Reputation: 38
I am making a rudimentary platformer, and while debugging the game I noticed a problem, whenever I run the game, nothing happens (my fps is 0) until I press a key, move my mouse, or cause any type of event. And this isn't just my fps tanking, if I do something my fps usually shoots to 100 or 200.
I have honestly no idea what is going on because I have never encountered this problem ever. I've tried changing the driver, changing display tags, messing with the clock, checked the docs and tried to find a question like this, but to no avail.
here is my main:
class Main:
def __init__(self):
import pygame
from pygame.math import Vector2
import os
from Database.Player import Player
import platform
pygame.init()
# file path
file_path = os.path.dirname(os.path.abspath(__file__))
# changing driver
if platform.system() == "Windows":
os.environ["SDL_VIDEODRIVER"] = "directx"
# screen vars
screen = pygame.display.set_mode((800, 800), pygame.RESIZABLE)
screen_info = pygame.display.Info()
screen_size = Vector2(screen_info.current_w, screen_info.current_h)
game_resolution = Vector2(800, 800)
game_offset = Vector2(screen_size / 2 - game_resolution / 2)
# class initializations
player = Player((400, 0), file_path)
# screen caption
pygame.display.set_caption(f"reeeeeeeeeeeeeeeeeeeeeeeeeeeee")
# clock
clock = pygame.time.Clock()
leave = False
while not leave:
pygame.display.set_caption(str(clock.get_fps()))
# delta time
delta_time = clock.get_time() / 1000
# key presses
key = pygame.key.get_pressed()
# event
event = pygame.event.wait()
if event.type == pygame.QUIT or key[pygame.K_DELETE]:
leave = True
elif event.type == pygame.VIDEORESIZE:
game_offset = Vector2(Vector2(event.size) / 2 - game_resolution / 2)
screen = pygame.display.set_mode(event.size, pygame.RESIZABLE)
# update
player.update(key, delta_time)
player.draw(screen, game_offset)
pygame.display.flip()
screen.fill((255, 255, 255))
clock.tick(1000)
pygame.display.quit()
return
if __name__ == "__main__":
Main()
and here is the player class
import pygame
from pygame.math import Vector2
class Player(object):
def __init__(self, start_pos, file_path):
# visual
self.image = pygame.Surface((20, 20))
# positional
self.pos = start_pos
self.rect = pygame.Rect(start_pos, self.image.get_size())
self.speed = Vector2(0)
self.deceleration = 0.1
self.acceleration = Vector2(4000, 0)
self.gravity = Vector2(0, 800)
self.max_speed = Vector2(1000, 1000)
self.jump_speed = Vector2(0, 500)
# properties
self.jump = True
def draw(self, surface, game_offset):
surface.blit(self.image, self.pos + game_offset)
def update(self, key, delta_time):
if key[pygame.K_a]:
self.speed.x -= self.acceleration.x * delta_time
if key[pygame.K_d]:
self.speed.x += self.acceleration.x * delta_time
if key[pygame.K_w] or key[pygame.K_SPACE] and self.jump:
self.speed.y -= self.jump_speed.y
self.speed.y += self.gravity.y * delta_time
self.speed.x = max(-self.max_speed.x, min(self.speed.x, self.max_speed.x))
self.speed.y = max(-self.max_speed.y, min(self.speed.y, self.max_speed.y))
self.pos += self.speed * delta_time
Am I missing something obvious here? Is my problem even reproducible on other pc's??? I honestly have no idea. I would be grateful for any advice anyone could give. And thank you for spending the time to read my code and answer if you do.
Upvotes: 2
Views: 116
Reputation: 881553
The call to pygame.event.wait()
will actually wait for an event. What you need to do (to keep things running) is to call pygame.event.get()
.
However, get()
returns a list of events that have occurred since you last called it, so the proper way of doing it is something like:
for event in pygame.event.get():
if event.type == pygame.QUIT or key[pygame.K_DELETE]:
leave = True
break # No need to carry on if you're finishing up.
if event.type == pygame.VIDEORESIZE:
game_offset = Vector2(Vector2(event.size) / 2 - game_resolution / 2)
screen = pygame.display.set_mode(event.size, pygame.RESIZABLE)
# elif other events.
# Update stuff regardless of events.
player.update(key, delta_time)
screen.fill((255, 255, 255))
player.draw(screen, game_offset)
pygame.display.flip()
clock.tick(1000)
Upvotes: 4