Re: [pygame] The gsoc project physics engine, some issues?

2008-08-30 Thread Peter Gebauer
Hey all! I wondered if the these two issues will be addressed? 1) The fact that heavy mass objects fall through static objects with low mass. Static objects should probably be treated like inf mass. (it's as if they first hit water and then slowly sink through) 2) Locked joint rotation. There

Re: [pygame] Fill doesn't seem to work as expected.

2008-08-30 Thread Charlie Nolan
It's a bit confusing at first, until you realize what fill is: It's a way to set large numbers of pixels to the same value, completely ignoring whatever was there before. Since this is a write-only, no-decision operation, it's very fast. The flags are just extra attributes that you're setting,

Re: [pygame] Fill doesn't seem to work as expected.

2008-08-30 Thread Charlie Nolan
Actually, come to think of it, it might be a good idea to add a function that has the expected effect. Essentially the optimized C equivalent of: def naive_fill(self, color, rect, flags): blit_me = pygame.Surface(rect[2:]) blit_me.fill(color, None, flags) self.blit(blit_me, rect)

Re: [pygame] The gsoc project physics engine, some issues?

2008-08-30 Thread 帆 张
Hi Peter, Yes, the problems exist in this engine. It needs future works. Now, Google suggests us the students pencil-down after August 18th and make final evaluation on these gsoc projects. So, during this time, I didn't add any codes and functions. The version of this physics engine

Re: [pygame] PyGameDB coming along well

2008-08-30 Thread Richie Ward
Thats great, I normally work with open source design tools but I can get hold of photoshop. On Fri, Aug 29, 2008 at 5:43 AM, Devon Scott-Tunkin [EMAIL PROTECTED] wrote: I played around with your template a little bit, adding some web 2.0ness and whatnot and adding some orange to make it less

Re: [pygame] Fill doesn't seem to work as expected.

2008-08-30 Thread Ron Dippold
Thanks Brian, it's good to know why it was doing that, and even better to already have it fixed. Charlie, the blend fill option is new in 1.8.0. As you said, normally I wouldn't expect the fill to be anything but a dumb *splort* all over what was already there, but the new Surface.fill docs

Re: [pygame] Fill doesn't seem to work as expected.

2008-08-30 Thread Greg Ewing
Charlie Nolan wrote: def naive_fill(self, color, rect, flags): blit_me = pygame.Surface(rect[2:]) blit_me.fill(color, None, flags) self.blit(blit_me, rect) Seems to me this is what draw.rect *should* be equivalent to. Is that the case these days? -- Greg

Re: [pygame] Fill doesn't seem to work as expected.

2008-08-30 Thread Brian Fisher
rect doesn't support the flags. Because it was brought over from some old version of SFL_gfx, and people haven't been exactly sure what to do with it, it hasn't really developed the way other stuff has. On Sat, Aug 30, 2008 at 6:15 PM, Greg Ewing [EMAIL PROTECTED]wrote: Charlie Nolan wrote: