I remember the answer being to go to www.pygame.org instead of pygame.org
for some reason.
On Thu, Apr 28, 2016 at 1:53 PM, Alec Bennett wrote:
> Or if someone wants to be curator, just replace the whole submission
> process with an email address and/or Dropbox link, and let people submit
> the
I learned from "Python Programming For The Absolute Beginner (Third
Edition)" by Michael Dawson. Great book.
On Wed, Jan 27, 2016 at 5:13 PM, Martti Kühne wrote:
> > At a certain point, programming becomes more about solving problems than
> learning the language, so you can't separate out the le
I have a project I want to upload to pygame.org but it seems that there is
no way to actually put the source code on the website; it must instead be
somewhere else and pygame.org will only provide a link to it. I can't seem
to find a suitable place to upload it. Can anyone point me to a place on
th
UNSUBSCRIBE
llation/setup or the everyday use?
>>> >
>>> > If not that, then Spider and PyScripter looked like possible
>>> candidates...
>>> >
>>> >
>>> > I know there are hold outs for Emacs and Vim...(Im a Vim usermyself)
>>> > but I'm asking whihc IDEs do you use and like (and if you dont use one,
>>> > perhaps you know of one that many people generally use and like)
>>> >
>>> > thanks.
>>> >
>>> > --
>>> > David
>>> > Running Linux since 1994
>>>
>>
>>
>
> --
> Jake
>
--
Ryan Hope, M.S.
CogWorks Lab
Cognitive Science Department
Rensselaer Polytechnic Institute
35 PM, Sam Bull wrote:
>>
>> On Mon, 2012-11-05 at 14:31 -0500, Ryan Hope wrote:
>> > Why isn't the documentation generated from source based comments with
>> > something like Sphinx?
>>
>> The documentation is created with Sphinx, though I don't th
etter to put all this work on reorganize contents, enhance documentation,
> etc etc etc.
>
> Just my 2 cents.
>
> --
> Santiago Romero
> Ubuntu GNU/Linux
> http://www.sromero.org
>
--
Ryan Hope, M.S.
CogWorks Lab
Cognitive Science Department
Rensselaer Polytechnic Institute
org website or how they feel about
>>>> an update. I played around creating an updated website using WordPress:
>>>>
>>>> http://pygame.info/
>>>>
>>>> Of course, it needs a lot of styling and more content needs to be put
>>>>
cts/9/125/)
>> PGU (http://code.google.com/p/pgu/)
>> Albow (http://www.cosc.canterbury.ac.nz/greg.ewing/python/Albow/)
>> DavesGUI (http://www.burtonsys.com/python32/DavesGUI.zip)
>>
>> It may be relevant that I am using Pygame Subset for Android (pgs4a,
>> http://pyg
Then why is it in PyPi at all?
On Sun, Oct 21, 2012 at 12:28 PM, Owen Rexian wrote:
> I think it's because pygame requires a bunch of SDL stuff, so it's better to
> apt-get python-pygame.
>
>
> On 21 October 2012 17:16, Ryan Hope wrote:
>>
>> Who maintain
This was with software.
On Sat, Oct 20, 2012 at 11:12 PM, Jason M. Marshall wrote:
> Oh, right. I forgot.
> Which renderer are you using? Software or OpenGL?
>
> ____
> From: Ryan Hope
> To: pygame-users@seul.org
> Sent: Saturday, October 20, 201
isplay.set_mode((0, 0), pygame.FULLSCREEN |
> pygame.DOUBLEBUF)
> Not using DOUBLEBUF:
> screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
>
> ____
> From: Ryan Hope
> To: pygame-users@seul.org
> Sent: Sunday, October 14, 2012 9:32 PM
y one that is experiencing this?
On Wed, Oct 10, 2012 at 1:01 PM, Ryan Hope wrote:
> I cleared out all the old pygame and sdl code and install the new
> stuff. Im fairly confident I did this correctly as the game runs with
> out errors and pygame is reporting the expected sdl version.
>
SDL 1.2.15 build correctly, I'm stumped.
> Sorry.
>
>
> From: Ryan Hope
> To: pygame-users@seul.org
> Sent: Wednesday, October 10, 2012 11:02 AM
>
> Subject: Re: [pygame] OSX 10.7/10.8 Regression
>
> I just got a build of pygame
I just got a build of pygame against SDL 1.2.15, its still terribly
slow in fullscreen.
On Wed, Oct 10, 2012 at 11:55 AM, Ryan Hope wrote:
> Apple 2.7, I was using this
> http://www.pygame.org/ftp/pygame-1.9.2pre-py2.7-macosx10.7.mpkg.zip
>
> On Wed, Oct 10, 2012 at 11:52 AM, Jason
using?
>
> ____
> From: Ryan Hope
> To: pygame-users@seul.org
> Sent: Wednesday, October 10, 2012 9:06 AM
> Subject: Re: [pygame] OSX 10.7/10.8 Regression
>
> No, 1.2.14
>
> On Wed, Oct 10, 2012 at 9:58 AM, Jason M. Marshall wrote:
>> Ryan,
>>
>> Does your b
No, 1.2.14
On Wed, Oct 10, 2012 at 9:58 AM, Jason M. Marshall wrote:
> Ryan,
>
> Does your build of pygame use the new SDL 1.2.15? Enter this into an
> interactive Python window:
> import pygame
> pygame.get_sdl_version()
>
> Jason
>
> ______
I think the main pygame website needs to be updated with such info.
On Tue, Oct 9, 2012 at 11:23 AM, James Paige wrote:
> On Tue, Oct 09, 2012 at 08:19:48AM -0700, James Paige wrote:
>> On Tue, Oct 09, 2012 at 11:17:02AM -0400, Ryan Hope wrote:
>> > Where does the source fo
I just looked more at the code you have posted on your blog and it
seems like you are recreating much of what Twisted already does. Why
are you not just creating better PyGame/Twisted integration?
On Mon, Jul 2, 2012 at 9:38 PM, Ryan Hope wrote:
> Can someone explain to me why integrat
# register new packet type
>> >> > # it will call pygame_network.packets.PacketManager.register()
>> >> > echo = pygame_network.register('echo', ('user', 'msg'))
>> >> > name = raw_input('name: ')
>> >>
&
in pygame:
>
> if e.type == pygame.KEYDOWN:
> if e.key == pygame.K_ESCAPE:
> # react
>
> So my suggestion would be something similar for networking packets:
>
> if e.type == pygame.NETWORK:
> if e.packet_type == echo:
> # do whatever needs to be don
t several times a second.
My goal in all of this is to try to figure out how Pygame accounts for
pressed keys. Does Pygame have a special event for pressed keys that I could
generate, or does it get its data elsewhere.
Thanks for any help you can provide.
All the best,
Ryan
OnKeyboardEvent(event):
# return True to pass the event to other handlers
return (event.Key not in ['Up', 'Down', 'Right', 'Left'])
# create a hook manager
hm = pyHook.HookManager()
hm.KeyDown = OnKeyboardEvent
hm.HookKeyboard()
pythoncom.PumpMessages()
Thanks for your help.
Best,
Ryan
Pygame dot draw dot line" (It sounds so lame too)
>>
>
> "RANDOM underscore NUMBER underscore BETWEEN underscore ZERO underscore
> AND underscore ONE open-parentheses close-parentheses"
> ...sounds lame too... ;P
>
> --
> Sam Bull
> PGP: 9626CE2B
>
--
Ryan Hope, M.S.
CogWorks Lab
Department of Cognitive Science
Rensselaer Polytechnic Institute
e need.
>>>
>>> Who's this "we"? Certainly doesn't include me, because I need *a lot*
>>> more from a programming language.
>>>
>>> Brian, I think you should read a bit about namespaces and why they are a
>>> good thing. You won't get very far with Python with your point of view -
>>> or in any other programming language for that matter (except maybe PHP -
>>> just kidding ;) ).
>>>
>>>
>>> Chris
>>>
>>
--
Ryan Hope, M.S.
CogWorks Lab
Department of Cognitive Science
Rensselaer Polytechnic Institute
window to
close the pygame program. This suggests that either set_grab isn't that
powerful or I'm using it wrong (a distinct possibility).
Thanks for any help you can provide.
Best,
Ryan
rd events before the rest of the system. I have a friend
who was able to make this happen using C#.net, but I can't even begin to ask
how or if it's possible to do this using Python.
Any help you all can provide would be greatly appreciated.
All the best,
Ryan
, Ryan Strunk wrote:
> If clock can force my program to run at a desired speed, how do I
> program it to do so? Do I use clock.tick at a certain framerate, for
> instance?
[Sent from wrong address, so re-posting]
Clock.tick(fps) effectively sleeps your program to keep it running at
pygame.time.wait(10) at the end of each iteration of the event loop.
If clock can force my program to run at a desired speed, how do I program it
to do so? Do I use clock.tick at a certain framerate, for instance?
Thanks, really, for all the help.
Best,
Ryan
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Vovk Donets
Sent: Monday, February 13, 2012 1:48 AM
To: pygame-users@seul.org
Subject: Re: [pygame] Substantial Lag
> I would use builtin pygame clock, coz' no need for manual control of the
frame rate.
I look
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Vovk Donets
Sent: Sunday, February 12, 2012 10:12 PM
To: pygame-users@seul.org
Subject: Re: [pygame] Substantial Lag
> If you, by any chance, need this then for C++ like delay in miliseconds
you can use .sleep()
.2s, and if you tap the key fast enough it won't register. Why not
change the 5 to 50 or something?
That's good to know. I was thinking it was like the wait function in C++. I
didn't realize that was how many frames it updates; I thought that was how
many milliseconds it paused.
Thanks a ton,
Ryan
clock.tick(5)
if __name__ == '__main__':
main()
Thanks much,
Ryan
instead of
for key in pygame.event.get():
in order to look through all of the generated events?
Thanks,
Ryan
sound.pan += 0.1
if event.key == pygame.K_ESCAPE:
exit()
clock.tick(10)
if __name__ == '__main__':
main()
Thanks,
Ryan
audio, would that eliminate the potential delay.
The only audio-only game I've seen written in Pygame, Sound RTS, has a bit
of noticeable lag when playing sounds. Is there a way to program such that
sounds would play instantly when told to do so?
Thanks for everyone's help thus far.
Ryan
nail's
pace. Are there any situations that come to mind where Python wouldn't work?
Thanks a lot for all your help.
Best,
Ryan
ge was better suited to a different style of game.
Any help anyone can provide would be greatly appreciated.
All the best,
Ryan
Good to know. Thank you.
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Nick Arnoeyts
Sent: Monday, January 09, 2012 1:55 PM
To: pygame-users@seul.org
Subject: Re: [pygame] Beginner Question
As far as I know, Pygame is still being actively developed. You
are people using to develop games.
Thank you much for any help you can provide.
Best,
Ryan
o start working with.
>
>
>
>
> Anthony
>
>
>
>
> On Sat, Dec 3, 2011 at 10:37 AM, Jake b wrote:
>>
>> See also: project's tagged #gui at http://www.pygame.org/tags/gui
>>
>> --
>> Jake
>
>
--
Ryan Hope, M.S.
CogWorks Lab
Department of Cognitive Science
Rensselaer Polytechnic Institute
PySide + QT is really nice too. But more back to the point of staying
within pygame. A simple widget set for PyGame would be quite nice.
On Fri, Dec 2, 2011 at 2:02 PM, Ian Mallett wrote:
> You can use wxPython, if you like learning curves and nice graphics.
--
Ryan Hope, M.S.
CogWorks
ing it easier to set up a
>> development environment to create packages - that will be an outgrowth of
>> Ren'Py's new launcher tool.
>
>
>
> --
> A musician must make music, an artist must paint, a poet must write,
> if he is to be ultimately at peace with himself.
> - Abraham Maslow
>
--
Ryan Hope, M.S.
CogWorks Lab
Department of Cognitive Science
Rensselaer Polytechnic Institute
oad(ASSETS_DIRECTORY + 'player.png')
>
>
>
>
> --
> A musician must make music, an artist must paint, a poet must write,
> if he is to be ultimately at peace with himself.
> - Abraham Maslow
>
--
Ryan Hope, M.S.
CogWorks Lab
Department of Cognitive Science
Rensselaer Polytechnic Institute
noeyts
>>>>>>> wrote:
>>>>>>>>
>>>>>>>> I'm actually not quite sure what I'm going to write yet. Either an
>>>>>>>> RPG in the style of SNES-era Final Fantasy, or a visual novel (if you
>>>>>>>> know
>>>>>>>> Higurashi or Clannad). I'm not (yet) interested in 3D and I would
>>>>>>>> certainly
>>>>>>>> do something like that in C++.
>>>>>>>> Pygame is probably fast enough for the graphics, but I was wondering
>>>>>>>> how performance would be for AI and other calculations.
>>>>>>>> yours truly
>>>>>>>> armornick
>>>>>>>> 2011/11/23 Chris Smith
>>>>>>>>>
>>>>>>>>> You can't really compare the language C++ with the library Python.
>>>>>>>>>
>>>>>>>>> You could compare C++ / SDL with Python / Pygame, and probably C++
>>>>>>>>> would be faster (but maybe by not as much as you think)... but it
>>>>>>>>> would
>>>>>>>>> certainly take a lot more time to write the code.
>>>>>>>>>
>>>>>>>>> As to what you can do with Pygame, well it is a 2D library that I
>>>>>>>>> find fast enough for most things. In some ways I think Pygame is a
>>>>>>>>> little
>>>>>>>>> 'old-school': Pygame does not do a lot for you, but it gets out of
>>>>>>>>> the way,
>>>>>>>>> and perhaps most importantly, it's small enough to fit in my mind but
>>>>>>>>> big
>>>>>>>>> enough to do what I want.
>>>>>>>>>
>>>>>>>>> Unless you develop as part of a team you need 3D, you are unlikely
>>>>>>>>> to choose a project that Pygame cannot handle in some way.
>>>>>>>>>
>>>>>>>>> Perhaps you could tell us more about what you wanted to write...
>>>>>>>>> that would make it easier to tell you if Pygame could do this for you.
>>>>>>>>>
>>>>>>>>> Chris
>>>>>>>>>
>>>>>>>>> On 23 November 2011 21:07, Nick Arnoeyts
>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Hey everyone
>>>>>>>>>> I was wondering what the limits of pygame performance are. What is
>>>>>>>>>> the absolute maximum kind of game that can be written with it, and
>>>>>>>>>> what
>>>>>>>>>> kinds of things are better done in pure C++ than python?
>>>>>>>>>>
>>>>>>>>>> This is probably a question that's asked periodically on the
>>>>>>>>>> mailing list, so I apologize in advance.
>>>>>>>>>> Yours truly
>>>>>>>>>> Armor Nick
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>
>
--
Ryan Hope, M.S.
CogWorks Lab
Department of Cognitive Science
Rensselaer Polytechnic Institute
example, .py files are easily read, and so no matter what you do, a person
> would be able to undo any encryption you can come up with. .pyc or .exe
> won't save you, in some cases--string literals (i.e., your encryption key)
> are easily extracted from these files.
> Ian
le of an experiment you conduct that
> involves PyGame?
>
>
>
>
>
>
> On Nov 8, 2011, at 1:13 PM, Ryan Hope wrote:
>
>> PyGame has increased my productivity as a research by an order of
>> magnitude. Experiment that used to take me weeks to code up in C/X11 I
>
PyGame.
>
> Florian
>
>
>
>
> --
> www.fladd.de - fladd.de: Homepage of Florian Krause
> blog.fladd.de - fladd's Blog: Blog of Florian Krause
> intermezzo.fladd.de - Intermezzo: Music by Florian Krause and Giacomo Novembre
>
--
Ryan Hope, M.S.
CogWorks Lab
Department of Cognitive Science
Rensselaer Polytechnic Institute
rs too.
>
> If you want to make it clearer and avoid the Latin (I'm all for clarity)
> then you might prefer something like:
>
> Pete Shinners and others
>
> Best wishes,
>
> - Miriam
>
> Ryan Hope wrote:
>>
>> Is there a preferred way to c
t;> pygame is derived from? How are derivative works handled?
>>
>>
>>
>>
>>
>> On Mon, Nov 7, 2011 at 11:44 AM, Florian Krause
>> wrote:
>>>
>>> I personally would always cite with the original author(s), because
>>> (at least
On Fri, 4 Nov 2011 09:45:58 -0600
Ian Mallett wrote:
> Good C++ is always faster than Java code.
> However, crappy C++ is slower than crappy Java code.
The flaw here is that the underlying assumption is that execution time
is THE criteria for evaluating code quality.
Contrarily, there are oft
many contributors. At least 30-40 people have made significant
> contributions to the source code, and many more to other parts of pygame
> (releasing projects, wiki edits, writing tutorials, etc).
>
> cheers,
>
>
>
>
> On Sun, Nov 6, 2011 at 3:30 PM, Ryan Hope wrote:
&
Is there a preferred way to cite PyGame in a journal article? At the
moment I am using the following BibTex entry but I am not sure how
correct this is.
@Misc{pygame,
author = {Pete Shinners},
title = {PyGame},
howpublished = {\url{http://pygame.org/}},
year = {2011}
}
--
Ryan Hope, M.S
On Thu, 03 Nov 2011 14:19:28 +1300
Greg Ewing wrote:
> I've yet to decide whether there's a place for a language
> that combines Python's flexibility and get-out-of-your-way
> nature with static type checking and efficient code generation.
> If there is, I don't think that language exists yet.
A
On Mon, 03 Oct 2011 17:52:13 +1300
Greg Ewing wrote:
> > Could be another parameter for the
> > surface (coord_system=PIXEL_CENTRE | PIXEL_BOUNDARIES)!! :P
>
> I don't think that would be strictly necessary, because you
> would be able to get the same effect by adjusting the translation
> by 0
On Sun, 02 Oct 2011 13:53:02 +1300
Greg Ewing wrote:
> Now, suppose our arithmetic is a little inaccurate, and we
> actually get x = 0.499. The boundaries then come out as -0.001
> and 0.999. If we round these, we get 0.0 and 1.0 as before.
> But if we floor, we get -1.0 and -0.0, and the pixel g
On Sun, 02 Oct 2011 14:12:21 +1300
Greg Ewing wrote:
> > If you're going to say that lines are 1-dimensional and thus
> > infinitely smaller than pixels, and thus we're obliged to draw a
> > thin rectangle whenever we want a line, then (a) I probably would
> > not use the tool if it doesn't even
On Fri, 30 Sep 2011 09:19:12 -0400
Christopher Night wrote:
> Well pixels are just the simplest example. The ambiguity exists for
> all drawing functions, not just set_at. For instance, should a
> horizontal line extending from (10, 99.6) to (90, 99.6) appear on the
> 100x100 screen or not? So I
On Thu, 29 Sep 2011 18:18:48 -0400
Christopher Night wrote:
> If I have a 100x100 pixel window, and I want to put a dot at a
> position (x,x), it seems to me like the dot should appear in the
> window if 0 <= x < 100. You're saying it should appear in the window
> if -0.5 <= x < 99.5. So if I req
On Wed, 28 Sep 2011 10:28:12 +1300
Greg Ewing wrote:
> > ...because the *INPUT* destination is "mapped" on s1, and the blit
> > method should return its *OUTPUT* in unmapped measures [pixels].
>
> Actually that's something to be debated -- *should* it
> return post-scaling or pre-scaling coord
On Tue, 27 Sep 2011 15:53:03 -0400
Christopher Night wrote:
> Either way, that's fine, and not very suprising. That's exactly what
> I had in mind. So I really don't see why you weren't able to answer
> my original question. Let me try asking it one more time.
Sorry. The good news is: this time
On Tue, 27 Sep 2011 11:28:34 -0400
Christopher Night wrote:
> How can I use your system to draw a rectangle of a solid color onto a
> surface? With the regular pygame system, I would use surf.fill and
> pass it a Rect. If your system doesn't recognize rectangles of any
> sort, how can I do this?
On Tue, 27 Sep 2011 11:28:34 -0400
Christopher Night wrote:
> How can I use your system to draw a rectangle of a solid color onto a
> surface? With the regular pygame system, I would use surf.fill and
> pass it a Rect. If your system doesn't recognize rectangles of any
> sort, how can I do this?
On Tue, 27 Sep 2011 10:42:10 -0400
Christopher Night wrote:
> That's how I understood it... I'm not sure what I said that made it
> sound like I was thinking of a two-way transformation Let me try
> rephrasing my question using your notation. Please tell me what the
> following would output (
On Sun, 25 Sep 2011 13:37:41 +0200
René Dudfield wrote:
> Cool, if you like that might be interesting. Just make sure you show
> your work as you go, so we can see if there's any problems before you
> do heaps of work.
Will do. As I said, no guarantees though! :)
> What do you think about gen
On Sun, 25 Sep 2011 12:36:50 +0200
René Dudfield wrote:
> Maybe it would be possible to implement easily in C, without too much
> code, but maybe not. I'm not interested in it myself, since I think
> it's not too hard to layer on top - so I won't spend any effort
> implementing it. However, if y
On Sun, 25 Sep 2011 14:18:25 +1300
Greg Ewing wrote:
> Mac Ryan wrote:
>
> > The behaviour that I envisage would be an
> > optional keyword argument ``scale=1.0`` for rectangles (and
> > surfaces).
>
> I would say the transformation should be an attribute of the
On Sat, 24 Sep 2011 14:39:31 -0500
Jake b wrote:
> Are you using numpy?
No, since I don't have to do very complex or loads of operations I went
with euclid... but I'd be interested in knowing if you have suggestions
involving numpy, nevertheless.
/mac
Thank you for all your answers. I condensed my reaction in a single
mail:
Julian Marchant wrote:
> What is the purpose to having calculations done with a size that's 10
> times larger? If it's just precision, the solution could be simply to
> use floats for the calculations and convert to ints a
Hello,
back July, I posted a question on StackOverflow titled that so
far still did not get any answer. So - although I believe the answer is
quite simply "NO" - I thought to repost it here:
In my program (which uses pygame to draw objects on the video) I have
two repres
> > I don't particularly like Eclipse... seems pretty bloated especially
> > for Python. For a Java developer I'm sure it's great but I don't
> > get a happy feeling when I start it up, and for us game programmers
> > it's all about the happy.
It is bloated, yet - after having tried a lot of vario
)
Mac
> On Sun, Jul 24, 2011 at 11:48 PM, Mac Ryan
> wrote:
>
> > Hi all,
> >
> > I'm pretty new to pygame (although I have good experience with
> > python) and this is my first message on the list. Bear with me if
> > what I am about to ask
Hi all,
I'm pretty new to pygame (although I have good experience with python)
and this is my first message on the list. Bear with me if what I am
about to ask has been already discussed.
While working around my first program, I realised that while each
sprite has an update() function, it's drawi
:}
unity3d is awesome. Its got a few less that desirable limitations here and
there, it also needs some serious help in doing FPS games right now. But for
point and click games or sidescroller games, its the best ive found. The
rate at which you can get things functioning in unity3d engine, that
actua
ml
>
>
> On 31 January 2010 05:14, Luke Paireepinart wrote:
>
>> you're doing it wrong, I think.
>>
>> On Sat, Jan 30, 2010 at 10:05 PM, ryan wrote:
>>
>>> unsubscribe
>>
>>
>>
>
unsubscribe
OS X packages come into
existence? I might be able to scrounge up a Mac that already has gcc,
though neither I nor its owner know anything about preparing installer
packages.
Thanks,
--Ryan Riegel
Does anyone have any experience using:
1) 3D spatialised audio
2) Rumble-pad force feedback
under pygame?
Malcolm
--
"The Christian ideal has not been tried and found wanting;
it has been found difficult and left untried."
- G.K.Chesterton, What's Wrong With The World
mentations. The one I use is from
Biopython.
http://bioinformatics.org/bradstuff/bp/api/Bio/Tools/KDTree/
__init___KDTree.py.html
In a message of Wed, 09 May 2007 11:53:13 +1000, Malcolm Ryan writes:
Does anyone know of a library which offers an efficient
implementation of kd-trees for python? I
/Bio/Tools/KDTree/
__init___KDTree.py.html
In a message of Wed, 09 May 2007 11:53:13 +1000, Malcolm Ryan writes:
Does anyone know of a library which offers an efficient
implementation of kd-trees for python? I'm writing some flocking
code, so I want to be able to detect all objects within r
Does anyone know of a library which offers an efficient
implementation of kd-trees for python? I'm writing some flocking
code, so I want to be able to detect all objects within radius r of a
particular point.
Malcolm
--
"Progress should mean that we are always changing the world to fit
I'm using a Logitech gamepad with PyGame and I've found that there
are serious problems with centering.
Using the code below to print out x and y values from the right-hand
joystick on the gamepad, I get the numbers below. There are a couple
of spurious values in there, especially at the be
Python comes with a fair IDE called Idle. It is pretty good if you just want
to run some python code quick, but i'm not a big fan of the debugger.
On 06/04/2007, at 12:36 PM, Ethan Glasser-Camp wrote:
I'm a little surprised that no GPLed polygon triangulation routines
out there, especially in game development communities like this one.
There is CGAL [1]. Someone started on a set of python bindings [2],
but the project seems rather mor
Check out the documentation for the Event module. If you scroll down some
there is a list of the various event types and the names of what data
members are associated with them.
The two main GUI toolkits for pygame seem to be OcempGUI and pgu. Take a
look at these, but if you just need two textboxes for a login, it'd probably
be easier just to code them yourself, rather then trying to learn a new
library.
On 2/20/07, Chris Van Bael <[EMAIL PROTECTED]> wrote:
On 2/21/07
Does anyone have any good examples of pygame code that works with a
Logitech Rumblepad (making use of the rumble)?
Malcolm
"The act of defending any of the cardinal virtues has today all
the exhilaration of a vice."
- G.K.Chesterton A Defense of
Call pygame.quit() before your program closes. Since IDLE runs programs
within its own process any problem with the program can hang IDLE.
On 2/19/07, Daniel McNeese <[EMAIL PROTECTED]> wrote:
Luke Paireepinart <[EMAIL PROTECTED]> writes:
> Are you running the program through IDLE, perhaps?
Your two main issues seem to be that pygame isn't pythonic enough, and that
no one has compiled a python 2.5 version for you. I'm not quite sure what
you mean by not pythonic enough, I wouldn't mind if some of the functions in
some of the modules, for instance transform, were merged with Surface
o
From the docs, pygame.surfarray will not work if you do not have
Numeric installed. Is it possible to make it work with NumPy instead?
Malcolm
"An inconvenience is only an adventure wrongly considered;
an adventure is an inconvenience rightly considered."
- G.K.Che
I'm implementing a simple asteroids clone in PyGame, using sprites
for the player's ship and the asteroids. I can draw and move the
sprites without any problems, but I can't figure how to do wrap-
around, so that when a sprite goes off one side of the screen it
comes on the other. Can anyone
Does anyone have any example code for displaying animated sprites
with pygame?
Malcolm
--
"The Christian ideal has not been tried and found wanting;
it has been found difficult and left untried."
- G.K.Chesterton, What's Wrong With The World
Since you're already using sprites, the easiest way to test for a collision between the ball and bar would be to use the pygame.sprite.spritecollide function.Put this in your while loop somewhere:if pygame.sprite.spritecollide
(ball, [bar], False): print "ball hit bar"You have to put the second
I believe the Ctypes package allows python to call functions from a dll. Ctypes comes with python 2.5, and you can download it here if your using python 2.4, http://starship.python.net/crew/theller/ctypes/
Please copy and paste the error here so we can help you.
On 11/10/06, federico ramirez <[EMAIL PROTECTED]> wrote:
Well yes, i know i will have to make other games before, i will make it when i am very confortable with pygame. I have some docs and tutorials, thanks for your help i will try making a pong game :)Altought i have no idea now how to do it xD
T
This is a pretty big undertaking. If you want to create an rpg in pygame, you'll have to program a tile scrolling engine, map format, map editor, battle system, dialogue system, and many other things. There's a lot of obstacles to overcome, and many different ways to do things. My advice to you wou
Here's an example using a square:import pygamefrom pygame.locals import * pygame.init()screen = pygame.display.set_mode((640, 480))background = "" 480))pygame.mouse.set_visible
(False)square = pygame.Surface((30, 30))square.fill((255, 255, 255))squareRect = pygame.Rect((0, 0), (30, 30))while True:
Yeah just have each instance listen on a different port.
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