Python tkinter 蛇游戏绘图滞后 [英] Python tkinter snake game drawing lag
问题描述
#example snake snake = [[1, 2], [1, 3], [2, 3]]
def draw():
canvas.delete('all')
for segment in snake:
y = segment[0] * 10
x = segment[1] * 10
canvas.create_rectangle(x, y, x + 10, y + 10, fill="red")
canvas.update()
我使用 tkinter 在 python 中创建了一个简单的蛇游戏,但是当蛇数组包含 30 多个矩形时,运动速度会迅速减慢,所以我想知道是否有更好的方法来绘制对象,因此它可以更快地工作不断调用这个绘制函数?
I have created a simple snake game in python using tkinter but the movement slows down rapidly when the snake array contains 30+ rectangles, so i was wondering is there a better way to do the drawing of the objects so it works faster instead of constantly calling this draw function?
另一个可能的问题是移动函数的效率低下:
Another possible issue is the inefficiency of the move functions:
def move_right(event):
global left, right, up, down
if right != True:
left, right, up, down = False, True, False, False
while right == True:
if snake[0][1] >= snake[1][1]:
for x in range(len(snake) - 1, 0, -1):
snake[x] = snake[x - 1]
snake[0] = [snake[0][0], snake[0][1] + 1]
draw()
time.sleep(0.05)
这是我的第一个真正的游戏所以不要杀了我:(.
This my first actual game so don't kill me :(.
推荐答案
您不必从画布中删除所有矩形.您只需删除最后一个矩形并添加新的头部矩形.
You don't have to delete all rectangles from canvas. You have to remove only last rectangle and add new head rectangle.
要在蛇列表中添加新的 x,y,您不必移动所有元素 - 您只需要 snake.insert(0, [new_x, new_y])
To add new x,y in snake list you don't have to move all elements - you need only snake.insert(0, [new_x, new_y])
您可以使用 root.after
代替 while
循环和 sleep
You can use root.after
instead of while
loop and sleep
示例 - 不检查碰撞
import tkinter as tk
# === constants ===
BLOCK_SIZE = 10
TIME = 50
# === functions ===
# create all rectangles on canvas
def create_snake(canvas, snake):
snake_rect = []
for x, y in snake:
x1 = x * BLOCK_SIZE
y1 = y * BLOCK_SIZE
x2 = x1 + BLOCK_SIZE
y2 = y1 + BLOCK_SIZE
rect = canvas.create_rectangle(x1,y1,x2,y2, fill='red')
snake_rect.append(rect)
return snake_rect
# move snake - add first rectangle and remove last one
def move(canvas, snake, snake_rect, remove_last=True):
# get head
x, y = snake[0]
# new head position
if direction == 'up':
y = y-1
elif direction == 'down':
y = y+1
elif direction == 'left':
x = x-1
elif direction == 'right':
x = x+1
# add first - new head
snake.insert(0, [x, y])
x1 = x * BLOCK_SIZE
y1 = y * BLOCK_SIZE
x2 = x1 + BLOCK_SIZE
y2 = y1 + BLOCK_SIZE
rect = canvas.create_rectangle(x1,y1,x2,y2, fill='red')
snake_rect.insert(0, rect)
# remove last - tail (if snake doesn't eat 'apple')
if remove_last:
del snake[-1]
canvas.delete(snake_rect[-1])
del snake_rect[-1]
# call `move` function again after TIME miliseconds
root.after(TIME, move, canvas, snake, snake_rect)
# change direction
def change_direction(new_direction):
global direction
#print(new_direction)
if new_direction == 'left':
if direction != 'right':
direction = new_direction
elif new_direction == 'right':
if direction != 'left':
direction = new_direction
elif new_direction == 'up':
if direction != 'down':
direction = new_direction
elif new_direction == 'down':
if direction != 'up':
direction = new_direction
# === main ===
direction = 'up'
# ---
root = tk.Tk()
canvas = tk.Canvas(root)
canvas.pack()
# create long (curved) snake
snake = [[x,25] for x in range(10,35)] + [[35, y] for y in range(25, 1, -1)] + [[x, 1] for x in range(35, 1, -1)]
snake_rect = create_snake(canvas, snake)
# call `move` function after TIME miliseconds
root.after(TIME, move, canvas, snake, snake_rect)
# bind arrows to change snake direction
root.bind('<Left>', lambda event:change_direction('left'))
root.bind('<Right>', lambda event:change_direction('right'))
root.bind('<Up>', lambda event:change_direction('up'))
root.bind('<Down>', lambda event:change_direction('down'))
# start program
root.mainloop()
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