当我运行脚本时,我在 Pygame 中获得了大约 1 FPS.我的代码中是什么导致了这种情况?



我的电脑不是古老的,所以没有足够的处理能力不可能是原因。我认为这意味着它一定是由我的代码中需要很长时间才能执行的内容引起的。我已经仔细研究了我的代码,但我看不出可能导致这种情况的原因。如果有人能向我指出原因,我将不胜感激。我的代码有 4 个模块:

dungeon_crawl.py

import pygame, sys
import game_function as gf
from tilemap import Tilemap
from player import Player
def run_game():
# Start the game and create a screen object.
pygame.init()
screen_info = pygame.display.Info()
screen = pygame.display.set_mode((screen_info.current_w, screen_info.current_h))
pygame.display.set_caption('Dungeon Crawl')
clock = pygame.time.Clock()
# Create objects for classes.
tilemap = Tilemap(screen)
player = Player(screen)
# Set the background color.
bg_color = (255,255,255)
# Game loop
while True:
gf.check_events(player)
player.update()
gf.update_screen(bg_color, screen, player)
clock.tick(30)
run_game()_

game_function.py

import pygame, sys
from tilemap import Tilemap
def check_events(player):
"""Respond to keypresses and mouse events."""
# Quit if the player closes out of the window.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
# Move the player to the right.
player.moving_right = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_d:
player.moving_right = False
def update_screen(bg_color, screen, player):
"""Update images on the screen and flip to the new screen."""
# Create objects for classes.
tilemap = Tilemap(screen)
# Redraw the screen during each pass through the loop.
screen.fill(bg_color)
tilemap.draw_self(screen, player.x, player.y)
player.blitme()
# Make the most recently drawn screen visible.
pygame.display.flip()

player.py

import pygame
class Player():
def __init__(self, screen):
# Load the hero image and the screen and get their rects.
self.image = pygame.transform.scale2x(pygame.image.load('hero.bmp'))
self.screen = screen
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# Set position on screen.
self.rect.centerx = 330
self.rect.centery = 330
# Set initial coordinates on the tilemap.
self.x = 1000
self.y = 1000
# Movement flag
self.moving_right = False
def update(self):
"""Update the player's position based on the movement flags."""
if self.moving_right:
self.rect.centerx += 1
def blitme(self):
"""Draw the player."""
self.screen.blit(self.image, self.rect)

tilemap.py

import pygame
from pygame import sprite
class Tilemap():
def __init__(self, screen):
# Set constants.
BLACK = (0,0,0)
LIGHTGREY = (200,200,200)
DARKGREY = (100,100,100)
NONE = 0
FLOOR = 1
WALL = 2
# Link each structure to its color.
self.colors =   {
NONE: BLACK,
FLOOR: LIGHTGREY,
WALL: DARKGREY
}
# Decide which structures block movements.
self.block_movement =   {
NONE: 'n',
FLOOR: 'n',
WALL: 'y',
}
# Create tilemap.
tiles = []
for x in range(0, 2000):
tiles.append([])
for y in range(0, 2000):
tiles[x].append(NONE)
for i in range(0, 10):
tiles[1001][1000 + i] = WALL
self.tiles = tiles
# Set size of tiles and map height/width in tiles.
self.TILESIZE = 60
self.MAPHEIGHT = 11
self.MAPWIDTH = 11
def draw_self(self, screen, playerx, playery):
"""Draw the map."""
for row in range(self.MAPHEIGHT):
for column in range(self.MAPWIDTH):
pygame.draw.rect(screen, self.colors[self.tiles[playerx + column][playery + row]], (column * self.TILESIZE, row * self.TILESIZE, self.TILESIZE, self.TILESIZE))

每次更新屏幕时,都会创建一个新Tilemap。在初始值设定项中,您有以下代码:

for x in range(0, 2000):
tiles.append([])
for y in range(0, 2000):
tiles[x].append(NONE)

这意味着您不必要地使用嵌套的 for 循环重新创建Tilemap,该循环迭代2,000 * 2,000 = 4,000,000次(每一帧!(,只是为了创建 2D 列表。不需要每帧都创建此列表;它只需要在游戏中的每个场景之前创建。我相信这是导致性能问题的原因。

我的猜测是,您希望将tilemap变量dungeon_crawl.py传递到函数gf.update_screen中,而不是在函数开始时重新创建它。

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