Mine is based on tiles, but I don't see why it is easier with them. On Mon, Aug 3, 2009 at 15:53, James Paige <b...@hamsterrepublic.com> wrote:
> Is your scrolling map based on tiles? > > if so, this problem gets easier... > > --- > James Paige > > On Mon, Aug 03, 2009 at 11:30:25AM -0700, Yanom Mobis wrote: > > well i need it to work with a BIG surface.... at 30 fps. and i need > > something that would work with Rabbyt > > > > > ---------------------------------------------------------------------- > > > > From: Casey Duncan <ca...@pandora.com> > > To: pygame-users@seul.org > > Sent: Monday, August 3, 2009 12:51:32 PM > > Subject: Re: [pygame] Scrolling > > You can blit a surface that is bigger than the pygame screen and it > should > > efficiently crop it for you without extra work on your part. At some > point > > though you will probably run into surface size limitations, in which > case > > you can just tile surfaces together. > > > > In my experience with pygame, full screen blitting is really only fast > > enough at fairly low resolutions. But of course YMMV. > > > > -Casey > > > > On Aug 3, 2009, at 11:32 AM, Yanom Mobis wrote: > > > > > How is scrolling done in pygame? i was thinking of blitting all > > gameobjects to a surface, then blitting part of that surface to the > screen > > like this: > > > +---------------------+ > > > | +-------+ | > > > | | | | > > > | +-------+ | > > > | | > > > +---------------------+ > > > where the big box is the surface, and the small box is the screen. > > > > > > >