I'll check it out.

--- On Wed, 4/8/09, Jake b <[email protected]> wrote:

From: Jake b <[email protected]>
Subject: Re: [pygame] Font
To: [email protected]
Date: Wednesday, April 8, 2009, 3:19 PM

Here's a text class I wrote that I use myself. It automatically creates the 
text, and caches it for you.

the files are:
text.py : does all the cache-ing, blit-ting, all the 'under the hood' stuff
test_text.py : a bunch of examples on using the text wrapper ( view this file 
first )game.py : boilerplate code, don't need to read
== Usage: ==    in Game.init():
                # create regular text, and FPS text             hi = Text('Hi 
world')           fps = FPSText() 


        in Game.draw(self):
                # draw regular text
                self.text.draw()


                # draw FPS text, and update it
                self.fps.draw()
                self.fps.tick()
== Notes ==
Text() is 'smart', meaning it will only render the text if needed. the  method 
.draw() will use a cached version of the render.

Meaning: you can do this, and it only renders once: ( or none if it was already 
set to that. )
        self.text.text="mwhahahaha"
        self.text.text="mwhahahaha"     self.text.text="mwhahahaha"


On Tue, Mar 24, 2009 at 8:55 PM, Yanom Mobis <[email protected]> wrote:

How do you use the font module exactly? I don't care about all the fancy stuff, 
I just want text in a specific color...




      


-- 
Jake





      

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