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Re: [pygame] ANNOUNCE: beta 0.1 of sForzando



Cool thanks for the code.
Unfortunately I right in the middle of exams so, I cannot have a good fiddle
for another 2 weeks. Then summer with beer, wine, fruit, sunshine, startrek,
CVS'n and for course pygame game coding. yum.
Thanks
Andy

----- Original Message -----
From: "Nat Budin" <natb@brandeis.edu>
To: <pygame-users@seul.org>
Sent: Thursday, October 25, 2001 11:02 PM
Subject: Re: [pygame] ANNOUNCE: beta 0.1 of sForzando


> > Two pestering question.
> > How comprehensive are the GUI tools going to be?
> > Stuff like drop down menus, loading and saving boxes, check boxes and
lists
> > all would be useful in Pyzzle.
>
> I'm going to try to make them as comprehensive as possible, since sForce
> itself will be written completely using sForzando.  Check boxes, radio
> buttons etc will be really easy to implement; drop-down or "hover" menus
will
> be only slightly harder.  I have some idea of how to implement file
> loading/saving dialogs, but this will take a little longer to do.  In any
> case, all these things will be in beta 0.2, and on CVS much sooner than
that.
>
> > I am still trying to decide how to do the menus in Pyzzle, weather to
use
> > tcl/tk, PyUI and now sForzando. Talk about tonnes of cool options, open
> > sources rocks.
>
> It does doesn't it? ;)  Personally I use almost all open-source software
for
> development; I used to work with Visual C++ on windows and actually find
the
> Linux programming environment (emacs+gcc+gdb+python+cvs) to be much easier
to
> use, and it didn't cost me a cent.
>
> > What functions will the draggable object stuff have?
> > For example if a player drags a key to a lock but misses the lock will
the
> > key hover back to the games objects box? Stuff like that.
>
> There's no reason it couldn't do that.  The way Draggable works, you pass
in
> a callback function that gets called whenever the object is dragged.  That
> callback function takes as a parameter a sequence containing a "drag
offset"
> (so if the player drags down 3 pixels and to the left 2 pixels, the drag
> offset would be [-2, 3]).  The callback function would then move the
actual
> object by that amount.  You could also have functions called just when a
drag
> operation began and just when it ended.  So here's some pseudocode of how
you
> might implement that:
>
> def start_dragging():
>     self.original_pos = self.trans
>
> def dragging(offset):
>     self.trans[0] += offset[0]
>     self.trans[1] += offset[1]
>
> def stop_dragging():
>     if not target_rect.contains(self.get_rect()):
>         # do an animation to move the key back to self.original_pos
>
> Of course this is just pseudocode - a real implementation would have to be
a
> little more complicated than this one, but not much.
>
> > It looks cool, I cannot wait to have a good play with it.
> > Keep on coding
>
> Thanks man; peace and good luck with Pyzzle, it looks really neat.
>
> Nat
> ____________________________________
> pygame mailing list
> pygame-users@seul.org
> http://pygame.seul.org
>

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