el tutorial de Chimp al español aquí:
>> https://github.com/pygame/pygame/pull/3421
>>
>> De un nuevo colaborador.
>>
>> ¿Es tu español bueno? Por favor, comenta el pull request :)
>>
>> Saludos cordiales,
>>
>
Good work, but I bad understand Spanish and 50/50 understand English
Вс, 28 авг. 2022 г. в 6:23 PM, René Dudfield :
> Hola,
>
> Hay una traducción del tutorial de Chimp al español aquí:
> https://github.com/pygame/pygame/pull/3421
>
> De un nuevo colaborador.
>
> ¿Es tu
Hola,
Hay una traducción del tutorial de Chimp al español aquí:
https://github.com/pygame/pygame/pull/3421
De un nuevo colaborador.
¿Es tu español bueno? Por favor, comenta el pull request :)
Saludos cordiales,
sing a RAM disk.
>
> Jim
>
> On 4/11/22 13:02, Go Peppy wrote:
> > Hi,
> >
> > The following command works fine in Pygame 2:
> > pygame.image.load("test.svg")
> > It loads an SVG file and creates a Surface object.
> >
> > I need to chan
I don't know the answer to your question but if you are concerned with
the delay in reading/modifying/writing/reading you can speed that up by
using a RAM disk.
Jim
On 4/11/22 13:02, Go Peppy wrote:
Hi,
The following command works fine in Pygame 2:
pygame.image.load("test.svg"
Hi,
The following command works fine in Pygame 2:
pygame.image.load("test.svg")
It loads an SVG file and creates a Surface object.
I need to change colors in that SVG image/file. As this is a text file this
is a pretty simple task.
The only way I see is to load an SVG file, change co
the user doesn't exist. So I gave up, thinking it must be broken.
>
> On Tue, 5 Apr 2022 at 15:41, Leif Theden wrote:
>
>> if you are talking about the website pygame.org, signup should be here
>> https://www.pygame.org/register
>> you are also invited to join the communi
g/register
> you are also invited to join the community discord witch is the unofficial
> server for pygame https://discord.gg/cNSnd8Jf
>
> On Tue, Apr 5, 2022 at 8:17 AM kueden lego wrote:
>
>> I am new to pygame and tried (like many others) to sign up. It just does
&g
if you are talking about the website pygame.org, signup should be here
https://www.pygame.org/register
you are also invited to join the community discord witch is the unofficial
server for pygame https://discord.gg/cNSnd8Jf
On Tue, Apr 5, 2022 at 8:17 AM kueden lego wrote:
> I am new to pyg
I am new to pygame and tried (like many others) to sign up. It just does
not work. I see that there were post on this in the past, but I could not
identify any help.
Any advice would be welcome.
I am new to pygame and tried (like many others) to sign up. It just does
not work. I see that there were post on this in the past, but I could not
identify any help.
Any advice would be welcome.
Al,
Really well put. Thank you for taking the time to share this thoughtful
reply, with which I wholeheartedly agree.
N.
On 22/03/2022 04:46, Al Sweigart wrote:
> I didn't want to dominate this thread, so I've held off the last few
> days to give others a chance to reply.
>
> Herve, I assumed
I didn't want to dominate this thread, so I've held off the last few days
to give others a chance to reply.
Herve, I assumed that your "why not for Iraq?" question was a deflection
rather than a sincere question, and your later emails seem to confirm that.
The pro-Putin side never wants to come
Hi,
As technologists, we hold a great deal of de-facto power, and therefore I
think it is reasonable, if not morally obligatory, to be careful and
conscientious, as well as promulgating kindness and respect for human life
and our world.
Therefore, I do not oppose any "statement for peace" (even
Yes I agree, "making a statement for peace" is ambiguous. Which peace? Who's
peace? "Peace" is meaningless without a context and so the main question in my
mind is who gets to decide the context? Who gets to frame it? And by extension
willfully ignore other contexts?
Because we're open source
UN Office of the High Commissioner for Human Rights.
the thing that point deaths by others and never deaths by us ? that thing ?
So, to get back to the original question: it would seem not everyone is in
support of a statement by the PSF in support for peace. Imho this mailing
list is not the right place to discuss it further. It I'll just turn into a
flame war.
On Tue, 15 Mar 2022, 20:59 geneb, wrote:
> On Tue, 15
On Tue, 15 Mar 2022, herve wrote:
ok...
so if a stas should be done, let's begin from the beginning of whayt is
happening : 13 000 civilians killed in ukraine by neo-nazzies (government)
for 8 years... a statement today MUST quote this. else it wouls be a bullshit
thing.
Speaking of
tps://www.rferl.org/a/death-toll-up-to-13-000-in-ukraine-conflict-says-un-rights-office/29791647.html
And a word of friendly advice: statements are more convincing when they are
free of obvious grammar or spelling issues. :)
Wow, my first post to the pygame mailing list is about politics… great.
Y’all sho
ok...
so if a stas should be done, let's begin from the beginning of whayt is
happening : 13 000 civilians killed in ukraine by neo-nazzies
(government) for 8 years... a statement today MUST quote this. else it
wouls be a bullshit thing.
Le 15/03/2022 à 20:00, BW a écrit :
Don't presume
Don't presume to speak for me. Ever. Period. :)
On 3/15/2022 11:50 AM, Al Sweigart wrote:
I don't think "well that's how we've always done it" is ever a good
reason for anything. Let's debate on the issue itself. If we want to
argue that we shouldn't make statements on things outside of
I don't think "well that's how we've always done it" is ever a good reason
for anything. Let's debate on the issue itself. If we want to argue that we
shouldn't make statements on things outside of software, then argue for
that.
And anyway, it's factually inaccurate: the PSF has commented on
+1 Michael ... spit a list ;-)
Le 15/03/2022 à 00:53, Michael Lutynski a écrit :
I wanted to vote on this but Twitter said, "You’re unable to view this
Tweet because this account owner limits who can view their Tweets."
So... what's the point of having a poll?
Anyway, my feeling is "no"
I wanted to vote on this but Twitter said, "You’re unable to view this Tweet
because this account owner limits who can view their Tweets."
So... what's the point of having a poll?
Anyway, my feeling is "no" toward the "PSF making a statement in support of
peace".
As Herve said, there's a
Statements are just words no one will really care it'll do nothing except
with the people who made those words think that they actually did something
forget it just stick to python talk.
On Sun, Mar 13, 2022, 6:42 PM Al Sweigart wrote:
> To quote Glyph, "I think it would be more helpful to make
s... why not for irak ?
Le 13/03/2022 à 23:42, Al Sweigart a écrit :
To quote Glyph, "I think it would be more helpful to make a statement
in support of Ukraine specifically. To say “peace” might suggest that
Ukraine should surrender or both sides are at fault. It is important
To quote Glyph, "I think it would be more helpful to make a statement in
support of Ukraine specifically. To say “peace” might suggest that Ukraine
should surrender or both sides are at fault. It is important particularly
for Russians who believe state media to know that Russia must withdraw."
On
nope...
i could if the python software would have done such statements for all
the war on earth for decades... but it did'nt
such statements are not for peace but for political reason. when us
invde irak, no statement, when saudians bombs yemen, no statement, when
ukies kill 13000
hey hey,
Do you support The Python Software Foundation making a statement in support
of peace?
Vote here:
https://twitter.com/pygame_org/status/1502989885296238593
cheerio,
It seems like PyGame is for peace.
On Sun, Mar 6, 2022, 1:58 PM Al Sweigart wrote:
> I think a statement of support for Ukraine (not just support for peace)
> would be ideal, for the reasons glyph outlined in the twitter thread.
>
> -Al
>
> On Thu, Mar 3, 2022 at 1:59 AM Ni
I think a statement of support for Ukraine (not just support for peace)
would be ideal, for the reasons glyph outlined in the twitter thread.
-Al
On Thu, Mar 3, 2022 at 1:59 AM Nicholas H.Tollervey wrote:
> René,
>
> Just like music, the only way it's possible to play games or write code
>
René,
Just like music, the only way it's possible to play games or write code
together is when there is mutual trust. Hopefully friendship and
understanding soon follows. In this way our universe is enlarged by our
peaceful encountering of each other. That's why diversity is a strength
and
Hey hey,
https://twitter.com/pygame_org/status/1499169888388141060
What do you think?
ve each to a
> new location, and then decide whether to draw them or not.
>
> I'm wondering if my code to check if an element is within the viewable area,
> is actually doing more work than not bothering to check at all. My question
> is really about the efficiency of a call
Drawing thousands of sprites is pretty quick with OpenGL, but much harder
with Pygame. If you draw stationary sprites to a surface once, then draw
that surface to the screen each frame you can avoid a lot of drawing calls.
If collision detection is slowing you down, you can use something like
g more work than not bothering to check at all. My question is
really about the efficiency of a call to blit in pygame when the thing being
drawn is outside the viewable area. I actually have done some minor tests, and
the game seems to work a little better without doing the checking, but I want
t
more
or less static with respect to the map)
____
De : owner-pygame-us...@seul.org de la part de
Rick van der Meiden
Envoyé : mercredi, 2 mars 2022 08:42
À : pygame-users@seul.org
Objet : Re: [pygame] Drawing efficiency question
As your world gets bigger and has mor
o draw them or not.
>
> I'm wondering if my code to check if an element is within the viewable
> area, is actually doing more work than not bothering to check at all. My
> question is really about the efficiency of a call to blit in pygame when
> the thing being drawn is outside t
experience with Python profilers because I don't have speed
issues, largely because of the next point...
2) The sort of optimizations you're trying are laborious, fragile, and
error prone. It sounds like you're using Pygame directly for 2D? If so, you
can vastly simplify things by switching to PyOpenGL
On 2/03/22 12:02 pm, Irv Kalb wrote:> I'm wondering if my code to check
if an element is within the viewable area, is actually doing more work
than not bothering to check at all.
If the drawing of each object is just a blit call, then your checks are
probably just duplicating what pyg
o draw them or not.
>
> I'm wondering if my code to check if an element is within the viewable
> area, is actually doing more work than not bothering to check at all. My
> question is really about the efficiency of a call to blit in pygame when
> the thing being drawn is outside t
hether to draw
them or not.
I'm wondering if my code to check if an element is within the viewable area, is
actually doing more work than not bothering to check at all. My question is
really about the efficiency of a call to blit in pygame when the thing being
drawn is outside the viewable area. I act
Congratulations, Irv!
On Sun, Feb 20, 2022 at 11:47 AM René Dudfield wrote:
> Yes, congrats!
>
> Sounds like a fun way to learn/teach OO :)
>
Yes, congrats!
Sounds like a fun way to learn/teach OO :)
ailable at major booksellers including Amazon
> and through the publisher, No Starch Press.
>
> The purpose of the book is to explain the techniques involved in
> Object-Oriented Programming (OOP) but in a unique way. I use games and
> graphical user interface elements all built in pygame to
mming (OOP) but in a unique way. I use games and
graphical user interface elements all built in pygame to demonstrate the key
concepts.
The book is an expanded version of a course that I developed and teach at two
local universities (University of California Santa Cruz Extension and
University of Sili
Alec, this is actually a recent change I believe (after pygame 2.1), and
comes from our SDL backend.
It's been discussed in this Github issue, and I believe they've got an
environment variable that will do it.
https://github.com/pygame/pygame/issues/2962
I'm testing Pygame 2 (under Ubuntu), and noticed a big change: the Pygame
window now needs to have focus to catch joystick events. This wasn't the
case in the previous Pygame version I was using (1.9.3).
For example if I run this script with Pygame 1.9.3, it catches all joystick
events no matter
unsubscribe
On Sun, 10 Oct 2021, 14:16 Sam Bull, wrote:
> I've been thinking about
> experimenting with an asyncio implementation of pygame at some point in
> the future.
>
I have written that[1]; it works very well[2].
I'm assuming you mean async not asyncio. Asyncio is kind of at a d
On Sat, 2021-10-09 at 09:43 +0200, René Dudfield wrote:
> Things like types, and even module level getattr.
I've not had time to look into pygame for a while now. But, I've been thinking
about
experimenting with an asyncio implementation of pygame at some point in the
future.
I'd also rea
inking of big, big changes, maybe we could build a laundry list
of them and jump to PyGame 3.0?
>
hey,
>
> so, we've been talking about stopping support for these for a _while_.
> Should the next pygame release 2.0.2 be the last one that supports them?
> That means the pygame 2.1.0 series will be without SDL1 and py2 support.
>
>
> ---
>
> There's still lots of pytho
e've been talking about stopping support for these for a _while_.
> Should the next pygame release 2.0.2 be the last one that supports them?
> That means the pygame 2.1.0 series will be without SDL1 and py2 support.
>
>
> ---
>
> There's still lots of python 2.7 pygame us
hey hey,
so, we've been talking about stopping support for these for a _while_.
Should the next pygame release 2.0.2 be the last one that supports them?
That means the pygame 2.1.0 series will be without SDL1 and py2 support.
---
There's still lots of python 2.7 pygame users. Maybe more than
Hello,
with this small test code
```python
import pygame
import time
pygame.init()
gameDisplay = pygame.display.set_mode((100, 100))
running = True
while running:
time.sleep(.1)
events = pygame.event.get(eventtype=[pygame.KEYDOWN,pygame.KEYUP],
pump=False)
if events:
print
od correctly, it needs to prepare new data every 512 / 22050
> seconds, or about 40 times per second.
>
> Thomas
>
> On Thu, 26 Aug 2021 at 08:21, David Scheele
> wrote:
>
>> Hi there, new to the mailing list.
>> I'm currently misusing pygame and its mixer to create
lso the default). If I've
understood correctly, it needs to prepare new data every 512 / 22050
seconds, or about 40 times per second.
Thomas
On Thu, 26 Aug 2021 at 08:21, David Scheele
wrote:
> Hi there, new to the mailing list.
> I'm currently misusing pygame and its mixer to create a ras
/26/2021 12:21 AM, David Scheele wrote:
Hi there, new to the mailing list.
I'm currently misusing pygame and its mixer to create a raspberry pi
script that can switch between different music playlists and play sfx
on command, all without any graphics.
So far it worked perfectly but now, in reach
Hi there, new to the mailing list.
I'm currently misusing pygame and its mixer to create a raspberry pi script
that can switch between different music playlists and play sfx on command,
all without any graphics.
So far it worked perfectly but now, in reach of the finish line, I came
across errors
Here here... many thanks for all the work that's gone into making this
possible.
PyGame FTW
N.
On 24/08/2021 01:02, Michael Lutynski wrote:
> Wow, great work, devs! 料
>
>
>
> ~ Michael
>
>
>
> On Sunday, August 22, 2021 3:49:31 AM PDT you wrote:
&g
Wow, great work, devs! 料
~ Michael
On Sunday, August 22, 2021 3:49:31 AM PDT you wrote:
>
> ☕ Cheer Up!
> ✨ )) ✨
> ┃ (( * ┣┓ we have a python3 -m pip install pygame==2.0.2.dev2
> ┃* ┣┛
> ┗━━┛
> For YOU
>
signature.asc
Descript
I recently discovered that import win32ui was broken in Python 3.9. This is
described in https://github.com/mhammond/pywin32/issues/1593.
I upgraded pywin32 from the build I had (288) to the latest build (301) and
that made the import problem go away.
But today I ran a pygame application
Hi Daniel,
Ah indeed, that would work as well!
Unfortunately not entirely: pygame 2 allows get() to have a timeout value,
so then it might take a while before the midi events could be retrieved.
And I don't think I should create a busy-loop.
Now I could do the midi polling in a separate thread
In that example, the midi events are converted to Pygame events and posted
to the Pygame event queue here:
https://github.com/pygame/pygame/blob/main/examples/midi.py#L74
On Mon, Jul 26, 2021, 04:02 Folkert van Heusden wrote:
> Hi,
>
> If I look at https://github.com/pygame/pygame/
Hi,
If I look at https://github.com/pygame/pygame/blob/main/examples/midi.py I
see the following:
if e.type in [pygame.midi.MIDIIN]:
I tried that in a tiny test program, but that never gets triggered.
pygame.event.get() *does *work, so something is received.
My test-code is:
#! /usr/bin
None of the necessary bits are exposed to Python, so you'd have to fork
Pygame probably. It might be possible to open a PR to add the feature
though.
On Wed, Jul 14, 2021, 18:41 Andrew Baker wrote:
> I'd assume that deep under the hood, one should be able to advance
> whatever read p
>>>> raw = effect.get_raw()
>>>> rawStart = int( len(raw) * startTime / effect.get_length() )
>>>> return mixer.Sound( raw[rawStart:] )
>>>>
>>>> Depending on what sound effect I play the code either:
>>>> - Works fine!
orks fine!
>>> - Horribly 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>,
>>>>
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:
>>
- Horribly 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
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:
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:
I'm working on a networked action game with rollback netcode, and so I
I'm working on a networked action game with rollback netcode, and so I need
to play sound effects starting an arbitrary amount of time from the
beginning of the file so they sync up with game events.
pygame.mixer.music does this via set_pos()... but apparently there's no
corresponding method when
I’m running macOS Big Sur 11.4 on a M1 MacBook Air. When I try and run
pygame.examples.aliens, I get the following error:
pygame 2.0.1 (SDL 2.0.14, Python 3.9.5)
Hello from the pygame community. https://www.pygame.org/contribute.html
Sorry, extended image module required
Long story
In the event handler detect KEYDOWN and KEYUP for the keys you're
interested in, and store the state in a variable. In the game logic
handler, if the variable indicates that the key is in the pressed state,
then do the action.
You can also poll the state of the keys with key.get_pressed().
Hi,
is it possible to set key_repeat only for some keys? I want move left and
move right to repeat after pressing, but all other keys to work only once.
How can I achieve that?
I was trying by doing something like this:
for event in events:
if event.type == pygame.KEYDOWN:
if event.key ==
Tetris clone. I want to implement this:
https://tetris.fandom.com/wiki/Lock_delay
<https://tetris.fandom.com/wiki/Lock_delay>
I need 0.5 seconds with player's control over the brick. I have no
idea how to do that using pygame clocks.
You can find my full code here:
https://github.com/y
Hi!
I'm trying to create simple Tetris clone. I want to implement this:
https://tetris.fandom.com/wiki/Lock_delay
I need 0.5 seconds with player's control over the brick. I have no idea how
to do that using pygame clocks.
You can find my full code here:
https://github.com/yanazPL/Tetris/blob
I think René runs the website, along with many other things. He'll
certainly see messages here. The website is also open source if you want to
submit pull requests:
https://github.com/pygame/pygameweb/
https://github.com/pygame/pygame/tree/main/docs
Some parts, like the wiki and the 'recent
just dump 2.7 and move to the more relevant 3.x
On Tue, Apr 27, 2021 at 2:25 AM Jeff Mitchell
wrote:
> Is there an easy way to update an old project (
> https://sourceforge.net/projects/twodracing/) to work with the latest
> Python/Pygame? I'd like to get this 2D driving simulat
There are many broken links on the pygame website, mainly for projects
but there's also a broken link on the tutorial page. Where can I email
the website's administrator?
This project uses a GUI and the program source may not be compatible
with the latest version of the GUI. I'd be better off to write from
scratch. Even if I don't implement drag or acceleration, I can use pi
and trig to have an object travel at angles, as a minimum (one step at a
time). When
the code on Python 3, because not
everything can easily be fixed by an automatic tool.
Thomas
On Tue, 27 Apr 2021 at 07:25, Jeff Mitchell
wrote:
> Is there an easy way to update an old project (
> https://sourceforge.net/projects/twodracing/) to work with the latest
> Python/Pygame? I'd li
Hi Jeff. Do a web search for "python 2to3" code convertor.
On 4/26/2021 10:26 PM, Jeff Mitchell wrote:
Is there an easy way to update an old project
(https://sourceforge.net/projects/twodracing/
<https://sourceforge.net/projects/twodracing/>) to work with the
latest Python/
Is there an easy way to update an old project
(https://sourceforge.net/projects/twodracing/) to work with the latest
Python/Pygame? I'd like to get this 2D driving simulator to run.
The Mac font lists are in this closed issue:
https://github.com/pygame/pygame/issues/179
On Sunday, April 4, 2021, René Dudfield wrote:
> Hi,
>
> There probably should be an open issue for this. The initial query is
> quite slow unfortunately, and I can’t find a quicker que
Hi,
There probably should be an open issue for this. The initial query is quite
slow unfortunately, and I can’t find a quicker query. What can be done is
to use a known set of fonts for different or some subset of OS versions...
Apple did/does publish these lists somewhere, so a fix would be to
busy.
Jason
On Sun, Apr 4, 2021, 4:36 PM Irv Kalb wrote:
> [I apologize if this is a duplicate, but I haven't seen this message show
> up on the list.]
>
>
> I have tracked down a huge slowdown on loading fonts with
> pygame.font.SysFont
>
> Mac OSX 11.2.3
> Python 3.
On 5/04/21 9:29 am, Irv Kalb wrote:
If I load a font like the system font using None with a call to
pygame.font.font, it happens almost immediately.
But if I load a font by name using pygame.font.SysFont, it's taking over 7
seconds on my Mac to load. It doesn't seem to matter which font I
[I apologize if this is a duplicate, but I haven't seen this message show up on
the list.]
I have tracked down a huge slowdown on loading fonts with pygame.font.SysFont
Mac OSX 11.2.3
Python 3.9.1
Pygame 2.0.1
If I load a font like the system font using None with a call to
pygame.font.font
I have tracked down a huge slowdown on loading fonts with pygame.font.SysFont
Mac OSX 11.2.3
Python 3.9.1
Pygame 2.0.1
If I load a font like the system font using None with a call to
pygame.font.font, it happens almost immediately.
But if I load a font by name using pygame.font.SysFont, it's
d printing out the name, etc.
The 2.0 joystick test code on the pygame site does work as I see button down
and up messages
coming through.
Is there anything in moving to 2.0 I could be missing?
Here is my joystick init code, load_joysticks is called on startup, after
setting up the sc
different joysticks, all the same behavior. My joystick code
does work as far
iterating and printing out the name, etc.
The 2.0 joystick test code on the pygame site does work as I see button down
and up messages
coming through.
Is there anything in moving to 2.0 I could be missing?
Here is my
:)
Hi,
In addition I tried to update to pygame 2.0.1 however it is the same.
you'll find here after the complete outcome on the terminal:
Python 3.8.2 (default, Nov 4 2020, 21:23:28)
[Clang 12.0.0 (clang-1200.0.32.28)] on darwin
Type "help", "copyright", "credi
Hi,
I’m a macOS user under Catalina (10.15.7) and I think there might be an issue
related to the closure of a MIDI Input.
I have currently Python 3.8.2 and Pygame 2.0.0 with SDL 2.0.12.
The issue is following: if I close a MIDI input it is impossible to reopen one
afterwards unless I exit
Hello,
It's been quite some time.
I worked hard on this one, Pygame works with Python 3.4, and it's not
limited to the aliens sample, though I didn't test out all of the samples,
anyways, there is a video game called Lex-Talionis that was entirely ported
to Xbox One, I told you about
On 26/12/20 10:57 pm, Pavils Jurjans wrote:
As you can see, in my case the channels point to different addresses,
but still behave as if they are linked. Maybe it is important on what
platform I am running this code?
Perhaps. I suspect they still refer to the same channel id, even
though
the channels point to different addresses, but
still behave as if they are linked. Maybe it is important on what platform
I am running this code?
My platform:
- Raspberry Pi Zero W
- Raspbian GNU/Linux 10 (buster)
- Python 3.7.3
- pygame 2.0.0 (SDL 2.0.9)
I am aware of the channel end_event but since
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