[英]Low frame rate, possibly because un-accelerated graphics
因此,几个月前,我开始使用pygame创建游戏,它的俯视图类似于《星际争霸》,《帝国时代》等。我编写了约1320行代码来创建游戏基础。 但是,我在给图像加斑点时遇到帧速率问题,并且认为这是因为我无法在pygame中使用加速图形。 我目前对图像进行格斗的方式是提前在表面上对所有图像进行格斗,然后我将其地下化以创建整个屏幕的图像。 我应该使用一种更有效的方法吗?
因此,我的假设是,这将使您一团糟,而且我不想浪费您的时间。 基本上,每当我遮盖屏幕大小的表面时,帧率就会下降约20帧,是否有办法在pygame中避免这种情况?
##PYGAME INITATE##
import pygame, os
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
_W,_H = pygame.display.Info().current_w, pygame.display.Info().current_h
flags = pygame.DOUBLEBUF | pygame.HWSURFACE
gameDisplay = pygame.display.set_mode((_W,_H),pygame.FULLSCREEN ) ## CREATES SCREEN YOU DISPLAY ON ##
gameDisplay.fill((0,0,0)) ## FILL COLOR OF SCREEN ##
pygame.display.set_caption("Dope Game") ## SETS NAME ##
gameClock = pygame.time.Clock() ## CLOCK OF THE GAME ##
import math
import os
import random
import copy
SQRT = math.sqrt
PI = math.pi
cos = math.cos
sin = math.sin
## REPEATABLE FUNCTIONS ##
def loadScale(file,command,sizeX,sizeY):
temp = pygame.image.load(file)
tempInfo = temp.get_rect()
tempInfo1,tempInfo2,tempInfo3,tempInfo4 = temp.get_rect()
tempInfo3 = int(tempInfo3)
tempInfo4 = int(tempInfo4)
if (command == "ratio"):
tempInfo3 = tempInfo3*sizeX
tempInfo4 = tempInfo4*sizeY
temp = pygame.transform.scale(temp,(int(tempInfo3),int(tempInfo4) ) )
elif (command == "size"):
temp = pygame.transform.scale(temp, (sizeX,sizeY) )
return(temp)
## NON GAME RELATED CLASSES ##
class EnterFrame():
def __init__(self,frameReset,function,parse,reset):
self.frameReset = frameReset
self.currentFrame = frameReset
self.function = function
self.parse = parse
self.reset = reset
if (self.reset != "onComplete"):
self.reset = (reset-1)
enterFrameTable.append(self)
def step(self,enterFrameTable):
if (self.currentFrame == 0):
self.function(self.parse)
if (self.reset != "onComplete"):
if (self.reset > 0):
self.currentFrame = self.frameReset
self.reset = self.reset-1
else:
enterFrameTable.remove(self)
del self
else:
self.currentFrame = self.frameReset
else:
self.currentFrame = self.currentFrame-1
class PlayerCreation():
def __init__(self):
self.x = _W
self.y = _H
self.view = [1600,1600]
self.viewShift = []
self.viewChangeSpeed = 25
def moveView(self,key):
add = EnterFrame(0,self.moveViewAction,key,"onComplete")
self.viewShift.append([add,key])
def moveViewAction(self,key):
if (key == "up"):
self.view[1] = self.view[1]-self.viewChangeSpeed
Map.recenterView()
if (self.view[1] < 0):
self.view[1] = 0
elif (key == "right"):
self.view[0] = self.view[0]+self.viewChangeSpeed
Map.recenterView()
if (self.view[0] > Map.tileSize*4):
self.view[0] = Map.tileSize*4
elif (key == "down"):
self.view[1] = self.view[1]+self.viewChangeSpeed
Map.recenterView()
if (self.view[1] > Map.tileSize*4):
self.view[1] = Map.tileSize*4
elif (key == "left"):
self.view[0] = self.view[0]-self.viewChangeSpeed
Map.recenterView()
if (self.view[0] < 0):
self.view[0] = 0
def endMoveView(self,key):
for i in range(len(self.viewShift)-1,-1,-1 ):
if (self.viewShift[i][1] == key):
enterFrameTable.remove(self.viewShift[i][0])
del self.viewShift[i]
class ImageCreation():
def __init__(self,name,image,type,hitBox):
self.name = name
self.image = image
self.type = type
self.hitBox = hitBox
self.rect = self.image.get_rect()
if (self.hitBox != "none"):
self.shiftX = hitBox[0][0]
self.shiftY = hitBox[0][1]
for i in range(1,len(hitBox) ):
if (hitBox[i][0] < self.shiftX):
self.shiftX = hitBox[i][0]
if (hitBox[i][1] < self.shiftY):
self.shiftY = hitBox[i][1]
else:
self.shiftX = self.rect[2]/2
self.shiftY = self.rect[3]/2
imageTable.append(self)
def draw(self,x,y):
image = self.image
self.blit = gameDisplay.blit(image,(x,y) )
class MapCreation():
def __init__(self):
self.tileSize = 800
self.size = self.tileSize*10
self.tiles = []
self.loadedTiles = []
self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
self.centerTile = [5,5]
self.drawPoint = [(_W-self.tileSize)/2,(_H-self.tileSize)/2]
self.amount = round(self.size/self.tileSize)
backGround = loadScale("Grass.png","size",self.tileSize,self.tileSize)
for i in range(0,self.amount):
for u in range(0,self.amount):
image = copy.copy(backGround)
newTile = Tile(image,[u*self.tileSize,i*self.tileSize])
self.tiles.append(newTile)
info = imageFind("House.png")
tile = self.tiles[55]
imageObject(info,tile,[240,50])
self.loadTiles("center")
def recenterView(self):
if (Player.view[0] > 3*self.tileSize):
self.centerTile[0] = self.centerTile[0]+1
Player.view[0] = Player.view[0]-self.tileSize
self.loadTiles("right")
print("right")
elif (Player.view[0] < 1*self.tileSize):
self.centerTile[0] = self.centerTile[0]-1
Player.view[0] = Player.view[0]+self.tileSize
self.loadTiles("center")
print("center")
if (Player.view[1] > 3*self.tileSize):
self.centerTile[1] = self.centerTile[1]+1
Player.view[1] = Player.view[1]-self.tileSize
self.loadTiles("center")
print("center")
elif (Player.view[1] < 1*self.tileSize):
self.centerTile[1] = self.centerTile[1]-1
Player.view[1] = Player.view[1]+self.tileSize
self.loadTiles("center")
print("center")
def loadTiles(self,load):
tileIndex = self.centerTile[0]+self.centerTile[1]*self.amount
if (load == "center"):
self.loadedTiles = []
for i in range(-2,3):
for u in range(-2,3):
loadTile = tileIndex + i*self.amount + u
self.loadedTiles.append(self.tiles[loadTile])
self.tiles[loadTile].loaded = [u+2,i+2]
self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*self.tileSize
sy = self.loadedTiles[i].loaded[1]*self.tileSize
self.surface.blit(self.loadedTiles[i].buttomLayer,(sx,sy) )
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*(self.tileSize+2)
sy = self.loadedTiles[i].loaded[1]*(self.tileSize+2)
self.surface.blit(self.loadedTiles[i].middleLayer,(sx,sy) )
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*(self.tileSize+2)
sy = self.loadedTiles[i].loaded[1]*(self.tileSize+2)
self.surface.blit(self.loadedTiles[i].topLayer,(sx,sy) )
elif (load == "right"):
self.loadedTiles = []
for i in range(-2,3):
for u in range(-2,3):
loadTile = tileIndex + i*self.amount + u
self.loadedTiles.append(self.tiles[loadTile])
self.tiles[loadTile].loaded = [u+2,i+2]
## OLD METHOD THAT WASNT WORKING ##
##subSurf = self.surface.subsurface(self.tileSize,0,self.tileSize*1,self.tileSize*5)
##self.surface = pygame.Surface([self.tileSize*5,self.tileSize*5], pygame.SRCALPHA, 32)
##self.surface.blit(subSurf,(0,0) )
## NEW METHOD ##
self.surface.scroll(dx=-self.tileSize*1,dy=0)
def draw(self):
global Player
image = self.surface.subsurface(Player.view[0],Player.view[1],self.tileSize,self.tileSize)
image = pygame.transform.scale(image,(self.tileSize,self.tileSize) )
gameDisplay.blit(image,((_W-self.tileSize)/2,(_H-self.tileSize)/2) )
image = pygame.transform.scale(self.surface,(300,300) )
gameDisplay.blit(image,(0,0 ) )
class Tile():
def __init__(self,image,coords):
transparentSurface = pygame.Surface([1000,1000], pygame.SRCALPHA, 32)
self.x = coords[0]
self.y = coords[1]
self.loaded = False
self.buttomLayer = image
self.middleLayer = copy.copy(transparentSurface)
self.topLayer = transparentSurface
class imageObject():
def __init__(self,info,tile,coords):
self.info = info
self.image = info.image
self.rect = self.image.get_rect()
self.x = coords[0]
self.y = coords[1]
self.hitBox = []
if (self.info.hitBox != "none"):
for i in range(0,len(self.info.hitBox) ):
self.hitBox.append([self.info.hitBox[i][0]+self.x,self.info.hitBox[i][1]+self.y])
#self.object = createObject(self.hitBox,True,"none")
if (info.type == "background"):
tile.buttomLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object"):
tile.middleLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object alphas"):
tile.topLayer.blit(self.image,(self.x,self.y) )
def imageFind(name):
for i in range(0,len(imageTable) ):
if (name == imageTable[i].name):
return(imageTable[i])
return("none")
def imageLoad(types):
if (types == "basic"):
image = loadScale("House.png","ratio",1,1)
basicHouse = ImageCreation("House.png",image,"object",[[190, 375], [350, 375], [350, 235], [190, 235]])
image = loadScale("Grass.png","ratio",1,1)
grass = ImageCreation("Grass.png",image,"background","none")
def enterFrameHandle(enterFrameTable):
for i in range(len(enterFrameTable)-1,-1,-1 ):
enterFrameTable[i].step(enterFrameTable)
def EventHandle(event):
global Player
if (event.type == pygame.QUIT):
endGame()
elif(event.type == pygame.KEYDOWN):
key = (pygame.key.name(event.key) )
if (key == "escape"):
endGame()
elif (key == "up" or key == "right" or key == "down" or key == "left"):
Player.moveView(key)
elif(event.type == pygame.KEYUP):
key = (pygame.key.name(event.key) )
if (key == "up" or key == "right" or key == "down" or key == "left"):
Player.endMoveView(key)
def endGame():
global QuitGame
QuitGame = True
def mainLoop():
## GLOBALS ##
global QuitGame
QuitGame = False
global Player
Player = PlayerCreation()
## MAIN TABLES ##
global enterFrameTable
enterFrameTable = []
global basicObjectTable
basicObjectTable = []
## TEMP TABLES ##
global imageTable
imageTable = []
## START UP LOOPS ##
imageLoad("basic")
global Map
Map = MapCreation()
## Temporary ##
while (QuitGame == False):
enterFrameHandle(enterFrameTable)
for event in pygame.event.get():
EventHandle(event)
Map.draw()
pygame.display.update() ## updates the screen ##
gameDisplay.fill([0,0,0]) ## Clears screen for next frame ##
gameClock.tick(64) ## The FPS ##
fps = gameClock.get_fps()
if (fps < 64 and fps != 0):
fps = gameClock.get_fps()
print("FPS HAS DROPPED TOO LOW DOWN TO",fps)
runGameNow = True
mainLoop()
pygame.quit()
quit()
这个问题确实很直接。
您认为行数是疾病,原因必须是Pygame。 通常,或者至少在几乎任何情况下,如果您不是使用语言和库的神,那么问题可能出在语言或库之外。 因为很有可能,您几乎无法突破两者可以为您提供的服务的极限。
这一事实的致命一面是,如果您看一下屏幕上的眼睛,您会很快注意到,只要背景即将循环-那便是出现毛刺/帧下降的时候。 显然,这可能是导致库执行可疑操作的原因。
但是在您的代码中,这是您自己完成的实现。
所以最好的选择就是开始寻找。
为了对延迟发生的位置非常有信心-我们可以看一下Python附带的探查器(cProfiler)。
python -m cProfile -o sample_data.pyprof awesome_game.py
pyprof2calltree -i sample_data.pyprof -k
从中我们可以看到pygame.Surface
和enterFrameHandle
有很多处理时间。 我打赌pygame.Surface
在enterFrameHandle
被调用。
因此,最好的选择是从eventFrameHandle
链的末尾开始。
在此细分中,这就是loadTiles
。
马上,这里有很多警告标志。
这里至少有四个循环..循环不好,因为这些循环需要处理时间。
我通过简单地添加调试信息:
def loadTiles
if load == "center":
print('Loading center')
elif load == "right":
print('Loading right')
显然,只要出现毛刺, center
就会触发。
这样可以将范围进一步缩小。 所以我在每个for循环周围添加了计时器。
总而言之,这些对您非常不利,因为它们直接影响渲染序列。 那为什么呢? 让我们进一步分解。
我们将从耗时0.3秒的第一个循环开始:
for i in range(0,len(self.loadedTiles) ):
sx = self.loadedTiles[i].loaded[0]*self.tileSize
sy = self.loadedTiles[i].loaded[1]*self.tileSize
self.surface.blit(self.loadedTiles[i].buttomLayer,(sx,sy) )
因此len(self.loadedTiles)
将为25
。
这意味着该循环必须在每个渲染周期内迭代25次,其中调用loadTiles("center")
。
每个周期几乎精确地花费0.01
秒,每个完整循环最多需要0.25秒。 如果您希望游戏中达到60 FPS,则没有循环或函数调用的总时间可能不超过0.0166秒。
因此,我们已经超出了我们期望的FPS目标。 因此,如果我们想到达任何地方,我们必须把它缩短几毫秒。
循环本身并没有那么糟糕,我的意思是说有25次迭代,现代PC可以用比time()
可以测量的time()
更少的时间来做到这一点。 因此,所有这些都指向self.surface.blit()
。
这也与以下事实相关:上面的图表在pygame.surface.blit
花费了总CPU时间的30%。因此,这是我们的第一个小偷。
观察其余的循环,它们基本上是相同的,只是数学中的数字较大,计算所需的时间稍长一些,因此可能是循环中的时间差。
那么,我们该怎么做才能缩短.blit
时间呢?
好了,我们可以在每次循环迭代中停止调用blit,而只需移动sprite对象的位置,然后将它们逐个blit。
但是,老师,那几乎是同一回事?
好吧,是的,我很快就要成为忍者神龟了,这就是为什么。我们将精灵移动到批处理/组中,然后渲染组。 因此,我们可以更改位置(快速操作),并且因为我们将渲染移到了循环之外,所以我们也可以将它们转换为组对象并渲染组。
首先,我们将您的对象转换为pygame.sprite.Sprite ,这些都是聪明的小对象,包含碰撞检测, 四处走动等。
self.grass = pygame.sprite.Sprite()
self.grass.image = pygame.image.load("Grass.png")
self.grass.rect = pygame.Rect(0, 0, 60, 60)
然后将其添加到渲染组(批处理)中:
self.main_group = pygame.sprite.Group(self.grass)
Bam,而不是更新25个Sprite,现在您可以执行以下操作:
self.main_group.draw(gameDisplay)
哎呀,速度!
现在,您的代码不是为此设计的。
因此,将需要一些时间来修复和纠正此设计缺陷。
因为MapCreation
您的原始代码尽可能地接近我需要花费几个小时,所以我忽略了这一点,并重新设计了整个MapCreation
并修改了PlayerCreation
以及如何移动地图(我每次都从尝试更改为更新,一个好主意,但是要实现1PM重写别人的代码要复杂得多。.....这是解决问题的新方法:
import pygame, os
from time import time
from collections import OrderedDict
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
_W,_H = pygame.display.Info().current_w, pygame.display.Info().current_h
flags = pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.RESIZABLE
gameDisplay = pygame.display.set_mode((500, 500))
gameDisplay.fill((0,0,0)) ## FILL COLOR OF SCREEN ##
pygame.display.set_caption("Dope Game") ## SETS NAME ##
gameClock = pygame.time.Clock() ## CLOCK OF THE GAME ##
import math
import os
import random
import copy
SQRT = math.sqrt
PI = math.pi
cos = math.cos
sin = math.sin
## REPEATABLE FUNCTIONS ##
def loadScale(file,command,sizeX,sizeY):
temp = pygame.image.load(file)
tempInfo = temp.get_rect()
tempInfo1,tempInfo2,tempInfo3,tempInfo4 = temp.get_rect()
tempInfo3 = int(tempInfo3)
tempInfo4 = int(tempInfo4)
if (command == "ratio"):
tempInfo3 = tempInfo3*sizeX
tempInfo4 = tempInfo4*sizeY
temp = pygame.transform.scale(temp,(int(tempInfo3),int(tempInfo4) ) )
elif (command == "size"):
temp = pygame.transform.scale(temp, (sizeX,sizeY) )
return(temp)
## NON GAME RELATED CLASSES ##
class EnterFrame():
def __init__(self,frameReset,function,parse,reset):
self.frameReset = frameReset
self.currentFrame = frameReset
self.function = function
self.parse = parse
self.reset = reset
if (self.reset != "onComplete"):
self.reset = (reset-1)
enterFrameTable.append(self)
def step(self,enterFrameTable):
if (self.currentFrame == 0):
self.function(self.parse)
if (self.reset != "onComplete"):
if (self.reset > 0):
self.currentFrame = self.frameReset
self.reset = self.reset-1
else:
enterFrameTable.remove(self)
del self
else:
self.currentFrame = self.frameReset
else:
self.currentFrame = self.currentFrame-1
class PlayerCreation():
def __init__(self):
self.x = _W
self.y = _H
self.view = [1600,1600]
self.viewShift = []
self.viewChangeSpeed = 25
def moveView(self,key):
add = EnterFrame(0,self.moveViewAction,key,"onComplete")
self.viewShift.append([add,key])
def moveViewAction(self,key):
if (key == "up"):
self.view[1] = self.view[1]-self.viewChangeSpeed
Map.move_tile(0, 1) # Player moves up, so the tiles should move down -> (0, 1) == (x, y)
if (self.view[1] < 0):
self.view[1] = 0
elif (key == "right"):
self.view[0] = self.view[0]+self.viewChangeSpeed
Map.move_tile(-1, 0)
if (self.view[0] > Map.tileSize*4):
self.view[0] = Map.tileSize*4
elif (key == "down"):
self.view[1] = self.view[1]+self.viewChangeSpeed
Map.move_tile(0, -1)
if (self.view[1] > Map.tileSize*4):
self.view[1] = Map.tileSize*4
elif (key == "left"):
self.view[0] = self.view[0]-self.viewChangeSpeed
Map.move_tile(1, 0)
if (self.view[0] < 0):
self.view[0] = 0
def endMoveView(self,key):
for i in range(len(self.viewShift)-1,-1,-1 ):
if (self.viewShift[i][1] == key):
enterFrameTable.remove(self.viewShift[i][0])
del self.viewShift[i]
class ImageCreation():
def __init__(self,name,image,type,hitBox):
self.name = name
self.image = image
self.type = type
self.hitBox = hitBox
self.rect = self.image.get_rect()
if (self.hitBox != "none"):
self.shiftX = hitBox[0][0]
self.shiftY = hitBox[0][1]
for i in range(1,len(hitBox) ):
if (hitBox[i][0] < self.shiftX):
self.shiftX = hitBox[i][0]
if (hitBox[i][1] < self.shiftY):
self.shiftY = hitBox[i][1]
else:
self.shiftX = self.rect[2]/2
self.shiftY = self.rect[3]/2
imageTable.append(self)
def draw(self,x,y):
image = self.image
self.blit = gameDisplay.blit(image,(x,y) )
class MapCreation():
def __init__(self):
self.tileSize = 800
self.size = self.tileSize*10
self.tiles = []
self.centerTile = [5,5]
self.amount = round(self.size/self.tileSize)
self.sprites = OrderedDict()
self.grass_image = pygame.image.load("Grass.png")
self.grass_group = pygame.sprite.Group()
for x in range(0, self.amount*60, 60): ## 10*60, but we step 60 pixels, so in the end, this will be 10 steps.
for y in range(0, self.amount*60, 60): ## Which is the same as `for x in range(self.amount)` but we scale it up
## to give us pixels instead of just the ammount.
index = len(self.sprites) # -- Generate a index for this sprite. Used for access later (to update pos for instace)
## == Create the sprite, add a image to it and define a position and size.
self.sprites[index] = pygame.sprite.Sprite()
self.sprites[index].image = self.grass_image
self.sprites[index].rect = pygame.Rect(x, y, 60, 60)
## == Then add the sprite to the grass group.
self.grass_group.add(self.sprites[index])
def move_tile(self, dx, dy):
for index in self.sprites:
x, y, width, height = self.sprites[index].rect
## == this is how you move the sprites:d
self.sprites[index].rect = pygame.Rect(x+dx, y+dy, 60, 60)
def draw(self):
self.grass_group.update()
self.grass_group.draw(gameDisplay)
class Tile():
def __init__(self,image,coords):
transparentSurface = pygame.Surface([1000,1000], pygame.SRCALPHA, 32)
self.x = coords[0]
self.y = coords[1]
self.loaded = False
self.buttomLayer = image
self.middleLayer = copy.copy(transparentSurface)
self.topLayer = transparentSurface
class imageObject():
def __init__(self,info,tile,coords):
self.info = info
self.image = info.image
self.rect = self.image.get_rect()
self.x = coords[0]
self.y = coords[1]
self.hitBox = []
if (self.info.hitBox != "none"):
for i in range(0,len(self.info.hitBox) ):
self.hitBox.append([self.info.hitBox[i][0]+self.x,self.info.hitBox[i][1]+self.y])
#self.object = createObject(self.hitBox,True,"none")
if (info.type == "background"):
tile.buttomLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object"):
tile.middleLayer.blit(self.image,(self.x,self.y) )
if (info.type == "object alphas"):
tile.topLayer.blit(self.image,(self.x,self.y) )
def imageFind(name):
for i in range(0,len(imageTable) ):
if (name == imageTable[i].name):
return(imageTable[i])
return("none")
def imageLoad(types):
if (types == "basic"):
image = loadScale("House.png","ratio",1,1)
basicHouse = ImageCreation("House.png",image,"object",[[190, 375], [350, 375], [350, 235], [190, 235]])
image = loadScale("Grass.png","ratio",1,1)
grass = ImageCreation("Grass.png",image,"background","none")
def enterFrameHandle(enterFrameTable):
for i in range(len(enterFrameTable)-1,-1,-1 ):
enterFrameTable[i].step(enterFrameTable)
def EventHandle(event):
global Player
if (event.type == pygame.QUIT):
endGame()
elif(event.type == pygame.KEYDOWN):
key = (pygame.key.name(event.key) )
if (key == "escape"):
endGame()
elif (key == "up" or key == "right" or key == "down" or key == "left"):
Player.moveView(key)
elif(event.type == pygame.KEYUP):
key = (pygame.key.name(event.key) )
if (key == "up" or key == "right" or key == "down" or key == "left"):
Player.endMoveView(key)
def endGame():
global QuitGame
QuitGame = True
def mainLoop():
## GLOBALS ##
global QuitGame
QuitGame = False
global Player
Player = PlayerCreation()
## MAIN TABLES ##
global enterFrameTable
enterFrameTable = []
global basicObjectTable
basicObjectTable = []
## TEMP TABLES ##
global imageTable
imageTable = []
## START UP LOOPS ##
imageLoad("basic")
global Map
Map = MapCreation()
## Temporary ##
while (QuitGame == False):
enterFrameHandle(enterFrameTable)
for event in pygame.event.get():
EventHandle(event)
pygame.display.update() ## updates the screen ##
gameDisplay.fill([0,0,0]) ## Clears screen for next frame ##
#Map.draw()
Map.grass_group.update()
Map.grass_group.draw(gameDisplay)
gameClock.tick(64) ## The FPS ##
fps = gameClock.get_fps()
if (fps < 64 and fps != 0):
fps = gameClock.get_fps()
print("FPS HAS DROPPED TOO LOW DOWN TO",fps)
pygame.display.flip()
runGameNow = True
mainLoop()
pygame.quit()
quit()
此代码很少在FPS中显示。
这样做的时候,它下降到〜63 FPS,因为我移动了窗口(这很麻烦,因为所有OpenGL引用都需要补偿新的窗口位置和在Pygame中触发的事件(调整大小,移动事件)。等等会增加负担,但发生一次,而不是每个渲染循环都可以。.因此是可以接受的)。
总而言之,这是一个非常有趣且不错的代码。
它不是为了性能而设计的,以后很难编写代码了。所以也许从头开始并不是一个坏主意吗? 但是,请保留旧的代码库以供参考,并避免明显的陷阱:
关于该主题的最后说明:图形卡是巨大的动力源。 他们每秒可以计算几百万次操作,如果不是更多的话。 而且,每当您在屏幕上blit
某些东西时,图形卡都需要中断其计算和内存分配,以翻转缓冲区并更新您在屏幕上看到的内容。这是一项很慢的工作,因为它不是计算,而是操作任务(通常因此,与其向图形卡扔几百个blit
', blit
向其发送纹理(算术数据描述事物的外观),对其进行数学运算。.然后调用blit
( draw
, (在这种情况下)一次,然后让图形卡进行所有数学运算-进行一次大的逻辑运算-并预先保存.x100的速度。
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