Hi,

Do you need to blit the background each time?

Have you used convert() on the surfaces?

cheers,

On Fri, Dec 30, 2011 at 5:00 PM, Sean Wolfe <[email protected]> wrote:

> Don't have to click for every frame, it will run the whole list of
> frames on a single mousebuttondown.
>
> And the blit of the background takes care of drawing on top of one another.
>
> Anybody have any ideas about the lag though? Maybe we need a p4a port
> to the Android native kit.
>
>
>
>
> On Thu, Dec 29, 2011 at 6:59 PM, Ian Mallett <[email protected]> wrote:
> > On Thu, Dec 29, 2011 at 1:52 PM, Sean Wolfe <[email protected]> wrote:
> >>
> >> frames = [image1, image2, image3]
> >> running = True
> >> while running:
> >>    for event in pygame.event.get():
> >>        if event.type == MOUSEBUTTONDOWN:
> >>            clock.tick(10)
> >>            for img in frames:
> >>                screen.blit(background, (0,0))
> >>                screen.blit(img, position)
> >>                pygame.display.flip()
> >>                clock.tick(10)
> >
> > You do realize that you're only ever drawing when the mouse is pressed,
> > right?  So, you'll have to click for every frame.
> >
> > Also, you're drawing every frame in the animation on top of each other.
> >
> > Ian
>
>
>
> --
> A musician must make music, an artist must paint, a poet must write,
> if he is to be ultimately at peace with himself.
> - Abraham Maslow
>

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