我正在制作一个平台游戏,玩家通过交换背景颜色来改变地形。所有的机制都正常运行,但是我的程序运行的速度逐渐变得非常缓慢,我不知道为什么。我已经尝试在某些地方整理我的代码,但我似乎无法让它以恒定的速度运行。为什么会发生这种情况,我该如何解决?我很感激你们得到的任何帮助或提示!
这是我的完整代码:
import pygame, sys
clock = pygame.time.Clock()
from pygame.locals import *
pygame.init()
window_size = (900,600)
window = pygame.display.set_mode(window_size)
pygame.display.set_caption('Pygame Platformer')
moving_right = False
moving_left = False
unit = 30
fall = 10
jump = -10
p_speed = 3.4
black = ( 0, 0, 0)
white = (225, 225, 225)
teal = ( 0, 100, 100)
orange = (200, 75, 0)
grey = ( 60, 60, 60)
red = (170, 0, 0)
current_color = black
dark_color = grey
color_1 = teal
color_2 = red
game_map = [['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','2','2','2','2','2','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2','2'],
['1','1','2','2','2','2','2','2','2','2','2','2','2','2','2','2','2','1','1'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','3'],]
##############################################################################
class player():
def __init__(self):
self.rect = pygame.Rect(100,100,unit,unit)
self.vertical_momentum = 0
self.player_movement = []
self.jump_timer = 0
def movement(self):
self.player_movement = [0,0]
if moving_right == True:
self.player_movement[0] += p_speed
if moving_left == True:
self.player_movement[0] -= p_speed
self.player_movement[1] += self.vertical_momentum
self.vertical_momentum += 0.4
if self.vertical_momentum > fall:
self.vertical_momentum = fall
def draw(self, display):
pygame.draw.rect(display, dark_color, (self.rect.x, self.rect.y, unit, unit))
class room_0():
def __init__(self, block_map):
self.block_map = game_map
self.dark_blocks = []
self.color_blocks = []
def draw(self, window):
global tile_rects
tile_rects = []
y = 0
for layer in self.block_map:
x = 0
for tile in layer:
if tile == '1':
if current_color != color_1:
current_room.color_blocks.append(color_block(color_1, x*unit, y*unit))
tile_rects.append(pygame.Rect(x*unit,y*unit,unit,unit))
elif tile == '2':
if current_color != color_2:
current_room.color_blocks.append(color_block(color_2, x*unit, y*unit))
tile_rects.append(pygame.Rect(x*unit,y*unit,unit,unit))
elif tile == '3':
self.dark_blocks.append(dark_block(x*unit,y*unit))
tile_rects.append(pygame.Rect(x*unit,y*unit,unit,unit))
x += 1
y += 1
for i in self.dark_blocks:
i.draw(window)
for i in self.color_blocks:
i.draw(window)
class dark_block():
def __init__(self, x_position, y_position):
self.x = x_position
self.y = y_position
def draw(self, window):
pygame.draw.rect(window, dark_color, (self.x, self.y, unit, unit))
class color_block():
def __init__(self, color, x_position, y_position):
self.co = color
self.x = x_position
self.y = y_position
def draw(self, window):
pygame.draw.rect(window, self.co, (self.x, self.y, unit, unit))
tile_rects = []
p = player()
def collision_test(rect,tiles):
hit_list = []
for tile in tiles:
if rect.colliderect(tile):
hit_list.append(tile)
return hit_list
def move(rect,movement,tiles):
collision_types = {'top':False,'bottom':False,'right':False,'left':False}
rect.x += movement[0]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[0] > 0:
rect.right = tile.left
collision_types['right'] = True
elif movement[0] < 0:
rect.left = tile.right
collision_types['left'] = True
rect.y += movement[1]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[1] > 0:
rect.bottom = tile.top
collision_types['bottom'] = True
elif movement[1] < 0:
rect.top = tile.bottom
collision_types['top'] = True
return rect, collision_types
def object_movement():
global tile_rects
p.movement()
p.rect,collisions = move(p.rect,p.player_movement,tile_rects)
if collisions['bottom'] == True:
p.jump_timer = 0
p.vertical_momentum = 0
else:
p.jump_timer += 1
if collisions['top'] == True:
p.vertical_momentum = 0
def redraw_game_window():
window.fill(current_color)
current_room.draw(window)
p.draw(window)
pygame.display.update()
##############################################################################
rooms = [room_0(game_map)]
current_room = rooms[0]
t = 0
while True: # game loop
t +=1
print(t)
for event in pygame.event.get(): # event loop
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == K_d:
moving_right = True
if event.key == K_a:
moving_left = True
if event.key == K_SPACE:
if p.jump_timer < 5:
p.vertical_momentum = jump
if event.key == K_LEFT: # color swapping
if current_color != color_1:
current_color = color_1
dark_color = black
else:
current_color = black
dark_color = grey
if event.key == K_RIGHT:
if current_color != color_2:
current_color = color_2
dark_color = black
else:
current_color = black
dark_color = grey
if event.type == KEYUP:
if event.key == K_d:
moving_right = False
if event.key == K_a:
moving_left = False
object_movement()
redraw_game_window()
clock.tick(60)