Reputation: 103
My pygame game runs super slowly, about 2 fps. You are supposed to be able to move around with WASD and always be centered in the screen. I know it has something to do with my tilemap and the way I do my math, but I can't pin it down. Also, if there is a better way to keep the player in the center while moving the map behind it, I would love to know how to do that.
import pygame, sys, numpy
#create fps clock
clock = pygame.time.Clock()
#
MAPHEIGHT = 80
MAPWIDTH = 80
TILESIZE = 40
TILESONSCREENW = 13
TILESONSCREENH = 13
#set screen size
SCREENH = TILESONSCREENH*TILESIZE
SCREENW = TILESONSCREENW*TILESIZE
#create character vars
circleRad = 40
circleSpeed = 4
#create circle pos vars
circleX = 250
circleY = 250
#create keyboard button vars
rightP = False
leftP = False
upP = False
downP = False
#
playerOnTileS = pygame.Surface((MAPWIDTH*TILESIZE, MAPHEIGHT*TILESIZE))
#constants for the tilemap
GRASS = pygame.image.load("grass.png")
#tilemap
tilemap = [[GRASS for i in range(MAPHEIGHT)] for j in range(MAPWIDTH)]
#create window
DISPLAYSURF = pygame.display.set_mode((SCREENW, SCREENH))
#set window name
pygame.display.set_caption("Snowball Fight!")
#---------------------------------------------------
class Player:
def __init__(self, playX, playY, size):
self.playerX = playX
self.playerY = playY
self.size = size
self.playerSurface = pygame.Surface((size, size))
pygame.draw.rect(self.playerSurface, (19,135,67), (0,0,size, size))
#------------------------------------------------
def update(self):
playerOnTileS.blit(self.playerSurface, (self.playerX, self.playerY))
DISPLAYSURF.blit(playerOnTileS, (SCREENW/2-self.playerX-self.size ,SCREENH/2-self.playerY-self.size))
#game loop
myPlayer = Player(0,0,circleRad)
while True:
DISPLAYSURF.fill((0,0,0))
for event in pygame.event.get():
#if the user closed the window
if event.type == pygame.QUIT:
#close pygame
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
leftP = True
if event.key == pygame.K_d:
rightP = True
if event.key == pygame.K_w:
upP = True
if event.key == pygame.K_s:
downP = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
leftP = False
if event.key == pygame.K_d:
rightP = False
if event.key == pygame.K_w:
upP = False
if event.key == pygame.K_s:
downP = False
if leftP:
myPlayer.move(-circleSpeed,0,True)
if rightP:
myPlayer.move(circleSpeed,0,True)
if downP:
myPlayer.move(0,circleSpeed,True)
if upP:
myPlayer.move(0,-circleSpeed,True)
for row in range(len(tilemap)):
for column in range(len(tilemap[row])):
playerOnTileS.blit(tilemap[row][column],(column*TILESIZE,row*TILESIZE))
myPlayer.update()
pygame.display.update()
clock.tick(30)
Upvotes: 1
Views: 492
Reputation: 20488
Images/pygame.Surfaces should usually be converted with the pygame.Surface.convert
or convert_alpha
methods. The performance of unconverted surfaces is abysmal. When I convert the grass image, I get nearly 30 FPS.
The next problem is the nested for
loop. Python's function call overhead is rather big, so it would be a good idea to blit all the tiles onto one large background surface before the main loop starts and then blit this background surface onto the DISPLAYSURF
once per frame to clear it. With that change I get pygame's apparent maximum FPS, that means clock.get_fps()
jumps between 2000 and 1666.666 FPS.
# Ahead of the while loop.
playerOnTileS = pygame.Surface((MAPWIDTH*TILESIZE, MAPHEIGHT*TILESIZE))
for row in range(len(tilemap)):
for column in range(len(tilemap[row])):
playerOnTileS.blit(tilemap[row][column],(column*TILESIZE,row*TILESIZE))
You have to change the update
method (by the way, better call it draw
) and blit the player surface onto the DISPLAYSURF
instead.
Upvotes: 2