I am developing a game but I'm running into some cases where the game slows 
down too much.  A few details ...

The game lives in a world whose size is much larger than what the user can see 
in the window.  (For now, the world is 3000 x 3000, but the window is 640 x 640 
- I could decide to change these later).  There is a central player who is 
controlled by arrow keys.  When the user presses a key or keys to move in a 
direction, the player is an animation that looks like its walking, but always 
stays in the center of the screen - the view in the window scrolls in the 
opposite direction.  There are "enemies" that live in this world, new ones are 
generated all the time, and each moves semi-randomly in every frame.  There are 
also a number of additional elements that must be drawn every frame (e.g., 
walls in a maze and more).

The game is complicated by the fact that the world wraps around both 
horizontally and vertically.  If you move off the top, you show up at the 
bottom, go off the left and you appear on the right, etc.  In my current 
version, in every frame I iterate through all drawable elements, and go through 
some coordinate checking code to determine if the element is visible within the 
window.  This code is more complicated than a simple "colliderect()" because I 
have to account for the potential wrapping in all directions.  If the element 
is within the viewable screen area, I draw it (blit), otherwise, I don't do the 
draw.  I thought this would be a great optimization.  But, I'm finding that as 
the number of enemies grows, the overall game slows down.  I'm sure this has to 
do with the fact that in every frame I check their movement (they cannot go 
through walls), move each to a new location, and then decide whether to draw 
them or not.

I'm wondering if my code to check if an element is within the viewable area, is 
actually doing more work than not bothering to check at all.  My question is 
really about the efficiency of a call to blit in pygame when the thing being 
drawn is outside the viewable area.  I actually have done some minor tests, and 
the game seems to work a little better without doing the checking, but I want 
to get opinions from anyone who might really know.

I will probably wind up limiting the number of enemies, but it would be good to 
know about how efficiently pygame deals with potentially drawing outside the 
window.

Thanks in advance,

Irv



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