Python 3.x pyglet中的平铺贴图,fps放置
我的英语糟透了,我尽力写这个问题:D 我正在用Pyglet制作一个2D游戏,我需要制作一个平铺地图。 1个平铺=50像素x 50像素 但是当我用20个敌人绘制地图50x50时,我的fps从60fps下降到10fps,这需要很大的PC能力 每一块瓷砖和每一个敌人都是批量绘制的。 我能做些什么来提高我的游戏效率 我尝试缩放瓷砖,但我在每个瓷砖上都有一个黑色边框,我想要50×50像素的瓷砖,而不是50×50/缩放Python 3.x pyglet中的平铺贴图,fps放置,python-3.x,pyglet,Python 3.x,Pyglet,我的英语糟透了,我尽力写这个问题:D 我正在用Pyglet制作一个2D游戏,我需要制作一个平铺地图。 1个平铺=50像素x 50像素 但是当我用20个敌人绘制地图50x50时,我的fps从60fps下降到10fps,这需要很大的PC能力 每一块瓷砖和每一个敌人都是批量绘制的。 我能做些什么来提高我的游戏效率 我尝试缩放瓷砖,但我在每个瓷砖上都有一个黑色边框,我想要50×50像素的瓷砖,而不是50×50/缩放 #Create blocks 50x50 pixels and replace with
#Create blocks 50x50 pixels and replace with image names to get what i see.
from pyglet.window import key, FPSDisplay
import pyglet
import math
Background = pyglet.graphics.OrderedGroup(0)
Walls_Group = pyglet.graphics.OrderedGroup(1)
def preload_image(image):
img = pyglet.image.load('images/' + image)
return img
map_x = 50
map_y = 50
window_X = 1500
window_Y = 900
class GameWindow(pyglet.window.Window):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.set_location(100, 30)
self.frame_rate = 1.0 / 100.0
self.fps_display = FPSDisplay(self)
self.fps_display.label.font_size = 30
self.player_speed = 550
self.right = False
self.left = False
self.up = False
self.down = False
self.map_load = False
self.Walls_load = False
self.map_scale = 1
self.wall = preload_image('block.png')
self.wall_list = []
self.map_1_list = []
self.sprite = preload_image('Grass_Green.png')
self.main_batch = pyglet.graphics.Batch()
def Mapka(self, x_size, y_size):
for Y in range(y_size):
for X in range(x_size):
self.map_1_list.append(pyglet.sprite.Sprite(self.sprite, x=X * (self.sprite.width*self.map_scale), y=Y * (self.sprite.height*self.map_scale), batch=self.main_batch, group=Background))
for i in self.map_1_list:
i.scale = self.map_scale
def Walls(self):
self.times = math.ceil(map_x * (self.sprite.width*self.map_scale) / self.wall.width) # Oblicza ilość ścian na dolnej części
# mapy z zaokrągleniem
self.times_y = math.ceil(map_y * (self.sprite.height*self.map_scale) / self.wall.height)
for x in range(int(self.times)):
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=0, batch=self.main_batch, group=Walls_Group))
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=(self.times_y - 1) * self.wall.height,
batch=self.main_batch, group=Walls_Group))
for y in range(int(self.times_y)):
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=0, y=y * self.wall.height, batch=self.main_batch, group=Walls_Group))
self.wall_list.append(pyglet.sprite.Sprite(self.wall, x=self.times * self.wall.width - self.wall.width,
y=y * self.wall.height, batch=self.main_batch,
group=Walls_Group))
def on_draw(self):
self.clear()
if not self.map_load:
self.Mapka(map_x, map_y)
self.map_load = True
if not self.Walls_load:
self.Walls()
self.Walls_load = True
self.main_batch.draw()
self.fps_display.draw()
def on_key_press(self, symbol, modifiers):
if symbol == key.D:
self.right = True
if symbol == key.A:
self.left = True
if symbol == key.W:
self.up = True
if symbol == key.S:
self.down = True
if symbol == key.ESCAPE:
pyglet.app.exit()
def on_key_release(self, symbol, modifiers):
if symbol == key.D:
self.right = False
if symbol == key.A:
self.left = False
if symbol == key.W:
self.up = False
if symbol == key.S:
self.down = False
def update_space(self, dt):
for space in self.map_1_list:
space.update()
space.y -= 0 * dt
if self.right:
space.x -= self.player_speed * dt
if self.left:
space.x += self.player_speed * dt
if self.up:
space.y -= self.player_speed * dt
if self.down:
space.y += self.player_speed * dt
def update_wall(self, dt):
for wall in self.wall_list:
wall.update()
if self.right:
wall.x -= self.player_speed * dt
if self.left:
wall.x += self.player_speed * dt
if self.up:
wall.y -= self.player_speed * dt
if self.down:
wall.y += self.player_speed * dt
def update(self, dt):
self.update_wall(dt)
self.update_space(dt)
if __name__ == "__main__":
window = GameWindow(window_X, window_Y, "Gra", resizable=False)
pyglet.clock.schedule_interval(window.update, window.frame_rate)
pyglet.app.run()
我想有至少100 x 100瓷砖,可以在60 fps的工作平铺地图。
平铺=50x50像素
如果可以绘制平铺,但只绘制屏幕上可见的平铺,不超过屏幕X,Y。好的,那么这里的主要问题可能是
计划间隔
,它不能尽可能快地运行。主要是因为它更新场景,并触发渲染。第二个是wall.update()
调用(我不知道您调用它的确切原因)非常慢,而且您要执行宽度*高度^2次。而且它非常低效
有一个快速的解决方法。下面是一个建议的方法
#Create blocks 50x50 pixels and replace with image names to get what i see.
from pyglet.window import key, FPSDisplay
import pyglet
import math
import time
Background = pyglet.graphics.OrderedGroup(0)
Walls_Group = pyglet.graphics.OrderedGroup(1)
def preload_image(image):
img = pyglet.image.load('images/' + image)
return img
map_x = 50
map_y = 50
window_X = 1500
window_Y = 900
class GameWindow(pyglet.window.Window):
def __init__(self, *args, **kwargs):
super(GameWindow, self).__init__(*args, **kwargs)
self.set_location(100, 30)
self.frame_rate = 1.0 / 100.0
self.fps_display = FPSDisplay(self)
self.fps_display.label.font_size = 30
self.player_speed = 550
self.right = False
self.left = False
self.up = False
self.down = False
self.map_load = False
self.Walls_load = False
self.map_scale = 1
self.wall = preload_image('block.png')
self.wall_list = []
self.map_1_list = []
self.sprite = preload_image('Grass_Green.jpg')
self.main_batch = pyglet.graphics.Batch()
self.alive = True
self.last_scheduled_update = time.time()
if not self.map_load:
self.Mapka(map_x, map_y)
self.map_load = True
if not self.Walls_load:
self.Walls()
self.Walls_load = True
def Mapka(self, x_size, y_size):
for Y in range(y_size):
for X in range(x_size):
self.map_1_list.append(pyglet.sprite.Sprite(self.sprite, x=X * (self.sprite.width*self.map_scale), y=Y * (self.sprite.height*self.map_scale), batch=self.main_batch, group=Background))
for i in self.map_1_list:
i.scale = self.map_scale
def Walls(self):
self.times = math.ceil(map_x * (self.sprite.width*self.map_scale) / self.wall.width) # Oblicza ilość ścian na dolnej części
# mapy z zaokrągleniem
self.times_y = math.ceil(map_y * (self.sprite.height*self.map_scale) / self.wall.height)
for x in range(int(self.times)):
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=0, batch=self.main_batch, group=Walls_Group))
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=(self.times_y - 1) * self.wall.height,
batch=self.main_batch, group=Walls_Group))
for y in range(int(self.times_y)):
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=0, y=y * self.wall.height, batch=self.main_batch, group=Walls_Group))
self.wall_list.append(pyglet.sprite.Sprite(self.wall, x=self.times * self.wall.width - self.wall.width,
y=y * self.wall.height, batch=self.main_batch,
group=Walls_Group))
def render(self):
self.clear()
self.main_batch.draw()
self.fps_display.draw()
self.flip()
def on_key_press(self, symbol, modifiers):
if symbol == key.D:
self.right = True
if symbol == key.A:
self.left = True
if symbol == key.W:
self.up = True
if symbol == key.S:
self.down = True
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
self.update(1)
def on_key_release(self, symbol, modifiers):
if symbol == key.D:
self.right = False
if symbol == key.A:
self.left = False
if symbol == key.W:
self.up = False
if symbol == key.S:
self.down = False
def update_space(self, dt):
for space in self.map_1_list:
space.update()
space.y -= 0 * dt
if self.right:
space.x -= self.player_speed * dt
if self.left:
space.x += self.player_speed * dt
if self.up:
space.y -= self.player_speed * dt
if self.down:
space.y += self.player_speed * dt
def update_wall(self, dt):
for wall in self.wall_list:
wall.update()
if self.right:
wall.x -= self.player_speed * dt
if self.left:
wall.x += self.player_speed * dt
if self.up:
wall.y -= self.player_speed * dt
if self.down:
wall.y += self.player_speed * dt
def update(self, dt):
self.update_wall(dt)
self.update_space(dt)
def run(self):
while self.alive == 1:
if time.time() - self.last_scheduled_update > 0.25:
self.update(time.time() - self.last_scheduled_update)
self.last_scheduled_update = time.time()
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
if __name__ == "__main__":
window = GameWindow(window_X, window_Y, "Gra", resizable=False)
window.run()
这给了我:
是的,速度超过2700 FPS。而调用堆栈看起来更为均衡: 从现在开始,真正的挑战就从这里开始。
完成的任何优化都是次要的,很难找到,并且是调试的挑战
希望你有这些工具,并且了解在哪里以及为什么要查看位置:)好的,所以这里的主要问题可能是
计划间隔
,它没有尽可能快地运行。主要是因为它更新场景,并触发渲染。第二个是wall.update()
调用(我不知道您调用它的确切原因)非常慢,而且您要执行宽度*高度^2次。而且它非常低效
有一个快速的解决方法。下面是一个建议的方法
#Create blocks 50x50 pixels and replace with image names to get what i see.
from pyglet.window import key, FPSDisplay
import pyglet
import math
import time
Background = pyglet.graphics.OrderedGroup(0)
Walls_Group = pyglet.graphics.OrderedGroup(1)
def preload_image(image):
img = pyglet.image.load('images/' + image)
return img
map_x = 50
map_y = 50
window_X = 1500
window_Y = 900
class GameWindow(pyglet.window.Window):
def __init__(self, *args, **kwargs):
super(GameWindow, self).__init__(*args, **kwargs)
self.set_location(100, 30)
self.frame_rate = 1.0 / 100.0
self.fps_display = FPSDisplay(self)
self.fps_display.label.font_size = 30
self.player_speed = 550
self.right = False
self.left = False
self.up = False
self.down = False
self.map_load = False
self.Walls_load = False
self.map_scale = 1
self.wall = preload_image('block.png')
self.wall_list = []
self.map_1_list = []
self.sprite = preload_image('Grass_Green.jpg')
self.main_batch = pyglet.graphics.Batch()
self.alive = True
self.last_scheduled_update = time.time()
if not self.map_load:
self.Mapka(map_x, map_y)
self.map_load = True
if not self.Walls_load:
self.Walls()
self.Walls_load = True
def Mapka(self, x_size, y_size):
for Y in range(y_size):
for X in range(x_size):
self.map_1_list.append(pyglet.sprite.Sprite(self.sprite, x=X * (self.sprite.width*self.map_scale), y=Y * (self.sprite.height*self.map_scale), batch=self.main_batch, group=Background))
for i in self.map_1_list:
i.scale = self.map_scale
def Walls(self):
self.times = math.ceil(map_x * (self.sprite.width*self.map_scale) / self.wall.width) # Oblicza ilość ścian na dolnej części
# mapy z zaokrągleniem
self.times_y = math.ceil(map_y * (self.sprite.height*self.map_scale) / self.wall.height)
for x in range(int(self.times)):
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=0, batch=self.main_batch, group=Walls_Group))
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=(self.times_y - 1) * self.wall.height,
batch=self.main_batch, group=Walls_Group))
for y in range(int(self.times_y)):
self.wall_list.append(
pyglet.sprite.Sprite(self.wall, x=0, y=y * self.wall.height, batch=self.main_batch, group=Walls_Group))
self.wall_list.append(pyglet.sprite.Sprite(self.wall, x=self.times * self.wall.width - self.wall.width,
y=y * self.wall.height, batch=self.main_batch,
group=Walls_Group))
def render(self):
self.clear()
self.main_batch.draw()
self.fps_display.draw()
self.flip()
def on_key_press(self, symbol, modifiers):
if symbol == key.D:
self.right = True
if symbol == key.A:
self.left = True
if symbol == key.W:
self.up = True
if symbol == key.S:
self.down = True
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
self.update(1)
def on_key_release(self, symbol, modifiers):
if symbol == key.D:
self.right = False
if symbol == key.A:
self.left = False
if symbol == key.W:
self.up = False
if symbol == key.S:
self.down = False
def update_space(self, dt):
for space in self.map_1_list:
space.update()
space.y -= 0 * dt
if self.right:
space.x -= self.player_speed * dt
if self.left:
space.x += self.player_speed * dt
if self.up:
space.y -= self.player_speed * dt
if self.down:
space.y += self.player_speed * dt
def update_wall(self, dt):
for wall in self.wall_list:
wall.update()
if self.right:
wall.x -= self.player_speed * dt
if self.left:
wall.x += self.player_speed * dt
if self.up:
wall.y -= self.player_speed * dt
if self.down:
wall.y += self.player_speed * dt
def update(self, dt):
self.update_wall(dt)
self.update_space(dt)
def run(self):
while self.alive == 1:
if time.time() - self.last_scheduled_update > 0.25:
self.update(time.time() - self.last_scheduled_update)
self.last_scheduled_update = time.time()
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
if __name__ == "__main__":
window = GameWindow(window_X, window_Y, "Gra", resizable=False)
window.run()
这给了我:
是的,速度超过2700 FPS。而调用堆栈看起来更为均衡: 从现在开始,真正的挑战就从这里开始。
完成的任何优化都是次要的,很难找到,并且是调试的挑战
希望您拥有这些工具,并了解查看位置的位置和原因:)我们至少需要了解三件事,1)如何创建这些瓷砖,2)如何更新它们的位置,3)如何渲染它们?如果你能从你的代码中删掉这三样东西,那将对我们有很大帮助。我想我知道问题出在哪里,但我想先看看这些代码:)我添加了你要求的代码。好的,我只想感谢你给我们的代码正是我们希望用户发布的代码。它是最小的,它是可执行的,它显示了问题!写一个很好的问题很好-我希望下面的解决方案对你有用。祝你的项目好运!:)(你的英语非常好)我们至少需要看三件事,1)你如何创建这些瓷砖,2)你如何更新它们的位置,3)你如何渲染它们?如果你能从你的代码中删掉这三样东西,那将对我们有很大帮助。我想我知道问题出在哪里,但我想先看看这些代码:)我添加了你要求的代码。好的,我只想感谢你给我们的代码正是我们希望用户发布的代码。它是最小的,它是可执行的,它显示了问题!写一个很好的问题很好-我希望下面的解决方案对你有用。祝你的项目好运!:)(你的英语非常好)