If you have any more questions on the rest of it we are here :) If you get stuck and feel like you are in too deep you can always start another project.
On second thought, that's what I do, and it's left me with 1000's of failures. Maybe sticking to it would have been a better idea... One of these days I'll have a success. We R all Noobs of something :) BTW that subsurface trick was awesome Casey. Good luck mundial! On Nov 22, 2007 12:32 AM, Mundial 82 <[EMAIL PROTECTED]> wrote: > Hi all, > > First, thanks a lot for all the help! > Ups, now I feel some performance anxiety :) As soon as my little > artsy fartsy experiment is ready, I will share it for feedback. But, > since I am a noob and this is my first "original IP" ;) it may take a > while to figure out the implementation of the basic mechanics. > As for the subsurfaces explanation - thanks a lot! that makes a lot > of sense :) > > cheers > > Naranjito > > > > On Nov 22, 2007, at 3:28 AM, Casey Duncan wrote: > > > On Nov 21, 2007, at 5:57 PM, Kris Schnee wrote: > >> [..] > >> With subsurfaces, eh? I was thinking more like: > >> <code> > >> w,h = SCREEN_SIZE ## eg. (800,600) > >> top_screen = pygame.surface.Surface((w,h/2)) > >> bot_screen = pygame.surface.Surface((w,h/2)) > >> > >> def Draw(): > >> DrawPlayerOneScreen(top_screen) ## Draw game stuff onto these > >> surfaces > >> DrawPlayerTwoScreen(bot_screen) > >> screen.blit(top_screen,(0,0)) > >> screen.blit(top_screen,(0,h/2)) > >> pygame.display.update() > >> </code> > >> > >> What's the purpose of using subsurfaces? I don't understand those. > > > > If you use subsurfaces, you don't need these lines at all: > > > >> screen.blit(top_screen,(0,0)) > >> screen.blit(top_screen,(0,h/2)) > > > > Because when you blit to the subsurfaces, you are also blitting to > > the screen (because subsurfaces share pixel data with their > > parent). It means the system does less work and you use less > > memory, but the effect is the same. > > > > -Casey > > > >