loukylor
loukylor

Reputation: 38

display fps is 0 when nothing is happening

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

Answers (1)

paxdiablo
paxdiablo

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

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