Code:
#!/usr/bin/python
import pygame, time, sys, random, os
from pygame.locals import *
from time import gmtime, strftime
pygame.init()
w = 640
h = 400
screen = pygame.display.set_mode((w, h),RESIZABLE)
clock = pygame.time.Clock()
x = y = 100
def starting():
basicfont = pygame.font.SysFont(None, 48)
text = basicfont.render('Starting...', True, (255, 255, 255), (0, 0, 255))
textrect = text.get_rect()
textrect.centerx = screen.get_rect().centerx
textrect.centery = screen.get_rect().centery
screen.fill((0, 0, 255))
screen.blit(text, textrect)
def taskbar():
basicfont = pygame.font.SysFont(None, 24)
taskbarrect = pygame.Rect((0, int(h-40)), (int(w), int(h)))
text = basicfont.render(strftime("%Y-%m-%d", gmtime()), True, (0, 0, 0))
text2 = basicfont.render(strftime("%H:%M:%S", gmtime()), True, (0, 0, 0))
taskbarrect.blit(text, (w - 100, h - 37))
taskbarrect.blit(text2, (w - 100, h - 17))
pygame.display.update()
starting()
screen.fill((255,255,255))
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type==VIDEORESIZE:
w = event.dict['size'][0]
h = event.dict['size'][1]
screen=pygame.display.set_mode(event.dict['size'],RESIZABLE)
taskbar()
Because I want to make my code run faster, I want to create surfaces and blit rects on top of them, so that I can do pygame.display.update(taskbarrect)
and speed up my code. However, I don't know how to create multiple surfaces. I have tried taskbarrect=(xcoordinate, ycoordinate, width, length)
then blitting an image or text or whatever, but trying it says tuple object has no attribute blit
. Trying the method in the code (suggested by @elegent) gives 'pygame.Rect' object has no attribute 'blit'
.
What am I doing wrong?
Pygame uses surfaces to represent any form of image. This could be either
your main screen Surface, which is returned by the pygame.display.set_mode()
function
myDisplay = pygame.display.set_mode((500, 300))
or created object of the pygame.Surface
class:
#create a new Surface
myNewSurface = Surface((500, 300))
#change its background color
myNewSurface.fill((55,155,255))
#blit myNewSurface onto the main screen at the position (0, 0)
myDisplay.blit(myNewSurface, (0, 0))
#update the screen to display the changes
display.update() #or display.flip()
Pygame's display.update()
has a method that allows one to update only some portions of the screen by passing one object or a list of pygame.Rect
objects to it. Therefore, we could also call:
myUpdateRect= pygame.Rect((500, 300), (0, 0))
display.update(myUpdateRect)
Anyway, I recommend to using the pygame.draw
module to draw simple shapes like rectangles, circles and polygons onto a surface, because all of these functions return a rectangle representing the bounding area of changed pixels.
This enables you to pass this information to the update()
function, so Pygame only updates the pixels of the just drawn shapes:
myDisplay = pygame.display.set_mode((500, 300))
myRect= pygame.Rect((100, 200), (50, 100))
pygame.display.update(pygame.draw.rect(myDisplay, (55, 155, 255), myRect))
Update:
def taskbar():
basicfont = pygame.font.SysFont(None, 24)
text = basicfont.render(strftime("%Y-%m-%d", gmtime()), True, (0, 0, 0))
text2 = basicfont.render(strftime("%H:%M:%S", gmtime()), True, (0, 0, 0))
screen.fill((55, 155, 255))
screen.blit(text, (w - 100, h - 37))
screen.blit(text2, (w - 100, h - 17))
pygame.display.update()
Hope this helps :)