Python Tkinter - 如何使某些代码使用更少的内存

时间:2016-03-06 10:30:27

标签: python memory tkinter processing

我在GUI中编写奥赛罗游戏。我已经开始研究翻转某些瓷砖的动画了,就在这里。当电路板上的瓷砖数量变大时,我的计算机将开始窒息。我不知道如何简化此代码或使用更少的内存。 (我可以使用自动驾驶键,我可以在没有动画的情况下以光速完成游戏。这很好用。)这是我用来翻转瓷砖的定义。

    def animateFlips(self, i):
    self._canvas.delete(tkinter.ALL)
    column_width = self._canvas.winfo_width()/Othello.COLUMNS
    row_height = (self._canvas.winfo_height()-self._scoreBoard)/Othello.ROWS
    newBoard = self._game.board
    animatedTileCoords = []
    color = ''
    oppcolor = ''
    if self._game.turn == 2:
        color = 'black'
        oppcolor = 'white'
    elif self._game.turn == 1:
        color = 'white'
        oppcolor = 'black'
    for x in range(Othello.COLUMNS):
        for y in range(Othello.ROWS):
            x1 = x * column_width
            y1 = y * row_height
            x2 = x1 + column_width
            y2 = y1 + row_height
            self._canvas.create_rectangle(x1,y1,x2,y2)
            if self._game.board[x][y] == 1:
                self._canvas.create_oval(x1,y1,x2,y2,fill='black')
            elif self._game.board[x][y] == 2:
                self._canvas.create_oval(x1,y1,x2,y2,fill='white')
            elif self._game.board[x][y] == 3 or self._game.board[x][y] == 4:
                animatedTileCoords.append([x,y])
    for x, y in animatedTileCoords:
        x1 = x * column_width
        y1 = y * row_height
        x2 = x1 + column_width
        y2 = y1 + row_height
        if i == 1:
            self._canvas.create_oval(x1,y1,x2,y2,fill=oppcolor)
            self._canvas.after(50, lambda: self.animateFlips(2))
        elif i == 2:
            self._canvas.create_oval(x1 + (column_width/4),y1,x1 + (3*column_width/4),y2,fill=oppcolor)
            self._canvas.after(50, lambda: self.animateFlips(3))
        elif i == 3:
            self._canvas.create_oval(x1 + (column_width/2),y1,x1 + (column_width/2),y2,fill=oppcolor)
            self._canvas.after(50, lambda: self.animateFlips(4))
        elif i == 4:
            self._canvas.create_oval(x1 + (column_width/4),y1,x1 + (3*column_width/4),y2,fill=color)
            self._canvas.after(50, lambda: self.animateFlips(5))
        elif i == 5:
            self._canvas.create_oval(x1,y1,x2,y2,fill=color)
            newBoard[x][y] = Othello.nextTurn(self._game.turn)
    self._game = GameState(board = newBoard, turn = self._game.turn, skipped = 0)
    self.displayMoves()
    self.displayButtons()
    self.displayInfo()
    self.displayWinner(self.getWinner())
    self._canvas.bind('<Configure>',self.draw_handler)

1 个答案:

答案 0 :(得分:2)

最简单的解决方案是不在每次迭代中删除和重新创建游戏片段。绘制一次,然后使用itemconfig方法改变游戏块的外观。

更好的是创建一个GamePiece类,以便每个部分由此类表示。然后,在类中移动动画功能。这将使您的主要逻辑更多更容易理解。