У меня есть этот код, использующий библиотеку python arcade, где вы можете нарисовать дорожку для своего автомобиля с помощью мыши. (Пожалуйста, не обращайте внимания на красные линии, это для моей собственной отладки) В любом случае, я заметил, что программа со временем значительно отстает. Я предполагаю, что это потому, что я сохраняю кучу ненужной информации в памяти, но я не слишком знаком с Arcade, поэтому я не вижу, где это происходит. Что особенно странно, так это то, что даже с кучей строк он начинается быстро, но когда вы двигаетесь, он значительно замедляется. Любая помощь будет оценена!
import math
import os
from collections import deque
import argparse
import statistics
import time
import arcade
import numpy as np
from bresenham import bresenham
parser = argparse.ArgumentParser(description="Fun Inputs!!!")
parser.add_argument(
"--movement_speed", "-m_s", type=int, default=5, help="forward speed"
)
parser.add_argument(
"--angle_speed", "-a_s", metavar="a", type=int, default=5, help="angle speed"
)
parser.add_argument(
"--debug", "-d", metavar="d", type=bool, default=False, help="Debug Settings"
)
args = parser.parse_args()
SPRITE_SCALING = 1
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 750
SCREEN_TITLE = "Science Research Project"
MOVEMENT_SPEED = args.movement_speed
ANGLE_SPEED = args.angle_speed
def not_shit_bresenham(point_one, point_two):
return list(bresenham(point_one[0], point_one[1], point_two[0], point_two[1]))
def distance(a, b):
return math.sqrt((a[0] - b[0]) ** 2 + (a[1] - b[1]) ** 2)
def is_between(a, c, b):
return distance(a, c) + distance(c, b) <= distance(a, b) + 0.05
def line_intersection(line1, line2):
xdiff = (line1[0][0] - line1[1][0], line2[0][0] - line2[1][0])
ydiff = (line1[0][1] - line1[1][1], line2[0][1] - line2[1][1])
def det(a, b):
return a[0] * b[1] - a[1] * b[0]
div = det(xdiff, ydiff)
if div == 0:
return None, None
d = (det(*line1), det(*line2))
x = det(d, xdiff) / div
y = det(d, ydiff) / div
return [x, y]
def create_checkpoints(inner_track, outer_track):
checkpoint_inner = []
checkpoint_outer = []
avg_x = statistics.mean([x[0] for x in inner_track])
avg_y = statistics.mean([y[1] for y in inner_track])
for i, ele in enumerate(inner_track[0::10]):
checkpoint_inner.append(ele)
slope = (ele[1] - avg_y)/(ele[0] - avg_x)
theta = math.atan(slope)
checkpoint_outer.append([ele[0] + 500*math.cos(theta), ele[1] + 500*math.sin(theta)])
# arr = []
# for point in outer_track:
# arr.append(distance(ele, point))
# checkpoint_outer.append(outer_track[arr.index(min(arr))])
return [checkpoint_inner, checkpoint_outer]
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.position
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
def check_overlap(player_sprite, overlap_arrays):
for overlap_array in overlap_arrays:
for i in range(len(overlap_array[:-1])):
for point in not_shit_bresenham(overlap_array[i], overlap_array[i + 1]):
# print(elem)
if player_sprite.collides_with_point(point):
print("collision")
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("car.png", SPRITE_SCALING)
self.player_sprite.center_x = SCREEN_WIDTH / 3
self.player_sprite.center_y = SCREEN_HEIGHT / 2
self.player_list.append(self.player_sprite)
# Setup all the array BS
self.track_arrays = []
self.intersect_array = []
self.checkpoint_array = []
self.checkpoint_array_clean = []
self.drawing = False
self.cleaned = False
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
self.player_list.draw()
if len(self.track_arrays) > 0 and len(self.track_arrays[-1]) > 2:
for track_array in self.track_arrays:
save = track_array[0]
# print(track_array[1:])
track_array = [val for val in track_array[1:] for _ in (0, 1)]
track_array.insert(0, save)
print(len(track_array))
arcade.create_lines(track_array, arcade.color.BLACK, 1).draw()
if self.checkpoint_array != []:
for i, point in enumerate(self.checkpoint_array[0]):
self.checkpoint_array_clean.append(self.checkpoint_array[0][i])
self.checkpoint_array_clean.append(self.checkpoint_array[1][i])
arcade.create_lines(self.checkpoint_array_clean, arcade.color.RED, 1).draw()
if args.debug:
for point in self.intersect_array:
if point != None:
arcade.create_ellipse_filled(
point[0], point[1], 2, 2, arcade.color.BLUE
).draw()
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.)
t1 = time.time()
self.player_list.update()
self.intersect_array = upgraded_distance_check(
self.player_sprite, self.track_arrays, 300
)
if args.debug:
print(self.intersect_array)
if len(self.track_arrays) == 2 and not self.drawing:
self.checkpoint_array = create_checkpoints(
self.track_arrays[0], self.track_arrays[1]
)
check_overlap(self.player_sprite, self.track_arrays)
print("Loop time: ", time.time() -t1)
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
# 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()