On Fri, Dec 30, 2011 at 6:09 PM, Sean Wolfe ether@gmail.com wrote:
Good info, I'll move the clock tick to the main loop and see what that
gets me. Thanks for the tip.
Hey guys, just wanted to check in with my p4a work. So after a few
weeks mucking about with Java I went back to my phone and
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,
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 ether@gmail.com 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
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 ren...@gmail.com wrote:
Hi,
Do you need to blit
Hi,
after you convert(), it should definitely be much faster.
If you don't change the whole background, it might be good just to redraw
the part you are changing. It can be easy to use the sprite.DirtySprite
and sprite.LayeredDirty for this. Or if your other images are completely
over writing
sweet, this is a lot of good information. I've incorporated the
convert bit and I'm pushing to the phone now to see. I'll look at the
other pieces as well.
The good news is the music is working well on android, I've got a
background music track playing along with individual sounds for my
On Fri, Dec 30, 2011 at 8:00 AM, Sean Wolfe ether@gmail.com wrote:
Don't have to click for every frame, it will run the whole list of
frames on a single mousebuttondown.
That wasn't really my point; graphics is only being drawn when the user
clicks. Generally input and graphics are
Good info, I'll move the clock tick to the main loop and see what that
gets me. Thanks for the tip.
On Fri, Dec 30, 2011 at 5:46 PM, Ian Mallett geometr...@gmail.com wrote:
On Fri, Dec 30, 2011 at 8:00 AM, Sean Wolfe ether@gmail.com wrote:
Don't have to click for every frame, it will run
I've got a pretty simple animation running on p4android, but it's
lagging pretty badly.
The code is basically, get a screen touch, run 3 animation frames with
a tick of 10, so it should be pretty snappy. On the computer it's fast
enough but the android it's noticeably slower, to the point where
On Thu, Dec 29, 2011 at 1:52 PM, Sean Wolfe ether@gmail.com 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:
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