With this code we can make our frame rate go very faster using the Group class and blits.
The structure of the code
Changes in the update function
The images are updated all at once every 180 frames… to make them not go too fast. They are updated at once with the Group class, to save frame rate. Also, to clear the screen we do not color all of it, but just the rectangles occupied by the images of the three sprites with the function hide_sprites below:
The hide_sprites function
This will blit the rectangles to delete the previous images of the sprites, all at once
def hide_sprites(): screen.blits(blit_sequence=((dsprites["pwalk"].cover, pwalkpos), (dsprites["prun"].cover, prunpos), (dsprites["pjump"].cover, pjumppos)))
You can see I do not used blit, but blits, for more surfaces at once.
Alternative to hide_sprites (to refresh all the page)
If you want you can use screen.fil((0,0,0)) into the update method of sprite in alternative to screen.blits of the three Surface object that covers just the sprites… maybe you could lose some framerate, I am not so sure, I will check this in another post
def update(self): "This animate the sprite" self.countframe += 1 # the more is the number the more the animation is slow if self.countframe == 200: print(clock.get_fps()) # restart the counter self.countframe = 0 # The new animation image is flipped after 4 frames self.current += 1 # check if the images of the animations are ended if self.current >= len(self.sprites): # if so it goes back to the initial image self.current = 0 # and now it shows the next image or the initial one self.image = self.sprites[self.current] # Use hide sprites for higher performances # hide_sprites() screen.fill((0, 0, 255)) g.draw(screen)
The whole code
# Pygame first gamet - tutorial 4 import pygame as pg import sys from glob import glob class Sprite(pg.sprite.Sprite): def __init__(self, pw, ph, folder, action): "loads all the image that starts with 'action' in position pw, ph" super().__init__() self.pw = pw self.ph = ph self.current = 0 self.countframe = 0 self.folder = folder self.action = action self.order_images() self.position_sprite() def order_images(self): "take the list of images (load_images()) and order them" lst = self.load_images() img = [f for f in lst if len(f) == len(lst[0])] img.extend([f for f in lst if len(f) != len(lst[0])]) self.sprites = [pg.image.load(x) for x in img] self.image = self.sprites[self.current] self.size = self.image.get_size() self.cover = pg.Surface(self.size) self.cover.fill((0, 128, 0)) def load_images(self): "Load images that starts with action" lst = glob(f"{self.folder}\\{self.action}*") return lst def position_sprite(self): self.rect = self.image.get_rect() self.rect.topleft = [self.pw, self.ph] def update(self): "This animate the sprite" self.countframe += 1 # the more is the number the more the animation is slow if self.countframe == 180: print(clock.get_fps()) # restart the counter self.countframe = 0 # The new animation image is flipped after 4 frames self.current += 1 # check if the images of the animations are ended if self.current >= len(self.sprites): # if so it goes back to the initial image self.current = 0 # and now it shows the next image or the initial one self.image = self.sprites[self.current] hide_sprites() g.draw(screen) def window(title, w=400, h=400): "Create the screen + title and the clock object for the frame" screen = pg.display.set_mode((w, h)) pg.display.set_caption(title) return screen, pg.time.Clock() def quitbutton(): "Look for the key events" global loop for event in pg.event.get(): if event.type == pg.QUIT: loop = 0 def clear_screen(): pass # screen.fill((0, 64, 128)) def refresh_screen(): pg.display.flip() clock.tick() def group_all_sprites(thegroup, sprites): "Iterate all the sprites in the dsprites" for s in sprites: thegroup.add(sprites[s]) def hide_sprites(): screen.blits(blit_sequence=((dsprites["pwalk"].cover, pwalkpos), (dsprites["prun"].cover, prunpos), (dsprites["pjump"].cover, pjumppos))) def sprites_init(): global pwalkpos, prunpos, pjumppos pwalkpos = 100, 60 prunpos = 150, 60 pjumppos = 200, 60 dsprites = { "pwalk" : Sprite(pwalkpos[0], pwalkpos[1], "cat", "Walk"), "prun": Sprite(prunpos[0], prunpos[1], "cat", "Run"), "pjump": Sprite(pjumppos[0], pjumppos[1], "dog", "Jump"), } return dsprites def game_init(): global g, fonts, screen, clock, loop, dsprites pg.init() dsprites = sprites_init() g = pg.sprite.Group() group_all_sprites(g, dsprites) # fonts = create_fonts([32, 16, 14, 8]) screen, clock = window("Game", w=500, h=500) screen.fill((0, 128, 0)) loop = 1 def update_screen(): "The while loop updates" quitbutton() g.update() refresh_screen() game_init() while loop: update_screen() pg.quit() sys.exit()