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Laggy Game Movement
#11
I'm a new member and I'm referencing this article
duck life
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#12
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()
metulburr likes this post
99 percent of computer problems exists between chair and keyboard.
Reply
#13
(Oct-05-2022, 09:26 AM)PabloJensen Wrote: In fact, it is strange that you are faced with such a problem, if I were you, I would try to reinstall the software in which you run everything.

The most likely issue is the code and bottlenecks. not the software itself.
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