Pygame简单游戏的低帧率

2024-09-20 22:52:37 发布

您现在位置:Python中文网/ 问答频道 /正文

我在做一个沙盒游戏/模拟,看起来像是丹宝网只是简单得多。在

当有一定数量的方块产生时,我的游戏就会延迟

不要理会评论

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()

也许是因为正方形的位置(被称为cubex,cubey)是在单独的列表中还是什么?在

我刚开始使用python,所以这可能是一个愚蠢的错误

谢谢你的帮助!在


Tags: andinrectforifnotanypygame
1条回答
网友
1楼 · 发布于 2024-09-20 22:52:37

加快游戏速度的唯一方法是避免在立方体数组中不断搜索。在

要实现这一点,您必须更改数据的表示形式。你必须从另一个角度考虑问题。不要在一个位置搜索一个立方体,而是“询问”一个位置是否有一个立方体。与其将立方体存储在列表中,不如创建一个二维操场网格并将立方体与网格中的字段关联起来。在

为立方体创建和对象(属性“.dir”用于水,稍后解释):

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

创建空操场(每个字段由None初始化):

^{pr2}$

鼠标点击一个立方体可以轻松地添加到操场上:

^{3}$

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)

为了更新立方体的位置(重力、水),必须列出所有立方体,并且必须更改立方体在字段中的位置。在

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“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,必须检查立方体旁边的区域是否是“自由的”,如果它是“自由的”,那么立方体就会向前移动。否则必须改变方向:

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

请参阅我将更改应用于原始代码的示例:

^{8}$

相关问题 更多 >

    热门问题