我最近在使用Pygame开发游戏。它载入了两种不同的背景(未来用于视差滚动),然后添加了一个可以用箭头控制并能够跳跃和左右移动的精灵。当我运行程序时,所有元素都加载得很好,但当我试图控制精灵时,反应非常缓慢,我必须不断重新按箭头键才能使其移动。与我以前的另一个程序中使用的代码相同,该程序仅加载背景和精灵并控制精灵的移动。对于我的新程序,我只是添加了屏幕缩放和全屏选项。那就会变得很慢。是什么导致了速度变慢?我需要更好地优化代码吗?
如果这有助于解决问题,我还注意到,当我快速按下箭头键以外的其他键时,它会以正确的速度移动。似乎这样做有更新效果。是否可能需要进行某种更新?此外,在我的if语句中已经使用了“Pygame.display.update()”来控制精灵键。
如果这有助于解决问题,我还注意到,当我快速按下箭头键以外的其他键时,它会以正确的速度移动。似乎这样做有更新效果。是否可能需要进行某种更新?此外,在我的if语句中已经使用了“Pygame.display.update()”来控制精灵键。
import pygame
from pygame.locals import *
pygame.init()
#two backgrounds
bg = pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Llama game/Llama imaging/backgrounds concepts/Mountains/PPP_BG1.png')
fg = pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Llama game/Llama imaging/backgrounds concepts/Mountains/PPP_fg1.png')
clock = pygame.time.Clock()
def Sresize():
#screen resize:
pygame.event.pump()
event=pygame.event.wait()
if event.type==QUIT:
pygame.quit()
elif event.type==VIDEORESIZE:
sprite.screen=pygame.display.set_mode(event.dict['size'],HWSURFACE|DOUBLEBUF|RESIZABLE)
sprite.screen.blit(pygame.transform.scale(bg,event.dict['size']),(0,0))
sprite.screen.blit(pygame.transform.scale(fg,event.dict['size']),(0,0))
pygame.display.update()
#PLAYER CLASS
class player(object):
def __init__(self,x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.velocity = 15
self.isJump = False
self.jumpCount = 7
self.right = False
self.left = False
self.walkCount = 0
self.screen = pygame.display.set_mode((1280, 800), HWSURFACE|DOUBLEBUF|RESIZABLE)
self.walkRight = [pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Examples/sprite-Game/sprite characters main/R %s.png' % frame) for frame in range(1, 9)]
self.walkLeft = [pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Examples/sprite-Game/sprite characters main/L %s.png' % frame) for frame in range(14, 21)]
self.char = pygame.image.load('/Users/luke.redwine/Documents/Python/PyGame/Examples/sprite-Game/sprite characters main/character 25.png')
def draw(self, screen):
if self.walkCount + 1 >= 8:
self.walkCount = 0
if self.left:
self.screen.blit(self.walkLeft[self.walkCount//1], (self.x, self.y))
self.walkCount += 1
elif self.right:
self.screen.blit(self.walkRight[self.walkCount//1], (self.x, self.y))
self.walkCount += 1
else:
self.screen.blit(self.char, (self.x, self.y))
sprite = player(4, 480, 16, 16)
def redrawGamescreen():
sprite.screen.blit(pygame.transform.scale(bg,(1280, 800)),(0,0))
sprite.screen.blit(pygame.transform.scale(fg,(1280, 800)),(0,0))
sprite.draw(sprite.screen)
pygame.display.update()
#mainloop:-----------------------------------------------------------------
run = True
while run:
keys = pygame.key.get_pressed()
Sresize()
clock.tick(20)
#left
if keys[pygame.K_LEFT] and sprite.x > sprite.velocity:
sprite.x -= sprite.velocity
sprite.left = True
sprite.right = False
#right
elif keys[pygame.K_RIGHT] and sprite.x < 1280 - sprite.width - sprite.velocity:
sprite.x += sprite.velocity
sprite.right = True
sprite.left = False
#otherwise, stand still
else:
sprite.right = False
sprite.left = False
sprite.walkCount = 0
#jumping
if not(sprite.isJump):
if keys[pygame.K_SPACE]:
sprite.isJump = True
sprite.right = False
sprite.left = False
else:
if sprite.jumpCount >= -7:
neg = 1
pygame.display.update()
if sprite.jumpCount < 0:
neg = -1
sprite.y -= (sprite.jumpCount ** 2) * 0.5 * neg
sprite.jumpCount -= 1
else:
sprite.isJump = False
sprite.jumpCount = 7
sprite.velocity = 15
redrawGamescreen()
pygame.quit()