On Nov 21, 2007, at 5:57 PM, Kris Schnee wrote:
[..] With subsurfaces, eh? I was thinking more like: <code> w,h = SCREEN_SIZE ## eg. (800,600) top_screen = pygame.surface.Surface((w,h/2)) bot_screen = pygame.surface.Surface((w,h/2)) def Draw():DrawPlayerOneScreen(top_screen) ## Draw game stuff onto these surfacesDrawPlayerTwoScreen(bot_screen) screen.blit(top_screen,(0,0)) screen.blit(top_screen,(0,h/2)) pygame.display.update() </code> What's the purpose of using subsurfaces? I don't understand those.
If you use subsurfaces, you don't need these lines at all:
screen.blit(top_screen,(0,0)) screen.blit(top_screen,(0,h/2))
Because when you blit to the subsurfaces, you are also blitting to the screen (because subsurfaces share pixel data with their parent). It means the system does less work and you use less memory, but the effect is the same.
-Casey