I was working with some projectiles with pygame and found out that even with just 200 lines of code, the game ran with under 50 fps. (There isn't a big loop, except the running loop, and my PC is fairly new)
So, is this because pygame uses SDL?
If so, would using GPU like OpenGL improve the performance?
Main.py
#Eemport
import pygame as pyg,sys,background, player, wall
from pygame.locals import *
#Screen
screen_size_width = 1280
screen_size_height = 720
screen_size = (screen_size_width,screen_size_height)
#Initialization
pyg.init()
screen = pyg.display.set_mode(screen_size)
pyg.display.set_caption("Collision and better physics")
#Set clock
Clock = pyg.time.Clock()
#Set Background
Background = background.background("beach.jpg",screen_size)
#Set Player
player_size_width = 128
player_size_height = 128
player_location_x = 640
player_location_y = 360
player_size = (player_size_width,player_size_height)
player_location = (player_location_x,player_location_y)
player_speed = 5
Player = player.player("crab.png",player_size,player_location)
#Set input
keys = {'right': False, 'left': False, 'up': False, 'down': False}
nextlocation = [0,0]
#make wall
walls = []
walls.append(wall.wall((600,100),(340,600)))
#Running loop
running = True
while running:
#Read input
for event in pyg.event.get():
if event.type == QUIT:
pyg.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pyg.quit()
sys.exit()
if event.key == K_UP:
keys['up'] = True
if event.key == K_DOWN:
keys['down'] = True
if event.key == K_LEFT:
keys['left'] = True
if event.key == K_RIGHT:
keys['right'] = True
if event.type == KEYUP:
if event.key == K_UP:
keys['up'] = False
if event.key == K_DOWN:
keys['down'] = False
if event.key == K_LEFT:
keys['left'] = False
if event.key == K_RIGHT:
keys['right'] = False
#Update values
#1. Player Value
if keys['right']:
Player.move(player_speed,0,walls)
if keys['left']:
Player.move(-player_speed,0,walls)
if keys['up']:
Player.move(0,player_speed,walls)
if keys['down']:
Player.move(0,-player_speed,walls)
#Draw on screen Be aware of priority!!!
Background.draw_image(screen)
for wall in walls:
pyg.draw.rect(screen, (255,255,255),wall.rect)
Player.draw_image(screen)
Clock.tick()
print(Clock.get_fps(),Player.rect.x,Player.rect.y)
#Update display
pyg.display.update()
Wall.py
import pygame as pyg
from pygame.locals import *
class wall(object):
"""
This class represents walls
No action
"""
def __init__(self,size,location):
self.width = size[0]
self.height = size[1]
self.locationx = location[0]
self.locationy = location[1]
self.rect = pyg.Rect(self.locationx,self.locationy,self.width,self.height)
background.py
import pygame as pyg
from pygame.locals import *
class background(object):
"""
This class represents the background
action - draw
"""
def __init__(self,image_file,screen_size):
self.screen_size = screen_size
self.image = pyg.image.load(image_file)
self.image = pyg.transform.scale(self.image,self.screen_size)
self.rect = pyg.Rect((0,0),self.screen_size)
def draw_image(self,screen):
screen.blit(self.image,self.rect)
def load_new_image(self,image_file):
self.image = pyg.image.load(image_file)
player.py
import pygame as pyg
from pygame.locals import *
class player(object):
"""
This class represents the player
contains actions for the player
"""
def __init__(self,image_file,image_size,location):
#image
self.image = pyg.image.load(image_file)
self.image = pyg.transform.scale(self.image,image_size)
self.image_size = image_size
#Rect
self.rect = pyg.Rect(location,image_size)
def move(self, dx, dy,walls):
self.rect.x += dx
collide_wall = self.rect.collidelist(walls)
if collide_wall != -1:
if dx > 0:
self.rect.right = walls[collide_wall].rect.left
else:
self.rect.left = walls[collide_wall].rect.right
self.rect.y -= dy
collide_wall = self.rect.collidelist(walls)
if collide_wall != -1:
if dy > 0:
self.rect.bottom = walls[collide_wall].rect.top
else:
self.rect.top = walls[collide_wall].rect.bottom
def draw_image(self,screen): #Draw image on screen
screen.blit(self.image,self.rect)
def load_new_image(self,image_file): #loads new image
self.image = pyg.image.load(image_file)
self.image = pyg.transform.scale(self.image, self.image_size)
def current_location(self):
return (self.rect.x , self.rect.y)