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
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
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
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
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
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();
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:
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
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
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
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
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
), pygame.HWSURFACE)
then just blit it as normal.
I hope this answers your questions,
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
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
*
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.
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):
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
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?
Does SDL have a function for this?
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!
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
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
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
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
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
Oops, got my rect width argument wrong... Never mind.
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
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
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.
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
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