Python中的CreateConsoleScreenBuffer

问题描述

我用Python编写了一个3D游戏,可以在控制台中运行。为了防止其闪烁,我必须将要显示内容写到ConsoleScreenBuffer中。该文档为this。我知道我必须使用:

import win32console
buffer = win32console.CreateConsoleScreenBuffer()

但是CreateConsoleScreenBuffer()的参数是什么?在文档中说:

HANDLE WINAPI CreateConsoleScreenBuffer(
  _In_             DWORD                dwDesiredAccess,_In_             DWORD                dwShareMode,_In_opt_   const Security_ATTRIBUTES *lpSecurityAttributes,_In_             DWORD                dwFlags,_Reserved_       LPVOID               lpScreenBufferData
);

在C中。help(win32console.CreateConsoleScreenBuffer)没有提供有用的信息。前两个参数是整数,第二个参数是“ PySecurity_ATTRIBUTES”对象,第三个参数也是一个整数。 (我认为吗?)

CreateConsoleScreenBuffer(DesiredAccess,ShareMode,SecurityAttributes,Flags)
DesiredAccess=GENERIC_READ and GENERIC_WRITE : int
GENERIC_READ and/or GENERIC_WRITE
ShareMode=FILE_SHARE_READ and FILE_SHARE_WRITE : int
FILE_SHARE_READ and/or FILE_SHARE_WRITE
SecurityAttributes=None : PySecurity_ATTRIBUTES
Specifies security descriptor and inheritance for handle
Flags=CONSOLE_TEXTMODE_BUFFER : int
CONSOLE_TEXTMODE_BUFFER is currently only valid flag

我没有发现任何在线实施示例。

如果您知道使控制台绘制更快的其他方法,请告诉我们。

这是我的游戏(不是喷气机)。它闪烁,因为绘制得不够快。我遵循的教程是用c ++编写的,并使用CreateConsoleScreenBuffer消除了闪烁,因为使用它,所有内容都立即绘制出来,而不是

import os
import time
import math
import threading


hardMap = [
    ["#","#","#"],["#",".",]


gameMap = "".join(["".join(hardMap[n]) for n in range(len(hardMap))])

notDone = True

rotationSpeed = 0.02

playerX = 5
playerY = 5
playerA = 0

fov = 4
fov = math.pi / fov

depth = 20

fps = 30

screenWidth = 120
screenHeight = 40
os.system(f'mode con: cols={screenWidth} lines={screenHeight}')

screen = [" " for n in range(screenHeight * screenWidth)]
mapWidth = len(hardMap[0])
mapHeight = len(hardMap)



def printScreen(string):
    os.system('cls')
    time.sleep(0.01)
    for x in [string[i:i+screenWidth] for i in range(0,len(string),screenWidth)]:
        print("".join(x))
    
c = 0
while(notDone):
    c += 1
    playerA = playerA + rotationSpeed
    startTime = time.time()
    
    for x in range(screenWidth):
        rayAngle = (playerA - fov / 2) + ((x / screenWidth) * fov)
        distancetoWall = 0
        hitWall = False
        shade = " "
        
        eyeX = math.sin(rayAngle)
        eyeY = math.cos(rayAngle)

        """
        with open("log.txt","a") as f:
            f.write("x"+str(eyeX)+"\n")
            f.write("y"+str(eyeY)+"\n")
            f.write("h"+str(mapHeight)+"\n")
            f.write("w"+str(mapWidth)+"\n")
            f.write("\n")
        """
        
        while not hitWall and distancetoWall < depth:
            distancetoWall = distancetoWall + 0.1
 
            testX = int(playerX + eyeX * distancetoWall)
            testY = int(playerY + eyeY * distancetoWall)

            if testX < 0 or testX >= mapWidth or testY < 0 or testY>= mapHeight:
                hitWall = True
                distancetoWall = depth
                 
            elif gameMap[testY * mapWidth + testX] == "#":    
                    hitWall = True
                
                
        ceiling = int((screenHeight / 2.0) - (screenHeight / distancetoWall))
        floor = screenHeight - ceiling  

        for y in range(screenHeight):

    
            

            
            if y < ceiling:
                screen[y * ceiling + x] = " "
            elif y > ceiling and y <= floor:
                
                if distancetoWall <= depth / 4: shade = u"\u2588"
                elif distancetoWall < depth / 3: shade = u"\u2593"
                elif distancetoWall < depth / 2: shade = u"\u2592"
                elif distancetoWall < depth / 1: shade = u"\u2591"
                else: shade = " "
        
                screen[y * screenWidth + x] = shade
                
            else:

                b = 1.0 - ((y - screenHeight / 2.0) / (screenHeight/2))

                if b < 0.25: shade = "#"
                elif b < 0.5: shade = "X"
                elif b < 0.75: shade = "."
                elif b < 0.9: shade = "-"
                else: shade = " "
                
                screen[y * screenWidth + x] = shade
                
    printScreen(screen)
    """
    with open("log.txt","a") as f:
            f.write(str("\n".join(screen)))
            f.write("\n\n\n\n\n\n\n\n")
    """
    time.sleep(max(1./fps - (time.time() - startTime),0))

解决方法

我假设您正在关注javid / OLC的控制台FPS教程。

简单的答案是:您需要win32conwin32console,下面是一个更好的答案。

有点晚了,但是本页:win32console docs @ Tim GoldenPyConsoleScreenBuffer Object @ Tim Golden对于解决这一问题非常有用。有两种方法可以做到这一点。一种使用win32console and win32con,另一种使用ANSI转义序列。实际上,您要做的就是在控制台上将光标移至/在0,0打印。这是方法一:

import win32console,win32con,time
myConsole = win32console.CreateConsoleScreenBuffer(DesiredAccess = win32con.GENERIC_READ | win32con.GENERIC_WRITE,ShareMode=0,SecurityAttributes=None,Flags=1) # create screen buffer
myConsole.SetConsoleActiveScreenBuffer() # set this buffer to be active
myConsole.WriteConsole("Hello World!") # Effectively the print func.
myConsole.WriteConsoleOutputCharacter(Characters="Hello World!\0",WriteCoord=win32console.PyCOORDType(5,5)) # Print at coordinates

time.sleep(3) # this must be called or you won't see results. This is because after running the code (because there is no loop) the cmd.exe takes the console over.

这在您的控制台FPS(使用WriteConsoleOutputCharacter)中应该可以正常工作。只需将命令放在javid放置它们的位置,这应该可以正常工作。第二种方法是使用colorama / ANSI序列将光标返回到原始位置。该方法可以总结为:os.system("echo \033[0;0H")。您无法使用print函数使用转义序列,不支持转义序列(使用 colorama 除外)。这是一个示例:

from colorama import init
from os import system
init() # I bother with this because I use colors too. Echo prints slower than print,so don't use echo if you can avoid it.

# ... game
# ... generate string to print
print(frame) # or just use you method of printing each line.
system("echo \033[0;0H") # return cursor to home position,ready for next frame.

我希望这会有所帮助! -天空

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