Jace
Jace

Reputation: 817

Simple Pygame animation stuttering

I have a simple bouncing box window that was drawn with 'Pygame'. Everything seems to work properly, except for a little annoyance. It stutters constantly! I have no idea what could be causing the stutter. I thought it might be a delay, so I implemented a fixed time-step to allow the loop to catch up, but this had no effect.

#--- initialize pygame window ---#
import pygame
import time
pygame.init()
size = (1200,500)
screen = pygame.display.set_mode(size, pygame.RESIZABLE)
fps = 60

#--- define color palette ---#
black = (0,0,0)
white = (255,255,255)

#--- define the player ---#
class player:
    def __init__(self,screen,surface, color):
        self.speed = 3
        self.direction_x = 1
        self.direction_y = 1
        self.screen = screen
        self.surface = surface
        self.rect = self.surface.get_rect()
        self.color = color
    def set_pos(self, x,y):
        self.rect.x = x
        self.rect.y = y
    def advance_pos(self):
        screen_width, screen_height = screen.get_size()
        if self.rect.x + self.rect.width > screen_width or player1.rect.x < 0:
            player1.direction_x *= -1
            player1.speed = 3
        elif player1.rect.y + player1.rect.height > screen_height or player1.rect.y < 0:
            player1.direction_y *= -1
            player1.speed = 3
        else:
            player1.speed -= 0.001
        self.rect.x += self.speed * self.direction_x
        self.rect.y += self.speed * self.direction_y
    def draw(self):
        pygame.draw.rect(self.surface, self.color, [0,0,self.rect.width,self.rect.height])
    def blit(self):
        screen.blit(self.surface, self.rect)
player1 = player(screen, pygame.Surface((50,50)), white)
player1.set_pos(50,50)
player1.draw()

#--- define game variables ---#
previous = time.time() * 1000
lag = 0.0
background = black
done = False

#--- game ---#
while not done:

    #--- update time step ---#
    current = time.time() * 1000
    elapsed = current - previous
    lag += elapsed
    previous = current

    #--- process events ---#
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
            break
        if event.type == pygame.VIDEORESIZE:
            screen = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)

    #--- update logic ---#

    while True:
        player1.advance_pos()
        lag -= fps
        if lag <= fps:
            break

    #--- draw to screen ---#
    screen.fill(background)
    player1.blit()
    pygame.display.update()
    pygame.time.Clock().tick(fps)

Upvotes: 1

Views: 3067

Answers (3)

TheoKing007. Gr
TheoKing007. Gr

Reputation: 28

An easy fix is:

Pygame uses only integers to calculate the position of the Rect object, what I did down here, I added a new object variable that saves the position as float, and then we pass it to the Rect position to round it up.

    self.x += self.speed * self.direction_x
    self.y += self.speed * self.direction_y
    self.rect.x = self.x
    self.rect.y = self.y

There is still some small jittering, but this is the smoothest we can get from pure Pygame Rects. I also moved the pygame.time.Clock() to a constant of CLOCK = pygame.time.Clock().tick(fps) outside from the game loop. And then call it inside the loop at the end of it, CLOCK.tick(fps)

#--- initialize pygame window ---#
import pygame
import time
pygame.init()
size = (1200,500)
screen = pygame.display.set_mode(size, pygame.RESIZABLE)
fps = 60

#--- define color palette ---#
black = (0,0,0)
white = (255,255,255)

#--- define the player ---#
class player:
    def __init__(self,screen,surface, color):
        self.speed = 3
        self.direction_x = 1
        self.direction_y = 1
        self.screen = screen
        self.surface = surface
        self.rect = self.surface.get_rect()
        self.color = color
        self.x = 0
        self.y = 0
    def set_pos(self, x,y):
        self.rect.x = x
        self.rect.y = y
    def advance_pos(self):
        screen_width, screen_height = screen.get_size()
        if self.rect.x + self.rect.width > screen_width or player1.rect.x < 0:
            player1.direction_x *= -1
            player1.speed = 3
        elif player1.rect.y + player1.rect.height > screen_height or player1.rect.y < 0:
            player1.direction_y *= -1
            player1.speed = 3
        else:
            player1.speed -= 0.001

        self.x += self.speed * self.direction_x
        self.y += self.speed * self.direction_y
        self.rect.x = self.x
        self.rect.y = self.y

    def draw(self):
        pygame.draw.rect(self.surface, self.color, [0,0,self.rect.width,self.rect.height])
    def blit(self):
        screen.blit(self.surface, self.rect)
player1 = player(screen, pygame.Surface((50,50)), white)
player1.set_pos(50,50)
player1.draw()

#--- define game variables ---#
previous = time.time() * 1000
lag = 0.0
background = black
done = False
CLOCK = pygame.time.Clock()

#--- game ---#
while not done:

    #--- update time step ---#
    current = time.time() * 1000
    elapsed = current - previous
    lag += elapsed
    previous = current

    #--- process events ---#
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
            break
        if event.type == pygame.VIDEORESIZE:
            screen = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)

    #--- update logic ---#

    while True:
        player1.advance_pos()
        lag -= fps
        if lag <= fps:
            break

    #--- draw to screen ---#
    screen.fill(background)
    player1.blit()
    pygame.display.update()
    CLOCK.tick(fps)

Upvotes: 0

Peter Lustig
Peter Lustig

Reputation: 1

I created a clock object befor entering the "while not done" loop and had no more lags

#--- initialize pygame window ---#
import pygame
import time
pygame.init()
size = (1200,500)
screen = pygame.display.set_mode(size, pygame.RESIZABLE)
fps = 60

#--- define color palette ---#
black = (0,0,0)
white = (255,255,255)

#--- define the player ---#
class player:
    def __init__(self,screen,surface, color):
        self.speed = 3
        self.direction_x = 1
        self.direction_y = 1
        self.screen = screen
        self.surface = surface
        self.rect = self.surface.get_rect()
        self.color = color
    def set_pos(self, x,y):
        self.rect.x = x
        self.rect.y = y
    def advance_pos(self):
        screen_width, screen_height = screen.get_size()
        if self.rect.x + self.rect.width > screen_width or player1.rect.x < 0:
            player1.direction_x *= -1
            player1.speed = 3
        elif player1.rect.y + player1.rect.height > screen_height or player1.rect.y < 0:
            player1.direction_y *= -1
            player1.speed = 3
        else:
            player1.speed -= 0.001
        self.rect.x += self.speed * self.direction_x
        self.rect.y += self.speed * self.direction_y
    def draw(self):
        pygame.draw.rect(self.surface, self.color, [0,0,self.rect.width,self.rect.height])
    def blit(self):
        screen.blit(self.surface, self.rect)
player1 = player(screen, pygame.Surface((50,50)), white)
player1.set_pos(50,50)
player1.draw()

#--- define game variables ---#
previous = time.time() * 1000
lag = 0.0
background = black
done = False
clock=pygame.time.Clock()

#--- game ---#
while not done:

    #--- update time step ---#
    current = time.time() * 1000
    elapsed = current - previous
    lag += elapsed
    previous = current

    #--- process events ---#
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
            break
        if event.type == pygame.VIDEORESIZE:
            screen = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)

    #--- update logic ---#

    while True:
        player1.advance_pos()
        lag -= fps
        if lag <= fps:
            break

    #--- draw to screen ---#
    screen.fill(background)
    player1.blit()
    pygame.display.update()
    clock.tick(fps)

pygame.quit()

Upvotes: 0

CodeSurgeon
CodeSurgeon

Reputation: 2465

This is a rewrite of your code that uses opengl instead for the rendering. The major changes are as follows:

  1. I used opengl immediate mode, which is out-of-date and deprecated, but is a lot easier to understand at first. Most of the gl calls are either in the player.draw() method or in the main loop.
  2. I fixed the way the timer is done. Rather than doing just clock.tick(fps), I manually keep track of the amount of time that it takes to do all of the processing to the frame and add the appropriate millisecond delay to reach 60 fps. You can try that modification with your existing pygame code before migrating to opengl as that might be sufficient to remove most of the stutter.

    import pygame
    import time
    from OpenGL.GL import *
    
    class Player:
        def __init__(self, screen, width, height, color):
            self.x = 0
            self.y = 0
            self.speed = 3
            self.direction_x = 1
            self.direction_y = 1
            self.screen = screen
            self.width = width
            self.height = height
            self.color = color
    
        def set_pos(self, x, y):
            self.x = x
            self.y = y
    
        def advance_pos(self):
            screen_width, screen_height = screen.get_size()
            if self.x + self.width > screen_width or self.x < 0:
                self.direction_x *= -1
                self.speed = 3
            elif self.y + self.height > screen_height or self.y < 0:
                self.direction_y *= -1
                self.speed = 3
            else:
                self.speed -= 0.001
            self.x += self.speed * self.direction_x
            self.y += self.speed * self.direction_y
    
        def draw(self):
            glMatrixMode(GL_MODELVIEW)
            glLoadIdentity()
            glTranslate(self.x, self.y, 0)
            glBegin(GL_QUADS)
            glColor(*self.color)
            glVertex(0, 0, 0)
            glVertex(self.width, 0, 0)
            glVertex(self.width, self.height, 0)
            glVertex(0, self.height, 0)
            glEnd()
    
    if __name__ == "__main__":
        pygame.init()
        size = width, height = (550, 400)
        screen = pygame.display.set_mode(size, pygame.RESIZABLE | pygame.DOUBLEBUF | pygame.OPENGL)
        fps = 60
        black = (0,0,0,255)
        white = (255,255,255,255)
    
        player1 = Player(screen, 50, 50, white)
        player1.set_pos(50,50)
    
        done = False
        previous = time.time() * 1000
        glClearColor(*black)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glOrtho(0, width, height, 0, -1, 1)
        clock = pygame.time.Clock()
    
        while not done:
            current = time.time() * 1000
            elapsed = current - previous
            previous = current
            delay = 1000.0/fps - elapsed
            delay = max(int(delay), 0)
    
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    done = True
                    break
                if event.type == pygame.VIDEORESIZE:
                    size = width, height = event.w, event.h
                    screen = pygame.display.set_mode(size, pygame.RESIZABLE | pygame.DOUBLEBUF | pygame.OPENGL)
                    glMatrixMode(GL_PROJECTION)
                    glLoadIdentity()
                    glOrtho(0, width, height, 0, -1, 1)
                    glViewport(0, 0, width, height)
    
                    #reset player movement and position to avoid glitches where player is trapped outside new window borders
                    player1.set_pos(50, 50)
                    player1.direction_x = 1
                    player1.direction_y = 1
    
            player1.advance_pos()
            glClear(GL_COLOR_BUFFER_BIT)
            glClear(GL_DEPTH_BUFFER_BIT)
            player1.draw()
            pygame.display.flip()
            pygame.time.delay(delay)
    

Upvotes: 2

Related Questions