[英]Python Game Too Slow
在#sensors 注释下创建代码后,我的游戏变得太慢了(参见下面的代码,它的 for 循环中有很多迭代)。 我已经为人类制作了移动红点的控件,但游戏应该由计算机自己玩。
我的问题是:
或者是其他东西?
这是我的代码:
import turtle
import math
#Set up screen
wn = turtle.Screen()
wn.bgcolor("lightyellow")
score = 0
#Draw border
mypen = turtle.Turtle()
mypen.penup()
mypen.setposition(-300, -300)
mypen.speed(0)
mypen.pendown()
mypen.pensize(3)
for side in range(4):
mypen.forward(600)
mypen.left(90)
mypen.hideturtle()
#Draw obstacle
myObstacle = turtle.Turtle()
myObstacle.penup()
myObstacle.setposition(-150, -150)
myObstacle.speed(0)
myObstacle.pendown()
myObstacle.pensize(3)
for side in range(4):
myObstacle.forward(300)
myObstacle.left(90)
myObstacle.hideturtle()
#Create player turtle
player = turtle.Turtle()
player.penup()
player.speed(0)
player.setposition(-200, -200)
player.color("red")
player.shape("circle")
#Set speed variable
speed = 1
#define functions
def turnleft():
player.left(30)
def turnright():
player.right(30)
def increasespeed():
global speed
speed += 1
def decreasespeed():
global speed
if speed > 1:
speed -= 1
#Set keyboard bindings
turtle.listen()
turtle.onkey(turnleft, "Left")
turtle.onkey(turnright, "Right")
turtle.onkey(increasespeed, "Up")
turtle.onkey(decreasespeed, "Down")
#bounderies
def merge(list1, list2):
merged_list = [(list1[i], list2[i]) for i in range(0, len(list1))]
return merged_list
bounderies = merge([-300] * 601, list(range(-300,301)))
bounderies.extend(merge([300] * 601, list(range(-300,301))))
bounderies.extend(merge(list(range(-300,301)), [-300] * 601))
bounderies.extend(merge(list(range(-300,301)), [300] * 601))
bounderies.extend(merge([-150] * 301, list(range(-150,151))))
bounderies.extend(merge([150] * 301, list(range(-150,151))))
bounderies.extend(merge(list(range(-150,151)), [-150] * 301))
bounderies.extend(merge(list(range(-150,151)), [150] * 301))
def scoreset():
global score
score += 1
scorestring = "Score: %s" %score
mypen.undo()
mypen.penup()
mypen.setposition(-340, 310)
mypen.pendown()
mypen.color("green")
mypen.write(scorestring, False, align = "left", font=("ariel", 16, "bold"))
#sensors
def forwardDistance():
forwardDistance = []
minForwDist = 0
tupleCoordinate = (0,0)
yCoordinate = 0
xCoordinate = 0
position = (int(player.xcor()), int(player.ycor()))
heading = player.heading()
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
for alpha in range(1000):
if (heading < 45 and heading >= 0) or (heading < 360 and heading >= 315):
xCoordinate = position[0] + alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 315 and heading >= 225):
yCoordinate = position[1] - alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 225 and heading >= 135):
xCoordinate = position[0] - alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 135 and heading >= 45):
yCoordinate = position[1] + alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
if tupleCoordinate in bounderies:
forwardDistance.append(player.distance(tupleCoordinate))
minForwDist = min(forwardDistance)
#print("Forward distance: ", int(minForwDist))
return minForwDist
def leftDistance():
forwardDistance = []
minForwDist = 0
tupleCoordinate = (0,0)
yCoordinate = 0
xCoordinate = 0
position = (int(player.xcor()), int(player.ycor()))
if player.heading() + 90 >= 360:
heading = player.heading() + 90 - 360
else:
heading = player.heading() + 90
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
for alpha in range(1000):
if (heading < 45 and heading >= 0) or (heading < 360 and heading >= 315):
xCoordinate = position[0] + alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 315 and heading >= 225):
yCoordinate = position[1] - alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 225 and heading >= 135):
xCoordinate = position[0] - alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 135 and heading >= 45):
yCoordinate = position[1] + alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
if tupleCoordinate in bounderies:
forwardDistance.append(player.distance(tupleCoordinate))
minForwDist = min(forwardDistance)
#print("Left distance: ", int(minForwDist))
return minForwDist
def leftForwardDistance():
forwardDistance = []
minForwDist = 0
tupleCoordinate = (0,0)
yCoordinate = 0
xCoordinate = 0
position = (int(player.xcor()), int(player.ycor()))
if player.heading() + 45 >= 360:
heading = player.heading() + 45 - 360
else:
heading = player.heading() + 45
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
for alpha in range(1000):
if (heading < 45 and heading >= 0) or (heading < 360 and heading >= 315):
xCoordinate = position[0] + alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 315 and heading >= 225):
yCoordinate = position[1] - alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 225 and heading >= 135):
xCoordinate = position[0] - alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 135 and heading >= 45):
yCoordinate = position[1] + alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
if tupleCoordinate in bounderies:
forwardDistance.append(player.distance(tupleCoordinate))
minForwDist = min(forwardDistance)
#print("Left-forward distance: ", int(minForwDist))
return minForwDist
def rightDistance():
forwardDistance = []
minForwDist = 0
tupleCoordinate = (0,0)
yCoordinate = 0
xCoordinate = 0
position = (int(player.xcor()), int(player.ycor()))
if player.heading() < 90:
heading = 360 - (90 - player.heading())
else:
heading = player.heading() - 90
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
for alpha in range(1000):
if (heading < 45 and heading >= 0) or (heading < 360 and heading >= 315):
xCoordinate = position[0] + alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 315 and heading >= 225):
yCoordinate = position[1] - alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 225 and heading >= 135):
xCoordinate = position[0] - alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 135 and heading >= 45):
yCoordinate = position[1] + alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
if tupleCoordinate in bounderies:
forwardDistance.append(player.distance(tupleCoordinate))
minForwDist = min(forwardDistance)
#print("Right distance: ", int(minForwDist))
return minForwDist
def rightForwardDistance():
forwardDistance = []
minForwDist = 0
tupleCoordinate = (0,0)
yCoordinate = 0
xCoordinate = 0
position = (int(player.xcor()), int(player.ycor()))
if player.heading() < 45:
heading = 360 - (45 - player.heading())
else:
heading = player.heading() - 45
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
for alpha in range(1000):
if (heading < 45 and heading >= 0) or (heading < 360 and heading >= 315):
xCoordinate = position[0] + alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 315 and heading >= 225):
yCoordinate = position[1] - alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 225 and heading >= 135):
xCoordinate = position[0] - alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 135 and heading >= 45):
yCoordinate = position[1] + alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
if tupleCoordinate in bounderies:
forwardDistance.append(player.distance(tupleCoordinate))
minForwDist = min(forwardDistance)
#print("Right-forward distance: ", int(minForwDist))
return minForwDist
#finished sensors
while True:
rightForwardDistance()
rightDistance()
leftForwardDistance()
leftDistance()
forwardDistance()
sensors = {'left': leftDistance(), 'left forward': leftForwardDistance(), 'forward': forwardDistance(), 'right forward': rightForwardDistance(), 'right': rightDistance()}
changeDirectionTo = max(sensors, key=sensors.get)
player.forward(speed)
#change Direction To
if changeDirectionTo == 'left':
player.left(90)
elif changeDirectionTo == 'left forward':
player.left(45)
elif changeDirectionTo == 'right forward':
player.right(45)
elif changeDirectionTo == 'right':
player.right(90)
#when hitting the boundary
if (int(player.position()[0]),int(player.position()[1])) in bounderies:
scoreset()
if player.xcor() > 300 or player.xcor() < -300:
player.right(30)
if player.ycor() > 300 or player.ycor() < -300:
player.right(30)
if player.position() == myObstacle.position():
player.right(30)
if player.xcor() > -150 and player.xcor() < 150 and player.ycor() > -150 and player.ycor() < 150:
player.right(30)
我已经复制并运行了您的代码,让我先回答问题:
代码进行大量处理的主要地方是wile True
条件。 在那里你调用了 10 个函数:
rightForwardDistance()
rightDistance()
leftForwardDistance()
leftDistance()
forwardDistance()
sensors = {'left': leftDistance(), 'left forward': leftForwardDistance(), 'forward': forwardDistance(),
'right forward': rightForwardDistance(), 'right': rightDistance()}
其中每个人都有一个范围为 1000 的 for 循环,删除/评论前 5 个将使游戏更快一点。
rightForwardDistance()
rightDistance()
leftForwardDistance()
leftDistance()
forwardDistance()
除此之外,还可以通过不同的方式改进代码,例如:
for alpha in range(1000):
if (heading < 45 and heading >= 0) or (heading < 360 and heading >= 315):
xCoordinate = position[0] + alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 315 and heading >= 225):
yCoordinate = position[1] - alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 225 and heading >= 135):
xCoordinate = position[0] - alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 135 and heading >= 45):
yCoordinate = position[1] + alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
if tupleCoordinate in bounderies:
forwardDistance.append(player.distance(tupleCoordinate))
minForwDist = min(forwardDistance)
# print("Left distance: ", int(minForwDist))
该代码重复 5 次,可以移动到 function 以避免重复。 该代码还有未使用的变量,可以删除。
yCoordinate = 0
xCoordinate = 0
在这些更改之后,代码将更具可读性并且速度更快:
import turtle
import math
# Set up screen
wn = turtle.Screen()
wn.bgcolor("lightyellow")
score = 0
# Draw border
mypen = turtle.Turtle()
mypen.penup()
mypen.setposition(-300, -300)
mypen.speed(0)
mypen.pendown()
mypen.pensize(3)
for side in range(4):
mypen.forward(600)
mypen.left(90)
mypen.hideturtle()
# Draw obstacle
myObstacle = turtle.Turtle()
myObstacle.penup()
myObstacle.setposition(-150, -150)
myObstacle.speed(0)
myObstacle.pendown()
myObstacle.pensize(3)
for side in range(4):
myObstacle.forward(300)
myObstacle.left(90)
myObstacle.hideturtle()
# Create player turtle
player = turtle.Turtle()
player.penup()
player.speed(0)
player.setposition(-200, -200)
player.color("red")
player.shape("circle")
# Set speed variable
speed = 1
# define functions
def turnleft():
player.left(30)
def turnright():
player.right(30)
def increasespeed():
global speed
speed += 1
def decreasespeed():
global speed
if speed > 1:
speed -= 1
# Set keyboard bindings
turtle.listen()
turtle.onkey(turnleft, "Left")
turtle.onkey(turnright, "Right")
turtle.onkey(increasespeed, "Up")
turtle.onkey(decreasespeed, "Down")
# bounderies
def merge(list1, list2):
merged_list = [(list1[i], list2[i]) for i in range(0, len(list1))]
return merged_list
bounderies = merge([-300] * 601, list(range(-300, 301)))
bounderies.extend(merge([300] * 601, list(range(-300, 301))))
bounderies.extend(merge(list(range(-300, 301)), [-300] * 601))
bounderies.extend(merge(list(range(-300, 301)), [300] * 601))
bounderies.extend(merge([-150] * 301, list(range(-150, 151))))
bounderies.extend(merge([150] * 301, list(range(-150, 151))))
bounderies.extend(merge(list(range(-150, 151)), [-150] * 301))
bounderies.extend(merge(list(range(-150, 151)), [150] * 301))
def scoreset():
global score
score += 1
scorestring = "Score: %s" % score
mypen.undo()
mypen.penup()
mypen.setposition(-340, 310)
mypen.pendown()
mypen.color("green")
mypen.write(scorestring, False, align="left", font=("arial", 16, "bold"))
# sensors
def forwardDistance():
position = (int(player.xcor()), int(player.ycor()))
heading = player.heading()
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
return doMath(heading, position, tangent)
def leftDistance():
position = (int(player.xcor()), int(player.ycor()))
if player.heading() + 90 >= 360:
heading = player.heading() + 90 - 360
else:
heading = player.heading() + 90
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
return doMath(heading, position, tangent)
def leftForwardDistance():
position = (int(player.xcor()), int(player.ycor()))
if player.heading() + 45 >= 360:
heading = player.heading() + 45 - 360
else:
heading = player.heading() + 45
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
return doMath(heading, position, tangent)
def rightDistance():
position = (int(player.xcor()), int(player.ycor()))
if player.heading() < 90:
heading = 360 - (90 - player.heading())
else:
heading = player.heading() - 90
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
return doMath(heading, position, tangent)
def rightForwardDistance():
position = (int(player.xcor()), int(player.ycor()))
if player.heading() < 45:
heading = 360 - (45 - player.heading())
else:
heading = player.heading() - 45
sinus = math.sin(math.radians(heading))
cosinus = math.cos(math.radians(heading))
tangent = sinus / cosinus
return doMath(heading, position, tangent)
def doMath(heading, position, tangent):
forwardDistance = []
minForwDist = 0
tupleCoordinate = (0, 0)
for alpha in range(1000):
if (heading < 45 and heading >= 0) or (heading < 360 and heading >= 315):
xCoordinate = position[0] + alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 315 and heading >= 225):
yCoordinate = position[1] - alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 225 and heading >= 135):
xCoordinate = position[0] - alpha
yCoordinate = xCoordinate * tangent + (position[1] - position[0] * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif (heading < 135 and heading >= 45):
yCoordinate = position[1] + alpha
xCoordinate = (yCoordinate - (position[1] - position[0] * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
if tupleCoordinate in bounderies:
forwardDistance.append(player.distance(tupleCoordinate))
minForwDist = min(forwardDistance)
return minForwDist
# finished sensors
while True:
sensors = {'left': leftDistance(), 'left forward': leftForwardDistance(), 'forward': forwardDistance(),
'right forward': rightForwardDistance(), 'right': rightDistance()}
changeDirectionTo = max(sensors, key=sensors.get)
player.forward(speed)
# change Direction To
if changeDirectionTo == 'left':
player.left(90)
elif changeDirectionTo == 'left forward':
player.left(45)
elif changeDirectionTo == 'right forward':
player.right(45)
elif changeDirectionTo == 'right':
player.right(90)
# when hitting the boundary
if (int(player.position()[0]), int(player.position()[1])) in bounderies:
scoreset()
if player.xcor() > 300 or player.xcor() < -300:
player.right(30)
if player.ycor() > 300 or player.ycor() < -300:
player.right(30)
if player.position() == myObstacle.position():
player.right(30)
if player.xcor() > -150 and player.xcor() < 150 and player.ycor() > -150 and player.ycor() < 150:
player.right(30)
您有很多地方,例如:
if something in bounderies: ...
问题是, bounderies
是一个列表,因此查找是一个 O(n) 操作。 而且由于最常见的情况是something not in bounderies
,因此通常必须检查整个列表以查看您的坐标不在其中。
添加单行:
...
bounderies.extend(merge(list(range(-150,151)), [-150] * 301))
bounderies.extend(merge(list(range(-150,151)), [150] * 301))
bounderies = set(bounderies) # <--
将超级昂贵且频繁的查找从 O(n) 变为 O(1)。 在我的电脑上,整个程序的运行速度提高了大约 18 倍。
你仍然可以做很多其他的事情来加快速度,但这是一个超级简单有效的优化。
您的代码有几个问题。 首先是bounderies
很好地解决的边界[原文如此] 设置问题。 但sensors
的问题甚至比@LucasBelfanti 建议的还要严重。 您无需进行数学运算(即几何)并找到到目标的距离,而是测试沿矢量的每个元素朝向目标的每个可能点。 没有固定几何形状,因为您一次只查看一个向量,第一个截距应该是您想要的点,您可以脱离传感器并避免接下来的 500 次左右的测试。
如果我们将其与使用math.tan()
而不是math.sin()/math.cos()
结合起来,并在角度上使用模运算,那么对于您的一个传感器,我们会得到如下结果:
from math import radians, tan
def rightDistance():
minForwDist = 0
tupleCoordinate = (0, 0)
x, y = int(player.xcor()), int(player.ycor())
heading = (player.heading() - 90) % 360
tangent = tan(radians(heading))
for alpha in range(1000):
if 0 <= heading < 45 or 315 <= heading < 360:
xCoordinate = x + alpha
yCoordinate = xCoordinate * tangent + (y - x * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif 225 <= heading < 315:
yCoordinate = y - alpha
xCoordinate = (yCoordinate - (y - x * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif 135 <= heading < 225:
xCoordinate = x - alpha
yCoordinate = xCoordinate * tangent + (y - x * tangent)
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
elif 45 <= heading < 135:
yCoordinate = y + alpha
xCoordinate = (yCoordinate - (y - x * tangent)) / tangent
tupleCoordinate = (int(xCoordinate), int(yCoordinate))
if tupleCoordinate in boundaries:
return player.distance(tupleCoordinate)
return minForwDist
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