0
\$\begingroup\$

This is the first game I have tried to make on PyGame, and I have followed the PyGame Primer tutorial (https://realpython.com/pygame-a-primer/) to do so. I'm practically done, but when I run the game, it runs incredibly slowly when I provide no input. when I spam-click an arrow key, the game will run smoothly, but if I don't do anything or hold down a key, it will run at < 10 FPS. How could I change it so that it will run consistently regardless of input? This is my code:

import pygame
import random
from pygame.locals import *

FPS = 25
fpsclock = pygame.time.Clock()

class Player(pygame.sprite.Sprite):
    def __init__(self):
        super(Player, self).__init__()
        self.image = pygame.image.load('Images/Star-Rider.png').convert()
        self.image.set_colorkey((0, 0, 0), RLEACCEL)
        self.rect = self.image.get_rect()

    def update(self, pressed_keys):
        if pressed_keys[K_UP]:
            self.rect.move_ip(0, -20)
        if pressed_keys[K_DOWN]:
            self.rect.move_ip(0, 20)
        if pressed_keys[K_LEFT]:
            self.rect.move_ip(-20, 0)
        if pressed_keys[K_RIGHT]:
            self.rect.move_ip(20, 0)

        if self.rect.left < 0:
            self.rect.left = 0
        elif self.rect.right > 800:
            self.rect.right = 800
        if self.rect.top < 0:
            self.rect.top = 0
        elif self.rect.bottom > 600:
            self.rect.bottom = 600

class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super(Enemy, self).__init__()
        self.image = pygame.image.load('Images/Hand-Projectile.png').convert()
        self.image.set_colorkey((0, 0, 0), RLEACCEL)
        self.rect = self.image.get_rect(center=(random.randint(820, 900), random.randint(0,600)))
        self.speed = random.randint(5,20)

    def update(self):
        self.rect.move_ip(-self.speed, 0)
        if self.rect.right < 0:
            self.kill

pygame.init()

screen = pygame.display.set_mode((800,600))


ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 1000)

player = Player()


enemies = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)

running = True

while running:
    for event in pygame.event.get():
        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                running = False
        elif event.type == QUIT:
            running = False
        elif event.type == ADDENEMY:
            new_enemy = Enemy()
            enemies.add(new_enemy)
            all_sprites.add(new_enemy)

        pressed_keys = pygame.key.get_pressed()

        if pressed_keys:
            player.update(pressed_keys)

        enemies.update()

        screen.fill((135,206,250))

            screen.blit(entity.image, entity.rect)

        if pygame.sprite.spritecollideany(player, enemies):
            player.kill()

        pygame.display.flip()

        fpsclock.tick(FPS)

Thank you for taking the time to read this! Any advice would be much appreciated!

\$\endgroup\$
1
\$\begingroup\$

Your logic is uuh, ordered incorrectly. You're doing

  • While the game is running
    • For each event
      • Handle the event
      • Render a frame

Your logic should be

  • While the game is running
    • For each event
      • Handle the event
    • Render a frame

Indentation matters in python. You probably want to unindent everything from pressed_keys and down.

\$\endgroup\$
  • \$\begingroup\$ +1 because of the "uuh". \$\endgroup\$ – Vaillancourt Jun 17 at 2:19
  • \$\begingroup\$ and for the rest of the answer. \$\endgroup\$ – Vaillancourt Jun 17 at 2:20

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.