How to speed up smoothness in pygame?
I am wondering how to speed up the smoothness of my Python code using pygam. I'm guessing I need to make this more efficient? When this is done, some balls move randomly in a given area, however, the new position of each ball is not smooth at all, there is a jump between each movement, since the cycle is very slow. How to fix it? Or are there any suggestions for improving it? This is my code:
import pygame
from pygame import *
import random
pygame.init()
size = width, height = 800, 600
screen = display.set_mode(size)
pygame.display.set_caption("Year 12: Ideal Gas Simulation")
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
WHITE=(255,255,255)
GREEN = (0, 255, 0)
BALLX = 0
BALLY = 1
BALLSPEEDX = 2
BALLSPEEDY = 3
List=[]
radius=5
running=True
myClock=time.Clock()
myClock.tick(60)
def initBall():
for n in range(40):
ballx = random.randint(0, 800) # randomly setting the x position
bally = random.randint(0, 600) # randomly setting the y position
dirx = random.randint(-5,5) # randomly setting the x speed
diry = random.randint(-5,5) # randomly setting the y speed
data=[ballx, bally, dirx, diry]
List.append(data)
# returning a list with all the data the ball needs
return List # returning the list
def drawScreen(List):
draw.rect(screen, WHITE, (0, 0, 800, 600))
for x in range(40):
BALLX=List[x][0]
BALLY=List[x][1]
draw.circle(screen, GREEN, (BALLX,BALLY),radius)
display.flip()
pygame.draw.rect(screen, BLACK, (100-radius,100-radius,600+(2*radius),400+(2*radius)), 1)
f=pygame.font.SysFont(None,60)
text=f.render("PV=nRT",True,(0,0,0))
screen.blit(text,(300,height/20))
def moveBall(List):
for x in range(40):
BALLX=List[x][0]
BALLY=List[x][1]
SPEEDX=List[x][2]#####data[BALLX]== the first index of each list [x][0]
SPEEDY=List[x][3]##data[BALLSPEEDX]= List[x][2]
age=SPEEDX+BALLX
List[x][0]=age
# increases the position of the ball
plus=SPEEDY+BALLY
List[x][1]=plus
# checks to see if the ball is hitting the walls in the x direction
if BALLX > 700:
List[x][0] = 700#NORMALLY 800
third=List[x][2]
answer=third*-1
List[x][2]=answer
elif BALLX < 100:#NORMALLY 0
List[x][0] = 100
third=List[x][2]
answer=third*-1
List[x][2]=answer
# checks to see if the ball is hitting the walls in the y direction
if BALLY < 100:
List[x][1] = 100#NORMALLY 0
third=List[x][3]
answer=third*-1
List[x][3]=answer
elif BALLY > 500:
List[x][1] = 500#NORMALLY 600
third=List[x][3]
answer=third*-1
List[x][3]=answer
return List#return updated list
List=initBall()
while running==True:
for evnt in event.get():
if evnt.type==QUIT:
running=False
quit()
if evnt.type==MOUSEBUTTONDOWN:
mx,my=evnt.pos
button=evnt.button
drawScreen(List)
List=moveBall(List)
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In addition to skrx's answer, you can also refactor your code and avoid a lot of repetitive calls. Also, indexing the array BALLS
can improve performance slightly.
In general, avoid renaming variables inside functions with uppercase letters. These names are usually assigned the constants defined at the top of the file.
The version I ran into is below:
import array
import pygame
pygame.init()
import random
from pygame import *
size = WIDTH, HEIGHT = 800, 600
screen = display.set_mode(size)
pygame.display.set_caption("Year 12: Ideal Gas Simulation")
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
WHITE = (255,255,255)
GREEN = (0, 255, 0)
BALLX = 0
BALLY = 1
BALLSPEEDX = 2
BALLSPEEDY = 3
RADIUS = 5
BALLS = []
myClock = time.Clock()
myClock.tick(60)
def initBalls():
for n in range(40):
props = array.array('i', [
random.randint(0, WIDTH),
random.randint(0, HEIGHT),
random.randint(-5, 5),
random.randint(-5, 5),
])
BALLS.append(props)
def drawScreen():
draw.rect(screen, WHITE, (0, 0, 800, 600))
props = (100-RADIUS, 100-RADIUS, 600+(2*RADIUS), 400+(2*RADIUS))
pygame.draw.rect(screen, BLACK, props, 1)
f = pygame.font.SysFont(None, 60)
text = f.render("PV=nRT", True,(0, 0, 0))
screen.blit(text,(300, HEIGHT / 20))
for i in range(len(BALLS)):
draw.circle(screen, GREEN, BALLS[i][:2],RADIUS)
display.flip()
def moveBalls():
for i in range(len(BALLS)):
if BALLS[i][0] > 700:
BALLS[i][0] = 700
BALLS[i][2] *= -1
elif BALLS[i][0] < 100:
BALLS[i][0] = 100
BALLS[i][2] *= -1
else:
BALLS[i][0] += BALLS[i][2]
if BALLS[i][1] < 100:
BALLS[i][1] = 100
BALLS[i][3] *= -1
elif BALLS[i][1] > 500:
BALLS[i][1] = 500
BALLS[i][3] *= -1
else:
BALLS[i][1] += BALLS[i][3]
def main():
initBalls()
while True:
for evnt in event.get():
if evnt.type == QUIT:
pygame.quit()
return
elif evnt.type == MOUSEBUTTONDOWN:
mx, my = evnt.pos
button = evnt.button
drawScreen()
moveBalls()
if __name__ == "__main__":
main()
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Call pygame.display.flip()
only once for each frame.
def drawScreen(List):
draw.rect(screen, WHITE, (0, 0, 800, 600))
for x in range(40):
BALLX=List[x][0]
BALLY=List[x][1]
draw.circle(screen, GREEN, (BALLX,BALLY),radius)
# display.flip() # Don't call `display.flip()` here.
pygame.draw.rect(screen, BLACK, (100-radius,100-radius,600+(2*radius),400+(2*radius)), 1)
screen.blit(text,(300,height/20))
pygame.display.flip() # Call it here.
I also recommend using pygame.time.Clock
for frame rate limiting.
# Define the font object as a global constant.
FONT = pygame.font.SysFont(None, 60)
# If the text doesn't change you can also define it here.
TEXT = FONT.render("PV=nRT", True, (0,0,0))
# Instantiate a clock to limit the frame rate.
clock = pygame.time.Clock()
running = True
while running: # `== True` is not needed.
for evnt in event.get():
if evnt.type == QUIT:
running = False
# Better use `pygame.quit` and `sys.exit` to quit.
pygame.quit()
sys.exit()
drawScreen(List)
List = moveBall(List)
clock.tick(30) # Limit frame rate to 30 fps.
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