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.
> >    >
> >    >
>

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