我目前正在使用python和pygame编写一个非常简单的游戏.它有移动的东西.为了让这些东西顺利移动,我安排了主要的游戏循环,如Fix Your Timestep中所述,使用插值.
这是我现在处理插值的方法.
class Interpolator(object):
"""Handles interpolation"""
def __init__(self):
self.ship_prev = None
self.ship = None
self.stars_prev = []
self.stars = []
self.bullets_prev = {}
self.bullets = {}
self.alpha = 0.5
def add_ship(self, ship):
self.ship_prev = self.ship
self.ship = ship
def add_stars(self, stars):
self.stars_prev = self.stars
self.stars = stars[:]
def add_bullets(self, bullets):
self.bullets_prev = self.bullets
self.bullets = bullets.copy()
def add_enemies(self, enemies):
self.enemies_prev = self.enemies
self.enemies = enemies # to be continued
def lerp_ship(self):
if self.ship_prev is None:
return self.ship
return lerp_xy(self.ship_prev, self.ship, self.alpha)
def lerp_stars(self):
if len(self.stars_prev) == 0:
return self.stars
return (lerp_xy(s1, s2, self.alpha) for s1, s2 in izip(self.stars_prev, self.stars))
def lerp_bullets(self):
keys = list(set(self.bullets_prev.keys() + self.bullets.keys()))
for k in keys:
# interpolate as usual
if k in self.bullets_prev and k in self.bullets:
yield lerp_xy(self.bullets_prev[k], self.bullets[k], self.alpha)
# bullet is dead
elif k in self.bullets_prev:
pass
# bullet just added
elif k in self.bullets:
yield self.bullets[k]
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lerp_xy()函数和数据类型
def lerp_xy(o1, o2, alpha, threshold=100):
"""Expects namedtuples with x and y parameters."""
if sqrt((o1.x - o2.x) ** 2 + (o1.y - o2.y) ** 2) > 100:
return o2
return o1._replace(x=lerp(o1.x, o2.x, alpha), y=lerp(o1.y, o2.y, alpha))
Ship = namedtuple('Ship', 'x, y')
Star = namedtuple('Star', 'x, y, r')
Bullet = namedtuple('Bullet', 'x, y')
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数据类型当然是暂时的,但我仍然期望它们将来会有x和y属性.更新:每帧更新 lerper.alpha.
Ship被添加为单个对象 - 它是玩家船.星星被添加为列表.子弹被添加为dict {id,Bullet},因为子弹一直被添加和删除,我必须跟踪哪个子弹,如果两者都存在则进行插值,如果刚添加或删除则执行某些操作.
无论如何,这里的代码就是垃圾.它随着我添加的功能而增长,现在我想将它重写为更通用的,所以它可以继续增长而不会成为一个单声道臭臭的poo.
现在我还是Python的新手,虽然我对列表推导,生成器和协同程序已经感觉很舒服了.
我最不体验的是Python的OO方面,并设计了比10行hacky一次性脚本更大的架构.
这个问题不是我不知道的事情,也不能做任何事情.我确信我能够重写这个非常简单的代码,它可以在某种程度上接近我想要的.
我想知道的是,经验丰富的Python程序员将以pythonic方式解决这个简单问题的方式,所以我(当然还有其他人)可以学习在Python开发人员中处理这种情况的优雅方式.
那么,我想以伪代码实现的目标:
lerper = Interpolator()
# game loop
while(1):
# physics
# physics done
lerper.add(ship)
lerper.add(stars)
lerper.add(bullets)
lerper.add(enemies) # you got the idea
# rendering
draw_ship(lerper.lerp('Ship'))
# or
draw_ship(lerper.lerp_ship())
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但是,如果您有更好的解决方案,请不要让伪代码阻止您=)
所以.将所有游戏对象作为单独/继承的类?强迫他们都有身份证?将它们全部添加为list/dict lerper.add([ship])?创建一个继承自dict/whatever的特殊容器类?您认为解决这个问题的优雅,pythonic方式是什么?你会怎么做?
这是我最终处理插值的方式:
class Thing(object):
"""Generic game object with interpolation"""
def __init__(self, x=0, y=0):
self._x = self.x = x
self._y = self.y = y
def imprint(self):
"""call before changing x and y"""
self._x = self.x
self._y = self.y
def __iter__(self):
"""handy to unpack like a tuple"""
yield self.x
yield self.y
Ship = Thing
Bullet = Thing
class Star(Thing):
"""docstring for Star"""
def __init__(self, x, y, r):
super(Star, self).__init__(x, y)
self.r = r
def __iter__(self):
yield self.x
yield self.y
yield self.r
def lerp_things(things, alpha, threshold=100):
"""Expects iterables of Things"""
for t in things:
if sqrt((t._x - t.x) ** 2 + (t._y - t.y) ** 2) > threshold:
yield (t.x, t.y)
else:
yield (lerp(t._x, t.x, alpha), lerp(t._y, t.y, alpha))
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