Can't make walking animations in pygame - python

I was trying to code a game in pygame, but then when I tried to make a walking animation it only displayed one of the sprites.
def go_left(time):
ness_current = 1
global ness
global is_walking_left
ness_list = [ness_walking,ness_standing]
current_time = pygame.time.get_ticks()
go_left.walking_steps = 1
now = 0
cooldown = 1000
flag = 0
ness = ness_list[ness_current]
print current_time - game_loop.animation_timer
if (current_time - game_loop.animation_timer) > 200:
print 'Changing'
if ness_current == 0:
print 'Changing to sprite 1'
now = pygame.time.get_ticks()
ness_current = 1
current_time = now
elif ness_current == 1:
print 'Changing to sprite 0'
if (current_time - game_loop.animation_timer) > 200:
ness_current = 0
current_time = now
else:
'Changing to sprite 0 because of sprite reset'
ness_current = 0
current_time = now
def stop_it():
global ness
ness = pygame.image.load('nessthekid.png').convert()
ness.set_colorkey(WHITE)
car_list = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
player_list = pygame.sprite.Group()
When I try to use this it only displays one of the sprites not the other for the character. I want it to swich every 1 or 2 seconds to make it look like its walking. Help is appreciated.

First, I highly suggest using a class, to avoid using global variables.
Second, as you set the current time back to now (0), you will make it so current_time - game_loop.animation_timer will always be negative. This will keep the statement from running.
For now, I suggest completely removing the "if (current_time - game_loop.animation_timer) > 200:" from your code.
Here is an example to get you started (obviously you will have to alter it to make it work for you)
class Ness:
def __init__(self):
self.all_images = [ness_walking,ness_standing]
self.current = 0
self.image = self.all_images[self.current]
def walk_left(self):
# Every 200 clicks
if pygame.time.get_ticks() % 200 == 0:
if self.current == 0:
self.current = 1
else:
self.current = 0
self.image = self.all_images[self.current]

As suggested by #Red Twoon put the stuff separated in class is a very good practice. Another thing that you should do is no rely in get_ticks directly but instead use some kind of time independent movement/animation.
You can achieve this using delta times in your game loop.
Game loop.
while(True):
delta = #Get the delta time.
handle_events();
update(delta);
draw(delta);
#Animation stuff.
time_to_animate_frame = 200;
time_since_last_update = 0;
...
time_since_last_update += delta;
if(time_since_last_update > time_to_animate_frame):
time_since_last_update - time_to_animate_frame;
#Do the animation.....

Related

How to setup distance between two objects

A week ago i started learning python turtle, an i would like to ask somebody what should i do with setting distance between these objects. Three objects - i use goto method with random but these objects is setting very close to each other. I know something about the method distance, but im not always successful with it.
Thanx for every help
import turtle
import time
import random
my_space = turtle.Screen()
my_space.setup(width=1200, height=700)
my_space.title("Dula´s Ford Game")
my_space.addshape("ford.gif")
my_space.tracer(0)
ford = turtle.Turtle()
ford.speed(0)
ford.penup()
ford.goto(-400,0)
ford.shape("ford.gif")
ford.direction = "stop"
car1 = turtle.Turtle("circle")
car2 = turtle.Turtle("turtle")
car3 = turtle.Turtle()
car_list = [car1,car2,car3]
for car in car_list:
car.penup()
car.speed(0)
other_car_x = 400
other_car_y = random.randint(-100,100)
car.goto(other_car_x,other_car_y)
car.seth(180)
car.fd(10)
def right():
rside = ford.xcor()
ford.setx(rside+20)
if rside > 500:
ford.setx(rside)
else:
ford.setx(rside+20)
def left():
lside = ford.xcor()
if lside < -500:
ford.setx(lside)
else:
ford.setx(lside-20)
def up():
upside = ford.ycor()
if upside > 100:
ford.sety(upside)
else:
ford.sety(upside+20)
def down():
downside = ford.ycor()
if downside < -100:
ford.sety(downside)
else:
ford.sety(downside-20)
def start():
ford.direction = "start"
my_space.listen()
my_space.onkeypress(start,key="space")
my_space.onkeypress(right,key="Right")
my_space.onkeypress(left,key="Left")
my_space.onkeypress(up,key="Up")
my_space.onkeypress(down,key="Down")
while True:
my_space.update()
if ford.direction == "start":
for car in range(0,random.randint(1,len(car_list))):
speedy = random.randint(15,50)
enemy = car_list[car]
enemy.speed(speedy)
enemy.fd(speedy)
if enemy.xcor()<-500:
enemy.hideturtle()
enemy.goto(400,random.randint(-100,100))
if enemy.distance(enemy) < 30:
enemy.goto(400,random.randint(-100,100))
enemy.showturtle()
time.sleep(0.1)
my_space.exitonclick()

TypeError: argument 1 must be pygame.Surface, not str after window.blit() [closed]

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I am trying to learn the pygame module and I keep getting 'TypeError: argument 1 must be pygame.Surface, not str' when running it after reorganizing my code and rearranging it into classes, the code below shows the class if it is all that is needed, I have also included the full code if the first bit of code doesn't work.
class player(object):
def __init__(self,x,y,width,height,jH):
self.x= x # x coordinate of the character
self.y = y # y coordinate of the character
self.w = width # width of the character
self.h = height # Height of the character
self.v = 20 # Speed of the character
self.jump = False # Will determine whether the character is jumping
self.jumpC = jH # Jump variable
self.direction = "left"
self.isWalking = 0
def redraw(self,wind):
global number
global previousnumber
global selectedimage
if previousnumber == number:
selectedimage = walkUp[0]
previousnumber = number
window.blit(selectedimage,(self.x,self.y))
Above is the class, the full code is below if it is needed.
import pygame # importing module
pygame.init() # initiates pygame
window = pygame.display.set_mode((500,500)) # creates a 500x500px window
pygame.display.set_caption("PYGAME TEST") # sets caption, self explanatory
class player(object):
def __init__(self,x,y,width,height,jH):
self.x= x # x coordinate of the character
self.y = y # y coordinate of the character
self.w = width # width of the character
self.h = height # Height of the character
self.v = 20 # Speed of the character
self.jump = False # Will determine whether the character is jumping
self.jumpC = jH # Jump variable
self.direction = "left"
self.isWalking = 0
def redraw(self,wind):
global number
global previousnumber
global selectedimage
if previousnumber == number:
selectedimage = walkUp[0]
previousnumber = number
window.blit(selectedimage,(self.x,self.y))
run = True # variable used in a loop, its true if the program is still running.
walkRight = [pygame.image.load('right1.png'), pygame.image.load('right2.png'), pygame.image.load('right3.png')]
walkLeft = [pygame.image.load('left1.png'), pygame.image.load('left2.png'), pygame.image.load('left3.png')]
walkUp = [pygame.image.load('front1.png').convert(), pygame.image.load('front2.png'), pygame.image.load('front3.png')]
walkDown = [pygame.image.load('back1.png'), pygame.image.load('back2.png'), pygame.image.load('back3.png')]
bg = pygame.image.load('bg.jpg')
clock = pygame.time.Clock()
number = 0
selectedimage = walkUp[number]
previousnumber = -2
def spriteupdate(d,a,man):
global number
if man.direction != d:
man.direction = d
changed(0,a,man)
else:
number+= 1
if number>2:
number = 0
changed(number,a)
else:
changed(number,a,troop)
def changed(numb, direction,man):
global number
global selectedimage
number = numb
selectedimage = man.direction[number]
def update(man):
troop.redraw(window)
window.blit(bg,(0,0))
pygame.display.update()
troop = player(250,250,10,10,10)
while run:
clock.tick(15)# FPS
for event in pygame.event.get():
if event.type == pygame.QUIT: # if event quits, presses the x button
run = False # breaks loop
keys = pygame.key.get_pressed() # gets the keys pressed
if keys[pygame.K_LEFT]:# pressed left arrow, x coordinate changes by - speed
#direction, array
spriteupdate("left",walkLeft,troop)
if troop.x <= -10:
pass
else:
troop.x-=troop.v
if keys[pygame.K_RIGHT]: # similar here
spriteupdate("right", walkRight,troop)
if troop.x >= 470:
pass
else:
troop.x+=troop.v
if not(troop.jump): # Only works if the character isn't jumping
if keys[pygame.K_SPACE]: # The character is jumping. changes variable.
troop.jump = True
if keys[pygame.K_UP]: # same here
spriteupdate("down",walkDown,troop)
if troop.y <= -10:
pass
else:
troop.y-=troop.v
if keys[pygame.K_DOWN]: # same here
spriteupdate("up",walkUp,troop)
if troop.y >= 470:
pass
else:
troop.y+=troop.v
else:
if troop.jumpC >= -10: # jumpC is already bigger than -10, this is called
num = 1 # number, will be set to -1 if jumpC becomes a negative number
if troop.jumpC < 0:
num = -1 # there.
troop.y-= (troop.jumpC ** 2) * 0.5 * num # y subtracted (goes up) by the square of jumpC * half * num
troop.jumpC -= 1 # Subtracts 1
else:
troop.jump = False # If Jump c is smaller than -10, jump has finished.
troop.jumpC = 10 # reset variable
update(troop)
pygame.quit()
OUTPUT:
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
Traceback (most recent call last):
File line 107, in <module>
update(troop)
File line 56, in update
troop.redraw(window)
File , line 25, in redraw
window.blit(selectedimage,(self.x,self.y))
TypeError: argument 1 must be pygame.Surface, not str
This output is above, hope that helps.
On line 53 selectedimage is changed from a surface to a string with :
selectedimage = man.direction[number]
I see one problem right away. In the player.redraw method, wind is the argument passed, but in the body of the method you use window. Try changing the argument:
def redraw(self, window):

Low frame rate, possibly because un-accelerated graphics

So I began creating a game a couple months ago using pygame, it has a top view similar to Starcraft, Age of empires etc... I have written around 1320 lines of code to create the basis of my game; however, I am experiencing issues with frame rate when blitting images and believe this is because I cannot use accelerated graphics with pygame. The way I am currently blitting images is by blitting all images ahead of time on a surface which I then subsurface to create a blit image of my entire screen. Is there a more effective way that i should be utilizing?
So my assumption is that would be huge mess to look through and I do not want to waste your guy's time. Essentially any time I blit a surface the size of my screen my framerate drops by ~20 frames, is there a way I can avoid this in pygame?
##PYGAME INITATE##
import pygame, os
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
_W,_H = pygame.display.Info().current_w, pygame.display.Info().current_h
flags = pygame.DOUBLEBUF | pygame.HWSURFACE
gameDisplay = pygame.display.set_mode((_W,_H),pygame.FULLSCREEN ) ## CREATES SCREEN YOU DISPLAY ON ##
gameDisplay.fill((0,0,0)) ## FILL COLOR OF SCREEN ##
pygame.display.set_caption("Dope Game") ## SETS NAME ##
gameClock = pygame.time.Clock() ## CLOCK OF THE GAME ##
import math
import os
import random
import copy
SQRT = math.sqrt
PI = math.pi
cos = math.cos
sin = math.sin
## REPEATABLE FUNCTIONS ##
def loadScale(file,command,sizeX,sizeY):
temp = pygame.image.load(file)
tempInfo = temp.get_rect()
tempInfo1,tempInfo2,tempInfo3,tempInfo4 = temp.get_rect()
tempInfo3 = int(tempInfo3)
tempInfo4 = int(tempInfo4)
if (command == "ratio"):
tempInfo3 = tempInfo3*sizeX
tempInfo4 = tempInfo4*sizeY
temp = pygame.transform.scale(temp,(int(tempInfo3),int(tempInfo4) ) )
elif (command == "size"):
temp = pygame.transform.scale(temp, (sizeX,sizeY) )
return(temp)
## NON GAME RELATED CLASSES ##
class EnterFrame():
def __init__(self,frameReset,function,parse,reset):
self.frameReset = frameReset
self.currentFrame = frameReset
self.function = function
self.parse = parse
self.reset = reset
if (self.reset != "onComplete"):
self.reset = (reset-1)
enterFrameTable.append(self)
def step(self,enterFrameTable):
if (self.currentFrame == 0):
self.function(self.parse)
if (self.reset != "onComplete"):
if (self.reset > 0):
self.currentFrame = self.frameReset
self.reset = self.reset-1
else:
enterFrameTable.remove(self)
del self
else:
self.currentFrame = self.frameReset
else:
self.currentFrame = self.currentFrame-1
class PlayerCreation():
def __init__(self):
self.x = _W
self.y = _H
self.view = [1600,1600]
self.viewShift = []
self.viewChangeSpeed = 25
def moveView(self,key):
add = EnterFrame(0,self.moveViewAction,key,"onComplete")
self.viewShift.append([add,key])
def moveViewAction(self,key):
if (key == "up"):
self.view[1] = self.view[1]-self.viewChangeSpeed
Map.recenterView()
if (self.view[1] < 0):
self.view[1] = 0
elif (key == "right"):
self.view[0] = self.view[0]+self.viewChangeSpeed
Map.recenterView()
if (self.view[0] > Map.tileSize*4):
self.view[0] = Map.tileSize*4
elif (key == "down"):
self.view[1] = self.view[1]+self.viewChangeSpeed
Map.recenterView()
if (self.view[1] > Map.tileSize*4):
self.view[1] = Map.tileSize*4
elif (key == "left"):
self.view[0] = self.view[0]-self.viewChangeSpeed
Map.recenterView()
if (self.view[0] < 0):
self.view[0] = 0
def endMoveView(self,key):
for i in range(len(self.viewShift)-1,-1,-1 ):
if (self.viewShift[i][1] == key):
enterFrameTable.remove(self.viewShift[i][0])
del self.viewShift[i]
class ImageCreation():
def __init__(self,name,image,type,hitBox):
self.name = name
self.image = image
self.type = type
self.hitBox = hitBox
self.rect = self.image.get_rect()
if (self.hitBox != "none"):
self.shiftX = hitBox[0][0]
self.shiftY = hitBox[0][1]
for i in range(1,len(hitBox) ):
if (hitBox[i][0] < self.shiftX):
self.shiftX = hitBox[i][0]
if (hitBox[i][1] < self.shiftY):
self.shiftY = hitBox[i][1]
else:
self.shiftX = self.rect[2]/2
self.shiftY = self.rect[3]/2
imageTable.append(self)
def draw(self,x,y):
image = self.image
self.blit = gameDisplay.blit(image,(x,y) )
class MapCreation():
def __init__(self):
self.tileSize = 800
self.size = self.tileSize*10
self.tiles = []
self.loadedTiles = []
self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
self.centerTile = [5,5]
self.drawPoint = [(_W-self.tileSize)/2,(_H-self.tileSize)/2]
self.amount = round(self.size/self.tileSize)
backGround = loadScale("Grass.png","size",self.tileSize,self.tileSize)
for i in range(0,self.amount):
for u in range(0,self.amount):
image = copy.copy(backGround)
newTile = Tile(image,[u*self.tileSize,i*self.tileSize])
self.tiles.append(newTile)
info = imageFind("House.png")
tile = self.tiles[55]
imageObject(info,tile,[240,50])
self.loadTiles("center")
def recenterView(self):
if (Player.view[0] > 3*self.tileSize):
self.centerTile[0] = self.centerTile[0]+1
Player.view[0] = Player.view[0]-self.tileSize
self.loadTiles("right")
print("right")
elif (Player.view[0] < 1*self.tileSize):
self.centerTile[0] = self.centerTile[0]-1
Player.view[0] = Player.view[0]+self.tileSize
self.loadTiles("center")
print("center")
if (Player.view[1] > 3*self.tileSize):
self.centerTile[1] = self.centerTile[1]+1
Player.view[1] = Player.view[1]-self.tileSize
self.loadTiles("center")
print("center")
elif (Player.view[1] < 1*self.tileSize):
self.centerTile[1] = self.centerTile[1]-1
Player.view[1] = Player.view[1]+self.tileSize
self.loadTiles("center")
print("center")
def loadTiles(self,load):
tileIndex = self.centerTile[0]+self.centerTile[1]*self.amount
if (load == "center"):
self.loadedTiles = []
for i in range(-2,3):
for u in range(-2,3):
loadTile = tileIndex + i*self.amount + u
self.loadedTiles.append(self.tiles[loadTile])
self.tiles[loadTile].loaded = [u+2,i+2]
self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*self.tileSize
sy = self.loadedTiles[i].loaded[1]*self.tileSize
self.surface.blit(self.loadedTiles[i].buttomLayer,(sx,sy) )
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*(self.tileSize+2)
sy = self.loadedTiles[i].loaded[1]*(self.tileSize+2)
self.surface.blit(self.loadedTiles[i].middleLayer,(sx,sy) )
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*(self.tileSize+2)
sy = self.loadedTiles[i].loaded[1]*(self.tileSize+2)
self.surface.blit(self.loadedTiles[i].topLayer,(sx,sy) )
elif (load == "right"):
self.loadedTiles = []
for i in range(-2,3):
for u in range(-2,3):
loadTile = tileIndex + i*self.amount + u
self.loadedTiles.append(self.tiles[loadTile])
self.tiles[loadTile].loaded = [u+2,i+2]
## OLD METHOD THAT WASNT WORKING ##
##subSurf = self.surface.subsurface(self.tileSize,0,self.tileSize*1,self.tileSize*5)
##self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
##self.surface.blit(subSurf,(0,0) )
## NEW METHOD ##
self.surface.scroll(dx=-self.tileSize*1,dy=0)
def draw(self):
global Player
image = self.surface.subsurface(Player.view[0],Player.view[1],self.tileSize,self.tileSize)
image = pygame.transform.scale(image,(self.tileSize,self.tileSize) )
gameDisplay.blit(image,((_W-self.tileSize)/2,(_H-self.tileSize)/2) )
image = pygame.transform.scale(self.surface,(300,300) )
gameDisplay.blit(image,(0,0 ) )
class Tile():
def __init__(self,image,coords):
transparentSurface = pygame.Surface([1000,1000], pygame.SRCALPHA, 32)
self.x = coords[0]
self.y = coords[1]
self.loaded = False
self.buttomLayer = image
self.middleLayer = copy.copy(transparentSurface)
self.topLayer = transparentSurface
class imageObject():
def __init__(self,info,tile,coords):
self.info = info
self.image = info.image
self.rect = self.image.get_rect()
self.x = coords[0]
self.y = coords[1]
self.hitBox = []
if (self.info.hitBox != "none"):
for i in range(0,len(self.info.hitBox) ):
self.hitBox.append([self.info.hitBox[i][0]+self.x,self.info.hitBox[i][1]+self.y])
#self.object = createObject(self.hitBox,True,"none")
if (info.type == "background"):
tile.buttomLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object"):
tile.middleLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object alphas"):
tile.topLayer.blit(self.image,(self.x,self.y) )
def imageFind(name):
for i in range(0,len(imageTable) ):
if (name == imageTable[i].name):
return(imageTable[i])
return("none")
def imageLoad(types):
if (types == "basic"):
image = loadScale("House.png","ratio",1,1)
basicHouse = ImageCreation("House.png",image,"object",[[190, 375], [350, 375], [350, 235], [190, 235]])
image = loadScale("Grass.png","ratio",1,1)
grass = ImageCreation("Grass.png",image,"background","none")
def enterFrameHandle(enterFrameTable):
for i in range(len(enterFrameTable)-1,-1,-1 ):
enterFrameTable[i].step(enterFrameTable)
def EventHandle(event):
global Player
if (event.type == pygame.QUIT):
endGame()
elif(event.type == pygame.KEYDOWN):
key = (pygame.key.name(event.key) )
if (key == "escape"):
endGame()
elif (key == "up" or key == "right" or key == "down" or key == "left"):
Player.moveView(key)
elif(event.type == pygame.KEYUP):
key = (pygame.key.name(event.key) )
if (key == "up" or key == "right" or key == "down" or key == "left"):
Player.endMoveView(key)
def endGame():
global QuitGame
QuitGame = True
def mainLoop():
## GLOBALS ##
global QuitGame
QuitGame = False
global Player
Player = PlayerCreation()
## MAIN TABLES ##
global enterFrameTable
enterFrameTable = []
global basicObjectTable
basicObjectTable = []
## TEMP TABLES ##
global imageTable
imageTable = []
## START UP LOOPS ##
imageLoad("basic")
global Map
Map = MapCreation()
## Temporary ##
while (QuitGame == False):
enterFrameHandle(enterFrameTable)
for event in pygame.event.get():
EventHandle(event)
Map.draw()
pygame.display.update() ## updates the screen ##
gameDisplay.fill([0,0,0]) ## Clears screen for next frame ##
gameClock.tick(64) ## The FPS ##
fps = gameClock.get_fps()
if (fps < 64 and fps != 0):
fps = gameClock.get_fps()
print("FPS HAS DROPPED TOO LOW DOWN TO",fps)
runGameNow = True
mainLoop()
pygame.quit()
quit()
Issue with path finder is due to picking up on itteration lines when finding nearest point.
The problem is quite straight forward really.
Your view the amount of lines as disease and the cause must be Pygame. Usually, or at least in almost any case - if you're not a god at using the language and library, the problem is probably not the language or the library. Because odds are you are no wear near to pushing the limits of what the two can deliver for you.
One dead give-away of this fact is, if you look at what your eyes see on screen, you'll quickly notice that whenever your background is about to loop around - that's when the glitch/frame drop occur.
Obviously, this COULD be a cause of the library doing something suspicious.. if it was the library that did the actual loop-around.
But in your code, this is a implementation you've done yourself.
So the best bet is to start looking there.
Just to be extremely confident in where the delay occurs - we can have a look at the profiler that comes with Python (cProfiler).
python -m cProfile -o sample_data.pyprof awesome_game.py
pyprof2calltree -i sample_data.pyprof -k
The result would show something along the lines of:
From this we can see that a lot of processing time goes to pygame.Surface and enterFrameHandle. And I bet that pygame.Surface is called within enterFrameHandle somewhere down the line.
So the best bet is to start at the end of the eventFrameHandle chain.
And in this breakdown, that's loadTiles.
And straight off the bat, a lot of warning signs in here.
There's at least four loops in here.. and loops are bad, because those take processing time.
I added debug information by simply doing:
def loadTiles
if load == "center":
print('Loading center')
elif load == "right":
print('Loading right')
Apparently center gets triggered whenever the glitch occurs.
So that narrows it down a little further. So i added timers around each for loop.
Loop one: takes 0.0 seconds
Loop two: takes 0.29 seconds
Loop three: takes 0.5 seconds
Loop four: takes 0.6 seconds
All in all, these are EXTREMELY bad for you, since they directly impact the render sequence. So why is this? Lets break it down even further.
We'll start off with the first loop that takes up 0.3 seconds:
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*self.tileSize
sy = self.loadedTiles[i].loaded[1]*self.tileSize
self.surface.blit(self.loadedTiles[i].buttomLayer,(sx,sy) )
So len(self.loadedTiles) will be 25.
That means this loop has to iterate 25 times per render cycle where loadTiles("center") is called.
Each cycle takes almost exactly 0.01 seconds which amounts up to 0.25 seconds per full loop. It's not terrible, well it is.. If you want 60 FPS out of your game, no loop or function call can take more than 0.0166 seconds in total.
So we've already overrun our desired FPS target. So we gotta knock a few milliseconds off this if we wanna get anywhere.
The loop in itself is not that bad, i mean 25 iterations, a modern PC can do that in less time than time() can measure. So, it all points to self.surface.blit().. Which from experience, it sure is.
This also correlate with the fact that our graph above spends 30% of the total CPU time in pygame.surface.blit.. So here's our first thief.
Looking at the rest of the loops, they are essentially the same, except with bigger numbers in the math which takes slight longer to calculate, hence probably the time difference in the loops.
So, what can we do to shrink down .blit times?
Well we can stop calling blit in every loop iteration, and just move the sprite objects positions and then blit them one by one.
But sensei, that's almost the same thing?
Well yes my soon to be ninja turtle, it is.. That's why, we'll move the sprites in to batches/groups, and render the group. Thus, we can change the positions (fast operation), and because we moved the rendering outside of the loops, we can also convert them into a group object and render the group.
First, we'll convert your objects into pygame.sprite.Sprite, these are clever little objects that contain both collision detection, moving arounds etc.
self.grass = pygame.sprite.Sprite()
self.grass.image = pygame.image.load("Grass.png")
self.grass.rect = pygame.Rect(0, 0, 60, 60)
And you add this into a rendering group (a batch):
self.main_group = pygame.sprite.Group(self.grass)
Bam, and instead of updating 25 sprites, now you can do:
self.main_group.draw(gameDisplay)
And bam, SPEED!
Now, your code is NOT designed for this.
So this will take a while to fix and correct this design flaw.
Because this would take hours for me in order to keep your original code as close as possible, i ignored this and reworked your entire MapCreation and modified your PlayerCreation and how you move the map around (I changed from trying to recenter each time, it's a nice idea but far to complex to implement 1PM rewriting someone else's code).. So.. Here's the new approach to your problem:
import pygame, os
from time import time
from collections import OrderedDict
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
_W,_H = pygame.display.Info().current_w, pygame.display.Info().current_h
flags = pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.RESIZABLE
gameDisplay = pygame.display.set_mode((500, 500))
gameDisplay.fill((0,0,0)) ## FILL COLOR OF SCREEN ##
pygame.display.set_caption("Dope Game") ## SETS NAME ##
gameClock = pygame.time.Clock() ## CLOCK OF THE GAME ##
import math
import os
import random
import copy
SQRT = math.sqrt
PI = math.pi
cos = math.cos
sin = math.sin
## REPEATABLE FUNCTIONS ##
def loadScale(file,command,sizeX,sizeY):
temp = pygame.image.load(file)
tempInfo = temp.get_rect()
tempInfo1,tempInfo2,tempInfo3,tempInfo4 = temp.get_rect()
tempInfo3 = int(tempInfo3)
tempInfo4 = int(tempInfo4)
if (command == "ratio"):
tempInfo3 = tempInfo3*sizeX
tempInfo4 = tempInfo4*sizeY
temp = pygame.transform.scale(temp,(int(tempInfo3),int(tempInfo4) ) )
elif (command == "size"):
temp = pygame.transform.scale(temp, (sizeX,sizeY) )
return(temp)
## NON GAME RELATED CLASSES ##
class EnterFrame():
def __init__(self,frameReset,function,parse,reset):
self.frameReset = frameReset
self.currentFrame = frameReset
self.function = function
self.parse = parse
self.reset = reset
if (self.reset != "onComplete"):
self.reset = (reset-1)
enterFrameTable.append(self)
def step(self,enterFrameTable):
if (self.currentFrame == 0):
self.function(self.parse)
if (self.reset != "onComplete"):
if (self.reset > 0):
self.currentFrame = self.frameReset
self.reset = self.reset-1
else:
enterFrameTable.remove(self)
del self
else:
self.currentFrame = self.frameReset
else:
self.currentFrame = self.currentFrame-1
class PlayerCreation():
def __init__(self):
self.x = _W
self.y = _H
self.view = [1600,1600]
self.viewShift = []
self.viewChangeSpeed = 25
def moveView(self,key):
add = EnterFrame(0,self.moveViewAction,key,"onComplete")
self.viewShift.append([add,key])
def moveViewAction(self,key):
if (key == "up"):
self.view[1] = self.view[1]-self.viewChangeSpeed
Map.move_tile(0, 1) # Player moves up, so the tiles should move down -> (0, 1) == (x, y)
if (self.view[1] < 0):
self.view[1] = 0
elif (key == "right"):
self.view[0] = self.view[0]+self.viewChangeSpeed
Map.move_tile(-1, 0)
if (self.view[0] > Map.tileSize*4):
self.view[0] = Map.tileSize*4
elif (key == "down"):
self.view[1] = self.view[1]+self.viewChangeSpeed
Map.move_tile(0, -1)
if (self.view[1] > Map.tileSize*4):
self.view[1] = Map.tileSize*4
elif (key == "left"):
self.view[0] = self.view[0]-self.viewChangeSpeed
Map.move_tile(1, 0)
if (self.view[0] < 0):
self.view[0] = 0
def endMoveView(self,key):
for i in range(len(self.viewShift)-1,-1,-1 ):
if (self.viewShift[i][1] == key):
enterFrameTable.remove(self.viewShift[i][0])
del self.viewShift[i]
class ImageCreation():
def __init__(self,name,image,type,hitBox):
self.name = name
self.image = image
self.type = type
self.hitBox = hitBox
self.rect = self.image.get_rect()
if (self.hitBox != "none"):
self.shiftX = hitBox[0][0]
self.shiftY = hitBox[0][1]
for i in range(1,len(hitBox) ):
if (hitBox[i][0] < self.shiftX):
self.shiftX = hitBox[i][0]
if (hitBox[i][1] < self.shiftY):
self.shiftY = hitBox[i][1]
else:
self.shiftX = self.rect[2]/2
self.shiftY = self.rect[3]/2
imageTable.append(self)
def draw(self,x,y):
image = self.image
self.blit = gameDisplay.blit(image,(x,y) )
class MapCreation():
def __init__(self):
self.tileSize = 800
self.size = self.tileSize*10
self.tiles = []
self.centerTile = [5,5]
self.amount = round(self.size/self.tileSize)
self.sprites = OrderedDict()
self.grass_image = pygame.image.load("Grass.png")
self.grass_group = pygame.sprite.Group()
for x in range(0, self.amount*60, 60): ## 10*60, but we step 60 pixels, so in the end, this will be 10 steps.
for y in range(0, self.amount*60, 60): ## Which is the same as `for x in range(self.amount)` but we scale it up
## to give us pixels instead of just the ammount.
index = len(self.sprites) # -- Generate a index for this sprite. Used for access later (to update pos for instace)
## == Create the sprite, add a image to it and define a position and size.
self.sprites[index] = pygame.sprite.Sprite()
self.sprites[index].image = self.grass_image
self.sprites[index].rect = pygame.Rect(x, y, 60, 60)
## == Then add the sprite to the grass group.
self.grass_group.add(self.sprites[index])
def move_tile(self, dx, dy):
for index in self.sprites:
x, y, width, height = self.sprites[index].rect
## == this is how you move the sprites:d
self.sprites[index].rect = pygame.Rect(x+dx, y+dy, 60, 60)
def draw(self):
self.grass_group.update()
self.grass_group.draw(gameDisplay)
class Tile():
def __init__(self,image,coords):
transparentSurface = pygame.Surface([1000,1000], pygame.SRCALPHA, 32)
self.x = coords[0]
self.y = coords[1]
self.loaded = False
self.buttomLayer = image
self.middleLayer = copy.copy(transparentSurface)
self.topLayer = transparentSurface
class imageObject():
def __init__(self,info,tile,coords):
self.info = info
self.image = info.image
self.rect = self.image.get_rect()
self.x = coords[0]
self.y = coords[1]
self.hitBox = []
if (self.info.hitBox != "none"):
for i in range(0,len(self.info.hitBox) ):
self.hitBox.append([self.info.hitBox[i][0]+self.x,self.info.hitBox[i][1]+self.y])
#self.object = createObject(self.hitBox,True,"none")
if (info.type == "background"):
tile.buttomLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object"):
tile.middleLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object alphas"):
tile.topLayer.blit(self.image,(self.x,self.y) )
def imageFind(name):
for i in range(0,len(imageTable) ):
if (name == imageTable[i].name):
return(imageTable[i])
return("none")
def imageLoad(types):
if (types == "basic"):
image = loadScale("House.png","ratio",1,1)
basicHouse = ImageCreation("House.png",image,"object",[[190, 375], [350, 375], [350, 235], [190, 235]])
image = loadScale("Grass.png","ratio",1,1)
grass = ImageCreation("Grass.png",image,"background","none")
def enterFrameHandle(enterFrameTable):
for i in range(len(enterFrameTable)-1,-1,-1 ):
enterFrameTable[i].step(enterFrameTable)
def EventHandle(event):
global Player
if (event.type == pygame.QUIT):
endGame()
elif(event.type == pygame.KEYDOWN):
key = (pygame.key.name(event.key) )
if (key == "escape"):
endGame()
elif (key == "up" or key == "right" or key == "down" or key == "left"):
Player.moveView(key)
elif(event.type == pygame.KEYUP):
key = (pygame.key.name(event.key) )
if (key == "up" or key == "right" or key == "down" or key == "left"):
Player.endMoveView(key)
def endGame():
global QuitGame
QuitGame = True
def mainLoop():
## GLOBALS ##
global QuitGame
QuitGame = False
global Player
Player = PlayerCreation()
## MAIN TABLES ##
global enterFrameTable
enterFrameTable = []
global basicObjectTable
basicObjectTable = []
## TEMP TABLES ##
global imageTable
imageTable = []
## START UP LOOPS ##
imageLoad("basic")
global Map
Map = MapCreation()
## Temporary ##
while (QuitGame == False):
enterFrameHandle(enterFrameTable)
for event in pygame.event.get():
EventHandle(event)
pygame.display.update() ## updates the screen ##
gameDisplay.fill([0,0,0]) ## Clears screen for next frame ##
#Map.draw()
Map.grass_group.update()
Map.grass_group.draw(gameDisplay)
gameClock.tick(64) ## The FPS ##
fps = gameClock.get_fps()
if (fps < 64 and fps != 0):
fps = gameClock.get_fps()
print("FPS HAS DROPPED TOO LOW DOWN TO",fps)
pygame.display.flip()
runGameNow = True
mainLoop()
pygame.quit()
quit()
This code rarely drop down in FPS.
And when it does, it drops down to ~63 FPS because I moved the window around (that's a taxing thing to do because all the OpenGL references need to compensate for the new window position and events that triggers within Pygame (resize events, move events etc are taxing, but occurs once and not every render loop.. so it's acceptable).
Conclusion
It's rarely the library's fault for slow performance.
Stop thinking as a developer for a second, and watch the screen and see if you can find clues to as where the fault may lie. In this case a obvious glitch occurred every time the tiles rotated around the screen edge.. That's a clue! Not a single programming skill needed to visually see this bug.
Use a profiler and debug where your code spends most of the time.
Try to see how others have solved game designs.. You're on the right track by putting everything in classes, but that mostly helps your readability of the code - try to see what's in other peoples classes and how they use Pygame calls.
All in all, it's quite a fun and nice code you got going.
It's just not made for performance and it's hard to code in afterwards.. so maybe it's not such a bad idea to start all over? But keep your old code base for reference and avoid the obvious traps:
loops in the render sequence
rendering objects one by one, use batches instead
Only do loops to update positions/stats, not graphics!
Last note on the topic: Graphic cards are huge power houses. They can calculate a few million operations a second if not more. And each time you blit something to the screen, the graphics card needs to interrupt it's calculations and memory allocation to flip around buffers and update what you see on the screen.. And that's slow work because it's not calculations, it's operational tasks (which usually includes waiting for queues and signals).. So instead of throwing hundreds of blit's a second to the graphics card, throw math operations at it by sending it textures (math data describing how things look).. and then call blit (draw, in this case) once and let the graphics card take all the math you threw at it - do one big logical operation - and presto.. x100 the speed already.

Timer in Pygame

I'm completely new to Python and I'm trying to set a timer in this game I have... Everything else has been fine but this timer is a headache.
I'll only post the parts associated with the timer to make it easier.
frame_count = 0
second = 0
minute = 5
hour = 1
time = "1 5. 0"
And then in my main loop I have.
font = pygame.font.SysFont('DS-Digital', 50, False, False)
text = font.render(time,True,red)
display.blit(text, [302, 50])
frame_count += 1
if frame_count == 60:
frame_count = 0
second -= 1
elif second == 0:
second = 9
minute -= 1
elif minute == 0:
minute = 9
hour -= 1
elif second == 0 and minute == 0 and hour == 0:
second = 0
minute = 0
hour = 0
hour = time[0]
minute = time[2]
second = time[5]
clock.tick(60)
This gives me back an error for being wrong type but I've tried converting to int and vice versa... So frustrating...
I've looked at so many examples but most examples are actual minutes and seconds.
I need my right number to just countdown from 9 to 0 then minus off middle number and so forth.
If this your whole code then you didn't imported pygame. (import pygame) at the begining and you should loop it all so for example:
import pygame
while True:
...
Your code
...
Specify more your question please, I see that you should use if insted of elif because once it got to 1 1 0 it will turn to 1 0 9 and then into 0 9 9 in two frames.
elif second == 0 and minute == 0 and hour == 0:
second = 0
minute = 0
hour = 0
This doesn't make sence really it's like if you calculate
if I have a = 0 then do a = 0 if you know what I mean (it does nothing).
Edit:
There is working code, you can edit it and replace your old code with it.
import pygame
pygame.init()
screen = pygame.display.set_mode((500, 500))
red = (255, 0, 0)
bg_color = (0, 0, 0)
frame_count = 0
time = "1 5. 0"
while True:
pygame.time.Clock().tick(60)
frame_count += 1
hour = int(time[0])
minute = int(time[2])
second = int(time[5])
if second > 0 and frame_count == 20:
frame_count = 0
second -= 1
if second == 0 and minute > 0 and frame_count == 20:
frame_count = 0
second = 9
minute -= 1
if minute == 0 and hour > 0 and frame_count == 20:
frame_count = 0
minute = 9
second = 9
hour -= 1
time = str(hour) + " " + str(minute) + ". " + str(second)
font = pygame.font.SysFont('DS-Digital', 50, False, False)
text = font.render(time, True, red)
screen.fill(bg_color)
screen.blit(text, (302, 50))
pygame.display.update()
I'm quite sure that there is easier solution or more pythonic one, but it works and that is most important.
Remove these lines:
hour = time[0]
minute = time[2]
second = time[5]
it should work without them. Then ask what you are attempting to do with them
When you assign elements from time to you hour, minute, second variables convert them to an int like this:
hour = int(time[0])
minute = int(time[2]
second = int(time[5])
Here is my solution for simple way to sleep at the end of each iteration for the leftover time for a desired update rate
from timeit import default_timer as timer
from time import sleep as sleep
class loop_timer():
""" simple game loop timer that sleeps for leftover time (if any) at end of each iteration"""
LOG_INTERVAL_SEC=10
def __init__(self, rate_hz:float):
''' :param rate_hz: the target loop rate'''
self.rate_hz=rate_hz
self.start_loop()
self.loop_counter=0
self.last_log_time=0
def start_loop(self):
""" can be called to initialize the timer"""
self.last_iteration_start_time=timer()
def sleep_leftover_time(self):
""" call at start or end of each iteration """
now=timer()
max_sleep=1./self.rate_hz
leftover_time=max_sleep-(now-self.last_iteration_start_time)
if leftover_time>0:
sleep(leftover_time)
self.start_loop()
self.loop_counter+=1
if now-self.last_log_time>self.LOG_INTERVAL_SEC:
self.last_log_time=now
if leftover_time>0:
print('loop_timer slept for {:.1f}ms leftover time for desired loop interval {:.1f}ms'.format(leftover_time*1000,max_sleep*1000))
else:
print('loop_timer cannot achieve desired rate {}Hz, time ran over by {}ms compared with allowed time {}ms'.format(self.rate_hz, -leftover_time*1000, max_sleep*1000))
Use it like this
looper=loop_timer(MODEL_UPDATE_RATE_HZ)
while not self.exit:
# do your stuff here
try:
looper.sleep_leftover_time()
except KeyboardInterrupt:
logger.info('KeyboardInterrupt, stopping')
self.exit=True
continue

how to make some things impervious to time.sleep() python

My program is split into two functions. Once get data, positions, and color of a bunch of bouncing balls. The other draws these balls and makes them move. What I'm trying to do is make one ball appear every five seconds. In order to do this, I must use time.sleep() on one the data() function, but not the moving() function. Since the two are so closely linked, I cannot figure out how to do this. I think the only way would be either to completely chance the logic of my program (which I don't want to do), or to make the moving() function impervious to time.sleep() somehow. Any ideas?
getData() function:
def getData(numobjects):
for x in range(int(numobjects)):
xCoordinate.append(random.randint(-300, 300))
yCoordinate.append(random.randint(-300, 300))
speed1.append(random.randrange(-8,8))
speed2.append(random.randrange(-8,8))
for i in range(len(speed1)):
for char in range(len(speed2)):
if i == 0 or char == 0:
i = random.randint(-8,8)
char = random.randint(-8,8)
color.append([random.random(), random.random(), random.random()])
part of the moving() function:
# Clearing the canvas and hiding the turtle for the next iteration of moving()
turtle.clear()
turtle.hideturtle()
# Drawing all of the circles
for i in range(len(xCoordinate)):
turtle.penup()
turtle.goto(xCoordinate[i], yCoordinate[i])
turtle.pendown()
turtle.fillcolor(color[i][0], color[i][1], color[i][2])
turtle.begin_fill()
turtle.circle(15)
turtle.end_fill()
xCoordinate[i] += speed1[i]
yCoordinate[i] += speed2[i]
# Bouncing off edges of the screen
if xCoordinate[i] > 300:
xCoordinate[i] = 299
speed1[i] *= -1
if xCoordinate[i] < -300:
xCoordinate[i] = -299
speed1[i] *= -1
if yCoordinate[i] > 300:
yCoordinate[i] = 299
speed2[i] *= -1
if yCoordinate[i] < -300:
yCoordinate[i] = -299
speed2[i] *= -1
# updating turtle and running the moving() function every ten milliseconds
turtle.update()
turtle.ontimer(moving, 10)
Rather than use time.sleep() between balls, why not keep track of elapsed time?
start = time.time()
INTERVAL = 5
while True:
if time.time() >= start + INTERVAL:
# release new ball
start = time.time()
# deal with movements
Alternatively, you will have to separate your functions using multiprocessing or threading.
You could use the threading library to do this. For instance you can see a nice example using the time.sleep() method here: http://www.tutorialspoint.com/python/python_multithreading.htm
#!/usr/bin/python
import thread
import time
# Define a function for the thread
def print_time( threadName, delay):
count = 0
while count < 5:
time.sleep(delay)
count += 1
print "%s: %s" % ( threadName, time.ctime(time.time()) )
# Create two threads as follows
try:
thread.start_new_thread( print_time, ("Thread-1", 2, ) )
thread.start_new_thread( print_time, ("Thread-2", 4, ) )
except:
print "Error: unable to start thread"
The idea is that you're making the individual threads sleep, and not the entire program.

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