Re: [pygame] Do you support The #Python Software Foundation making a statement in support of peace?

2022-03-15 Thread Ian Mallett
Hi, As technologists, we hold a great deal of de-facto power, and therefore I think it is reasonable, if not morally obligatory, to be careful and conscientious, as well as promulgating kindness and respect for human life and our world. Therefore, I do not oppose any "statement for peace" (even b

Re: [pygame] Re[2]: [pygame] Can the pygame infrastructure be used for non-graphical text-mode games?

2020-07-16 Thread Ian Mallett
On Thu, Jul 16, 2020 at 3:49 AM wrote: > How do i unsubscribe? > The same way you subscribed. See directions here: https://www.pygame.org/wiki/info

Re: [pygame] Can the pygame infrastructure be used for non-graphical text-mode games?

2020-06-17 Thread Ian Mallett
This is a puzzling question to me since it's not clear what one expects. Pygame is, after all, the Python wrapper around SDL—the Simple DirectMedia Layer. In a text-based game, you don't really have media, so it's not really clear to me what you'd expect pygame to do for you? By definition, you wou

Re: [pygame] Raycasting question for pygame

2020-03-03 Thread Ian Mallett
Hi, You probably don't want to use raycasting. Raycasting is a specific graphics technique which is more-complicated, harder, and slower on modern hardware, though people still use it sometimes for the aesthetics it can produce. The two methods people mainly use today are "rasterization" and "rayt

Re: [pygame] pygame.display.flip slow

2020-02-20 Thread Ian Mallett
Hi, To me, these results suggest that the faster-framerate machine is running with VSync enabled for some reason and the slower-framerate machine is running without. Also, what I said about setting pixels on the CPU still goes, albeit that's not the issue here. Offhand, I would guess that the fas

Re: [pygame] pygame.display.flip slow

2020-02-18 Thread Ian Mallett
Hi, First, there are some problems with this test code: - The first ten framerates will be 0.0 due to what I consider a misfeature in the way pygame reports framerate; this drags down your average. Even if you ran at a nominal 60Hz, the highest reported framerate is going to be 54fps (wherefore,

Re: [pygame] pygame.event.set_grab(True) ineffective under GNOME shell

2020-01-31 Thread Ian Mallett
I don't know specifically about whether there is a way to capture this in pygame (though I suspect not; I bet it's possible through platform-specific APIs, though), but I would comment that even if it were possible, it would be the Wrong Thing. This is an OS-level keypress; as you see, it exists so

Re: [pygame] Practice Game code ?

2019-04-23 Thread Ian Mallett
There are also many, many games of varying quality and complexity on the pygame website itself.

Re: [pygame] Issue with Pygame + Waveshare 3.5" HDMI display

2018-11-21 Thread Ian Mallett
According to the linked issue, you say it segfaults. That should definitely not happen; can you provide a stack trace?

Re: [pygame] How to do some action while a joystick is in motion?

2018-09-18 Thread Ian Mallett
Perhaps have your "start" and "stop" commands affect the presence/absence of an acceleration for the camera. This way, the camera will smoothly accelerate up to a top speed, and decelerate back down from it smoothly when control is released. (Obviously "speed" can mean "angular speed" as well as tr

Re: [pygame] Newbie performance question

2018-07-18 Thread Ian Mallett
​I think OP is confusing framerate with jitter due to lack-of-VSync.

Re: [pygame] Help? pygame for python 3.7 windows

2018-07-15 Thread Ian Mallett
​Hi, Install seems to go okay (using amd64 version)​ On Sun, Jul 15, 2018 at 3:37 PM, René Dudfield wrote: > python -m pygame.tests > pygame 1.9.4.dev0 Hello from the pygame community. https://www.pygame.org/contribute.html skipping pygame.tests.cdrom_test (tag 'interactive') skipping pygame.t

Re: [pygame] Help? pygame for python 3.7 windows

2018-07-15 Thread Ian Mallett
​Anything in-particular that needs testing?

Re: [pygame] Help? Alpha changes (regressions?) in 1.9.3 vs 1.9.2?

2018-07-14 Thread Ian Mallett
​Hi, As to finding the commit, can't one find the place where the behavior is implemented, and then check the logs for that line/file to see which commit introduced it? A trivial search of my email for "SRCALPHA" produces the thread "trouble w/ SRCALPHA in 1.9.2-cp27

Re: [pygame] Can't install pygame on Windows. Please help!

2018-07-01 Thread Ian Mallett
On Sun, Jul 1, 2018 at 11:18 AM, John Salerno wrote: > Hi all. I just tried installing pygame on my Windows system using the > following on the command line: > > python -m pip install --user pygame > > but it seems to have failed. > ​I can reproduce this. I suspect it's a bug; Python 3.7.0 came

Re: [pygame] Iterate over list and delete

2018-05-20 Thread Ian Mallett
On Sun, May 20, 2018 at 11:20 PM, Daniel Foerster wrote: > I would guess that a significant amount of the gain is that he doesn't > have to len() the list every iteration, plus the item unpacking occurs in C. > ​`len(...)` should be constant-time (stored with array), but indeed caching it in a va

Re: [pygame] Iterate over list and delete

2018-05-20 Thread Ian Mallett
On Sun, May 20, 2018 at 9:25 PM, Daniel Foerster wrote: > The relevance of N exponent versus the discarded coefficients depends on > how big N may be. With the likely sizes of N in a Pygame class, the > difference between the algorithms seems probably negligible. A quick test > with 20% deletion

Re: [pygame] Iterate over list and delete

2018-05-20 Thread Ian Mallett
On Sun, May 20, 2018 at 8:35 PM, Daniel Foerster wrote: > The third, and probably most convenient based on where you seem to be at > in the curriculum, is to do something like Ian suggested. I think there's a > simpler way to do it with similar performance though I've not benched to > find out; I

Re: [pygame] Iterate over list and delete

2018-05-20 Thread Ian Mallett
On Sun, May 20, 2018 at 5:55 PM, Irv Kalb wrote: > Is there a way to do that without the list comprehension? I'm building > this as part of a class, and I will not have talked about list > comprehensions up until that point. > ​A list comprehension is the clearest and most-pythonic way to do thi

[pygame] Re: `pygame.draw.line(...)` `width`

2018-04-28 Thread Ian Mallett
​By the way, a solution doesn't even need to use any trigonometry, because a squared-off miter joint is by-definition orthogonal to the line. Here's some proof-of-concept code: def rndint(x): return int(round(x)) def cappedline(surface, color, p0,p1, width=1, rounded=True): radius = width * 0.

[pygame] `pygame.draw.line(...)` `width`

2018-04-28 Thread Ian Mallett
Hi, I don't remember noticing this behavior before, but it seems that the lines' widths are chosen so that the ends, which are also axis-aligned, are the given width. Thus, the lines can be up to about 29% thinner than one would expect. Here's an example image; note esp. how the diagonal line app

Re: [pygame] Error pygame with timidity.cfg

2018-04-20 Thread Ian Mallett
​Also, and not to put too fine a point on it, but (1) trying obvious things and (2) telling us what you tried are just *foundational* netiquette when asking for help. For example, the error says "timidity.cfg: line 30: syntax error". Did you look in timidity.cfg for a syntax error on line 30? Ian

Re: [SPAM: 6.600] Re: [pygame] Re: removing 'experimental' notice from pygame.math

2018-03-01 Thread Ian Mallett
On Thu, Mar 1, 2018 at 1:43 AM, Greg Ewing wrote: > No, no, no. Z points up in real physics! Oh, and I expect "j" is the imaginary unit, "Σ"s can be omitted, gravity is exactly 10 m/s, without the square, and anyway one can drop units whenever one feels like it? ( Must. Resist. Temptation. To.

Re: [pygame] Re: removing 'experimental' notice from pygame.math

2018-02-27 Thread Ian Mallett
​(Skims discussion) For e.g. `abs(Vector2(2,-1).elementwise())`, my (C++) library instead handles this as `abs(Vec2(2,-1))`, returning another `Vec2`. In C++, if you weren't expecting that, you get a compile error on whatever happens next, whereas in Python you'll get a `TypeError`, so it's well-d

Re: [pygame] Last Frame of Animation/Game Loop Problem

2018-01-16 Thread Ian Mallett
​Hi, ​ On Tue, Jan 16, 2018 at 10:37 AM, dejohnso wrote: > I have having trouble with a basic game/animation loop. > > It seems like the final frame doesn't show up until after the game loop is > done and pygame.quit() is called. An example is below - if it is run, I see > the "Out of loop" out

Re: [pygame] Building paths & pygame.image.load documentation

2017-11-25 Thread Ian Mallett
On Nov 25, 2017 16:53, "Irv Kalb" wrote: Thanks Ian. I'm not worried about the os module being available. I use pygame in classes that I teach, and it seems like its just one more thing for students to understand and remember. I teach mostly art students, very few computer science students.

Re: [pygame] Building paths & pygame.image.load documentation

2017-11-25 Thread Ian Mallett
As far as I know, the os.path version does a string conversion to the platform-preferred way of specifying paths. So e.g. on Windows it replaces "/" with "\". This is intended for compatibility with very Windows-focused apps that (deliberately?) don't understand "/". However, for the system-level

Re: [pygame] Delay in MOUSEBUTTONUP after application start

2017-11-18 Thread Ian Mallett
​Hi, FWIW I am unable to reproduce on Win 7 Pro, Py 3.5.1, PyGame 1.9.2a0 (to print the latter, `print(pygame.ver)`). The event system, like everything else, is really just a thin layer over SDL's—so for platform-specific issues in PyGame it's commonly the underlying SDL that's at fault. Notwiths

Re: [pygame] Is there any reason to call sys.exit() to close a pygame program?

2017-08-13 Thread Ian Mallett
On Sun, Aug 13, 2017 at 2:29 AM, Sam Bull wrote: > On sab, 2017-08-12 at 18:23 +, skorpio wrote: > > I usually quit pygame by breaking out of the main loop and calling > > pygame.quit() followed by sys.exit(), but I can't remember anymore > > where I learned to use sys.exit and why it should

Re: [pygame] How to prevent mouse initialization in Pygame

2017-07-01 Thread Ian Mallett
On Fri, Jun 30, 2017 at 12:28 PM, Роман Мещеряков < roman.mescherya...@gmail.com> wrote: > In my Python application running on Raspberry Pi under Raspbian I use > Pygame to display some software-generated images via framebuffer. I don’t > need any input from mouse, keyboard or any other devices, a

Re: [pygame]

2017-06-20 Thread Ian Mallett
On Tue, Jun 20, 2017 at 12:51 AM, Peter Irbizon wrote: > help > ​You appear to be subscribed.​

Re: [pygame] How much blit costs?

2017-06-14 Thread Ian Mallett
​Hi, There was rather a lot of discussion on the mailing list archive about related topics recently, so searching the archives might prove informative. However, the main things to know are: (1) PyGame is essentially CPU-bound rasterization. The fastest way to do this is with the Sprite module, or

Re: [pygame] Installing Python 3 and pygame

2017-05-16 Thread Ian Mallett
On Tue, May 16, 2017 at 5:28 PM, Irv Kalb wrote: > 1) What does the error message associated with the: "python3 -m pip > install pygame -- user " mean? > ​Exactly what it says. It's not recognized as a program. This means that it can't find "python3.exe", "python3.bat", or anything else named

Re: [SPAM: 5.011] Re: [pygame] Pygame for SDL 2, and how it may look.

2017-04-20 Thread Ian Mallett
On Thu, Apr 20, 2017 at 5:38 PM, Greg Ewing wrote: > Ian Mallett wrote: > >> ​I like this idea a lot, modulo that you should also store the reference >> to the window. >> > > The Renderer would hold a reference to the window itself, > so you would only need to

Re: [pygame] Pygame for SDL 2, and how it may look.

2017-04-19 Thread Ian Mallett
​Hi, I dug around in the SDL 2 source (mostly "src/render/*"). As I suspected, for hardware renderers, a renderer is essentially a graphics context. This means that: 1: A renderer is more-or-less decoupled from a window. Each window can be bound to up to one renderer, and each renderer can be bou

Re: [pygame] Pygame for SDL 2, and how it may look.

2017-04-17 Thread Ian Mallett
On Mon, Apr 17, 2017 at 4:28 PM, Lenard Lindstrom wrote: > I agree that a window and its renderer or a window and its display surface > belong together as a single object. And I am looking at doing that now. It > is just I am now running into the limitations of Python and Cython. > Extension type

Re: [pygame] Pygame for SDL 2, and how it may look.

2017-04-17 Thread Ian Mallett
On Mon, Apr 17, 2017 at 12:01 AM, Lenard Lindstrom wrote: > ​Is it possible to combine the renderer with the window? I don't see why >> the renderer needs to be pulled out of the pygame.draw module, and indeed, >> this could be confusing for existing code. >> >> I don't quite understand. The rend

Re: [pygame] Pygame for SDL 2, and how it may look.

2017-04-16 Thread Ian Mallett
On Thu, Apr 13, 2017 at 3:25 PM, Lenard Lindstrom wrote: > """Render an image to a window > This is adapted from the SDL 2 example at > >. > """ > ​Heh, I'm friends with Will. We're at the same university.​ import pygam

Re: [pygame] Does pygame execute on a separate process/thread?

2017-04-06 Thread Ian Mallett
On Thu, Apr 6, 2017 at 7:57 AM, Deven Hickingbotham wrote: > When playing an audio file (pygame.mixer.music.play()) I have always > assumed that this executed in a process or thread separate from the main > thread since the call to play was non blocking. > ​AFAIK, pygame is singlethreaded. For so

Re: [pygame] website comment moderation

2017-03-30 Thread Ian Mallett
I don't really have time to help systematically, but if I were a moderator and it were easy enough, I'd nuke spam when I saw it.

Re: [pygame] Dirty rect overlapping optimizations

2017-03-28 Thread Ian Mallett
On Tue, Mar 28, 2017 at 8:20 AM, Leif Theden wrote: > In my experience, I've found it is better to optimize the game as if the > whole screen was being updated at the same time. The effect being, I never > bother with dirty updates. It seems that many games will have moments of > brief full or

Re: [pygame] Dirty rect overlapping optimizations

2017-03-27 Thread Ian Mallett
On Mon, Mar 27, 2017 at 5:26 PM, Greg Ewing wrote: > Ian Mallett wrote: > >> Unfortunately, computing those rectangles is annoying, and also O(n^2) in >> the number of rectangles >> > > With the right data structures and algorithms, it doesn't have to b

Re: [pygame] Dirty rect overlapping optimizations

2017-03-27 Thread Ian Mallett
On Mon, Mar 27, 2017 at 12:34 PM, René Dudfield wrote: > On Mon, Mar 27, 2017 at 8:08 PM, Ian Mallett wrote: > >> --IDK if pygame does this, but I expect blitting, with overdraw, to a >> fullscreen temporary surface, and then sending the whole surface every >> frame to

Re: [pygame] Dirty rect overlapping optimizations

2017-03-27 Thread Ian Mallett
Hi, On Mon, Mar 27, 2017 at 12:16 PM, DR0ID wrote: > 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. >

Re: [pygame] Dirty rect overlapping optimizations

2017-03-27 Thread Ian Mallett
Hi, Just a couple quick, miscellaneous notes on this problem: --IDK if pygame does this, but I expect blitting, with overdraw, to a fullscreen temporary surface, and then sending the whole surface every frame to the GPU would be faster than updating multiple smaller portions of the GPU memory wit

Re: [pygame] Re: pygame with SDL2 proposal

2017-03-21 Thread Ian Mallett
​​Hi, On Mon, Mar 20, 2017 at 11:55 PM, René Dudfield wrote: > There are few people on this mailing list which have a lot of knowledge > about GPU rendering, and Ian is definitely one of them. I think he was > genuinely trying to be helpful. His claim isn't even controversial - GPU, > ASIC, and

Re: [pygame] pygame with SDL2 proposal

2017-03-20 Thread Ian Mallett
​On Mon, Mar 20, 2017 at 3:52 PM, Greg Ewing wrote: > Ian Mallett wrote: > >> Per-pixel drawing operations, if they must be individually managed by the >> CPU, will always be much faster to do on the CPU. This means things like >> Surface.set_at(...) and likely dra

Re: [pygame] pygame with SDL2 proposal

2017-03-20 Thread Ian Mallett
Hi, As sort of a side-note, since performance has come up . . . Per-pixel drawing operations, if they must be individually managed by the CPU, will always be much faster to do on the CPU. This means things like Surface.set_at(...) and likely draw.circle(...) as well as potentially things like dra

Re: [pygame] teaching resources

2017-03-18 Thread Ian Mallett
On Sat, Mar 18, 2017 at 4:20 AM, René Dudfield wrote: > Whilst there are now more than a dozen books, and video series in many > languages for teaching pygame, I'd like to include a new section on the > website for educational resources for teachers. Or even better, to be able > to point to an ex

Re: [pygame] https://pygame.org/

2017-03-13 Thread Ian Mallett
On Sun, Mar 12, 2017 at 10:24 PM, Bork Air wrote: > again, your website looks like shit > > the original green one had some design > ​​ ​If one doesn't like the site, then one can always kindly offer to help improve it. And, regardless of whether you like someone's work, dissing it non-constructi

Re: [pygame] https://pygame.org/

2017-03-12 Thread Ian Mallett
On Sun, Mar 12, 2017 at 4:51 AM, René Dudfield wrote: > You can use the site via https. > ​Ah I see! Suggest redirect HTTP -> HTTPS.​ If you let me know what borked things you're talking about I can point you > in the right direction. > ​For example, on https://pygame.org/docs/, there is a link

Re: [pygame] https://pygame.org/

2017-03-12 Thread Ian Mallett
​Hi, Re: the logins, also note that the site currently is not HTTPS. I mean, it's not particularly high-stakes, but I'd still like to recommend setting a cert up (I did it myself for my website using Let's Encrypt ; it's fairly easy). I don't re

Re: [pygame] Pygame 1.9.3?

2017-01-09 Thread Ian Mallett
On Mon, Jan 9, 2017 at 10:42 AM, Benjamin A. Boyce wrote: > hello, i have a question about pygame, but I realize this is not the > appropriate place for pygame help. I tried to click on the help link on the > pygame website for a mailing list, but link didnt work. Any suggestions as > to where I

Re: [pygame] Pygame, images, and Macs

2017-01-07 Thread Ian Mallett
On Fri, Jan 6, 2017 at 8:16 AM, Bob Irving wrote: > We're using pygame in our CS classes here and have found that the built-in > python (with Macs, which is what we use) works MOSTLY. > > The big snag seems to be image files. It doesn't seem to matter whether > they are jpgs, pngs, etc. They some

Re: [pygame] pygame.pixelcopy.array_to_surface(Dest, Src) not working

2016-12-27 Thread Ian Mallett
On Sun, Dec 25, 2016 at 12:53 PM, Mikhail V wrote: > ​On Sat, Dec 24, 2016 at 5:12 PM, Mikhail V wrote: >> >>> Probably there is more criterias here that I am not aware of >>> and objective arguments to prefer "FORTRAN" order, apart >>> from having more traditional [x,y] notation? >>> >> ​The ar

Re: [pygame] pygame.pixelcopy.array_to_surface(Dest, Src) not working

2016-12-24 Thread Ian Mallett
On Sat, Dec 24, 2016 at 9:39 AM, Mikhail V wrote: > > --Are you tied to palettal color? > > Yes in many cases. I need also palettal rendering for higher > depths. Ideally graphical frontend should support also 16 bit and 32 bit > palettal rendering. And ideally the final colorisation should happe

Re: [pygame] pygame.pixelcopy.array_to_surface(Dest, Src) not working

2016-12-24 Thread Ian Mallett
On Fri, Dec 23, 2016 at 4:45 PM, Mikhail V wrote: > Could you elaborate please? > ​Now that I'm reading more carefully, it looks like you're creating a palettalized RGB surface (8-bit indices to 24-bit color). Offhand, I also would expect referencing the indices into a 2D array to work. I'm tempt

Re: [pygame] pygame.pixelcopy.array_to_surface(Dest, Src) not working

2016-12-23 Thread Ian Mallett
​Your surface is 300*300*3 (3D), since it is RGB, but your array is only 300*300 (2D).

Re: [pygame] New pygame.org website

2016-12-15 Thread Ian Mallett
On Thu, Dec 15, 2016 at 1:23 PM, Thomas Kluyver wrote: > If you're interested in helping to build this, or you have ideas about how > best to do it, please reply to this email! > ​I would be interested in helping. My knowledge of web development is "basic" (and that's being generous). I do know t

Re: [pygame] Should Pygame be recognized for using Sphinx document generator

2016-11-10 Thread Ian Mallett
I'm confused--is there a reason it shouldn't be?

Re: [pygame] Re: Out of memory loading very large image

2016-09-29 Thread Ian Mallett
On Thu, Sep 29, 2016 at 9:06 PM, shortcipher wrote: > Some experiments point to overflowing 16-bit integers rather than memory > resource issues:- > > 1. My script can load a 16383 x 1321 image but gets "Out of memory" on a a > 16384 x 1321 image. > ​PyGame is layered over SDL 1.2. It seems that,

Re: [pygame] Registration disabled.

2016-04-28 Thread Ian Mallett
​​On Wed, Apr 27, 2016 at 11:27 PM, DiliupG wrote: > Pardon me for saying so but I simply can't understand why those who > maintain this site can't rectify this problem which has been persisting for > many years. Can anyone point out the reason for this? > Be nice, now. As has been explained befo

Re: [pygame] Faster blitting

2016-03-14 Thread Ian Mallett
On Mon, Mar 14, 2016 at 1:41 AM, Javier Paz wrote: > I also agree with Greg. My experience tells me that, in order to have a > significant overhead, you must have a loop. > ​I think the point is that in the case where you have a lot of small blits, the proportional overhead of the checks is more

Re: [pygame] pygame Event

2016-03-03 Thread Ian Mallett
> > No, that is not a bug. The Events don't have a __dict__ attribute. > The attributes that events have are described in the documentation: > ​Umm, I think you are mistaken. Events are instances of "pygame.event.EventType", and the documentation you linked correctly shows ".__dict__" as an attribu

Re: [pygame] Pygame site

2016-02-29 Thread Ian Mallett
I think I have 90% of the functional documentation memorized. +1 for local copies.

Re: [pygame] connect-4 game

2016-01-30 Thread Ian Mallett
On Sat, Jan 30, 2016 at 4:44 PM, Yann Thorimbert wrote: > However, how to go to this page ( > ​[...]) from pygame.org ? I did not find any way. > ​After a rash of spam, coupled with a lack of resources to combat it, this stopgap measure was put into place. It was certainly not intended as a long-

Re: [pygame] Good English Computer coding books

2016-01-26 Thread Ian Mallett
On Tue, Jan 26, 2016 at 10:45 AM, Oliver Nichol wrote: > Hey everyone > > What is a good book to get going with python coding (not as a beginner, > just learning more.) Plz help! (not computer coding for kids by carol > vorderman > > Sent from Mail

Re: [pygame] `pygame`: on Ubuntu, using `pygame.image.save` to save PNG causes `pygame.error: SavePNG: could not create png write struct`

2015-11-29 Thread Ian Mallett
​N.B. creating the write struct does *not*, for example, require being able to open the actual file for writing. Therefore, this isn't an IO issue (if the error is indeed what it says). I think this is probably an outdated library. Probably, updating/compiling the PyGame version as suggested is ne

Re: [pygame] Closing issue 211 with big-endian CPU test

2015-10-25 Thread Ian Mallett
On Sun, Oct 25, 2015 at 4:27 PM, Lenard Lindstrom wrote: > Is there a need to continue big-endian support? ​Bi-endian architectures are still around (ARM, MIPS in particular). AFAICT little endian won the war, but big endian is still around mainly for compatibility. The Raspberry Pi, for example

Re: [pygame] Is there a file limit on sound files?

2015-09-14 Thread Ian Mallett
​Hi, There is not limit that I am aware of. Certainly, I've played much larger sound files on much older versions of PyGame. Although, I prefer .ogg. Outside guess--perhaps the required shared libraries aren't installed? Are you sure you can't reproduce the problem? At the very least, what OSes/

Re: [pygame] lighting challenge

2015-08-30 Thread Ian Mallett
​I'm writing back because I thought I might have time to deal with this, but it develops that I actually won't. :) Basically . . . the algorithm I described is a reasonable ground truth. It probably won't be very fast without NumPy or HW accel, and I can't really debug your implementation for you,

Re: [pygame] Difference between flip and update?

2015-08-26 Thread Ian Mallett
On Wed, Aug 26, 2015 at 11:40 AM, Bob Irving wrote: > What is the difference? Is there a reason to use one over the other? > ​The docs are pretty clear on the basic difference. Do you have a more specific question?​

Re: [pygame] Gracefully exiting with errors

2015-08-26 Thread Ian Mallett
On Wed, Aug 26, 2015 at 11:38 AM, Bob Irving wrote: > Is there a way to exit your game gracefully when there are errors? We have > found with both IDLE and WingIDE that the game hangs, requiring several > clicks of the X, etc. > > We are ending our game loop with > > pygame.quit() > sys.exit() >

Re: [pygame] Re: sprint this weekend

2015-08-17 Thread Ian Mallett
​Hi, First, I think it's great that there's been some attention on the site (even if it was a pointer switch). I'm comfortable with early 2000s web design, but I realize not everyone is. The new feel of PyGame is a lot more like something, if I were a neophyte, I'd want to tinker with. Second, I

[pygame] `pygame.draw.(aa)?lines?(...)` with Alpha

2015-08-16 Thread Ian Mallett
Hi all, I recently got a problem that traces back to the drawing functions "line", "aaline", "lines", and "aalines" ignoring any alpha value they are fed. This seems to me to be a Bad Thing. The obvious workaround is to draw to a temporary surface, and then blit the surface with transparency, but

Re: [pygame] The dates for the next PyWeek...

2015-07-22 Thread Ian Mallett
​It should be noted that that is the week of SIGGRAPH, so all the graphics people are out.

Re: [pygame] erratic behavior with 'display.update(Rect)'

2015-07-13 Thread Ian Mallett
On Mon, Jul 13, 2015 at 5:34 PM, Tom Rothamel wrote: > There isn't a way to update a portion of the display using OpenGL. OpenGL > expects you to redraw the screen from scratch every frame, and then flip to > the next frame. > > How are you drawing to the screen? Are you using GL calls? Or pygame

Re: [pygame] What's next for Pygame project?

2015-07-13 Thread Ian Mallett
Hi, ​As a long-time member here, I recall many *many* different attempts to redesign the website. Three in memory, which is several years. Probably more if I looked through my archives. The model is that someone gets fed up with the current design and mentions it on this list. There's some discus

Re: [pygame] Problem with pytmx and tiled

2015-07-13 Thread Ian Mallett
​Assuming you're using a PyTMX version > 2.16.5, this looks like a bug in its Python 3 support. I'd try replacing "data = b64decode(data_node.text.strip())" with something like "data = b64decode(data_node.text.strip().encode())" and seeing if that improves anything. But this isn't a PyGame issue.

Re: [pygame] Which project is actually pygame2?

2015-07-12 Thread Ian Mallett
​I think we shouldn't worry about backward compatibility at all. I expect making a standard wrapper to the new pygame and then going "import py_wrapper as pygame" would work just fine for porting. Once pygame2 (or whatever) is released, I might even write that wrapper myself.

Re: [pygame] lighting challenge

2015-07-06 Thread Ian Mallett
​Hi, The basic idea with what I gave is to compute the simplest light transport paths from the light to the eye. Specifically, we want all paths that start at the light, pass through some number of surfaces, scatter off another surface, pass through some number of surfaces, and then hit the eye.

Re: [pygame] lighting challenge

2015-07-05 Thread Ian Mallett
​Hi, I played around with it a bit, but I'm not sure exactly what the problem is, nor do I have time to figure out exactly what you're trying to do about it. I didn't run through your implementations in detail, but I did notice that you're copying surface(s) in every one. I bet this eats a lot of

Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-07-02 Thread Ian Mallett
​Since this has turned into an advice thread . . . Having taught Python for several years, I find that the best way to learn any language, but Python in particular, is to just sit down and try a lot of things, without assistance. It sounds like you're trying to make a game. That's great, but you s

Re: [pygame] Help me!

2015-06-28 Thread Ian Mallett
​Sounds like a Windows variety. I'm not sure why you'd expect it to appear in the start menu, though. It's an API, not a program. You can check if PyGame is installed by opening a Python terminal (Python IDLE, probably), typing "import pygame", and then waiting to see if it barfs.

Re: [pygame] GUI for pygame : ThorPy

2015-06-27 Thread Ian Mallett
On Sat, Jun 27, 2015 at 1:00 AM, Oliver Nichol wrote: > I have no idea how pygame mailing works but I have a question I need help > with. I’ve been trying to install pygame but it hasn’t been working (the > files haven’t been downloading) please help! > ​Oliver, you should start a new email threa

Re: [pygame] looking for a critique of my code

2015-06-21 Thread Ian Mallett
On Sun, Jun 21, 2015 at 5:39 PM, tom arnall wrote: > I've written a program with pygame. It does what it's supposed to do, > and runs at good speed, but I'm new to pygame, and OO programming, and > I'm not much more than a novice with python. It would help me greatly > if someone with experience

Re: [pygame] mystery examples in pygame tutorial

2015-06-16 Thread Ian Mallett
On Tue, Jun 16, 2015 at 1:19 PM, tom arnall wrote: > >>> screen = create_graphics_screen() > ​Skimming the tutorial and the sections around it, I think it's probably pseudocode. A number of other functions are too. In this case, I think it's probably just: def create_graphics_screen():

Re: [pygame] Mailing List Discard Tweak

2015-06-13 Thread Ian Mallett
On Sat, Jun 13, 2015 at 2:13 PM, Philip Le Riche wrote: > The only snag with sending reject replies is that it's then open to > abuse. If I took a dislike to someone (not a subscriber), I could send > hundreds of emails to the list, spoofing his email address as the > sender. He'd then get his in

Re: [pygame] image window disappears

2015-06-12 Thread Ian Mallett
On Fri, Jun 12, 2015 at 9:30 PM, tom arnall wrote: > thanks for yr response. is there no other way to get image to stay? > ​If you mean for the window to stay open, then no, there is no other way. The main loop (and the event handling within) provides for your control over the window. Whatever wo

Re: [pygame] image window disappears

2015-06-12 Thread Ian Mallett
This is the message I sent at 16:56 today (5 minutes after the OP); eaten silently by the mailer​ ​ (see thread [Mailing List Discard Tweak]). I would appreciate the list's confirmation of this email as a test. --- On Fri, Jun 12, 2015 at 4:51 PM, tom arnall wrote: > import pygame, sys > from

[pygame] Mailing List Discard Tweak

2015-06-12 Thread Ian Mallett
Hi all, I use GMail as my mailer client. The email associated with this account is *geometriangmail.com *. However, I use GMail to send from my personal email *iangeometrian.com * (and this is the default). I am subscribed to the mailing list under the *fir

Re: [pygame] Install documentation is down?

2015-04-06 Thread Ian Mallett
On Mon, Apr 6, 2015 at 10:07 AM, Eryn Wells wrote: > I've been trying to find information about how to install Pygame. I'm > getting a 404 error when I try to access the install documentation at > http://www.pygame.org/install.html . Is anyone else seeing this? > ​Confirmed; this page is a broke

Re: [pygame] Pygame non-MPEG1 video options?

2015-02-16 Thread Ian Mallett
​I sent a message, but looking at the archives it appears the PyGame server silently rejected it. Trying again. I had a similar problem for drawing over videos; I solved it by using VLC in this small open-source project .

Re: [pygame] New tutorial for Pygame beginners: Balloon Ninja

2013-03-03 Thread Ian Mallett
On Sun, Mar 3, 2013 at 6:02 PM, Sam Bull wrote: > On Sun, 2013-03-03 at 08:00 -0900, Eric Matthes wrote: > > I would appreciate any feedback about the tutorial, both so that I am > > teaching students good practices, and so that it is a decent resource > > for anyone who comes across it. > > Seem

Re: [pygame] Fonts

2013-02-24 Thread Ian Mallett
Put it into some data folder relative to your project, not inside the PyGame system folder.

Re: [pygame] Alternate to graphics modules

2013-02-07 Thread Ian Mallett
On Thu, Feb 7, 2013 at 5:29 PM, Greg Ewing wrote: > Ian Mallett wrote: > >> At some level, you need to interface with the graphics drivers. Since >> Python is an abstraction layer over C, this means either writing in C (not >> Python), or using a package that does

Re: [pygame] Alternate to graphics modules

2013-02-06 Thread Ian Mallett
On Wed, Feb 6, 2013 at 4:43 PM, Richard Jones wrote: > > For a package that gives you low-level access, my recommendation is > > PyOpenGL. It's lower-level than PyGlet and much cleaner, I think. > > That's not quite right. PyOpenGL and pyglet exist at about the same > level architecturally. PyOpe

Re: [pygame] Alternate to graphics modules

2013-02-06 Thread Ian Mallett
On Wed, Feb 6, 2013 at 4:20 PM, Richard Jones wrote: > You'd better start writing then :-) > At some level, you need to interface with the graphics drivers. Since Python is an abstraction layer over C, this means either writing in C (not Python), or using a package that does that for you. You *mus

Re: [pygame] Build instructions for pygame

2013-02-06 Thread Ian Mallett
On Wed, Feb 6, 2013 at 10:10 AM, Paul Vincent Craven wrote: > Not much there in the wiki. Instructions are for mingw, and Visual Studio > 2003, neither one of which I think it compiles under. I'd love to by able > to get a good compile, but the dependencies are killing me. I can compile > and have

Re: [pygame] PyGame website

2012-12-26 Thread Ian Mallett
Hey all, Are we making progress with this? I would like to see the PyGame.org website improved, and I would like to help! Ian

  1   2   3   4   5   6   7   8   9   10   >