Thanks, it's scrolling fine now on different machines. Greets Thomas
On 1 Feb., 09:58, Brian Fisher <br...@hamsterrepublic.com> wrote: > Hey Thomas, > Ian Mallet's guess was correct and his solution will fix it. > > You are moving the paddle based on key down events coming in, It looks like > you were counting on: > pygame.key.set_repeat(1,1) > to provide you with key down events every frame, but it doesn't work out > that way. I added prints to your code to see how the objects were moving, > and both paddles move by the same amount each time they move, but sometimes > the player paddle moves only 2 out of 3 frames (i.e. the player paddle moves > slower), hence the speed difference you were seeing. > > What you want is to move the paddle when the appropriate key is held down - > namely when you've had a down event without an up event yet. key_pressed() > is a shortcut way to get that info. > > On Mon, Jan 31, 2011 at 11:51 PM, Thomas <pummer.tho...@gmail.com> wrote: > > Hi there, thanks for fast responses > > > @ Julian: Equal means exakt the same function with the same > > playerspeed variable - but under other conditions: > > it compares the position of the cpuplayer and the ball and rearranges > > the cpuplayer > > def move_player_a(ball_y): > > global a_y > > if a_y + 31 > ball_y and a_y > 0: > > #up > > a_y += seconds * playerspeed * -1 > > elif a_y + 31 < ball_y and a_y + 95 < 360: > > #down > > a_y += seconds * playerspeed * 1 > > > i will have to take a look at framerates > > thanks for that hint > > > @ Ian: i will also check pygame.key.get_pressed(). thx > > > @ Brian: The complete code is herehttp://pastebin.com/ic44uvfU > > code was growing with my pygame knowledgement, so it isn't as nice as > > i would like to have it ;) > > but as additional info, pictures where used as background and as bars