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A simple solution for your case without implementing vectors by yourself and it's common operations (although I'd recommend to learn about such subject) would be to normalize X and Y when going diagonal: def update(self, dt, game): # take a copy of the current position of the player before movement for # use in movement collision response last ...


Your screen and window surfaces don't have the same pixel format. One of them is most likely RGB, and the other is BGR. When you use the optimised scale/scale2x functions passing the window as the destination surface, no pixel format conversions are done, so all your reds become blue (or oranges become cyan), and vice versa. If you do it the slow, normal ...

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