I have an application written in python that's basically an etch-a-sketch, you move pixels around with WASD and arrow keys and it leaves a trail. However, I want to add a counter for the amount of pixels on the screen. How do I have the counter update without updating the entire surface and pwning the pixel drawings?
Alternatively, can I make a surface that's completely transparent except for the text so you can see the drawing surface underneath?
What you need is pygame.font module
Where
spamSurface
is a new font surface,eggsPixels
is the value thatspamSurface
will render (display/show) andhamDisplay
is your main surface display.To solve this problem, you want to have a separate surface for your Etch-a-Sketch pixels, so that they do not get clobbered when you go to refresh the screen. Unfortunately, with Rigo's scheme, the font will continue to render on top of itself, which will get messy for more than two pixel count changes.
So, here's some sample rendering code:
Now, admittedly, updating the entire screen is rather inefficient. For this, you have two options: only refresh the screen when the drawing changes or track the location of drawing changes and refresh individual locations (see the update documentation). If you choose the second option, you will have to refresh the text and where it was previously; I would recommend having a Sprite manage this.