【问题标题】:Python tkinter snake game drawing lagPython tkinter 蛇游戏绘图滞后
【发布时间】:2016-02-09 10:01:52
【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,运动会迅速减慢,所以我想知道是否有更好的方法来绘制对象,所以它可以更快地工作不断调用这个绘图函数?

另一个可能的问题是移动功能的低效:

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我:(。

【问题讨论】:

  • 您可以移动矩形而不是重新创建所有矩形。除了移动蛇之外,您只能将新矩形添加为头部(使用插入)并删除尾部的最后一个矩形 - 您不必触摸其他矩形。所以你必须在画布上添加一个矩形(头部)并删除一个矩形(尾部)
  • 顺便说一句:使用root.after 而不是while 循环和sleep
  • 添加头部和去除尾部的更快方法是使用切片[new_head]+old_snake[:-1]

标签: python python-3.x tkinter tkinter-canvas


【解决方案1】:

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。

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])

您可以使用root.after 代替while 循环和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()

【讨论】:

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