Alright, Thank you for explaining it to me :) Now that I know whats
happening I think I found a Solution. inside if my __init__ I added an extra
variable “self.oldimage = self.image” Then inside of the rotateimage call, I
have it set to: “self.image = pygame.transform.rotate (self.oldimage,
-angle_degrees)” This way, it will call up the oldimage, and save to the
new surface.
Thank you for your help Ian
From: Ian Mallett
Sent: Wednesday, December 07, 2011 10:05 PM
Subject: Re: [pygame] [Pygame] Joystick Inputs On
Wed, Dec 7, 2011 at 7:51 PM, Andrew Godfroy <killerrin@xxxxxxxxxxx>
wrote:
No. Think about what's happening. Try unrolling a couple
calls:
self.image =
pygame.transform.rotate(self.image, #something) self.image =
pygame.transform.rotate(self.image, #something)
self.image =
pygame.transform.rotate(self.image, #something)
self.image =
pygame.transform.rotate(self.image, #something)
. . . is equivalent to:
self.image =
pygame.transform.rotate(pygame.transform.rotate(pygame.transform.rotate(pygame.transform.rotate(self.image,
#something), #something), #something), #something)
Now do you see the problem? Each image will be larger than the
last. Plus, you're doing a transformation repeatedly, which hurts image
quality.
The attached image demonstrates what's happening. You're starting
with an image, then rotating, and then rotating THAT, and so on. The image
gets bigger and bigger. I've drawn the padding as white and black, but
they probably wouldn't necessarily be those colors.
Ian |