Michael | 1 Oct 06:32 2003
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[pygame] fork() and PyGame?

Does fork()'ing code not work with PyGame? I tried to fork() my 
application code from the UI code and the events posted by the 
application code weren't being picked up by the UI. Am I right in 
thinking that this method just doesn't work or is there something else 
I'm doing wrong? Thanks.

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http://kavlon.org

Gerrit Holl | 3 Oct 10:09 2003
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Re: [pygame] quadtrees

Richard Jones wrote:
> On Fri, 3 Oct 2003 05:08 am, Gerrit Holl wrote:
> > Has anyone ever implemented quadtrees in Python?
> 
> I have implemented *oct*trees in Python, and I've also implemented a C module 
> that supports the same API. It's available in my UFO code:
> 
>    http://mechanicalcat.net/tech/ufo/
> 
> It works with *static* data though - so it'd need extending it stuff moved 
> around.

Thanks, this looks like useful code!

Gerrit.

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Lee Harr | 15 Oct 19:55 2003
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Re: [pygame] moving sprites diagonal with keys

>do you know a simple method to check for pressing two keys at 'once'?
>I need it to move sprites in diagonal directions.
>

Hi;

You may want to look at pygsear  (http://www.nongnu.org/pygsear/)

There is a lot of sample code there, and a link to my book which might
help you to get started.

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Wayne Koorts | 15 Oct 20:48 2003
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Re: [pygame] Starting from IDLE

Take a look at Boa Constructor (search for it on www.sourceforge.net). 
It's a complete IDE written in Python / wxPython and also has great
debugging, although I honestly haven't tried it with pygame yet.  Works
well for other projects though.

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Registered Linux user #330079

On Wed, 2003-10-15 at 17:45, Pete Shinners wrote:
> Bo Jangeborg wrote:
> > When I run a pygame program from IDLE (windows IDE) the game window 
> > doesn't close when the application stops.
> > I have to press CTRL-ALT-DEL to close the window. Am I missing something ?
> 
> Python2.3 comes with an entirely rewritten IDLE. I've played 
> with it in the interactive mode, and it supports pygame with 
> no troubles. I assume the debugging works just as well?

Erlend Strømsvik | 15 Oct 21:01 2003
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RE: [pygame] Starting from IDLE

> When I run a pygame program from IDLE (windows IDE) the game window
> doesn't close when the application stops.
> I have to press CTRL-ALT-DEL to close the window. Am I missing
something ?
> 
> Bo)

I don't know why this happens to you...

This is an example of a small program which will run in IDLE, SciTE (a
much better editor than IDLE: http://www.scintilla.org/) and whatnot and
when I hit escape or click on the upper right 'X' the window will close
and everything returns back to 'normal'.

###############################
def main(winstyle = 0):
    running = 1
    while running:
        #get input
        for event in pygame.event.get():
            if event.type == QUIT or \
                (event.type == KEYDOWN and event.key == K_ESCAPE):
                    # jumping out of main loop
                    return

if __name__ == '__main__':
    main()
    pygame.quit()

###############################
(Continue reading)

Jeff Mallett | 15 Oct 23:27 2003
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[pygame] Robustness of OSX support

Hi,

I'm currently investigating cross-platform solutions (need Windows 
and OS X) for developing a commercial, full-screen, 2D game.  I would 
like to start on a demo ASAP.  I've been playing around with pygame 
on Windows, but haven't tried it on Mac OSX yet.  What I've read 
makes me think MacOSX support is lagging behind in some areas.

So, my questions are:

* Is pygame/OSX "ready" as a platform for commercially distributed 
games?  (stability, speed, support of pygame API set, etc.)  Are 
there OSX-specific issues to be aware of and what targets (OS 
versions, hardware) are supported?

* I'll need to integrate with a C++ engine/AI, so if I end up using 
cross-platform C++ game library, this part would be easy.  How hard 
would it be to integrate this C++ code with Python code controlling 
the display, and how would I go about this? (in both Windows and Mac)

Thanks in advance for your help!

Jeff

P.S. The game won't be graphics intensive (no collision detection or 
scrolling), but will have a CPU-hungry engine and background music, 
and will need the animation it does have to be smooth.

Bob Ippolito | 16 Oct 00:02 2003

Re: [pygame] Robustness of OSX support

On Wednesday, Oct 15, 2003, at 17:27 America/New_York, Jeff Mallett 
wrote:

> I'm currently investigating cross-platform solutions (need Windows and 
> OS X) for developing a commercial, full-screen, 2D game.  I would like 
> to start on a demo ASAP.  I've been playing around with pygame on 
> Windows, but haven't tried it on Mac OSX yet.  What I've read makes me 
> think MacOSX support is lagging behind in some areas.

Just SysFont support right now, as far as I know.  You shouldn't really 
count on that working anywhere in the first place, it's not very well 
tested.  Switching between full screen and windowed mode is also 
problematic (seems to work on OS X 10.2, but not 10.3), but that's true 
for more platforms than just OS X.  Doesn't sound like this issue would 
concern you, as your app is full screen.

I've heard nothing but good things about my distribution of Pete's 
SolarWolf 1.3 (full screen pygame), which was released at the end of 
last month.  It's been downloaded almost 4000 times (over 13 gigs of 
traffic!).  Approximately half of that was directly through 
versiontracker (the only place I announced it), but there's a trickle 
down effect for popular software so it ended up on a few similar sites 
accounting for the other half.

> * Is pygame/OSX "ready" as a platform for commercially distributed 
> games?  (stability, speed, support of pygame API set, etc.)  Are there 
> OSX-specific issues to be aware of and what targets (OS versions, 
> hardware) are supported?

OS Versions:  Mac OS X 10.2+ (I've tested on 10.3 builds up to 7B74, no 
(Continue reading)

Jasper Phillips | 16 Oct 06:14 2003

Re: [pygame] Starting from IDLE


On Wed, 15 Oct 2003, Bo Jangeborg wrote:

> Sami Hangaslammi wrote:
> >On Wed, 15 Oct 2003, Bo Jangeborg wrote:
> >>When I run a pygame program from IDLE (windows IDE) the game window
> >>doesn't close when the application stops. I have to press CTRL-ALT-DEL
> >>to close the window. Am I missing something ?
> >
> >Don't run from IDLE. That's the only solution I can offer. IDLE uses Tk 
> >and its event loop messes with pygame events.
> >
> >Do the editing in IDLE and run your program from the command line.
>
> How do you solve debuging ?

You can drop into the debugger directly, although then you need to mess with
pdb on the command line.  I forget the line needed though...  something like:
import pdb ; pdb.set_trace()?

Looking through the pdb docs on python.org should get it right.

-Jasper

Bo Jangeborg | 16 Oct 13:59 2003
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[pygame] Forum

Thank you all for the IDE suggestions. My next question is if there are 
any plans for a Forum, it would probably help you guys from having to 
answer the same questions all over again since a forum tends to be more 
accessible.

Bo)

Erlend Strømsvik | 16 Oct 14:25 2003
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RE: [pygame] Forum

> 
> Thank you all for the IDE suggestions. My next question is if there
are
> any plans for a Forum, it would probably help you guys from having to
> answer the same questions all over again since a forum tends to be
more
> accessible.
> 
> Bo)

I made a 'hint' about this earlier but it seemed to me most people
didn't like this.....

I could however point to http://www.gamedev.net/community/forums/
(GameDev.net) as proof about how good forums really are. You can search
back for several years there, it's easy to inlcude code etc. Bumping of
a subject brins it back into 'focus'...
Take a look at this:
http://www.gamedev.net/banman/banman.asp?ZoneID=16&Task=Get
Someone posting a project and then keeping it updated with one thread.
Much easier doing this with a browser than anything else....

Other exmaple of a huge project using forums:
http://forums.oscommerce.com/ (osCommerce)

My experience is that forums makes it a hell of a lot more easier for
beginners to get into the feel and shape of things. It's much more
flexible at providing relevant information for other people to read and
search through.
Also, and maybe this is most important IMO, you get a much stronger
(Continue reading)


Gmane