tl;dr don't mix your event loop with your game loop.
When you move your mouse, the game receives a load of pygame.MOUSEMOTION events. You don't actually use these events to update your mouse position though, you are getting the current state of the mouse using pygame.mouse.get_pos(). That's inefficient, but it's not the problem.
The problem is you are ...
If you read the pygame.time.Clock.tick() and pygame.time.Clock.get_fps() documents, you'll find that:
tick() works with milliseconds - it returns the number of milliseconds since the last call
get_fps() returns an average of the last 10 calls to tick(). If you do the math, that's pretty damn good that you're getting 59.8 most of the time, since with 60 FPS ...
Your problem is the fact that you're only looking at KEYDOWN events.
What you need to do is toggle a boolean value when a key is pressed or released.
Something like this would work:
# event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
elif event.type == pygame.KEYDOWN: # check for key ...
If I understand right, your map stores whether something is dirt or air, and the simplest thing would be to have dirt and air tiles. However, to make things look better, you have separate images for air above dirt, dirt above air, dirt left of air, and so on. So you're trying to figure out which image to use, given a tile and its neighbors. Is that right?
PyGame itself, being a wrapper around SDL, is unable to directly use hardware acceleration. You can, however, use PyGame to create an OpenGL context and then render into that via an OpenGL library like pyglet or PyOpenGL, which will let you then also use GLSL vertex and fragment shaders.
This blog post does a good job of explaining the basics of using ...
convert() is used to convert the pygame.Surface to the same pixel format as the one you use for final display, the same one created from pygame.display.set_mode(). If you don't call it, then every time you blit a surface to your display surface, a pixel conversion will be needed - this is a per pixel operation, very slow - instead of a series of memory ...
You could look at Skulpt.org which provides a completely brower-based implementation of PyGame. However I do not know what external APIs PyGame uses and which are supported by Skulpt.
Edit: it seems Skulpt also has WebGL bindings so this should be very possible!
First you need to calculate the vector pointing from your player to the current mouse position. This can be done by subtracting the player's position with the mouse's position:
mouse_x, mouse_y = pygame.mouse.get_pos()
rel_x, rel_y = mouse_x - self.x, mouse_y - self.y
Then calculate the angle:
angle = math.atan2(rel_y, rel_x)
This will calculate the ...
It's only randomized the first time because you're only calling the random function one time (when you create the monster object). When you have ma=random.randmint(5, 20) in your class then you are creating that variable with a random amount at that time, but you are not altering it. In order to get a random value every time you need to reset the value every ...
In a game, music would be the a way to play background music and sound the way to play sound effects (ej. jumping, firing, etc).
Music is a special streaming channel of the Mixer. This means the file is streamed from disk in small chuncks and not loaded at once.
Pygame only supports one Music at a time but you can have several Sound objects playing at once,...
You can use the size method
size(text) -> (width, height)
Returns the dimensions needed to render the text. This can be used to help determine the positioning needed for text before it isrendered. It can also be used for wordwrapping and other layout effects.
Here is an example
myFont = pygame.font.Font(None, fontSize)
width = myFont....
Don't know python, but here is a basic arbitrary-language example.
You should only have one game loop that updates all other entities. You can determine how much time has passed between each running of the loop and pass that information on to the entities who can use this information. For Example:
lastSystemTime = currentSystemTime;
I don't know python, but have you tried setting a bool to true when the key is pressed, and changing the speed in an if statement based on that bool. When the key gets released you just have to set the bool back to false.
You are probably looking for the absolute value!
You can implement it like this:
if value < 0:
You can use it like this:
radius = 20
if abs(playerPositionX - enemyPositionX) < radius:
However, if your game is in 2D, and you wish to find the ...
The concept of a surface in this situation is simply describing a texture. To understand this better, you should also understand the rendering process. When rendering anything using modern graphics API's, the end result is always going to be the same, a buffer (texture) of color data that is presented to the screen. How you get to that buffer can vary quite ...
The read() function in this line:
map01 = f.read()
doesn't do any format checking to try determine what the text is. It just returns raw bytes as a string. You need to convert it to a number explicitly:
map01 = int(f.read())
I think what you mean is, how to load an animated GIF in pygame.
It's true that pygame doesn't support animated GIFs natively, and you'd need GIFImage for that. Not sure how well it works, but I wouldn't recommend it anyway.
This is because in games you usually want to control the animation yourself. Use a spritesheet or separate images for your sprite ...
Yes, thats called dirty blitting. The Newbie Guide to pygame touches on this.
The steps they recommend to implement it are:
Blit a piece of the background over the sprite’s current location, erasing it.
Append the sprite’s current location rectangle to a list called dirty_rects.
Move the sprite. Draw the sprite at it’s new location.
Append the sprite’s new ...
The Pygame Rect already comes with a few collision detection functions that may just do what you need:
pygame.Rect.contains: test if one rectangle is inside another
pygame.Rect.collidepoint: test if a point is inside a rectangle
pygame.Rect.colliderect: test if two rectangles overlap
pygame.Rect.collidelist: test if one rectangle in a list intersects
Looking at the implementation of clock.tick() and where in that module the FPS value is set (search for _clock->fps =), the documentation seems to be correct that it determines the FPS after 10 calls (which means at the 11th call) to tick(). Let's try with a more isolated example:
clock = pygame.time.Clock()
fps = 60
for i in range(20):
Your problem here is that this does not work for CPU, it should be done using GPU, probably you can access it in pygame. It's the work of pixel shader and it works on very low level, with thousands of microprocessors that have no memory - that what makes it so fast to process each pixel.
When you are trying to do it in loops - its complexity is \$O(n m)\$, ...
Ensure your worker threads aren't sitting there spinning and forcing unnecessary time sharing across your CPU. This can be solved using manual resets and signals, rather than a spin lock.
Additionally, consider profiling major portions of your code to identify hot spots, my research brings up the fact that python itself includes a respectable profiler ...
Bresenham's algorithm is specifically built to draw circles with fixed-point mathematics; that is, to rasterize circles. For what you're doing you're almost certainly better off with a much more abstract representation of your circular motion — that is, you want to keep track of your character's angular velocity and to simply move it with constant ...
Look here: http://www.nongnu.org/pygsear/doc/api_html/private/pygame.sprite.Sprite-class.html
When you subclass Sprite, you must call this pygame.sprite.Sprite.__init__(self) before you add the sprite to any groups, or you will get an error.
That seems to be what is missing in order to make Paddle a proper subclass of Sprite.
I don't know python or pygame, but assuming you're using a game library there should be a way to poll the state of the key, such as if it's currently down or not instead of if it was pressed since last update. Use that for checking and updating movement.
The next problem you will run into is it will update movement as fast as your logic update interval is ...
Here is the code to make it. I is the same code of the tutorial that I made on my blog. Check there to learn the Mode 7 method and the RayCasting.
Basically, the pseudo code is it:
//This is the pseudo-code to generate the basic mode7
for each y in the view do
y' <- y / z
for each x in the view do
x' <- x / z
put x',y' ...
Makeup of angles:
Basically you have to look at the angles between the center of the rectangle you are using for a paddle and the center of the rectangle of the ball (can also be a point since we collapse the ball rectangle into a point anyways).
The angle between the center points is then compared to the quadrants given by the corner points of the paddle (...