Python pygame如何设置FPS
我正在制作一个python游戏,我不知道应该将FPS设置为什么。我的比赛被卡住了,不顺利。我怎么知道FPS应该是什么 这是我的代码:Python pygame如何设置FPS,python,python-2.7,pygame,pycharm,frame-rate,Python,Python 2.7,Pygame,Pycharm,Frame Rate,我正在制作一个python游戏,我不知道应该将FPS设置为什么。我的比赛被卡住了,不顺利。我怎么知道FPS应该是什么 这是我的代码: 运行代码后,我还注意到帧速率下降,这会影响游戏的流畅性 这里有两个不同的问题: 1。FPS下降 FPS下降可能是因为一些您无法控制的事情,比如垃圾收集器正在工作。 即使您无法控制这些问题,但总体而言,您可以提高游戏的性能。请参见以下游戏探查器运行的屏幕截图: 您可以看到,大部分时间都花在blit上。然而,很大一部分时间也花在了get\u y\u list上。ge
运行代码后,我还注意到帧速率下降,这会影响游戏的流畅性 这里有两个不同的问题: 1。FPS下降 FPS下降可能是因为一些您无法控制的事情,比如垃圾收集器正在工作。 即使您无法控制这些问题,但总体而言,您可以提高游戏的性能。请参见以下游戏探查器运行的屏幕截图: 您可以看到,大部分时间都花在
blit
上。然而,很大一部分时间也花在了get\u y\u list
上。get_y_list
方法还使用大型列表,这会创建大量垃圾供垃圾收集器稍后收集,从而进一步影响性能
据我所知,get\u y\u list
方法是用于碰撞检测的非常粗糙的方法的一部分,基本上需要二次时间。您的算法似乎将每个对象划分为大量2d单元,然后测试每对单元之间的碰撞。相反,您可以只测试框到框的交点。如果你希望物体有一个复杂的碰撞形状,你可以使用其他算法,互联网上到处都是。请参见以下示例:
使用其他碰撞检测算法将大大提高性能
2。当FPS下降时,游戏变得不流畅。
对象的x
和y
位置正在更新,例如:player.x-=player.vx
。物理上正确的方法是:player.x-=player.vx*DELTA\u T
。其中DELTA_T是自最后一帧起经过的时间。如果不使用从最后一帧开始经过的时间,角色的运动速度将取决于FPS。这正是我们所看到的
您可能会问,我从哪里获得增量。您可以在调用tick时直接执行此操作:
def main():
global DELTA_T
finish = False
background_x = 0
background_y = 0
background = pygame.image.load(BACKGROUND_IAMGE)
while not finish:
DELTA_T = clock.tick(REFRESH_RATE)
我尝试通过DELTA_T
添加乘法,但游戏变得不稳定,因为您假设对象在每个帧中准确地前进vx
“细胞”,以检测碰撞和地板穿透。请参阅下面我的尝试:
import pygame
pygame.init()
WINDOW_WIDTH = 700
WINDOW_HEIGHT = 500
SIZE = (WINDOW_WIDTH, WINDOW_HEIGHT)
SCREEN = pygame.display.set_mode(SIZE)
pygame.display.set_caption("Python Game")
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
PINK = (255, 0, 255)
BACKGROUND_IAMGE = 'back.png'
clock = pygame.time.Clock()
REFRESH_RATE = 30
FRAMES_DELAY = 3
PLAYER_HEIGHT = 72
PLAYER_WIDTH = 40
MUSHROOM_HEIGHT = 31
MUSHROOM_WIDTH = 40
BLOCK_HEIGHT = 30
BLOCK_WIDTH = 30
FLOOR_Y = 435
DELTA_T = 0
class Player:
def __init__(self, x, y):
self.__images = [pygame.image.load('mario1.png'), pygame.image.load('mario2.png'),
pygame.image.load('mario3.png'), pygame.image.load('mario4.png'),
pygame.image.load('mario5.png'), pygame.image.load('mario6.png')]
self.__current_image = self.__images[0]
self.x = x
self.y = y
self.vx = 5/33.
self.vy = 10/33.
self.__is_mid_air = False
self.__direction = "right"
self.__is_jumping = False
self.__MAX_JUMP = 20
self.__is_walking = False
self.__counter = 0
self.__jump_counter = 0
def reset_jump_counter(self):
self.__jump_counter = 0
def get_bottom_y(self):
return int(self.y + PLAYER_HEIGHT)
def set_walk(self, bol):
self.__is_walking = bol
def set_is_mid_air(self, bol):
self.__is_mid_air = bol
def is_mid_air(self):
return self.__is_mid_air
def get_image(self):
if self.__is_mid_air and self.__direction == "right":
self.__current_image = self.__images[4]
return self.__current_image
if self.__is_mid_air and self.__direction == "left":
self.__current_image = self.__images[5]
return self.__current_image
self.__counter += 1
if self.__counter > FRAMES_DELAY:
self.__counter = 0
if self.__counter == FRAMES_DELAY and self.__direction == "right":
if self.__is_walking and self.__current_image == self.__images[0]:
self.__current_image = self.__images[1]
else:
self.__current_image = self.__images[0]
if self.__counter == FRAMES_DELAY and self.__direction == "left":
if self.__is_walking and self.__current_image == self.__images[2]:
self.__current_image = self.__images[3]
else:
self.__current_image = self.__images[2]
return self.__current_image
def stand_still(self):
if self.__direction == "right":
self.__current_image = self.__images[0]
if self.__direction == "left":
self.__current_image = self.__images[2]
def set_jump(self, bol):
self.__is_jumping = bol
if not bol:
self.reset_jump_counter()
def check_jump(self):
if self.__jump_counter != self.__MAX_JUMP and self.__is_jumping:
self.y -= self.vy * DELTA_T
self.__jump_counter += 1
if self.__jump_counter >= self.__MAX_JUMP:
self.__is_jumping = False
self.__jump_counter = 0
def is_jumping(self):
return self.__is_jumping
def fall(self):
if not self.__is_jumping:
self.y += self.vy * DELTA_T
def get_direction(self):
return self.__direction
def turn_around(self):
if self.__direction == "right":
self.__direction = "left"
elif self.__direction == "left":
self.__direction = "right"
def get_x_list(self):
result = []
for i in range(PLAYER_WIDTH + 1):
result.append(self.x + i)
return result
def get_y_list(self):
result = []
for i in range(PLAYER_HEIGHT + 1):
result.append(self.y + i)
return result
def get_right_x(self):
return self.x + PLAYER_WIDTH
def is_crash(self, obj):
is_x_equals = False
for i in range(int(self.vx * DELTA_T+0.5)):
if self.x + PLAYER_WIDTH + i in obj.get_x_list():
is_x_equals = True
if self.x - i in obj.get_x_list():
is_x_equals = True
is_y_equals = False
for i in range(int(self.vy*DELTA_T+0.5)):
if self.y + PLAYER_HEIGHT + i in obj.get_y_list():
is_y_equals = True
if self.y - i in obj.get_y_list():
is_y_equals = True
return is_x_equals and is_y_equals
class Monster:
def __init__(self, x, y, vx, vy, monster_type):
self.__images = [pygame.image.load(monster_type + '1.png').convert(),
pygame.image.load(monster_type + '2.png').convert()]
if monster_type == "mushroom":
self.__width = MUSHROOM_WIDTH
self.__height = MUSHROOM_HEIGHT
self.__current_image = self.__images[0]
self.__FIRST_X = x
self.__FIRST_Y = y
self.__x = x
self.__y = y
self.__vx = vx
self.__vy = vy
self.__direction = "left"
self.__monster_type = monster_type
self.__counter = 0
def get_image(self):
self.__counter += 1
if self.__counter > FRAMES_DELAY:
self.__counter = 0
if self.__monster_type == "mushroom" and self.__counter == FRAMES_DELAY:
if self.__current_image == self.__images[1]:
self.__current_image = self.__images[0]
self.__current_image.set_colorkey(PINK)
else:
self.__current_image = self.__images[1]
self.__current_image.set_colorkey(PINK)
return self.__current_image
elif self.__monster_type == "mushroom" and self.__counter != FRAMES_DELAY:
self.__current_image.set_colorkey(PINK)
return self.__current_image
def get_x(self):
return self.__x
def get_vx(self):
return self.__vx
def get_vy(self):
return self.__vx
def get_y(self):
return self.__y
def step(self):
if self.__direction == "right":
self.__x += self.__vx * DELTA_T
elif self.__direction == "left":
self.__x -= self.__vx * DELTA_T
def get_direction(self):
return self.__direction
def turn_around(self):
if self.__direction == "right":
self.__direction = "left"
elif self.__direction == "left":
self.__direction = "right"
def get_x_list(self):
result = []
for i in range(MUSHROOM_WIDTH + 1):
result.append(self.__x + i)
return result
def get_y_list(self):
result = []
for i in range(MUSHROOM_HEIGHT + 1):
result.append(self.__y + i)
return result
def is_crash(self, obj):
is_x_equals = False
for i in range(int(self.__vx * DELTA_T+0.5)):
if self.__x + self.__width + i in obj.get_x_list():
is_x_equals = True
if self.__x - i in obj.get_x_list():
is_x_equals = True
is_y_equals = False
for i in range(int(self.__vy * DELTA_T+0.5)):
if self.__y + self.__height + i in obj.get_y_list():
is_y_equals = True
if self.__y - i in obj.get_y_list():
is_y_equals = True
return is_x_equals and is_y_equals
class Block:
def __init__(self, x, y, width=1, height=1):
self.__image = pygame.image.load("block.png")
self.__x = x
self.__y = y
self.__width = width
self.__height = height
def load_image(self, background_x):
for i in range(self.__width):
for j in range(self.__height):
SCREEN.blit(self.__image, (self.__x + (i * BLOCK_WIDTH) + background_x, self.__y + (j * BLOCK_HEIGHT)))
def get_x_list(self):
result = []
for i in range(BLOCK_WIDTH * self.__width + 1):
result.append(self.__x + i)
return result
def get_y_list(self):
result = []
for i in range(BLOCK_HEIGHT * self.__height + 1):
result.append(self.__y + i)
return result
def get_y(self):
return self.__y
def get_x(self):
return self.__x
def get_width(self):
return self.__width
def get_height(self):
return self.__height
def get_bottom_y(self):
return self.__y + (BLOCK_HEIGHT * self.__height)
def get_right_x(self):
return self.__x + self.__width * BLOCK_WIDTH
player = Player(140, FLOOR_Y - PLAYER_HEIGHT)
blocks = [Block(270, 280, 1, 1), Block(301, FLOOR_Y - BLOCK_HEIGHT * 8, 1, 8),
Block(600, FLOOR_Y - BLOCK_HEIGHT * 8, 2, 8)]
monsters = [Monster(380, FLOOR_Y - MUSHROOM_HEIGHT, 3/33., 3/33., "mushroom")]
def main():
global DELTA_T
finish = False
background_x = 0
background_y = 0
background = pygame.image.load(BACKGROUND_IAMGE)
while not finish:
DELTA_T = clock.tick(REFRESH_RATE)
SCREEN.blit(background, (background_x, background_y))
for event in pygame.event.get():
if event.type == pygame.QUIT:
finish = True
block_on_right = False
block_on_left = False
is_player_on_block = False
for block in blocks:
block.load_image(background_x)
for i in range(int(player.vy * DELTA_T+0.5)):
for x in player.get_x_list():
if player.get_bottom_y() + i == block.get_y() and x in block.get_x_list():
is_player_on_block = True
player.y += i
if player.y - i == block.get_bottom_y() and x in block.get_x_list():
player.set_jump(False)
player.y -= i
for i in range(int(player.vx*DELTA_T+0.5)):
for y in player.get_y_list():
if player.get_right_x() + i == block.get_x() and y in block.get_y_list():
block_on_right = True
player.x += (i - 1)
background_x -= (i - 1)
if player.x - i == block.get_right_x() and y in block.get_y_list():
block_on_left = True
player.x -= (i - 1)
background_x += (i - 1)
for monster in monsters:
if monster.is_crash(block):
monster.turn_around()
keys = pygame.key.get_pressed()
if (keys[pygame.K_UP] or keys[pygame.K_SPACE] or keys[pygame.K_w]) and not player.is_mid_air():
player.set_jump(True)
if (keys[pygame.K_RIGHT] or keys[pygame.K_d]) and not block_on_right:
if player.get_direction() != "right":
player.turn_around()
player.set_walk(True)
background_x -= player.vx * DELTA_T
player.x += player.vx * DELTA_T
if (keys[pygame.K_LEFT] or keys[pygame.K_a]) and not block_on_left:
if player.get_direction() != "left":
player.turn_around()
player.set_walk(True)
if background_x != 0:
background_x += player.vx * DELTA_T
player.x -= player.vx * DELTA_T
if not any(keys):
player.stand_still()
player.set_walk(False)
for monster in monsters:
monster.step()
SCREEN.blit(monster.get_image(), (background_x + monster.get_x(), monster.get_y()))
is_player_on_ground = False
for i in range(int(player.vy * DELTA_T+0.5)):
if player.get_bottom_y() + i == FLOOR_Y:
player.y += i
is_player_on_ground = True
if is_player_on_block or is_player_on_ground:
player.set_is_mid_air(False)
else:
player.set_is_mid_air(True)
player.fall()
player.check_jump()
player_image = player.get_image().convert()
player_image.set_colorkey(PINK)
SCREEN.blit(player_image, (player.x + background_x, player.y))
pygame.display.flip()
pygame.quit()
if __name__ == '__main__':
main()
请详细说明,你说的“卡住”是什么意思?您的游戏被“卡住”可能与FPS无关。你应该发布你的代码,这样我们就可以知道为什么它被卡住了。另外,30 FPS似乎很正常,通常被选为屏幕刷新率的倍数。它并没有卡住,只是速度很慢而且不平滑@iliarI猜测你的问题是其他的,与FPS设置无关。你应该编辑你的问题以包含你的代码。好的,我添加了代码@iliarwhat do
click.tick()
do?from:clock.tick()
按上次调用tick以来的时间推进游戏时钟。如果你提供一个参数(刷新率),它将暂停你的游戏,直到下一帧的时间到来。换句话说,当无参数调用它时,它会将您的“期望”帧速率设置为无穷大,您不会等到下一帧的时间到来,而是会立即显示它。因此,如果clock.tick()
正在使游戏顺利进行,我应该让它保持这样吗?@yoav在任何情况下,我认为加载图像可能是很慢的一部分,所以应该在进入游戏循环之前完成,而不是在每一帧中完成。在游戏循环中,你应该只移动精灵而不是重新加载图像。@yoav是的,你可以。但我怀疑它会。