本文介绍了将多进程与PYGAME结合使用?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
在我用pyGame制作的简单的蛇游戏中,我试图将输入循环与游戏逻辑分开,但是,我真的很难弄清楚为什么在运行程序时没有发生任何事情。
我尝试在子进程中导入pyGame,检查子进程中的错误,但一无所获。我在谷歌上查了一下,但找不到任何有用的例子,也找不到类似的问题。有人想过这些东西吗?
好的,代码如下:
import pygame
import time
import multiprocessing as mp
import random as rnd
pygame.init()
def event_to_dict(event: pygame.event) -> dict:
return {
'type': event.type,
'key': event.key if event.type == pygame.KEYDOWN else None,
}
class SnakeBoard:
def __init__(self, rows: int, columns: int):
self.rows = rows
self.columns = columns
self.vertices = []
self.odd_column = False
self.buff = []
for _ in range(self.rows):
self.buff.append([' ' for _ in range(self.columns)])
def initialize(self):
for r in range(self.rows):
for c in range(self.columns):
self.buff[r][c] = ' '
self.odd_column = (self.columns >> 1) % 2 == 1
self.buff[self.rows >> 1][self.columns >> 1] = 'u25cb'
self.vertices = [(self.rows >> 1, self.columns >> 1)]
def place_food(self):
while True:
r = rnd.randint(0, self.rows - 1)
c = rnd.randint(0, self.columns - 1)
codd = c % 2 == 1
if (codd and self.odd_column or not codd and not self.odd_column) and self.buff[r][c] != 'u25cb':
self.buff[r][c] = 'u25c9'
break
def tick(self, direction: int) -> bool:
nr, nc = self.vertices[-1]
if direction == 0:
nr -= 1
elif direction == 1:
nc += 1
elif direction == 2:
nr += 1
elif direction == 3:
nc -= 1
else:
print("Invalid direction for snake")
exit(1)
if nr >= self.rows or nc >= self.columns or nr < 0 or nc < 0 or self.buff[nr][nc] == 'u25cb':
return False
self.vertices.append((nr, nc))
self.vertices.pop(0)
return True
class SnakeGame(SnakeBoard):
def __init__(self, rows: int, columns: int):
super().__init__(rows, columns)
self.score = 0
self.direction = 0
self.initialize()
self.place_food()
def tick(self, direction: int = -1) -> bool:
v = super().tick(self.direction if direction < 0 else direction)
if self.buff[self.vertices[-1][0]][self.vertices[-1][1]] == 'u25c9':
self.score += 1
self.vertices.append(self.vertices[-1])
self.place_food()
for r in range(self.rows):
for c in range(self.columns):
if (r, c) in self.vertices:
self.buff[r][c] = 'u25cb'
elif self.buff[r][c] != 'u25c9' and self.buff[r][c] != ' ':
self.buff[r][c] = ' '
return v
class GameLoop(mp.Process):
def __init__(self, q: object, size: list):
super().__init__()
self.q = q
self.size = size
self.g = SnakeGame(size[1] // 10, size[0] // 10)
self.g.initialize()
self.g.place_food()
self.screen = None
self.game_surf = None
self.font = None
def run(self) -> None:
try:
import pygame
pygame.init()
self.screen = pygame.display.set_mode(self.size)
self.game_surf = pygame.Surface(self.size)
self.font = pygame.font.SysFont('roboto', 16)
is_running = True
while is_running:
if self.q.poll(0):
d = self.q.recv()
if d is not None:
if d['type'] == pygame.KEYDOWN:
if d['key'] == pygame.K_a:
self.g.direction = 3
elif d['key'] == pygame.K_s:
self.g.direction = 2
elif d['key'] == pygame.K_d:
self.g.direction = 1
elif d['key'] == pygame.K_w:
self.g.direction = 0
elif d['key'] == pygame.K_ESCAPE:
is_running = False
else:
is_running = False
self.game_surf.fill((255, 255, 255))
for ri, r in enumerate(self.g.buff):
for ci, c in enumerate(r):
if c == 'u25cb':
# print("Drawing a snake at {}, {}".format(ri * 10, ci * 10))
pygame.draw.circle(self.game_surf,
(0, 0, 255),
((ci * 10) + 5, (ri * 10) + 5),
5)
elif c == 'u25c9':
# wprint("Placing food at {}, {}".format(ci, ri))
pygame.draw.circle(self.game_surf,
(0, 127, 255),
((ci * 10) + 5, (ri * 10) + 5),
5)
timg = self.font.render("Score: {}, Level: {}".format(self.g.score, self.g.score // 10 + 1),
True,
(0, 0, 0))
self.screen.blit(self.game_surf, (0, 0))
self.screen.blit(timg, (0, 0))
pygame.display.flip()
if self.g.tick():
time.sleep(1 / ((int(self.g.score / 10 + 1)) * 10))
else:
timg = self.font.render("Game Over! Would you like to try again?", True, (0, 0, 0))
self.screen.blit(timg, ((self.size[0] >> 1) - 150, self.size[1] >> 1))
timg = self.font.render("Yes", True, (0, 0, 0))
btn_pos = ((self.size[0] >> 1) - 25, (self.size[1] >> 1) + 20)
self.screen.blit(timg, btn_pos)
pygame.display.flip()
while True:
event = pygame.event.wait()
if event.type == pygame.QUIT:
is_running = False
break
elif event.type == pygame.MOUSEBUTTONUP:
mx, my = pygame.mouse.get_pos()
if btn_pos[0] - 5 <= mx <= btn_pos[0] + 30 and btn_pos[1] - 5 <= my <= btn_pos[1] + 20:
self.g.initialize()
self.g.place_food()
self.g.score = 0
break
self.q.close()
except Exception as e:
print(e)
if __name__ == '__main__':
size = [800, 600]
parent, child = mp.Pipe()
p = GameLoop(child, size)
p.start()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
ed = event_to_dict(event)
parent.send(ed)
parent.close()
p.join()
pygame.quit()
抱歉,这有点奇怪,这是从主机迁移到pyGame的,所以一些逻辑仍然使用Unicode符号。
图形用户界面
通常在推荐答案应用程序中,希望将图形用户界面与逻辑分开是很常见的。 这样做有好处,因为这意味着即使您的逻辑 很忙。然而,为了同时运行,有许多缺点,包括 管理费用。同样重要的是要知道,Python不是"线程安全的",所以您可以中断 如果你不小心的话(见竞争条件)。
无并发的简化示例
您的示例相当复杂,所以让我们从一个简单的示例开始: 移动点import pygame
import numpy as np
# Initialise parameters
#######################
size = np.array([800, 600])
position = size / 2
direction = np.array([0, 1]) # [x, y] vector
speed = 2
running = True
pygame.init()
window = pygame.display.set_mode(size)
pygame.display.update()
# Game loop
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
direction = np.array([0, -1])
elif event.key == pygame.K_a:
direction = np.array([-1, 0])
elif event.key == pygame.K_s:
direction = np.array([0, 1])
elif event.key == pygame.K_d:
direction = np.array([1, 0])
position += direction * speed
if position[0] < 0 or position[0] > size[0] or position[1] < 0 or position[1] > size[1]:
running = False
pygame.time.wait(10) # Limit the speed of the loop
window.fill((0, 0, 0))
pygame.draw.circle(window, (0, 0, 255), position, 10)
pygame.display.update()
pygame.quit()
quit()
我们将把游戏逻辑从图形用户界面中分离出来
突变处理和其他选项:
因此,在Python中的多处理允许您通过多个解释器同时利用多个核心。 虽然这听起来不错,但就I/O而言:它带来了更高的管理费用,而且根本没有帮助(它很可能 损害了你的表现)。线程和异步都在一个内核上运行,也就是说它们不是"并行"计算。但 它们所允许的是在等待其他代码完成的同时完成代码。换句话说,您可以输入命令 当你的逻辑在别处快乐地运行时。TLDR:一般规则:
- CPU绑定(100%内核)程序:使用多处理,
- I/O受限程序:使用线程或异步
线程版本
import pygame
import numpy as np
import threading
import time
class Logic:
# This will run in another thread
def __init__(self, size, speed=2):
# Private fields -> Only to be edited locally
self._size = size
self._direction = np.array([0, 1]) # [x, y] vector, underscored because we want this to be private
self._speed = speed
# Threaded fields -> Those accessible from other threads
self.position = np.array(size) / 2
self.input_list = [] # A list of commands to queue up for execution
# A lock ensures that nothing else can edit the variable while we're changing it
self.lock = threading.Lock()
def _loop(self):
time.sleep(0.5) # Wait a bit to let things load
# We're just going to kill this thread with the main one so it's fine to just loop forever
while True:
# Check for commands
time.sleep(0.01) # Limit the logic loop running to every 10ms
if len(self.input_list) > 0:
with self.lock: # The lock is released when we're done
# If there is a command we pop it off the list
key = self.input_list.pop(0).key
if key == pygame.K_w:
self._direction = np.array([0, -1])
elif key == pygame.K_a:
self._direction = np.array([-1, 0])
elif key == pygame.K_s:
self._direction = np.array([0, 1])
elif key == pygame.K_d:
self._direction = np.array([1, 0])
with self.lock: # Again we call the lock because we're editing
self.position += self._direction * self._speed
if self.position[0] < 0
or self.position[0] > self._size[0]
or self.position[1] < 0
or self.position[1] > self._size[1]:
break # Stop updating
def start_loop(self):
# We spawn a new thread using our _loop method, the loop has no additional arguments,
# We call daemon=True so that the thread dies when main dies
threading.Thread(target=self._loop,
args=(),
daemon=True).start()
class Game:
# This will run in the main thread and read data from the Logic
def __init__(self, size, speed=2):
self.size = size
pygame.init()
self.window = pygame.display.set_mode(size)
self.logic = Logic(np.array(size), speed)
self.running = True
def start(self):
pygame.display.update()
self.logic.start_loop()
# any calls made to the other thread should be read only
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.KEYDOWN:
# Here we call the lock because we're updating the input list
with self.logic.lock:
self.logic.input_list.append(event)
# Another lock call to access the position
with self.logic.lock:
self.window.fill((0, 0, 0))
pygame.draw.circle(self.window, (0, 0, 255), self.logic.position, 10)
pygame.display.update()
pygame.time.wait(10)
pygame.quit()
quit()
if __name__ == '__main__':
game = Game([800, 600])
game.start()
那么取得了什么成果?
像这样轻巧的东西并不需要任何性能升级。然而,这确实允许的是
即使它背后的逻辑挂起,pyGame图形用户界面也将保持被动反应。要在行动中看到这一点,我们可以将逻辑
循环进入睡眠状态,然后查看我们仍然可以移动图形用户界面、点击内容、输入命令等。
更改:
# Change this under _loop(self) [line 21]
time.sleep(0.01)
# to this
time.sleep(2)
# if we tried this in the original loop the program becomes glitchy
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