So I began creating a game a couple months ago using pygame, it has a top view similar to Starcraft, Age of empires etc... I have written around 1320 lines of code to create the basis of my game; however, I am experiencing issues with frame rate when blitting images and believe this is because I cannot use accelerated graphics with pygame. The way I am currently blitting images is by blitting all images ahead of time on a surface which I then subsurface to create a blit image of my entire screen. Is there a more effective way that i should be utilizing?
So my assumption is that would be huge mess to look through and I do not want to waste your guy's time. Essentially any time I blit a surface the size of my screen my framerate drops by ~20 frames, is there a way I can avoid this in pygame?
##PYGAME INITATE##
import pygame, os
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
_W,_H = pygame.display.Info().current_w, pygame.display.Info().current_h
flags = pygame.DOUBLEBUF | pygame.HWSURFACE
gameDisplay = pygame.display.set_mode((_W,_H),pygame.FULLSCREEN ) ## CREATES SCREEN YOU DISPLAY ON ##
gameDisplay.fill((0,0,0)) ## FILL COLOR OF SCREEN ##
pygame.display.set_caption("Dope Game") ## SETS NAME ##
gameClock = pygame.time.Clock() ## CLOCK OF THE GAME ##
import math
import os
import random
import copy
SQRT = math.sqrt
PI = math.pi
cos = math.cos
sin = math.sin
## REPEATABLE FUNCTIONS ##
def loadScale(file,command,sizeX,sizeY):
temp = pygame.image.load(file)
tempInfo = temp.get_rect()
tempInfo1,tempInfo2,tempInfo3,tempInfo4 = temp.get_rect()
tempInfo3 = int(tempInfo3)
tempInfo4 = int(tempInfo4)
if (command == "ratio"):
tempInfo3 = tempInfo3*sizeX
tempInfo4 = tempInfo4*sizeY
temp = pygame.transform.scale(temp,(int(tempInfo3),int(tempInfo4) ) )
elif (command == "size"):
temp = pygame.transform.scale(temp, (sizeX,sizeY) )
return(temp)
## NON GAME RELATED CLASSES ##
class EnterFrame():
def __init__(self,frameReset,function,parse,reset):
self.frameReset = frameReset
self.currentFrame = frameReset
self.function = function
self.parse = parse
self.reset = reset
if (self.reset != "onComplete"):
self.reset = (reset-1)
enterFrameTable.append(self)
def step(self,enterFrameTable):
if (self.currentFrame == 0):
self.function(self.parse)
if (self.reset != "onComplete"):
if (self.reset > 0):
self.currentFrame = self.frameReset
self.reset = self.reset-1
else:
enterFrameTable.remove(self)
del self
else:
self.currentFrame = self.frameReset
else:
self.currentFrame = self.currentFrame-1
class PlayerCreation():
def __init__(self):
self.x = _W
self.y = _H
self.view = [1600,1600]
self.viewShift = []
self.viewChangeSpeed = 25
def moveView(self,key):
add = EnterFrame(0,self.moveViewAction,key,"onComplete")
self.viewShift.append([add,key])
def moveViewAction(self,key):
if (key == "up"):
self.view[1] = self.view[1]-self.viewChangeSpeed
Map.recenterView()
if (self.view[1] < 0):
self.view[1] = 0
elif (key == "right"):
self.view[0] = self.view[0]+self.viewChangeSpeed
Map.recenterView()
if (self.view[0] > Map.tileSize*4):
self.view[0] = Map.tileSize*4
elif (key == "down"):
self.view[1] = self.view[1]+self.viewChangeSpeed
Map.recenterView()
if (self.view[1] > Map.tileSize*4):
self.view[1] = Map.tileSize*4
elif (key == "left"):
self.view[0] = self.view[0]-self.viewChangeSpeed
Map.recenterView()
if (self.view[0] < 0):
self.view[0] = 0
def endMoveView(self,key):
for i in range(len(self.viewShift)-1,-1,-1 ):
if (self.viewShift[i][1] == key):
enterFrameTable.remove(self.viewShift[i][0])
del self.viewShift[i]
class ImageCreation():
def __init__(self,name,image,type,hitBox):
self.name = name
self.image = image
self.type = type
self.hitBox = hitBox
self.rect = self.image.get_rect()
if (self.hitBox != "none"):
self.shiftX = hitBox[0][0]
self.shiftY = hitBox[0][1]
for i in range(1,len(hitBox) ):
if (hitBox[i][0] < self.shiftX):
self.shiftX = hitBox[i][0]
if (hitBox[i][1] < self.shiftY):
self.shiftY = hitBox[i][1]
else:
self.shiftX = self.rect[2]/2
self.shiftY = self.rect[3]/2
imageTable.append(self)
def draw(self,x,y):
image = self.image
self.blit = gameDisplay.blit(image,(x,y) )
class MapCreation():
def __init__(self):
self.tileSize = 800
self.size = self.tileSize*10
self.tiles = []
self.loadedTiles = []
self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
self.centerTile = [5,5]
self.drawPoint = [(_W-self.tileSize)/2,(_H-self.tileSize)/2]
self.amount = round(self.size/self.tileSize)
backGround = loadScale("Grass.png","size",self.tileSize,self.tileSize)
for i in range(0,self.amount):
for u in range(0,self.amount):
image = copy.copy(backGround)
newTile = Tile(image,[u*self.tileSize,i*self.tileSize])
self.tiles.append(newTile)
info = imageFind("House.png")
tile = self.tiles[55]
imageObject(info,tile,[240,50])
self.loadTiles("center")
def recenterView(self):
if (Player.view[0] > 3*self.tileSize):
self.centerTile[0] = self.centerTile[0]+1
Player.view[0] = Player.view[0]-self.tileSize
self.loadTiles("right")
print("right")
elif (Player.view[0] < 1*self.tileSize):
self.centerTile[0] = self.centerTile[0]-1
Player.view[0] = Player.view[0]+self.tileSize
self.loadTiles("center")
print("center")
if (Player.view[1] > 3*self.tileSize):
self.centerTile[1] = self.centerTile[1]+1
Player.view[1] = Player.view[1]-self.tileSize
self.loadTiles("center")
print("center")
elif (Player.view[1] < 1*self.tileSize):
self.centerTile[1] = self.centerTile[1]-1
Player.view[1] = Player.view[1]+self.tileSize
self.loadTiles("center")
print("center")
def loadTiles(self,load):
tileIndex = self.centerTile[0]+self.centerTile[1]*self.amount
if (load == "center"):
self.loadedTiles = []
for i in range(-2,3):
for u in range(-2,3):
loadTile = tileIndex + i*self.amount + u
self.loadedTiles.append(self.tiles[loadTile])
self.tiles[loadTile].loaded = [u+2,i+2]
self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*self.tileSize
sy = self.loadedTiles[i].loaded[1]*self.tileSize
self.surface.blit(self.loadedTiles[i].buttomLayer,(sx,sy) )
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*(self.tileSize+2)
sy = self.loadedTiles[i].loaded[1]*(self.tileSize+2)
self.surface.blit(self.loadedTiles[i].middleLayer,(sx,sy) )
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*(self.tileSize+2)
sy = self.loadedTiles[i].loaded[1]*(self.tileSize+2)
self.surface.blit(self.loadedTiles[i].topLayer,(sx,sy) )
elif (load == "right"):
self.loadedTiles = []
for i in range(-2,3):
for u in range(-2,3):
loadTile = tileIndex + i*self.amount + u
self.loadedTiles.append(self.tiles[loadTile])
self.tiles[loadTile].loaded = [u+2,i+2]
## OLD METHOD THAT WASNT WORKING ##
##subSurf = self.surface.subsurface(self.tileSize,0,self.tileSize*1,self.tileSize*5)
##self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
##self.surface.blit(subSurf,(0,0) )
## NEW METHOD ##
self.surface.scroll(dx=-self.tileSize*1,dy=0)
def draw(self):
global Player
image = self.surface.subsurface(Player.view[0],Player.view[1],self.tileSize,self.tileSize)
image = pygame.transform.scale(image,(self.tileSize,self.tileSize) )
gameDisplay.blit(image,((_W-self.tileSize)/2,(_H-self.tileSize)/2) )
image = pygame.transform.scale(self.surface,(300,300) )
gameDisplay.blit(image,(0,0 ) )
class Tile():
def __init__(self,image,coords):
transparentSurface = pygame.Surface([1000,1000], pygame.SRCALPHA, 32)
self.x = coords[0]
self.y = coords[1]
self.loaded = False
self.buttomLayer = image
self.middleLayer = copy.copy(transparentSurface)
self.topLayer = transparentSurface
class imageObject():
def __init__(self,info,tile,coords):
self.info = info
self.image = info.image
self.rect = self.image.get_rect()
self.x = coords[0]
self.y = coords[1]
self.hitBox = []
if (self.info.hitBox != "none"):
for i in range(0,len(self.info.hitBox) ):
self.hitBox.append([self.info.hitBox[i][0]+self.x,self.info.hitBox[i][1]+self.y])
#self.object = createObject(self.hitBox,True,"none")
if (info.type == "background"):
tile.buttomLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object"):
tile.middleLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object alphas"):
tile.topLayer.blit(self.image,(self.x,self.y) )
def imageFind(name):
for i in range(0,len(imageTable) ):
if (name == imageTable[i].name):
return(imageTable[i])
return("none")
def imageLoad(types):
if (types == "basic"):
image = loadScale("House.png","ratio",1,1)
basicHouse = ImageCreation("House.png",image,"object",[[190, 375], [350, 375], [350, 235], [190, 235]])
image = loadScale("Grass.png","ratio",1,1)
grass = ImageCreation("Grass.png",image,"background","none")
def enterFrameHandle(enterFrameTable):
for i in range(len(enterFrameTable)-1,-1,-1 ):
enterFrameTable[i].step(enterFrameTable)
def EventHandle(event):
global Player
if (event.type == pygame.QUIT):
endGame()
elif(event.type == pygame.KEYDOWN):
key = (pygame.key.name(event.key) )
if (key == "escape"):
endGame()
elif (key == "up" or key == "right" or key == "down" or key == "left"):
Player.moveView(key)
elif(event.type == pygame.KEYUP):
key = (pygame.key.name(event.key) )
if (key == "up" or key == "right" or key == "down" or key == "left"):
Player.endMoveView(key)
def endGame():
global QuitGame
QuitGame = True
def mainLoop():
## GLOBALS ##
global QuitGame
QuitGame = False
global Player
Player = PlayerCreation()
## MAIN TABLES ##
global enterFrameTable
enterFrameTable = []
global basicObjectTable
basicObjectTable = []
## TEMP TABLES ##
global imageTable
imageTable = []
## START UP LOOPS ##
imageLoad("basic")
global Map
Map = MapCreation()
## Temporary ##
while (QuitGame == False):
enterFrameHandle(enterFrameTable)
for event in pygame.event.get():
EventHandle(event)
Map.draw()
pygame.display.update() ## updates the screen ##
gameDisplay.fill([0,0,0]) ## Clears screen for next frame ##
gameClock.tick(64) ## The FPS ##
fps = gameClock.get_fps()
if (fps < 64 and fps != 0):
fps = gameClock.get_fps()
print("FPS HAS DROPPED TOO LOW DOWN TO",fps)
runGameNow = True
mainLoop()
pygame.quit()
quit()
