我正在尝试在我的MBP 2013(i5,4go RAM,intel iris 1536mo)上与Pygame制作视频游戏,我在网上找到的任何样本都是疯狂的。 但是,如果我使用较旧的Mac(2011)推出这些游戏 - 但使用专用图形卡(??) - 我可以玩没有FPS问题的游戏
以下是其中一个示例(来自http://programarcadegames.com/index.php?lang=en&chapter=example_code_platformer)
我尝试change pygame.display.flip()
pygame.display.update()
没有成功,clock.tick(30)
pygame.timer.wait()
随机结果......
任何可以解决我问题的想法?
"""
Sample Python/Pygame Programs
Simpson College Computer Science
http://programarcadegames.com/
http://simpson.edu/computer-science/
From:
http://programarcadegames.com/python_examples/f.php?file=platform_scroller.py
Explanation video: http://youtu.be/QplXBw_NK5Y
Part of a series:
http://programarcadegames.com/python_examples/f.php?file=move_with_walls_example.py
http://programarcadegames.com/python_examples/f.php?file=maze_runner.py
http://programarcadegames.com/python_examples/f.php?file=platform_jumper.py
http://programarcadegames.com/python_examples/f.php?file=platform_scroller.py
http://programarcadegames.com/python_examples/f.php?file=platform_moving.py
http://programarcadegames.com/python_examples/sprite_sheets/
"""
import pygame
import time
# Global constants
# Colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
RED = ( 255, 0, 0)
GREEN = ( 0, 255, 0)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Player(pygame.sprite.Sprite):
"""
This class represents the bar at the bottom that the player controls.
"""
# -- Attributes
# Set speed vector of player
change_x = 0
change_y = 0
# List of sprites we can bump against
level = None
# -- Methods
def __init__(self):
""" Constructor function """
# Call the parent's constructor
super().__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
width = 40
height = 60
self.image = pygame.Surface([width, height])
self.image.fill(RED)
# Set a referance to the image rect.
self.rect = self.image.get_rect()
def update(self):
""" Move the player. """
# Gravity
self.calc_grav()
# Move left/right
self.rect.x += self.change_x
# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# If we are moving right,
# set our right side to the left side of the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
def calc_grav(self):
""" Calculate effect of gravity. """
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35
# See if we are on the ground.
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height
def jump(self):
""" Called when user hits 'jump' button. """
# move down a bit and see if there is a platform below us.
# Move down 2 pixels because it doesn't work well if we only move down 1
# when working with a platform moving down.
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
self.change_y = -10
# Player-controlled movement:
def go_left(self):
""" Called when the user hits the left arrow. """
self.change_x = -6
def go_right(self):
""" Called when the user hits the right arrow. """
self.change_x = 6
def stop(self):
""" Called when the user lets off the keyboard. """
self.change_x = 0
class Platform(pygame.sprite.Sprite):
""" Platform the user can jump on """
def __init__(self, width, height):
""" Platform constructor. Assumes constructed with user passing in
an array of 5 numbers like what's defined at the top of this code.
"""
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(GREEN)
self.rect = self.image.get_rect()
class Level():
""" This is a generic super-class used to define a level.
Create a child class for each level with level-specific
info. """
# Lists of sprites used in all levels. Add or remove
# lists as needed for your game.
platform_list = None
enemy_list = None
# How far this world has been scrolled left/right
world_shift = 0
def __init__(self, player):
""" Constructor. Pass in a handle to player. Needed for when moving
platforms collide with the player. """
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
# Update everythign on this level
def update(self):
""" Update everything in this level."""
self.platform_list.update()
self.enemy_list.update()
def draw(self, screen):
""" Draw everything on this level. """
# Draw the background
screen.fill(BLUE)
# Draw all the sprite lists that we have
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
def shift_world(self, shift_x):
""" When the user moves left/right and we need to scroll everything: """
# Keep track of the shift amount
self.world_shift += shift_x
# Go through all the sprite lists and shift
for platform in self.platform_list:
platform.rect.x += shift_x
for enemy in self.enemy_list:
enemy.rect.x += shift_x
# Create platforms for the level
class Level_01(Level):
""" Definition for level 1. """
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player)
self.level_limit = -1000
# Array with width, height, x, and y of platform
level = [[210, 70, 500, 500],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
# Create platforms for the level
class Level_02(Level):
""" Definition for level 2. """
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player)
self.level_limit = -1000
# Array with type of platform, and x, y location of the platform.
level = [[210, 30, 450, 570],
[210, 30, 850, 420],
[210, 30, 1000, 520],
[210, 30, 1120, 280],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
def main():
""" Main Program """
pygame.init()
# Set the height and width of the screen
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Side-scrolling Platformer")
# Create the player
player = Player()
# Create all the levels
level_list = []
level_list.append(Level_01(player))
level_list.append(Level_02(player))
# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
#Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
tick = 0
current_milli_time = lambda: int(round(time.time() * 1000))
mtime = current_milli_time()
while not done:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
# Update the player.
active_sprite_list.update()
# Update items in the level
current_level.update()
# If the player gets near the right side, shift the world left (-x)
if player.rect.right >= 500:
diff = player.rect.right - 500
player.rect.right = 500
current_level.shift_world(-diff)
# If the player gets near the left side, shift the world right (+x)
if player.rect.left <= 120:
diff = 120 - player.rect.left
player.rect.left = 120
current_level.shift_world(diff)
# If the player gets to the end of the level, go to the next level
current_position = player.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
if tick %30 == 0:
print (current_milli_time() - mtime)
mtime = current_milli_time()
tick+=1
# Limit to 30 frames per second
clock.tick(30)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
if __name__ == "__main__":
main()
答案 0 :(得分:0)
游戏表现取决于以下因素:
1. CPU usage required for the game
2. Graphics card and their drivers
3. Random Access Memory aka RAM
因为Pygame程序不是什么工业程序,所以游戏中的CPU使用率不应太高。至于显卡,你应该全部设置,我的意思是它是一台MacBook Pro。你可能有英特尔高清显卡。最后你的RAM,可能是滞后的来源。
RAM存储当前用户会话的已用数据。如果你只有2 GB的内存,并且游戏中有数千个资产和变量,那么你肯定会使用大量的内存。你可以:
1. Limit other processes or programs.
2. Compress game assets and variables.
3. Upgrade the amount of RAM.
如果你绝望,只能选择最后一个。