当我运行脚本时,我在Pygame中获得大约1 FPS。我的代码中有什么导致这个?

时间:2018-06-14 18:19:37

标签: python pygame

我的电脑并不古老,所以没有足够的处理能力是不可能的。我认为这意味着它必须由我的代码中的某些东西引起,这需要很长时间才能执行。我仔细研究了我的代码,但我没有看到可能导致这种情况的原因。如果有人能够向我指出这个原因,我将非常感激。我的代码有4个模块:

dungeon_crawl.py

import pygame, sys

import game_function as gf
from tilemap import Tilemap
from player import Player

def run_game():
    # Start the game and create a screen object.
    pygame.init()
    screen_info = pygame.display.Info()
    screen = pygame.display.set_mode((screen_info.current_w, screen_info.current_h))
    pygame.display.set_caption('Dungeon Crawl')
    clock = pygame.time.Clock()

    # Create objects for classes.
    tilemap = Tilemap(screen)
    player = Player(screen)

    # Set the background color.
    bg_color = (255,255,255)

    # Game loop
    while True:
        gf.check_events(player)
        player.update()
        gf.update_screen(bg_color, screen, player)
        clock.tick(30)

run_game()_

game_function.py

import pygame, sys

from tilemap import Tilemap

def check_events(player):
    """Respond to keypresses and mouse events."""
    # Quit if the player closes out of the window.
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_d:
                # Move the player to the right.
                player.moving_right = True

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_d:
                player.moving_right = False

def update_screen(bg_color, screen, player):
    """Update images on the screen and flip to the new screen."""
    # Create objects for classes.
    tilemap = Tilemap(screen)

    # Redraw the screen during each pass through the loop.
    screen.fill(bg_color)
    tilemap.draw_self(screen, player.x, player.y)
    player.blitme()

    # Make the most recently drawn screen visible.
    pygame.display.flip()

player.py

import pygame

class Player():

    def __init__(self, screen):
        # Load the hero image and the screen and get their rects.
        self.image = pygame.transform.scale2x(pygame.image.load('hero.bmp'))
        self.screen = screen
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # Set position on screen.
        self.rect.centerx = 330
        self.rect.centery = 330

        # Set initial coordinates on the tilemap.
        self.x = 1000
        self.y = 1000

        # Movement flag
        self.moving_right = False

    def update(self):
        """Update the player's position based on the movement flags."""
        if self.moving_right:
            self.rect.centerx += 1

    def blitme(self):
        """Draw the player."""
        self.screen.blit(self.image, self.rect)

tilemap.py

import pygame
from pygame import sprite

class Tilemap():

    def __init__(self, screen):
        # Set constants.
        BLACK = (0,0,0)
        LIGHTGREY = (200,200,200)
        DARKGREY = (100,100,100)

        NONE = 0
        FLOOR = 1
        WALL = 2

        # Link each structure to its color.
        self.colors =   {
                            NONE: BLACK,
                            FLOOR: LIGHTGREY,
                            WALL: DARKGREY
                        }

        # Decide which structures block movements.
        self.block_movement =   {
                                    NONE: 'n',
                                    FLOOR: 'n',
                                    WALL: 'y',
                                }

        # Create tilemap.
        tiles = []

        for x in range(0, 2000):
            tiles.append([])
            for y in range(0, 2000):
                tiles[x].append(NONE)

        for i in range(0, 10):
            tiles[1001][1000 + i] = WALL

        self.tiles = tiles

        # Set size of tiles and map height/width in tiles.
        self.TILESIZE = 60
        self.MAPHEIGHT = 11
        self.MAPWIDTH = 11

    def draw_self(self, screen, playerx, playery):
        """Draw the map."""
        for row in range(self.MAPHEIGHT):
            for column in range(self.MAPWIDTH):
                pygame.draw.rect(screen, self.colors[self.tiles[playerx + column][playery + row]], (column * self.TILESIZE, row * self.TILESIZE, self.TILESIZE, self.TILESIZE))

1 个答案:

答案 0 :(得分:2)

每次更新屏幕时,都会创建一个新的# Example 1 @jet = current_store.jet || current_store.create_jet(marketplace: marketplace, seller_id: seller_id, auth_token: auth_token) if @jet.persisted? # passed validation or already existed else # failed validation end # Example 2 @jet = current_store.jet || current_store.create_jet(seller_id: seller_id) if @jet.update_attributes(marketplace: marketplace,auth_token: auth_token) # passed validation else # failed validation end 。在初始化程序中,您有以下代码:

Tilemap

意味着您使用嵌套for循环不必要地重新创建for x in range(0, 2000): tiles.append([]) for y in range(0, 2000): tiles[x].append(NONE) ,迭代Tilemap次(每个帧!),只是为了创建一个2D列表。这个列表不需要每帧都创建;它只需要在游戏中的每个场景之前创建。我相信它导致了性能问题。

我的猜测是你要将 dungeon_crawl.py 中的2,000 * 2,000 = 4,000,000变量传递给函数tilemap,而不是在函数的开头重新创建它。 / p>