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 >
