title: What Does The antialias mean in this Font render code for pygame mean?
body: <pre><code>class Score(pygame.Surface):   
  
  pygame.font.Font.render(Text, antialias, color, Background) 
  </code></pre>
  
  <p>I am trying to make a code that will implement a Text file that gets on to my pygame surface. I want It to show up on the top right hand corner of the screen. My issue is that i have no understanding what the antialias does and what do I put on the antialias code spot. Do I put an Int or some sort of String. Here is more of the code to show just to give you an idea of what i'm going for. I hope this helps to get my answer. </p>
  
  <pre><code>import pygame
  from pygame.locals import *
  from sys import exit
  
  class Ball(pygame.Surface):
      """ A bouncy ball """
      x = 320
      y = 0
     speedx = 0
     speedy = 250
     def get_top(self):
         return self.y
  
     def get_bottom(self):
      return self.y + self.get_height()
  
     def get_left(self):
      return self.x
  
     def get_right(self):
      return self.x + self.get_width()
  
     def is_hit(self, paddle):
  
         if self.get_bottom() &gt;= paddle.get_top():
             if self.get_right() &gt;= paddle.get_left():
                 if self.get_left() &lt;= paddle.get_right():
                     if self.get_top() &lt;= paddle.get_top():
                      self.speedy = self.speedy * -1
                      self.y = self.y - 3
                      if paddle.motion == "Left":
                          self.speedx -= 20
                      if paddle.motion == "Right":
                          self.speedx += 20
  
  class Paddle(pygame.Surface):
      """ A Paddle """
      x = 200
      y = 260
      motion = "None"
  
  def get_top(self):
      return self.y
  
  def get_bottom(self):
      return self.y + self.get_height()
  
  def get_left(self):
      return self.x
  
  def get_right(self):
      return self.x + self.get_width()
  </code></pre>
  
  <blockquote>
  <pre><code>class Score(pygame.Surface):
  pygame.font.Font.render("name.png",
  </code></pre>
  </blockquote>
  
  <pre><code>if __name__ == "__main__":
  
  pygame.init()
  infoObject = pygame.display.Info()
  screen_w = 640
  screen_h = 480
  screen = pygame.display.set_mode((screen_w, screen_h), 0, 32)
  
  
  clock = pygame.time.Clock()
  
  screencolor = (0,255,255)
  color  = (255, 0, 0)
  color2 = (0,0,255)
  radius = 7
  pos = (radius,radius)
  
  screen.fill(screencolor)
  
  wipe = pygame.Surface((screen_w,screen_h))
  pygame.draw.rect(wipe, screencolor, pygame.Rect(0,0,screen_w,screen_h))
  paddle = Paddle((70,10))
  
  pygame.draw.rect(paddle, color2, pygame.Rect(0,0,70,10))
  
  
  
  
  sprite = Ball((radius*2,radius*2))
  pygame.draw.circle(sprite, color, pos, radius)
  sprite.set_colorkey((0,0,0))
  
  paddle_old_position = paddle.x
  
  Fullscreen = False
  
  while True:
  
      for event in pygame.event.get():
          if event.type == QUIT:
              pygame.quit()
              exit()
  
  
      paddleX, test = pygame.mouse.get_pos()
      paddle.x = paddleX - (paddle.get_width() / 2)
  
      screen.blit(wipe, (0,0))
      screen.blit(paddle, (paddle.x,260))
      screen.blit(sprite, (sprite.x, sprite.y))
  
  
  
  
      time_passed = clock.tick()
      time_passed_seconds = time_passed / 1000.0
  
      distancemovedy = time_passed_seconds * sprite.speedy
      sprite.y += distancemovedy
  
      distancemovedx = time_passed_seconds * sprite.speedx
      sprite.x += distancemovedx
  
      if paddle.x &lt; paddle_old_position:
          paddle.motion = "Left"
  
      if paddle.x &gt; paddle_old_position:
          paddle.motion = "Right"
  
  
  
      sprite.is_hit(paddle)
  
      paddle_old_position = paddle.x
  
      if sprite.get_bottom() &gt; screen_h:
          sprite.speedy = abs(sprite.speedy) * -1
      if sprite.get_top() &lt; 0:
          sprite.speedy = abs(sprite.speedy) 
      if sprite.get_right() &gt; screen_w:
          sprite.speedx = abs(sprite.speedx) * -1
      if sprite.get_left() &lt; 0:
          sprite.speedx = abs(sprite.speedx)
  
      if event.type == KEYDOWN:
              if event.key == K_f:
                  Fullscreen = not Fullscreen
                  if Fullscreen:
                      screen = pygame.display.set_mode((screen_w, screen_h), FULLSCREEN, 32)
  
                  else:
                      screen = pygame.display.set_mode((screen_w, screen_h), 0, 32)
  
      pygame.display.update()
  </code></pre>