I think I'm making progress on the issue, but I am still having problems with font rendering. The code below runs on my PC under Linux, i.e., it prints "hello world" on the window it produces. But when I make it into an apk with the pgsa-0.9.4 kit and run it on my phone, it puts garbage on the screen. I posted this item y'day except I have changed creation of the font object. Instead of using font.SysFont, I'm using font.Font with argument of a font file name, as in:
font = pygame.font.Font(“data/Vera.ttf”, 25) No change in results but I think closer to good ones because I read on the net that SysFont will not work for android ports. It also stands to reason that it is better to include the data for the font in the apk. Again, I’ve put pygame apps on the phone which don’t use the Font objects and they run fine. And this one runs fine under Linux. ==== import pygame, sys, os, random from pygame.locals import * import time try: import android except ImportError: android = None def stop(interval=3): print “stopping >> ” + str(interval) time.sleep(interval) pygame.init() BLACK = (0, 0, 0) WHITE = (255, 255, 255) width = 400 height = 400 screen = pygame.display.set_mode((width, height)) background = pygame.Surface(screen.get_size()) background = background.convert() background.fill(WHITE) surface = pygame.Surface((width,height)) font = pygame.font.Font(“data/Vera.ttf”, 25) itemSurface = font.render(“hello world!”, True, BLACK, WHITE) surface.blit(itemSurface, (0,0)) background.blit(surface, (0,0)) screen.blit(background,(0,0)) pygame.display.flip() stop(20)