Hi, Ethan, that was right on spot! Now I do feel like an idiot! (i was just drawing things in the wrong place, d'oh!)
About the physics code - it is the method I learned from Andy Harris' Game Programming book. I think it's a great book (it put me up to speed with pygame in about a month), but I guess it is a beginners book after all. So what should I do, a function that checks the boundaries? (and same goes for all the physics checking?) thanks a bunch once again! mundial On 12/10/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote: > > Mundial 82 wrote: > > Following your wise advice, I have used the split screen technique that > > Casey wrote about, and everything worked great ... until I tried to > > create sprites that spawned on the bottom screen, to which it politely > > refuses. All the sprites are instantiated in the top screen, and I have > > no idea why (I think it's because this subsurface method creates a child > > of the top_screen, and then when assigning random positions, it all gets > > messed up). > > playerTop.draw(screen) > playerBot.draw(screen) > topPoints.draw(screen) > botPoints.draw(screen) > > Try changing to: > > playerTop.draw(top_screen) > playerBot.draw(bot_screen) > topPoints.draw(top_screen) > botPoints.draw(bot_screen) > > etc. > > Also, your check_bounds for the Square class doesn't make sense. The > purpose of using subsurfaces is that you don't have to worry about > "where" the sprite.rect is relative to the parent surface, only the > child surface. I changed that to this: > > def checkBounds(self): > if self.rect.centerx > self.screen.get_width(): > self.rect.centerx = 0 > if self.rect.centerx < 0: > self.rect.centerx = self.screen.get_width() > if self.rect.centery > self.screen.get_height(): > self.rect.centery = 0 > if self.rect.centery < 0: > self.rect.centery = self.screen.get_height() > > I'd be a little wary of blending your sprite-drawing code and your > physics code like this, though. > > Hope this helps! > > Ethan > > >