My game has a sprite which can move left and right and shoot bullets. However, if I shoot out too many bullets (about 50 or so), my game starts lagging a lot. My sprite doesn't move fluently anymore and the game doesn't work well. So I think the problem to this is that all the bullets created are continuing to be run outside my screen. That's why I would like to know how to set a range limit to my bullet. Once past that limit it disappears and out of the program so my game won't lag. However, I am open to other suggestions like if there is a way to make my game no lag without setting a range limit. I have separated my game into 2 .py files a main.py and a Sprite1.py which I import to my main. Here's my Sprite1.py file:
import pygame
import sys
import os
import time
from pygame import mixer
from pygame.locals import *
def showStartScreen(surface):
show = True
while (show == True):
background = pygame.image.load(os.path.join('images', 'Starting_scr.png'))
# rect = surface.get_rect()
surface.blit(background, (0,0))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
show = False
class Player(pygame.sprite.Sprite):
def __init__(self, all_sprites):
pygame.sprite.Sprite.__init__(self)
self.movex = 0
self.movey = 0
self.frame = 0
self.images = []
self.imagesleft = []
self.imagesright = []
self.direction = "right"
# self.rect = self.image.get_rect(center=pos)
self.alpha = (0,0,0)
self.ani = 4 # animation cycles
self.all_sprites = all_sprites
self.add(self.all_sprites)
self.bullet_timer = .1
for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesright.append(img)
self.image = self.imagesright[0]
self.rect = self.image.get_rect()
for i in range(1,5):
img = pygame.image.load(os.path.join('images','hero' + str(i) + '.png')).convert()
img = pygame.transform.flip(img, True, False)
img.convert_alpha()
img.set_colorkey(self.alpha)
self.imagesleft.append(img)
self.image = self.imagesleft[0]
self.rect = self.image.get_rect()
def control(self,x,y):
'''
control player movement
'''
self.movex += x
self.movey -= y
def update(self, dt):
'''
Update sprite position
'''
self.rect.x = self.rect.x + self.movex
self.rect.y = self.rect.y + self.movey
# moving left
if self.movex < 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesleft[self.frame//self.ani]
self.direction = "left"
# moving right
if self.movex > 0:
self.frame += 1
if self.frame > 3*self.ani:
self.frame = 0
self.image = self.imagesright[self.frame//self.ani]
self.direction = "right"
# self.rect.center = pygame.mouse.get_pos()
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.bullet_timer -= dt # Subtract the time since the last tick.
if self.bullet_timer <= 0:
self.bullet_timer = 0 # Bullet ready.
if keys: # Left mouse button.
# Create a new bullet instance and add it to the groups.
if self.direction == "right":
Bullet([self.rect.x + self.image.get_width(), self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
else:
Bullet([self.rect.x, self.rect.y + self.image.get_height()/2], self.direction, self.all_sprites)
self.bullet_timer = .1 # Reset the timer.
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos, direction, *sprite_groups):
super().__init__(*sprite_groups)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.sound = pygame.mixer.music.play()
self.pos = pygame.math.Vector2(pos)
self.vel = pygame.math.Vector2(750, 0)
self.direction = direction
def update(self, dt):
# Add the velocity to the position vector to move the sprite
if self.direction == "right":
#self.vel = pygame.math.Vector2(750, 0)
self.image = pygame.image.load(os.path.join('images','fireball.png'))
self.rect = self.image.get_rect()
self.pos += self.vel * dt
else:
#self.vel = pygame.math.Vector2(-750, 0)
BULLET_IMG = pygame.image.load(os.path.join('images','fireball.png'))
self.image = pygame.transform.flip(BULLET_IMG, True, False)
self.rect = self.image.get_rect()
self.pos -= self.vel * dt
#print(self.pos)
self.rect.center = self.pos # Update the rect pos.
if self.rect.bottom <= 0:
self.kill()
And this is my main.py file:
import pygame
import os
import sys
import time
from pygame import mixer
import Sprite1
'''
Setup
'''
pygame.init()
width = 960
height = 720
fps = 40 # frame rate
#ani = 4 # animation cycles
clock = pygame.time.Clock()
pygame.display.set_caption('B.S.G.!!!')
surface = pygame.display.set_mode((width, height))
#pygame.mixer.music.load('.\\sounds\\Fairy.mp3')
#pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.load('.\\sounds\\Fireball.wav')
#direction = "right"
all_sprites = pygame.sprite.Group()
player = Sprite1.Player(all_sprites)
player.rect.x = 50
player.rect.y = 500
steps = 10 # how fast to move
Sprite1.showStartScreen(surface)
'''
Main loop
'''
main = True
while main == True:
background = pygame.image.load(os.path.join('images', 'Bg.png'))
surface.blit(background, (0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
main = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(-steps,0)
#direction = "left"
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(steps,0)
#direction = "right"
if event.key == pygame.K_UP or event.key == ord('w'):
player.rect.y -= 100
#player.rect.y -= 10
#player.movey == 10
#player.movey == -10
#time.sleep(1)
#player.control(0,-steps)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == ord('a'):
player.control(steps,0)
#direction = "left"
if event.key == pygame.K_RIGHT or event.key == ord('d'):
player.control(-steps,0)
#direction = "right"
if event.key == pygame.K_UP or event.key == ord('w'):
player.rect.y += 100
#player.movey == -10
if event.key == ord('q'):
pygame.quit()
sys.exit()
main = False
# dt = time since last tick in milliseconds.
dt = clock.tick(60) / 1000
all_sprites.update(dt)
player.update(dt)
all_sprites.draw(surface) #refresh player position
pygame.display.flip()
P.S.: don't mind how my sprite jumps, I just wrote it that way for now. I will be making him actually jump later on with gravity. Thanks beforehand.