To create an abstract, scrolling city skyline for a prototype, I created a class that generates random rectangles. These rects are added to a list and items are pulled from that list to be drawn on the screen. The rects begin off screen to the right and scroll across to the left until they leave the view plane and are trashed. The movement of the buildings is oddly jerky and they also shift to the right a few pixels at a specific point on the screen.
This video of the prototype is fairly accurate with very little video capture lag. Pay attention to the gaps between the buildings, as they get within the right most 3rd of the display area, the gap will suddenly shrink as if the building to the left of the gap is suddenly shifting right a few pixels. The smaller the gap, the more noticeable it is. The other anomalies in the video are from the recorder and are not present in the app. Here's a very short video that clearly shows this phenomenon: https://www.youtube.com/watch?v=0cdhrezjcY8
At about 1 second in you'll notice a very narrow gap between buildings in the rear layer. At :04 seconds in the gap is even with the blue player object, the left rectangle shifts and the gap vanishes. There's a second, larger gap to the right of that one that does the same thing but since the gap is larger it doesn't completely vanish. I've looked over the code numerous times but can't see what could be causing this anomaly. I'm hoping someone can tell me if it's something I did or a limitation I'm encountering.
I originally wrote this program linearly, without classes or functions. I rewrote it using a class that generates layer objects and handles all the generating and scrolling. In both cases the problem exists. It's driving me crazy trying to figure out why the buildings do not move smoothly. I've even written a version of this using png images instead of randomly generated rectangles. In that version the pngs scroll smoothly and seamlessly: https://www.youtube.com/watch?v=Uiw_giAvbOo (The video is a bit jerky, but the actual program plays smooth) So the issue is limited to these random rectangles.
Here's the code for the program: https://www.refheap.com/73079
Here's the class code by itself:
class Scroller():
def __init__(self, speed, color, heightMax):
# Speed of the layer scroll, the color of the layer and the maximum height for buildings
# set up the building parameters
self.buildingHeightMax = heightMax
self.buildingHeightMin = 100
self.buildingWidthMax = 125
self.buildingWidthMin = 75
self.buildings = []
self.layerspeed = speed
self.buildTime = True
self.buildCountdown = 10
self.color = color
def update(self):
# Check if it's time to build. If not, decrement counter
if self.buildTime == False:
self.buildCountdown -= 1
# If time is 0, time to build, reset counter to a new random time
if self.buildCountdown <= 0:
self.buildTime = True
self.buildCountdown = random.randint(3, self.layerspeed)
# create building if it's time
if self.buildTime:
# generate random width and height of building
buildingHeight = random.randint(self.buildingHeightMin, self.buildingHeightMax)
buildingWidth = random.randint(self.buildingWidthMin, self.buildingWidthMax)
buildingTop = WINDOWHEIGHT - buildingHeight
# This generates the building object from the above parameters
building = pygame.Rect(WINDOWWIDTH, buildingTop, buildingWidth, WINDOWHEIGHT)
self.buildTime = False
self.buildCountdown = random.randint(3, self.layerspeed * 5)
# add building to buildings list
self.buildings.append(building)
# move all buildings on layer at set speed
for building in self.buildings:
# if the building is off the screen, trash it. If not, move it to the
# right at the objects speed.
if building.right < 0:
self.buildings.remove(building)
else:
building.left -= self.layerspeed
# draw the Front buildings
for i in range(len(self.buildings)):
pygame.draw.rect(windowSurface, self.color, self.buildings[i])