pygame には、次のような最適化された関数が多数ありますRect.collidelist
。
collidelist()
リスト内の 1 つの長方形が交差するかどうかをテストします
collidelist(リスト) -> インデックス
長方形が一連の長方形のいずれかと衝突するかどうかをテストします。最初に見つかった衝突のインデックスが返されます。衝突が見つからない場合は、-1 のインデックスが返されます。
それでもパフォーマンスの問題が発生する場合は、QuadTreeを使用できます。
これは、pygame を使用した Python での実装です。
from pygame import Rect
class QuadTree(object):
"""An implementation of a quad-tree.
This QuadTree started life as a version of [1] but found a life of its own
when I realised it wasn't doing what I needed. It is intended for static
geometry, ie, items such as the landscape that don't move.
This implementation inserts items at the current level if they overlap all
4 sub-quadrants, otherwise it inserts them recursively into the one or two
sub-quadrants that they overlap.
Items being stored in the tree must be a pygame.Rect or have have a
.rect (pygame.Rect) attribute that is a pygame.Rect
...and they must be hashable.
Acknowledgements:
[1] http://mu.arete.cc/pcr/syntax/quadtree/1/quadtree.py
"""
def __init__(self, items, depth=8, bounding_rect=None):
"""Creates a quad-tree.
@param items:
A sequence of items to store in the quad-tree. Note that these
items must be a pygame.Rect or have a .rect attribute.
@param depth:
The maximum recursion depth.
@param bounding_rect:
The bounding rectangle of all of the items in the quad-tree. For
internal use only.
"""
# The sub-quadrants are empty to start with.
self.nw = self.ne = self.se = self.sw = None
# If we've reached the maximum depth then insert all items into this
# quadrant.
depth -= 1
if depth == 0 or not items:
self.items = items
return
# Find this quadrant's centre.
if bounding_rect:
bounding_rect = Rect( bounding_rect )
else:
# If there isn't a bounding rect, then calculate it from the items.
bounding_rect = Rect( items[0] )
for item in items[1:]:
bounding_rect.union_ip( item )
cx = self.cx = bounding_rect.centerx
cy = self.cy = bounding_rect.centery
self.items = []
nw_items = []
ne_items = []
se_items = []
sw_items = []
for item in items:
# Which of the sub-quadrants does the item overlap?
in_nw = item.rect.left <= cx and item.rect.top <= cy
in_sw = item.rect.left <= cx and item.rect.bottom >= cy
in_ne = item.rect.right >= cx and item.rect.top <= cy
in_se = item.rect.right >= cx and item.rect.bottom >= cy
# If it overlaps all 4 quadrants then insert it at the current
# depth, otherwise append it to a list to be inserted under every
# quadrant that it overlaps.
if in_nw and in_ne and in_se and in_sw:
self.items.append(item)
else:
if in_nw: nw_items.append(item)
if in_ne: ne_items.append(item)
if in_se: se_items.append(item)
if in_sw: sw_items.append(item)
# Create the sub-quadrants, recursively.
if nw_items:
self.nw = QuadTree(nw_items, depth, (bounding_rect.left, bounding_rect.top, cx, cy))
if ne_items:
self.ne = QuadTree(ne_items, depth, (cx, bounding_rect.top, bounding_rect.right, cy))
if se_items:
self.se = QuadTree(se_items, depth, (cx, cy, bounding_rect.right, bounding_rect.bottom))
if sw_items:
self.sw = QuadTree(sw_items, depth, (bounding_rect.left, cy, cx, bounding_rect.bottom))
def hit(self, rect):
"""Returns the items that overlap a bounding rectangle.
Returns the set of all items in the quad-tree that overlap with a
bounding rectangle.
@param rect:
The bounding rectangle being tested against the quad-tree. This
must possess left, top, right and bottom attributes.
"""
# Find the hits at the current level.
hits = set( [ self.items[n] for n in rect.collidelistall( self.items ) ] )
# Recursively check the lower quadrants.
if self.nw and rect.left <= self.cx and rect.top <= self.cy:
hits |= self.nw.hit(rect)
if self.sw and rect.left <= self.cx and rect.bottom >= self.cy:
hits |= self.sw.hit(rect)
if self.ne and rect.right >= self.cx and rect.top <= self.cy:
hits |= self.ne.hit(rect)
if self.se and rect.right >= self.cx and rect.bottom >= self.cy:
hits |= self.se.hit(rect)
return hits
これにより、単純なループで各タイルをチェックするよりもパフォーマンスが大幅に向上します。