Re: [pygame] Registration disabled.

2016-05-02 Thread Ryan Westlund
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

Re: [pygame] Good English Computer coding books

2016-01-29 Thread Ryan Westlund
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

[pygame] Where to store the code for a project?

2016-01-24 Thread Ryan Westlund
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

[pygame] UNSUBSCRIBE

2014-09-21 Thread Ryan Hope
UNSUBSCRIBE

Re: [pygame] IDE ?

2014-04-20 Thread Ryan Hope
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

Re: [pygame] Update PyGame website?

2012-11-05 Thread Ryan Hope
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

Re: [pygame] Update PyGame website?

2012-11-05 Thread Ryan Hope
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

Re: [pygame] Update PyGame website?

2012-11-05 Thread Ryan Hope
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 >>>>

Re: [pygame] GUI toolkit for Pygame using pgs4a

2012-10-29 Thread Ryan Hope
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

Re: [pygame] PIP

2012-10-21 Thread Ryan Hope
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

Re: [pygame] OSX 10.7/10.8 Regression

2012-10-20 Thread Ryan Hope
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

Re: [pygame] OSX 10.7/10.8 Regression

2012-10-20 Thread Ryan Hope
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

Re: [pygame] OSX 10.7/10.8 Regression

2012-10-14 Thread Ryan Hope
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. >

Re: [pygame] OSX 10.7/10.8 Regression

2012-10-10 Thread Ryan Hope
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

Re: [pygame] OSX 10.7/10.8 Regression

2012-10-10 Thread Ryan Hope
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

Re: [pygame] OSX 10.7/10.8 Regression

2012-10-10 Thread Ryan Hope
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

Re: [pygame] OSX 10.7/10.8 Regression

2012-10-10 Thread Ryan Hope
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 > > ______

Re: [pygame] Pygame 1.9.2 source?

2012-10-09 Thread Ryan Hope
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

Re: [pygame] Easy networking module - feedback needed

2012-07-02 Thread Ryan Hope
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

Re: [pygame] Easy networking module - feedback needed

2012-07-02 Thread Ryan Hope
# register new packet type >> >> > # it will call pygame_network.packets.PacketManager.register() >> >> > echo = pygame_network.register('echo', ('user', 'msg')) >> >> > name = raw_input('name: ') >> >> &

Re: [pygame] Easy networking module - feedback needed

2012-06-20 Thread Ryan Hope
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

[pygame] Accounting for Pressed Keys

2012-03-25 Thread Ryan Strunk
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

[pygame] pyHooking the Arrow Keys

2012-03-19 Thread Ryan Strunk
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

Re: [pygame] Declaring variables in function as if at code's line-level

2012-03-12 Thread Ryan Hope
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

Re: [pygame] Declaring variables in function as if at code's line-level

2012-03-10 Thread Ryan Hope
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

[pygame] RE: Intercepting the Keyboard

2012-03-07 Thread Ryan Strunk
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

[pygame] Intercepting the Keyboard

2012-03-07 Thread Ryan Strunk
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

RE: [pygame] Substantial Lag

2012-02-18 Thread Ryan Strunk
, 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

RE: [pygame] Substantial Lag

2012-02-13 Thread Ryan Strunk
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

RE: [pygame] Substantial Lag

2012-02-13 Thread Ryan Strunk
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

RE: [pygame] Substantial Lag

2012-02-12 Thread Ryan Strunk
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()

RE: [pygame] Substantial Lag

2012-02-12 Thread Ryan Strunk
.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

[pygame] Substantial Lag

2012-02-12 Thread Ryan Strunk
clock.tick(5) if __name__ == '__main__': main() Thanks much, Ryan

RE: [pygame] Capturing Multiple Keyboard Inputs

2012-01-16 Thread Ryan Strunk
instead of for key in pygame.event.get(): in order to look through all of the generated events? Thanks, Ryan

[pygame] Capturing Multiple Keyboard Inputs

2012-01-15 Thread Ryan Strunk
sound.pan += 0.1 if event.key == pygame.K_ESCAPE: exit() clock.tick(10) if __name__ == '__main__': main() Thanks, Ryan

RE: [pygame] Capabilities of Pygame

2012-01-14 Thread Ryan Strunk
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

RE: [pygame] Capabilities of Pygame

2012-01-12 Thread Ryan Strunk
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

[pygame] Capabilities of Pygame

2012-01-12 Thread Ryan Strunk
ge was better suited to a different style of game. Any help anyone can provide would be greatly appreciated. All the best, Ryan

RE: [pygame] Beginner Question

2012-01-09 Thread Ryan Strunk
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

[pygame] Beginner Question

2012-01-09 Thread Ryan Strunk
are people using to develop games. Thank you much for any help you can provide. Best, Ryan

Re: [pygame] Using pygame to create interface...

2011-12-03 Thread Ryan Hope
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

Re: [pygame] Using pygame to create interface...

2011-12-02 Thread Ryan Hope
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

Re: [pygame] Re: p4a development activity?

2011-12-02 Thread Ryan Hope
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

Re: [pygame] setting + modifying a variable for use across the entire application

2011-12-02 Thread Ryan Hope
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

Re: [pygame] pygame performance limits

2011-11-23 Thread Ryan Hope
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

Re: [pygame] Save files

2011-11-14 Thread Ryan Hope
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

Re: [pygame] Citing PyGame in papers

2011-11-07 Thread Ryan Hope
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 >

Re: [pygame] Citing PyGame in papers

2011-11-07 Thread Ryan Hope
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

Re: [pygame] Citing PyGame in papers

2011-11-07 Thread Ryan Hope
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

Re: [pygame] Citing PyGame in papers

2011-11-07 Thread Ryan Hope
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

Re: [pygame] man oh man Java is painful

2011-11-07 Thread Mac Ryan
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

Re: [pygame] Citing PyGame in papers

2011-11-06 Thread Ryan Hope
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: &

[pygame] Citing PyGame in papers

2011-11-06 Thread Ryan Hope
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

Re: [pygame] man oh man Java is painful

2011-11-03 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-10-03 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-10-02 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-10-02 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-30 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-30 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-28 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-27 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-27 Thread Mac Ryan
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?

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-27 Thread Mac Ryan
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?

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-27 Thread Mac Ryan
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 (

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-26 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-25 Thread Mac Ryan
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

Re: [SPAM: 5.000] Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-25 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-24 Thread Mac Ryan
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

Re: [pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-24 Thread Mac Ryan
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

[pygame] Native PyGame method for automatically scaling inputs to a surface resolution?

2011-09-23 Thread Mac Ryan
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

Re: [pygame] growing out of idle ide

2011-08-16 Thread Mac Ryan
> > 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

Re: [pygame] Could sprite drawing be done but a Sprite.draw function?

2011-07-25 Thread Mac Ryan
) 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

[pygame] Could sprite drawing be done but a Sprite.draw function?

2011-07-24 Thread Mac Ryan
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

[pygame] how do I unsubscribe from this thing?

2010-02-18 Thread ryan
:}

Re: [pygame] unsubscribe

2010-01-31 Thread ryan
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

Re: [pygame] unsubscribe

2010-01-30 Thread ryan
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 >> >> >> >

[pygame] unsubscribe

2010-01-30 Thread ryan
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[pygame] Fwd: pygame Mac OS X download link broken

2008-02-12 Thread Ryan Riegel
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

[pygame] Spatialised Audio and Force feedback

2007-07-17 Thread Malcolm Ryan
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

Re: [pygame] Fast kd-tree implementation

2007-05-16 Thread Malcolm Ryan
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

Re: [pygame] Fast kd-tree implementation

2007-05-08 Thread Malcolm Ryan
/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

[pygame] Fast kd-tree implementation

2007-05-08 Thread Malcolm Ryan
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

[pygame] Joystick centering

2007-05-01 Thread Malcolm Ryan
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

Re: [pygame] [PYGAME] Noob Help.

2007-04-12 Thread Ryan Charpentier
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.

Re: [pygame] Polygon triangulation

2007-04-09 Thread Malcolm Ryan
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

Re: [pygame] pygame.event.get() data

2007-03-04 Thread Ryan Charpentier
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.

Re: [pygame] textboxes and buttons

2007-02-21 Thread Ryan Charpentier
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

[pygame] Logitech Rumblepad

2007-02-20 Thread Malcolm Ryan
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

Re: [pygame] Re: Display won't close gracefully

2007-02-19 Thread Ryan Charpentier
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?

Re: [pygame] pygame is a disgrace

2007-02-15 Thread Ryan Charpentier
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

[pygame] Using surfarray with numpy

2007-02-07 Thread Malcolm Ryan
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

[pygame] Wraparound with sprites

2007-02-06 Thread Malcolm Ryan
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

[pygame] Animated Sprites?

2007-02-05 Thread Malcolm Ryan
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

Re: [pygame] collision

2006-11-12 Thread Ryan Charpentier
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

Re: [pygame] DLL's

2006-11-11 Thread Ryan Charpentier
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/

Re: [pygame] New User

2006-11-11 Thread Ryan Charpentier
Please copy and paste the error here so we can help you.

Re: [pygame] Rpg Game ?

2006-11-10 Thread Ryan Charpentier
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

Re: [pygame] Rpg Game ?

2006-11-10 Thread Ryan Charpentier
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

Re: [pygame] PyScribbles - Eraser

2006-11-08 Thread Ryan Charpentier
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: 

Re: [pygame] Pygame and dualhead displays?

2006-11-02 Thread Ryan Charpentier
Yeah just have each instance listen on a different port.

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