我的pygame游戏运行速度非常慢,大约每秒2帧。你应该能够和WASD一起四处走动,并且总是在屏幕中央。我知道这和我的tilemap和我做数学的方式有关,但我不能确定。另外,如果有更好的方法来保持玩家在中间,同时移动地图在它后面,我很想知道如何做到这一点。在
import pygame, sys, numpy
#create fps clock
clock = pygame.time.Clock()
#
MAPHEIGHT = 80
MAPWIDTH = 80
TILESIZE = 40
TILESONSCREENW = 13
TILESONSCREENH = 13
#set screen size
SCREENH = TILESONSCREENH*TILESIZE
SCREENW = TILESONSCREENW*TILESIZE
#create character vars
circleRad = 40
circleSpeed = 4
#create circle pos vars
circleX = 250
circleY = 250
#create keyboard button vars
rightP = False
leftP = False
upP = False
downP = False
#
playerOnTileS = pygame.Surface((MAPWIDTH*TILESIZE, MAPHEIGHT*TILESIZE))
#constants for the tilemap
GRASS = pygame.image.load("grass.png")
#tilemap
tilemap = [[GRASS for i in range(MAPHEIGHT)] for j in range(MAPWIDTH)]
#create window
DISPLAYSURF = pygame.display.set_mode((SCREENW, SCREENH))
#set window name
pygame.display.set_caption("Snowball Fight!")
#---------------------------------------------------
class Player:
def __init__(self, playX, playY, size):
self.playerX = playX
self.playerY = playY
self.size = size
self.playerSurface = pygame.Surface((size, size))
pygame.draw.rect(self.playerSurface, (19,135,67), (0,0,size, size))
#------------------------------------------------
def update(self):
playerOnTileS.blit(self.playerSurface, (self.playerX, self.playerY))
DISPLAYSURF.blit(playerOnTileS, (SCREENW/2-self.playerX-self.size ,SCREENH/2-self.playerY-self.size))
#game loop
myPlayer = Player(0,0,circleRad)
while True:
DISPLAYSURF.fill((0,0,0))
for event in pygame.event.get():
#if the user closed the window
if event.type == pygame.QUIT:
#close pygame
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
leftP = True
if event.key == pygame.K_d:
rightP = True
if event.key == pygame.K_w:
upP = True
if event.key == pygame.K_s:
downP = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
leftP = False
if event.key == pygame.K_d:
rightP = False
if event.key == pygame.K_w:
upP = False
if event.key == pygame.K_s:
downP = False
if leftP:
myPlayer.move(-circleSpeed,0,True)
if rightP:
myPlayer.move(circleSpeed,0,True)
if downP:
myPlayer.move(0,circleSpeed,True)
if upP:
myPlayer.move(0,-circleSpeed,True)
for row in range(len(tilemap)):
for column in range(len(tilemap[row])):
playerOnTileS.blit(tilemap[row][column],(column*TILESIZE,row*TILESIZE))
myPlayer.update()
pygame.display.update()
clock.tick(30)
图像/游戏表面通常应使用^{} 或
convert_alpha
方法进行转换。未转化表面的性能很差。当我转换草图像时,我得到了近30帧/秒。在下一个问题是嵌套的
for
循环。Python的函数调用开销相当大,因此最好在主循环开始之前将所有分片blit到一个大的背景曲面上,然后每帧将该背景曲面blit到DISPLAYSURF
上一次以清除它。有了这个变化,我得到了pygame的最大FPS,这意味着clock.get_fps()
在2000到1666.666 FPS之间跳跃。在您必须更改
update
方法(顺便说一下,最好叫它draw
),然后将播放器表面blit到DISPLAYSURF
上。在相关问题 更多 >
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