Pygame运行速度非常慢(~2 fps)

2024-10-04 09:18:08 发布

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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)

Tags: keyinselfeventfalsetrueforsize
1条回答
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1楼 · 发布于 2024-10-04 09:18:08

图像/游戏表面通常应使用^{}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

# Ahead of the while loop.
playerOnTileS = pygame.Surface((MAPWIDTH*TILESIZE, MAPHEIGHT*TILESIZE))
for row in range(len(tilemap)):
    for column in range(len(tilemap[row])):
        playerOnTileS.blit(tilemap[row][column],(column*TILESIZE,row*TILESIZE))

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

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