Neither timidity nor any of its configuration is parsed or otherwise
referenced by the pygame source. Please justify what your need is
here.
cheers!
mar77i
Line 30, according to https://i.imgur.com/efCVxHg.png was the
soundfont path, btw.
cheers!
mar77i
On Fri, Apr 20, 2018 at 4:57 PM, wrote:
> Can anyone help me!?
1. Okay I get it. You had a problem and asked in the wrong place. We
assumed you'd ask in a better place eventually, that's why nobody
responded.
2. Pygame-users is really the wrong list for your problem,
On Thu, Apr 5, 2018 at 2:40 PM, Yann Thorimbert
wrote:
> Not exactly awesome,
Come again? What ridiculous standard are you assuming there for "awesome"?
cheers!
mar77i
As a heavy command line user, pycharm opens source files in an
existing editor window when I type `pycharm source.py`.
cheers!
mar77i
A central key in the whole task is gaining good control over which of
>, <, <=, >= you need to use to compare different intervals, so to say
whether either first's bottom is lower than second's top value or
whether first's top is lower than second's bottom value. But this kind
of interval
think about it this way:
if the line is fully left, fully right, fully above or fully beneath
the rectangle, it's not close to the rectangle.
to find the closest approach to the rectangle you usually equate the
rectangle's border lines with the line to be compared as a function:
with exception
What's your status about the `tty` group membership?
cheers!
mar77i
Sorry everyone for the confusion, as was mentioned, two of my previous
emails was sent off-list for whatever reason.
I read up on the topic arriving at the SE thread that was linked
before [0] and tried to figure out the problem based on the work with
strace, which I commended as very through and
> I already changed permissions for the limited user (pi) according to this
> instruction: How do I let an SDL app (not running as root) use the console,
> but to no avail :(
I just wanted to suggest you make sure permissions in /dev are
granted, but you appear to have arrived at that
There appears to be a glReadPixels(0, 0, width, height, GL_RGB,
GL_UNSIGNED_BYTE, pixels) function for that purpose in the OpenGL C
library, maybe pyopengl has an equivalent function?
cheers!
mar77i
What we've established so far:
- copy.copy is considered an import "hurdle"
- which is why many modules implement a .copy() function to
- both of which basically wrap an internal .__copy__() function whose
direct use appears to be discouraged
At the end of the day I think you should decide what
Looks like stackoverflow is slowly choking on OP.
cheers!
mar77i
[0]
https://stackoverflow.com/questions/44221985/attributeerror-imageext-when-trying-to-reload-module-pygame
[1]
https://stackoverflow.com/questions/44218304/pygame-doesnt-close-an-mp3-file-the-second-time-it-uses-it?rq=1
[2]
Please regard distinct issues as distinct.
Yes, opened.close() is the right thing to do as far as opening and
closing files goes.
I think the del pygame.imageext exception is an accident, since
actually, pygame should catch AtrributeError there.
As for the PermissionError; are you sure you
On Thu, May 25, 2017 at 6:54 PM, babaliaris wrote:
> Thank's both of you! I didn't know that pygame uses 16 bits integers (I
> thought it was 32 bits every integer i put in the blit coordinates).
>
How comes you'd think such a thing? Python itself already ships
On Thu, May 25, 2017 at 1:06 PM, babaliaris wrote:
> Hello!
>
> i have a problem with blit. When i try to blit a lot of images using a for
> loop (for example 800) after a certain amount, the blit is messing up the
> drawing.
>
> See the following video i made: Blit
how about gitlab or cgit? it would be cool if site users could use
pygame's resident gitlab with the same credentials. I'm not sure how
far it's possible to set this up though.
cheers!
mar77i
A sigh of relief. GJ! :-D
cheers!
mar77i
the email link on the website points to the following url:
mailto:majord...@seul.org?body=unsubscribe%20pygame-users
Better luck next time, I guess?
cheers!
mar77i
the email link on the website points to the following url:
mailto:majord...@seul.org?body=unsubscribe%20pygame-users
Better luck next time, I guess?
cheers!
mar77i
On Fri, Dec 23, 2016 at 10:46 PM, Radomir Dopieralski
wrote:
> Please, no Angular, no leftpad.js, no client-side use-all-cpu
> works-only-in-my-favorite-browser unusable disabled-hostile confusing
> shiny technologies. That's exactly how the current website was created.
>
>
Use timers so you don't run on 100% CPU:
TIMER = pygame.NUMEVENT - 1
pygame.time.set_timer(TIMER, 50)
def show(self):
# this is a simple frame dropping logic, so that the event queue
empties per call of show()
# and within the time specified by pygame.time.set_timer
updated=False
On Sat, Dec 10, 2016 at 12:00 AM, Thomas Kluyver wrote:
> - Is this a regression relative to a version of pygame you were using
> before? If something has been broken recently, it's more important to fix
> that before a release than something that's a longstanding annoyance.
As
On Thu, Sep 29, 2016 at 10:54 AM, shortcipher
wrote:
> I get "pygame.error Out of memory" on pygame.image.load() of a 55.1 MB JPG
> with 41141 x 3317 pixels.
> What is the biggest image pygame can load?
> Is there any way of allocating more memory so that this image
Do you run the setup.py as your user? You may be in a virtual
environment or have a different configuration in your .local/ path?
Maybe setuptools somehow decides to use a different pip/python
version/whatvever? Thomas, you seem to miss that from your last mail?
cheers!
mar77i
For me, it's spelled 'Pygame', not 'pygame'. And pip offers v1.9.2b8
of that one.
cheers!
mar77i
What version do you get when you install pygame from pip?
I meant the paragraph beneath the one that made you write yet another mail.
I'll go ahead and quote it for you:
> We are pretty close to having 'pip install pygame' working on the three
> major platforms - it should already work today for Linux and Windows, but
> there are still a couple of
That being said, I want in no way defend the current site's design. I
probably find it just as bad as the next guy, although with a big
screen I think I'd nearly be able to navigate it. I merely pointed out
that not everyone has the same need for a good-looking and
well-structured pygame website.
On Mon, Sep 19, 2016 at 11:04 AM, Alex Z. wrote:
> Hi, I'm Alex.
Hi Alex
> And until today I still remember how I saw the website and I thought that it
> was just a little students project that couldn't really do much,
> as I needed like an eternity to find the download
Acutally, disregard this whole thread. I found a viable solution
around getattr() [0].
cheers!
mar77i
[0]
https://github.com/mar77i/pygametower/commit/758ecee24abf9baf134a3aea0c47ec8a4c6fffb9
Correction, I got the use of dict_from_event wrong, as it's only
referenced in PyEvent_new().
I hence rather suggest making event.dict a callable, which copies the
internal dict and adds the type as an additional item. And I would not
mind to implement it, too.
cheers!
mar77i
Hello list,
I have another minor gripe to report. Building my general input
decorator pattern [0] was fun, but as I started using it, I noticed
that ev.__dict__ doesn't add the type of the event to the dictionary.
Incidentally, though, that is the most significant designator for
event filters. So
I noticed another pattern I seem to consistently apply to all event
code I write.
Namely that I want to process all events during one iteration of the
main loop, but wait .
Up until recently I had used pygame.event.get() without noticing that
that essentially is a busy wait and hence migrated to
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