position when needed... and that's it. Blitting is expensive, and with
OpenGL you can just avoid it.
There's a bit of up front learning cost if you're not familiar with these
tools, but the payoff comes quickly and is well worth it.
-Jasper
On Tue, Mar 1, 2022 at 3:10 PM Irv Kalb wrote:
&
for pygame's release process to know how
feasible that is.
On Wed, Jul 14, 2021 at 4:50 PM Andrew Baker wrote:
> I'd assume that deep under the hood, one should be able to advance
> whatever read pointer to the soundbuffer is used by the channel.
>
> Is that correct?
>
&g
rted
> array and only do the slice + flip back to Sound but that's premature
> optimization right now.
>
> On Wed, Jul 14, 2021, 03:15 Jasper Phillips
> wrote:
>
>> Alas, that is precisely what I did:
>>
>> def clipEffect( effect, startTime ):
distorts the audio, though the original Sound plays fine...
Hi Jasper. Try the fourth answer here
> <https://stackoverflow.com/questions/57960451/how-can-i-play-a-portion-of-an-audio-file-in-a-loop-in-pygame>,
> by Ted Klein Bergman.
> On 7/13/2021 4:24 PM, Jasper Phillips wrote:
>
ing the bytes and there's some
format details I don't know.
Does anyone have any tips for hacking raw Sound data, or perhaps some
better approach?
-Jasper
ue right at the start of that PEP's
introduction.
If anything such standardization aught to make it easier to work with
multiple event loops.
-Jasper
It's not Pygame strictly, but if you're using Pyopengl w/ Pygame, you can
pass such a tint as a "color" param when drawing a textured Quad in
Pyopengl, without needing to monkey with surfaces at all.
-Jasper
> I've been searching around, trying to see if there is
ners. For each I generate a second "mouse map" texture encoding
color (e.g. (x,y,0)) that is drawn behind the scenes when the mouse is
clicked, and I simply check what color is under the mouse and decode the
clicked hex location.
-Jasper
rygoody wrote:
Hello, I need to make a clicka
have a framework for testing GUIs?
-Jasper
Marcus von Appen wrote:
On, Tue Jan 22, 2008, Kamilche wrote:
[Unhappiness about the existing GUIs]
It's interesting to see that a lot of people tell some public
list/forum/whatever how unhappy they are with existing solutions, but do
not dare to g
ing
it. And double especially if some thought had gone into a GUI testing
framework.
-Jasper
Kamilche wrote:
I've looked at wxPython, PGU, Ocemp GUI, PyUI, and other GUI toolkits
available for Python. Each of them had, to my eyes, severe flaws that
prevented me from using them for my ap
get_size(),
pygame.image.tostring( surface, 'RGBA' ) )
fileDir = os.path.dirname( filePath )
if not os.path.exists( fileDir ):
os.makedirs( fileDir )
pilImage.save( filePath )|
-Jasper
ly the
funkier NumPy ones), but in practice that doesn't seem to be
something you need for Tile Maps.
-Jasper
thanks to you all, it is working beautifully ^__^
Oh yeah, one more minor point. Perhaps I'm the only one daft enough to
forget about map() in the heat of the moment, but
Jeff Cagle wrote:
Jasper wrote:
More specifically, it's tricky to write tests for GUIs and real time
applications, or at least I don't know of any good python tools for
doing so.
I've put some thought into a robust GUI testing framework, but how
exactly to go about it isn
lt;= WIDTH and 0 <= y <= HEIGHT".
The downside is you can't use array slicing tricks (especially the
funkier NumPy ones), but in practice that doesn't seem to be something
you need for Tile Maps.
-Jasper
seems like even more of a pain,
though I don't need it so haven't thought about it much.
Anyway, I'm guessing I'm not the only one with such problems... Is
there any interest on collaborating on such testing framework
extensions, of the sort that'd be useful for games in general?
-Jasper
identical sprites.
It ended up being the only optimization I needed.
-Jasper
Ian Mallett wrote:
On 7/8/07, *Jasper* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote:
Using openGL for 2D allows you to take advantage of 3D graphics cards
for smooth scrolling and zooming, or to tilt otherwise 2D game boards
into 2D. I also suspect that it'
mming style
is weak). You only really need the first 10 or so to get started;
afterwards you can look at the later ones and still follow what they're
doing, even if they aren't in Python.
-Jasper
Ian Mallett wrote:
Try looking at glOrtho2D() or something like that... Why do you wan
they first seem. Plus making a game is a
lot of work, so every little bit you can shave off helps.
-Jasper
brass-golem.com (a bit stale, but I am still working on it!)
at it was
actually slower for me. It's pretty simple to switch though, so
probably worth trying it both ways.
Hearing that the guy suggesting this approach has it only "mostly
working" isn't exactly encouraging though.
-Jasper
Simon Wittber wrote:
Richard Jones just men
Perhaps useful. Seems like premature optimization to me though, and
unlikely to gain enough to be worth the pain of dealing with threads.
-Jasper
René Dudfield wrote:
I'm not sure this is true or not, but it's something I think is the
case (untested)...
It seems that running tw
, Perspective Broker saved me from (re)writing tons of code,
and I've undoubtedly avoided plenty of nasty networking bugs as well.
What would you hope to gain by rolling your own networking code?
-Jasper
is what is intended to be returned -- how else
would you modify such a list?
If you intend to take the list and modify it's contents locally without
changing the original, then you should explicitly copy the original. If
you're not intending to modify it locally, then you should use the
reference.
-Jasper
Pygame's obsolete references to Numeric
would definitely be nice!
-Jasper
quad color. Not
sure how large your sky texture is though, so perhaps this would burn
too much video card ram.
-Jasper
Arg! I hate thunderbird. To avoid further screw-ups, I've just posted
the source for the larger map here (which is actually a .py file):
http://brass-golem.com/wp-content/uploads/2006/12/showmap.txt
Ignore the comments about kludges...
-Jasper
Jasper wrote:
G, my code got it
G, my code got it's line breaks mangled. Try #2:
symbolToTerrain = {
'_' : Plains,
'@' : Fertile,
'+' : Desert,
'^' : Mountains,
'*' : Hills,
'$' : Forest,
'%' : Water,
'~' : River,
'&' : WideRiver,
'=' : Roads,
'#' : Bridge,
'!' : Cliff,
}
carteString =
Following is a more concrete serialization that I used to generate the
strategic map seen in this screenshot:
http://brass-golem.com/wp-content/uploads/2006/03/0216-1
Bob the Hamster wrote:
On Wed, Nov 08, 2006 at 02:18:18PM -0800, Jasper wrote:
I mean that when you dragged the pygame window across the windows
desktop, that it no longer drew correctly. The openGL quad + texture I
use for my startup screen was distorted, and not centered correctly. I
Luke Paireepinart wrote:
Jasper wrote:
I was giving a demo of my game today on a friend's widescreen laptop,
and my pygame/opengl app broke! Does anyone else have any experience
with pygame windows being redrawn incorrectly after being dragged
across the windows desktop?
I don
I was giving a demo of my game today on a friend's widescreen laptop,
and my pygame/opengl app broke! Does anyone else have any experience
with pygame windows being redrawn incorrectly after being dragged across
the windows desktop?
-Jasper
No lag here, although I'm on XP. I'm getting like 1200 FPS though, so
if there were such a periodic slowdown I probably wouldn't notice.
-Jasper
Farai Aschwanden wrote:
Nice looking rain and proper code! I experienced a tiny lag like
every 3 seconds. I experienced that also
I had a friend try my game on a dual monitor system once, and it
wouldn't work. I recall at the time someone here said SDL just didn't
support dual monitors, so there was no way to make it work short of
extending SDL.
-Jasper
Jose Luis DALLAPICCOLA wrote:
Hello.
Sorry, I d
Greg Ewing wrote:
Jasper wrote:
> The resulting .exe can't find all of it's needed parts, and
> apparently includes a vast array of stuff that isn't needed.
This is tangential to the OP's problem, but last
time I tried to use py2exe, it seemed to insist
on including
code to force import...
Clearly I need someway to manually include certain things, but the
Pypack docs give no indication of how to do this... Is there a way to
force Pypack to import missing things? I don't know, and so I'm back to
futzing with py2exe, for which my .exe is presently looking for
datafiles in a different place than py2exe put them. :-(
-Jasper
Bob Ippolito wrote:
On 9/28/06, Jasper <[EMAIL PROTECTED]> wrote:
IMHO you're wrong that code needs to be "pathologically dynamic" to use
dynamic imports. I find it an entirely reasonable way to load dynamic
code and content. I don't make much use of it now, bu
Bob Ippolito wrote:
On 9/28/06, Jasper <[EMAIL PROTECTED]> wrote:
Sami Hangaslammi wrote:
> I'd still like to hear why the original poster found PyPack
> unsuitable, (so that I could improve it), since it, for example, gets
> around both of the numpy/Numeric problems post
Bob Ippolito wrote:
On 9/28/06, Jasper <[EMAIL PROTECTED]> wrote:
Now I'm working on this one, which I vaguely recall coming up in Pypack
discussion before:
Traceback (most recent call last):
File "legacy.py", line 9, in ?
File "Realms\Myth\Client\client.pyc"
Brian Fisher wrote:
Hey Jasper,
It does seem like an obscure and difficult problem, but at least it
seems to be one a lot of people are having :)
[snip]
Pretty straight forward really, as I'd already seen most of the excerpts
you posted, and so had a good idea of what to expec
Sami Hangaslammi wrote:
I'd still like to hear why the original poster found PyPack
unsuitable, (so that I could improve it), since it, for example, gets
around both of the numpy/Numeric problems posted by Brian.
Partly because it apparently didn't like having an entry script
somewhere other
in ?
File "OpenGL\__init__.pyc", line 18, in ?
File "OpenGL\__init__.pyc", line 14, in __set_attributes
IOError: [Errno 2] No such file or directory:
'c:\\BrassGolem\\Realms\\dist\\lib\\shared.zip\\OpenGL\\version'
-Jasper
Jasper wrote:
Luke Paireepinart wrote:
What exactly is the problem you're having with py2exe?
Afaict you just make a couple-line setup.py file and "it just works"
Did you try the py2exe instructions on the pygame website?
Yes, I've tried that, but unfortunately th
" errors I'm getting are from code I never use, burried deep
within libraries I need, e.g. numpy.
I've had less trouble getting crossplatform C++ code to statically
compile than I'm having sorting this out for just Windows.
-Jasper
se, and thus
doesn't work for me.
Is there anything else worth trying? Am I stuck fiddling with py2exe,
or rolling my own solution?
I'm beginning to seriously consider shipping Python, half a dozen
libraries, and .pyc files as a possible improvement. :-/
-Jasper
http://brass-golem.com
Has PyOgre stabilized yet?
andrew baker wrote:
Blender and/or OGRE
--
Andrew Ulysses Baker
"failrate"
ean if
the two actors crossed paths at some point, the actor placed further north
would blit *through* the actor to the south, whereas it should really blit
*behind*.
Sort your "actors" by their depth into the screen, and draw them in that
order, rather than just drawing them in the order placed.
-Jasper
e same texture, and varry only their
colorFilter). So each hex mouseMap is drawn with an RGB color of
(x,y,0), while game-piece mouseMaps are drawn with RGB = (0,0,id). Then
I read the color of the screen pixel the mouse points to, and decode it
to precisely determine what hex/piece is picked.
Hope this helps,
-Jasper
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