There's actually an entire sub-module in PyGame for doing text, pygame.font.
Creating text is a simple case of first creating a font; like so:
newfont = pygame.font.Font(file, size)
"File" can simply be "None" if you want to use the default font (as I'm doing at the moment). This line creates a PyGame Font object, which can then be used to render text:
newfont.render("Your text here", antialias, colour, background)
"Antialias" is simply a boolean True or False, used to tell PyGame whether or not to antialias the text. "Colour" is the colour of the text, and "background" is the background colour - if you don't include this argument then the text will be rendered with a transparent background which, although useful under most circumstances, uses far more processing power than normal text. If you're writing a large game or one with a lot going on at once, it's probably a good idea only to use text with a transparent background when it's absolutely necessary.
Anyway, here are the results of my experiments with text.
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Whilst twiddling with text modules, I also found a very interesting example of animated text, which moves in a recurring wavelik
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After this, I think the next thing to try is using sprites; these are special classes used for handling game objects and have extra functions and attributes for collision detection. I've found a tutorial on them and so shall post any progress when it's made.
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