微信公众号搜"智元新知"关注
微信扫一扫可直接关注哦!

为什么吃豆子游戏会自动暂停几秒钟然后再次运行?

如何解决为什么吃豆子游戏会自动暂停几秒钟然后再次运行?

我在 Java 中尝试使用 Q-Learning(强化学习)进行 Pacman 游戏。 但是,我可以看到游戏自动暂停了几秒钟,然后再次运行。我只是想知道这是什么原因。

Youtube 视频链接 https://www.youtube.com/watch?v=bmDTAX13so4&feature=youtu.be

代码 https://github.com/iamarkaj/pacman-Q_learning 的 Github 链接

Board.java :

package com.zetcode;

import java.util.Random;
import java.awt.AWTException;
import java.awt.Basicstroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Robot;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;

public class Board extends JPanel implements ActionListener {

    /**
     * 
     */
    private static final long serialVersionUID = 1L;
    private Dimension d;
    private final Font smallFont = new Font("Helvetica",Font.BOLD,14);

    private Image ii;
    private final Color dotColor = new Color(192,192,0);
    private Color mazeColor;

    private boolean inGame = true;
    private boolean dying = false;

    private final int BLOCK_SIZE = 24;
    private final int N_BLOCKS = 15;
    private final int SCREEN_SIZE = N_BLOCKS * BLOCK_SIZE;
    private final int PAC_ANIM_DELAY = 2;
    private final int PACMAN_ANIM_COUNT = 4;
    private final int MAX_GHOSTS = 12;
    private final int PACMAN_SPEED = 6;

    private int pacAnimCount = PAC_ANIM_DELAY;
    private int pacAnimDir = 1;
    private int pacmanAnimPos = 0;
    private int N_GHOSTS = 6;
    private int score;
    private int[] dx,dy;
    private int[] ghost_x,ghost_y,ghost_dx,ghost_dy,ghostSpeed;

    private Image ghost;
    private Image pacman1,pacman2up,pacman2left,pacman2right,pacman2down;
    private Image pacman3up,pacman3down,pacman3left,pacman3right;
    private Image pacman4up,pacman4down,pacman4left,pacman4right;

    private int pacman_x,pacman_y,pacmand_x,pacmand_y;
    private int req_dx,req_dy,view_dx,view_dy;

    private final short levelData[] = {
            19,26,18,22,21,17,16,20,24,25,28,1,19,9,8,28
    };

    private final int validSpeeds[] = {1,2,3,4,6,8};
    private final int maxSpeed = 6;

    private int currentSpeed = 3;
    private short[] screenData;
    private Timer timer;
    
    private int[][][] Q = new int[60][60][6];
    private int action;
    private double lr;
    private int step = 0;
    private int x_state;
    private int y_state;
    private int key = 1;
    private int seed = 0;
    
    public Board() {

        loadImages();
        initvariables();
        initBoard();
    }

    private void initBoard() {
        
        addKeyListener(new TAdapter());

        setFocusable(true);

        setBackground(Color.black);
    }

    private void initvariables() {

        screenData = new short[N_BLOCKS * N_BLOCKS];
        mazeColor = new Color(5,100,5);
        d = new Dimension(400,400);
        ghost_x = new int[MAX_GHOSTS];
        ghost_dx = new int[MAX_GHOSTS];
        ghost_y = new int[MAX_GHOSTS];
        ghost_dy = new int[MAX_GHOSTS];
        ghostSpeed = new int[MAX_GHOSTS];
        dx = new int[4];
        dy = new int[4];

        timer = new Timer(40,this);
        timer.start();
    }

    @Override
    public void addNotify() {
        super.addNotify();

        initGame();
    }

    private void doAnim() {

        pacAnimCount--;

        if (pacAnimCount <= 0) {
            pacAnimCount = PAC_ANIM_DELAY;
            pacmanAnimPos = pacmanAnimPos + pacAnimDir;

            if (pacmanAnimPos == (PACMAN_ANIM_COUNT - 1) || pacmanAnimPos == 0) {
                pacAnimDir = -pacAnimDir;
            }
        }
    }

    private void playGame(Graphics2D g2d) {

        if (dying) {

            death();

        } else {

            movePacman();
            drawPacman(g2d);
            moveGhosts(g2d);
            checkMaze();
        }
    }

    private void drawscore(Graphics2D g) {

        String s;

        g.setFont(smallFont);
        g.setColor(new Color(96,128,255));
        s = "score: " + score;
        g.drawString(s,SCREEN_SIZE / 2 + 96,SCREEN_SIZE + 16);

    }

    private void checkMaze() {

        short i = 0;
        boolean finished = true;

        while (i < N_BLOCKS * N_BLOCKS && finished) {

            if ((screenData[i] & 48) != 0) {
                finished = false;
            }

            i++;
        }

        if (finished) {

            score += 50;

            if (N_GHOSTS < MAX_GHOSTS) {
                N_GHOSTS++;
            }

            if (currentSpeed < maxSpeed) {
                currentSpeed++;
            }

            initLevel();
        }
    }

    private void death() {

        inGame = true;
        initLevel();

    }

    private void moveGhosts(Graphics2D g2d) {

        short i;
        int pos;
        int count;
        
        for (i = 0; i < N_GHOSTS; i++) {
            if (ghost_x[i] % BLOCK_SIZE == 0 && ghost_y[i] % BLOCK_SIZE == 0) {
                pos = ghost_x[i] / BLOCK_SIZE + N_BLOCKS * (int) (ghost_y[i] / BLOCK_SIZE);
                count = 0;

                if ((screenData[pos] & 1) == 0 && ghost_dx[i] != 1) {
                    dx[count] = -1;
                    dy[count] = 0;
                    count++;
                }

                if ((screenData[pos] & 2) == 0 && ghost_dy[i] != 1) {
                    dx[count] = 0;
                    dy[count] = -1;
                    count++;
                }

                if ((screenData[pos] & 4) == 0 && ghost_dx[i] != -1) {
                    dx[count] = 1;
                    dy[count] = 0;
                    count++;
                }

                if ((screenData[pos] & 8) == 0 && ghost_dy[i] != -1) {
                    dx[count] = 0;
                    dy[count] = 1;
                    count++;
                }

                if (count == 0) {

                    if ((screenData[pos] & 15) == 15) {
                        ghost_dx[i] = 0;
                        ghost_dy[i] = 0;
                    } else {
                        ghost_dx[i] = -ghost_dx[i];
                        ghost_dy[i] = -ghost_dy[i];
                    }

                } else {
                    
                    Random rand = new Random(seed);
                    seed += 1;
                    double prob2 = rand.nextInt(10)+2;
                    double prob2_ = 1/prob2;

                    count = (int) (prob2_ * count);

                    if (count > 3) {
                        count = 3;
                    }

                    ghost_dx[i] = dx[count];
                    ghost_dy[i] = dy[count];
                }

            }

            ghost_x[i] = ghost_x[i] + (ghost_dx[i] * ghostSpeed[i]);
            ghost_y[i] = ghost_y[i] + (ghost_dy[i] * ghostSpeed[i]);
            drawGhost(g2d,ghost_x[i] + 1,ghost_y[i] + 1);

            if (pacman_x > (ghost_x[i] - 12) && pacman_x < (ghost_x[i] + 12)
                    && pacman_y > (ghost_y[i] - 12) && pacman_y < (ghost_y[i] + 12)
                    && inGame) {

                dying = true;
            }
        }
    }

    private void drawGhost(Graphics2D g2d,int x,int y) {

        g2d.drawImage(ghost,x,y,this);
    }

    private void movePacman() {

        int pos;
        short ch;

        if (req_dx == -pacmand_x && req_dy == -pacmand_y) {
            pacmand_x = req_dx;
            pacmand_y = req_dy;
            view_dx = pacmand_x;
            view_dy = pacmand_y;
        }

        if (pacman_x % BLOCK_SIZE == 0 && pacman_y % BLOCK_SIZE == 0) {
            pos = pacman_x / BLOCK_SIZE + N_BLOCKS * (int) (pacman_y / BLOCK_SIZE);
            ch = screenData[pos];

            if ((ch & 16) != 0) {
                screenData[pos] = (short) (ch & 15);
                score++;
            }

            if (req_dx != 0 || req_dy != 0) {
                if (!((req_dx == -1 && req_dy == 0 && (ch & 1) != 0)
                        || (req_dx == 1 && req_dy == 0 && (ch & 4) != 0)
                        || (req_dx == 0 && req_dy == -1 && (ch & 2) != 0)
                        || (req_dx == 0 && req_dy == 1 && (ch & 8) != 0))) {
                    pacmand_x = req_dx;
                    pacmand_y = req_dy;
                    view_dx = pacmand_x;
                    view_dy = pacmand_y;
                }
            }

            // Check for standstill
            if ((pacmand_x == -1 && pacmand_y == 0 && (ch & 1) != 0)
                    || (pacmand_x == 1 && pacmand_y == 0 && (ch & 4) != 0)
                    || (pacmand_x == 0 && pacmand_y == -1 && (ch & 2) != 0)
                    || (pacmand_x == 0 && pacmand_y == 1 && (ch & 8) != 0)) {
                pacmand_x = 0;
                pacmand_y = 0;
            }
        }
        pacman_x = pacman_x + PACMAN_SPEED * pacmand_x;
        pacman_y = pacman_y + PACMAN_SPEED * pacmand_y;
        
        x_state = pacman_x*60/380;
        y_state = pacman_y*60/420;
        
        step += 1;
        if (step % 500 == 0) {
            System.out.println(step);
        }
        lr  = Math.pow(0.85,(step/100));  
        Q[x_state][y_state][action] += lr * (score + Q[x_state][y_state][action]);
        
    }

    private void drawPacman(Graphics2D g2d) {

        if (view_dx == -1) {
            drawPacmanLeft(g2d);
        } else if (view_dx == 1) {
            drawPacmanRight(g2d);
        } else if (view_dy == -1) {
            drawPacmanUp(g2d);
        } else {
            drawPacmanDown(g2d);
        }
    }

    private void drawPacmanUp(Graphics2D g2d) {

        switch (pacmanAnimPos) {
            case 1:
                g2d.drawImage(pacman2up,pacman_x + 1,pacman_y + 1,this);
                break;
            case 2:
                g2d.drawImage(pacman3up,this);
                break;
            case 3:
                g2d.drawImage(pacman4up,this);
                break;
            default:
                g2d.drawImage(pacman1,this);
                break;
        }
    }

    private void drawPacmanDown(Graphics2D g2d) {

        switch (pacmanAnimPos) {
            case 1:
                g2d.drawImage(pacman2down,this);
                break;
            case 2:
                g2d.drawImage(pacman3down,this);
                break;
            case 3:
                g2d.drawImage(pacman4down,this);
                break;
        }
    }

    private void drawPacmanLeft(Graphics2D g2d) {

        switch (pacmanAnimPos) {
            case 1:
                g2d.drawImage(pacman2left,this);
                break;
            case 2:
                g2d.drawImage(pacman3left,this);
                break;
            case 3:
                g2d.drawImage(pacman4left,this);
                break;
        }
    }

    private void drawPacmanRight(Graphics2D g2d) {

        switch (pacmanAnimPos) {
            case 1:
                g2d.drawImage(pacman2right,this);
                break;
            case 2:
                g2d.drawImage(pacman3right,this);
                break;
            case 3:
                g2d.drawImage(pacman4right,this);
                break;
        }
    }

    private void drawMaze(Graphics2D g2d) {

        short i = 0;
        int x,y;

        for (y = 0; y < SCREEN_SIZE; y += BLOCK_SIZE) {
            for (x = 0; x < SCREEN_SIZE; x += BLOCK_SIZE) {

                g2d.setColor(mazeColor);
                g2d.setstroke(new Basicstroke(2));

                if ((screenData[i] & 1) != 0) {
                    g2d.drawLine(x,y + BLOCK_SIZE - 1);
                }

                if ((screenData[i] & 2) != 0) {
                    g2d.drawLine(x,x + BLOCK_SIZE - 1,y);
                }

                if ((screenData[i] & 4) != 0) {
                    g2d.drawLine(x + BLOCK_SIZE - 1,y + BLOCK_SIZE - 1);
                }

                if ((screenData[i] & 8) != 0) {
                    g2d.drawLine(x,y + BLOCK_SIZE - 1,y + BLOCK_SIZE - 1);
                }

                if ((screenData[i] & 16) != 0) {
                    g2d.setColor(dotColor);
                    g2d.fillRect(x + 11,y + 11,2);
                }

                i++;
            }
        }
    }

    private void initGame() {

        score = 0;
        initLevel();
        N_GHOSTS = 6;
        currentSpeed = 3;
    }

    private void initLevel() {

        int i;
        for (i = 0; i < N_BLOCKS * N_BLOCKS; i++) {
            screenData[i] = levelData[i];
        }

        continueLevel();
    }

    private void continueLevel() {
        
        score = 0;
        short i;
        int dx = 1;
        int random;

        for (i = 0; i < N_GHOSTS; i++) {

            ghost_y[i] = 4 * BLOCK_SIZE;
            ghost_x[i] = 4 * BLOCK_SIZE;
            ghost_dy[i] = 0;
            ghost_dx[i] = dx;
            dx = -dx;
            
            Random rand = new Random(0);
            double prob1 = rand.nextInt(10)+2;
            double prob1_ = 1/prob1;
            
            random = (int) (prob1_ * (currentSpeed + 1));

            if (random > currentSpeed) {
                random = currentSpeed;
            }

            ghostSpeed[i] = validSpeeds[random];
        }

        pacman_x = 7 * BLOCK_SIZE;
        pacman_y = 11 * BLOCK_SIZE;
        pacmand_x = 0;
        pacmand_y = 0;
        req_dx = 0;
        req_dy = 0;
        view_dx = -1;
        view_dy = 0;
        dying = false;
    }

    private void loadImages() {

        ghost = new ImageIcon("src/resources/images/ghost.png").getimage();
        pacman1 = new ImageIcon("src/resources/images/pacman.png").getimage();
        pacman2up = new ImageIcon("src/resources/images/up1.png").getimage();
        pacman3up = new ImageIcon("src/resources/images/up2.png").getimage();
        pacman4up = new ImageIcon("src/resources/images/up3.png").getimage();
        pacman2down = new ImageIcon("src/resources/images/down1.png").getimage();
        pacman3down = new ImageIcon("src/resources/images/down2.png").getimage();
        pacman4down = new ImageIcon("src/resources/images/down3.png").getimage();
        pacman2left = new ImageIcon("src/resources/images/left1.png").getimage();
        pacman3left = new ImageIcon("src/resources/images/left2.png").getimage();
        pacman4left = new ImageIcon("src/resources/images/left3.png").getimage();
        pacman2right = new ImageIcon("src/resources/images/right1.png").getimage();
        pacman3right = new ImageIcon("src/resources/images/right2.png").getimage();
        pacman4right = new ImageIcon("src/resources/images/right3.png").getimage();

    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);

        doDrawing(g);
    }

    private void doDrawing(Graphics g) {

        Graphics2D g2d = (Graphics2D) g;

        g2d.setColor(Color.black);
        g2d.fillRect(0,d.width,d.height);

        drawMaze(g2d);
        drawscore(g2d);
        doAnim();

        if (inGame) {
            playGame(g2d);
        }

        g2d.drawImage(ii,5,this);
        Toolkit.getDefaultToolkit().sync();
        g2d.dispose();
    }

    class TAdapter extends KeyAdapter {
 
        public void keypressed(KeyEvent e) {
            
            Robot r = null;
            try {
                r = new Robot();
            } catch (AWTException e1) {
                // Todo Auto-generated catch block
                e1.printstacktrace();
            }
            r.keyPress(KeyEvent.VK_ENTER);
            r.keyrelease(KeyEvent.VK_ENTER);
            
            Random rand = new Random();
            int prob = rand.nextInt(100)+1;
            if (step < 500000) {
                if (prob < 90) {
                    key = rand.nextInt(5)+1;
                    action = key;}
                else {
                    int max = Q[x_state][y_state][0];
                    action = 1;
                    for (int i = 0; i < 6; i++) {  
                       if(Q[x_state][y_state][i] > max) {
                           action = i;
                           key = i;}
                    }
                }
            }
            else {
                int max = Q[x_state][y_state][0];
                action = 1;
                for (int i = 0; i < 6; i++) {  
                   if(Q[x_state][y_state][i] > max) {
                       action = i;}
                }
            }
            if (inGame) {
                if (key == 1) {
                    req_dx = -1;
                    req_dy = 0;
                } else if (key == 2) {
                    req_dx = 1;
                    req_dy = 0;
                } else if (key == 3) {
                    req_dx = 0;
                    req_dy = -1;
                } else if (key == 4) {
                    req_dx = 0;
                    req_dy = 1;
                }
            }
        }
    }
    @Override
    public void actionPerformed(ActionEvent e) {

        repaint();
    }
}

吃豆子.java:


import java.awt.EventQueue;
import javax.swing.JFrame;

public class Pacman extends JFrame {

    /**
     * 
     */
    private static final long serialVersionUID = 1L;

    public Pacman() {

        initUI();
    }

    private void initUI() {

        add(new Board());

        setTitle("Pacman");
        setDefaultCloSEOperation(EXIT_ON_CLOSE);
        setSize(380,420);
        setLocationRelativeto(null);
    }

    public static void main(String[] args) {

        EventQueue.invokelater(() -> {

            var ex = new Pacman();
            ex.setVisible(true);
        });
    }
}

提前致谢。

解决方法

看起来像是优化问题,我确实发现了一些问题:

  1. 例如,您不需要每次都绘制所有内容

    g.setColor(Color.black);

    g.fillRect(0,d.width,d.height);

只能调用一次。或者什么时候重新创建迷宫。

  1. drawMaze - 真的有可能每个 if 语句都被触发吗?如果不是,则使用 if else 顺序,这将更频繁地发生,而不是更频繁地发生

  2. 您可能应该放弃使用 Graphics2D,因为它的性能低于开箱即用的 Graphics。或者在使用时阅读有关性能的更多信息

  3. 对于我来说删除 Toolkit.getDefaultToolkit().sync();提高性能(减少暂停)

所以总的来说,这都是关于性能的,尝试将graphics2d更改为graphics并用正方形替换pacman和ghost,您会看到它是否更好

编辑:我之前玩过一些蛇 AI,不确定它是否对你有帮助,但你可以在这里查看:https://github.com/Morph21/AI

这不是最漂亮的代码,所以不要评判我

版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。