So, Do you mean to draw an entire background -the board in this case- and then define areas? I mean, defining an area of action over a square, so when you click it, the question appears?
Sorry for my English, it's being a long time since I used it for the last time :).. El mar, 18-09-2007 a las 11:20 -0400, Samuel Mankins escribió: > Ian Mallett wrote: > > It doesn't really matter which way you do it, but I would > > recommend making the entire thing all at once, as I see no advantage > > to having individual squares, and it would make programming less > > complicated. > > Ian > > > > > > > I would make a square of the appropriate size of one color, and load it > using this function: > > def load_image(name): > fullname = os.path.join('images') > fullname = os.path.join(fullname, name) > try: > image = pygame.image.load(fullname) > except pygame.error, message: > print 'Cannot load image:', fullname > raise SystemExit, message > image = image.convert() > colorkey = image.get_at((0,0)) > image.set_colorkey(colorkey, RLEACCEL) > return image, image.get_rect() > > Then use it for all the squares, and define their coordinates by pixel. > The result is a whole bunch of little, invisible squares, each one > having a question attached to it, that the player can click on, and > behind that a background image that doesn't change. > This might be more trouble than it's worth for the sort of thing you're > aiming for--I used it when building a small RPG where the background was > a complete image for each area and the blocks were defined as being > either "Player can't walk here", "Player can walk here", or "Player > meets monsters here", so that (if I could actually draw on a computer) > each area would have a pretty background. > > Anyway, I hope that helps. God luck!