Python tkinter snake game drawing lag


#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 中创建一个简单的贪吃蛇游戏,但是当蛇数组包含 30+ 个矩形时,移动会迅速减慢,所以我想知道有没有更好的方法来绘制对象,以便它更快地工作而不是不断调用这个绘制函数?

另一个可能的问题是移动函数的效率低下:

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)

这是我的第一个实际游戏,所以不要:(杀了我。

您不必从画布中删除所有矩形。您只需要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而不是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()

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