Re: [pygame] Help? Linux (manlinux) builds for testing.

2018-07-18 Thread Daniel Pope
You can install other interpreters from deadsnakes PPA if you have time for more thorough testing: https://launchpad.net/~deadsnakes/+archive/ubuntu/ppa On Wed, 18 Jul 2018, 12:31 Nicholas H.Tollervey, wrote: > Tests all pass for for me on Ubuntu with Python 3.6 and 2.7 :-) > > On 17/07/18 13:2

Re: [pygame] Help? Linux (manlinux) builds for testing.

2018-07-18 Thread Nicholas H.Tollervey
Tests all pass for for me on Ubuntu with Python 3.6 and 2.7 :-) On 17/07/18 13:23, René Dudfield wrote: > Hello, > > There are now linux binary wheels for different cpythons 2.7-3.7. > > $ python -m *pip install pygame==1.9.4.dev0 --pre* --user > > If anyone is available for testing something,

[pygame] Help? Linux (manlinux) builds for testing.

2018-07-17 Thread René Dudfield
Hello, There are now linux binary wheels for different cpythons 2.7-3.7. $ python -m *pip install pygame==1.9.4.dev0 --pre* --user If anyone is available for testing something, that would be muchly appreciated. Here are some things that could be tested... python -m pygame.tests python

Re: [pygame] Help? pygame for python 3.7 windows

2018-07-16 Thread René Dudfield
​Thanks for testing that Ian :)

Re: [pygame] Help? pygame for python 3.7 windows

2018-07-15 Thread Ian Mallett
​Hi, Install seems to go okay (using amd64 version)​ On Sun, Jul 15, 2018 at 3:37 PM, René Dudfield wrote: > python -m pygame.tests > pygame 1.9.4.dev0 Hello from the pygame community. https://www.pygame.org/contribute.html skipping pygame.tests.cdrom_test (tag 'interactive') skipping pygame.t

Re: [pygame] Help? pygame for python 3.7 windows

2018-07-15 Thread René Dudfield
Hi, here are some things that could be tested... python -m pygame.tests python -m pygame.examples.aliens python -m pygame.examples. ... Also, if there is a pygame app that you know, then seeing if that works as before would be a good test. cheers, On Sun, Jul 15, 2018 at 11:15 PM, Ian Mal

Re: [pygame] Help? pygame for python 3.7 windows

2018-07-15 Thread Ian Mallett
​Anything in-particular that needs testing?

[pygame] Help? pygame for python 3.7 windows

2018-07-15 Thread René Dudfield
Hellos, here are Python 3.7 builds for windows. If anyone on windows has a chance to test them, it would be much appreciated? You should be able to download the wheel files, and then install with pip. * (32bit) https://ci.appveyor.com/api/buildjobs/795x5g3wl0fav74o/artifacts/dist%2Fpygame-1.9.4.

Re: [pygame] Help? Alpha changes (regressions?) in 1.9.3 vs 1.9.2?

2018-07-14 Thread René Dudfield
Thanks. So, I guess it's worth fixing before the release. Yes, those are the same bug reports on the mailing list, and the old bitbucket. But I guess the change was probably made some years before those reports. We still need to find when the issue was introduced, and have a test case for it.

Re: [pygame] Help? Alpha changes (regressions?) in 1.9.3 vs 1.9.2?

2018-07-14 Thread Ian Mallett
​Hi, As to finding the commit, can't one find the place where the behavior is implemented, and then check the logs for that line/file to see which commit introduced it? A trivial search of my email for "SRCALPHA" produces the thread "trouble w/ SRCALPHA in 1.9.2-cp27

[pygame] Help? Alpha changes (regressions?) in 1.9.3 vs 1.9.2?

2018-07-14 Thread René Dudfield
Hi, there's a couple of what seem to be changes in how alpha stuff works in 1.9.3 VS 1.9.2 and before. I'm wondering if they are intentional, and when these changes were made? "Surface.set_alpha() sets the SRCALPHA flag" https://github.com/pygame/pygame/issues/455 "Surface.convert() does not re

Re: [pygame] Help testing windows builds?

2016-07-21 Thread René Dudfield
Hellos, - There are some new wheels up now. If you have a mac, please `pip install pygame`? Note, you can use a virtualenv now, so you don't need to install it in your system site-packages. - The building of the dependencies is automated using homebrew recipes. - The wheels are uplo

Re: [pygame] Help testing windows builds?

2016-07-17 Thread Thomas Kluyver
René has just pushed some Mac wheels to PyPI as well, so anyone on OSX 10.11 can also try 'pip install --pre pygame'. There are wheels for Python 3.5 and 2.7. On 16 July 2016 at 15:44, Paul Vincent Craven wrote: > For some reason my configuration is messed up and I can't run sdist right > now. I

Re: [pygame] Help testing windows builds?

2016-07-16 Thread Paul Vincent Craven
For some reason my configuration is messed up and I can't run sdist right now. I'll have to look into it when I've got a bit more time. Paul Vincent Craven On Sat, Jul 16, 2016 at 12:31 AM, Thomas Kluyver wrote: > If you're on windows, yes, you can try a beta version by running: > > pip install

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Thomas Kluyver
You can do it inside a virtualenv to isolate it from your existing installation. Weird quirks: hopefully not, but that's what we hope to find out. :) On 16 Jul 2016 7:44 a.m., "DiliupG" wrote: > Doing this will update my existing Pygame right? and cause all sorts of > weird quirks right? :) :) >

Re: [pygame] Help testing windows builds?

2016-07-15 Thread DiliupG
Doing this will update my existing Pygame right? and cause all sorts of weird quirks right? :) :) On Sat, Jul 16, 2016 at 11:01 AM, Thomas Kluyver wrote: > If you're on windows, yes, you can try a beta version by running: > > pip install --pre pygame > > Paul, any chance of getting an sdist uplo

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Thomas Kluyver
If you're on windows, yes, you can try a beta version by running: pip install --pre pygame Paul, any chance of getting an sdist uploaded too? Clone the source and run python setup.py sdist. That would let people try it on other platforms too. Thomas On 16 Jul 2016 6:17 a.m., "DiliupG" wrote: >

Re: [pygame] Help testing windows builds?

2016-07-15 Thread DiliupG
This is so exciting watch. Are we able to download a new version of Pygame now? When? From where? Diliup Gabadamudalige On 16 Jul 2016 4:51 a.m., "Paul Vincent Craven" wrote: > Ok, files are uploading. First one of the six is up now. Rest should be in > a few minutes. > > Paul Vincent Craven >

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Paul Vincent Craven
Ok, files are uploading. First one of the six is up now. Rest should be in a few minutes. Paul Vincent Craven On Fri, Jul 15, 2016 at 3:28 PM, Thomas Kluyver wrote: > Thanks Paul :-) > > I've just pushed a commit to set the version number to 1.9.2b1. This is > now building on Appveyor: > https:

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Paul Vincent Craven
Ok, it will take me an hour or two before I've got time. Paul Vincent Craven On Fri, Jul 15, 2016 at 3:28 PM, Thomas Kluyver wrote: > Thanks Paul :-) > > I've just pushed a commit to set the version number to 1.9.2b1. This is > now building on Appveyor: > https://ci.appveyor.com/project/pygame/

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Thomas Kluyver
Thanks Paul :-) I've just pushed a commit to set the version number to 1.9.2b1. This is now building on Appveyor: https://ci.appveyor.com/project/pygame/pygame-temp-m8dun/build/1.0.11 Once that has finished - probably in about 5 minutes - could you download the 6 wheels that produces, make an sdi

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Paul Vincent Craven
I'm happy to upload new files. Shoot an e-mail to the list when you have a distribution ready. I'd give access to you Thomas to upload, but I get a second login screen when I try, and it doesn't accept my login when I enter it. So I might have upload permission, but not admin permission? Paul Vin

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Thomas Kluyver
It looks like Paul Craven has the upload rights for pygame on testpypi. Paul, would you be willing to upload some fresh files? Or to give me upload access? Alternatively, we could declare the current state 'beta 1' and upload it as a prerelease on PyPI. That would need René or Paul to do it. Thom

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Florian Krause
In the meantime, it would be very helpful to upload the working Windows build to test-PyPi. On Fri, Jul 15, 2016 at 7:16 PM, Thomas Kluyver wrote: > On 15 July 2016 at 17:43, Florian Krause > wrote: > >> That's great! Is there an eta for when the files will be released at PyPi? >> > > At the mo

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Thomas Kluyver
On 15 July 2016 at 17:43, Florian Krause wrote: > That's great! Is there an eta for when the files will be released at PyPi? > At the moment, the crucial thing that's holding up a release is testing and fixing some issues on Mac. Anyone who might be able to help with that, see: https://bitbucke

Re: [pygame] Help testing windows builds?

2016-07-15 Thread Florian Krause
That's great! Is there an eta for when the files will be released at PyPi? On Sat, Jun 18, 2016 at 11:55 AM, Thomas Kluyver wrote: > On 18 June 2016 at 10:16, René Dudfield wrote: > >> Thanks to Paul, Leonard, Thomas (and others I've forgot... sorry!) there >> are automated windows wheels. >> h

Re: [pygame] Help testing windows builds?

2016-06-18 Thread Thomas Kluyver
On 18 June 2016 at 10:16, René Dudfield wrote: > Thanks to Paul, Leonard, Thomas (and others I've forgot... sorry!) there > are automated windows wheels. > https://ci.appveyor.com/project/pygame/pygame-temp-m8dun > I know it's not immediately obvious how to get and install pygame from that page.

[pygame] Help testing windows builds?

2016-06-18 Thread René Dudfield
Hellos! Thanks to Paul, Leonard, Thomas (and others I've forgot... sorry!) there are automated windows wheels. https://ci.appveyor.com/project/pygame/pygame-temp-m8dun Anyone able to help test these builds with pip, and windows? We're tracking the 1.9.2 release on this issue... https://bitbucke

RE: [pygame] Help me!

2015-07-07 Thread Oliver Nichol
You may be right. I was running 64 bit python and 32 bit pygame. From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On Behalf Of DR0ID Sent: 05 July 2015 16:39 To: pygame-users@seul.org Subject: Re: [pygame] Help me! On 2015-07-05 13:11, Oliver Nichol wrote: Roght I

Re: [pygame] Help me!

2015-07-05 Thread DR0ID
On 2015-07-05 13:11, Oliver Nichol wrote: Roght I know I already made a thread but this has more info. I have windows 7 64 bit and am running python 3.2. I have installed pygame and the installer ran fine but this is what happens when I try to start it: Python 3.2.5 (default, May 15 2013, 2

[pygame] Help me!

2015-07-05 Thread Oliver Nichol
Roght I know I already made a thread but this has more info. I have windows 7 64 bit and am running python 3.2. I have installed pygame and the installer ran fine but this is what happens when I try to start it: Python 3.2.5 (default, May 15 2013, 23:07:10) [MSC v.1500 64 bit (AMD64)] on win32

Re: [pygame] Help me!

2015-06-28 Thread tom arnall
Paul, Sorry for the mix up. I just noticed it was you who responded and not Oliver. Suggestion unchanged, but let me add a detail to it. Make sure that the description of the procedure includes the responses of the system to the user's actions. If you follow my advice, I'd very much appreciate see

Re: [pygame] Help me!

2015-06-28 Thread tom arnall
Hi Oliver! Providing us with the set of instructions on the web page is a good start. Now let me suggest what may turn out to be a giant step forward from it. Use the information on the web page to create a text-only set of instructions for the procedure. Then carefully follow (and probably revis

Re: [pygame] Help me!

2015-06-28 Thread Paul Vincent Craven
There are directions, along with a video walk-through here: http://programarcadegames.com/index.php?chapter=foreword&lang=en#section_0 Paul Vincent Craven On Sun, Jun 28, 2015 at 12:54 PM, tom arnall wrote: > Hi Oliver, > > Please describe exactly the procedure which is failing. By "exactly" I

Re: [pygame] Help me!

2015-06-28 Thread tom arnall
Hi Oliver, Please describe exactly the procedure which is failing. By "exactly" I mean the text which you are entering and the words which the system is displaying. It will make it much easier for us to help you, as well as encourage us to do so. I often find that creating such a description enab

RE: [pygame] Help me!

2015-06-28 Thread Oliver Nichol
Thank you. Wait a sec, ill check From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On Behalf Of Ian Mallett Sent: 28 June 2015 17:30 To: pygame-users@seul.org Subject: Re: [pygame] Help me! ​Sounds like a Windows variety. I'm not sure why you'd expect it to

Re: [pygame] Help me!

2015-06-28 Thread Ian Mallett
​Sounds like a Windows variety. I'm not sure why you'd expect it to appear in the start menu, though. It's an API, not a program. You can check if PyGame is installed by opening a Python terminal (Python IDLE, probably), typing "import pygame", and then waiting to see if it barfs.

Re: [pygame] Help me!

2015-06-28 Thread Wout Goud
Which OS are you using? How do you try to install it? (pip or easy_install or ...) Op 28 jun. 2015 10:45 schreef "Oliver Nichol" het volgende: > Hello, I am trying to install pygame for python 3.2 but it is not working. > I am trying to repair it by reinstalling but it never appears in the start

[pygame] Help me!

2015-06-28 Thread Oliver Nichol
Hello, I am trying to install pygame for python 3.2 but it is not working. I am trying to repair it by reinstalling but it never appears in the start menu. Please help!

Re: [pygame] help subscribing to pygame-users

2014-01-28 Thread René Dudfield
Hi, direct them to me if you want. First check that the posts are not showing up on one of the mirrors: http://www.pygame.org/wiki/info The need to send an email to pygame-users@seul.org In the body of the message write: subscribe pygame-users cheers, On Mon, Jan 27, 2014 at 6:12 PM,

[pygame] help subscribing to pygame-users

2014-01-27 Thread Christopher Night
Hi, I'm talking with someone on the /r/pygame subreddit who's having trouble signing up for this mailing list (link). They say they followed the subscribe process but their emails are still not showing up on

Re: [pygame] help with float issue

2012-11-08 Thread Peter Finlayson
On 09/11/2012 08:19, nick2003 wrote: def updateVelocity(self): '''calculates the velocity/movement to be done on x and y during move method''' #update velocity vx = math.cos( self.heading )* self.speed vy = math.sin( self.h

[pygame] help with float issue

2012-11-08 Thread nick2003
So in my game I have the character move 0.1 per tick. The problem is that when i calculate the distance to the destination, the results seem all out of wack when distance < 0. heres my results: moved. distance from destination,(208, 321)=1.03817816236 velocity: 0.1 distance from old pos: 0.1 moved.

Re: [pygame] help with clock

2012-05-10 Thread Nicholas Seward
One solution would be to draw the clock flipped over the x axis and mirror your surface back before the flip. This will make the top be rock steady but the ends will now be jerky. You could definitely make both ends smooth but you would have to simulate the drawing of the arc through a series of

[pygame] help with clock

2012-05-08 Thread Silver
I wrote a small clock program that I might use if it turns out well, but I am having a small issue where the top of the arcs that grow over time shifts when I would like it to stay still. Does anyone know how to achieve this? from pygame import * import time, math import pygame, sys def timeinto

Re: [pygame] HELP PLEASE: sprite collision - object not iterable error

2012-02-21 Thread Radomir Dopieralski
On Tue, Feb 21, 2012 at 02:47, sc...@scottolling.com wrote: > We're having a problem with the code below, which is returning this error: > player = Player('Player.png', [10,10], [50, 50]) > monster = Monster('Monster.png', [7,5], [7,5]) > MGroup = pygame.sprite.Group(monster) > PGroup = pygame.s

Re: [pygame] HELP PLEASE: sprite collision - object not iterable error

2012-02-20 Thread stabbingfinger
Check the docs. The second argument must be an instance or subclass of Group. Cheers. Gumm On Mon, Feb 20, 2012 at 5:47 PM, sc...@scottolling.com < sc...@scottolling.com> wrote: > We're having a problem with the code below, which is returning this error: > > Traceback (most recent call last): >

[pygame] HELP PLEASE: sprite collision - object not iterable error

2012-02-20 Thread scott
We're having a problem with the code below, which is returning this error: Traceback (most recent call last): File "C:\Users\HO\Desktop\USER\SERVER.Master\Python\Games\LightSlayer\LightSlayer.py", line 95, in if pygame.sprite.spritecollide(monster, player, False): File "C:\Python25\lib

[pygame] Help

2012-01-17 Thread Silver
Ok, so I got multicore working and didn't kil my pc. However, the threads aren't really doing what I want them to do. anyone know why The main python process amx's out and the rest are left at ~1% cpu? (I have many cores, so one core isn't the issue) import pygame import random import multiproces

Re: [pygame] Help with pygame

2011-12-14 Thread Lenard Lindstrom
You will need the SDL_image library to load anything other than BMP files. Lenard Lindstrom On 14/12/11 01:51 PM, Zack Baker wrote: Ok, I have deleted everything pygame I could find an now I'm going to reinstall it. Along with python 3.2 because I guess now they are compatible on OSX which wo

Re: [pygame] Help with pygame

2011-12-14 Thread Brian Fisher
I use a Mac, and while I have compiled from source, I wouldn't recommend it because you still have to manage getting the dependencies yourself (meaning libpng, libjpg and sdl and maybe a couple others) I would use a prebuilt installer on this page, if you can find one that works: http://pygame.org

Re: [pygame] Help with pygame

2011-12-14 Thread Greg Ewing
Zack Baker wrote: Traceback (most recent call last): File "green-car-test.py", line 10, in car=pygame.image.load('green-car.png') pygame.error: File is not a Windows BMP file It looks to me as though your PyGame installation doesn't have support for PNG files. It seems to fall back to a

Re: [pygame] Help with pygame

2011-12-14 Thread Greg Ewing
On 15/12/11 10:51, Zack Baker wrote: Ok, I have deleted everything pygame I could find an now I'm going to reinstall it. Along with python 3.2 because I guess now they are compatible on OSX which would be great. Btw in case it doesn't could you point me too a link that shows how to compile fro

Re: [pygame] Help with pygame

2011-12-14 Thread Zack Baker
Ok, I have deleted everything pygame I could find an now I'm going to reinstall it. Along with python 3.2 because I guess now they are compatible on OSX which would be great. Btw in case it doesn't could you point me too a link that shows how to compile from source? Thanks -Zack On Dec 14, 20

Re: [pygame] Help with pygame

2011-12-14 Thread Greg Ewing
Zack Baker wrote: With fink I'm on OSX, and I find it's generally less hassle in the long run to compile everything from source myself rather than rely on things like fink and macports, so I don't have much experience with them. But you could look into whether there is a fink version of libpng

Re: [pygame] Help with pygame

2011-12-14 Thread Zack Baker
With fink -Zack On Dec 14, 2011, at 4:20 PM, Brian Fisher wrote: > How did you install pygame, Zack? > > On Wed, Dec 14, 2011 at 12:47 PM, Zack Baker wrote: >> Ok i ran it and this is the error it gave me... >> >> 2011-12-14 15:46:45.796 Python[12670:f07] Warning once: This application, or

Re: [pygame] Help with pygame

2011-12-14 Thread Sean Wolfe
Is anybody else here on osx? On Wed, Dec 14, 2011 at 6:20 PM, Brian Fisher wrote: > How did you install pygame, Zack? > > On Wed, Dec 14, 2011 at 12:47 PM, Zack Baker wrote: >> Ok i ran it and this is the error it gave me... >> >> 2011-12-14 15:46:45.796 Python[12670:f07] Warning once: This appl

Re: [pygame] Help with pygame

2011-12-14 Thread Brian Fisher
How did you install pygame, Zack? On Wed, Dec 14, 2011 at 12:47 PM, Zack Baker wrote: > Ok i ran it and this is the error it gave me... > > 2011-12-14 15:46:45.796 Python[12670:f07] Warning once: This application, or > a library it uses, is using NSQuickDrawView, which has been deprecated. Apps

Re: [pygame] Help with pygame

2011-12-14 Thread Christopher Night
On Mon, Dec 12, 2011 at 6:06 PM, Christopher Night wrote: > Try putting this in the python interpreter and tell us what you get. (Copy > and paste the output exactly as you get it. Don't try to summarize): > > open("images.BMP") ; import pygame ; pygame.image.get_extended() ; > pygame.image.load("

Re: [pygame] Help with pygame

2011-12-14 Thread Zack Baker
Ok i ran it and this is the error it gave me... 2011-12-14 15:46:45.796 Python[12670:f07] Warning once: This application, or a library it uses, is using NSQuickDrawView, which has been deprecated. Apps should cease use of QuickDraw and move to Quartz. Traceback (most recent call last): File "g

Re: [pygame] Help with pygame

2011-12-12 Thread Ian Mallett
On Mon, Dec 12, 2011 at 4:06 PM, Christopher Night wrote: > Can you please post images.BMP? You know, the image file you actually > tried to load? I think it's possible your pygame was installed without > support for file types other than uncompressed BMP. Try putting this in the > python interpre

Re: [pygame] Help with pygame

2011-12-12 Thread Christopher Night
Can you please post images.BMP? You know, the image file you actually tried to load? I think it's possible your pygame was installed without support for file types other than uncompressed BMP. Try putting this in the python interpreter and tell us what you get. (Copy and paste the output exactly as

Re: [pygame] Help with pygame

2011-12-12 Thread Zack Baker
Just because I keep switching it around and trying different images with different extensions. I get the same error with all though -Zack On Dec 12, 2011, at 4:40 PM, Christopher Night wrote: > Okay obvious question why is your code trying to load a file called > images.BMP if this f

Re: [pygame] Help with pygame

2011-12-11 Thread Sean Wolfe
also .. the error says windows bmp but you're on osx ... maybe we have a bug handling bmps in osx? On Sun, Dec 11, 2011 at 11:36 PM, Sean Wolfe wrote: > is there a reason why you're loading the image in the while loop? The > way I'm reading the code you're loading the bmp every 100ms based on > c

Re: [pygame] Help with pygame

2011-12-11 Thread Sean Wolfe
is there a reason why you're loading the image in the while loop? The way I'm reading the code you're loading the bmp every 100ms based on clock.tick(10). How about loading the image first then running the loop. How big is the bmp? On Sun, Dec 11, 2011 at 9:44 PM, Brian Fisher wrote: > Zach, co

Re: [pygame] Help with pygame

2011-12-11 Thread Brian Fisher
Zach, code looks fine - can you attach the image as well? The problem may lie with it. thanks On Sun, Dec 11, 2011 at 2:49 PM, Zack Baker wrote: > Ok guys heres the code. Same error, better code. > #!/usr/bin/env python > > import pygame > pygame.init() > > #Set height and width of the screen >

Re: [pygame] Help with pygame

2011-12-11 Thread Zack Baker
Ok guys heres the code. Same error, better code. #!/usr/bin/env python import pygame pygame.init() #Set height and width of the screen size=[400,500] screen=pygame.display.set_mode(size) #Loop until user clicks the close button done=False clock=pygame.time.Clock() while done==False: #This

Re: [pygame] Help with pygame

2011-12-10 Thread Zack Baker
Ok I will soon post some real code w/ image -Zack On Dec 10, 2011, at 2:12 PM, Sean Wolfe wrote: > also you need a pygame.init() in there... > > On Sat, Dec 10, 2011 at 1:49 PM, Brian Fisher > wrote: >> Zack, >> There are a lot of problems with the script you posted, but the error >> you

Re: [pygame] Help with pygame

2011-12-10 Thread Sean Wolfe
also you need a pygame.init() in there... On Sat, Dec 10, 2011 at 1:49 PM, Brian Fisher wrote: > Zack, >  There are a lot of problems with the script you posted, but the error > you are getting says that the first problem is with loading the image > file, so might as well start there. > >  So on

Re: [pygame] Help with pygame

2011-12-10 Thread Brian Fisher
Zack, There are a lot of problems with the script you posted, but the error you are getting says that the first problem is with loading the image file, so might as well start there. So on your next reply, please attach the image file you are trying to load and draw. That way people can test them

Re: [pygame] Help with pygame

2011-12-10 Thread Zack Baker
Sorry guys, my bad, I only changed the name when I put the code on there. It was both images.png or whatever. I'm very sorry for the confusion. Also could the problem be that I didn't draw the screen? -Zack On Dec 10, 2011, at 4:42 AM, Miriam English wrote: > Also, you might think this is pr

Re: [pygame] Help with pygame

2011-12-10 Thread Miriam English
Also, you might think this is pretty obvious, but it surprises me how many people I've seen make this mistake, so I'll mention it anyway, just in case... renaming a file with a different extension won't make it the right kind of file. For instance renaming a jpeg file from blah.jpg to blah.bmp

Re: [pygame] Help with pygame

2011-12-09 Thread Ian Mallett
Also "screen" is not defined. You'd get that error later.

Re: [pygame] Help with pygame

2011-12-09 Thread Brian Fisher
There's no way that code matches that error... the code tries to load "car.jpeg", and the error is from a line that tried to load "images.BMP". So what's the actual name of the image? If you're not sure, what do you get when you type "ls" from a command prompt in the same directory as the python s

[pygame] Help with pygame

2011-12-09 Thread Zack Baker
Hi, i wrote this code CODE: SELECT ALL import pygame car=pygame.image.load('car.jpeg') #i have tried car.png car.bmp and so on screen.blit(car, (50, 100)) pygame.display.flip() but i get this error CODE: SELECT ALL Traceback (most recent call last): File "/Users/zackbaker/Desktop/Cartest.py", l

Re: [pygame] PYgame Help 1.9.1 please please please

2011-11-08 Thread Zack Baker
Thank you for being so helpful. I finally got it to work with macports. Anyway thanks again for helping me, -Zack On Nov 8, 2011, at 1:28 AM, René Dudfield wrote: > Hi, > > eek. > > Maybe that install does not have a 32bit architecture or 64bit architecture > in there. > > To tell what a

Re: [pygame] PYgame Help 1.9.1 please please please

2011-11-07 Thread René Dudfield
Hi, eek. Maybe that install does not have a 32bit architecture or 64bit architecture in there. To tell what architectures are compile in... In a Terminal, are you able to run this command for me? lipo /Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/pygame/base.so

Re: [pygame] PYgame Help 1.9.1 please please please

2011-11-07 Thread Ian Mallett
Some basic Googling suggests that this is a problem related to 32 bit versus 64 bit. You did install the correct PyGame distribution for your computer?

[pygame] PYgame Help 1.9.1 please please please

2011-11-07 Thread Zack Baker
For starters, I am a newish python programmer, far enough along to have my feet wet. Running Mac OSX Lion (10.7), and python 2.7.2. I am trying to expand my knowledge and use some packages outside of the base python library. Games are interesting so I decided I'd try pygame af

Re: [pygame] Help needed on creating snake n ladder game

2011-05-08 Thread Jake b
Where are you started / stuck? Breaking a problem into smaller pieces can make it easier to solve. example: 1. draw empty board 2. draw player on square X 3. player input, dice. 4. turn taking 5. 'ladder' tiles save the tile id of the square to slide down to On Mon, May 9, 2011 at 12:46 AM, Mr.

[pygame] Help needed on creating snake n ladder game

2011-05-08 Thread Mr. Singh
Can anybody help me creating snake and ladder game algorithm?

Re: [pygame] Help with pygame.transform.threshold

2011-03-04 Thread René Dudfield
Hi, I think it is a bug. If you have change_return = 1, then it compares your color (RED) to each pixel in surface2, and makes the pixels in surface1 (WHITE) which are within the threadhold (0,0,0) of (RED). However since you have inverse=True, it makes the pixels that are not within the threshol

[pygame] Help with pygame.transform.threshold

2011-03-03 Thread Thor Julsrud
Hi! I'm trying to use the threshold function in a roguelike to get appropriate background and foreground colors for tiles (simulating ASCII). I've simply used pygame.transform.threshold(surface1, surface2, WHITE, (0,0,0), RED, 1, None, True). However, it keeps complaining "TypeError: must be py

Re: [pygame] Help with pygame compilation

2010-12-21 Thread A BC
On Tue, Dec 21, 2010 at 7:29 PM, Christoph Gohlke wrote: > pygame-1.9.2pre installers for Python 2.7 are available at < > http://www.lfd.uci.edu/~gohlke/pythonlibs/#pygame> > > Oh, shame on me Thank you sincerely !

Re: [pygame] Help with pygame compilation

2010-12-21 Thread Christoph Gohlke
On 12/21/2010 10:22 AM, A BC wrote: Hi everyone, Please correct me if I am not on the right list, or if my question is misplaced, or if the subject is not well chosen. Here is my issue : - Running on a 32bits Win7 with Python 2.7 and VC++ 9.0 - Setup.py crashes when it is to compile transfor

[pygame] Help with pygame compilation

2010-12-21 Thread A BC
Hi everyone, Please correct me if I am not on the right list, or if my question is misplaced, or if the subject is not well chosen. Here is my issue : - Running on a 32bits Win7 with Python 2.7 and VC++ 9.0 - Setup.py crashes when it is to compile transform.lib : linking does not find scale_mmx.

Re: [pygame] Help - Events

2009-11-17 Thread Shadd
Anyway, why not to try using pygame.event.get() instead of the queue for that specific function? Thiago Petruccelli wrote: Wow. After organizing a little bit the event handling, it worked - the way Henrique wrote. I'll use the input wrapper in the game, it's very useful and organized too. :)

Re: [pygame] Help - Events

2009-11-17 Thread Thiago Petruccelli
Wow. After organizing a little bit the event handling, it worked - the way Henrique wrote. I'll use the input wrapper in the game, it's very useful and organized too. :) Problem solved! Thanks so much for all your help, you're great. -- Thiago Henrique Petruccelli On Tue, Nov 17, 2009 at 4:37

Re: [pygame] Help - Events

2009-11-17 Thread Thadeus Burgess
I would suggest using my event input wrapper... It will clean up the event handling ALOT... http://www.pygame.org/wiki/InputWrapper -Thadeus On Tue, Nov 17, 2009 at 12:30 PM, Thiago Petruccelli < thiagopetrucce...@gmail.com> wrote: > Thanks Rolf. In fact I was using a different way to drag t

Re: [pygame] Help - Events

2009-11-17 Thread Thiago Petruccelli
Thanks Rolf. In fact I was using a different way to drag the tile aroud; do it inside the MOUSEMOTION if is really better. I think I'll have to re-write all the event handling in may game, it's really messy... -- Thiago Henrique Petruccelli On Tue, Nov 17, 2009 at 2:51 PM, Rolf Sievers wrote:

Re: [pygame] Help - Events

2009-11-17 Thread Rolf Sievers
I made a little example of drag and drop, not sure if you want that. # CC0 1.0 Universal # http://creativecommons.org/publicdomain/zero/1.0/ from sys import exit from pygame.locals import * import pygame pygame.init() screen = pygame.display.set_mode((640, 480)) clock = pygame.time.Clock() #

Re: [pygame] Help - Events

2009-11-17 Thread Thiago Petruccelli
that is interesting... I'll try... -- Thiago Henrique Petruccelli On Tue, Nov 17, 2009 at 3:32 PM, Russell Cumins wrote: > What about checking if the tile of the same type has already been placed > where the mouse is being clicked? > > if selectedTile == placedTile: > placedTile.remove() > e

Re: [pygame] Help - Events

2009-11-17 Thread Russell Cumins
What about checking if the tile of the same type has already been placed where the mouse is being clicked? if selectedTile == placedTile: placedTile.remove() elif selectedTile != placedTile: selectedTile.place() 2009/11/17 Thiago Petruccelli > so, I kind of did that. But the var name i

Re: [pygame] Help - Events

2009-11-17 Thread Thiago Petruccelli
In fact, due to my inexperience in pygame, I didn't know where to treat events - in the main class of the game or in the objects that the event affects. So, part of the event handling is in the main class and part in the objects, what I think is bad practise of programming. So I also wanted to ask

Re: [pygame] Help - Events

2009-11-17 Thread Thiago Petruccelli
so, I kind of did that. But the var name is dragging instead of held. when dragging is true, it didnt run the code of removing. Else, it checks and removes. But what happens is that it first puts the tile, and then removes it, with the same click... I thought the mousebuttondown was still on the ev

Re: [pygame] Help - Events

2009-11-17 Thread Henrique Nakashima
Oh, I see. In this case, I would use a variable 'held' to indicate the tile that is picked up. 'held' would be None if the no tile is held. When a mouse down event is received, if there is a piece in 'held' (held is not None), place it. If 'held' is None, then remove the tile at the mouse location

Re: [pygame] Help - Events

2009-11-17 Thread Thiago Petruccelli
Henrique, the pŕoblem is that when dragging, the mouse button down don't need to be held all the time; it's one click to pick the tile and another one to put it in the area. -- Thiago Henrique Petruccelli On Tue, Nov 17, 2009 at 2:51 PM, Thiago Petruccelli < thiagopetrucce...@gmail.com> wrote:

Re: [pygame] Help - Events

2009-11-17 Thread Thiago Petruccelli
ok. :) this is a function of GameFloor class; the event handler. It puts the tile in the floor if it's in a valid position: def handle_events(self, event): if event.type == MOUSEBUTTONDOWN: if self.dragging == True: self.dragging = False #tests

Re: [pygame] Help - Events

2009-11-17 Thread Henrique Nakashima
When you get a mouse button down event, store the mouse location. When you get a mouse button up event, check if the cursor location in the mouse up event is the same as the location in the last mouse button down event. If so, handle the removal. Else, handle the dragging. Hope this helps you. O

Re: [pygame] Help - Events

2009-11-17 Thread Thiago Chaves
Sure, share the code. -Thiago On Tue, Nov 17, 2009 at 6:26 PM, Thiago Petruccelli wrote: > Hi! > > I am making a game in wich the player has to fill an area with tiles. It's > an educational game. But I got a problem with pygame events... Actually I > think it's a simple problem, but I don't kno

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