【问题标题】:Pygame sprite is too slowPygame精灵太慢了
【发布时间】:2020-04-23 02:59:51
【问题描述】:

我最近一直在 Pygame 中开发一款游戏。它在两个不同的背景中加载(用于将来的视差滚动),然后在一个可以用箭头键控制并且可以左右跳跃和移动的精灵中做广告。当我运行它直到我尝试控制精灵时,一切都加载得很好。它响应缓慢,我必须不断地重新按下箭头键才能让它移动。我用来使精灵移动的代码与我之前在另一个程序中使用的代码相同,该程序只是在后台和精灵中加载并控制精灵的运动。对于我的新程序,我只是添加了屏幕调整大小和全屏选项。那是它变得缓慢的时候。是什么让它慢下来?我需要更好地优化我的代码吗?

如果这有帮助,我还注意到,当我快速按下另一个键和箭头键时,它会以正确的速度移动它。就像这样更新它。是否可能需要进行某种更新?另外,我已经在我的 if 语句中使用了“Pygame.display.update()”来控制精灵键。


import pygame
from pygame.locals import *

pygame.init()

#two backgrounds
bg = pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Llama game/Llama imaging/backgrounds concepts/Mountains/PPP_BG1.png')
fg = pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Llama game/Llama imaging/backgrounds concepts/Mountains/PPP_fg1.png')

clock = pygame.time.Clock()

def Sresize():
    #screen resize:
    pygame.event.pump()                                                                 

    event=pygame.event.wait()                                                            

    if event.type==QUIT:
        pygame.quit()                                              

    elif event.type==VIDEORESIZE:                                                           
        sprite.screen=pygame.display.set_mode(event.dict['size'],HWSURFACE|DOUBLEBUF|RESIZABLE)
        sprite.screen.blit(pygame.transform.scale(bg,event.dict['size']),(0,0))
        sprite.screen.blit(pygame.transform.scale(fg,event.dict['size']),(0,0))
        pygame.display.update()


#PLAYER CLASS

class player(object):
    def __init__(self,x, y, width, height):     
        self.x = x                                   
        self.y = y                          
        self.width = width                            
        self.height = height                          
        self.velocity = 15
        self.isJump = False
        self.jumpCount = 7
        self.right = False
        self.left = False
        self.walkCount = 0
        self.screen = pygame.display.set_mode((1280, 800), HWSURFACE|DOUBLEBUF|RESIZABLE)
        self.walkRight = [pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Examples/sprite-Game/sprite characters main/R %s.png' % frame) for frame in range(1, 9)]
        self.walkLeft = [pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Examples/sprite-Game/sprite characters main/L %s.png' % frame) for frame in range(14, 21)]
        self.char = pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Examples/sprite-Game/sprite characters main/character 25.png')


    def draw(self, screen):                         

        if self.walkCount + 1 >= 8:  
            self.walkCount = 0      

        if self.left:
            self.screen.blit(self.walkLeft[self.walkCount//1], (self.x, self.y))
            self.walkCount += 1

        elif self.right:
            self.screen.blit(self.walkRight[self.walkCount//1], (self.x, self.y))
            self.walkCount += 1

        else:
            self.screen.blit(self.char, (self.x, self.y))



sprite = player(4, 480, 16, 16)

def redrawGamescreen():                      

    sprite.screen.blit(pygame.transform.scale(bg,(1280, 800)),(0,0))   
    sprite.screen.blit(pygame.transform.scale(fg,(1280, 800)),(0,0))   
    sprite.draw(sprite.screen)
    pygame.display.update()



#mainloop:-----------------------------------------------------------------
run = True

while run:
    keys = pygame.key.get_pressed()
    Sresize()
    clock.tick(20)
#left

    if keys[pygame.K_LEFT] and sprite.x > sprite.velocity:
        sprite.x -= sprite.velocity
        sprite.left = True
        sprite.right = False

#right 

    elif keys[pygame.K_RIGHT] and sprite.x < 1280 - sprite.width - sprite.velocity:
        sprite.x += sprite.velocity
        sprite.right = True
        sprite.left = False

#otherwise, stand still

    else:
        sprite.right = False
        sprite.left = False
        sprite.walkCount = 0

#jumping


    if not(sprite.isJump):

        if keys[pygame.K_SPACE]:
            sprite.isJump = True
            sprite.right = False
            sprite.left = False

    else:
        if sprite.jumpCount >= -7:
            neg = 1        
            pygame.display.update()
            if sprite.jumpCount < 0:
                neg = -1

            sprite.y -= (sprite.jumpCount ** 2) * 0.5 * neg 
            sprite.jumpCount -= 1

        else:
            sprite.isJump = False
            sprite.jumpCount = 7 
            sprite.velocity = 15

    redrawGamescreen()

pygame.quit()








【问题讨论】:

    标签: python pygame


    【解决方案1】:

    问题是对event=pygame.event.wait() 的调用。注意pygame.event.wait() 等待队列中的单个事件。如果队列为空,此函数将等待直到创建队列。这会让你的游戏滞后。之前调用过 pygame.event.pump() 的事实使问题更加复杂。

    pygame.event.pump()                                                                 
    event=pygame.event.wait()
    

    改用pygame.event.get()

    events=pygame.event.get()
    

    pygame.event.get() 从事件队列中删除所有消息。

    例如:

    def HandleEvents():
                                                                       
        events = pygame.event.get()                                                            
        for event in events:
            if event.type==QUIT:
                pygame.quit()                                              
    
            elif event.type==VIDEORESIZE:                                                           
            
                sprite.screen=pygame.display.set_mode(event.dict['size'],HWSURFACE|DOUBLEBUF|RESIZABLE)
                sprite.screen.blit(pygame.transform.scale(bg,event.dict['size']),(0,0))
                sprite.screen.blit(pygame.transform.scale(fg,event.dict['size']),(0,0))
                pygame.display.update()
    

    注意,为了获得良好的控制流,您必须在应用程序循环中实现事件循环。事件循环必须处理所有用户输入。

    【讨论】:

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