Re: [pygame] Current working version of Python and pygame

2020-10-23 Thread Berlioz Silver
You can add python to PATH by rerunning the same installer you used to install it. There will be a "modify" choice, and in the next two pages are options to adjust the parts of python installed, and to add it to "the environment"-- the PATH. I would suggest using 3.7. 3.8 is likely to work, but

Re: [pygame] OpenGL stretch of a pygame.Surface

2014-08-07 Thread Berlioz Silver
right. Before you blit. My bad. On Mon, Aug 4, 2014 at 6:03 PM, Greg Ewing greg.ew...@canterbury.ac.nz wrote: Berlioz Silver wrote: You want pixels2d, which gives you a variable which _references_ the data. Yes, sorry, I got it the wrong way round. You need to start with a normal surface

Re: [pygame] OpenGL stretch of a pygame.Surface

2014-08-04 Thread Berlioz Silver
You want pixels2d, which gives you a variable which _references_ the data. While the reference is still there, the surface is locked (otherwise you could change the data mid-blit, which would be bad). Instead, you should use: del (variable with pixels2d in it) right before you pass it off to GL

Re: [pygame] Re: Pygame not handling keyboard tracking correctly

2014-06-23 Thread Berlioz Silver
OK EVERYONE. If someone had read the python docs, they'd have known exactly why this occurs. The difference between the keyword operator is and == is due to the fact that: * some people want to compare a custom class and an integer, and if the custom class' __ methods return the same as the

Re: [pygame] Segmentation Fault, Abort trap: 6

2014-05-23 Thread Silver
According to here (https://groups.google.com/forum/#!topic/kivy-users/QdSkaIcP9d0) this is usually due to a faulty installation. On 5/23/2014 2:17 AM, Marian Steinbach wrote: Hi! I just installed pygame today after some time to re-animate an old project of mine. I used the current source

[pygame] pygame midi module

2013-07-22 Thread Silver
I was trying out the pygame.midi module in the python interpreter. It seems nice although it is a WIP (?). Just thought I'd let you know trying to create multiple output objects for the same output can cause a segfault. Specifically, when you re-init the module (pygame.midi.quit();

Re: [pygame] Attribute Error

2012-11-22 Thread Silver
On 11/22/2012 2:22 PM, myles broomes wrote: I didnt name it pygame.py? The name of the file is pong.py. It isnt just this file im having trouble with, its every file that involves the pygame module. Date: Thu, 22 Nov 2012 12:39:53 -0500 Subject: Re: [pygame] Attribute Error From:

Re: [pygame] BGRA to RGB/RGBA, fastest way to do so

2012-09-01 Thread Silver
On 9/1/2012 12:52 PM, gm770 wrote: I'm trying to convert a color string buffer, and looking for the fastest way to do so. I'm capturing a 2 screen desktop (h=1080, w=3840), but it comes in as BGRA, and I don't see an obvious way to convert that to RGBA or RGB. The fastest way I have so far

Re: [pygame] rotate around point

2012-08-21 Thread Silver
try using math.sin() and math.cos() for example: lets call the position of the shoulder shoulderPosition which is a tuple (0,0) lets call the angle you want to rotate it to angleShoulder (in radians, to convert from degrees use math.radians() lets call the length of the upper arm upperArmLength

[pygame] help with clock

2012-05-08 Thread Silver
I wrote a small clock program that I might use if it turns out well, but I am having a small issue where the top of the arcs that grow over time shifts when I would like it to stay still. Does anyone know how to achieve this? from pygame import * import time, math import pygame, sys def

Re: [pygame] Intercepting the Keyboard

2012-03-08 Thread Silver
On 3/7/2012 8:03 PM, Ryan Strunk wrote: Hello everyone, In creating audio-based games, I'm trying to make my programs work with major screen readers. The problem is that the industry leader, JAWS, likes to intercept keystrokes sent to the system. This means that if you build arrow key use

Re: [pygame] Line collision detection?

2012-02-21 Thread Silver
On 2/20/2012 1:50 PM, Julian Marchant wrote: Hi, I tried searching the internet for an answer, but didn't find anything, so I'll ask here. One problem with normal collision detection I'm sure we're all aware of is the problem that objects moving too fast can pass through other objects

Re: [pygame] Re: Is Pygame suitable for full HD games?

2012-02-06 Thread Silver
), pygame.HWSURFACE) then just blit it as normal. I hope this answers your questions, Silver

Re: [pygame] Is Pygame suitable for full HD games?

2012-02-05 Thread Silver
On 2/5/2012 6:23 AM, Luis Morcillo wrote: I finished the tiled background engine, and I've noticed a 15 fps drop in 1920x1080. And when I added a 5 planes parallax scroll, fps are going down to 10-20. I doubt it's the machine, as I play games like Starcraft in Ultra settings on it. Also, I'm

[pygame] Just sharing

2012-02-03 Thread Silver
I've been working on my little gravity program, except it really doesn't apply to gravity anymore. Feel free to use it as you wish. : * press Esc to exit, q to almost stop all the particles, mouse to move the central particle, any other key to add a new particle. * 3d distances+ interactions *

[pygame] Re: antialiasing routine

2012-01-23 Thread Silver
On 1/23/2012 3:54 PM, Silver wrote: Anybody know a really fast antialiasing routine for python/pygame? Nevermind. I really need to pay attention and look stuff up elsewhere. Sorry for mail spam.

[pygame] Python optimization help

2012-01-19 Thread Silver
I'm trying to speed up this program as much as possible. Anyone able to help? import pygame import random import multiprocessing import time import math width = 1000 height = 800 x = 0 class Consumer(multiprocessing.Process): def __init__(self, task_queue, result_queue):

[pygame] Re: Python optimization help

2012-01-19 Thread Silver
On 1/19/2012 5:32 PM, Silver wrote: I'm trying to speed up this program as much as possible. Anyone able to help? Waugh. Old version... import pygame import random import multiprocessing import time import math width = 1000 height = 800 x = 0 class Consumer(multiprocessing.Process

[pygame] Re: Python optimization help

2012-01-19 Thread Silver
On 1/19/2012 5:33 PM, Silver wrote: On 1/19/2012 5:32 PM, Silver wrote: I'm trying to speed up this program as much as possible. Anyone able to help? Waugh. Old version... Oddly enough, lowering the amount of extra workers in the pool results in a higher speed?

[pygame] Antialiased circle

2012-01-17 Thread Silver
Does SDL have a function for this?

Re: [pygame] Antialiased circle

2012-01-17 Thread Silver
with pure pixels. For pygame, look at the primitives module, I believe. Op 17 januari 2012 21:14 schreef Silver rockac...@gmail.com het volgende: Does SDL have a function for this? Thanks to both who answered!

[pygame] Help

2012-01-17 Thread Silver
Ok, so I got multicore working and didn't kil my pc. However, the threads aren't really doing what I want them to do. anyone know why The main python process amx's out and the rest are left at ~1% cpu? (I have many cores, so one core isn't the issue) import pygame import random import

[pygame] Re: Help

2012-01-17 Thread Silver
On 1/17/2012 8:20 PM, Silver wrote: Ok, so I got multicore working and didn't kil my pc. However, the threads aren't really doing what I want them to do. anyone know why The main python process amx's out and the rest are left at ~1% cpu? (I have many cores, so one core isn't the issue) Never

Re: [pygame] Capturing Multiple Keyboard Inputs

2012-01-16 Thread Silver
On 1/15/2012 8:16 PM, Ian Mallett wrote: On Sun, Jan 15, 2012 at 7:46 PM, Ryan Strunk ryan.str...@gmail.com wrote: Hello everyone, I am testing my understanding of the pygame.key module by creating a program that pans the sound of a car engine and raises/lowers its frequency. While the

Re: [pygame] Capturing Multiple Keyboard Inputs

2012-01-16 Thread Silver
On 1/16/2012 11:35 AM, Radomir Dopieralski wrote: On Mon, Jan 16, 2012 at 20:22, Silver rockac...@gmail.com wrote: On 1/15/2012 8:16 PM, Ian Mallett wrote: On Sun, Jan 15, 2012 at 7:46 PM, Ryan Strunk ryan.str...@gmail.com wrote: Hello everyone, I am testing my understanding

[pygame] A little help please

2012-01-14 Thread Silver
I need some help with a program that I'm trying to write with pygame. I am having two issues: * the squares aren't being drawn 1 px small so that they leave a black grid * the squares on the edges are extending, even though I don't think I told them to. anyone know how to fix

[pygame] a little help

2012-01-14 Thread Silver
Oops, got my rect width argument wrong... Never mind.

Re: [pygame] Capabilities of Pygame

2012-01-12 Thread Silver
On 1/12/2012 5:45 PM, Ryan Strunk wrote: Hello everyone, -[erased] Ryan Hey, as a veteran programmer, what I can say about python's speed is that it is sufficient to do a very many of things. With python/pygame the only speed issues I have run into are: * Programming Language

[pygame] New way for drawing an arc

2012-01-05 Thread Silver
I recently figured out how to draw an arc in pygame without moire holes and allowing stuff like antialiasing. Just if any of your are interested. The script is a little slow. Also: atan issues where the arc starts out from the left instead of top. I can't seem to fix it. --Rockachu2 import math

Re: [pygame] New way for drawing an arc

2012-01-05 Thread Silver
On 1/5/2012 3:41 PM, Christopher Night wrote: Cool! When I needed to draw an arc more than a couple of pixels wide, I approximated it with a polygon. I think it gave pretty good results. I'm not sure how it would compare performance-wise, but it should involve a lot fewer trig function calls.

Re: [pygame] New way for drawing an arc

2012-01-05 Thread Silver
Just worked on trying to use AA. turns out the way I'm checking locations, pixel-to-pixel, very few locations actually get caught by my secondary checks. The effect is pretty much invisible. Another way to do an arc would be to calculate the minimum outer circle width between points, using a