I followed a tutorial by TechWithTimn youtube and completed this solar system project in pygame. I have a lot of plans to further expand it and I succeeded in many. But when I add more planets and leave the program for some minutes, the fps rate drops and eventually the program crashes due to lack of memory. I figured out it was the orbit rendering part. How can I efficiently store and render the orbital points?
The below code is taken from TechWithTim on youtube.
import pygame
import math
pygame.init()
WIDTH, HEIGHT = 1200, 750
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Planet Simulation")
WHITE = (255, 255, 255)
YELLOW = (255, 255, 0)
BLUE = (100, 149, 237)
RED = (188, 39, 50)
DARK_GREY = (80, 78, 81)
FONT = pygame.font.SysFont("comicsans", 16)
class Planet:
AU = 149.6e6 * 1000
G = 6.67428e-11
SCALE = 250 / AU # 1AU = 100 pixels
TIMESTEP = 3600*24 # 1 day
def __init__(self, x, y, radius, color, mass):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.mass = mass
self.orbit = []
self.sun = False
self.distance_to_sun = 0
self.x_vel = 0
self.y_vel = 0
def draw(self, win):
x = self.x * self.SCALE WIDTH / 2
y = self.y * self.SCALE HEIGHT / 2
if len(self.orbit) > 2:
updated_points = []
for point in self.orbit:
x, y = point
x = x * self.SCALE WIDTH / 2
y = y * self.SCALE HEIGHT / 2
updated_points.append((x, y))
pygame.draw.lines(win, self.color, False, updated_points, 2)
pygame.draw.circle(win, self.color, (x, y), self.radius)
if not self.sun:
distance_text = FONT.render(f"{round(self.distance_to_sun/1000, 1)}km", 1, WHITE)
win.blit(distance_text, (x - distance_text.get_width()/2, y - distance_text.get_height()/2))
def attraction(self, other):
other_x, other_y = other.x, other.y
distance_x = other_x - self.x
distance_y = other_y - self.y
distance = math.sqrt(distance_x ** 2 distance_y ** 2)
if other.sun:
self.distance_to_sun = distance
force = self.G * self.mass * other.mass / distance**2
theta = math.atan2(distance_y, distance_x)
force_x = math.cos(theta) * force
force_y = math.sin(theta) * force
return force_x, force_y
def update_position(self, planets):
total_fx = total_fy = 0
for planet in planets:
if self == planet:
continue
fx, fy = self.attraction(planet)
total_fx = fx
total_fy = fy
self.x_vel = total_fx / self.mass * self.TIMESTEP
self.y_vel = total_fy / self.mass * self.TIMESTEP
self.x = self.x_vel * self.TIMESTEP
self.y = self.y_vel * self.TIMESTEP
self.orbit.append((self.x, self.y))
def main():
run = True
clock = pygame.time.Clock()
sun = Planet(0, 0, 30, YELLOW, 1.98892 * 10**30)
sun.sun = True
earth = Planet(-1 * Planet.AU, 0, 16, BLUE, 5.9742 * 10**24)
earth.y_vel = 29.783 * 1000
mars = Planet(-1.524 * Planet.AU, 0, 12, RED, 6.39 * 10**23)
mars.y_vel = 24.077 * 1000
mercury = Planet(0.387 * Planet.AU, 0, 8, DARK_GREY, 3.30 * 10**23)
mercury.y_vel = -47.4 * 1000
venus = Planet(0.723 * Planet.AU, 0, 14, WHITE, 4.8685 * 10**24)
venus.y_vel = -35.02 * 1000
planets = [sun, earth, mars, mercury, venus]
while run:
clock.tick(60)
WIN.fill((0, 0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for planet in planets:
planet.update_position(planets)
planet.draw(WIN)
pygame.display.update()
pygame.quit()
main()
CodePudding user response:
I solved your problem very easily. I added only these two lines to end of update_position function, which deletes first dot from array, when the circle is full.
if len(self.orbit) > 720:
del self.orbit[0]
Number 720 is the max length of self.orbit array for the most distant planet. You can change this number for each planet by some calculation.
I hope, that my solution will help you.
Adam