then pygame automatically keeps subtracting from it until it gets number less than this image shows several examples of different rotation amountsthe two rotated --wormy!|surface objects are blitted to the display surface on each frame of the animation loop on lines and on line the drawpresskeymsg(function call draws the --press key to play |text in the lower corner of the display surface object this animation loop will keep looping until checkforkeypress(returns value that is not nonewhich happens if the player presses key before returningpygame event get(is called simply to clear out any other events that have accumulated in the event queue which the start screen was displayed rotations are not perfect you may wonder why we store the rotated surface in separate variablerather than just overwrite the titlesurf and titlesurf variables there are two reasons firstrotating image is never completely perfect the rotated image is always approximate if you rotate an image by degrees counterclockwiseand then rotate it back degrees clockwisethe image you have will not be the exact same image you started with think of it as making photocopyand then photocopy of the first photocopyand the another photocopy of that photocopy if you keep doing thisthe image gets worse and worse as the slight distortions add up (the only exception to this is if you rotate an image by multiple of degreessuch as or degrees in that casethe pixels can be rotated without any distortion secondif you rotate image then the rotated image will be slightly larger than the original image if you rotate that rotated imagethen the next rotated image will be slightly larger again if you keep doing thiseventually the image will become too large for pygame to handleand your email questions to the authoral@inventwithpython com