问题描述
我正在家用计算机上使用pygame制作一个python游戏,以便在学校中使用python 3.6.3和pygame 1.9.3运行.在制作游戏时,我还在学校工作,那里的正常工作比预期的要慢,但是当我开始加载图像时,它随机选择了图像,并且没有在学校计算机而不是家用计算机上加载正确的图像(我认为这可能是由于数组的更改并加载它们).我很快发现我在学校运行python 3.5.3,然后在更新python和pygame时,游戏运行极其缓慢且无法玩.图像正确加载,但是速度变化很大.
I am making a python game with pygame on my home computer for school running with python 3.6.3 and pygame 1.9.3. When working on my game I also worked at school where it was working correctly just slower as expected but when I started to load images it randomly choose the images and didn't load the correct ones on school computer not home one (I think this might be due to change in arrays and loading them). I soon found I was running python 3.5.3 at school and then when updating it the python and pygame, The game ran extremely slow and was unplayable. The images loaded correctly but the change in speed was extreme.
摘要:
Pygame在家工作出色的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.正在更新的学校对其进行了纠正,但现在运行缓慢得令人难以忍受.
Pygame at home working great pygame 1.9.3 python 3.6.3.Working fine at school until loading images python 3.5.3.Updating school corrected it but is now running unbearably slow.
我很想解决此问题,可以在其他python版本上运行,也可以在学校计算机上以可变速度运行.如果有任何可以轻松实现的优化非常有用,而且我不确定如何有效加载图像
I would love a fix for this problem either working for other python version or running at a variable speed for school computers.If there is any optimisation that could be easily implemented that would be very useful as well as I am not sure how to load images effectively
代码:
导入pygame 随机导入 导入数学
import pygame import random import math
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()
推荐答案
您应该在全局范围或其他模块中加载图像,然后将其导入,然后在程序中重新使用它们.不要一直将它们加载到在while循环中或创建实例时被调用的函数或__init__
方法中.从硬盘读取速度很慢.
You should load the images in the global scope or another module and import them and then reuse them in your program. Do not load them in your functions or __init__
methods that get called in the while loop all the time or when you create an instance. Reading from the hard disk is slow.
此外,请使用 convert
或convert_alpha
表面的方法以提高性能(convert
的表面变白更快),例如:
Also, use the convert
or convert_alpha
methods of surfaces to improve the performance (convert
ed surfaces get blitted faster), e.g.:
# 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()`
# 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)
在Bullet类中,您可以旋转原始图像. transform.rototzoom
创建新的表面/图像,并且不修改原始表面/图像.
In the Bullet class you can rotate the original image. transform.rototzoom
creates a new surface/image and doesn't modify the original.
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)
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