在简单游戏中Pygame的帧率较低

时间:2019-03-09 03:03:54

标签: python python-3.x pygame game-physics

我正在制作沙盒游戏/模拟游戏,除了更简单之外,它看起来像danball.com上的Powdergame。

当生成一定数量的正方形时,我的游戏就会停滞

不要关注评论

import pygame
import time
import random

pygame.init()

clock = pygame.time.Clock()

fps = 120

wnx = 800
wny = 600

black = (0,0,0)
grey = (80,80,80)
white = (255,255,255)
black_transparent = (255,255,255,128)
red = (255,0,0)
BACKGROUNDCOLOR = (40,40,40)

#__ Elements __

sand = (255,160,50)
rock = (125,125,125)
bsand = (255,180,150)
brock = (180,180,180)
dirt = (110, 45, 0)
bdirt = (200, 90, 0)
water = (0, 150, 255)
bwater = (25, 200, 255)
wall = (100,100,100)
bwall = (140,140,140)

erase = False

Onbutton = False
color = sand
cubec = sand

wn = pygame.display.set_mode((wnx, wny))
wn.fill(white)

def cursor(cux,cuy,cuw):
    boxc = pygame.draw.rect(wn, black, [cux, cuy, cuw, cuw], 1)                    


def message(Font,Size,colort,xt,yt,text):
    font = pygame.font.SysFont('freepixelregular', Size, True)
    text = font.render(text, True, colort)
    wn.blit(text, (xt, yt))



def cube(cx,cy,cw,ch,cubec):
    pygame.draw.rect(wn, cubec, [cx, cy, cw, ch])


def floor(fx,fy,fw,fh):
    pygame.draw.rect(wn, grey, [fx, fy, fw, fh])
    pygame.draw.line(wn, black, (150,504), (800, 504), 10)

def sidebar(sx,sy,sw,sh):
    pygame.draw.rect(wn, grey, [0, 0, 150, 600])
    pygame.draw.line(wn, black, (154,0), (154, 500), 10)


def button(bx, by, bw, bh, text, abcol, bcol, colorchange):

    global color

    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()


    if bx+bw > mouse[0] > bx and by+bh > mouse[1] > by:
        Onbutton = True
        pygame.draw.rect(wn, abcol, [bx, by, bw, bh])
        if click[0] == 1 and colorchange != None:
            color = colorchange

    else:
        pygame.draw.rect(wn, bcol, [bx, by, bw, bh])
        Onbutton = False





    font = pygame.font.SysFont('freepixelregular', 25,True)
    text = font.render(text, True, black)
    wn.blit(text, (bx + (bw/14), by + (bh/4)))


def main():


    number = 0

    toggle_fast = False
    erase = False


    cubex = [0] * number
    cubey = [0] * number
    cubec = [0] * number
    cubew = 10  #cube size
    cubeh = cubew


    floory = 500

    gravity = (cubew*-1)


    clickt = False

    exit = False



    while not exit:



        #________________ QUIT ________________________________________

        for event in pygame.event.get():

            if event.type == pygame.QUIT:
                exit = True

            if event.type == pygame.KEYDOWN:

                if event.key == pygame.K_SPACE:
                    toggle_fast = not toggle_fast
                if event.key == pygame.K_v:
                    erase = not erase


        #_____________________ Click / spawn cube / erase cube _____________________________

            mouse = pygame.mouse.get_pos()
            click = pygame.mouse.get_pressed()

            if toggle_fast == False:

                if event.type == pygame.MOUSEBUTTONDOWN:
                    if mouse[1] < floory and mouse[0] >= 154:



                        cubex.append(round((mouse[0]/cubew),0)*cubew)
                        cubey.append(round((mouse[1]/cubew),0)*cubew)
                        cubec.append(color)





            if click[0] == 1 and toggle_fast == True:
                print(erase)
                if mouse[1] < floory and mouse[0] >= 154:



                    cubex.append(round((mouse[0]/cubew),0)*cubew)
                    cubey.append(round((mouse[1]/cubew),0)*cubew)
                    cubec.append(color)




        #_____________________ GRAVITY _____________________________

        for i in range(len(cubex)):
            cubeR = pygame.Rect(cubex[i], cubey[i] + cubew, cubew, cubeh)
            cisect = [j for j in range(len(cubey)) if j != i and cubeR.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
            watercheck = [j for j in range(len(cubey)) if j != i and cubec[i] != (0, 150, 255) and cubec[j] == (0, 150, 255) and cubeR.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]

            if not any(cisect) and not (cubey[i] + cubew) >= floory:
                if not cubec[i] == (100,100,100):
                    cubey[i] -= gravity



            #for j in range(len(cubex):
            #   if any(watercheck):
            #       if not (cubey[i] + cubew) >= floory or any(cisect):
        #               oldposy = CUBEINFO[i][1] 
        #               oldposx = CUBEINFO[i][0]

        #               CUBEINFO.append(oldposx, oldposy, (0, 150, 255))

                        #cubex.append(oldposx)
                        #cubey.append(oldposy)
                        #cubec.append((0, 150, 255))



        #________water physics___________   

            cubeRxr = pygame.Rect(cubex[i] - cubew, cubey[i], cubew, cubeh)
            cubeRxl = pygame.Rect(cubex[i] + cubew, cubey[i], cubew, cubeh)
            cubeRdiagr = pygame.Rect(cubex[i] + 10, cubey[i] + 10, cubew, cubeh)
            cubeRdiagl = pygame.Rect(cubex[i] - 10, cubey[i] + 10, cubew, cubeh)
            cisectx = [j for j in range(len(cubex)) if j != i and cubeRxr.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
            cisectxl = [j for j in range(len(cubex)) if j != i and cubeRxl.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]
            cisectdr = [j for j in range(len(cubex)) if j != i and cubeRdiagr.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))] 
            cisectdl = [j for j in range(len(cubex)) if j != i and cubeRdiagl.colliderect(pygame.Rect(cubex[j], cubey[j], cubew, cubeh))]



            if cubec[i] == (0, 150, 255):

                if (cubey[i] + cubew) >= floory or any(cisect):  # on ground


                    if not (cubex[i] + cubew) >= 800 and not cubex[i] <= 164:


                        if any(cisectx) and not any(cisectxl):                                              #going right because of right wall
                            cubex[i] += 10
                        elif any(cisectxl) and not any(cisectx):                                                #going left because of left wall
                            cubex[i] -= 10

                        elif any(cisectx) and any(cisectxl):
                            cubex[i] += 0

                        elif any(cisect) or (cubey[i] + cubew) >= floory:

                            negative = [-10, 10]
                            cubex[i] += random.choice(negative)

                        elif any(cisect) and not any(cisectdl) and not any(cisectdr):
                            negative = [-10, 10]
                            cubex[i] += random.choice(negative) 




        #____________________ Element _____________________________

        #_____________________ DRAW _____________________________

        wn.fill(BACKGROUNDCOLOR)

        floor(0,floory,800,100)
        sidebar(0, 0, 150, 600)

        for i in range(len(cubex)):
            cube(cubex[i], cubey[i], cubew, cubeh, cubec[i])

        cursor(round((mouse[0]/cubew),0)*cubew, round((mouse[1]/cubew),0)*cubew, cubew,)

        button(20, 40, 50, 40, 'RCK', brock, rock, (125,125,125))
        button(20, 85, 50, 40, 'SND', bsand, sand, (255,160,50))
        button(20, 130, 50, 40, 'DRT', bdirt, dirt, (110, 45, 2))
        button(20, 175, 50, 40, 'WTR', bwater, water, (0, 150, 255))
        button(20, 220, 50, 40, 'WLL', bwall, wall, (100,100,100))

        #(Font,Size,colort,xt,yt,message):
        message(None, 20, black, 10,400,('ERASE:'+str(erase)))

        pygame.display.update()
        clock.tick(fps)

main()

pygame.quit()
quit()

也许是因为正方形位置(称为cubex,cubey)位于单独的列表中或其他原因?

我只是从python开始,所以这可能是一个愚蠢的错误

感谢您的帮助!

1 个答案:

答案 0 :(得分:1)

加快游戏速度的唯一方法是避免在多维数据集中不断搜索。

要实现此目的,您必须更改数据的表示形式。您必须从另一个方向来思考问题。不要在某个位置搜索多维数据集,而是在一个位置上“询问”一个位置。与其将多维数据集存储在列表中,不如创建一个二维游乐场网格并将多维数据集与网格中的字段相关联。

为多维数据集创建和对象(属性“ .dir”用于水,稍后说明):

class Cube:
    def __init__(self, color):
        self.color = color
        self.dir = 1

创建一个空的游乐场(每个字段由None初始化):

cubew = 10  #cube size
cubeh = cubew

pg_rect = pygame.Rect(160, 0, 650, 500)
pg_size = (pg_rect.width // cubew, pg_rect.height // cubeh)
pg_grid = [[None for i in range(pg_size[1])] for j in range(pg_size[0])]

单击鼠标可以轻松地将多维数据集添加到游乐场:

if event.type == pygame.MOUSEBUTTONDOWN:
    if mouse[1] < floory and mouse[0] >= 154: 

        i, j = ((mouse[0]-pg_rect.left) // cubew, (mouse[1]-pg_rect.top) // cubeh)
        if not pg_grid[i][j]:
            pg_grid[i][j] = Cube(color)

要绘制立方体,必须遍历整个字段:

for i in range(pg_size[0]):
    for j in range(pg_size[1]):
        if pg_grid[i][j]:
            pos = (pg_rect.left + i * cubew, pg_rect.top + j * cubeh)
            cube(*pos, cubew, cubeh, pg_grid[i][j].color)

要更新多维数据集的位置(重力,水),必须列出所有多维数据集,并且必须更改多维数据集在字段中的位置。

cubes = [(i, j) for i in range(pg_size[0]) for j in range(pg_size[1]-1, 0, -1) if pg_grid[i][j]]
for i, j in cubes:

    # [...]

对于重力,必须检查立方体下方的字段是否为“自由”(None):

fall_down = pg_grid[i][j].color != wall
if fall_down and j < pg_size[1]-1 and pg_grid[i][j+1] == None:

    pg_grid[i][j+1] = pg_grid[i][j]
    pg_grid[i][j] = None

对于水效应,必须检查由self.dir标识的多维数据集旁边的字段是否为“自由”,如果为“自由”,则多维数据集向前移动。否则,其方向必须更改:

is_water = pg_grid[i][j].color == water
if is_water:

    if pg_grid[i][j].dir < 0:
        if i <= 0 or pg_grid[i-1][j]:
            pg_grid[i][j].dir = 1
        else:
            pg_grid[i-1][j] = pg_grid[i][j]
            pg_grid[i][j] = None

    else:
        if i >= pg_size[0]-1 or pg_grid[i+1][j]:
            pg_grid[i][j].dir = -1
        else:
            pg_grid[i+1][j] = pg_grid[i][j]
            pg_grid[i][j] = None

请参见示例,其中我将更改应用于您的原始代码:

import pygame
import time
import random

pygame.init()

clock = pygame.time.Clock()

fps = 120

wnx = 800
wny = 600

black = (0,0,0)
grey = (80,80,80)
white = (255,255,255)
black_transparent = (255,255,255,128)
red = (255,0,0)
BACKGROUNDCOLOR = (40,40,40)

#__ Elements __

sand = (255,160,50)
rock = (125,125,125)
bsand = (255,180,150)
brock = (180,180,180)
dirt = (110, 45, 0)
bdirt = (200, 90, 0)
water = (0, 150, 255)
bwater = (25, 200, 255)
wall = (100,100,100)
bwall = (140,140,140)

erase = False

Onbutton = False
color = sand
cubec = sand

wn = pygame.display.set_mode((wnx, wny))
wn.fill(white)

class Cube:
    def __init__(self, color):
        self.color = color
        self.dir = 1

def cursor(cux,cuy,cuw):
    boxc = pygame.draw.rect(wn, black, [cux, cuy, cuw, cuw], 1)                    

def message(Font,Size,colort,xt,yt,text):
    font = pygame.font.SysFont('freepixelregular', Size, True)
    text = font.render(text, True, colort)
    wn.blit(text, (xt, yt))

def cube(cx,cy,cw,ch,cubec):
    pygame.draw.rect(wn, cubec, [cx, cy, cw, ch])

def floor(fx,fy,fw,fh):
    pygame.draw.rect(wn, grey, [fx, fy, fw, fh])
    pygame.draw.line(wn, black, (150,504), (800, 504), 10)

def sidebar(sx,sy,sw,sh):
    pygame.draw.rect(wn, grey, [0, 0, 150, 600])
    pygame.draw.line(wn, black, (154,0), (154, 500), 10)

def button(bx, by, bw, bh, text, abcol, bcol, colorchange):

    global color

    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()

    if bx+bw > mouse[0] > bx and by+bh > mouse[1] > by:
        Onbutton = True
        pygame.draw.rect(wn, abcol, [bx, by, bw, bh])
        if click[0] == 1 and colorchange != None:
            color = colorchange
    else:
        pygame.draw.rect(wn, bcol, [bx, by, bw, bh])
        Onbutton = False

    font = pygame.font.SysFont('freepixelregular', 25,True)
    text = font.render(text, True, black)
    wn.blit(text, (bx + (bw/14), by + (bh/4)))


def main():

    number = 0

    toggle_fast = False
    erase = False

    cubew = 10  #cube size
    cubeh = cubew

    pg_rect = pygame.Rect(160, 0, 650, 500)
    pg_size = (pg_rect.width // cubew, pg_rect.height // cubeh)
    pg_grid = [[None for i in range(pg_size[1])] for j in range(pg_size[0])]

    floory = 500
    gravity = (cubew*-1)
    clickt = False
    exit = False

    while not exit:
        #________________ QUIT ________________________________________
        for event in pygame.event.get():

            if event.type == pygame.QUIT:
                exit = True

            if event.type == pygame.KEYDOWN:

                if event.key == pygame.K_SPACE:
                    toggle_fast = not toggle_fast
                if event.key == pygame.K_v:
                    erase = not erase
        #_____________________ Click / spawn cube / erase cube _____________________________

            mouse = pygame.mouse.get_pos()
            click = pygame.mouse.get_pressed()

            if toggle_fast == False:

                if event.type == pygame.MOUSEBUTTONDOWN:
                    if mouse[1] < floory and mouse[0] >= 154: 

                        i, j = ((mouse[0]-pg_rect.left) // cubew, (mouse[1]-pg_rect.top) // cubeh)
                        if not pg_grid[i][j]:
                            pg_grid[i][j] = Cube(color)

            if click[0] == 1 and toggle_fast == True:
                print(erase)
                if mouse[1] < floory and mouse[0] >= 154:

                        i, j = ((mouse[0]-pg_rect.left) // cubew, (mouse[1]-pg_rect.top) // cubeh)
                        if not pg_grid[i][j]:
                            pg_grid[i][j] = Cube(color)

        # update cubes
        cubes = [(i, j) for i in range(pg_size[0]) for j in range(pg_size[1]-1, 0, -1) if pg_grid[i][j]]
        for i, j in cubes:

                    fall_down = pg_grid[i][j].color != wall
                    is_water = pg_grid[i][j].color == water

                    if fall_down and j < pg_size[1]-1 and pg_grid[i][j+1] == None:
                        #_____________________ GRAVITY _____________________________
                        pg_grid[i][j+1] = pg_grid[i][j]
                        pg_grid[i][j] = None

                    elif is_water:
                        #________water physics___________ 
                        if pg_grid[i][j].dir < 0:
                            if i <= 0 or pg_grid[i-1][j]:
                                pg_grid[i][j].dir = 1
                            else:
                                pg_grid[i-1][j] = pg_grid[i][j]
                                pg_grid[i][j] = None

                        else:
                            if i >= pg_size[0]-1 or pg_grid[i+1][j]:
                                pg_grid[i][j].dir = -1   
                            else:
                                pg_grid[i+1][j] = pg_grid[i][j]
                                pg_grid[i][j] = None

        wn.fill(BACKGROUNDCOLOR)

        floor(0,floory,800,100)
        sidebar(0, 0, 150, 600)

        # draw cubes
        for i in range(pg_size[0]):
            for j in range(pg_size[1]):
                if pg_grid[i][j]:
                    pos = (pg_rect.left + i * cubew, pg_rect.top + j * cubeh)
                    cube(*pos, cubew, cubeh, pg_grid[i][j].color)

        cursor(round((mouse[0]/cubew),0)*cubew, round((mouse[1]/cubew),0)*cubew, cubew,)

        button(20, 40, 50, 40, 'RCK', brock, rock, (125,125,125))
        button(20, 85, 50, 40, 'SND', bsand, sand, (255,160,50))
        button(20, 130, 50, 40, 'DRT', bdirt, dirt, (110, 45, 2))
        button(20, 175, 50, 40, 'WTR', bwater, water, (0, 150, 255))
        button(20, 220, 50, 40, 'WLL', bwall, wall, (100,100,100))

        #(Font,Size,colort,xt,yt,message):
        message(None, 20, black, 10,400,('ERASE:'+str(erase)))

        pygame.display.update()
        clock.tick(fps)

main()

pygame.quit()
quit()