Re: [pygame] Odd behaviour of sprites in a list - newbie help please?

2019-06-24 Thread DR0ID
ving the last to the front should be carefully done. I would think about moving the last part to the front (don't forget to update the coordinates accordingly because next lines in the code move the head relative to the old position). I hope I gave you some pointers where to look. ~DR0ID

Re: [pygame] BUG: sprite refresh when using source_rect

2019-03-11 Thread DR0ID
Hi here the PR to fix the problem (sorry for the changes in the white space characters, but my IDE didn't show them when comparing). https://github.com/pygame/pygame/pull/899 ~DR0ID On 11.03.2019 13:59, Inigo González wrote: Hi, This "bird" is moving, from the left to the

Re: [pygame] pygame initialization

2019-01-23 Thread DR0ID
Hi René Thanks for the info. Looking forward to the next version. ~DR0ID On 21.01.2019 07:19, René Dudfield wrote: Hi DR0ID, Thanks to charlesej, all of those have a get_init() now. https://github.com/pygame/pygame/issues/616 <https://github.com/pygame/pygame/issues/616> On Sat,

Re: USEREVENT clash fix, was Re: [pygame] Re: Starting the pygame 2 series

2018-12-22 Thread DR0ID
limit to a high number e.g. >1000 or bigger. Or Allow custom events everywhere. For libraries or classes using an USEREVENT maybe the actual event number should be passed somehow so each application/game can use the event numbers as they fit best. ~DR0ID Below my test script: # -*

Re: [pygame] pygame initialization

2018-11-10 Thread DR0ID
Hi Thanks for adding the issue. ~DR0ID On 10.11.2018 09:42, René Dudfield wrote: Hi, 1) - "all modules without a get_init() should have one if they have a .init()" https://github.com/pygame/pygame/issues/616 3) yeah, there are tools that catch bugs with apps and log them for yo

Re: [pygame] Where is DR0ID's email?

2018-11-08 Thread DR0ID
On 08.11.2018 19:28, DR0ID wrote: On 08.11.2018 08:33, René Dudfield wrote: Hrmm. Can DR0ID send it again? Maybe a server somewhere ate it for breakfast. This is electronic mail. On Thu, Nov 8, 2018 at 7:21 AM MrGumm <mailto:stabbingfin...@gmail.com>> wrote: He sent it long

[pygame] pygame initialization

2018-11-08 Thread DR0ID
n context_init_pygame.py(269)] 3179 [MainProcess 15488 MainThread 9212]: INFO initializing module '...\\python360\\lib\\site-packages\\pygame\\camera.py'> [gamelib.context_init_pygame: _init_module in context_init_pygame.py(258)] 3179 [MainProcess 15488 MainThread 9212]: INFO   init() 'pygame.camera' from '...\\python360\\lib\\site-packages\\pygame\\camera.py'> [gamelib.context_init_pygame: _init_module in context_init_pygame.py(259)] 3182 [MainProcess 15488 MainThread 9212]: ERROR    init() raised an exceptions: cannot import name '_camera' [gamelib.context_init_pygame: _init_module in context_init_pygame.py(269)] end log snippet [2] context_init_pygame.py: https://bpaste.net/show/937b80cb07f9 [3] pygame_initializer.py: https://bpaste.net/show/ee88d45ea10a ~DR0ID

Re: [pygame] Where is DR0ID's email?

2018-11-08 Thread DR0ID
On 08.11.2018 08:33, René Dudfield wrote: Hrmm. Can DR0ID send it again? Maybe a server somewhere ate it for breakfast. This is electronic mail

Re: [pygame] Cheap COW clones for surfaces

2018-06-18 Thread DR0ID
he surface an break the gfx as in the 1-9 number example, but normally all game entities are represented by a surface that does not change). ~DR0ID

Re: [pygame] Cheap COW clones for surfaces

2018-06-17 Thread DR0ID
ently. Here a simple diagram showing what I tried to describe (pygame is only needed in the client, but for rect speedups you can use it in game logic too of course). There might be more pitfalls I haven't seen yet. Frankly this is a fair advanced design and I'm not sure how good it is s

Re: [pygame] pygame awesome libraries?

2018-05-14 Thread DR0ID
Hi René Thanks a lot for your answers. It will be useful to me (and hopefully to others too). I will try to update some of my libs until next pyweek, but no promises. ~DR0ID On 13.05.2018 22:50, René Dudfield wrote: Hey hey, Thomas has already answered a lot... but here anyway. 1

Re: [pygame] pygame awesome libraries?

2018-05-07 Thread DR0ID
po in sub directories)? [6] Might need some improvements, but some time ago I made this and tried to use it everywhere: https://bitbucket.org/dr0id/cookiecutter-pypackage-hg/src/default/ [7] Any hints for best-practices? [8] One thing that has bothered me along time and I have not foun

Re: [pygame] pygame awesome libraries?

2018-04-10 Thread DR0ID
Hi Thanks for reporting and I'm sorry that I missed your update. I thought I just mention it. ~DR0ID On 11.04.2018 04:31, Christopher Night wrote: For what it's worth, I did finally get around to removing the numpy dependency from ptext after your feedback. As far as I know, th

Re: [pygame] pygame awesome libraries?

2018-04-10 Thread DR0ID
pared. https://bitbucket.org/dr0id/pyknic/src/f8bee5c15ec7c7399f15fc3b2e1424793c63c3b2/pyknic-lib/experimental/textrendering/?at=default On 07.04.2018 10:33, Daniel Pope wrote: ptext is very good: https://github.com/cosmologicon/pygame-text On Thu, 5 Apr 2018, 11:11 René Dudfield, <ma

Re: [pygame] pygame awesome libraries?

2018-04-06 Thread DR0ID
for pygame: - hierarchial state machine: https://bitbucket.org/dr0id/symplehfsm/overview - loading sprite sheets (it can load any shapes, but usage is a bit cumbersome, needs an update): https://bitbucket.org/dr0id/spritesheetlib - collection of useful tools (tweening, animation, context, timin

Re: [pygame] Color shift when blitting

2017-11-05 Thread DR0ID
. Try BMP, this should be unchanged. ~DR0ID

Re: [pygame] Re: Pygame doesn't close properly so I can't delete the file it's using

2017-05-28 Thread DR0ID
exiting() -- View this message in context: http://pygame-users.25799.x6.nabble.com/Pygame-doesn-t-close-properly-so-I-can-t-delete-the-file-it-s-using-tp3044p3057.html Sent from the pygame-users mailing list archive at Nabble.com. Hi again ok... errors happen. I wonder one thing: can't it be played as a sound? (actually not sure how this would help your problem) The other idea I head is: load the file to memory and close it properly after reading it and let pygame read the in memory file (probably as a file like object). I'm not sure how easy it would be to do (not sure where the limitation are). ~DR0ID

Re: [pygame] Re: Pygame doesn't close properly so I can't delete the file it's using

2017-05-28 Thread DR0ID
its only used to play the file?) and see how it goes. Or I may ask the other way around: why and what are you using pygame for? If the reason you are using pyglet is because it can play mp3 and pygame can't, then why bother with pygame at all? Maybe one of my question will help you figure the problem out. ~DR0ID

Re: [pygame] Dirty rect overlapping optimizations

2017-03-28 Thread DR0ID
ght not be that readable (and also because there are many cases). Also I'm not sure anymore why it is around 2x faster only with -OO flags (looking at the code there aren't any asserts or such). ~DR0ID [1] https://bitbucket.org/dr0id/pyweek-games/src/1a9943ebadc6e2102db0457d17ca3e6025

Re: [pygame] Dirty rect overlapping optimizations

2017-03-28 Thread DR0ID
raphics use dedicated hardware, on slower machines dirty update might still help. I still would like to try certain things out, but not sure how much time I will have in the next months. ~DR0ID [1] https://pyweek.org/e/codogupywk23/ On 28.03.2017 16:20, Leif Theden wrote: In my experienc

Re: [pygame] Dirty rect overlapping optimizations

2017-03-27 Thread DR0ID
On 27.03.2017 20:08, Ian Mallett wrote: max-of-mins/min-of-maxes method Hi Ian Could you share more about this method? Seems I can't find something related to dirty rects with that. ~DR0ID

Re: [pygame] PyGame user interface widgets

2017-03-06 Thread DR0ID
ple to use? Or maybe, I'll just keep expanding my own. Thanks, Irv Hi Maybe kivy might be an option. https://*kivy*.org I have never used it so I have no idea how it works! ~DR0ID

Re: [pygame] blit-add to white bug?

2015-08-05 Thread DR0ID
Hi Yes, that makes sense, why didn't I see that myself! I will check the colors in the images and make an example for each combination. Thanks for the eye opener. ~DR0ID On 2015-08-05 20:34, Christopher Night wrote: Pretty sure that's the expected/desired behavior. When you do

Re: [pygame] lighting challenge

2015-08-05 Thread DR0ID
telling me. In short (its like raytracing or similar): Go along the light and see what is filtered, reflected and filtered until reaching the eye. I think I understand your pseudo code now. I still have some difficulties translating it into blit operations. https://bitbucket.org/dr0id/pykni

[pygame] blit-add to white bug?

2015-08-05 Thread DR0ID
of the time. But surprisingly for colors in the orange tones do not work. At least it looks like that, but I can't tell the exact conditions when it will behave strange. To demonstrate the strange behavior I have written a small demo. It can be downloaded here: https://bitbucket.org

Re: [pygame] lighting challenge

2015-07-06 Thread DR0ID
accumulate into one result? This result, is that a pygame.Surface? Or this would be per Pixel? The operators '+' and '*' are not the blit operation pygame.BLEND_ADD and pygame.BLEND_MULT, are they? Maybe you could give me some clues so that maybe I'm able to write down code implementing this algorithm. Help appreciated. Thanks. ~DR0ID

Re: [pygame] Help me!

2015-07-05 Thread DR0ID
on can't load pygame compiled for 32 bit and vice versa). The only pygame 64 bit Version I know can be found here: http://www.lfd.uci.edu/~gohlke/pythonlibs/#pygame Hope that helps. ~DR0ID

[pygame] lighting challenge

2015-07-02 Thread DR0ID
keys:move objects around a:ambient color, use up/down arrow to change (make 'day' and 'night') space:toggle object highlight r: reset scene escape: quit Hopefully you feel interested and experiment some with it. Enjoy. Thanks. ~DR0I

Re: [pygame] Animating sprites with pygame

2015-07-02 Thread DR0ID
oad spitesheets and has a limited support for animation sequences (through properties you can set yourself). Try it out, maybe it helps you to get some ideas how to handle the animations. Here you go: https://bitbucket.org/dr0id/spritesheetlib/overview Make sure you take a look at the wiki pages and

Re: [pygame] PYGGEL reboot

2015-01-25 Thread DR0ID
nyone know about assimp? https://github.com/assimp Has someone experience with it? There is a python interface for it. I have never used it nor do I have experience with it. I kept it in mind if one day I would do something 3d. Maybe it will help. ~DR0ID

Re: [pygame] This program breaks on my Linux

2014-06-29 Thread DR0ID
) that pygame.quit() is registered by pygame in the 'atexit' module (so no needed to call separately if quiting the program, of course you need a pygame.quit() if you only want to quit pygame but keep python running). I hope that helps ~DR0ID

Re: [pygame] BUG: LayeredUpdate 'layer' vs '_layer'

2014-03-19 Thread DR0ID
layer = sprite._layer = self._default_layer elif hasattr(sprite, '_layer'): sprite._layer = layer sprites = self._spritelist # speedup sprites_layers = self._spritelayers sprites_layers[sprite] = layer Hope that helps ~DR0ID

Re: [pygame] Layered Sprite Groups within Layered Sprite Groups

2013-08-04 Thread DR0ID
I used the grass tile here as you had experimented with it already. The other changes involve calling self.draw() in the constructors of the classes that inherit from Tile(). Hope that helps. ~DR0ID PS: could you provide source in a public download way, I hate to have to log in to so

Re: [pygame] LayeredDirty bug?

2013-07-21 Thread DR0ID
Hi You need to pump the event queue somewhere in your main loop! Either pygame.event.pump() or one of the event methods pygame.event.get() pygame.event.wait() Otherwise the windows gets unresponsive after some time or some number of events that fills up the event queue (mouse generates many events). If you still have the bug, write again. ~DR0ID

Re: [pygame] Complicated Blitting Order Issue

2013-06-16 Thread DR0ID
maybe the RLEACCEL flag for blitting (this might give you a performance boost). ~DR0ID On 16.06.2013 13:44, Radomir Dopieralski wrote: Let me clarify. Looking from the side, you have something like this: a.. Ab. .Bc ..C where small letter is the top part of a tile, and capital letter is a

Re: [pygame] New utility and library for pygame users in final BETA - simple support for multi-celled animation sheets - Tiallists needed.

2013-02-22 Thread DR0ID
f there would be a visual tool to generate the extra files and and a python module to facilitate the loading of such files and sprite sheets. I have given it myself some thoughts for some time now. I would be happy to elaborate. ~DR0ID

Re: [pygame] Easy networking module - feedback needed

2012-06-20 Thread DR0ID
: if e.packet_type == echo: # do whatever needs to be done here Maybe there is a better name for 'packet_type' ~DR0ID

[pygame] BUG? rotozoom borders...

2012-06-12 Thread DR0ID
above observations. Any suggestions for workarounds or avoid those behaviors are welcome. ~DR0ID bug_rotozoom.py Description: application/python

Re: [pygame] Improved Sprites System - Call for Suggestions

2012-06-04 Thread DR0ID
On 03.06.2012 01:47, Christopher Night wrote: On Sat, Jun 2, 2012 at 1:50 PM, DR0ID <mailto:dr...@bluewin.ch>> wrote: On 02.06.2012 16:46, Christopher Night wrote: On Fri, Jun 1, 2012 at 2:29 PM, DR0ID mailto:dr...@bluewin.ch>> wrote: On 01.06.2012 15:29, S

Re: [pygame] Improved Sprites System - Call for Suggestions

2012-06-02 Thread DR0ID
On 02.06.2012 16:46, Christopher Night wrote: On Fri, Jun 1, 2012 at 2:29 PM, DR0ID <mailto:dr...@bluewin.ch>> wrote: On 01.06.2012 15:29, Sagie Maoz wrote: 2. Setting a sprite's anchor points for handling in movement, animation, collision etc.

Re: [pygame] Improved Sprites System - Call for Suggestions

2012-06-01 Thread DR0ID
e) I admit, that I have a working implementation for most of the points I listed here. After last pyweek I thought I need somthing that can already do those things out of the box. I could provide some ideas for implementation or even code for the interested. ~DR0ID

Re: [pygame] Extending OpenGL support in Pygame

2012-04-05 Thread DR0ID
go Romero Ubuntu GNU/Linux http://www.sromero.org Hi If I remember correctly, 'lamina' is a module that allows you to render any 2d pygame graphics in opengl. http://sourceforge.net/projects/pduel/files/lamina/ This might be of interest. ~DR0ID

Re: [pygame] symplehfsm - a hierarchical finite state machine framework

2012-04-05 Thread DR0ID
ent it gets. Then the update event is also passed to the state machine, because it should show a behavior (updating the position in direction of the mouse if in state 'following'). I hope this made some things clear. There is much more to it. Take a look at the symplehfsm_demo [4

[pygame] symplehfsm - a hierarchical finite state machine framework

2012-04-04 Thread DR0ID
Hi Here is a (hopefully) useful state machine frame work I have been working on: https://bitbucket.org/dr0id/symplehfsm Game logic is based on state machine in many cases. This is to make it really easy to design and implement such behaviors. Any feedback welcome. ~DR0ID

Re: [pygame] a bit #ot: design for a game board supporting user facing different directions?

2011-10-30 Thread DR0ID
and not allow diagonal movement at all. If you want to allow diagonal movement then you need to decide if you want to move from cell to cell (where diagonal movement is faster then) or if you want to allow arbitrary positions. I hope it helps. ~DR0ID

Re: [pygame] Could sprite drawing be done but a Sprite.draw function?

2011-07-25 Thread DR0ID
pe this clarify what's my doubt better!:) Mac Hi You could use a DirtySprite (this sprite has attributes for all the blit arguments) with the corresponding group(s): http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.DirtySprite ~DR0ID

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-24 Thread DR0ID
On 24.07.2011 08:12, Lenard Lindstrom wrote: Hi DROID, The pygame.examples.scroll demo shows the Surface.scroll method in action. Scroll shifts the pixels on a surface, so only the new parts have to be blitted on. Lenard Lindstrom On 23/07/11 09:22 AM, DR0ID wrote: [snip] I'm not sur

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-23 Thread DR0ID
t I have neither tested nor profiled it (nor do I have an implementation for that idea). You still need to blit the entire screen and I'm not sure how the scroll method is implemented (since actually one could do a blit on the same surface, but this would mean that you do two fill screen bl

Re: [pygame] Pygame 2D vector

2011-07-23 Thread DR0ID
for me, because of this. On Sat, 23 Jul 2011 13:56 +0200, "DR0ID" wrote: Your mistake basically was that you assumed that -1 ** 2 == -1 which is not. Hi again def get_angle(self): if (self.get_length_sqrd() ==0): return 0 return math.de

Re: [pygame] Pygame 2D vector

2011-07-23 Thread DR0ID
am.hack...@sent.com wrote: Well, when I type "-1**2" into Python, it returns -1. If I run "1**2 + -1**2" it returns 0. So, is there a bug in Python then? Running 2.6.6 on Ubuntu 10.10. Removing the if statement from get_angle fixed the angle problem for me, because of this. On

Re: [pygame] Pygame 2D vector

2011-07-23 Thread DR0ID
but could not match with the angles pygame uses (besides of the potentially needed degree <-> radians translations). Hope this helps. ~DR0ID

Re: [pygame] Surface objects

2011-07-15 Thread DR0ID
ceObject, then maybe you could use the Surface.copy method and a metaclass to create a fancy SurfaceObject with the desired behavior. ~DR0ID

Re: [pygame] Surface objects

2011-07-14 Thread DR0ID
On 14.07.2011 22:51, sam.hack...@sent.com wrote: On Thu, 14 Jul 2011 19:05 +0200, "DR0ID" wrote: An old experiment of mine, it might give you a clue how you can do it (actually it replaces the pygame Surface object with the SurfaceObject class): https://python-pyknic.googleco

Re: [pygame] Surface objects

2011-07-14 Thread DR0ID
/experimental/surfaceobject.py Hope it helps. ~DR0ID

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread DR0ID
Hi Just a side note: If you have a scrolling world then blit only the visible parts, that will give you a performance boost (not sure if you do this already). ~DR0ID

[pygame] wrong links on tutorial section on webpage

2011-07-02 Thread DR0ID
Hi Just got a note from #pygame that the tutorial section has messed up links! Since it is a wiki, I have reverted it to the last good entry (before the spamming started). Maybe a page admin should take a look what has been going on. Thanks! ~DR0ID

Re: [pygame] [sprite.py] BUG + fix for collide_circle methods

2011-07-02 Thread DR0ID
On 02.07.2011 10:24, René Dudfield wrote: On Sat, Jul 2, 2011 at 9:01 AM, DR0ID <mailto:dr...@bluewin.ch>> wrote: Hi any chance the patch gets applied? ~DR0ID Hi, applied now. Committed revision 3166. sorry about the delay! Hi Thanks, no problem, just a

Re: [pygame] [sprite.py] BUG + fix for collide_circle methods

2011-07-02 Thread DR0ID
On 22.06.2011 20:50, DR0ID wrote: On 22.06.2011 13:17, René Dudfield wrote: nice one. Can you turn that proof into a test? I think you have subversion access DR0ID? If not, I can apply it. cheers, Hi René I glanced through the tests for the circle collision and then I run the '

Re: [pygame] [sprite.py] BUG + fix for collide_circle methods

2011-06-22 Thread DR0ID
On 22.06.2011 13:17, René Dudfield wrote: nice one. Can you turn that proof into a test? I think you have subversion access DR0ID? If not, I can apply it. cheers, Hi René I glanced through the tests for the circle collision and then I run the 'test/sprite_test.py' and didn

[pygame] [sprite.py] BUG + fix for collide_circle methods

2011-06-21 Thread DR0ID
me, I'll come back later 10:59:24 ---|<<-- DR0ID__ [~dr0...@56-110.62-188.cust.bluewin.ch] has quit (Ping So I took a look at sprite.py at the collide_circle methods. It turns out that FSatzger was correct! I have redone the math (see below for the interested) and fixed the me

[pygame] separating pygame dependent code from general code

2011-06-07 Thread DR0ID
+-mygamepack# local copy Pros: -clearly separates the general from lib dependent code Cons: -if packages are not on pythonpath or site-packages, need to import general lib relatively Maybe there are other pros and cons I didn't think of! Thanks for your opinions and suggestions. ~DR0ID

Re: [pygame] GSoC

2011-02-07 Thread DR0ID
e I think callbacks are easier to work with. But I'm not entirely sure how to handle reentrant calls, if there are any (is the recursion a problem at all?). Normally only one user interaction (event) is processed at the time. So i wonder: "When the second user interaction gets its result, and makes /its/ callback to the application" How? Just my opinion. ~DR0ID

Re: [pygame] pygame.error: video system not initialized

2010-05-21 Thread DR0ID
windows message queue which pygame does not handle as far as I know. ~DR0ID On 22.05.2010 00:26, Lenard Lindstrom wrote: Hi DROID, I was being deliberately vague because I understand Alex is a student, and this is a project (?). As for the crtl-down, that doesn't appear to be Pygame. It do

Re: [pygame] pygame.error: video system not initialized

2010-05-21 Thread DR0ID
, I'm not sure what should happen, so I cant tell if it is doing what you want it to do. ~DR0ID

Re: [pygame] informal poll on Windows python version

2010-04-28 Thread DR0ID
Windows Version: Win7 Professional 64bit Pygame Version: 1.9.1release-svn2575 Python Version: Python 2.6.4 (r264:75708, Oct 26 2009, 08:23:19) [MSC v.1500 32 bit (Intel)] on win32

Re: [pygame] Adding Opengl to an existing app

2010-04-27 Thread DR0ID
Hi there is the project called lamina, which allows you to use pygame surfaces in opengl. http://pypi.python.org/pypi/Lamina/0.2 Please open a new thread next time. ~DR0ID On 27.04.2010 22:30, Bram Cymet wrote: I am also not adversed to re-writing my existing app so that it works fine on

Re: [pygame] frame independant movement

2010-02-03 Thread DR0ID
7;t limit the fps. Using http://www.pygame.org/docs/ref/time.html#Clock.tick you will have always the specified framerate except if the cpu can not keep up (then it will run slower), but on faster machines tick will wait, similar to what you do (tick might be more accurate). ~DR0ID

Re: [pygame] frame independant movement

2010-01-31 Thread DR0ID
other side effects. ~DR0ID

Re: [pygame] exact algebraic numbers?

2009-11-29 Thread DR0ID
30, 45,...) and use it to construct the rotation matrix (or whatever it is used to rotate). This should be precise enough. Unless you can draw using subpixels, you will have rounding errors when trying to draw the points on integer coordinates of the screen anyway. Maybe I'm wrong. ~DR0ID

Re: [pygame] Fill a Rect object with color?

2009-11-07 Thread DR0ID
Hi even simpler: image.fill(color, rect) ~DR0ID Russell Cumins schrieb: Or you can create a surface the size of the rect and use the Surface's fill() method. E.g. position = x,y = 0,0 size = w,h = 32,32 colour = 0,255,0 rect = Rect(position, size) image = Surface(size) image.fill(c

Re: [pygame] Whats wrong in events?

2009-10-07 Thread DR0ID
http://www.sjbaker.org/wiki/index.php?title=Keyboards_Are_Evil ~DR0ID inigo delgado schrieb: Hi: I have a problem capturing K_SPACE keydown events with pygame. The code is: dirty test code def OnEvent(self, event): if event.type == pygame.QUIT: self

Re: [pygame] Extending Surface Class

2009-08-08 Thread DR0ID
argument! It was a little experiment and I had to use some trickery to get it to work. Not sure if it is useful at all. ~DR0ID ERName schrieb: Is it possible to extend the surface class? Every time I do the surface ends up dieing somehow right after it is created... I may just be doing it in the

[pygame] python-pyknic

2009-08-03 Thread DR0ID
-pyknic/w/list Contact us on IRC, freenode.net, channel #pyknic Have fun. ~DR0ID

Re: [pygame] Extending Surface Class

2009-07-25 Thread DR0ID
Hi I would write a wrapper instead of inheriting from Surface because Surface is a C object. class MySurface(object): def __init__(self): self._sruf = Surface() I know, you would have to wrap all methods, but maybe this could be done using setattr. ~DR0ID ERName schrieb: Is it

Re: [pygame] sprite 'weird' rotation

2009-07-20 Thread DR0ID
hi Maybe that helps you: http://arainyday.se/projects/python/JumpingJack/ Look in the archives, this has been asked before. ~DR0ID Paulo Silva schrieb: ok, understood! and thanks about the fixing from the attachment! :) On 7/20/09, Michael George wrote: Note that you would need

Re: [pygame] Nehe Lesson 19

2009-06-15 Thread DR0ID
Hi http://code.google.com/p/py-lepton/ ~DR0ID Zack Schilling schrieb: I think you'll find a particle engine close to unusable without VBOs or python-specific acceleration. For now, code it however you'd like, but when it comes time to run your actual game, you'll find that you

Re: [pygame] how to rotate a sprite correctly clockwise or counterclockwise

2009-05-23 Thread DR0ID
recommend to use atan2() (line 191). I added some lines to actually see the facing and newfacing. It makes it a lot easier to see what happens. HTH ~DR0ID Horst JENS schrieb: dear masters of pygame, i'm stuck at a little problem but too tired to find a solution: want to rotate a little s

Re: [pygame] vector type: mutable or immutable

2009-05-03 Thread DR0ID
alues = t.offset # <- set the values rather change the reference halo_pos.y -= 5 # does not change t anymore I'm for mutable vectors so far. ~DR0ID

[pygame] reload(pygame), bug

2009-04-05 Thread DR0ID
Hi Might be a bug, but when I tryed to reload pygame I got this: reload(pygame) File "D:\Programs\Python2.6.1\lib\site-packages\pygame\__init__.py", line 197, in try: import pygame.imageext; del pygame.imageext AttributeError: imageext I use WinVista, pygame 1.8.1 release. ~DR0ID

Re: [pygame] LayeredDirty and DirtySprite doesn't work well with the visible flag?

2009-02-02 Thread DR0ID
LayeredDirty class, but feel free to try. And next time, please make a new thread. ~DR0ID Yannick Weinz schrieb: Hi all. I have a problem with the visible flag of the DirtySprite and the .draw() method of the LayeredDirty group. Right now i'm at writing some kind of labyrinth game. Ther

Re: [pygame] OSX sprite flickering

2009-01-20 Thread DR0ID
Hi if you are using LayeredDirty or LayeredUpdates groups you should use the clear and draw methods only once per iteration in you main loop (otherwise the result may have artifacts and non desirable effects, maybe this is missing in the docs?). ~DR0ID Daniel Mateos schrieb: Might need

Re: [pygame] European pygamers unite!

2009-01-19 Thread DR0ID
Hi Sure. ~DR0ID Stuart Axon schrieb: > I can have a go on this some evening, based in brighton, uk so ping should be > ok > > On 1/19/09, Toni Alatalo wrote: > >> Richie Ward kirjoitti: >> >>> I am from United Kingdom.. British people would be nic

Re: [pygame] PyGameDB coming along well

2008-08-19 Thread DR0ID
Hi I would like 'IcedGames' or 'SolidGames' as another state of steam ;-) (or maye 'IcedMonty' or 'SolidMonty') ~DR0ID Richie Ward schrieb: > I like sound of SnakeOil, anyone else wanna vote on that too? :) > > On Tue, Aug 19, 2008 at 6:36 PM

Re: [pygame] Re: Mac Installers (was: 100% CPU FAQ)

2008-08-13 Thread DR0ID
-pyglet-rabbyt.py can not be terminated like the others. ~DR0ID René Dudfield schrieb: hi, Cool, that's pretty good. Still could use some improving though. DR0ID: feel like converting the example to use your sprite dirty layer classes? Other interesting measurements would be: - memory

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread DR0ID
Hi Right, a special case I didnt think off (how often does it apply?). Anyway, it is the collision response that has to handle this. How would you handle this case? Slide it along one of the colliding objects until it 'fits'? ~DR0ID Michael George schrieb: I don't t

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread DR0ID
t probably you know that already. ~DR0ID Michael George schrieb: Thanks for the pointer. That looks like good stuff and I haven't come across it before. I don't think it will apply to my game because of the common case where there's a cluster of objects that you need to res

Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-09 Thread DR0ID
esponse and it has the bullet-paper problem). ~DR0ID Michael George schrieb: It's still somewhat on the back burner, but I've been working on a library to allow you to drag and drop irregularly shaped objects (esp. circles and polygons) while preventing interpenetration. It'

Re: [pygame] Re: Multiple mice on windows

2008-08-07 Thread DR0ID
vents from the pyglet eventloop). @ Oscar You could use the 'atexit' module to register the 'stop()' function (it will call it as soon the interpreter exits, see docs). ~DR0ID Thomas Hansen schrieb: Hey Oscar! great work. this is a really cool feature and your code s

Re: [pygame] Old pygame tutorial not working

2008-08-04 Thread DR0ID
terpolate between them? (using a spline or bezier or any other interpolation method) ~DR0ID

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread DR0ID
dont have time to test. ~DR0ID Hugo Arts schrieb: On Sat, Aug 2, 2008 at 6:30 PM, Brian Fisher <[EMAIL PROTECTED]> wrote: There's another instance of blitting a surface to itself crashing on Windows for a user, it's believed to be a 1.8.1 thing by the poster http://pygame.m

Re: [pygame] Perlin Noise Function

2008-07-30 Thread DR0ID
Hi I think Perlin noise exist already for python, unless you really want to do it by yourself. Here is one I know of: http://code.google.com/p/caseman/downloads/list There are porbably more implementations out there. ~DR0ID Knapp schrieb: I have been thinking about writing a function do

Re: [pygame] how hexcolour arrays works?

2008-07-28 Thread DR0ID
hi again Paulo Silva schrieb: Dr0id, thanks! your code resulted as i wanted, but... ::> This 'a = []*8 ' does not what you expect. See documentation. which documentation? where? ::> a = [0x883746, 0xA88721, 0xBDE87A, 0xEE875F, 0xFE98A1, 0x334836, 0x374838, 0xAAB398] Is

Re: [pygame] how hexcolour arrays works?

2008-07-28 Thread DR0ID
hi here: http://www.diveintopython.org/native_data_types/lists.html in Section: Example 3.14. List Operators read carefully ;-) ~DR0ID Paulo Silva schrieb: thanks, but i found nothing there... :-( On Mon, Jul 28, 2008 at 11:56 AM, Noah Kantrowitz <[EMAIL PROTEC

Re: [pygame] how hexcolour arrays works?

2008-07-28 Thread DR0ID
lit(bkgd,(0,0)) screen.blit(box,(box_x, box_y)) pygame.display.flip() Maybe your interested in some more tutorials: http://dr0id.homepage.bluewin.ch/pygame_tutorials.html ~DR0ID Paulo Silva schrieb: Hi, i'm having problems on defining a hexcolour array - weird is i never have this kind of p

Re: [pygame] image-loading path

2008-07-14 Thread DR0ID
Hi btw, I would use os.path.join(...) to join your path (because /home/users/... might look different on different platforms e.g. \home\users\... ). Usage: p = os.path.join('home', 'users', ...) ~DR0ID Paul Pigg schrieb: I would use os.path.abspath() to see if the pa

Re: [pygame] Diffefrences between sprite.Group and sprite.RenderUpdates (and Group.draw question)

2008-05-05 Thread DR0ID
Hi well LayeredUpdates is in in pygame1.8 now (as well as LayeredDirty and the DirtySprite) , but unfortunately the docs are missing (if you look in the sprites.py there they are). Any suggestions are welcome. ~DR0ID René Dudfield schrieb: Just a note, the LayeredUpdates from pygame was

Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes

2008-03-03 Thread DR0ID
Hi one reason not to do it just in a module is that you cant make a good unittest for it. If you have a class then you can test this class. ~DR0ID kschnee schrieb: On Mon, 3 Mar 2008 18:15:21 +0100, "Olaf Nowacki" <[EMAIL PROTECTED]> wrote: i'm not sure if i got thi

Re: [pygame] py2exe problems

2008-01-22 Thread DR0ID
hi you need setuptools. pkg_resources is part of setuptools (and easyinstall). ~DR0ID Brian Fisher schrieb: Is it python 2.5 with PyOpenGL 3.0? If so, I think the problem has to do with eggs. PyOpenGL 3.x is distributed using them, and py2exe doesn't support them. I haven't ac

Re: [pygame] Animated GIFs

2007-12-07 Thread DR0ID
Hello As far as I can remember pygame does not support animated gifs. One solution would be to split the animated gif into single images and use them to make an animation. ~DR0ID 110110010 schrieb: > How to make an animated GIF be animated please > > > (excuse me for my engl

Re: [pygame] I'm getting BSOD while using PyGame.

2007-11-15 Thread DR0ID
e fixed (perhaps it has already been fixed in svn, dunno). ~DR0ID

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