Re: [SPAM: 10.100] Re: [pygame] Circle cut off at 60+fps, fixed by display.flip

2014-06-13 Thread Jeffrey Kleykamp
One thing I noticed about your code is you're making your own rectangle. The draw function returns a rect so you should pass that. It's useful because the rect it returns is constrained by the screen so there's less to update. Plus you don't have to make as many rects. But that doesn't fix your pro

Re: [SPAM: 10.100] Re: [pygame] Circle cut off at 60+fps, fixed by display.flip

2014-06-13 Thread Greg Ewing
I just tried this on a Mac, and it works fine, no flickering or tearing. The only thing I can think of is that, on your system, display.update() is not waiting for vertical sync, whereas display.flip() is. The pygame docs aren't very clear about whether it's supposed to or not. They say that fli

Re: [pygame] Circle cut off at 60+fps, fixed by display.flip

2014-06-13 Thread B W
Oops. I spotted a couple things I changed to aid my experimentation, and did not revert. They do not affect the operation of the program, but I want to identify them as a red herring so you don't waste time wondering about the differences. The import Color and KEYDOWN. This had no impact on the be

Re: [pygame] Circle cut off at 60+fps, fixed by display.flip

2014-06-13 Thread B W
Try this. import pygame from pygame import Color, KEYDOWN w,h=800,200 fps=60 pygame.init() screen = pygame.display.set_mode([w, h]) color=pygame.Color("white") clock=pygame.time.Clock() radius=20 x,y=800,100 speedx=-4 def get_bbox(x,y): left = x - radius + speedx top = y - radius width