本文介绍了简单游戏中的PYGAME低帧速率的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我正在制作一个沙盒游戏/模拟,它看起来像danbal.com的PowderGame,但要简单得多。
当生成一定数量的方块时,我的游戏会滞后
不要注意评论
import pygame
import time
import random
pygame.init()
clock = pygame.time.Clock()
fps = 120
wnx = 800
wny = 600
black = (0,0,0)
grey = (80,80,80)
white = (255,255,255)
black_transparent = (255,255,255,128)
red = (255,0,0)
BACKGROUNDCOLOR = (40,40,40)
#__ Elements __
sand = (255,160,50)
rock = (125,125,125)
bsand = (255,180,150)
brock = (180,180,180)
dirt = (110, 45, 0)
bdirt = (200, 90, 0)
water = (0, 150, 255)
bwater = (25, 200, 255)
wall = (100,100,100)
bwall = (140,140,140)
erase = False
Onbutton = False
color = sand
cubec = sand
wn = pygame.display.set_mode((wnx, wny))
wn.fill(white)
def cursor(cux,cuy,cuw):
boxc = pygame.draw.rect(wn, black, [cux, cuy, cuw, cuw], 1)
def message(Font,Size,colort,xt,yt,text):
font = pygame.font.SysFont('freepixelregular', Size, True)
text = font.render(text, True, colort)
wn.blit(text, (xt, yt))
def cube(cx,cy,cw,ch,cubec):
pygame.draw.rect(wn, cubec, [cx, cy, cw, ch])
def floor(fx,fy,fw,fh):
pygame.draw.rect(wn, grey, [fx, fy, fw, fh])
pygame.draw.line(wn, black, (150,504), (800, 504), 10)
def sidebar(sx,sy,sw,sh):
pygame.draw.rect(wn, grey, [0, 0, 150, 600])
pygame.draw.line(wn, black, (154,0), (154, 500), 10)
def button(bx, by, bw, bh, text, abcol, bcol, colorchange):
global color
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if bx+bw > mouse[0] > bx and by+bh > mouse[1] > by:
Onbutton = True
pygame.draw.rect(wn, abcol, [bx, by, bw, bh])
if click[0] == 1 and colorchange != None:
color = colorchange
else:
pygame.draw.rect(wn, bcol, [bx, by, bw, bh])
Onbutton = False
font = pygame.font.SysFont('freepixelregular', 25,True)
text = font.render(text, True, black)
wn.blit(text, (bx + (bw/14), by + (bh/4)))
def main():
number = 0
toggle_fast = False
erase = False
cubex = [0] * number
cubey = [0] * number
cubec = [0] * number
cubew = 10 #cube size
cubeh = cubew
floory = 500
gravity = (cubew*-1)
clickt = False
exit = False
while not exit:
#________________ QUIT ________________________________________
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
toggle_fast = not toggle_fast
if event.key == pygame.K_v:
erase = not erase
#_____________________ Click / spawn cube / erase cube _____________________________
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if toggle_fast == False:
if event.type == pygame.MOUSEBUTTONDOWN:
if mouse[1] < floory and mouse[0] >= 154:
cubex.append(round((mouse[0]/cubew),0)*cubew)
cubey.append(round((mouse[1]/cubew),0)*cubew)
cubec.append(color)
if click[0] == 1 and toggle_fast == True:
print(erase)
if mouse[1] < floory and mouse[0] >= 154:
cubex.append(round((mouse[0]/cubew),0)*cubew)
cubey.append(round((mouse[1]/cubew),0)*cubew)
cubec.append(color)
#_____________________ GRAVITY _____________________________
for i in range(len(cubex)):
cubeR = pygame.Rect(cubex[i], cubey[i] + cubew, cubew, cubeh)
cisect = [j for j in range(len(cubey)) if j != i and cubeR.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
watercheck = [j for j in range(len(cubey)) if j != i and cubec[i] != (0, 150, 255) and cubec[j] == (0, 150, 255) and cubeR.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
if not any(cisect) and not (cubey[i] + cubew) >= floory:
if not cubec[i] == (100,100,100):
cubey[i] -= gravity
#for j in range(len(cubex):
# if any(watercheck):
# if not (cubey[i] + cubew) >= floory or any(cisect):
# oldposy = CUBEINFO[i][1]
# oldposx = CUBEINFO[i][0]
# CUBEINFO.append(oldposx, oldposy, (0, 150, 255))
#cubex.append(oldposx)
#cubey.append(oldposy)
#cubec.append((0, 150, 255))
#________water physics___________
cubeRxr = pygame.Rect(cubex[i] - cubew, cubey[i], cubew, cubeh)
cubeRxl = pygame.Rect(cubex[i] + cubew, cubey[i], cubew, cubeh)
cubeRdiagr = pygame.Rect(cubex[i] + 10, cubey[i] + 10, cubew, cubeh)
cubeRdiagl = pygame.Rect(cubex[i] - 10, cubey[i] + 10, cubew, cubeh)
cisectx = [j for j in range(len(cubex)) if j != i and cubeRxr.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
cisectxl = [j for j in range(len(cubex)) if j != i and cubeRxl.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
cisectdr = [j for j in range(len(cubex)) if j != i and cubeRdiagr.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
cisectdl = [j for j in range(len(cubex)) if j != i and cubeRdiagl.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
if cubec[i] == (0, 150, 255):
if (cubey[i] + cubew) >= floory or any(cisect): # on ground
if not (cubex[i] + cubew) >= 800 and not cubex[i] <= 164:
if any(cisectx) and not any(cisectxl): #going right because of right wall
cubex[i] += 10
elif any(cisectxl) and not any(cisectx): #going left because of left wall
cubex[i] -= 10
elif any(cisectx) and any(cisectxl):
cubex[i] += 0
elif any(cisect) or (cubey[i] + cubew) >= floory:
negative = [-10, 10]
cubex[i] += random.choice(negative)
elif any(cisect) and not any(cisectdl) and not any(cisectdr):
negative = [-10, 10]
cubex[i] += random.choice(negative)
#____________________ Element _____________________________
#_____________________ DRAW _____________________________
wn.fill(BACKGROUNDCOLOR)
floor(0,floory,800,100)
sidebar(0, 0, 150, 600)
for i in range(len(cubex)):
cube(cubex[i], cubey[i], cubew, cubeh, cubec[i])
cursor(round((mouse[0]/cubew),0)*cubew, round((mouse[1]/cubew),0)*cubew, cubew,)
button(20, 40, 50, 40, 'RCK', brock, rock, (125,125,125))
button(20, 85, 50, 40, 'SND', bsand, sand, (255,160,50))
button(20, 130, 50, 40, 'DRT', bdirt, dirt, (110, 45, 2))
button(20, 175, 50, 40, 'WTR', bwater, water, (0, 150, 255))
button(20, 220, 50, 40, 'WLL', bwall, wall, (100,100,100))
#(Font,Size,colort,xt,yt,message):
message(None, 20, black, 10,400,('ERASE:'+str(erase)))
pygame.display.update()
clock.tick(fps)
main()
pygame.quit()
quit()
可能是因为正方形的位置(称为立方体、立方体)位于不同的列表中或其他什么地方?
我刚开始使用python,所以这可能是一个愚蠢的错误
谢谢你的帮助!
推荐答案
提高游戏速度的唯一方法是避免在立方体数组中连续搜索。
要实现此目的,您必须更改数据的表示形式。你必须从另一个方向来思考这个问题。不要在某个位置搜索立方体,而是"询问"某个位置上是否有立方体。不是将多维数据集存储在列表中,而是创建一个二维游乐场网格,并将多维数据集与该网格中的某个字段相关联。
为多维数据集创建和对象(属性‘.dir’用于水,稍后解释):
class Cube:
def __init__(self, color):
self.color = color
self.dir = 1
创建空操场(每个字段由None
初始化):
cubew = 10 #cube size
cubeh = cubew
pg_rect = pygame.Rect(160, 0, 650, 500)
pg_size = (pg_rect.width // cubew, pg_rect.height // cubeh)
pg_grid = [[None for i in range(pg_size[1])] for j in range(pg_size[0])]
点击鼠标,就可以轻松地将立方体添加到操场上:
if event.type == pygame.MOUSEBUTTONDOWN:
if mouse[1] < floory and mouse[0] >= 154:
i, j = ((mouse[0]-pg_rect.left) // cubew, (mouse[1]-pg_rect.top) // cubeh)
if not pg_grid[i][j]:
pg_grid[i][j] = Cube(color)
若要绘制多维数据集,必须遍历整个字段:
for i in range(pg_size[0]):
for j in range(pg_size[1]):
if pg_grid[i][j]:
pos = (pg_rect.left + i * cubew, pg_rect.top + j * cubeh)
cube(*pos, cubew, cubeh, pg_grid[i][j].color)
为了更新立方体(重力、水)的位置,必须列出所有立方体,并且必须更改立方体在字段中的位置。
cubes = [(i, j) for i in range(pg_size[0]) for j in range(pg_size[1]-1, 0, -1) if pg_grid[i][j]]
for i, j in cubes:
# [...]
对于重力,必须检查立方体下方的场是否为"自由"(None
):
fall_down = pg_grid[i][j].color != wall
if fall_down and j < pg_size[1]-1 and pg_grid[i][j+1] == None:
pg_grid[i][j+1] = pg_grid[i][j]
pg_grid[i][j] = None
对于水效果,必须检查self.dir
所标识的立方体旁边的场是否为"自由",如果是"自由",则立方体前进。否则,它的方向必须改变:
is_water = pg_grid[i][j].color == water
if is_water:
if pg_grid[i][j].dir < 0:
if i <= 0 or pg_grid[i-1][j]:
pg_grid[i][j].dir = 1
else:
pg_grid[i-1][j] = pg_grid[i][j]
pg_grid[i][j] = None
else:
if i >= pg_size[0]-1 or pg_grid[i+1][j]:
pg_grid[i][j].dir = -1
else:
pg_grid[i+1][j] = pg_grid[i][j]
pg_grid[i][j] = None
请参见我对原始代码应用更改的示例:
import pygame
import time
import random
pygame.init()
clock = pygame.time.Clock()
fps = 120
wnx = 800
wny = 600
black = (0,0,0)
grey = (80,80,80)
white = (255,255,255)
black_transparent = (255,255,255,128)
red = (255,0,0)
BACKGROUNDCOLOR = (40,40,40)
#__ Elements __
sand = (255,160,50)
rock = (125,125,125)
bsand = (255,180,150)
brock = (180,180,180)
dirt = (110, 45, 0)
bdirt = (200, 90, 0)
water = (0, 150, 255)
bwater = (25, 200, 255)
wall = (100,100,100)
bwall = (140,140,140)
erase = False
Onbutton = False
color = sand
cubec = sand
wn = pygame.display.set_mode((wnx, wny))
wn.fill(white)
class Cube:
def __init__(self, color):
self.color = color
self.dir = 1
def cursor(cux,cuy,cuw):
boxc = pygame.draw.rect(wn, black, [cux, cuy, cuw, cuw], 1)
def message(Font,Size,colort,xt,yt,text):
font = pygame.font.SysFont('freepixelregular', Size, True)
text = font.render(text, True, colort)
wn.blit(text, (xt, yt))
def cube(cx,cy,cw,ch,cubec):
pygame.draw.rect(wn, cubec, [cx, cy, cw, ch])
def floor(fx,fy,fw,fh):
pygame.draw.rect(wn, grey, [fx, fy, fw, fh])
pygame.draw.line(wn, black, (150,504), (800, 504), 10)
def sidebar(sx,sy,sw,sh):
pygame.draw.rect(wn, grey, [0, 0, 150, 600])
pygame.draw.line(wn, black, (154,0), (154, 500), 10)
def button(bx, by, bw, bh, text, abcol, bcol, colorchange):
global color
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if bx+bw > mouse[0] > bx and by+bh > mouse[1] > by:
Onbutton = True
pygame.draw.rect(wn, abcol, [bx, by, bw, bh])
if click[0] == 1 and colorchange != None:
color = colorchange
else:
pygame.draw.rect(wn, bcol, [bx, by, bw, bh])
Onbutton = False
font = pygame.font.SysFont('freepixelregular', 25,True)
text = font.render(text, True, black)
wn.blit(text, (bx + (bw/14), by + (bh/4)))
def main():
number = 0
toggle_fast = False
erase = False
cubew = 10 #cube size
cubeh = cubew
pg_rect = pygame.Rect(160, 0, 650, 500)
pg_size = (pg_rect.width // cubew, pg_rect.height // cubeh)
pg_grid = [[None for i in range(pg_size[1])] for j in range(pg_size[0])]
floory = 500
gravity = (cubew*-1)
clickt = False
exit = False
while not exit:
#________________ QUIT ________________________________________
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
toggle_fast = not toggle_fast
if event.key == pygame.K_v:
erase = not erase
#_____________________ Click / spawn cube / erase cube _____________________________
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if toggle_fast == False:
if event.type == pygame.MOUSEBUTTONDOWN:
if mouse[1] < floory and mouse[0] >= 154:
i, j = ((mouse[0]-pg_rect.left) // cubew, (mouse[1]-pg_rect.top) // cubeh)
if not pg_grid[i][j]:
pg_grid[i][j] = Cube(color)
if click[0] == 1 and toggle_fast == True:
print(erase)
if mouse[1] < floory and mouse[0] >= 154:
i, j = ((mouse[0]-pg_rect.left) // cubew, (mouse[1]-pg_rect.top) // cubeh)
if not pg_grid[i][j]:
pg_grid[i][j] = Cube(color)
# update cubes
cubes = [(i, j) for i in range(pg_size[0]) for j in range(pg_size[1]-1, 0, -1) if pg_grid[i][j]]
for i, j in cubes:
fall_down = pg_grid[i][j].color != wall
is_water = pg_grid[i][j].color == water
if fall_down and j < pg_size[1]-1 and pg_grid[i][j+1] == None:
#_____________________ GRAVITY _____________________________
pg_grid[i][j+1] = pg_grid[i][j]
pg_grid[i][j] = None
elif is_water:
#________water physics___________
if pg_grid[i][j].dir < 0:
if i <= 0 or pg_grid[i-1][j]:
pg_grid[i][j].dir = 1
else:
pg_grid[i-1][j] = pg_grid[i][j]
pg_grid[i][j] = None
else:
if i >= pg_size[0]-1 or pg_grid[i+1][j]:
pg_grid[i][j].dir = -1
else:
pg_grid[i+1][j] = pg_grid[i][j]
pg_grid[i][j] = None
wn.fill(BACKGROUNDCOLOR)
floor(0,floory,800,100)
sidebar(0, 0, 150, 600)
# draw cubes
for i in range(pg_size[0]):
for j in range(pg_size[1]):
if pg_grid[i][j]:
pos = (pg_rect.left + i * cubew, pg_rect.top + j * cubeh)
cube(*pos, cubew, cubeh, pg_grid[i][j].color)
cursor(round((mouse[0]/cubew),0)*cubew, round((mouse[1]/cubew),0)*cubew, cubew,)
button(20, 40, 50, 40, 'RCK', brock, rock, (125,125,125))
button(20, 85, 50, 40, 'SND', bsand, sand, (255,160,50))
button(20, 130, 50, 40, 'DRT', bdirt, dirt, (110, 45, 2))
button(20, 175, 50, 40, 'WTR', bwater, water, (0, 150, 255))
button(20, 220, 50, 40, 'WLL', bwall, wall, (100,100,100))
#(Font,Size,colort,xt,yt,message):
message(None, 20, black, 10,400,('ERASE:'+str(erase)))
pygame.display.update()
clock.tick(fps)
main()
pygame.quit()
quit()
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