Python pyagme屏幕不使用多线程

Python pyagme屏幕不使用多线程,python,multithreading,python-2.7,pygame,pygame-surface,Python,Multithreading,Python 2.7,Pygame,Pygame Surface,我正在使用python 2.7.14,目前正试图使用多进程模块同时绘制pygame屏幕的两侧(两个线程从一个pygame屏幕调用函数),但每次我从屏幕调用函数(例如screen.get_width())时,都会出现以下错误: Process Process-1: Traceback (most recent call last): File "C:\Python27\lib\multiprocessing\process.py", line 267, in _bootstrap se

我正在使用python 2.7.14,目前正试图使用多进程模块同时绘制pygame屏幕的两侧(两个线程从一个pygame屏幕调用函数),但每次我从屏幕调用函数(例如
screen.get_width()
)时,都会出现以下错误:

Process Process-1:
Traceback (most recent call last):
  File "C:\Python27\lib\multiprocessing\process.py", line 267, in _bootstrap
    self.run()
  File "C:\Python27\lib\multiprocessing\process.py", line 114, in run
    self._target(*self._args, **self._kwargs)
  File "C:\Python27\multiplayer.py", line 9, in single_core_game
    print screen.get_width()
error: display Surface quit
我知道从线程中书写并不是最优雅的方式,所以我很乐意听到其他方法


谢谢

正如@Fredrik所说,您可能希望使用一个线程,而不是单独的进程。线程共享对内存和变量等的访问,而单独的进程从子进程启动时起就有一个单独的副本

因此,请允许我重新表述您的问题:

如何从多个线程绘制到pygame屏幕

对此,简短的回答是:“你没有”

通常,对于事件驱动的、基于窗口的桌面,程序有一个线程来管理与用户的交互,包括处理屏幕的输入和输出。当然,您可能能够从多个线程调用
screen.blit(…)
,这是因为,但这不是一条好的设计路径

但是!这并不是说其他线程和进程无法为显示创建内容,而是将其交给主处理程序线程,以便将最后的blit发送到屏幕上,那么如何操作呢

单独的python进程可以与
客户机
侦听器
相互通信(这也涉及GIL),如前所述,单独的线程可以共享内存

下面是一段乱七八糟的代码,它将背景图像渲染到屏幕外表面,然后在每次新更新准备就绪时将事件发布到主线程。显然,这只是一个线程的小用途,但如果有一个更耗时的更新过程,它会更适合

线程函数最初创建一个pygame曲面,使其看起来像一个8位的黑色空间的再现。然后再在图像上进行更多平移,通过事件队列将副本作为Pygame.Event发送到主线程。主线程会看到此事件,并更新其背景图像

结果有点不稳定,但这是因为我在每次迭代中将线程休眠500毫秒,以使其速度减慢一点

import threading
import pygame
import random
import time
import sys

# Window size
WINDOW_WIDTH=400
WINDOW_HEIGHT=400
DARK_GREY   = (  50,  50,  50 )
SPACE_BLACK = (   0,   0,  77 )
STAR_WHITE  = ( 255, 252, 216 )


### Thread that paints a background image to an off-screen surface
### then posts an event to the main loop when the image is ready
### for displaying.
class BackgroundDrawThread( threading.Thread ):
    def __init__( self ):
        threading.Thread.__init__(self)
        self.daemon         = True # exit with parent
        self.sleep_event    = threading.Event()
        self.ofscreen_block = pygame.Surface( ( WINDOW_WIDTH, WINDOW_HEIGHT ) )
        self.pan_pixels     = 5

    def makeSpace( self ):
        """ Make a starry background """
        # Inky blackness of space
        self.ofscreen_block.fill( SPACE_BLACK )
        # With some (budget-minded) stars
        for i in range( 80 ):
            random_pixel = ( random.randrange( WINDOW_WIDTH ), random.randrange( WINDOW_HEIGHT ) )
            self.ofscreen_block.set_at( random_pixel, STAR_WHITE )

    def panSpace( self ):
        """ Shift space left, by some pixels, wrapping the image """
        rect_to_move = [0, 0, self.pan_pixels, WINDOW_HEIGHT-1]
        lost_part = self.ofscreen_block.subsurface( rect_to_move ).copy()
        self.ofscreen_block.scroll( dx=-self.pan_pixels, dy=0)
        self.ofscreen_block.blit( lost_part, ( WINDOW_WIDTH-1-self.pan_pixels,0) )

    def run( self ):
        """ Do Forever (or until interuppted) """
        # Make the space backdrop
        self.makeSpace()
        while ( True ):
            if ( True == self.sleep_event.wait( timeout=0.5 ) ):
                break # sleep was interrupted by self.stop()
            else:
                # Rotate space a bit
                self.panSpace()

                # Message the main-thread that space has been panned.
                new_event_args = { "move": self.pan_pixels, "bitmap": self.ofscreen_block.copy() }
                new_event = pygame.event.Event( pygame.USEREVENT + 1, new_event_args )
                pygame.event.post( new_event )

    def stop( self ):
        self.sleep_event.set() # interrupt the wait
        self.join()



### MAIN
pygame.init()
pygame.display.set_caption("Threaded Paint")
WINDOW  = pygame.display.set_mode( ( WINDOW_WIDTH, WINDOW_HEIGHT ), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE )

# Start the render-my-background thread
thread1 = BackgroundDrawThread()
thread1.start()
background = None

# Main paint / update / event loop
done = False
clock = pygame.time.Clock()
while ( not done ):

    # Handle Events
    for event in pygame.event.get():
        if ( event.type == pygame.QUIT ):
            done = True

        elif ( event.type == pygame.USEREVENT + 1 ):
            background = event.bitmap   
            print( "Space folded by %d pixels" % ( event.move ) )

    # Paint the window
    if ( background != None ): # wait for the first backgroun to be ready message
        WINDOW.blit( background, (0,0) )
    pygame.display.flip()

    # Max FPS
    clock.tick_busy_loop(60)

thread1.stop()
pygame.quit()


嗯,看看动画,好像我在折叠空间时有一个1倍的错误。我想代码需要更多。

如果你不发布代码,没有人能回答你的问题。多处理实际上是创建独立的进程,而不是线程。所以我猜你没有正确地共享屏幕资源。