I am sorry that I did not post for a while, college work became hectic.
Basically, what I was thinking I would do is, at least for such things as
the views and collision detection, use observers, and change very little of
the base sprite class. College work is still hectic, but I will try to post
a
You should really take a look at Thadues Burgess's pyBTS, where a lot of the
things you have mentioned have been done, at least partly. For instance,
look at his entity module and the weapon classes in there to get ideas for
the weapons you used as your first example.
On Sun, Mar 7, 2010 at 11:42
I have actually attempted to perform this same thing. My project went
on a standstill as other things were pressing, however I am interested
in reopening my project back up.
I am calling it PyBTS (pygame behind the scenes). It includes a world
manager, terrain, physics based on the "genre". You ca
On Sun, Mar 7, 2010 at 1:35 AM, Ian Mallett wrote:
> Running where? A command line?
> For some reason, "python [__]" commands don't work in the command line; it
> says "python" is not recognized. So things like "python setup.py py2exe"
> become "setup.py py2exe". That's not correct, is it?
PAT
Running where? A command line?
For some reason, "python [__]" commands don't work in the command line; it
says "python" is not recognized. So things like "python setup.py py2exe"
become "setup.py py2exe". That's not correct, is it?
Ian
I'd like to work on a Pygame-related project for GSoC, so I've been
thinking about possible projects I'd like to do. My favorite idea is
developing a micro-framework on top of Pygame to cut the volume of
code required to create a game within a well-defined genre. It would
revolve around assigning a
On 3/5/2010 10:40 AM, René Dudfield wrote:
Hello,
pygame already has a subsurface, which is part of a larger surface.
It refers to the same pixels as the surface it comes from.
However, sometimes we would like to operate on a whole bunch of
smaller surfaces stuck together.
I've done several