comp.python.pygame&sort=relevance&DEFA
ULTOP=and&query=
-Casey
On Nov 21, 2007, at 7:48 AM, Laura Creighton wrote:
Anybody want to come explain twisted to somebody who just wants
to network his game? Alas pygame-u
On Wed, Nov 21, 2007 at 04:48:20PM +0100, Laura Creighton wrote:
> Anybody want to come explain twisted to somebody who just wants
> to network his game? Alas pygame-users is not a mailman mailing
> list, and Activestate seems to have stopped archiving it in August,
> so there is no way I know of
Anybody want to come explain twisted to somebody who just wants
to network his game? Alas pygame-users is not a mailman mailing
list, and Activestate seems to have stopped archiving it in August,
so there is no way I know of to read the whole thread.
Laura
--- Forwarded Message
Return-Pat
Hi all,
ok, so I am a bit of a newbie and I am trying to make a split screen
game. The idea is very simple: screen divided in halves, top and
bottom spaces are wrapped, and not connected at all (think two
different spaces). It would be great if the two sides could have
different backgroun
On 11/21/07, Chris Ashurst <[EMAIL PROTECTED]> wrote:
> I hope you mean that the sockets library is not the place to start, simply
> because it's not immediately easy (unlike Twisted) to get right into? I
> believe every programmer who wants to use a higher-level library should at
> least have a st
I hope you mean that the sockets library is not the place to start, simply
because it's not immediately easy (unlike Twisted) to get right into? I
believe every programmer who wants to use a higher-level library should at
least have a stab at the low-level stuff, just to give a better idea of
what'
hey, please forgive me for any stupid observations.it's just
that I've been avoiding testing Twisted because people seem
to be of the opinion that it takes over the main loop. And they
like having control over that.
Can the main reactor be manipulated in such a way that it is
not the main loop
On 11/20/07, Richard Jones <[EMAIL PROTECTED]> wrote:
>
> > 2) Use the Twisted reactor *as* your main loop, and implement all game
> > logic as call-backs from there. This is the approach that the Twisted
> > people will recommend.
>
> This is also useless for highly interactive games.
I consider
On Wednesday 21 November 2007 06:51:38 Jason Ward wrote:
> Thanks for the options guys. I'll look into them when I find the time. But I
> don't mind low-level stuff if that's what sockets library requires, just as
> long as it can work.
Sure of course it'll work. The code is pretty much the same a
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