我一直在创建一个简单的基于tile的游戏来帮助我学习python和wxpython。对于初学者,我想创建自己的“世界”,并测试我制作的简单地图生成器,我绑定return键来生成一个新地图并显示它。
就在那时我遇到了这个问题。每次单击return时,它的速度会减慢很多,逐行渲染每个平铺(这显然是缓慢和低效的),最终只是冻结。在
我是一个相当初学者的程序员,从来没有处理过任何形式的图形用户界面,所以这一切对我来说都是全新的,请忍受我!我可以猜到,我设置东西的方式对机器来说是非常累赘的,而且我可能引起了很多递归。我根本不知道。另外,我对OOP不太熟悉,所以我只是按照示例创建类(因此,为什么我只有一个处理所有事情的大型类,我对所有的函数都不太确定。)
以下是我迄今为止编写的所有代码,请忽略注释掉的部分,它们用于将来的函数等:import wx
import random
#main screen class, handles all events within the main screen
class MainScreen(wx.Frame):
hMap = []
tTotalX = 50
tTotalY = 50
def __init__(self, *args, **kwargs):
#This line is equivilant to wx.Frame.__init__('stuff')
super(MainScreen, self).__init__(None, -1, 'You shouldnt see this', style = wx.SYSTEM_MENU | wx.CAPTION | wx.CLOSE_BOX)
self.renderScreen()
def genMap(self,tTotalX,tTotalY):
count1 = 0
count2 = 0
self.hMap = []
while count1 < tTotalY:
count2 = 0
newrow = []
while count2 < tTotalX:
newrow.append(random.randint(1,120))
count2 += 1
self.hMap.append(newrow)
count1 += 1
self.smooth(tTotalX, tTotalY)
self.smooth(tTotalX, tTotalY)
def smooth(self, tTotalX, tTotalY):
countx = 0
county = 0
while county < tTotalY:
countx = 0
while countx < tTotalX:
above = county - 1
below = int(county + 1)
east = int(countx + 1)
west = int(countx - 1)
if east >= tTotalX:
east = 0
if west < 0:
west = tTotalX -1
teast = self.hMap[county][east]
twest = self.hMap[county][west]
if above < 0 or below >= tTotalY:
smooth = (self.hMap[county][countx] + teast + twest)/3
else:
tabove = self.hMap[above][countx]
tbelow = self.hMap[below][countx]
smooth = (self.hMap[county][countx] + tabove + tbelow + teast + twest)/5
self.hMap[countx][county] = int(smooth)
countx += 1
county += 1
def getTileType(self, coordX, coordY, totalX, totalY):
#this is the part of map creation, getting tile type based on tile attributes
tType = ''
height = self.hMap[coordX][coordY]
#the below values are all up to tweaking in order to produce the best maps
if height <= 55:
tType = 'ocean.png'
if height > 55:
tType = 'coast.png'
if height > 60:
tType = 'grassland.png'
if height > 75:
tType = 'hills.png'
if height > 80:
tType = 'mountain.png'
if tType == '':
tType = 'grassland.png'
return tType
#render the main screen so that it dislays all data
def renderScreen(self):
frameSize = 810 #Size of the game window
tTotalX = self.tTotalX #the dimensions of the tile display, setting for in-game coordinates
tTotalY = self.tTotalY
#tsTiny = 1 #ts = Tile Size
#tsSmall = 4
tsMed = 16
#tsLrg = 32
#tsXlrg = 64
tsCurrent = tsMed #the currently selected zoom level, for now fixed at tsMed
pposX = 0 #ppos = Pixel Position
pposY = 0
tposX = 0 #tpos = tile position, essentially the tile co-ordinates independent of pixel position
tposY = 0
#The below is just an example of how to map out the grid, it should be in its own function in due time
self.genMap(tTotalX, tTotalY)
while tposY < tTotalY: #loops through all y coordinates
tposX = 0
while tposX < tTotalX: #loops through all x coordinates
pposX = tposX*tsCurrent
pposY = tposY*tsCurrent
tiletype = self.getTileType(tposX,tposY,tTotalX,tTotalY)
img = wx.Image(('F:\First Pass\\' + str(tiletype)), wx.BITMAP_TYPE_ANY).ConvertToBitmap()
wx.StaticBitmap(self, -1, img, (pposX, pposY))#paints the image object (i think)
tposX += 1
tposY += 1
self.Bind(wx.EVT_KEY_DOWN, self.onclick)
self.SetSize((frameSize-4, frameSize+16))
self.SetBackgroundColour('CYAN')
self.Centre()
self.SetTitle('Nations First Pass')
#string = wx.StaticText(self, label = 'Welcome to Nations, First Pass', pos = (tTotalX*tsCurrent/2,tsCurrent*tTotalY/2))
#string.SetFont(wx.SystemSettings_GetFont(wx.SYS_SYSTEM_FONT))
self.Show()
def onclick(self, e):
key = e.GetKeyCode()
if key == wx.WXK_RETURN:
self.renderScreen()
#game loop
def main():
app = wx.App()
MainScreen(None)
app.MainLoop()
if __name__ == '__main__':
main()
你得自己动手海洋.png' '海岸.png' '草原.png' '丘陵.png'和'山地.png'(它们需要16x16像素)或者您可以从Imgur链接使用mine:
另外,请根据需要更改img代码中的文件路径。我需要想办法让它自己也能做到,但这是另一天的另一个挑战。在
如果你对此有所了解,我将不胜感激。在