René Dudfield | 1 May 2009 01:13
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Re: Pygame font issues

where is freesansbold.ttf on your system?  It should be installed with pygame.

cheers,

On Fri, May 1, 2009 at 8:19 AM, Peter Chant <pete@...> wrote:
> Chaps,
>
> I have the following code:
>
> if pygame.font:
>     font = pygame.font.Font(None, 36)
>     #font = pygame.font.Font('liberationserif',36)
>     text = font.render("Esc to quit.", 1, (10, 10, 10))
>     textpos = text.get_rect()
>     textpos.centerx = background.get_rect().centerx
>     background.blit(text, textpos)
>
> but I get the error:
>
> Traceback (most recent call last):
>   File "g6.py", line 77, in <module>
>     font = pygame.font.Font(None, 36)
> RuntimeError: default font not found 'freesansbold.ttf'
> bash-3.1$
>
> Now swapping the comments on the font= lines to use liberationserif which
> definitely is on my system I get a similar fault.  Any suggestions on a
> remedy?  Running on linux (Slack 12.2) if that makes a difference.
>
> Pete
(Continue reading)

jug | 1 May 2009 02:08
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starting the rewrite

Hello,

Today, I started to write some first lines of code for the new 
pygame.org website and
just checked it into SVN. For further questions I'd like to create 
tickets in the
development-trac (and maybe write here a mail with a link).
We are still searching for a web-designer, so please help us.
Over again, please write your name to the list there if you'd like to 
participate.

Regards
Julian

René Dudfield | 1 May 2009 03:04
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BUG: Re: pygame.midi using portmidi?

hi,

just a note to say,
 - Need to fix up the note_on/note_off methods to be able to pass in
channel data.

On Mon, Apr 27, 2009 at 10:58 AM, René Dudfield <renesd@...> wrote:
> hi,
>
> the Channel stuff isn't wrapped yet in midi.py...  See pypm.pyx Channel to
> see how Channels work.  The portmidi.h file also has some good docs to see
> how it works at the C level.  However that's just used for input.
>
> I think you can change the channel like this:
>
> channel = 1
> note = 65
> velocity = 100
> output.write_short(0x90+channel, note, velocity)
>
> ... I think... will need to check the exact codes.
>
> So, yeah I agree... we should have a channel default with the
> note_on/note_off methods.
>
>
>
> cu,
>
>
(Continue reading)

Nicholas Dudfield | 1 May 2009 03:48
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Re: starting the rewrite


> Hello,
>
> Today, I started to write some first lines of code for the new 
> pygame.org website and
> just checked it into SVN. For further questions I'd like to create 
> tickets in the
> development-trac (and maybe write here a mail with a link).
> We are still searching for a web-designer, so please help us.
> Over again, please write your name to the list there if you'd like to 
> participate.
>
>
> Regards
> Julian
>
>
>
Julian,

Has everyone decided that Django is to be used?

René Dudfield | 1 May 2009 06:31
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TV CRT emulation

Hey,

this article may appeal to all you retro gamers...

http://www.digitallounge.gatech.edu/gaming/index.html?id=2824

The images comparisons look pretty cool...

Would be a cool transform to have in pygame.

Looks like the code is going to be put into the open-source Stella
emulator: http://stella.sourceforge.net/

So maybe we can incorporate that code once it's done for Stella
(asking if they would relicence it LGPL instead of GPL of course).

cu,

Peter Gebauer | 1 May 2009 11:21
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Re: pygame.midi

Hi!

Yes, I also discovered it's using portmidi. I'll check it and the python bindings
for more info, thanks!

/Peter

On 2009-05-01 (Fri) 08:08, René Dudfield wrote:
> Hello,
> 
> it uses portmidi, so best to look at that for capabilities.  Also to
> ask on that mailing list for advanced usage.
> 
> 1(not sure of capability detection), 3 ,4 I know of to be true.  Not
> sure of 2, or 5.
> 
> You can download either the source, and build that.  Or you can
> download prebuilt win/mac versions.  You should be able to take just
> the pypm.pyd or pypm.so, and the midi.py... the midi.py might have
> some dependencies on other parts of pygame.  Consider the pypm
> private, and an implementation detail... it might dissapear to be
> replaced by a different one later.
> 
> There's an examples/midi.py with example listing, input and output.
> The documentation hasn't quite been finished yet, but is mostly done
> as docstrings in lib/midi.py
> 
> It's still unfinished, so maybe it will have a few issues and the API
> may change slightly, but expected to stabalise after the pygame 1.9
> release due in approximately 6 weeks.
(Continue reading)

Peter Chant | 1 May 2009 11:55
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Re: Pygame font issues

On Friday 01 May 2009, René Dudfield wrote:
> where is freesansbold.ttf on your system?  It should be installed with
> pygame.

bash-3.1$ locate freesansbold.ttf
/usr/lib/python2.5/site-packages/pygame/freesansbold.ttf

--

-- 
Peter Chant
http://www.petezilla.co.uk

Marcus von Appen | 1 May 2009 12:49

Re: starting the rewrite

On, Fri May 01, 2009, Nicholas Dudfield wrote:

> 
> > Hello,
> >
> > Today, I started to write some first lines of code for the new 
> > pygame.org website and
> > just checked it into SVN. For further questions I'd like to create 
> > tickets in the
> > development-trac (and maybe write here a mail with a link).
> > We are still searching for a web-designer, so please help us.
> > Over again, please write your name to the list there if you'd like to 
> > participate.
> >
> >
> > Regards
> > Julian
> >
> >
> >
> Julian,
> 
> Has everyone decided that Django is to be used?

From my perspective it was (more or less) settled to go with Django, if
Julian and Orcun (and pretty much everyone else, who wants to work on
the rewrite) are more comfortable with it than with something else.

As far as I can see, noone else explicitly voted against it, but instead
cherrypy was mentioned as an alternative.
(Continue reading)

René Dudfield | 1 May 2009 15:15
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nokia s60 branch merge...

hello,

I have spoken to Jussi Toivola, about merging his pys60 branch into
trunk before pygame 1.9 is released.

So... the process we have decided is to slowly merge in changes... in
small groups if possible.  This will allow us to discuss his changes,
and to try and make sure things still build and run ok on various
platforms.

We can discuss any issues on the mailing list as they come up.

Is this ok?  Lenard... what do you think?   How does this go with the
py3k branch?  Should we try and merge more of that first... or at the
same time... or after?

cheers,

Lorenz Quack | 1 May 2009 16:07
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vector type: mutable or immutable

Hi

as a follow up to the "API draft for vector type" I would like to discuss the 
merits of having a mutable or immutable vector type.

Arguments for an immutable vector type:

Brian Fisher pointed out two advantages of immutable vector types:
1) they prevent bugs in programs like the following (adopted from Brian):
 > class Angel(object)
 >     def __init__(self, offset):
 >         self.offset = offset
 >
 > t = Angel()
 > halo_pos = t.offset
 > halo_pos.y -= 5  # BUG: this changes the offset in t

2) if vectors are immutable you can use them as keys in dicts

Arguments for a mutable vector type:

1) operations such as rotate() and scale_to_length() are more elegant when 
operation in-place. for immutable types you would have to do "v = v.rotate()" 
or use a module level rotate function "v = pygame.math.rotate_vector(v)" or 
something similar.

2) a priori I would expect mutable vectors to perform better than immutable 
ones because you don't have to create new objects for every operation.

So are there anymore arguments?
(Continue reading)


Gmane