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
