Hi, I sometimes flip the whole display when I'm changing the background
(responding to a menu event).
I should point out that the game seems to run fine (but v. fast) when
clock.tick is commented out, but it crashes when clock.tick is in
operation...
On 26/09/06, Luke Paireepinart <rabidpoobear@xxxxxxxxx> wrote:
> Luke Miller wrote:
> > Well, I've done a lot more testing, including replacing my classes
> > with stubs to see what is causing my Dead Display.
> >
> > For some reason, commenting out the following line inside my main loop
> > seems to solve my problem:
> > clock.tick(FRAME_RATE)
> > (where clock is a pygame.time.Clock() object and FRAME_RATE = 16)
> >
> > My program is a complicated game, with a lot of blits, updates and a
> > few flips,
updates and flips are considered new frames, aren't they?
> > often between frames. Is it possible that if the screen receives lots
> > of blits between clock ticks that pygame might kill the display?
> >
> >
> >
> > On 25/09/06, *Pete Shinners* < pete@xxxxxxxxxxxx
> > <mailto:pete@xxxxxxxxxxxx>> wrote:
> >
> > On Sun, 2006-09-24 at 15:17 +1000, Luke Miller wrote:
> > > What is a "Dead Display" surface in pygame, and what might cause
it?
> >
> > I think the only thing that should cause it is calling
> > pygame.display.quit () or pygame.quit() and then accessing the
Surface
> > for the screen. Presumably some error condition could cause this,
> > but I
> > can't think of anything that should.
> >
> >
> > >>> import pygame
> > >>> pygame.display.init ()
> > >>> screen = pygame.display.set_mode ((100, 100))
> > >>> pygame.event.pump()
> > >>> print screen
> > <Surface(100x100x32 SW)>
> > >>> pygame.display.quit()
> > >>> print screen
> > <Surface(Dead Display)>
> >
> >
> >
> >
>
>