On 06.06.2006, at 11:15, Karl Bartel wrote:

Thanks for the patch. It will be included in the next upstream release, which will be released this month, if everything works out as planned.

I just uploaded a new release. The code worked out quite different than in the patch, because I wanted to add a "Sound on/off" switch without adding an additional conditional around each line where a sound is played. This bug should be fixed nevertheless. I didn't manage to disable my sound card (well, I didn't try very hard...) to verify this, so it would be great if you could let me know whether it works for you.

Thanks for your help,
Karl

On 05.06.2006, at 18:46, John Lightsey wrote:

On Tue, 2006-05-30 at 18:07 +0300, Timo Juhani Lindfors wrote:
Package: castle-combat
Version: 0.8.0-2
Severity: grave
Justification: renders package unusable

When two local players play the game it throws

...

File "/usr/share/games/castle-combat/scripts/cannon.py", line 21, in __init__
    sound.cannon.play()
exceptions.AttributeError: 'module' object has no attribute 'cannon'

when player #1 tries to fire the cannon. If you can't reproduce this
please ask for more info.

Thanks for pointing this out.  This problem comes up when you play
castle-combat without any sound device. The cannon sound is loaded in sound.py after "if pygame.mixer.get_init():". This will be false when there is no sound device and the cannon sounds will not be loaded. When
the cannon (and wall hit) sounds are played in cannon.py there is no
test to see if the sounds were successfully loaded.

I'm not certain if calling pygame.mixer.get_init() each time a cannon
shot sound is played would cause a notable performance hit and my
knowledge of python is still very limited, so I'll just add an "enabled" flag to sound.py and check it in cannon.py before the sounds are played.

A patch with the changes I'm applying to the next Debian release of
castle-combat is attached to this message.

John
<16-no_sound_device.dpatch>




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