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

2022-03-15 Thread Michael
to make statements for the environment, for the animals, for the marginalized? ~ Michael On Sunday, March 13, 2022 3:42:01 PM PDT you wrote: > To quote Glyph, "I think it would be more helpful to make a statement in > support of Ukraine specifically. To say “peace” might suggest that Ukraine

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

2022-03-14 Thread Michael Lutynski
like the PSF to come out and make statements for. Please, just ask. ~ Michael On Sunday, March 13, 2022 6:14:29 AM PDT you wrote: > nope... > > i could if the python software would have done such statements for all > the war on earth for decades... but it did'nt > >

Re: [pygame] goodbye SDL1, python 2.7/3.5?

2021-10-09 Thread Michael Lutynski
I read through the thoughtful discussion on GitHub and I wouldn't even imagined some of the factors, like XP in China, but it seems like the right thing to do, as people will still have access to py2 and sdl1. ~ Michael On Saturday, October 9, 2021 12:43:08 AM PDT you wrote: >

Re: [pygame] Pygame 2.0.2.dev2 - Drumroll release

2021-08-23 Thread Michael Lutynski
Wow, great work, devs! 🎉🦾 ~ Michael On Sunday, August 22, 2021 3:49:31 AM PDT you wrote: > 💐💐😉😊💐💐 > ☕ Cheer Up! 🍵 > 🍂 ✨ )) ✨ 🍂 > 🍂┃ (( * ┣┓ 🍂 we have a python3 -m pip install pygame==2.0.2.dev2 > 🍂┃*💗 ┣┛ 🍂 > 🍂┗━━┛ 🍂 > 🎂 For YOU 🍰 > 💐💐😌😊💐💐 s

Re: [pygame] Bug: Circle tearing with mouse clicks within the window.

2020-12-14 Thread Michael Lutynski
Hello Michael and welcome to the community :) I tried your code on my Linux setup: Python 3.8.5, Pygame 2.0.0, SDL 2.0.12, KDE neon 5.20.04, Mesa DRI Intel HD Graphics 3000... After adding the missing WHITE = (255, 255, 255) and running your code, I didn't notice tearing as I move

[pygame] Bug: Circle tearing with mouse clicks within the window.

2020-12-14 Thread Michael Baca
Python 3.8.6 Pygame 2.0.0 Xubuntu 20.10 Nvidia 1060 6GB The following code, when run, causes an issue where the circle starts to tear as it moves across the screen if I click on the active window. Where I click seems to matter also, as the tearing can be adjusted by clicking at various points from

Re: [pygame] Re: Starting the pygame 2 series

2020-10-28 Thread Michael Lutynski
This is a huge achievement! \(^o^)/ Thank you to all the devs! :) ~ Michael On Wednesday, October 28, 2020 11:10:32 AM PDT you wrote: > ,--. > | oo| > | ~~| o o o o o o o o o o o o o > |/\/\| >python3 -m pip install pygame==2.0.0 > > The 28th o

Re: [pygame] Re: Starting the pygame 2 series

2019-10-07 Thread Michael Lutinsky
Wow, amazing work, all around! O_O */I'm tired./* Been spending some months on pygame stuff. That article(novella) I promised several months ago about contemporary C tools is still unfinished(but probably useful). http://renesd.blogspot.com/2019/09/post-modern-c-tooling.html[1] Learnt

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

2017-07-04 Thread michael
, and then from a remote computer, you could log into the Pi and control the desktop. I think that is more what you're looking for. Michael

Re: [pygame] take screenshots of desktop and any app running (even with direct3d, opengl, sdl, ...)

2017-06-20 Thread Michael Lutinsky
ion of the screen that allows YUV data to pass through the video buffer. In other words, they make all the RGB pixels 0,0,0 and overlay a YUV video through that black "hole". So there's nothing you can capture there. ~ Michael Hello, I wondered if this is possible with pyg

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

2017-03-12 Thread Michael Lutinsky
Thank you for calling that out as abusive. ~ Michael > On Mon, Mar 13, 2017 at 5:24 AM, Bork Air > wrote: > > > again, your website looks like shit > > > > the original green one had some design > > > > > > > Speaking of which... >

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

2017-03-11 Thread Michael Lutinsky
ake them! ~ Michael > Good ideas Michael. > > I'll improve the login message to be something like what you mentioned. > Also, there's plenty of opportunity for wordsmiths to improve the emails as > well. To perhaps make them more playful and fun. There's a '

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

2017-03-10 Thread Michael Lutinsky
versions 1.9.1. Even the line: "Not sure what to download? Read the Installation [1]Notes” has an 404 link. ~ Michael > Hey ya, > > yep. I've been meaning to improve the messaging there :) You need to > https://www.pygame.org/confirm first, since you already had an ac

Re: [pygame][website] A different approach to a new website

2016-09-20 Thread Michael Lutinsky
understand how to get going and discover Pygame at their speed, using the OS that happens to be in front of them. On that last point, I speak for kids who want to make games and who don’t get a choice of their OS, in contrast to us adult engineers. I say, go for it. What do yo

Re: [pygame] pygame.org

2016-09-02 Thread Michael Lutinsky
Hello and welcome Jorge! You can use the following link to create an account: /http://www.pygame.org/login/new.php?nospamplease=thisisabitweird/[1] Michael > > From https://bitbucket.org/pygame/pygame/issues/290: > > > There's a secret signup link - I don't kn

Re: [pygame] SDL2 / Kivy

2015-11-03 Thread Michael Lutinsky
Had no idea that Kivy has Pygame in its framework, runs across all platforms, uses SDL2 and now Python 3. Very impressive. ~ Michael > The Kivy library seems to be more complex than Pygame, but has more > features.It appears to run on OpenGL ES 2. I noticed in the Kivy blog: >

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

2015-10-21 Thread Michael Lutinsky
I’m half tempted to take you up on the offer just for the challenge of it, but my time isn’t so free either. Would it be a good idea to post this request on the pygame.org site where others could find it? There must be someone who’d be happy to do this. ~ Michael > Lenard committed chan

Re: [pygame] Function for keyboard movement

2015-10-07 Thread Michael Lutinsky
your code, such as having one draw function and one update function. *def* draw(): screen.clear() alien.draw() This is all Python and Pygame under the hood, but it cleans up the path so it’s easier for newcomers to understand. Hope this gives you a different perspective. ~ Michael > H

Re: [pygame] Function for keyboard movement

2015-10-07 Thread Michael Lutinsky
ate.”* *”It is intended for use in education*, so that teachers can teach basic programming without needing to explain the Pygame API or write an event loop." Very cool, actually, and may be just what you need. ~ Michael > Hi folks, > > We're introducing Python for 9

Re: [pygame] Re: sprint this weekend

2015-08-20 Thread Michael Lutinsky
re doing great. Ignore the angry comments; there are those like me who have nothing but appreciation for what you’re doing! ~ Michael

Re: [pygame] Re: sprint this weekend

2015-08-17 Thread Michael Lutinsky
Woohoo!!! We have a new site!!! Thank you, René :) ~ Michael

Re: [pygame] Pygame_SDL2 Extensions

2015-08-05 Thread Michael Lutinsky
Yes, very nice! I like how it’s a very minimal set of additions over pygame. And thinking about it more, I can see how keeping as much of the API the same will keep the goodwill and momentum for pygame going, especially with the books that have been written with it in mind. ~ Michael

Re: [pygame] Problem loading 48 sounds?

2015-07-29 Thread Michael Lutinsky
. Not good. Very slow. Think fast. Instead, preload all game assets--images and sound--before the main update loop begins. Good luck and let us know how it goes! ~ Michael > Hi! > I've created a simple 2D graphic program to play the piano thanks to a > computer keybo

[pygame] Re: GUI for pygame : ThorPy

2015-07-02 Thread Michael
Just a small question, could you import custom pictures for the buttons, so it looks more customized? -- View this message in context: http://pygame-users.25799.x6.nabble.com/GUI-for-pygame-ThorPy-tp1944p1984.html Sent from the pygame-users mailing list archive at Nabble.com.

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

2015-07-02 Thread Michael
So while looking around the internet today, I came across this little gem: http://www.baumanfamily.com/john/risk.html The amount of code in it that help is outstanding, and really helps with learning how to code a board game. -- View this message in context: http://pygame-users.25799.x6.nabble

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

2015-07-02 Thread Michael
I am not familiar with the names, again, I am a VERY novice coder, have watched one tutorial, whilst going through the book 'invent with python' as well. -- View this message in context: http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1982.html Sent fro

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

2015-07-01 Thread Michael
No, I am not familiar with that at all. -- View this message in context: http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1980.html Sent from the pygame-users mailing list archive at Nabble.com.

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

2015-07-01 Thread Michael
>Create an image of the board. >Save the countries as coordinates that refer to the centre of >the country. >For each country, save a list of countries that are connected. >When units are in a country, display them at the centre >coordinate.

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

2015-06-30 Thread Michael
Quick question: For my game I want territories that are different shapes, not tiles, is it done the same way? or is there another process completely? -- View this message in context: http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1973.html Sent from th

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

2015-06-30 Thread Michael
Thanks a ton guys! When I finish the game I am ultimately trying to make (The first Balkan war) I will post it on these forums :) -- View this message in context: http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1972.html Sent from the pygame-users maili

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

2015-06-30 Thread Michael
I actually coded my own pong game, I forgot to add a pause menu though. However, I still need to know how to code in 'combat' (die rolls, causalities ETC.) Movement of troops and still alll the others listed above. -- View this message in context: http://pygame-users.25799.x6.nabble.com/Need-a-

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

2015-06-30 Thread Michael
Hello, novice coder here. I need help coding a board game. What I need to learn (because I dont know how to do it already): Combat (die rolls, have troops removed on those die rolls) An interactive map (Player/players can move the map around to view a different area, zoom in and out ETC.) Units m

Re: [pygame] GUI for pygame : ThorPy

2015-06-25 Thread Michael Lutinsky
I looked over the ThorPy examples on your site and it was all very easy to understand. Kudos! ~ Michael > Hi Yann, > > I made one, too, a couple of years ago. Here it is: > http://www.burtonsys.com/download/DavesGUI.zip > > It sounds like yours is probably more complete

Re: [SPAM: 8.411] [pygame] GUI for pygame : ThorPy

2015-06-25 Thread Michael
Yes, I too look for the day when we can have a new pygame.org site that we can serve our community’s needs. ~ Michael > I refer to Yann Thorimbert's message. > > Someone out there should pay a bit more attention to this kind of situation > where contributors who wa

Re: [pygame] Noob question: playing sounds

2015-06-04 Thread Michael Lutinsky
I can verify that running: $ python /usr/lib/python2.7/dist-packages/pygame/examples/sound.py plays without error on my Kubuntu distro (x86_64 Linux kernel 3.19.0-18, pulseaudio 6.0). Must be a RPi issue? ~ Michael > Well, this is strange. In > /usr/lib/python2.7/dist-packages/

Re: [pygame] Pygame_sdl2

2015-04-07 Thread Michael Lutynski
I too am very stoked to hear about the pygame1 release and the pygame_sdl2! This is wonderful!! ~ Michael On Tue : Apr 7, 2015 3:13:02 PM you wrote: > pps. yes, I think it would be nice to join forces. Including testing, > porting, doing missing modules, and re-licensing or rewriting LGP

Re: [pygame] Pygame_sdl2

2015-04-05 Thread Michael Lutynski
This is great news, and thank you for sharing this. How do we get this on the news feed on the main pygame.org site so that there isn’t a perception that “nothing’s happening” with PyGame? ~ Michael On Sat : Apr 4, 2015 6:42:36 PM you wrote: > I mentioned this in passing a few months ago,

[pygame] Re: PyGame app I'd like to add to the web site

2015-04-02 Thread Michael
I would recommend trying to contact someone via the pygame website if you already tried that, then, well, IDK what to tell you. -- View this message in context: http://pygame-users.25799.x6.nabble.com/PyGame-app-I-d-like-to-add-to-the-web-site-tp1804p1814.html Sent from the pygame-users mailing

[pygame] Re: 'invalid syntax error' while trying to change .py to .exe

2015-04-02 Thread Michael
Ok, Well, I hade python 3.2 installed, and pygame for python 3.2, so I got python 3.4, and installed pygame via PIP. That fixed the problem :) -- View this message in context: http://pygame-users.25799.x6.nabble.com/invalid-syntax-error-while-trying-to-change-py-to-exe-tp1808p1813.html Sent fro

[pygame] Re: 'invalid syntax error' while trying to change .py to .exe

2015-04-01 Thread Michael
Fixed -- View this message in context: http://pygame-users.25799.x6.nabble.com/invalid-syntax-error-while-trying-to-change-py-to-exe-tp1808p1810.html Sent from the pygame-users mailing list archive at Nabble.com.

Re: [pygame] made a game

2015-03-13 Thread Michael Lutynski
Yes, a really fun and clever game, it made me smile. I looked through the code and it was easy to understand. It would be nice to have this among the standard Pygame example games. ~ Michael

Re: [pygame] Slow rendering speed - sprites

2015-03-09 Thread Michael Lutynski
Isn’t Pyglet using OpenGL by default? I’d like to see the next iteration of Pygame use hardware acceleration by default so that this type of issue goes away. ~ Michael On Sun : Mar 8, 2015 2:14:39 AM you wrote: > Much better, thanks. > > The only a bit serious impact on performan

Re: [pygame] Best instructions for a Pygame setup on OS-X?

2015-02-26 Thread Michael Lutynski
a great learning platform, but it doesn’t seem like there is a solution here. Still very fiddly on the Mac :( ~ Michael

Re: [pygame] registration

2015-02-05 Thread Michael Lutynski
page an issue for its not being adopted? Who is in charge of the site?? And what would it take to have a vibrant community that pygame deserves? ~ Michael On Fri : Feb 6, 2015 12:03:06 AM you wrote: > Hi, I would like to register to pygame.org but it was disabled, can someone > sign

Re: [pygame] Dark Gates - pygame game on Steam.

2015-01-28 Thread Michael Lutynski
Congratulations!!! I’ve been noticing this on pygame.org for awhile and it says that a lot you stuck with it and finished your game \o/ ~ Michael

Re: [pygame] import failure

2015-01-23 Thread Michael Lutynski
/project-Perlin+Noise+Generator-1044-.html[2] Good luck! ~ Michael On Fri : Jan 23, 2015 1:27:28 PM you wrote: > Hello, > > I am new to the list. My present project is to try several methods of game > map > generation (perlin noise, cellular automatons, etc...) and for now barel

Re: [pygame] My game - Time Trek version 1.3.

2014-12-25 Thread Michael Lutynski
png. I’d suggest downloading and installing Ubuntu 14.04. It’s so much fun to develop under Linux, and there’s so many tools that it’s an embarrassment of riches. Keep trying! ~ Michael On Fri : Dec 26, 2014 10:58:01 AM you wrote: > Hi guys, > > I've reworked my game (Time Trek)

Re: [pygame] My game - Time Trek

2014-12-15 Thread Michael Lutynski
would be great if you could get an account on pygame.org so you could post your game there for discovery and feedback. Can anyone here help Ted showcase his game on pygame.org? Michael On Mon : Dec 15, 2014 4:12:10 PM you wrote: > Hi guys, > > I've been unsuccessful at getting reg

Re: [pygame]

2014-12-05 Thread Michael Lutynski
This is the most exciting Pygame news I’ve heard in like 2 years! I wish others could hear about this via the pygame.org news section. This kind of breath of fresh air is sorely needed, I think. ~ Michael On Thu : Dec 4, 2014 10:30:28 PM you wrote: > On Thu, Dec 4, 2014 at 11:28 AM, P

[pygame] Announcing SplatGL

2014-10-29 Thread Michael Dale Long
You can find more information here: Announcement: http://digitalbytes.net/announcing-splatgl/ Github repository: http://github.com/nikarul/splatgl/ -Michael

Re: [pygame] Updating the pygame.org news section with an intro video to pygame?

2014-05-25 Thread Michael Lutynski
Yay! Thank you Jason :) I'm also looking forward to the new pygame website. .-. ((`-' \\ \\ .="""=._)) ; '=. "'" '==" ~ Michael

Re: [pygame] Updating the pygame.org news section with an intro video to pygame?

2014-05-23 Thread Michael Lutynski
So can someone connect me with the person or persons who are in charge of the pygame.org site to get Pygame news posted? I really want to see Pygame get some love, and I'd be willing to help. ~ Michael On Wed : May 21, 2014 11:05:19 PM you wrote: > I'd like to get this piece o

[pygame] Updating the pygame.org news section with an intro video to pygame?

2014-05-21 Thread Michael Lutynski
nal wish to see more Pygame news to counter PySDL's presence. I feel that all the mentioning of PySDL is like an endorsement of PySDL over Pygame. I want to hear more about Pygame :) Michael

[pygame] unsubscribe pygame-users

2013-07-03 Thread Michael Blaß
unsubscribe pygame-users smime.p7s Description: S/MIME cryptographic signature

[pygame]

2013-06-30 Thread Michael Blaß
unsubscribe pygame-users

Re: [pygame] Surface objects

2011-07-15 Thread Michael Carius
On Fri, Jul 15, 2011 at 5:41 AM, DR0ID wrote: > ** > On 15.07.2011 13:52, sam.hack...@sent.com wrote: > > On Thu, 14 Jul 2011 13:57 -0700, "Michael Carius" > wrote: > > # Python 2.x code > class MySurface(object): > def __init__(self, obj

Re: [pygame] Surface objects

2011-07-14 Thread Michael Carius
an instance field isn't found the usual way. So, if you have a MySurface object called "s", this wouldn't invoke __getattr__: assert s.__init__ But this would: assert s.convert And calling s.convert() would still function as normal, because its self parameter is actually bound to s._surf. Hope that helps, -- Michael

Re: [pygame] roguelike question

2010-10-04 Thread Michael Schultz
> Well, the idea that you need to > > "put it in a class" > in order to > "access it in the files that needed it" > > is certainly not correct. You could do it that way, however like > Marius says, that's a very strange usage. > A more sensible usage could be: > 1. Scrap the class, move the two

Re: [pygame] roguelike question

2010-10-04 Thread Michael Schultz
> Have you read PEP 8? > > Your Common.Common class, which has two unrelated methods and no > instance state, and is instantiated everywhere for a single use and then > discarded, is not how we do things in Python land. What's wrong with a > simple global function? I only discovered PEP 8 rece

[pygame] roguelike question

2010-10-04 Thread Michael Schultz
Hi, new to the list, but not the language. I'm completely at home with Python :) Right now, I'm coding a roguelike game, and am having trouble getting the map to update changes. I've got movement and collision detection, but for whatever reason, the changes to the map are not being updated. Whe

Re: [pygame] Is PyGame dying?

2010-01-27 Thread Michael George
Actually, despite the slightly lower activity recently, I've found this forum to be active and helpful and was quite surprised at the initial complaint in the thread. I think the pygame developers and community do a great job given that it's a completely volunteer effort. Thanks guys! --Mike

Re: [pygame] "Paths"

2010-01-23 Thread Michael George
You might consider cairo. --Mike Bill Coderre wrote: So I've been hacking Mac OS X's "Core Graphics" as a way of learning iPhone coding (gotta sharpen those job skills), and I was wondering if there's an extension to pygame or python somewhere that implements "path" based graphics. In this m

Re: [pygame] Trolls Outta Luckland - 0.0.4

2010-01-02 Thread Michael George
On Sat, Jan 2, 2010 at 8:27 AM, Michael George mailto:mdgeo...@cs.cornell.edu>> wrote: In 0.0.4: ImportError: Bad magic number in lib/game_globals.pyc $ cd /home/mdgeorge/tmp/trolls_outta_luckland $ ./Trolls_Outta_Luckland.py Gumm Forget that. Loo

Re: [pygame] Trolls Outta Luckland - 0.0.4

2010-01-02 Thread Michael George
nd.py", line 989, in main jukebox = gumm_sound.Jukebox() NameError: global name 'gumm_sound' is not defined --Mike B W wrote: For those of you who yawned at v0.0.3... :) http://www.pygame.org/project-Trolls+Outta+Luckland-1358-2419.html# Many thanks to Michael George and Bryce Schro

Re: [pygame] File Hosting

2010-01-02 Thread Michael George
No. They support cvs and svn if you want to use them, but you can also upload any kind of file to the files section. -M Yanom Mobis wrote: I know about SourceForge, but don't they make you use that SVN thing? I just distribute my games as source code in .zip files. --- On *Fri, 1/1/10, Alex

Re: [pygame] Trolls Outta Luckland - new release

2009-12-22 Thread Michael George
B W wrote: I'm not sure what you mean. If I move the mouse east, the cursor moves east. If I then start moving the mouse west, the cursor immediately jumps to the west of the ship, even if it's currently on the east. --Mike

Re: [pygame] Trolls Outta Luckland - new release

2009-12-22 Thread Michael George
B W wrote: On Mon, Dec 21, 2009 at 9:33 AM, Michael George wrote: Nevertheless, because there's a lot of hand-eye involved in wielding an invisible mouse there probably needs to be a visual cue. But I think I get what you're saying. Correct me if I'm wrong. Picturing it this way

Re: [pygame] Trolls Outta Luckland - new release

2009-12-21 Thread Michael George
B W wrote: wrote: Control scheme interesting and somewhat novel but a little difficult (probably to at least in part to unfamiliarity); there is potential there but it needs refinement. I think I would like mouse to aim, keys to move the ship, personally. Sadly for keyboard and joysti

Re: [pygame] Masks?

2009-12-15 Thread Michael George
I would create separate surfaces and masks for each frame. If you want to keep all the frames in one surface, you can use subsurfaces for each frame: http://www.pygame.org/docs/ref/surface.html#Surface.subsurface. Then create the masks out of the subsurfaces and use Mask.overlap to do the int

Re: [pygame] which python and pygame versions?

2009-12-14 Thread Michael George
My approach is to choose a development platform and then use whatever comes with. For example, I use ubuntu, and then apt-get install python python-pygame. That way things will be painless for me and anyone using the same platform as me. If I later decide I want to make it available then I w

Re: [pygame] how to "think rotation" on a longitude-latitude reference system ?

2009-12-11 Thread Michael George
Massimo Di Stefano wrote: to learn more maybe i need numerical examples, so now i'm creating 2 first function to : transform lon-lat-heading to quaternion representation and viceversa from quaternion to euler angles. something like : euler2quat(lon,lat,heading) quat2euler(q) # where q = a

Re: [pygame] how to "think rotation" on a longitude-latitude reference system ?

2009-12-11 Thread Michael George
Greg Ewing wrote: Michael George wrote: I'm not sure, but I think using that terminology, if you have a quaternion representing your position/orientation on the surface of the sphere, then converting it to euler angles gives your (longitude, latitude, heading) = their (heading, att

Re: [pygame] how to "think rotation" on a longitude-latitude reference system ?

2009-12-10 Thread Michael George
Michael George wrote: Hi Massimo, You may find the quaternions in pyeuler useful: And of course it's euclid, not euler. --Mike

Re: [pygame] how to "think rotation" on a longitude-latitude reference system ?

2009-12-10 Thread Michael George
Hi Massimo, You may find the quaternions in pyeuler useful: http://code.google.com/p/pyeuclid/ I'm not sure, but I think using that terminology, if you have a quaternion representing your position/orientation on the surface of the sphere, then converting it to euler angles gives your (longitu

Re: [pygame] exact algebraic numbers?

2009-11-29 Thread Michael George
Michael George wrote: Greg Ewing wrote: But the back of my envelope is not wide enough to accommodate any more of this. A little bit further and you would have seen the fail: sqrt(3) * sqrt(6) = 3 * sqrt(2) and we're back where we started. However my algebra book assures me

Re: [pygame] exact algebraic numbers?

2009-11-29 Thread Michael George
Greg Ewing wrote: But the back of my envelope is not wide enough to accommodate any more of this. A little bit further and you would have seen the fail: sqrt(3) * sqrt(6) = 3 * sqrt(2) and we're back where we started. However my algebra book assures me (non-constructively) that {1, sqrt(2), s

Re: [pygame] exact algebraic numbers?

2009-11-29 Thread Michael George
DR0ID wrote: Michael George schrieb: Hello, For my game I need to represent right isosceles triangles, and do operations including translation and rotation in 15 degree increments. Unfortunately, I cannot tolerate rounding error, because it will cause bad visual and gameplay artifacts

[pygame] exact algebraic numbers?

2009-11-28 Thread Michael George
Hello, For my game I need to represent right isosceles triangles, and do operations including translation and rotation in 15 degree increments. Unfortunately, I cannot tolerate rounding error, because it will cause bad visual and gameplay artifacts. I'm thinking of representing points as ve

Re: [pygame] Need names and nationalities for AI playes in new sport-game

2009-11-13 Thread Michael George
Michael George, NY USA John Eriksson wrote: I started to search the net to find inspiration for names and nationalities to the AI-players. But then I thought it would be much nicer to use the names and nationalities of pygame developers instead of just using fictive names. [snip] If you

Re: [pygame] Limited Range?

2009-11-03 Thread Michael George
If you find this is too slow, you'll get much better performance by removing the **'s, they're quite slow compared to other arithmetic. Use x*x instead of x**2 and square both sides of the inequality to remove the **0.5. P.F.C. wrote: I'm not getting the attachment but this might help. If y

Re: [pygame] Tilesets and Charsets

2009-08-23 Thread Michael Fiano
quality artwork. Browsing the webring on their sites will yield great results. These are by far some of the best resources on the Internet for games, commercial or free. I hope this will get you started, Michael Fiano, BloodCurse Team Leader On Sun, Aug 23, 2009 at 6:48 PM, Michael Long wr

Re: [pygame] Tilesets and Charsets

2009-08-23 Thread Michael Long
There's Reiner's tilesets: http://reinerstileset.4players.de/ He has some other free resource besides tiles as well. -Michael On Sun, Aug 23, 2009 at 4:58 PM, Henrique Nakashima < henrique.nakash...@gmail.com> wrote: > Hello, > > I am writing a framework to develop

Re: [pygame] sprite 'weird' rotation

2009-07-19 Thread Michael George
Note that you would need rotate_point or something similar if you want to rotate around a point that's not the center. Michael George wrote: Oops, I made a type. See attached Michael George wrote: Actually, after looking more closely, rotate_point wasn't what you needed. The p

Re: [pygame] sprite 'weird' rotation

2009-07-19 Thread Michael George
Oops, I made a type. See attached Michael George wrote: Actually, after looking more closely, rotate_point wasn't what you needed. The problem was because when you rotate the image, the output is still an upright rectangle, and you were placing (the upper left corner of) that rectang

Re: [pygame] sprite 'weird' rotation

2009-07-19 Thread Michael George
still newbie on Pygame, and i still struggle a lot about how Python deals with variables, arrays, lists, and methods ) if someone know how to fix it, be welcome on editing that, and sharing us the resulting pastebin url - thanks a lot in advance! :) On 7/19/09, Michael George wrote: You can

Re: [pygame] sprite 'weird' rotation

2009-07-19 Thread Michael George
You can use a function from my game: http://pen.svn.sourceforge.net/viewvc/pen/data/parts/cannon.py?revision=31&view=markup see the rotate_point function --Mike Paulo Silva wrote: hi, i confess it seems a bad handle from me about sprite rotation on Pygame - do someone know better how we can

Re: [pygame] main game object using singleton/global/static?

2009-07-18 Thread Michael George
Daniel Jo wrote: Either singletons or globals would work fine. Singletons are more useful when you see a need to enforce a rule that the class must be instanced only once, but if you are the only developer and can trust yourself not to do something silly, globals work just as well. I tend to

Re: [pygame] main game object using singleton/global/static?

2009-07-17 Thread Michael George
Because python modules are just like classes, I tend to avoid the singleton pattern in python and simply use module-level variables. For example, in my game I have: ---globals.py--- import pygame pygame.display.init() screen = pygame.display.set_size(...) # a handful other commonly used vari

Re: [pygame] resources for edge tile algorithm

2009-07-02 Thread Michael Fiano
are drawing in the wrong order? On Tue, Jun 30, 2009 at 5:41 PM, Michael Fiano wrote: > Fawkes, > Yes, my rock is actually on a separate layer that is supposed to be drawn > after the base terrain, but it seems it has to be reorganized as somehow the > transitions are drawn after the 2

Re: [pygame] resources for edge tile algorithm

2009-06-30 Thread Michael Fiano
Fawkes, Yes, my rock is actually on a separate layer that is supposed to be drawn after the base terrain, but it seems it has to be reorganized as somehow the transitions are drawn after the 2 layers with my recent changes. On Tue, Jun 30, 2009 at 9:52 AM, Fawkes wrote: > Michael, > &g

Re: [pygame] resources for edge tile algorithm

2009-06-29 Thread Michael Fiano
Thanks for the suggestions. Using 12 transition tiles for every type of terrain tile, I was able to automatically fill in the transitions. I'm not sure if more transition tiles are needed, as I'm pretty happy with the results so far. Now I am onto part 2, which is ordering them to be drawn by prece

Re: [pygame] resources for edge tile algorithm

2009-06-24 Thread Michael Fiano
Sorry, I forgot to mention that I already have all the transition tiles and they are not simple gradients, but pretty nice pixel art that is different in all directions making it look pretty realistic. For each type of terrain it should smooth the edges using the existing transition tiles. On Wed,

[pygame] resources for edge tile algorithm

2009-06-24 Thread Michael Fiano
I am looking into edge tile placement algorithms for 2D square tile maps, for the pygame 'bloodcurse'. The idea is I have a layer of square tiles representing each type of terrain laid down. Then another layer with transparent curves is layered over the top of the previous layer to create transitio

[pygame] Re: Problem with display.update(rectangle_list)

2009-06-11 Thread Michael Leach
Lenard, what you suggested worked perfectly. If I'd have paid more attention when learning about blitting I'd have known that! Thanks to everyone for your help :)

[pygame] Re: Problem with display.update(rectangle_list)

2009-06-10 Thread Michael Leach
Certainly. If you test this and nothing updates, move it partially outside of the screen space and hopefully you'll see what I'm experiencing. Keep in mind I did this quickly just for testing purposes, so just ignore the inefficiency of rendering the font every frame. pygame.init()

[pygame] Re: Problem with display.update(rectangle_list)

2009-06-10 Thread Michael Leach
To Rene, I am using 1.8.1 (typo!) To Ian, I was under the impression that the rendered font's rect would also be its coordinate location within the window. For example, I would blit it to the display's surface and the get_rect would return the exact area of the display that needed to be updated.

[pygame] Re: Problem with display.update(rectangle_list)

2009-06-10 Thread Michael Leach
I forgot to mention that the code example I gave is similar, but not exactly like the code I'm trying to use. The example actually hangs on my system, but the original code has the weird effects I mentioned. However, there is not really a huge difference between the two besides the location of the

[pygame] Problem with display.update(rectangle_list)

2009-06-10 Thread Michael Leach
Hi, I'm fairly new to pygame, and I tried posting this before, but I don't think it went through (sorry if this is the fourth posting... I'm having a fail-day). The issue I'm having is with pygame.display.update(rectangle_list). It doesn't seem to update correctly when I pass a rectangle list with

Re: [pygame] Bitmask Collision Response

2009-06-06 Thread Michael George
One option I've been investigating is the use of convolutions for bitmask collision response. I've been using it for drag-and-drop collision response, but you might find it useful for other kinds of response as well. The way it works is as follows: if I have an object that's moving through a

Re: [pygame] Re: Implementing save feature

2009-05-22 Thread Michael George
My game pen (http://sf.net/projects/pen) uses XML to save levels and solutions. It's possibly a little fancier than you need because the game itself is extensible, so it uses some python dynamic dispatching. Anyway, you can take a look at the save and load methods of level.py at http://pen.sv

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