Ian Mallett wrote:
It doesn't really matter which way you do it, but I would
recommend making the entire thing all at once, as I see no advantage
to having individual squares, and it would make programming less
complicated.
Ian
I would make a square of the appropriate size of one color, and
load it using this function:
def load_image(name):
fullname = os.path.join('images')
fullname = os.path.join(fullname, name)
try:
image = pygame.image.load(fullname)
except pygame.error, message:
print 'Cannot load image:', fullname
raise SystemExit, message
image = image.convert()
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
Then use it for all the squares, and define their coordinates by
pixel. The result is a whole bunch of little, invisible squares,
each one having a question attached to it, that the player can
click on, and behind that a background image that doesn't change.
This might be more trouble than it's worth for the sort of thing
you're aiming for--I used it when building a small RPG where the
background was a complete image for each area and the blocks were
defined as being either "Player can't walk here", "Player can walk
here", or "Player meets monsters here", so that (if I could
actually draw on a computer) each area would have a pretty background.
Anyway, I hope that helps. God luck!