Just like the title implies, is there any difference? I was using pygame.display.flip
and I saw on the Internet that instead of using flip they used pygame.display.update
. Which one is faster?
flip() updates the whole screen. pygame. display. update() updates only specific section but with no arguments works similar to the pygame.
Pygame has a single display Surface that is either contained in a window or runs full screen. Once you create the display you treat it as a regular Surface. Changes are not immediately visible onscreen; you must choose one of the two flipping functions to update the actual display.
To flip the image we need to use pygame. transform. flip(Surface, xbool, ybool) method which is called to flip the image in vertical direction or horizontal direction according to our needs.
display is a module, and set_mode is a function inside that module. It actually creates an instance of the pygame. Surface class, and returns that. See the docs. In Python, the standard is that classes have capitalised names, and modules and functions are all lower case.
The main difference between pygame.display.flip
and pygame.display.update
is, that
display.flip()
will update the contents of the entire display display.update()
allows to update a portion of the screen, instead of the entire area of the screen. Passing no arguments, updates the entire display To tell PyGame which portions of the screen it should update (i.e. draw on your monitor) you can pass a single pygame.Rect
object, or a sequence of them to the display.update()
function. A Rect in PyGame stores a width
and a height
as well as a x
- and y
-coordinate for the position.
PyGame's built-in dawning functions and the .blit()
method for instance return a Rect, so you can simply pass it to the display.update()
function in order to update only the "new" drawn area.
Due to the fact that display.update()
only updates certain portions of the whole screen in comparison to display.flip()
, display.update()
is faster in most cases.
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