To be honest after looking after it I find this a process I’m not doing to do. You can do the Morph class if you’d like, but to be honest I have some other projects (Sparkle! and, unrelated to snap, working on some stuff for BetaSharp, C# port of Minecraft Beta 1.7.3 but thats not important).
I did see you have created a morphicpy-norphs (I love Norphs. IDE_Norph, StringNorph, WorldNorph…) repo, so is there any updates on that?
I am learning PyGame (I made a demo already, Yay!). I will get Morph and basic rendering done when I get home.
Nice! I’ll do the other morphs once the prototype is working (just set up a scene with several rectangles, and maybe even a custom CircleMorph). One thing you could do is have a wrapper, e.g. SurfaceContext that acts like JS canvas, for now until everything is sorted out (only do the parts you need for rendering and slowly expand it). Of course later everything will be forced into PyGame but for now do this (unless you’d find it easier to draw raw to PyGame.)
Bit of a roadmap. After we get morphic.js translated to morphic.py, we can publish THAT as a PIP package, and then start work on a “snap.py” project using that module, mainly starting with symbols.js (that should be easy) and slowly working our way, to of course, Snap! fully in Python! (if, and only if we don’t get demotivated which I kind of already have..) But hopefully with redgeo on the team this should hopefully come to fruition.
Over some consideration, actually, I think we could probably actually just extend off the original morphic.py code (kind of like what I tried doing at the beginning), so we don’t have to do that much work on our own.
You guys realize Jens already made a basic port of Morphic to Python, right? Like, he made it before he made Morphic.js because Snap! was originally going to be BYOB remade as a python program before they ultimately decided to switch to web.
I know…
Oh, I did not read that
More roadmap time!
- Bring the Point, Color, Rectangle, Node up to date and add the Animation class, as all of those are NOT rendering/morph related thus they will be easy.
- Bring over all the new classes not included
- Fully implement the good optimization and retina features
- Several bug fixes and such
And then we’ll have a up to date morphic.py!
Let’s bring all the new methods of our recreation onto the fork of the original Morphic.py
Yeah, indeed, I’ll do that when I get home and we’ll commit the new morphs one by one, communicating on who should do what. After 3PM, of course (atleast for me!)
For me it could be anywhere from 3 to 4