python更新后Pygame变慢
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我正在家里的电脑上用pygame制作一个python游戏,用于运行python 3.6.3和pygame 1.9.3。在我的游戏工作时,我也在学校工作,正常工作只是按预期慢,但当我开始加载图像时,它随机选择图像并没有在学校计算机上加载正确的图像而不是在家里(我认为这可能由于数组的变化和加载它们)。我很快发现我在学校运行python 3.5.3,然后在更新python和pygame时,游戏运行速度极慢且无法播放。图像正确加载但速度变化极端。
摘要:
Pygame在家工作伟大的pygame 1.9.3 python 3.6.3。在学校工作正常,直到加载图像python 3.5.3。更新学校纠正了它,但现在运行速度令人难以忍受。
我希望能解决这个问题,无论是为其他python版本工作还是以学校计算机的可变速度运行。如果有任何可以轻松实现的优化,那将是非常有用的,我不知道如何有效地加载图像
码:
导入pygame导入随机导入数学
def main():
#load images?:
bg = pygame.image.load("background6.png")
wall = 100
zombies = []
currentnumber = 0
gamepaused = False
moveupx = False
movedownx = False
moveupy = False
movedowny = False
movex = 0
movey = 0
movespeed = 10
time10 = False
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
blue = (0, 0, 255)
fullscreen = pygame.FULLSCREEN
pygame.init()
pygame.font.init()
myfont = pygame.font.SysFont('Comic Sans MS', 100)
clock = pygame.time.Clock()
clock.tick(30)
#creating sprite groups
heads = pygame.sprite.Group()
bodys = pygame.sprite.Group()
bullets = pygame.sprite.Group()
allsprites = pygame.sprite.Group()
players = pygame.sprite.Group()
playerr = Player()
allsprites.add(playerr)
players.add(playerr)
heads.add()
bodys.add()
gameDisplay = pygame.display.set_mode((1920, 1080), fullscreen)
pygame.display.set_caption("Last Stand")
gameExit = False
pygame.display.update()
#This will get the ticks from inisilising pygame in ms
pretime = pygame.time.get_ticks()
while not gameExit:
time = pygame.time.get_ticks()-pretime
#print (time/1000)
timerounded = round(time/1000)
timedisplay = round(time/1000,1)
spawnbullet = False
mouse = pygame.mouse.get_pos()
# background things
gameDisplay.fill(white)
gameDisplay.blit(bg, (0, 0))
if timerounded % 10 == 0:
if timerounded != currentnumber:
time10 = True
currentnumber = timerounded
else:
time10 = False
#start gameimput look e is event and it loops for each event in pygame
#IT WILL GO THOUGH EACH EVEN!!!!!!! SO CHEACK FOR EACH EVENT
for e in pygame.event.get():
if e.type == pygame.MOUSEBUTTONDOWN:
#so only if it will shoot foward NEED TO ADD FEEDBACK LATER
if mouse[0] < 1500:
spawnbullet = True
#so the problem is that if there is a key up for s then it would kill the key down for w as it would be set
# to 0
if e.type == pygame.KEYDOWN and e.key == pygame.K_w:
moveupy = True
if e.type == pygame.KEYDOWN and e.key == pygame.K_s:
movedowny = True
if e.type == pygame.KEYUP and e.key == pygame.K_w:
moveupy = False
if e.type == pygame.KEYUP and e.key == pygame.K_s:
movedowny = False
if e.type == pygame.KEYDOWN and e.key == pygame.K_a:
moveupx = True
if e.type == pygame.KEYDOWN and e.key == pygame.K_d:
movedownx = True
if e.type == pygame.KEYUP and e.key == pygame.K_a:
moveupx = False
if e.type == pygame.KEYUP and e.key == pygame.K_d:
movedownx = False
if e.type == pygame.QUIT:
gameExit = True
if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
gameDisplay = pygame.display.set_mode((1920, 1080), fullscreen)
gameExit = True
# CAHNGE BACK LATER
# END event loop
#LOGIC FOR MOVING THE PLAYER:
if moveupy == True:
movey = -movespeed
if movedowny == True:
movey = movespeed
if movedowny == False and moveupy == False:
movey = 0
if moveupx == True:
movex = -movespeed
if movedownx == True:
movex = movespeed
if movedownx == False and moveupx == False:
movex = 0
# Updating player have to do this at the start as need the angle and the top left cords
for player in players:
#REALLY NOT WOKRING THE MOVEX DOESNT WORK AND THE CHANGING HTE X AND WHY DOESNT WORK!!!
player.move(movex, movey)
angle, topleft = player.update(mouse)
# needed another name for bullet so went for bullett
if spawnbullet == True:
bullett = Bullet(angle, topleft)
#having the bullets only in the bullets class so it can render after the player
bullets.add(bullett)
#creating zombies
if random.randint(0,2) == 1:
ztype = "fast"
else:
ztype = "slow"
#so at the start it spawns one for sure
if time == 0:
startlocation = [5, random.randint(320, 920)]
zombies, heads, bodys = createz(zombies, ztype, startlocation, heads, bodys)
if random.randint(0,10000) >9950-(timerounded**2): #So the time incraeed the odds expernetray
startlocation = [5, random.randint(320, 920)]
# WOULD LIKE THE ZOMBIES TO RUN FASTER AS THE GAME GOES ON!
zombies, heads, bodys = createz(zombies, ztype, startlocation, heads, bodys)
#updating Z
zombies, totaldamnge = updatez(zombies, heads, bodys)
#updating bullets
for bullet in bullets:
bullet.update()
#print(totaldamnge)
wall -= totaldamnge
#Cheacking for hitting bullets
colstions(zombies, heads, bodys, bullets)
if time10 == True:
wall += 25
if wall >100: wall = 100
walltext = myfont.render(str(wall)+"%",False, (0, 0, 0))
gameDisplay.blit(walltext,(1600,100))
#print(wall)
timedisplayer = myfont.render(str(timedisplay) + "Seconds", False, (0, 0, 0))
gameDisplay.blit(timedisplayer, (10, 5))
#drawing:
#so cant use allsprites so might just wont have zomnbie head and zombie body in it
#I CAN CHANGE WHEN WHAT IS DRAW AND WHAT IS ON WHAT
bullets.draw(gameDisplay)
allsprites.draw(gameDisplay)
heads.draw(gameDisplay)
bodys.draw(gameDisplay)
pygame.display.update()
clock.tick(30)
def colstions(zombies, heads, bodys, bullets):
#so as having both hp and having the zombie having a head and body with 2 diffrent hitboxes
headdamage = 140
bodydamge = 60
#so this part had sooooooo many proplems frist with like all the while loops next spend a long time trying to find what was wrong when it was just the head in bodys and vis versa
if len(pygame.sprite.groupcollide(bullets, heads,False, False)) != 0 or len(pygame.sprite.groupcollide(bullets, bodys,False, False)) != 0:
for bullet in bullets:
hitthehead = False
hitthebody = False
zheadkilledzombie = False
zbodykilledzombie = False
counter1 = 0
counter2 = 0
for head in heads:
#so it doesnt make the bullet hit more than one zombie head
if hitthehead == False:
if pygame.sprite.collide_circle(bullet, head):
hp = zombies[counter1].hpordead(headdamage)
hitthehead = True
if hp <= 0:
zheadkilledzombie = True
head.kill()
print("hithead")
counter1 += 1
#so it doesnt check for body hits if it has hit a heah
if hitthehead == False:
for body in bodys:
if hitthebody == False:
#If it colldes and if the zombie is not already dead from the head shots
if pygame.sprite.collide_rect(bullet, body):
print("hitbody")
hp = zombies[counter2].hpordead(bodydamge)
hitthebody = True
if hp <= 0:
zbodykilledzombie = True
body.kill()
counter2 += 1
if hitthehead == True or hitthebody == True:
bullet.kill()
#so killing the head if the body hit killed the zombie
if zheadkilledzombie == True:
zombiekilled = False
counter3 = 0
for body in bodys:
if zombiekilled == False:
hp = zombies[counter3].hpordead(0)
if hp <= 0:
body.kill()
zombies.pop(counter3)
zombiekilled = True
counter3 += 1
#killing the body if killing is arealy dead
if zbodykilledzombie == True:
zombiekilled = False
counter4 = 0
for head in heads:
if zombiekilled == False:
hp = zombies[counter4].hpordead(0)
if hp <= 0:
head.kill()
zombies.pop(counter4)
zombiekilled = True
counter4 += 1
def createz(zombies, ztype, startlocation, heads, bodys, ):
createdzombie = Zombie(startlocation, ztype)
zombies.append(createdzombie)
Hcords = (startlocation[0]+20, startlocation[1]-57)
Bcords = (startlocation[0], startlocation[1])
#need to have it also say what type of z it is.
heads.add(head(Hcords,ztype))
bodys.add(body(Bcords,ztype))
print ("created")
#dont think i need to return?
return zombies, heads, bodys
def updatez(zombies, heads, bodys):
totaldamnge = 0
#somthing ent working
Hcordsx = []
Hcordsy = []
Bcordsx = []
Bcordsy = []
ATWALLupdateanimationN = []
for x in range(len(zombies)):
cords, walldamge, updateanimationN = zombies[x].update()
ATWALLupdateanimationN.append(updateanimationN)
totaldamnge += walldamge
#putting all the cords into arrays just after reading them
Hcordsx.append(cords[0]+ 20)
Hcordsy.append(cords[1] - 57)
Bcordsx.append(cords[0])
Bcordsy.append(cords[1])
counter = 0
for body in bodys:
Bcords = (Bcordsx[counter], Bcordsy[counter])
body.update(Bcords, ATWALLupdateanimationN[counter])
counter += 1
counter = 0
#I have to use the counter as cant do 1 per 1 on the head in heads thing so have to have a seperat counter
for head in heads:
Hcords = (Hcordsx[counter],Hcordsy[counter])
head.update(Hcords,ATWALLupdateanimationN[counter])
counter += 1
return zombies, totaldamnge
class Bullet(pygame.sprite.Sprite):
def __init__(self,angle, playerpos):
pygame.sprite.Sprite.__init__(self)
#Chanig the scale of the image so it doesnt stick out the gun too much
self.image = pygame.transform.rotozoom(pygame.image.load("bulletpixel 6.png"), angle, 0.8)
self.rect = self.image.get_rect()
self.speed = 60
self.angle = angle
self.rect.x = (self.rect.x + playerpos[0])
self.rect.y = (self.rect.y + playerpos[1])
def update(self):
#moging it depending on its angle. so spliting up to horizontal and vertical bny taking thee cos and sin of the angle
self.rect.x -= int(self.speed*math.cos(-self.angle*math.pi/180))
self.rect.y -= int(self.speed*math.sin(-self.angle*math.pi/180))
#could make this better for so when top of screen also deleate
if self.rect.x <= -5:
pygame.sprite.Sprite.kill(self)
if self.rect.y <= -20 or self.rect.y >= 2000:
pygame.sprite.Sprite.kill(self)
def kill(self):
pygame.sprite.Sprite.kill(self)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.angle = 0
#for now sttg to to zombie as didnt save the player image
self.image = pygame.image.load("player2.png")
self.rect = self.image.get_rect()
#need to create an image for player.
#ok so got too choess so i could if e.type == MOUSEMOTION:
#and just have less than more than or like so i can 3 locations it is pointed or could have the player angle towards the mouse pointer and also the shotsneed to be angled anywhay so.
self.rect.x = 1600
self.rect.y = 600
self.center = self.image.get_rect().center
#setting the starting location
self.movingamoutx = 1640
self.movingamouty = 500
self.posforbullet = (1640, 500)
def update(self,mouse):
# SO THIS THIS IS MAD
#Code for making the player follow the mouse:
#First sets the image to the stating image if this is not here the image gets bugged out from rotating many times
self.image = pygame.image.load("player2.png")
#Taking the x and y apart from the mouse
mouse_x, mouse_y = mouse
#calulationg the relative position of the mouse by subtracting the player postion
#I subtracke the previs frame player pos to calulate the new anlge as that is the only way i can get the angle from the gun and not the player and so it will go to the curcer
#This does in fact make it be one frame behind for the angle but as it is 30 fps this will not make a differnce
#subtracking 10 so it comes from a but up from the center and so is on the cetner of the curcer
rel_x, rel_y = mouse_x - self.posforbullet[0], mouse_y - self.posforbullet[1]-10
#calqulating the angle by using atan2
#this takes 2 vectors and calclated the angle inbeween them NOT 100 ON THIS this is in rad so it needs to be degress so is changed to degress by timesing my 180/ pi
# also Return atan(y / x), in radians. The result is between -pi and pi. The vector in the plane from the origin to point (x, y) makes this angle with the positive X axis.
#The point of atan2() is that the signs of both inputs are known to it, so it can compute the correct quadrant for the angle. For example, atan(1) and atan2(1, 1) are both pi/4, but atan2(-1, -1) is -3*pi/4.
self.angle = (180 / math.pi) * -math.atan2(rel_y, rel_x)
#the angle is inverted so to make it be where it is pointed subtracted 180 degress
self.angle -= 180
#seting self.rotated to the image rotated to by the angle
self.rotated = pygame.transform.rotate(self.image, self.angle)
#getting the cords of the new rotated image
rotRect = self.rotated.get_rect()
#keeping the old center from before
rotRect.center = self.rotated.get_rect().center
#setting the new cords to image rotated cords, the adding is the amout that is getting moved by
self.rect = (rotRect[0]+ self.movingamoutx), (rotRect[1]+ self.movingamouty)
#setting the image to the new rotated one
self.image = self.rotated
#Creating a variable basited of the center of the rotated image so the bullet can shoot from the image then
#adding the move amouts to put it into spot then subtracting to make it really shoot from the barrel and not the
#true center
#self.posforbullet = (rotRect.center[0] + self.movingamoutx-int(math.cos(self.changedangle)*20) ,rotRect.center[1]+ self.movingamouty-40)
self.posforbullet = (rotRect.center[0] + self.movingamoutx-15 ,rotRect.center[1]+ self.movingamouty-45)
return self.angle, self.posforbullet
def move(self,movex, movey):
self.movingamoutx += movex
self.movingamouty += movey
#cheaking to see if the player is trying to go to far away
if self.movingamouty <= 320:
self.movingamouty = 320
elif self.movingamouty >= 840:
self.movingamouty = 840
if self.movingamoutx >= 1700:
self.movingamoutx = 1700
elif self.movingamoutx <= 1500:
self.movingamoutx = 1500
class head(pygame.sprite.Sprite):
def __init__(self,cords, type):
pygame.sprite.Sprite.__init__(self)
if type == "fast":
self.type = "fast"
self.image = pygame.transform.scale(pygame.image.load("fasthead.png"),[70,60])
else:
self.type = "slow"
self.image = pygame.transform.scale(pygame.image.load("slowhead.png"),[70,60])
self.rect = self.image.get_rect()
self.rect.x = cords[0]
self.rect.y = cords[1]
self.ticks = 0
self.putheadonbodyx = -11
self.putheadonbodyy = -2
self.firsttimewall = True
def update(self,newcords,updateanimationNumber):
self.ticks += 1
if updateanimationNumber != 100:
if self.firsttimewall == True:
self.firsttimewall = False
updateanimationNumber = 1
if self.type == "slow":
if updateanimationNumber == 2:
self.image = pygame.image.load("satwallhead1.png")
elif updateanimationNumber == 1:
self.image = pygame.image.load("satwallhead2.png")
if self.type == "fast":
if updateanimationNumber == 2:
self.image = pygame.image.load("fatwallhead1.png")
elif updateanimationNumber == 1:
self.image = pygame.image.load("fatwallhead2.png")
self.rect = self.image.get_rect()
self.rect.x = newcords[0] + self.putheadonbodyx
self.rect.y = newcords[1] + self.putheadonbodyy
def kill(self):
pygame.sprite.Sprite.kill(self)
class body(pygame.sprite.Sprite):
def __init__(self, cords, type):
pygame.sprite.Sprite.__init__(self)
if type == "fast":
self.type = "fast"
self.image = pygame.image.load("fastbody1.png")
self.tickamout = 10
else:
self.type = "slow"
self.image = pygame.image.load("slowbody1.png")
self.tickamout = 15
self.rect = self.image.get_rect()
self.rect.x = cords[0]
self.rect.y = cords[1]
self.ticks = 0
self.number = 0
self.firsttimewall = True
def update(self, newcords, Atwallnumber):
self.ticks += 1
if Atwallnumber == 100:
#This is so it only trys to change image it if is time to changer
if self.ticks % self.tickamout == 0:
self.number += 1
if self.number == 5:
self.number = 1
if self.type == "slow":
if self.number == 1:
self.image = pygame.image.load("slowbody1.png")
elif self.number == 2:
self.image = pygame.image.load("slowbody2.png")
elif self.number == 3:
self.image = pygame.image.load("slowbody3.png")
elif self.number == 4:
self.image = pygame.image.load("slowbody4.png")
elif self.type == "fast":
if self.number == 1:
self.image = pygame.image.load("fastbody1.png")
elif self.number == 2:
self.image = pygame.image.load("fastbody2.png")
elif self.number == 3:
self.image = pygame.image.load("fastbody3.png")
elif self.number == 4:
self.image = pygame.image.load("fastbody4.png")
self.rect = self.image.get_rect()
else:
self.atwall(Atwallnumber)
#Dont think that chaning the codes from the get rect will be too much of a problem and also could save the
#images beofre having ot load them
self.rect.x = newcords[0]
self.rect.y = newcords[1]
def atwall(self,updateanimationNumber):
#seeing if this is the first time
if self.firsttimewall == True:
self.firsttimewall = False
updateanimationNumber = 1
if self.type == "slow":
if updateanimationNumber == 2:
self.image = pygame.image.load("satwallbody1.png")
elif updateanimationNumber == 1:
self.image = pygame.image.load("satwallbody2.png")
else:
if updateanimationNumber == 2:
self.image = pygame.image.load("fatwallbody1.png")
elif updateanimationNumber == 1:
self.image = pygame.image.load("fatwallbody2.png")
self.rect = self.image.get_rect()
def kill(self):
pygame.sprite.Sprite.kill(self)
class Zombie():
def __init__(self, startlocation, ztype):
if ztype == "fast":
self.speed = 11
self.hp = 100
else:
self.speed = 6
self.hp = 200
self.location = startlocation
self.walldamage = 0
self.ticks = 0
#So it will stay 100 before it gets to the wall
self.updateanimationnumber = 100
def update(self):
if self.location[0] < 1300: #the y direction
self.walldamage = 0
self.location[0] += self.speed #as this should be 30 frams a second it should move 3 pixies each time
#so if at the wall
elif self.location[0] >= 1300:
self.walldamage = 0
#cjamge the % number to change how fast the wall dies
if self.ticks % 30 == 0:
self.walldamage = 5
self.updateanimationnumber = 1
#so it will have to hitting animation when dealing damgage
elif self.ticks % 15 == 0:
self.updateanimationnumber = 2
if self.ticks % 15 != 0:
self.updateanimationnumber = 0
self.ticks += 1
return self.location, self.walldamage, self.updateanimationnumber
def hpordead(self,subtrackhp):
self.hp -= subtrackhp
return self.hp
if __name__ == '__main__':
main()
您应该在全局范围或其他模块中加载图像并导入它们,然后在程序中重复使用它们。不要在函数或__init__
方法中加载它们,这些方法始终在while循环中或在创建实例时调用。从硬盘读取速度很慢。
此外,使用表面的convert
或convert_alpha
方法来改善性能(qazxswwied表面更快地进行blitting),例如:
convert
# All uppercase letters indicate that it's a constant and should never be changed.
MY_IMAGE = pygame.image.load('my_image.png').convert() # Or `.convert_alpha()`
在Bullet类中,您可以旋转原始图像。 # Load the images once at program start. You can also do that in
# another module and import them or load all images automatically
# and put them into a dictionary.
PLAYER_IMAGE = pygame.image.load("player2.png").convert_alpha()
BULLET_IMAGE = pygame.image.load("bulletpixel 6.png").convert_alpha()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = PLAYER_IMAGE # Either assign the global image directly ...
#-----------------------------------
# or pass the image to __init__.
def __init__(self, image):
pygame.sprite.Sprite.__init__(self)
self.image = image
player = Player(PLAYER_IMAGE)
创建一个新的表面/图像,不会修改原始图像。
transform.rototzoom
您加载图像的次数过多。在class Bullet(pygame.sprite.Sprite):
def __init__(self, angle, playerpos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.rotozoom(BULLET_IMAGE, angle, 0.8)
中只加载一次,然后从一个变量分配到另一个变量。
例如在__init__
中将图像加载到Player
并稍后分配
self.original
要么
self.image = self.original
与。。相似
self.image = pygame.transform.rotate(self.original, self.angle)
将 self.number += 1
if self.number == 5:
self.number = 1
if self.type == "slow":
if self.number == 1:
self.image = pygame.image.load("slowbody1.png")
elif self.number == 2:
self.image = pygame.image.load("slowbody2.png")
elif self.number == 3:
self.image = pygame.image.load("slowbody3.png")
elif self.number == 4:
self.image = pygame.image.load("slowbody4.png")
elif self.type == "fast":
if self.number == 1:
self.image = pygame.image.load("fastbody1.png")
elif self.number == 2:
self.image = pygame.image.load("fastbody2.png")
elif self.number == 3:
self.image = pygame.image.load("fastbody3.png")
elif self.number == 4:
self.image = pygame.image.load("fastbody4.png")
中的所有图像加载到两个列表中
__init__
然后你可以使用一行分配没有 self.slowimages = [
pygame.image.load("slowbody1.png"),
pygame.image.load("slowbody2.png"),
pygame.image.load("slowbody3.png"),
pygame.image.load("slowbody4.png"),
]
self.fastimages = [
pygame.image.load("fastbody1.png"),
pygame.image.load("fastbody2.png"),
pygame.image.load("fastbody3.png"),
pygame.image.load("fastbody4.png"),
]
的图像
if/elif
甚至用两个列表加载一个字典
if self.type == "slow":
self.image = self.slowimages[self.number - 1]
elif self.type == "fast":
self.image = self.fastimages[self.number - 1]
然后你可以使用一行分配没有 self.all_images = {
"slow": [
pygame.image.load("slowbody1.png"),
pygame.image.load("slowbody2.png"),
pygame.image.load("slowbody3.png"),
pygame.image.load("slowbody4.png"),
],
"fast": [
pygame.image.load("fastbodu1.png"),
pygame.image.load("fastbodu2.png"),
pygame.image.load("fastbodu3.png"),
pygame.image.load("fastbodu4.png"),
],
]
的图像
if/elif
BTW在self.number你可以保持值0..3而不是1..4然后在 self.image = self.all_images[self.type][self.number - 1]
你可以使用self.all_images[self.type][self.number - 1]
而不是self.number
而不是
self.number - 1
你可以使用 self.number += 1
if self.number == 5:
self.number = 1
并得到一行
modulo
代替
self.number = (self.number + 1) % 4
你可以在一条线上做
self.rect.x = newcords[0]
self.rect.y = newcords[1]
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当某个命令为真时,如何更新 python pygame 中的文本?