pyglet中的平铺地图,fps下降

时间:2019-02-06 18:24:54

标签: python-3.x pyglet

我的英语太烂了,我试图尽力写这个问题:D

我正在用Pyglet制作2D游戏,我需要制作平铺的地图。 1个图块= 50像素x 50像素 但是,当我绘制20个敌人的地图50x50磁贴时,这需要很大的PC功能,而我的fps从60fps下降到10fps 每块瓷砖和敌人都是成批绘制的。 我该怎么做才能提高游戏效率?

我尝试缩放图块,但每个图块上都有一个黑色边框,并且我想使用50x50像素的图块,而不是50x50 /比例

#Create blocks 50x50 pixels and replace with image names to get what i see.
from pyglet.window import key, FPSDisplay
import pyglet
import math

Background = pyglet.graphics.OrderedGroup(0)
Walls_Group = pyglet.graphics.OrderedGroup(1)

def preload_image(image):
    img = pyglet.image.load('images/' + image)
    return img

map_x = 50
map_y = 50
window_X = 1500
window_Y = 900

class GameWindow(pyglet.window.Window):

    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        self.set_location(100, 30)
        self.frame_rate = 1.0 / 100.0
        self.fps_display = FPSDisplay(self)
        self.fps_display.label.font_size = 30
        self.player_speed = 550
        self.right = False
        self.left = False
        self.up = False
        self.down = False
        self.map_load = False
        self.Walls_load = False
        self.map_scale = 1
        self.wall = preload_image('block.png')
        self.wall_list = []
        self.map_1_list = []
        self.sprite = preload_image('Grass_Green.png')
        self.main_batch = pyglet.graphics.Batch()

    def Mapka(self, x_size, y_size):

        for Y in range(y_size):
            for X in range(x_size):
                self.map_1_list.append(pyglet.sprite.Sprite(self.sprite, x=X * (self.sprite.width*self.map_scale), y=Y * (self.sprite.height*self.map_scale), batch=self.main_batch, group=Background))

        for i in self.map_1_list:
            i.scale = self.map_scale


    def Walls(self):
        self.times = math.ceil(map_x * (self.sprite.width*self.map_scale) / self.wall.width)  # Oblicza ilość ścian na dolnej części
        # mapy z zaokrągleniem

        self.times_y = math.ceil(map_y * (self.sprite.height*self.map_scale) / self.wall.height)

        for x in range(int(self.times)):
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=0, batch=self.main_batch, group=Walls_Group))
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=(self.times_y - 1) * self.wall.height,
                                     batch=self.main_batch, group=Walls_Group))
        for y in range(int(self.times_y)):
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=0, y=y * self.wall.height, batch=self.main_batch, group=Walls_Group))
            self.wall_list.append(pyglet.sprite.Sprite(self.wall, x=self.times * self.wall.width - self.wall.width,
                                                       y=y * self.wall.height, batch=self.main_batch,
                                                       group=Walls_Group))

    def on_draw(self):
        self.clear()
        if not self.map_load:
            self.Mapka(map_x, map_y)
            self.map_load = True
        if not self.Walls_load:
            self.Walls()
            self.Walls_load = True
        self.main_batch.draw()
        self.fps_display.draw()

    def on_key_press(self, symbol, modifiers):
        if symbol == key.D:
            self.right = True
        if symbol == key.A:
            self.left = True
        if symbol == key.W:
            self.up = True
        if symbol == key.S:
            self.down = True
        if symbol == key.ESCAPE:
            pyglet.app.exit()

    def on_key_release(self, symbol, modifiers):
        if symbol == key.D:
            self.right = False
        if symbol == key.A:
            self.left = False
        if symbol == key.W:
            self.up = False
        if symbol == key.S:
            self.down = False

    def update_space(self, dt):
        for space in self.map_1_list:
            space.update()
            space.y -= 0 * dt
            if self.right:
                space.x -= self.player_speed * dt
            if self.left:
                space.x += self.player_speed * dt
            if self.up:
                space.y -= self.player_speed * dt
            if self.down:
                space.y += self.player_speed * dt

    def update_wall(self, dt):
        for wall in self.wall_list:
            wall.update()
            if self.right:
                wall.x -= self.player_speed * dt
            if self.left:
                wall.x += self.player_speed * dt
            if self.up:
                wall.y -= self.player_speed * dt
            if self.down:
                wall.y += self.player_speed * dt

    def update(self, dt):
        self.update_wall(dt)
        self.update_space(dt)

if __name__ == "__main__":
    window = GameWindow(window_X, window_Y, "Gra", resizable=False)
    pyglet.clock.schedule_interval(window.update, window.frame_rate)
    pyglet.app.run()

我想拥有至少100 x 100的平铺地图,并且可以60 fps的速度运行。 平铺= 50x50像素 如果可以绘制图块,但仅绘制屏幕上可见的图块,则只能绘制X,Y屏幕。

1 个答案:

答案 0 :(得分:0)

好,所以这里的主要问题可能是schedule_interval,它无法尽快运行。主要是因为它会更新场景,并且会触发渲染。第二个是wall.update()调用(我不知道您为什么要打电话)的速度非常慢,并且您要进行width * height ^ 2次。而且效率很低。

有一个快速的解决方法。下面是一种建议的实现方法。

#Create blocks 50x50 pixels and replace with image names to get what i see.
from pyglet.window import key, FPSDisplay
import pyglet
import math
import time

Background = pyglet.graphics.OrderedGroup(0)
Walls_Group = pyglet.graphics.OrderedGroup(1)

def preload_image(image):
    img = pyglet.image.load('images/' + image)
    return img

map_x = 50
map_y = 50
window_X = 1500
window_Y = 900

class GameWindow(pyglet.window.Window):

    def __init__(self, *args, **kwargs):
        super(GameWindow, self).__init__(*args, **kwargs)
        self.set_location(100, 30)
        self.frame_rate = 1.0 / 100.0
        self.fps_display = FPSDisplay(self)
        self.fps_display.label.font_size = 30
        self.player_speed = 550
        self.right = False
        self.left = False
        self.up = False
        self.down = False
        self.map_load = False
        self.Walls_load = False
        self.map_scale = 1
        self.wall = preload_image('block.png')
        self.wall_list = []
        self.map_1_list = []
        self.sprite = preload_image('Grass_Green.jpg')
        self.main_batch = pyglet.graphics.Batch()
        self.alive = True
        self.last_scheduled_update = time.time()

        if not self.map_load:
            self.Mapka(map_x, map_y)
            self.map_load = True
        if not self.Walls_load:
            self.Walls()
            self.Walls_load = True

    def Mapka(self, x_size, y_size):

        for Y in range(y_size):
            for X in range(x_size):
                self.map_1_list.append(pyglet.sprite.Sprite(self.sprite, x=X * (self.sprite.width*self.map_scale), y=Y * (self.sprite.height*self.map_scale), batch=self.main_batch, group=Background))

        for i in self.map_1_list:
            i.scale = self.map_scale

    def Walls(self):
        self.times = math.ceil(map_x * (self.sprite.width*self.map_scale) / self.wall.width)  # Oblicza ilość ścian na dolnej części
        # mapy z zaokrągleniem

        self.times_y = math.ceil(map_y * (self.sprite.height*self.map_scale) / self.wall.height)

        for x in range(int(self.times)):
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=0, batch=self.main_batch, group=Walls_Group))
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=(self.times_y - 1) * self.wall.height,
                                     batch=self.main_batch, group=Walls_Group))
        for y in range(int(self.times_y)):
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=0, y=y * self.wall.height, batch=self.main_batch, group=Walls_Group))
            self.wall_list.append(pyglet.sprite.Sprite(self.wall, x=self.times * self.wall.width - self.wall.width,
                                                       y=y * self.wall.height, batch=self.main_batch,
                                                       group=Walls_Group))

    def render(self):
        self.clear()
        self.main_batch.draw()
        self.fps_display.draw()
        self.flip()

    def on_key_press(self, symbol, modifiers):
        if symbol == key.D:
            self.right = True
        if symbol == key.A:
            self.left = True
        if symbol == key.W:
            self.up = True
        if symbol == key.S:
            self.down = True
        if symbol == key.ESCAPE: # [ESC]
            self.alive = 0
        self.update(1)

    def on_key_release(self, symbol, modifiers):
        if symbol == key.D:
            self.right = False
        if symbol == key.A:
            self.left = False
        if symbol == key.W:
            self.up = False
        if symbol == key.S:
            self.down = False

    def update_space(self, dt):
        for space in self.map_1_list:
            space.update()
            space.y -= 0 * dt
            if self.right:
                space.x -= self.player_speed * dt
            if self.left:
                space.x += self.player_speed * dt
            if self.up:
                space.y -= self.player_speed * dt
            if self.down:
                space.y += self.player_speed * dt

    def update_wall(self, dt):
        for wall in self.wall_list:
            wall.update()
            if self.right:
                wall.x -= self.player_speed * dt
            if self.left:
                wall.x += self.player_speed * dt
            if self.up:
                wall.y -= self.player_speed * dt
            if self.down:
                wall.y += self.player_speed * dt

    def update(self, dt):
        self.update_wall(dt)
        self.update_space(dt)

    def run(self):
        while self.alive == 1:
            if time.time() - self.last_scheduled_update > 0.25:
                self.update(time.time() - self.last_scheduled_update)
                self.last_scheduled_update = time.time()
            self.render()

            # -----------> This is key <----------
            # This is what replaces pyglet.app.run()
            # but is required for the GUI to not freeze
            #
            event = self.dispatch_events()

if __name__ == "__main__":
    window = GameWindow(window_X, window_Y, "Gra", resizable=False)
    window.run()

这是对代码的最小更改,但是您可以使用自己的事件循环更改内置的调度程序,由您负责运行self.update()的时间和标准。在这种情况下,它每隔0.25秒间隔运行一次,并在每次触发on_keypress之后触发。

除非您四处走动,否则没有理由更新精灵的位置。或者在将来,当敌人/物体执行动作时。

使用此代码,我得到了稳定的144 FPS。
但是,还有更多要做的事情..因此,我将介绍long lasting tip来帮助您解决未来的瓶颈。我将演示您将如何使用它。

运行以上命令,将为您提供以下信息:

enter image description here

这清楚地显示了主要的循环行者为_wait_vsync
这使我意识到我忘记检查最明显的问题是这里的问题。那就是你和我忘记vsync=False到窗口对象。

这里的解决方案是:

window = GameWindow(window_X, window_Y, "Gra", resizable=False, vsync=False)

哪个给我:

enter image description here

是的,高于2700 FPS。
调用栈看起来甚至更多:

enter image description here

从现在开始,这里就是真正的挑战开始的地方。
完成的所有优化都是次要的,很难找到,调试起来很困难。

希望您拥有这些工具,并且了解在哪里以及为什么要看地方:)