[pygame] Chose a specific display...

2011-12-16 Thread Gene Buckle
Is it possible to chose the output display with pygame yet? tnx. g. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The r

Re: [pygame] setting + modifying a variable for use across the entire application

2011-12-16 Thread Christopher Night
Huh, that's really weird. I use this technique all the time, and I never worry about import order or having app-level values pre-set, and it always works perfectly as expected for me. $ cat settings.py sound_volume = 1000 $ cat module.py import settings def printvolume(): print settings.sound

Re: [pygame] setting + modifying a variable for use across the entire application

2011-12-16 Thread Sean Wolfe
BTW guys, this is working for me. I'm using a module as an application-level variable store. In my top-level main.py, I'm setting variables that are referenced by modules down the line. I had to do a couple things to make it work. One, the app-level variables can't be already defined when imported

Re: [pygame] Surface.blit() BLEND_ADD vs. BLEND_RGBA_ADD

2011-12-16 Thread René Dudfield
Hi, The RGB ones just do the RGB channels, but RGBA also does the ALPHA channel too. They are simply adding the channels. They don't inspect the alpha channel to see if they should add that pixel, or do an alpha blend as well as an additive blend. These defines show what they do... #define BL

Re: [pygame] Surface.blit() BLEND_ADD vs. BLEND_RGBA_ADD

2011-12-16 Thread Lenard Lindstrom
Hello, On 15/12/11 11:10 PM, Florian Berger wrote: Hi! Ian Mallett: Simply call .convert_alpha() on each surface after you make your window. This clears up most problems. I am doing that already. In fact I blit the sprite, so I can see that alpha works; then I create a Surface.copy(), manipu