I made a very simple game in python with pygame, and I don't know why it is lagging, can somebody help me?
I tried to fix it myself, but I couldn't and I couldn't find a way to fix it online.
And it is not because of my PC, it has 16 gigabytes of RAM, SSD 512 GB of storage, processor: Intel Core i7-7600U 2.90 GHz.
This is the code:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
pygame.display.set_caption("Platformer")
colour = (255, 0, 0) # Colour red
x = 50
y = 50
width = 40
height = 60
vel = 5
isJump = False
jumpCount = 10
run = True
while run:
pygame.time.delay(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel:
x = x - vel
if keys[pygame.K_RIGHT] and x < 500 - width - vel:
x = x + vel
if not(isJump):
if keys[pygame.K_UP] and y > vel:
y = y - vel
if keys[pygame.K_DOWN] and y < 500 - height - vel:
y = y + vel
if keys[pygame.K_SPACE]:
isJump = True
else:
if jumpCount >= -10:
neg = 1
if jumpCount < 0:
neg = -1
y = y - (jumpCount ** 2) * 0.5 * neg
jumpCount = jumpCount - 1
else:
isJump = False
jumpCount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, colour, (x, y, width, height))
pygame.display.update()
pygame.quit()
The application lags, because of the large delay in the application loop. Remove the delay:
pygame.time.delay(100)
Use pygame.time.Clock
to control the frames per second and thus the game speed.
The method tick()
of a pygame.time.Clock
object, delays the game in that way, that every iteration of the loop consumes the same period of time. See pygame.time.Clock.tick()
:
This method should be called once per frame.
That means that the loop:
clock = pygame.time.Clock() run = True while run: clock.tick(60)
runs 60 times per second.
Complete example:
import pygame
pygame.init()
win = pygame.display.set_mode((500, 500))
pygame.display.set_caption("Platformer")
colour = (255, 0, 0) # Colour red
x = 50
y = 50
width = 40
height = 60
vel = 5
isJump = False
jumpCount = 10
clock = pygame.time.Clock()
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel:
x = x - vel
if keys[pygame.K_RIGHT] and x < 500 - width - vel:
x = x + vel
if not(isJump):
if keys[pygame.K_UP] and y > vel:
y = y - vel
if keys[pygame.K_DOWN] and y < 500 - height - vel:
y = y + vel
if keys[pygame.K_SPACE]:
isJump = True
else:
if jumpCount >= -10:
neg = 1
if jumpCount < 0:
neg = -1
y = y - (jumpCount ** 2) * 0.5 * neg
jumpCount = jumpCount - 1
else:
isJump = False
jumpCount = 10
win.fill((0, 0, 0))
pygame.draw.rect(win, colour, (x, y, width, height))
pygame.display.update()
pygame.quit()