Re: [pygame] a little help
That email brings me too a question I've had for awhile now. What is better to use pygame.display.flip() or pygame.display.update()? -Zack On Jan 14, 2012, at 11:48 PM, Silver rockac...@gmail.com wrote: Oops, got my rect width argument wrong... Never mind.
Re: [pygame] a little help
pygame.display.update() affects only a part of the screen, whereas pygame.display.flip() updates the whole screen. Therefore, using update() can increase the perfs of your game. However, if you update many parts of the screen at the same time (for instance when you use scrolling, or when you load a full map) it becomes totally useless. It only makes the screen shine during each update, and it is pretty annoying to see. So you have to think about the accurate moment to use update(). I would suggest calling this function when you update a single surface. Rastagong 2012/1/15 Zack Baker zbaker1...@gmail.com That email brings me too a question I've had for awhile now. What is better to use pygame.display.flip() or pygame.display.update()? -Zack On Jan 14, 2012, at 11:48 PM, Silver rockac...@gmail.com wrote: Oops, got my rect width argument wrong... Never mind.
Re: [pygame] a little help
good info, thanks. I'm going to experiment with them both. On Sun, Jan 15, 2012 at 1:18 PM, Rastagong rayman3...@gmail.com wrote: pygame.display.update() affects only a part of the screen, whereas pygame.display.flip() updates the whole screen. Therefore, using update() can increase the perfs of your game. However, if you update many parts of the screen at the same time (for instance when you use scrolling, or when you load a full map) it becomes totally useless. It only makes the screen shine during each update, and it is pretty annoying to see. So you have to think about the accurate moment to use update(). I would suggest calling this function when you update a single surface. Rastagong 2012/1/15 Zack Baker zbaker1...@gmail.com That email brings me too a question I've had for awhile now. What is better to use pygame.display.flip() or pygame.display.update()? -Zack On Jan 14, 2012, at 11:48 PM, Silver rockac...@gmail.com wrote: Oops, got my rect width argument wrong... Never mind. -- 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
[pygame] A little help please
I need some help with a program that I'm trying to write with pygame. I am having two issues: * the squares aren't being drawn 1 px small so that they leave a black grid * the squares on the edges are extending, even though I don't think I told them to. anyone know how to fix it? import pygame import math squaresize = 64 sqsz = squaresize width = 799 height = width radius = .5*sqsz pygame.init() screen = pygame.display.set_mode((width,height)) while True: pygame.event.get() mousex = pygame.mouse.get_pos()[0] mousey = pygame.mouse.get_pos()[1] screen.fill((0,0,0)) for x in xrange(width/squaresize): for y in xrange(height/squaresize): hx = x hy = y hx *= sqsz hy *= sqsz #print hx,hy,sqsz, sqsz nx = hx+(sqsz/2)-mousex ny = hy+(sqsz/2)-mousey nz = ((nx**2)+(ny**2))**.5 if nz == 0: nz = .001#print nz n = radius / nz if n == 0: n = .001 if n 1: n = 1 #print n color = n*255 #print (color,color,color) #print hx, hy, hx+15, hy+15 pygame.draw.rect(screen, (color,color,color), (hx,hy,hx+sqsz-1,hy+sqsz-1)) pygame.display.update()
[pygame] a little help
Oops, got my rect width argument wrong... Never mind.