I have *not* converted the surfaces ... I will try that! I'm blitting the background to basically clear the screen for the next frame. Is there a better way to do this?
Thanks for the pointer... On Fri, Dec 30, 2011 at 1:05 PM, René Dudfield <[email protected]> wrote: > 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 > > -- 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
