首页 > 解决方案 > Pygame 运行缓慢

问题描述

在此处输入图像描述 我正在创建一个名为“生存岛”的游戏,并且刚刚创建了开始屏幕。pygame 在做一个事件后滞后太多(需要时间来响应)。

这是我的源代码:

#packages
import pygame
import sys
from sys import exit
#initialization
pygame.init()
#display surf
width = 600
height = 400
surface  = pygame.display.set_mode((width,height))
clock = pygame.time.Clock()#for fps
#caption
pygame.display.set_caption('Survival Island')

#variables
mousex = 0
mousey = 0
#booleans
play = True #entered playmode
canQuitOnStart = True     #game can be quitted on start
drawStartScreen = True #start screen drawed
running = True # game is running
#definitions
def quitOnStart():     #quitting the game
    #can be seen if rect is drawn [pygame.draw.rect(surface,(0,0,255),(550,350,40,40))]
    global mousex,mousey,running
    for event in pygame.event.get():
       if event.type == pygame.MOUSEBUTTONDOWN: #quit on pressing x on start screen
            if mousex > 550 and mousey > 350 and mousex <590 and mousey <390:
                print('Exit1')
                running = False

def drawStart():      #drawing start menu
    START_Image = pygame.image.load('START_Image.png').convert()
    surface.blit(START_Image,(0,0))
    pygame.display.update()

def playGame():
    #play on clicking on "play"
    global mousex,mousey,canQuitOnStart,drawStartScreen
    for event in pygame.event.get():
        if event.type == pygame.MOUSEBUTTONDOWN:
           if mousex > 415 and mousey >190 and mousex <70 and mousey <30: # can be seen if rect is drawn [pygame.draw.rect(surface,(0,0,255),(415,190,70,30))]
                canQuitOnStart = False
                drawStartScreen = False
                screen.fill((0,0,0))
                pygame.display.update()
if drawStartScreen == True:
        drawStart()

def main():
    if play == True:
        playGame()
    if canQuitOnStart == True:
        quitOnStart()

#main loop
while running:
    #get mouse position
    mousex,mousey = pygame.mouse.get_pos()
    # fps is 60
    clock.tick(120)
    # quit button event
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
    # main function
    if __name__ == '__main__':
        main()

pygame.quit()#quits after event

运行后,pygame 窗口显示图像。运行后需要多次尝试关闭窗口(右下角的“X”)

我是一个新手程序员,所以.. 我想要一些 pygame 课程(请提出一些建议)。

谢谢 !!!

标签: pythonpython-3.xpygamepygame-surface

解决方案


游戏运行缓慢,因为您START_Image在每一帧中加载。pygame.image.load是一项非常昂贵的操作,因为它必须从数据存储中读取图像。启动时加载START_Image一次

surface  = pygame.display.set_mode((width,height))
clock = pygame.time.Clock()#for fps
#caption
pygame.display.set_caption('Survival Island')

START_Image = pygame.image.load('START_Image.png').convert()

不要pygame.display.update()在主应用程序循环中多次调用。pygame.display.update()从队列中删除事件,因此您将只获得每个事件一次。获取事件列表一次 ( events = pygame.event.get()) 并将事件列表传递给函数:

while running:
    # [...]
    events = pygame.event.get()
    for event in events:
        # [...]
        
    if play == True:
        playGame(events)
    if canQuitOnStart == True:
        quitOnStart(events)

此外,在应用程序循环中绘制场景,而不是在事件循环中。pygame.display.update()画完整个场景后做1单就够了。

按钮点击条件错误。它一定要是:

if mousex > 550 and mousey > 350 and mousex <590 and mousey <390:

if  415 < mousex < 415+70 and 190 < mousey < 190+30:

无论如何,我建议使用pygame.Rectand collidepoint

if pygame.Rect(415,190,70,30).collidepoint(mousex, mousey):

请参阅示例:

#packages
import pygame
import sys
from sys import exit
#initialization
pygame.init()
#display surf
width = 600
height = 400
surface  = pygame.display.set_mode((width,height))
clock = pygame.time.Clock()#for fps
#caption
pygame.display.set_caption('Survival Island')

START_Image = pygame.image.load('START_Image.png').convert()
    
#variables
mousex = 0
mousey = 0
#booleans
play = True #entered playmode
canQuitOnStart = True     #game can be quitted on start
drawStartScreen = True #start screen drawed
running = True # game is running
#definitions
def quitOnStart(events):     #quitting the game
    #can be seen if rect is drawn [pygame.draw.rect(surface,(0,0,255),(550,350,40,40))]
    global mousex,mousey,running
    for event in events:
       if event.type == pygame.MOUSEBUTTONDOWN: #quit on pressing x on start screen
            if mousex > 550 and mousey > 350 and mousex <590 and mousey <390:
                print('Exit1')
                running = False

def drawStart():      #drawing start menu
    surface.blit(START_Image,(0,0))

def playGame(events):
    #play on clicking on "play"
    global mousex,mousey,canQuitOnStart,drawStartScreen
    for event in events:
        if event.type == pygame.MOUSEBUTTONDOWN:
           if pygame.Rect(415,190,70,30).collidepoint(mousex, mousey): # can be seen if rect is drawn [pygame.draw.rect(surface,(0,0,255),(415,190,70,30))]
                canQuitOnStart = False
                drawStartScreen = False
    surface.fill((0,0,0))
    if drawStartScreen == True:
        drawStart()
    #pygame.draw.rect(surface, (255, 0, 0), (415,190,70,30))
    pygame.display.update()

def main():
    global canQuitOnStart, play, running, mousex, mousey
    #main loop
    while running:
        #get mouse position
        mousex,mousey = pygame.mouse.get_pos()
        # fps is 60
        clock.tick(120)
        # quit button event
        events = pygame.event.get()
        for event in events:
            if event.type == pygame.QUIT:
                running = False
        # main function
        if play == True:
            playGame(events)
        if canQuitOnStart == True:
            quitOnStart(events)

if __name__ == '__main__':
    main()

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