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I have a problem of rollback on many of my pygame projects. When I use pygame.time.Clock(FPS) at the end of my code, the entity i move has rollback ( the movement of the character is not smooth as it should be ) . I try without the pygameclock but now my character is moving too fast . I also add the convert at the end of the pygame.load.image but no difference at all ... What can I do ? No matter the number of FPS, rollback still there ... There is my code :

import pygame from pygame.locals import *

pygame.init()

screen_width = 1000 
screen_height = 1000

FPS = 60 
clock = pygame.time.Clock()


screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Platformer')

tile_size = 50

sun_img = pygame.image.load('sun.png').convert_alpha() 
bg_img = pygame.image.load('sky.png').convert()


class Player():
   def __init__(self,x,y):
    img = pygame.image.load('guy1.png').convert_alpha()
    self.image = pygame.transform.scale(img,(40,80))
    self.rect = self.image.get_rect()
    self.rect.x = x
    self.rect.y = y

def update(self):

    dx = 0
    dy = 0

    # ket pressed
    key = pygame.key.get_pressed()
    if key[K_LEFT]:
        dx -= 5
    if key[K_RIGHT]:
        dx += 5

    # check for collisions

    # update player position

    self.rect.x += dx
    self.rect.x += dy






    screen.blit(self.image,self.rect)


class World():
def __init__(self, data):
    self.tile_list = []

    
    dirt_img = pygame.image.load('dirt.png').convert()
    grass_img = pygame.image.load('grass.png').convert()

    row_count = 0
    for row in data:
        col_count = 0
        for tile in row:
            if tile == 1:
                img = pygame.transform.scale(dirt_img, (tile_size, tile_size))
                img_rect = img.get_rect()
                img_rect.x = col_count * tile_size
                img_rect.y = row_count * tile_size
                tile = (img, img_rect) # tuple avec l'image et ses coordonnées
                self.tile_list.append(tile)
            if tile == 2:
                img = pygame.transform.scale(grass_img, (tile_size, tile_size))
                img_rect = img.get_rect()
                img_rect.x = col_count * tile_size
                img_rect.y = row_count * tile_size
                tile = (img, img_rect)
                self.tile_list.append(tile)
            col_count += 1
        row_count += 1

def draw(self):
    for tile in self.tile_list:
        screen.blit(tile[0], tile[1]) # tile[0] = l'image / tile[1] = les coordonnées



world_data = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 1],
[1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 7, 0, 5, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 1],
[1, 7, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 7, 0, 0, 0, 0, 1],
[1, 0, 2, 0, 0, 7, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 2, 0, 0, 4, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 7, 0, 0, 0, 0, 2, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 2, 2, 2, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 6, 6, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] ]

player = Player(100,screen_height - 130) world = World(world_data)

run = True 
while run:


screen.blit(bg_img, (0, 0))
screen.blit(sun_img, (100, 100))

world.draw()
player.update()

for event in pygame.event.get():
    if event.type == pygame.QUIT:
        run = False


pygame.display.update()
clock.tick(FPS)




pygame.quit()
Yohan.sb
  • 31
  • 4
  • What do you mean by "rollback"? I cannot reproduce this behavior. In this program the just moves to the left and right. – Rabbid76 Apr 04 '21 at 16:10
  • Like if i move the character to the right, then each 0.30 secondes the character will move back a little bit and then go again to the position he was, and vise versa for going left – Yohan.sb Apr 04 '21 at 16:41
  • Sorry but this issue is not reproducible. If there is an issue, it is related to your IDE but not to your program. – Rabbid76 Apr 04 '21 at 16:49
  • I'm using pycharm ... Thanks you anyway. – Yohan.sb Apr 04 '21 at 17:01

0 Answers0