为什么在Python上运行的这种小(长达155行)的吃豆子游戏这么慢? [英] Why is this small (155 lines-long) Pacman game on Python running so slow?

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问题描述

我已经从主循环中削减了一切.我还针对动态和静态对象优化了碰撞,从而大大减少了迭代次数.但是在他的机器上仍然很慢.对于有人要对其进行测试的情况,我将发布整个文件,但是您可以直接跳转到"while Exit == false:"处的主循环.

I have already cut everything I could from the main loop. I also optimized collisions for dynamic and static objects, reducing considerably the number of iterations. But it is still slow on his machine. I'll post the entire file for the case someone wants to test it, but you can just jump to the main loop at "while Exit==false:".

import pygame
from pyeuclid import Vector2
from math import sin,cos,pi
from random import random

class Thing:
    def __init__(self,pos):
        self.pos = pos
        things.append(self)
    def update(self): pass
    def draw(self,img): pass
    def collide(self,who): pass

class DynamicThing(Thing):
    def __init__(self,pos):
        Thing.__init__(self,pos)
        self.vel = Vector2(0,0)
        self.lastPos = pos
        self.col = (255,255,0)
        self.r = 12
        dynamic_things.append(self)
    def update(self):
        self.lastPos = self.pos
        self.pos = self.pos + self.vel
    def draw(self,img):
        pygame.draw.circle(img, (0,0,0), [int(n) for n in self.pos], self.r, self.r)
        pygame.draw.circle(img, self.col, [int(n) for n in self.pos], self.r-2, self.r-2)
    def collide(self,obj):
        Thing.collide(self,obj)
        if isinstance(obj,Wall): 
            self.pos = self.lastPos

class Wall(Thing):
    def draw(self,img):
        x,y = self.pos.x, self.pos.y
        pygame.draw.rect(img, (90,90,200), (x-16,y-16,32,32), 0)

class Pacman(DynamicThing):
    def __init__(self):
        DynamicThing.__init__(self,Vector2(32*9+16,32*12+16))
        self.col = (255,255,0)
    def update(self):
        DynamicThing.update(self)
        if (keyPressed[pygame.K_LEFT]): self.vel.x = -1
        if (keyPressed[pygame.K_RIGHT]): self.vel.x = 1
        if (keyPressed[pygame.K_DOWN]): self.vel.y = 1
        if (keyPressed[pygame.K_UP]): self.vel.y = -1
        if (self.vel.x==-1 and not keyPressed[pygame.K_LEFT]): self.vel.x = 0
        if (self.vel.x==1 and not keyPressed[pygame.K_RIGHT]): self.vel.x = 0
        if (self.vel.y==1 and not keyPressed[pygame.K_DOWN]): self.vel.y = 0
        if (self.vel.y==-1 and not keyPressed[pygame.K_UP]): self.vel.y = 0
    def collide(self,obj):
        DynamicThing.collide(self,obj)
        if isinstance(obj,Ghost):
            self.pos = Vector2(32*9+16,32*12+16)

class Ghost(DynamicThing):
    def __init__(self):
        DynamicThing.__init__(self,Vector2(32*9+16,32*10+16))
        self.col = (int(random()*255),int(random()*255),int(random()*255))
        self.vel = Vector2(0,-2)
    def update(self):
        DynamicThing.update(self)
        if random()<0.01:
            self.vel = [Vector2(2,0),Vector2(-2,0),Vector2(0,2),Vector2(0,-2)][int(random()*4)]
    def collide(self,obj):
        DynamicThing.collide(self,obj)
        if isinstance(obj,Wall):
            self.vel = [Vector2(2,0),Vector2(-2,0),Vector2(0,2),Vector2(0,-2)][int(random()*4)]

def thingAtPos(pos):
    tile_pos = Vector2(int(pos.x/32),int(pos.y/32))
    return map[tile_pos.y][tile_pos.x]

# initializate stuff
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode([32*19,32*22])
points_in_unit_circle_border = [Vector2(cos(float(a)/8*2*pi),sin(float(a)/8*2*pi)) for a in xrange(8)]
things = []
dynamic_things = []
exit = False

map =  [[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
        [1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1],
        [1,0,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,0,1],
        [1,0,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,0,1],
        [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
        [1,0,1,1,0,1,0,1,1,1,1,1,0,1,0,1,1,0,1],
        [1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,1],
        [1,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,1],
        [1,1,1,1,0,1,0,0,0,0,0,0,0,1,0,1,1,1,1],
        [1,1,1,1,0,1,0,1,1,0,1,1,0,1,0,1,1,1,1],
        [1,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1],
        [1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1],
        [1,1,1,1,0,1,0,0,0,0,0,0,0,1,0,1,1,1,1],
        [1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1],
        [1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1],
        [1,0,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,0,1],
        [1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1],
        [1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1],
        [1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,1],
        [1,0,1,1,1,1,1,1,0,1,0,1,1,1,1,1,0,0,1],
        [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
        [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]]


#create pacman, walls, ghosts
pacman = Pacman()
for y in xrange(len(map)):
    for x in xrange(len(map[y])):
        if (map[y][x]==1):
            map[y][x] = Wall(Vector2(x*32+16,y*32+16))
for i in xrange(4):
    Ghost()

while exit==False:
    clock.tick(45)

    screen.fill([255,255,255])
    keyPressed = pygame.key.get_pressed()

    # events
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            exit = True
        if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
            exit = True

    # more ghosts
    if random()<0.001: Ghost()

    # updates e draws
    for thing in things:
        thing.update()
        thing.draw(screen)

    # collisions
    for A in dynamic_things:
        #dynamic vs dynamic
        for B in dynamic_things:
            if A!=B and abs(A.pos-B.pos)<(A.r+B.r):
                A.collide(B)
                B.collide(A)
        #dynamic vs walls
        for circle_point in points_in_unit_circle_border:
            thing_in_a_border = thingAtPos(A.pos+circle_point*12)
            if isinstance(thing_in_a_border,Wall):
                A.collide(thing_in_a_border)

    pygame.display.flip()

pygame.quit ()

推荐答案

您将在每个循环中重绘并翻转整个屏幕.我没有测试您的程序,但是在我知道的pacman上,屏幕上只有5个移动的精灵,您应该尝试仅在每个帧中消除这些精灵(当然,如果其他内容发生变化,也是如此).而且不显示display.flip(),只需更新您更改过的屏幕区域即可(通常会大大加快 ).

You are redrawing and fliping the whole screen in every loop. I didn't test your program, but on the pacman I know, there are only 5 moving sprites on the screen, you should try to only blit those every frame (and of course if something else changes, that too). And don't display.flip(), just update the areas of the screen that you changed (that normally speeds up a lot).

当然,您需要为此停止每帧黑屏,并且将对要更新的内容进行大量管理. pygame http://www有一些额外的支持.pygame.org/docs/ref/sprite.html#pygame.sprite.DirtySprite 可以帮助您.或者,您可以通过清空所有活动"精灵的位置并在新位置重新绘制它们(显然,这两个区域中的所有内容)来更新它们.将受影响的rects收集在列表中,然后将其传递给update_rects()而不是翻转屏幕.不必在每帧吃豆游戏中都画墙壁...

Of course you need to stop blanking the screen every frame for that, and there will be much management of what to update. There is some extra support for dirty sprites in pygame http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.DirtySprite that help you with that. Or you could maybe just update all 'active' sprites by blanking the position they where and redrawing them in the new position (and obviously everything that also is in those two areas). Collect the effected rects in a list and pass that to update_rects() instead of flipping the screen. There should be no need in drawing the walls in a pacman game in every frame...

这篇关于为什么在Python上运行的这种小(长达155行)的吃豆子游戏这么慢?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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