Framerate issues with Arcade












0














So I'm making a platformer 2D game with Arcade, and for some reason, my game always goes ~30 FPS instead of going 60 FPS.



Not only that, when I press the left arrow key to move my character to the left, it goes down to ~4 FPS.



Code for my movement system (I had to make a camera)



def update(self, x):
# update player
if self.player != None:
self.player.real_x += self.player.movement
self.player.center_y -= gravityConstant


I use 'real_x' variable instead of using 'center_x' because of the camera.
Ignore the fact that the gravity doens't acelerate and always make the character fall at a constant speed (will fix that).



The player will always be in the center of the screen:



    self.player.center_x = self.x / 2;


At first I thought it was that the movement of the Sprite caused lag, but when I added gravity, I noticed that the problem is only with the X axis movement. When the character falls due to gravity, it runs at 30 FPS, but when it is moving in any direction that isn't Y (X, -X) it will slow down the game to ~4 FPS.



My computer is pretty bad though, but I don't think it's the responsable for this framerate issues.



Specs:
Processor: 1.58 GHz
RAM: 3.99 / 4.00 GB



EDIT:
This happens with both left and right movements. The movement is handled through a arcade.Window class.



Code of the functions:



def onKeyDown(self, symbol):
if symbol == arcade.key.LEFT:
self.movement = -self.walk_speed;
elif symbol == arcade.key.RIGHT:
self.movement = self.walk_speed;
elif symbol == arcade.key.UP:
self.jumping = True;

def onKeyUp(self, symbol):
if symbol == arcade.key.LEFT:
self.movement = 0;
elif symbol == arcade.key.RIGHT:
self.movement = 0;
elif symbol == arcade.key.UP:
self.jumping = False;


Code of the on_key_press and on_key_release:



def on_key_press(self, symbol, modifier):
if self.player != None:
self.player.onKeyDown(symbol);

def on_key_release(self, symbol, modifier):
if self.player != None:
self.player.onKeyUp(symbol);


Note: This works with Classes, so these functions are inside a Player Class.










share|improve this question





























    0














    So I'm making a platformer 2D game with Arcade, and for some reason, my game always goes ~30 FPS instead of going 60 FPS.



    Not only that, when I press the left arrow key to move my character to the left, it goes down to ~4 FPS.



    Code for my movement system (I had to make a camera)



    def update(self, x):
    # update player
    if self.player != None:
    self.player.real_x += self.player.movement
    self.player.center_y -= gravityConstant


    I use 'real_x' variable instead of using 'center_x' because of the camera.
    Ignore the fact that the gravity doens't acelerate and always make the character fall at a constant speed (will fix that).



    The player will always be in the center of the screen:



        self.player.center_x = self.x / 2;


    At first I thought it was that the movement of the Sprite caused lag, but when I added gravity, I noticed that the problem is only with the X axis movement. When the character falls due to gravity, it runs at 30 FPS, but when it is moving in any direction that isn't Y (X, -X) it will slow down the game to ~4 FPS.



    My computer is pretty bad though, but I don't think it's the responsable for this framerate issues.



    Specs:
    Processor: 1.58 GHz
    RAM: 3.99 / 4.00 GB



    EDIT:
    This happens with both left and right movements. The movement is handled through a arcade.Window class.



    Code of the functions:



    def onKeyDown(self, symbol):
    if symbol == arcade.key.LEFT:
    self.movement = -self.walk_speed;
    elif symbol == arcade.key.RIGHT:
    self.movement = self.walk_speed;
    elif symbol == arcade.key.UP:
    self.jumping = True;

    def onKeyUp(self, symbol):
    if symbol == arcade.key.LEFT:
    self.movement = 0;
    elif symbol == arcade.key.RIGHT:
    self.movement = 0;
    elif symbol == arcade.key.UP:
    self.jumping = False;


    Code of the on_key_press and on_key_release:



    def on_key_press(self, symbol, modifier):
    if self.player != None:
    self.player.onKeyDown(symbol);

    def on_key_release(self, symbol, modifier):
    if self.player != None:
    self.player.onKeyUp(symbol);


    Note: This works with Classes, so these functions are inside a Player Class.










    share|improve this question



























      0












      0








      0







      So I'm making a platformer 2D game with Arcade, and for some reason, my game always goes ~30 FPS instead of going 60 FPS.



      Not only that, when I press the left arrow key to move my character to the left, it goes down to ~4 FPS.



      Code for my movement system (I had to make a camera)



      def update(self, x):
      # update player
      if self.player != None:
      self.player.real_x += self.player.movement
      self.player.center_y -= gravityConstant


      I use 'real_x' variable instead of using 'center_x' because of the camera.
      Ignore the fact that the gravity doens't acelerate and always make the character fall at a constant speed (will fix that).



      The player will always be in the center of the screen:



          self.player.center_x = self.x / 2;


      At first I thought it was that the movement of the Sprite caused lag, but when I added gravity, I noticed that the problem is only with the X axis movement. When the character falls due to gravity, it runs at 30 FPS, but when it is moving in any direction that isn't Y (X, -X) it will slow down the game to ~4 FPS.



      My computer is pretty bad though, but I don't think it's the responsable for this framerate issues.



      Specs:
      Processor: 1.58 GHz
      RAM: 3.99 / 4.00 GB



      EDIT:
      This happens with both left and right movements. The movement is handled through a arcade.Window class.



      Code of the functions:



      def onKeyDown(self, symbol):
      if symbol == arcade.key.LEFT:
      self.movement = -self.walk_speed;
      elif symbol == arcade.key.RIGHT:
      self.movement = self.walk_speed;
      elif symbol == arcade.key.UP:
      self.jumping = True;

      def onKeyUp(self, symbol):
      if symbol == arcade.key.LEFT:
      self.movement = 0;
      elif symbol == arcade.key.RIGHT:
      self.movement = 0;
      elif symbol == arcade.key.UP:
      self.jumping = False;


      Code of the on_key_press and on_key_release:



      def on_key_press(self, symbol, modifier):
      if self.player != None:
      self.player.onKeyDown(symbol);

      def on_key_release(self, symbol, modifier):
      if self.player != None:
      self.player.onKeyUp(symbol);


      Note: This works with Classes, so these functions are inside a Player Class.










      share|improve this question















      So I'm making a platformer 2D game with Arcade, and for some reason, my game always goes ~30 FPS instead of going 60 FPS.



      Not only that, when I press the left arrow key to move my character to the left, it goes down to ~4 FPS.



      Code for my movement system (I had to make a camera)



      def update(self, x):
      # update player
      if self.player != None:
      self.player.real_x += self.player.movement
      self.player.center_y -= gravityConstant


      I use 'real_x' variable instead of using 'center_x' because of the camera.
      Ignore the fact that the gravity doens't acelerate and always make the character fall at a constant speed (will fix that).



      The player will always be in the center of the screen:



          self.player.center_x = self.x / 2;


      At first I thought it was that the movement of the Sprite caused lag, but when I added gravity, I noticed that the problem is only with the X axis movement. When the character falls due to gravity, it runs at 30 FPS, but when it is moving in any direction that isn't Y (X, -X) it will slow down the game to ~4 FPS.



      My computer is pretty bad though, but I don't think it's the responsable for this framerate issues.



      Specs:
      Processor: 1.58 GHz
      RAM: 3.99 / 4.00 GB



      EDIT:
      This happens with both left and right movements. The movement is handled through a arcade.Window class.



      Code of the functions:



      def onKeyDown(self, symbol):
      if symbol == arcade.key.LEFT:
      self.movement = -self.walk_speed;
      elif symbol == arcade.key.RIGHT:
      self.movement = self.walk_speed;
      elif symbol == arcade.key.UP:
      self.jumping = True;

      def onKeyUp(self, symbol):
      if symbol == arcade.key.LEFT:
      self.movement = 0;
      elif symbol == arcade.key.RIGHT:
      self.movement = 0;
      elif symbol == arcade.key.UP:
      self.jumping = False;


      Code of the on_key_press and on_key_release:



      def on_key_press(self, symbol, modifier):
      if self.player != None:
      self.player.onKeyDown(symbol);

      def on_key_release(self, symbol, modifier):
      if self.player != None:
      self.player.onKeyUp(symbol);


      Note: This works with Classes, so these functions are inside a Player Class.







      python python-3.x






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      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 11 at 3:04

























      asked Nov 11 at 2:11









      VetraDebesis

      798




      798
























          1 Answer
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          0














          Do you mind putting the part of the code responsible for the movements?



          also, check where you put things on screen, you want to make a variable, set it to the image, and call that var. as for it only happening when moving left , make sure the left script is the same as right but - instead of +.






          share|improve this answer





















          • It doens't only happen to the left movement, it also happens to the right movement. Code of the movement: def onKeyDown(self, symbol): if symbol == arcade.key.LEFT: self.movement = -self.walk_speed; elif symbol == arcade.key.RIGHT: self.movement = self.walk_speed; def onKeyUp(self, symbol): if symbol == arcade.key.LEFT: self.movement = 0; elif symbol == arcade.key.RIGHT: self.movement = 0; elif symbol == arcade.key.UP: self.jumping = False; And this is handled by the Game class, with on_key_press, and on_key_release.
            – VetraDebesis
            Nov 11 at 2:52












          • for your gravity, check the code. also, it may be the library you use, i recomend the "Keyboard" Library, or the one in pygame. your movement should be handled the same, whether it be y or x. make the X code the y code but with if its button is pushed down.
            – idk
            Nov 18 at 1:14












          • also, when you move the char, dont wait to upddate the character to move it. just move it then.
            – idk
            Nov 18 at 1:17











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          1 Answer
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          1 Answer
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          active

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          0














          Do you mind putting the part of the code responsible for the movements?



          also, check where you put things on screen, you want to make a variable, set it to the image, and call that var. as for it only happening when moving left , make sure the left script is the same as right but - instead of +.






          share|improve this answer





















          • It doens't only happen to the left movement, it also happens to the right movement. Code of the movement: def onKeyDown(self, symbol): if symbol == arcade.key.LEFT: self.movement = -self.walk_speed; elif symbol == arcade.key.RIGHT: self.movement = self.walk_speed; def onKeyUp(self, symbol): if symbol == arcade.key.LEFT: self.movement = 0; elif symbol == arcade.key.RIGHT: self.movement = 0; elif symbol == arcade.key.UP: self.jumping = False; And this is handled by the Game class, with on_key_press, and on_key_release.
            – VetraDebesis
            Nov 11 at 2:52












          • for your gravity, check the code. also, it may be the library you use, i recomend the "Keyboard" Library, or the one in pygame. your movement should be handled the same, whether it be y or x. make the X code the y code but with if its button is pushed down.
            – idk
            Nov 18 at 1:14












          • also, when you move the char, dont wait to upddate the character to move it. just move it then.
            – idk
            Nov 18 at 1:17
















          0














          Do you mind putting the part of the code responsible for the movements?



          also, check where you put things on screen, you want to make a variable, set it to the image, and call that var. as for it only happening when moving left , make sure the left script is the same as right but - instead of +.






          share|improve this answer





















          • It doens't only happen to the left movement, it also happens to the right movement. Code of the movement: def onKeyDown(self, symbol): if symbol == arcade.key.LEFT: self.movement = -self.walk_speed; elif symbol == arcade.key.RIGHT: self.movement = self.walk_speed; def onKeyUp(self, symbol): if symbol == arcade.key.LEFT: self.movement = 0; elif symbol == arcade.key.RIGHT: self.movement = 0; elif symbol == arcade.key.UP: self.jumping = False; And this is handled by the Game class, with on_key_press, and on_key_release.
            – VetraDebesis
            Nov 11 at 2:52












          • for your gravity, check the code. also, it may be the library you use, i recomend the "Keyboard" Library, or the one in pygame. your movement should be handled the same, whether it be y or x. make the X code the y code but with if its button is pushed down.
            – idk
            Nov 18 at 1:14












          • also, when you move the char, dont wait to upddate the character to move it. just move it then.
            – idk
            Nov 18 at 1:17














          0












          0








          0






          Do you mind putting the part of the code responsible for the movements?



          also, check where you put things on screen, you want to make a variable, set it to the image, and call that var. as for it only happening when moving left , make sure the left script is the same as right but - instead of +.






          share|improve this answer












          Do you mind putting the part of the code responsible for the movements?



          also, check where you put things on screen, you want to make a variable, set it to the image, and call that var. as for it only happening when moving left , make sure the left script is the same as right but - instead of +.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 11 at 2:37









          idk

          155




          155












          • It doens't only happen to the left movement, it also happens to the right movement. Code of the movement: def onKeyDown(self, symbol): if symbol == arcade.key.LEFT: self.movement = -self.walk_speed; elif symbol == arcade.key.RIGHT: self.movement = self.walk_speed; def onKeyUp(self, symbol): if symbol == arcade.key.LEFT: self.movement = 0; elif symbol == arcade.key.RIGHT: self.movement = 0; elif symbol == arcade.key.UP: self.jumping = False; And this is handled by the Game class, with on_key_press, and on_key_release.
            – VetraDebesis
            Nov 11 at 2:52












          • for your gravity, check the code. also, it may be the library you use, i recomend the "Keyboard" Library, or the one in pygame. your movement should be handled the same, whether it be y or x. make the X code the y code but with if its button is pushed down.
            – idk
            Nov 18 at 1:14












          • also, when you move the char, dont wait to upddate the character to move it. just move it then.
            – idk
            Nov 18 at 1:17


















          • It doens't only happen to the left movement, it also happens to the right movement. Code of the movement: def onKeyDown(self, symbol): if symbol == arcade.key.LEFT: self.movement = -self.walk_speed; elif symbol == arcade.key.RIGHT: self.movement = self.walk_speed; def onKeyUp(self, symbol): if symbol == arcade.key.LEFT: self.movement = 0; elif symbol == arcade.key.RIGHT: self.movement = 0; elif symbol == arcade.key.UP: self.jumping = False; And this is handled by the Game class, with on_key_press, and on_key_release.
            – VetraDebesis
            Nov 11 at 2:52












          • for your gravity, check the code. also, it may be the library you use, i recomend the "Keyboard" Library, or the one in pygame. your movement should be handled the same, whether it be y or x. make the X code the y code but with if its button is pushed down.
            – idk
            Nov 18 at 1:14












          • also, when you move the char, dont wait to upddate the character to move it. just move it then.
            – idk
            Nov 18 at 1:17
















          It doens't only happen to the left movement, it also happens to the right movement. Code of the movement: def onKeyDown(self, symbol): if symbol == arcade.key.LEFT: self.movement = -self.walk_speed; elif symbol == arcade.key.RIGHT: self.movement = self.walk_speed; def onKeyUp(self, symbol): if symbol == arcade.key.LEFT: self.movement = 0; elif symbol == arcade.key.RIGHT: self.movement = 0; elif symbol == arcade.key.UP: self.jumping = False; And this is handled by the Game class, with on_key_press, and on_key_release.
          – VetraDebesis
          Nov 11 at 2:52






          It doens't only happen to the left movement, it also happens to the right movement. Code of the movement: def onKeyDown(self, symbol): if symbol == arcade.key.LEFT: self.movement = -self.walk_speed; elif symbol == arcade.key.RIGHT: self.movement = self.walk_speed; def onKeyUp(self, symbol): if symbol == arcade.key.LEFT: self.movement = 0; elif symbol == arcade.key.RIGHT: self.movement = 0; elif symbol == arcade.key.UP: self.jumping = False; And this is handled by the Game class, with on_key_press, and on_key_release.
          – VetraDebesis
          Nov 11 at 2:52














          for your gravity, check the code. also, it may be the library you use, i recomend the "Keyboard" Library, or the one in pygame. your movement should be handled the same, whether it be y or x. make the X code the y code but with if its button is pushed down.
          – idk
          Nov 18 at 1:14






          for your gravity, check the code. also, it may be the library you use, i recomend the "Keyboard" Library, or the one in pygame. your movement should be handled the same, whether it be y or x. make the X code the y code but with if its button is pushed down.
          – idk
          Nov 18 at 1:14














          also, when you move the char, dont wait to upddate the character to move it. just move it then.
          – idk
          Nov 18 at 1:17




          also, when you move the char, dont wait to upddate the character to move it. just move it then.
          – idk
          Nov 18 at 1:17


















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