Re: [pygame] my rpg game (so far)

2008-10-31 Thread Paul Pigg
Have you tried using the pygame.key.set_repeat() function? Otherwise, I would use the KEYDOWN event to set the speed in either x or y direction (I like diagonal movement ;)) and the KEYUP event to reset the directional speed to zero. With that method, you'd need logic to deal with abrupt changes

Re: [pygame] help PGU Utilities

2008-08-07 Thread Paul Pigg
I'm not familiar with PGU's api in regard to diagramming capabilities, but if I were using pygame for something like this, i'd do something like the following. It seems like you should be able to write a handler for mouse clicks. In that handler, you'd check to see if the user clicked on one of y

Re: [pygame] pygame and bulletml

2008-07-29 Thread Paul Pigg
I don't know bulletML and don't have plans for using it, but xml didn't seem to hard to work with when I needed to. Here's a quick contrived example based on the "fire" example xml on the website, just to give you a quick idea of the api. On it's own, it's not too useful. --Paul import xml.dom.

Re: [pygame] pygame and anaglyph games

2008-07-28 Thread Paul Pigg
Yeah, it looked much like that to me, too. I believe it should be possible in pygame, but if that is in fact what he wants to do, then I know that vpython has stereo vision capabilities builtin, enabled by a simple flag. Not that I am saying vpython will meet all your needs (it can be quite limiti

Re: [pygame] image-loading path

2008-07-14 Thread Paul Pigg
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

Re: [pygame] image-loading path

2008-07-14 Thread Paul Pigg
I would use os.path.abspath() to see if the path you think you are passing is what is actually being passed. e.g., import os, pygame p = os.path.abspath("../images/image.png") print p pygame.image.load(p) --p On Mon, Jul 14, 2008 at 9:23 AM, Dan Krol <[EMAIL PROTECTED]> wrote: > Lets say you

Re: [pygame] Question about timing

2008-05-12 Thread Paul Pigg
Francesco, Heh, I glanced over the background to your question before answering it, but I do believe Ian is right - clock.tick() is great for keeping a game thread from running too fast, but it is not very accurate - the value passed to Clock.tick() is the max framerate, and it can often dip down

Re: [pygame] Question about timing

2008-05-12 Thread Paul Pigg
Francesco, The output looks like an integer to me - an integer representing the millisecond count. Python agrees it is an integer: >>> type(clock.get_time()) Also, I'm assuming your indentation is off on the second clock.get_time() call. The main problem I see other than that is that you need