Задержка при рисовании линий с библиотекой Python Arcade - PullRequest
0 голосов
/ 10 января 2020

Я перешел с Pygame на Arcade, и в целом все стало намного лучше. Тем не менее, метод, который я использовал для рисования линий моего трека для моей автомобильной игры в Pygame, чрезвычайно запаздывает в Arcade. Я знаю, что отрисовка всех линий отстает, мне просто интересно, есть ли лучший способ сделать это, который не вызывает такой большой задержки.

import arcade
import os
import math
import numpy as np

SPRITE_SCALING = 0.5

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Move Sprite by Angle Example"

MOVEMENT_SPEED = 5
ANGLE_SPEED = 5


class Player(arcade.Sprite):
    """ Player class """

    def __init__(self, image, scale):
        """ Set up the player """

        # Call the parent init
        super().__init__(image, scale)

        # Create a variable to hold our speed. 'angle' is created by the parent
        self.speed = 0

    def update(self):
        # Convert angle in degrees to radians.
        angle_rad = math.radians(self.angle)

        # Rotate the ship
        self.angle += self.change_angle

        # Use math to find our change based on our speed and angle
        self.center_x += -self.speed * math.sin(angle_rad)
        self.center_y += self.speed * math.cos(angle_rad)

def upgraded_distance_check(player_sprite, point_arrays, distance_cap):
        center_coord = player_sprite.center
        intersect_array = []
        distance_array = []
        sensor_array = player_sprite.points
        for sensor in sensor_array:
            intersect_array.append([-10000, -10000])
            for point_array in point_arrays:
                for i in range(len(point_array[:-1])):

                    v = line_intersection(
                        [sensor, center_coord], [point_array[i], point_array[i + 1]]
                    )
                    if v == (None, None):
                        continue

                    if (
                        (point_array[i][0] <= v[0] and point_array[i + 1][0] >= v[0])
                        or (point_array[i][0] >= v[0] and point_array[i + 1][0] <= v[0])
                    ) and (
                        (point_array[i][1] <= v[1] and point_array[i + 1][1] >= v[1])
                        or (point_array[i][1] >= v[1] and point_array[i + 1][1] <= v[1])
                    ):
                        if intersect_array[-1] is None or math.sqrt(
                            (intersect_array[-1][0] - center_coord[0]) ** 2
                            + (intersect_array[-1][1] - center_coord[1]) ** 2
                        ) > math.sqrt(
                            (v[0] - center_coord[0]) ** 2
                            + (v[1] - center_coord[1]) ** 2
                        ):
                            if not is_between(sensor, center_coord, v):
                                intersect_array[-1] = v

        for i in range(len(sensor_array)):
            if distance(sensor_array[i], intersect_array[i]) > distance_cap:
                intersect_array[i] = None
                distance_array.append(None)
            else:
                distance_array.append(distance(sensor_array[i], intersect_array[i]))

        return intersect_array

class MyGame(arcade.Window):
    """
    Main application class.
    """

    def __init__(self, width, height, title):
        """
        Initializer
        """

        # Call the parent class initializer
        super().__init__(width, height, title)

        # Set the working directory (where we expect to find files) to the same
        # directory this .py file is in. You can leave this out of your own
        # code, but it is needed to easily run the examples using "python -m"
        # as mentioned at the top of this program.
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        # Variables that will hold sprite lists
        self.player_list = None

        # Set up the player info
        self.player_sprite = None

        # Set the background color
        arcade.set_background_color(arcade.color.WHITE)

    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()

        # Set up the player
        self.player_sprite = Player(":resources:images/space_shooter/playerShip1_orange.png", SPRITE_SCALING)
        self.player_sprite.center_x = SCREEN_WIDTH / 2
        self.player_sprite.center_y = SCREEN_HEIGHT / 2
        self.player_list.append(self.player_sprite)

        #Setup all the array BS
        self.track_arrays = []
        self.drawing = False

    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw all the sprites.
        # for i, ele in enumerate(self.player_sprite.points):
        #   arcade.draw_circle_filled(ele[0], ele[1], 7, arcade.color.AO)
        self.player_list.draw()
        if len(self.track_arrays) > 0 and len(self.track_arrays[0]) > 2:
            for track_array in self.track_arrays:
                for i in range(len(track_array[:-1])):
                    arcade.draw_line(track_array[i][0], track_array[i][1], track_array[i+1][0], track_array[i+1][1], arcade.color.BLACK, 1)

    def on_update(self, delta_time):
        """ Movement and game logic """

        # Call update on all sprites (The sprites don't do much in this
        # example though.)
        self.player_list.update()
        # print(self.drawing)



        # print(self.player_sprite.points)

    def on_key_press(self, key, modifiers):
        """Called whenever a key is pressed. """

        # Forward/back
        if key == arcade.key.UP:
            self.player_sprite.speed = MOVEMENT_SPEED
        elif key == arcade.key.DOWN:
            self.player_sprite.speed = -MOVEMENT_SPEED

        # Rotate left/right
        elif key == arcade.key.LEFT:
            self.player_sprite.change_angle = ANGLE_SPEED
        elif key == arcade.key.RIGHT:
            self.player_sprite.change_angle = -ANGLE_SPEED

    def on_key_release(self, key, modifiers):
        """Called when the user releases a key. """

        if key == arcade.key.UP or key == arcade.key.DOWN:
            self.player_sprite.speed = 0
        elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
            self.player_sprite.change_angle = 0

    def on_mouse_press(self, x, y, button, modifiers):
        """
        Called when the user presses a mouse button.
        """
        self.track_arrays.append([])
        self.drawing = True



    def on_mouse_release(self, x, y, button, modifiers):
        """
        Called when a user releases a mouse button.
        """
        self.drawing = False

    def on_mouse_motion(self, x, y, dx, dy):
        """ Called to update our objects. Happens approximately 60 times per second."""
        if self.drawing:
            self.track_arrays[-1].append([x,y])


def main():
    """ Main method """
    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    window.setup()
    arcade.run()


if __name__ == "__main__":
    main()
...