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Python 游戏太慢

如何解决Python 游戏太慢

在#sensors 注释下创建代码后,我的游戏变得太慢了(请参阅下面的代码,它的 for 循环中有很多迭代)。我已经控制了一个人来移动红点,但游戏应该是由电脑自己玩的。

我的问题是:

  1. 我 2015 年的 15" macbook pro 是否太慢(此代码是否适用于另一台计算机)? 或
  2. Python 语言是否太慢(此代码是否适用于其他语言)? 或
  3. Python 模块 (turtle) 执行此类任务是否错误? 或
  4. 我的代码是不是很糟糕(它不适用于任何语言或任何计算机)?

还是别的?

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] * 601,301))))
bounderies.extend(merge(list(range(-300,301)),[-300] * 601))
bounderies.extend(merge(list(range(-300,[300] * 601))

bounderies.extend(merge([-150] * 301,list(range(-150,151))))
bounderies.extend(merge([150] * 301,151))))
bounderies.extend(merge(list(range(-150,151)),[-150] * 301))
bounderies.extend(merge(list(range(-150,[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,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))

        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,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))

        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,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))

        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,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))

        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)

解决方法

我已经复制并运行了您的代码,让我先回答问题:

  1. 不,你的电脑没问题。
  2. 在这种情况下,这应该不是问题。
  3. 我不这么认为。检查 documentation
  4. 我认为它可以改进。

代码进行大量处理的主要位置是 wile True 条件。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))

该代码重复了 5 次,并且可以移动到一个函数中以避免重复。 代码还有未使用的变量,可以删除。

yCoordinate = 0
xCoordinate = 0

经过这些更改后,代码会更易读,速度也会更快:

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] * 601,301))))
bounderies.extend(merge(list(range(-300,301)),[-300] * 601))
bounderies.extend(merge(list(range(-300,[300] * 601))

bounderies.extend(merge([-150] * 301,list(range(-150,151))))
bounderies.extend(merge([150] * 301,151))))
bounderies.extend(merge(list(range(-150,151)),[-150] * 301))
bounderies.extend(merge(list(range(-150,[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,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,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,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,tangent)


def doMath(heading,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(),'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)
,

你有很多地方,比如:

if something in bounderies: ...

问题是,bounderies 是一个列表,因此查找是一个 O(n) 操作。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。

添加一行:

...
bounderies.extend(merge(list(range(-150,[150] * 301))
bounderies = set(bounderies)  # <--

变得超级昂贵 - 而且很频繁! - 从 O(n) 到 O(1) 的查找,并在我的计算机上使整个程序的运行速度提高了大约 18 倍。

您还可以做很多其他事情来加快速度,但这是一个非常简单有效的优化。

,

您的代码有几个问题。首先是@KirkStrauser 很好地解决的 bounderies [原文如此] 设置问题。但是 sensors 的问题比@LucasBelfanti 所暗示的还要严重。您无需做数学(即几何)并找到到目标的距离,而是沿着每个测试每个可能的点em> 指向目标的向量的元素。由于您一次只沿一个向量查看,因此无需修复几何形状,第一个截距应该是您想要的点,这样您就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() 相结合,并对角度使用模算术,对于您的一个传感器,我们会得到类似的结果:

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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