Code:
#!/usr/bin/python
import pygame, time, sys, random, os
from pygame.locals import *
from time import gmtime, strftime
pygame.init()
w = 640
h = 400
scre
Pygame uses surfaces to represent any form of image. This could be either
your main screen Surface, which is returned by the pygame.display.set_mode() function
myDisplay = pygame.display.set_mode((500, 300))
or created object of the pygame.Surface
class:
#create a new Surface
myNewSurface = Surface((500, 300))
#change its background color
myNewSurface.fill((55,155,255))
#blit myNewSurface onto the main screen at the position (0, 0)
myDisplay.blit(myNewSurface, (0, 0))
#update the screen to display the changes
display.update() #or display.flip()
Pygame's display.update() has a method that allows one to update only some portions of the screen by passing one object or a list of pygame.Rect objects to it. Therefore, we could also call:
myUpdateRect= pygame.Rect((500, 300), (0, 0))
display.update(myUpdateRect)
Anyway, I recommend to using the pygame.draw module to draw simple shapes like rectangles, circles and polygons onto a surface, because all of these functions return a rectangle representing the bounding area of changed pixels.
This enables you to pass this information to the update()
function, so Pygame only updates the pixels of the just drawn shapes:
myDisplay = pygame.display.set_mode((500, 300))
myRect= pygame.Rect((100, 200), (50, 100))
pygame.display.update(pygame.draw.rect(myDisplay, (55, 155, 255), myRect))
Update:
def taskbar():
basicfont = pygame.font.SysFont(None, 24)
text = basicfont.render(strftime("%Y-%m-%d", gmtime()), True, (0, 0, 0))
text2 = basicfont.render(strftime("%H:%M:%S", gmtime()), True, (0, 0, 0))
screen.fill((55, 155, 255))
screen.blit(text, (w - 100, h - 37))
screen.blit(text2, (w - 100, h - 17))
pygame.display.update()
Hope this helps :)