Here an example. I haven't finish it. Just let me know if this lag.
If this doesn't lag. Then something in your code is causing it.
import pygame
import random
# Why make frameworks. For you can use it over and over.
# Game Framework
class Scene:
def __init__(self, manager):
self.manager = manager
def on_draw(self, surface): pass
def on_event(self, event): pass
def on_update(self, delta, ticks): pass
def on_quit(self):
self.manager.engine.running = False
class DisplayEngine:
def __init__(self, manager, caption, width, height, fps, gamespeed, flags):
# Basic pygame setup
pygame.display.set_caption(caption)
self.surface = pygame.display.set_mode((width, height), flags)
self.rect = self.surface.get_rect()
self.clock = pygame.time.Clock()
self.gamespeed = gamespeed
self.running = False
self.delta = 0
self.ticks = 0
self.fps = fps
self.scene = Scene(manager)
self.next_scene = None
def main_loop(self):
self.running = True
while self.running:
if self.next_scene is not None:
self.scene = self.next_scene
self.next_scene = None
# Only one event loop.
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.scene.on_quit()
else:
self.scene.on_event(event)
self.ticks = pygame.time.get_ticks()
self.scene.on_draw(self.surface)
self.scene.on_update(self.delta, self.ticks)
# Only one pygame display (flip or update)
pygame.display.flip()
self.delta = self.clock.tick(self.fps) * 0.001 * self.gamespeed
def set_scene(self, scene):
self.next_scene = scene
class GameManager:
def __init__(self,
caption="Pygame Window",
width=800,
height=600,
fps=60,
gamespeed=1,
flags=0):
pygame.init()
self.engine = DisplayEngine(self, caption, width, height, fps, gamespeed, flags)
self.images = ImageHandler()
self.images.load_level_1()
self.scenes = {}
def add_scene(self, scene, name=""):
if name == "":
self.scenes[scene.__class__.__name__] = scene
else:
self.scenes[name] = scene
def run(self):
self.engine.main_loop()
pygame.quit()
# End Of Game Framework
# Handle all images in one place.
# You only want to load or create once.
class ImageHandler:
def load_level_1(self):
self.ball = self.create_ball("skyblue", (12, 12))
self.paddle = self.create_paddle("gray60", (12, 38))
def create_ball(self, color, size):
image = pygame.Surface(size, pygame.SRCALPHA)
image.fill((0, 0, 0, 0))
rect = image.get_rect()
pygame.draw.circle(image, color, rect.center, rect.centerx)
return image
def create_paddle(self, color, size):
image = pygame.Surface(size)
image.fill(color)
return image
class Entity(pygame.sprite.Sprite):
def __init__(self, image, position, anchor):
super().__init__()
self.image = image
self.rect = image.get_rect(**{anchor:position})
self.center = pygame.Vector2(self.rect.center)
def move(self, x, y):
self.center += (x, y)
self.rect.center += self.center
def set_position(self, x, y):
self.center = pygame.Vector2(x, y)
self.rect.center = self.center
class EntityVector(pygame.sprite.Sprite):
def __init__(self, vector, speed, image, position, anchor):
super().__init__()
self.image = image
self.rect = image.get_rect(**{anchor:position})
self.center = pygame.Vector2(self.rect.center)
self.vector = vector
self.speed = speed
def update(self, delta):
self.center += delta * self.vector * self.speed
self.rect.center = self.center
class Counter:
def __init__(self, ticks, interval):
self.ticks = ticks + interval
self.interval = interval
self.count = 0
def elapsed(self, ticks):
return ticks >= self.ticks
def reset(self, ticks, interval=None):
if interval:
self.interval = interval
self.ticks = ticks + self.interval
def tick(self, ticks):
if ticks >= self.ticks:
self.ticks += self.interval
return True
return False
def tick_count(self, ticks):
self.count = 0
while ticks >= self.ticks:
self.ticks += self.interval
self.count += 1
return bool(self.count)
class PenLabel(pygame.sprite.Sprite):
def __init__(self, pen, text, position, anchor):
super().__init__()
self._pen = pen
self.image = pen.render(text)
self.rect = self.image.get_rect(**{anchor:position})
self._anchor = anchor
def set_text(self, text):
self.image = self._pen.render(text)
position = getattr(self.rect, self._anchor)
self.rect = self.image.get_rect()
setattr(self.rect, self._anchor, position)
class Pen:
def __init__(self, font_name, size, color):
self._font = pygame.font.Font(font_name, size)
self._color = color
def render(self, text):
return self._font.render(text, 1, self._color)
def write(self, text, position, anchor):
return PenLabel(self, text, position, anchor)
class PongIntro(Scene):
def __init__(self, manager):
super().__init__(manager)
def on_draw(self, surface):
surface.fill("black")
def on_event(self, event):
pass
class PongGame(Scene):
def __init__(self, manager):
super().__init__(manager)
mid = manager.engine.rect.centerx, 5
self.pen = Pen(None, 24, "white")
self.fps_counter = Counter(manager.engine.ticks, 250)
self.fps_image = self.pen.write("0", mid, "midtop")
rect = manager.engine.rect
gap = 30
self.player = Entity(manager.images.paddle, (gap, rect.centery), "midleft")
right = rect.right - gap
self.computer = Entity(manager.images.paddle, (right, rect.centery), "midright")
vector = pygame.Vector2()
self.vector_shot = (-45, 45), (135, 225)
shot = random.choice(self.vector_shot)
vector.from_polar((1, random.randint(shot[0], shot[1])))
self.ball = EntityVector(vector, 140, manager.images.ball, rect.center, "center")
self.sprites = pygame.sprite.Group()
self.sprites.add(self.fps_image, self.player, self.computer, self.ball)
self.collible = pygame.sprite.Group()
self.collible.add(self.player, self.computer)
def ball_collide(self):
area = self.manager.engine.rect
clamp = self.ball.rect.clamp(area)
change = False
if clamp.x != self.ball.rect.x:
self.ball.vector.x = -self.ball.vector.x
change = True
if clamp.y != self.ball.rect.y:
self.ball.vector.y = -self.ball.vector.y
change = True
if change:
self.ball.rect = clamp
self.ball.center = clamp.center
def on_draw(self, surface):
surface.fill("navy")
self.sprites.draw(surface)
def on_event(self, event):
if event.type == pygame.MOUSEMOTION:
self.player.set_position(self.player.rect.centerx, event.pos[1])
def on_update(self, delta, ticks):
if self.fps_counter.tick(ticks):
self.fps_image.set_text(str(int(self.manager.engine.clock.get_fps())))
self.ball_collide()
self.ball.update(delta)
self.computer.rect.centery = self.ball.rect.centery
collision = pygame.sprite.spritecollide(self.ball, self.collible, False)
for sprite in collision:
self.ball.speed += 2
if self.ball.rect.centerx > sprite.rect.centerx:
self.ball.vector.x = abs(self.ball.vector.x)
elif self.ball.rect.centerx < sprite.rect.centerx:
self.ball.vector.x = -abs(self.ball.vector.x)
if self.ball.rect.centery > sprite.rect.centery:
self.ball.vector.y = abs(self.ball.vector.y)
elif self.ball.rect.centery < sprite.rect.centery:
self.ball.vector.y = -abs(self.ball.vector.y)
if __name__ == "__main__":
game = GameManager("Pong")
pygame.mouse.set_visible(False)
pong = PongGame(game)
game.engine.set_scene(pong)
game.run()
99 percent of computer problems exists between chair and keyboard.