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
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
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,
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:
# -*
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
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
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
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
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
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
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
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
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
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
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
. Try BMP, this should be unchanged.
~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
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
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
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
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
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
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
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
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
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
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
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
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
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
) 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
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
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
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
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
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
:
if e.packet_type == echo:
# do whatever needs to be done here
Maybe there is a better name for 'packet_type'
~DR0ID
above observations.
Any suggestions for workarounds or avoid those behaviors are welcome.
~DR0ID
bug_rotozoom.py
Description: application/python
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
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.
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
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
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
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
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
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
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
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
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
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
but could not match with the angles pygame uses (besides of the
potentially needed degree <-> radians translations).
Hope this helps.
~DR0ID
ceObject, then
maybe you could use the Surface.copy method and a metaclass to create a
fancy SurfaceObject with the desired behavior.
~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
/experimental/surfaceobject.py
Hope it helps.
~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
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
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
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 '
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
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
+-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
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
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
, I'm not sure what should happen,
so I cant tell if it is doing what you want it to do.
~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
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
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
other side effects.
~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
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
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
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
-pyknic/w/list
Contact us on IRC, freenode.net, channel #pyknic
Have fun.
~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
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
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
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
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
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
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
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
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
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
-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
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
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
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'
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
terpolate between
them? (using a spline or bezier or any other interpolation method)
~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
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
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
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
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
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
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
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
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
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
e fixed (perhaps it has already been
fixed in svn, dunno).
~DR0ID
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