pyglet 中的平铺地图,fps 下降

Tiled map in pyglet, fps drop

我的英语很烂,我尽力写这个问题:D

我正在用 Pyglet 制作 2D 游戏,我需要制作一个平铺地图。 1 个图块 = 50 像素 x 50 像素 但是,当我绘制带有 20 个敌人的 50x50 地图时,我的 fps 从 60fps 下降到 10fps,这会占用大量 PC 资源 每个瓷砖和敌人都是批量绘制的。 我可以做些什么来提高我的游戏效率?

我尝试缩放图块,但每个图块上都有黑色边框,我想要 50x50 像素的图块,而不是 50x50/scale

#Create blocks 50x50 pixels and replace with image names to get what i see.
from pyglet.window import key, FPSDisplay
import pyglet
import math

Background = pyglet.graphics.OrderedGroup(0)
Walls_Group = pyglet.graphics.OrderedGroup(1)

def preload_image(image):
    img = pyglet.image.load('images/' + image)
    return img

map_x = 50
map_y = 50
window_X = 1500
window_Y = 900

class GameWindow(pyglet.window.Window):

    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        self.set_location(100, 30)
        self.frame_rate = 1.0 / 100.0
        self.fps_display = FPSDisplay(self)
        self.fps_display.label.font_size = 30
        self.player_speed = 550
        self.right = False
        self.left = False
        self.up = False
        self.down = False
        self.map_load = False
        self.Walls_load = False
        self.map_scale = 1
        self.wall = preload_image('block.png')
        self.wall_list = []
        self.map_1_list = []
        self.sprite = preload_image('Grass_Green.png')
        self.main_batch = pyglet.graphics.Batch()

    def Mapka(self, x_size, y_size):

        for Y in range(y_size):
            for X in range(x_size):
                self.map_1_list.append(pyglet.sprite.Sprite(self.sprite, x=X * (self.sprite.width*self.map_scale), y=Y * (self.sprite.height*self.map_scale), batch=self.main_batch, group=Background))

        for i in self.map_1_list:
            i.scale = self.map_scale


    def Walls(self):
        self.times = math.ceil(map_x * (self.sprite.width*self.map_scale) / self.wall.width)  # Oblicza ilość ścian na dolnej części
        # mapy z zaokrągleniem

        self.times_y = math.ceil(map_y * (self.sprite.height*self.map_scale) / self.wall.height)

        for x in range(int(self.times)):
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=0, batch=self.main_batch, group=Walls_Group))
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=(self.times_y - 1) * self.wall.height,
                                     batch=self.main_batch, group=Walls_Group))
        for y in range(int(self.times_y)):
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=0, y=y * self.wall.height, batch=self.main_batch, group=Walls_Group))
            self.wall_list.append(pyglet.sprite.Sprite(self.wall, x=self.times * self.wall.width - self.wall.width,
                                                       y=y * self.wall.height, batch=self.main_batch,
                                                       group=Walls_Group))

    def on_draw(self):
        self.clear()
        if not self.map_load:
            self.Mapka(map_x, map_y)
            self.map_load = True
        if not self.Walls_load:
            self.Walls()
            self.Walls_load = True
        self.main_batch.draw()
        self.fps_display.draw()

    def on_key_press(self, symbol, modifiers):
        if symbol == key.D:
            self.right = True
        if symbol == key.A:
            self.left = True
        if symbol == key.W:
            self.up = True
        if symbol == key.S:
            self.down = True
        if symbol == key.ESCAPE:
            pyglet.app.exit()

    def on_key_release(self, symbol, modifiers):
        if symbol == key.D:
            self.right = False
        if symbol == key.A:
            self.left = False
        if symbol == key.W:
            self.up = False
        if symbol == key.S:
            self.down = False

    def update_space(self, dt):
        for space in self.map_1_list:
            space.update()
            space.y -= 0 * dt
            if self.right:
                space.x -= self.player_speed * dt
            if self.left:
                space.x += self.player_speed * dt
            if self.up:
                space.y -= self.player_speed * dt
            if self.down:
                space.y += self.player_speed * dt

    def update_wall(self, dt):
        for wall in self.wall_list:
            wall.update()
            if self.right:
                wall.x -= self.player_speed * dt
            if self.left:
                wall.x += self.player_speed * dt
            if self.up:
                wall.y -= self.player_speed * dt
            if self.down:
                wall.y += self.player_speed * dt

    def update(self, dt):
        self.update_wall(dt)
        self.update_space(dt)

if __name__ == "__main__":
    window = GameWindow(window_X, window_Y, "Gra", resizable=False)
    pyglet.clock.schedule_interval(window.update, window.frame_rate)
    pyglet.app.run()

我想要一个至少有 100 x 100 瓦片且可以 60 fps 运行的瓦片地图。 平铺 = 50x50 像素 如果可以绘制图块,但只能绘制屏幕上可见的图块,则不超过屏幕 X、Y。

好的,所以这里的主要问题可能是 schedule_interval 没有尽可能快地运行。主要是因为它更新场景 导致渲染触发。第二个是 wall.update() 调用 (我不确切知道你为什么调用) 非常慢,你正在做 width*height^2 次。而且非常效率低下。

有一个快速解决方法。下面是建议的方法。

#Create blocks 50x50 pixels and replace with image names to get what i see.
from pyglet.window import key, FPSDisplay
import pyglet
import math
import time

Background = pyglet.graphics.OrderedGroup(0)
Walls_Group = pyglet.graphics.OrderedGroup(1)

def preload_image(image):
    img = pyglet.image.load('images/' + image)
    return img

map_x = 50
map_y = 50
window_X = 1500
window_Y = 900

class GameWindow(pyglet.window.Window):

    def __init__(self, *args, **kwargs):
        super(GameWindow, self).__init__(*args, **kwargs)
        self.set_location(100, 30)
        self.frame_rate = 1.0 / 100.0
        self.fps_display = FPSDisplay(self)
        self.fps_display.label.font_size = 30
        self.player_speed = 550
        self.right = False
        self.left = False
        self.up = False
        self.down = False
        self.map_load = False
        self.Walls_load = False
        self.map_scale = 1
        self.wall = preload_image('block.png')
        self.wall_list = []
        self.map_1_list = []
        self.sprite = preload_image('Grass_Green.jpg')
        self.main_batch = pyglet.graphics.Batch()
        self.alive = True
        self.last_scheduled_update = time.time()

        if not self.map_load:
            self.Mapka(map_x, map_y)
            self.map_load = True
        if not self.Walls_load:
            self.Walls()
            self.Walls_load = True

    def Mapka(self, x_size, y_size):

        for Y in range(y_size):
            for X in range(x_size):
                self.map_1_list.append(pyglet.sprite.Sprite(self.sprite, x=X * (self.sprite.width*self.map_scale), y=Y * (self.sprite.height*self.map_scale), batch=self.main_batch, group=Background))

        for i in self.map_1_list:
            i.scale = self.map_scale

    def Walls(self):
        self.times = math.ceil(map_x * (self.sprite.width*self.map_scale) / self.wall.width)  # Oblicza ilość ścian na dolnej części
        # mapy z zaokrągleniem

        self.times_y = math.ceil(map_y * (self.sprite.height*self.map_scale) / self.wall.height)

        for x in range(int(self.times)):
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=0, batch=self.main_batch, group=Walls_Group))
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=x * self.wall.width, y=(self.times_y - 1) * self.wall.height,
                                     batch=self.main_batch, group=Walls_Group))
        for y in range(int(self.times_y)):
            self.wall_list.append(
                pyglet.sprite.Sprite(self.wall, x=0, y=y * self.wall.height, batch=self.main_batch, group=Walls_Group))
            self.wall_list.append(pyglet.sprite.Sprite(self.wall, x=self.times * self.wall.width - self.wall.width,
                                                       y=y * self.wall.height, batch=self.main_batch,
                                                       group=Walls_Group))

    def render(self):
        self.clear()
        self.main_batch.draw()
        self.fps_display.draw()
        self.flip()

    def on_key_press(self, symbol, modifiers):
        if symbol == key.D:
            self.right = True
        if symbol == key.A:
            self.left = True
        if symbol == key.W:
            self.up = True
        if symbol == key.S:
            self.down = True
        if symbol == key.ESCAPE: # [ESC]
            self.alive = 0
        self.update(1)

    def on_key_release(self, symbol, modifiers):
        if symbol == key.D:
            self.right = False
        if symbol == key.A:
            self.left = False
        if symbol == key.W:
            self.up = False
        if symbol == key.S:
            self.down = False

    def update_space(self, dt):
        for space in self.map_1_list:
            space.update()
            space.y -= 0 * dt
            if self.right:
                space.x -= self.player_speed * dt
            if self.left:
                space.x += self.player_speed * dt
            if self.up:
                space.y -= self.player_speed * dt
            if self.down:
                space.y += self.player_speed * dt

    def update_wall(self, dt):
        for wall in self.wall_list:
            wall.update()
            if self.right:
                wall.x -= self.player_speed * dt
            if self.left:
                wall.x += self.player_speed * dt
            if self.up:
                wall.y -= self.player_speed * dt
            if self.down:
                wall.y += self.player_speed * dt

    def update(self, dt):
        self.update_wall(dt)
        self.update_space(dt)

    def run(self):
        while self.alive == 1:
            if time.time() - self.last_scheduled_update > 0.25:
                self.update(time.time() - self.last_scheduled_update)
                self.last_scheduled_update = time.time()
            self.render()

            # -----------> This is key <----------
            # This is what replaces pyglet.app.run()
            # but is required for the GUI to not freeze
            #
            event = self.dispatch_events()

if __name__ == "__main__":
    window = GameWindow(window_X, window_Y, "Gra", resizable=False)
    window.run()

这是对代码的最小更改,但您使用自己的事件循环更改内置调度程序,您负责 运行 宁 self.update() 的时间和标准。在这种情况下,它是 运行 每 0.25 秒,并且在每个 on_keypress 被触发之后。

除非您四处走动,否则没有理由更新精灵位置。或者将来,当 enemies/objects 执行操作时。

我使用此代码获得稳定的 144 FPS。
但是这里还有很多事情要做……所以我会留下一个 long lasting tip 来帮助您解决未来的瓶颈问题。我将向您演示如何使用它。

运行 上面的命令,会给你这样的东西:

这清楚地表明了主要的周期霸王为 _wait_vsync
这让我意识到我忘了检查这里最明显的问题。那就是你和我忘记了 vsync=False 到 window 对象。

这里的解决方法是:

window = GameWindow(window_X, window_Y, "Gra", resizable=False, vsync=False)

这给了我:

是的,高于 2700 FPS。
而且调用堆栈看起来更均匀:

从现在开始,真正的挑战才刚刚开始。
所做的任何优化都将是次要的,很难找到并且调试起来很困难。

希望您有工具并了解在哪里以及为什么要看地方:)