Anyone else here in favour of an issue tracker? ;-)
Phil Hassey wrote:
> Looks like rect needs w support:
>
> File "/usr/lib/python2.4/site-packages/pygame/rect.py", line 145, in
> __getattr__
> raise AttributeError, name
> AttributeError: w
Fixed, thanks.
> pygame.mixer.init(MIX_FREQ, -16, False, 1024)
> causes this error:
>
> File "main.py", line 74, in init
> pygame.mixer.init(MIX_FREQ, -16, False, 1024)
> File "/usr/lib/python2.4/site-packages/pygame/mixer.py", line 174,
> in init
> __PYGAMEinit__(frequency, size, stereo, buffer)
> File "/usr/lib/python2.4/site-packages/pygame/mixer.py", line 95, in
> __PYGAMEinit__
> Mix_OpenAudio(frequency, size, stereo, buffer)
> File "/usr/lib/python2.4/site-packages/SDL/dll.py", line 195, in _f
> raise SDL.error.SDL_Exception, SDL.error.SDL_GetError()
> SDL.error.SDL_Exception: 1 (mono) and 2 (stereo) channels supported
Fixed, thanks.
> svn co svn://www.imitationpickles.org/pyweek2/trunk zanthor
Your SVN repo has no anonymous access. Using
http://www.imitationpickles.org/pyweek2/zanthor.tgz instead.
There is a race condition intro.py:86 causing the intro to crash
intermittently on my machine; workaround by adding "cur = data[0]"
before the loop.
> 1. Some alpha blitting issues in the pre-menu intro, it seems alpha=0
> is getting switched with alpha=255
Fixed, thanks.
> 2. On the main menu, the dancing zanthor's transform.rotated surfaces
> aren't getting alpha for the background, they are getting black.
Fixed, thanks.
After the menu screens, the game doesn't work properly at all with
Pygame-ctypes: crashes for cities 1, 3 and 4 (left to right along the
bottom), and city 2 is "conquered" almost immediately after starting,
and the sprites look quite wrong. I'll look into this later this week,
unless you can track down a more specific problem sooner.
> Looks like no default font got installed...
>
> File "/home/phil/code/tronbot/view.py", line 107, in stats_paint
> fnt = pygame.font.Font(None,h)
> File "/usr/lib/python2.4/site-packages/pygame/font.py", line 125, in
> __init__
> file = pygame.pkgdata.getResource(_font_defaultname)
> File "/usr/lib/python2.4/site-packages/pygame/pkgdata.py", line 66,
> in getResource
> return file(os.path.normpath(path), 'rb')
> IOError: [Errno 2] No such file or directory:
> '/usr/lib/python2.4/site-packages/pygame/freesansbold.ttf'
I can't replicate this.
> It appears that setting the palette makes pygame-ctypes mad:
>
> File "wireworld.py", line 25, in init
>
> pygame.display.set_palette([(0x00,0x00,0x00),(0x00,0x00,0xaa),(0x55,0xff,0xff),(0x55,0x55,0xff)])
> File "/usr/lib/python2.4/site-packages/pygame/display.py", line 700,
> in set_palette
> colors = [SDL_Color(r, g, b) for r, g, b in palette[:length]]
> NameError: global name 'length' is not defined
Not mad, just unhappy :-). Fixed.
> svn co svn://www.imitationpickles.org/chestiva/trunk chestival
Using svn://www.imitationpickles.org/chestival/trunk instead...
> 1. When watching the intro at the end a voice says "Welcome to the
> Hairy Chestival" -- but with pygame-ctypes the voice sample is jittery
> sounding -- the voice says half a syllable and then stops then starts,
> etc..
Can't replicate; probably just performance related.
> 2. On the main menu, there is a line below Quit that is a black box.
> I don't think that was there with normal pygame. Looks like a space
> is getting rendered by the font code or something...
Fixed, thanks.
> It appears that the flags going into convert() are None instead of 0...
>
> File "flames.py", line 12, in __init__
> self.tmp1 = pygame.Surface((w,h+16)).convert(8)
> File "/usr/lib/python2.4/site-packages/pygame/surface.py", line 253,
> in convert
> if flags & SDL_SRCALPHA:
> TypeError: unsupported operand type(s) for &: 'NoneType' and 'int'
Fixed, thanks.
>
> pygame-ctypes just sort of hangs. I'm not sure what is going on, but
> my guess is that it isn't working because I'm passing some
> pygame.Surface's to some custom C code that I made. I use some of the
> macros in pygame.h to decode the structures into SDL_Surfaces in my
> code ...
>
> I suspect this is one area where pygame-ctypes won't be compatible
> with pygame. What changes would I have to make to my code to get it
> to work with pygame-ctypes?
If you call your C code with ctypes, set its argtypes to
[POINTER(SDL_Surface)] and give it mysurface._surf (where mysurface is a
pygame surface).
If you don't want to use ctypes to call your function, and just want a
raw address, use something like pointer(mysurface._surf).value, which
will give you the address of the SDL_Surface. (import * from ctypes and
SDL for these names).
> svn co svn://www.imitationpickles.org/rustic/trunk rustic
> 1. You'll notice that it takes forever to start and moving between
> menu items takes a while. I think this is because of my font code
> which uses get_at and set_at
It's mostly the blit in tilefont:TileFont.render, which is RGBA to
RGBA. If you have Numeric or similar it will use that, otherwise it's a
painful Python loop. The Numeric code is not yet optimised, it should
use in-place operations. For a quick fix, prerender these text strings
in startup.
> (The actual games crash pygame-ctypes, but I think those issues are
> related to some of my other bug reports...)
nibbles: needs TGA support, not yet implemented.
The others are segfaulting in SDL_mixer, this will take some time to
track down.
Thanks for the comprehensive testing so far. These fixes are in r941.
Alex.