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-rw-r--r--data/graphics/bounce32
1 files changed, 17 insertions, 15 deletions
diff --git a/data/graphics/bounce b/data/graphics/bounce
index d0bcd3c..42889f0 100644
--- a/data/graphics/bounce
+++ b/data/graphics/bounce
@@ -2,7 +2,15 @@
import pippy, pygame, sys
from pygame.locals import *
-from random import *
+
+# the text to bounce around the screen
+msg = "Hello!"
+
+# the size of the text, in pixels
+fsize = 36
+
+# vector for motion, will control speed and angle
+mvect = [3, 2]
# always need to init first thing
pygame.init()
@@ -10,20 +18,12 @@ pygame.init()
# turn off cursor
pygame.mouse.set_visible(False)
-# XO screen is 1200x900
-size = width, height = 1200, 900
-
-# we'll use 36 pixel high text
-fsize = 36
-
-# vector for motion, will control speed and angle
-mvect = [3,2]
-
# create the window and keep track of the surface
# for drawing into
-screen = pygame.display.set_mode(size)
+screen = pygame.display.set_mode()
-msg = "Hello!"
+# ask for screen's width and height
+size = width, height = screen.get_size()
# create a Font object from a file, or use the default
# font if the file name is None. size param is height
@@ -35,7 +35,7 @@ font = pygame.font.Font(None, fsize)
# Font.render draws text onto a new surface.
#
# usage: Font.render(text, antialias, color, bg=None)
-text = font.render(msg, True, (10,10,10))
+text = font.render(msg, True, (10, 10, 10))
# the Rect object is used for positioning
textRect = text.get_rect()
@@ -46,6 +46,7 @@ textRect.top = 0;
while pippy.pygame.next_frame():
+ # every time we move the text, check for quit or keydown events and exit
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
@@ -53,8 +54,9 @@ while pippy.pygame.next_frame():
elif event.type == KEYDOWN:
sys.exit()
- screen.fill((250,250,250))
-
+ # fill the screen with white
+ screen.fill((250, 250, 250))
+
# draw the text
screen.blit(text, textRect)