Thread: Re: [Pen-devel] can you test drag.py?
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From: Michael G. <mdg...@cs...> - 2008-12-07 17:49:15
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Joe Strout wrote: >> 4. python setup.py build in pen > > This did too, and they sound more serious: > bitmask.c:71: warning: right shift count >= width of type > bitmask.c is copied directly from the pygame source, so also not my bugs. I might look into them though. > >> 5. copy build/whatever/maskutils.whatever into src/ >> 6. python drag.py in src/ >> 7. if it works, tell me how awesome it is (you can press space to get >> some more objects to play with) :) > > It works, and it's awesome! Nicely done. > :). I also borrowed a windows laptop for the weekend and got it to build there (http://pen.sf.net/windows.html if you're curious), so I think I'll start integrating this into the editor. Also, here's a teaser of what I'm working on for the ropes: *ooo* ## o#####oo #### *oooooo *# #### oo ###### oo# oooooooooooooo o## ### oo ###### o ### ooooooo* o### ## oo #### o ##### ########* o#### # oo ##oo ### ########o *##### o** # ########o o ### ########o o ### ### ########o o # ## ### ########* o ## ## # # o o ## ### ## o o ## ### o o #### #### * o #### o #### o* o###### oo o###### oo *###### oo *oooo*o It's still pretty fragile, but you can play with it in cursesropes.py > I think for the game, we should just draw the collision bodies (which > are always either circles or convex polygons) into the drag mask. As > you say, that should be close enough, or so I hope. Come to think of > it, it'd be a very handy debugging feature to draw the collision > bodies on screen during play too. That'd be a great way to make sure > the collision bodies are a good fit for the sprite. > I wonder if we might want to allow unions of these. For example, the balloon might best be modelled by a big circle at the top plus a triangle or trapezoid for the bottom. Also, this would allow us to have concave shapes. Also, I'm wondering if we should write a little tool for drawing the boundary on top of the image and capturing the coordinates, just to make our lives easier. > Best, > - Joe > > > |
From: Joe S. <jo...@st...> - 2008-12-07 19:54:17
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On Dec 7, 2008, at 10:49 AM, Michael George wrote: > I wonder if we might want to allow unions of these. For example, the > balloon might best be modelled by a big circle at the top plus a > triangle or trapezoid for the bottom. Also, this would allow us to > have > concave shapes. Yes, we certainly need that. > Also, I'm wondering if we should write a little tool for drawing the > boundary on top of the image and capturing the coordinates, just to > make > our lives easier. Wouldn't hurt -- I've been using a graphics program for that, but a custom tool could spit out the Python code with less effort. Best, - Joe |
From: Valerie G. <val...@gm...> - 2008-12-08 01:01:51
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Are we dealing with friction at all? E.g., rope on a pulley has less friction that rope around a corner. On Sun, Dec 7, 2008 at 12:49 PM, Michael George <mdg...@cs...>wrote: > Joe Strout wrote: > >> 4. python setup.py build in pen > > > > This did too, and they sound more serious: > > bitmask.c:71: warning: right shift count >= width of type > > > bitmask.c is copied directly from the pygame source, so also not my > bugs. I might look into them though. > > > >> 5. copy build/whatever/maskutils.whatever into src/ > >> 6. python drag.py in src/ > >> 7. if it works, tell me how awesome it is (you can press space to get > >> some more objects to play with) :) > > > > It works, and it's awesome! Nicely done. > > > :). I also borrowed a windows laptop for the weekend and got it to > build there (http://pen.sf.net/windows.html if you're curious), so I > think I'll start integrating this into the editor. > > Also, here's a teaser of what I'm working on for the ropes: > > > *ooo* ## > o#####oo #### *oooooo > *# #### oo ###### oo# oooooooooooooo > o## ### oo ###### o ### ooooooo* > o### ## oo #### o ##### ########* > o#### # oo ##oo ### ########o > *##### o** # ########o > o ### ########o > o ### ### ########o > o # ## ### ########* > o ## ## # # o > o ## ### ## o > o ## ### o > o #### #### * > o #### > o #### o* > o###### oo > o###### oo > *###### oo > *oooo*o > > > It's still pretty fragile, but you can play with it in cursesropes.py > > I think for the game, we should just draw the collision bodies (which > > are always either circles or convex polygons) into the drag mask. As > > you say, that should be close enough, or so I hope. Come to think of > > it, it'd be a very handy debugging feature to draw the collision > > bodies on screen during play too. That'd be a great way to make sure > > the collision bodies are a good fit for the sprite. > > > I wonder if we might want to allow unions of these. For example, the > balloon might best be modelled by a big circle at the top plus a > triangle or trapezoid for the bottom. Also, this would allow us to have > concave shapes. > > Also, I'm wondering if we should write a little tool for drawing the > boundary on top of the image and capturing the coordinates, just to make > our lives easier. > > Best, > > - Joe > > > > > > > > > > ------------------------------------------------------------------------------ > SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. > The future of the web can't happen without you. Join us at MIX09 to help > pave the way to the Next Web now. Learn more and register at > > http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ > _______________________________________________ > Pen-devel mailing list > Pen...@li... > https://lists.sourceforge.net/lists/listinfo/pen-devel > |