我一直在创建一个简单的基于tile的游戏来帮助我学习python和wx python。对于初学者我想创建自己的'世界'并测试我制作的简单地图生成器,我绑定返回键以生成新地图并显示它。 那是我遇到这个问题的时候。每次点击返回时它都会减慢很多,逐行呈现每个图块(这显然是缓慢而低效的)并最终冻结。
我是一名新手程序员,从未处理过任何形式的GUI,所以这对我来说都很新鲜,请耐心等待!我可以猜测,我设置的东西对于机器来说是非常繁琐的,也许我正在引起很多递归。我根本不知道。我也不太熟悉OOP所以我只是按照例子来创建我的类(因此为什么我只有一个处理所有内容的大型类,我不太确定所有'__ something__'函数。)
以下是我到目前为止编写的所有代码,请忽略已注释掉的部分,它们用于将来的功能等:
import wx
import random
#main screen class, handles all events within the main screen
class MainScreen(wx.Frame):
hMap = []
tTotalX = 50
tTotalY = 50
def __init__(self, *args, **kwargs):
#This line is equivilant to wx.Frame.__init__('stuff')
super(MainScreen, self).__init__(None, -1, 'You shouldnt see this', style = wx.SYSTEM_MENU | wx.CAPTION | wx.CLOSE_BOX)
self.renderScreen()
def genMap(self,tTotalX,tTotalY):
count1 = 0
count2 = 0
self.hMap = []
while count1 < tTotalY:
count2 = 0
newrow = []
while count2 < tTotalX:
newrow.append(random.randint(1,120))
count2 += 1
self.hMap.append(newrow)
count1 += 1
self.smooth(tTotalX, tTotalY)
self.smooth(tTotalX, tTotalY)
def smooth(self, tTotalX, tTotalY):
countx = 0
county = 0
while county < tTotalY:
countx = 0
while countx < tTotalX:
above = county - 1
below = int(county + 1)
east = int(countx + 1)
west = int(countx - 1)
if east >= tTotalX:
east = 0
if west < 0:
west = tTotalX -1
teast = self.hMap[county][east]
twest = self.hMap[county][west]
if above < 0 or below >= tTotalY:
smooth = (self.hMap[county][countx] + teast + twest)/3
else:
tabove = self.hMap[above][countx]
tbelow = self.hMap[below][countx]
smooth = (self.hMap[county][countx] + tabove + tbelow + teast + twest)/5
self.hMap[countx][county] = int(smooth)
countx += 1
county += 1
def getTileType(self, coordX, coordY, totalX, totalY):
#this is the part of map creation, getting tile type based on tile attributes
tType = ''
height = self.hMap[coordX][coordY]
#the below values are all up to tweaking in order to produce the best maps
if height <= 55:
tType = 'ocean.png'
if height > 55:
tType = 'coast.png'
if height > 60:
tType = 'grassland.png'
if height > 75:
tType = 'hills.png'
if height > 80:
tType = 'mountain.png'
if tType == '':
tType = 'grassland.png'
return tType
#render the main screen so that it dislays all data
def renderScreen(self):
frameSize = 810 #Size of the game window
tTotalX = self.tTotalX #the dimensions of the tile display, setting for in-game coordinates
tTotalY = self.tTotalY
#tsTiny = 1 #ts = Tile Size
#tsSmall = 4
tsMed = 16
#tsLrg = 32
#tsXlrg = 64
tsCurrent = tsMed #the currently selected zoom level, for now fixed at tsMed
pposX = 0 #ppos = Pixel Position
pposY = 0
tposX = 0 #tpos = tile position, essentially the tile co-ordinates independent of pixel position
tposY = 0
#The below is just an example of how to map out the grid, it should be in its own function in due time
self.genMap(tTotalX, tTotalY)
while tposY < tTotalY: #loops through all y coordinates
tposX = 0
while tposX < tTotalX: #loops through all x coordinates
pposX = tposX*tsCurrent
pposY = tposY*tsCurrent
tiletype = self.getTileType(tposX,tposY,tTotalX,tTotalY)
img = wx.Image(('F:\First Pass\\' + str(tiletype)), wx.BITMAP_TYPE_ANY).ConvertToBitmap()
wx.StaticBitmap(self, -1, img, (pposX, pposY))#paints the image object (i think)
tposX += 1
tposY += 1
self.Bind(wx.EVT_KEY_DOWN, self.onclick)
self.SetSize((frameSize-4, frameSize+16))
self.SetBackgroundColour('CYAN')
self.Centre()
self.SetTitle('Nations First Pass')
#string = wx.StaticText(self, label = 'Welcome to Nations, First Pass', pos = (tTotalX*tsCurrent/2,tsCurrent*tTotalY/2))
#string.SetFont(wx.SystemSettings_GetFont(wx.SYS_SYSTEM_FONT))
self.Show()
def onclick(self, e):
key = e.GetKeyCode()
if key == wx.WXK_RETURN:
self.renderScreen()
#game loop
def main():
app = wx.App()
MainScreen(None)
app.MainLoop()
if __name__ == '__main__':
main()
你需要制作你自己的'ocean.png''shore.png''grassland.png''hills.png'和'mountain.png'(它们需要16x16像素)或者你可以使用我的Imgur链接:
另外,请根据需要更改img代码中的文件路径。我需要弄清楚如何设置它自己做,但这是另一天的另一个挑战。
如果您对此有任何见解,我将非常感激。
答案 0 :(得分:0)
每次调用renderScreen时,您都在创建一组新的wx.StaticBitmaps,并且在创建新集之前不会删除它们。过了一段时间,你会有大量的小部件堆叠起来,旧的小部件不再可见,但仍有消耗资源。至少你应该改变一些东西,这样你的程序只会生成一组wx.StaticBitmaps,跟踪它们,然后在你想要更改它们时调用它们的SetBitmap方法。
为了获得更好的性能,您应该忘记StaticBitmaps并在EVT_PAINT处理程序中自己绘制图像。 StaticBitmaps旨在“静态”,IOW不会发生太大变化。相反,你可以为窗口实现一个EVT_PAINT处理程序,只要窗口需要重绘就会被调用,只需调用窗口的Refresh方法就可以触发新的重绘。