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

Related

How would I be able to have this section of code re-check X,Y and run again based off that data?

from src.common import config, settings, utils
import time
import math
from src.routine.components import Command
from src.common.vkeys import press, key_down, key_up
class Adjust(Command):
"""Fine-tunes player position using small movements."""
def __init__(self, x, y, max_steps=5):
super().__init__(locals())
self.target = (float(x), float(y))
self.max_steps = settings.validate_nonnegative_int(max_steps)
def main(self):
counter = self.max_steps
toggle = True
error = utils.distance(config.player_pos, self.target)
while config.enabled and counter > 0 and error > settings.adjust_tolerance:
if toggle:
d_x = self.target[0] - config.player_pos[0]
threshold = settings.adjust_tolerance / math.sqrt(2)
if abs(d_x) > threshold:
walk_counter = 0
if d_x < 0:
key_down('left')
while config.enabled and d_x < -1 * threshold and walk_counter < 60:
time.sleep(0.05)
walk_counter += 1
d_x = self.target[0] - config.player_pos[0]
key_up('left')
else:
key_down('right')
while config.enabled and d_x > threshold and walk_counter < 60:
time.sleep(0.05)
walk_counter += 1
d_x = self.target[0] - config.player_pos[0]
key_up('right')
counter -= 1
else:
d_y = self.target[1] - config.player_pos[1]
if abs(d_y) > settings.adjust_tolerance / math.sqrt(2):
if d_y < 0:
time.sleep(0.25)
press(Key.ROPE, 1, up_time=0.1)
time.sleep(2)
# press(Key.JUMP, 1, up_time=0.1)
# time.sleep(0.175)
# UpJump('up').main()
else:
key_down('down')
time.sleep(0.05)
press(Key.JUMP, 3, down_time=0.1)
key_up('down')
time.sleep(0.5)
counter -= 1
error = utils.distance(config.player_pos, self.target)
toggle = not toggle
This section of code is from a bot i'm working on for a game, essentially. The bot checks my X and Y and will make my character move left or right to adjust for an X,Y I give it. The issue with this is if I over-jump the target, since my character walks through the correct (X,Y) while overshooting, it will consider itself as done.
I want it to sleep for a second or two after running once, then recheck my (X,Y) and rerun if needed to avoid overshooting.
I've been trying for a while, and want to avoid just running the same thing tons of times

Wait for input for 1 second in python

I'm trying to make a note application in Python using curses.
To the bottom left, should be a clock that updates every second.
The issue I now have is that it either has to sleep 1 second, or wait for input.
Is it possible to wait for input for 1 second and continue if no input it registered?
The reason I want to do this, is to prevent delay when moving around in the application.
I was thinking something like multi-threading would do the job, but got some issues there too.
This is the code I have so far:
#!/usr/bin/env python3
import curses
import os
import time
import datetime
import threading
def updateclock(stdscr):
while True:
height, width = stdscr.getmaxyx()
statusbarstr = datetime.datetime.now().strftime(' %A')[:4] + datetime.datetime.now().strftime(' %Y-%m-%d | %H:%M:%S')
stdscr.addstr(height-1, 0, statusbarstr)
time.sleep(1)
def draw_menu(stdscr):
k = 0
stdscr.clear()
stdscr.refresh()
threading.Thread(target=updateclock, args=stdscr).start()
cursor_y = 0
cursor_x = 0
while (k != ord('q')):
#while True:
stdscr.clear()
height, width = stdscr.getmaxyx()
stdscr.addstr(height//2, width//2, "Some text in the middle")
if k == curses.KEY_DOWN:
cursor_y = cursor_y + 1
elif k == curses.KEY_UP:
cursor_y = cursor_y - 1
elif k == curses.KEY_RIGHT:
cursor_x = cursor_x + 1
elif k == curses.KEY_LEFT:
cursor_x = cursor_x - 1
stdscr.refresh()
#time.sleep(1)
# Wait for next input
k = stdscr.getch()
curses.wrapper(draw_menu)
The code looks pretty messy, and it's the first time I've mainly focused on the curses function.
Is it possible to only wait for input k = stdscr.getch() for 1 second?
By default getch will block until you have a character input ready. If nodelay mode is True, then you will either get the character value (0-255) of the character that is ready, or you will get a -1 indicating that no character value is ready.
stdscr.nodelay(True) #Set nodelay to be True, it won't block anymore
k = stdscr.getch() #Either the next character of input, or -1

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.

How to implement overwriting in my current "Redo" function in Python?

I have (along with the help of my buddy #Nuclearman who answered one of my other questions) partly implemented a redo function in my program, which is a turtle graphics program that draws any letter pressed on the keyboard pressed by the user onto the turtle graphics canvas. I say "partly" because although it does redo, it does not do what it was meant for, which is overwrite the last undone letter with a new one if one is called by the user. For example, suppose you wrote "HELLO" on the canvas and undid up to "H". You then wanted to replace the "E", with, lets say, an "A". So you draw an "A". When you press redo, it is supposed to now show "HAL" right? Well, that is not the case with my redo. My redo instead, following the example I gave, outputs this:
It draws the E over the A! Well, that is not what the redo is meant for! So, how could I make so that the turtle would draw "HAL" instead of whatever is happening in the image above and implement this based on my current redo function shown below? Any help is greatly appreciated! :)
My Redo function:
def Clear():
# Clear the canvas
clear()
speed(0)
tracer(0,0)
def redoHandler():
if undoHandler.handling == True and draw.drawing == True and len(newerdeq) > 0:
# "newerdeq" is my 'forward' stack for the redo to be possible
redoHandler.handling = True
if not hasattr(redoHandler, "counter"):
redoHandler.counter = 0
redoHandler.counter += 1
draw.counter += 1
print("`draw` has been called {} times.".format(draw.counter))
Clear()
ui = newerdeq.pop() #<-- Pop redone items...
function.append(ui) #<-- back to the "undo" function stack.
penup()
try:
goto(o,p)
except:
goto(-200, 100)
pendown()
try:
# Now execute all the items (from an earlier queue that all letter functions go to first) if defined as a Point class or as a function
for i in function:
k = i.getXY()
penup()
goto(k)
pendown()
hk = i.getletterheight()
global letter_height
letter_height = hk
rk = i.getletterwidth()
global letter_width
letter_width = rk
hw = i.getwidth()
width(hw)
op = i.getcolor()
try:
color(op)
except:
for g in colors:
cp = g.getcolor2()
colormode(255)
color(cp)
j = i.getfunction()
j()
except:
i()
update()
Well, I solved it. It was a very simple fix. All I had to do was in the queue that each letter is executed, just put:
if len(newerdeq) > 0:
newerdeq.pop()
Like this:
def draw(x):
draw.drawing = True
if not hasattr(draw, 'counter'):
draw.counter = 0
global drawing
q.put(x)
process = False
drawingLock.acquire()
if not drawing:
process = True
drawing = True
drawingLock.release()
if process:
if not q.empty():
v = xcor()
y = ycor()
c = pencolor()
w = width()
ph = letter_height
pw = letter_width
x()
po = Point(v,y,c,w,isdown(),x,ph,pw)
function.append(po)
if len(newerdeq) > 0:
newerdeq.pop() #<-- Here it is... fixed.
draw.counter += 1
print("`draw` has been called {} times.".format(draw.counter))
if x == draw_W:
draw_W.drawing = True
draw_W.counter += 1
draw.counter -= 1
elif x == draw_Y:
draw_Y.drawing = True
draw_Y.counter += 1
draw.counter -= 1
global h
h = (x)
drawingLock.acquire()
drawing = False
drawingLock.release()

Can't make walking animations in pygame

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.....

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