Python游戏开发引擎设计与实现

引言

在当今游戏开发领域,虽然C++和C#等语言占据主导地位,但Python凭借其简洁的语法、丰富的生态系统和快速的开发周期,在独立游戏开发、原型设计和教育领域展现出独特的优势。本文将深入探讨如何从零开始设计和实现一个功能完整的Python游戏引擎,涵盖架构设计、核心模块实现和性能优化等关键技术。

游戏引擎架构概述

核心设计理念

一个优秀的游戏引擎应该具备以下特征:

  • 模块化设计:各个子系统相对独立,便于维护和扩展
  • 高性能:合理的资源管理和渲染优化
  • 易用性:提供简洁的API接口,降低开发门槛
  • 跨平台:支持多种操作系统和设备

引擎架构层次

复制代码
┌─────────────────────────────────────┐
│           游戏逻辑层                │
├─────────────────────────────────────┤
│           引擎API层                 │
├─────────────────────────────────────┤
│  渲染系统 │ 音频系统 │ 输入系统     │
├─────────────────────────────────────┤
│  资源管理 │ 场景管理 │ 物理系统     │
├─────────────────────────────────────┤
│           核心系统层                │
├─────────────────────────────────────┤
│         平台抽象层(SDL/OpenGL)      │
└─────────────────────────────────────┘

核心模块设计与实现

1. 引擎核心框架

首先,我们需要建立引擎的核心框架,包括主循环、时间管理和基础组件系统:

python 复制代码
import pygame
import time
from abc import ABC, abstractmethod
from typing import Dict, List, Optional
from dataclasses import dataclass
from enum import Enum

class GameState(Enum):
    RUNNING = "running"
    PAUSED = "paused"
    STOPPED = "stopped"

@dataclass
class EngineConfig:
    """引擎配置类"""
    window_width: int = 800
    window_height: int = 600
    fps: int = 60
    title: str = "Python Game Engine"
    fullscreen: bool = False
    vsync: bool = True

class GameEngine:
    """游戏引擎核心类"""
    
    def __init__(self, config: EngineConfig):
        self.config = config
        self.state = GameState.STOPPED
        self.clock = pygame.time.Clock()
        self.delta_time = 0.0
        self.last_time = 0.0
        
        # 初始化各个子系统
        self._init_pygame()
        self.renderer = Renderer(self)
        self.input_manager = InputManager(self)
        self.audio_manager = AudioManager(self)
        self.scene_manager = SceneManager(self)
        self.resource_manager = ResourceManager(self)
        
    def _init_pygame(self):
        """初始化Pygame"""
        pygame.init()
        flags = pygame.DOUBLEBUF
        if self.config.fullscreen:
            flags |= pygame.FULLSCREEN
        if self.config.vsync:
            flags |= pygame.HWSURFACE
            
        self.screen = pygame.display.set_mode(
            (self.config.window_width, self.config.window_height), 
            flags
        )
        pygame.display.set_caption(self.config.title)
        
    def run(self):
        """主游戏循环"""
        self.state = GameState.RUNNING
        self.last_time = time.time()
        
        while self.state == GameState.RUNNING:
            current_time = time.time()
            self.delta_time = current_time - self.last_time
            self.last_time = current_time
            
            # 处理事件
            self.input_manager.process_events()
            
            # 更新游戏逻辑
            if self.state == GameState.RUNNING:
                self.scene_manager.update(self.delta_time)
            
            # 渲染
            self.renderer.render()
            
            # 控制帧率
            self.clock.tick(self.config.fps)
            
        self.cleanup()
        
    def cleanup(self):
        """清理资源"""
        self.audio_manager.cleanup()
        self.resource_manager.cleanup()
        pygame.quit()

2. 组件系统(ECS架构)

采用Entity-Component-System架构,提供灵活的游戏对象管理:

python 复制代码
from typing import Type, TypeVar, Generic
import uuid

T = TypeVar('T')

class Component:
    """组件基类"""
    pass

class Entity:
    """实体类"""
    
    def __init__(self):
        self.id = str(uuid.uuid4())
        self.components: Dict[Type[Component], Component] = {}
        self.active = True
        
    def add_component(self, component: Component) -> 'Entity':
        """添加组件"""
        self.components[type(component)] = component
        return self
        
    def get_component(self, component_type: Type[T]) -> Optional[T]:
        """获取组件"""
        return self.components.get(component_type)
        
    def has_component(self, component_type: Type[Component]) -> bool:
        """检查是否有指定组件"""
        return component_type in self.components
        
    def remove_component(self, component_type: Type[Component]):
        """移除组件"""
        if component_type in self.components:
            del self.components[component_type]

class System(ABC):
    """系统基类"""
    
    def __init__(self, engine: GameEngine):
        self.engine = engine
        
    @abstractmethod
    def update(self, entities: List[Entity], delta_time: float):
        """更新系统逻辑"""
        pass
        
    def get_entities_with_components(self, entities: List[Entity], 
                                   *component_types: Type[Component]) -> List[Entity]:
        """获取包含指定组件的实体"""
        return [entity for entity in entities 
                if all(entity.has_component(comp_type) for comp_type in component_types)]

3. 渲染系统

实现高效的2D渲染系统,支持精灵、动画和特效:

python 复制代码
import pygame
from pygame import Surface, Rect
from typing import Tuple, Optional
import math

class Transform(Component):
    """变换组件"""
    
    def __init__(self, x: float = 0, y: float = 0, rotation: float = 0, 
                 scale_x: float = 1, scale_y: float = 1):
        self.position = pygame.Vector2(x, y)
        self.rotation = rotation
        self.scale = pygame.Vector2(scale_x, scale_y)
        
class Sprite(Component):
    """精灵组件"""
    
    def __init__(self, texture: Surface, layer: int = 0):
        self.texture = texture
        self.layer = layer
        self.visible = True
        self.color = (255, 255, 255, 255)
        self.flip_x = False
        self.flip_y = False

class Animation(Component):
    """动画组件"""
    
    def __init__(self, frames: List[Surface], frame_duration: float = 0.1):
        self.frames = frames
        self.frame_duration = frame_duration
        self.current_frame = 0
        self.elapsed_time = 0.0
        self.playing = True
        self.loop = True

class Renderer:
    """渲染器"""
    
    def __init__(self, engine: GameEngine):
        self.engine = engine
        self.camera_x = 0
        self.camera_y = 0
        self.render_layers: Dict[int, List[Entity]] = {}
        
    def render(self):
        """执行渲染"""
        # 清屏
        self.engine.screen.fill((0, 0, 0))
        
        # 按层级排序渲染
        entities = self.engine.scene_manager.get_current_scene().entities
        self._sort_entities_by_layer(entities)
        
        for layer in sorted(self.render_layers.keys()):
            for entity in self.render_layers[layer]:
                self._render_entity(entity)
                
        # 更新显示
        pygame.display.flip()
        
    def _sort_entities_by_layer(self, entities: List[Entity]):
        """按渲染层级排序实体"""
        self.render_layers.clear()
        
        for entity in entities:
            if not entity.active:
                continue
                
            sprite = entity.get_component(Sprite)
            if sprite and sprite.visible:
                layer = sprite.layer
                if layer not in self.render_layers:
                    self.render_layers[layer] = []
                self.render_layers[layer].append(entity)
                
    def _render_entity(self, entity: Entity):
        """渲染单个实体"""
        transform = entity.get_component(Transform)
        sprite = entity.get_component(Sprite)
        
        if not transform or not sprite:
            return
            
        # 获取纹理
        texture = sprite.texture
        
        # 处理动画
        animation = entity.get_component(Animation)
        if animation and animation.playing and animation.frames:
            texture = animation.frames[animation.current_frame]
            
        # 应用变换
        if transform.rotation != 0 or transform.scale != pygame.Vector2(1, 1):
            texture = self._apply_transform(texture, transform)
            
        # 计算屏幕位置
        screen_x = transform.position.x - self.camera_x
        screen_y = transform.position.y - self.camera_y
        
        # 渲染到屏幕
        rect = texture.get_rect()
        rect.center = (screen_x, screen_y)
        self.engine.screen.blit(texture, rect)
        
    def _apply_transform(self, texture: Surface, transform: Transform) -> Surface:
        """应用变换到纹理"""
        # 缩放
        if transform.scale != pygame.Vector2(1, 1):
            new_size = (
                int(texture.get_width() * transform.scale.x),
                int(texture.get_height() * transform.scale.y)
            )
            texture = pygame.transform.scale(texture, new_size)
            
        # 旋转
        if transform.rotation != 0:
            texture = pygame.transform.rotate(texture, transform.rotation)
            
        return texture

4. 输入系统

实现统一的输入处理系统,支持键盘、鼠标和手柄:

python 复制代码
from enum import Enum
from typing import Dict, Set, Callable, Any

class InputType(Enum):
    KEYBOARD = "keyboard"
    MOUSE = "mouse"
    GAMEPAD = "gamepad"

class InputState(Enum):
    PRESSED = "pressed"
    HELD = "held"
    RELEASED = "released"

class InputManager:
    """输入管理器"""
    
    def __init__(self, engine: GameEngine):
        self.engine = engine
        self.key_states: Dict[int, InputState] = {}
        self.mouse_states: Dict[int, InputState] = {}
        self.mouse_position = pygame.Vector2(0, 0)
        self.input_bindings: Dict[str, List[Tuple[InputType, Any]]] = {}
        self.action_callbacks: Dict[str, List[Callable]] = {}
        
    def process_events(self):
        """处理输入事件"""
        # 更新按键状态
        self._update_key_states()
        
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.engine.state = GameState.STOPPED
                
            elif event.type == pygame.KEYDOWN:
                self.key_states[event.key] = InputState.PRESSED
                self._trigger_action_by_key(event.key, InputState.PRESSED)
                
            elif event.type == pygame.KEYUP:
                self.key_states[event.key] = InputState.RELEASED
                self._trigger_action_by_key(event.key, InputState.RELEASED)
                
            elif event.type == pygame.MOUSEBUTTONDOWN:
                self.mouse_states[event.button] = InputState.PRESSED
                
            elif event.type == pygame.MOUSEBUTTONUP:
                self.mouse_states[event.button] = InputState.RELEASED
                
            elif event.type == pygame.MOUSEMOTION:
                self.mouse_position = pygame.Vector2(event.pos)
                
    def bind_action(self, action_name: str, input_type: InputType, key_or_button: Any):
        """绑定输入动作"""
        if action_name not in self.input_bindings:
            self.input_bindings[action_name] = []
        self.input_bindings[action_name].append((input_type, key_or_button))
        
    def register_action_callback(self, action_name: str, callback: Callable):
        """注册动作回调"""
        if action_name not in self.action_callbacks:
            self.action_callbacks[action_name] = []
        self.action_callbacks[action_name].append(callback)
        
    def is_key_pressed(self, key: int) -> bool:
        """检查按键是否被按下"""
        return self.key_states.get(key) == InputState.PRESSED
        
    def is_key_held(self, key: int) -> bool:
        """检查按键是否被持续按住"""
        return self.key_states.get(key) == InputState.HELD
        
    def _update_key_states(self):
        """更新按键状态"""
        keys_to_update = list(self.key_states.keys())
        for key in keys_to_update:
            if self.key_states[key] == InputState.PRESSED:
                self.key_states[key] = InputState.HELD
            elif self.key_states[key] == InputState.RELEASED:
                del self.key_states[key]

性能优化策略

1. 对象池模式

python 复制代码
class ObjectPool:
    """对象池,减少频繁的对象创建和销毁"""
    
    def __init__(self, factory_func: Callable, initial_size: int = 10):
        self.factory_func = factory_func
        self.available_objects = []
        self.used_objects = set()
        
        # 预创建对象
        for _ in range(initial_size):
            obj = factory_func()
            self.available_objects.append(obj)
            
    def acquire(self):
        """获取对象"""
        if self.available_objects:
            obj = self.available_objects.pop()
        else:
            obj = self.factory_func()
            
        self.used_objects.add(obj)
        return obj
        
    def release(self, obj):
        """释放对象"""
        if obj in self.used_objects:
            self.used_objects.remove(obj)
            self.available_objects.append(obj)
            # 重置对象状态
            if hasattr(obj, 'reset'):
                obj.reset()

2. 空间分割优化

python 复制代码
class QuadTree:
    """四叉树,用于空间分割优化碰撞检测"""
    
    def __init__(self, bounds: Rect, max_objects: int = 10, max_levels: int = 5, level: int = 0):
        self.bounds = bounds
        self.max_objects = max_objects
        self.max_levels = max_levels
        self.level = level
        self.objects = []
        self.nodes = []
        
    def clear(self):
        """清空四叉树"""
        self.objects.clear()
        for node in self.nodes:
            node.clear()
        self.nodes.clear()
        
    def split(self):
        """分割节点"""
        sub_width = self.bounds.width // 2
        sub_height = self.bounds.height // 2
        x = self.bounds.x
        y = self.bounds.y
        
        self.nodes = [
            QuadTree(Rect(x + sub_width, y, sub_width, sub_height), 
                    self.max_objects, self.max_levels, self.level + 1),
            QuadTree(Rect(x, y, sub_width, sub_height), 
                    self.max_objects, self.max_levels, self.level + 1),
            QuadTree(Rect(x, y + sub_height, sub_width, sub_height), 
                    self.max_objects, self.max_levels, self.level + 1),
            QuadTree(Rect(x + sub_width, y + sub_height, sub_width, sub_height), 
                    self.max_objects, self.max_levels, self.level + 1)
        ]
        
    def get_index(self, rect: Rect) -> int:
        """获取对象应该插入的象限索引"""
        index = -1
        vertical_midpoint = self.bounds.x + self.bounds.width // 2
        horizontal_midpoint = self.bounds.y + self.bounds.height // 2
        
        top_quadrant = rect.y < horizontal_midpoint and rect.y + rect.height < horizontal_midpoint
        bottom_quadrant = rect.y > horizontal_midpoint
        
        if rect.x < vertical_midpoint and rect.x + rect.width < vertical_midpoint:
            if top_quadrant:
                index = 1
            elif bottom_quadrant:
                index = 2
        elif rect.x > vertical_midpoint:
            if top_quadrant:
                index = 0
            elif bottom_quadrant:
                index = 3
                
        return index

音频系统实现

音频管理器

python 复制代码
import pygame.mixer
from typing import Dict, Optional
import threading

class AudioClip:
    """音频片段类"""

    def __init__(self, file_path: str):
        self.file_path = file_path
        self.sound = pygame.mixer.Sound(file_path)
        self.volume = 1.0

    def play(self, loops: int = 0) -> pygame.mixer.Channel:
        """播放音频"""
        channel = self.sound.play(loops)
        if channel:
            channel.set_volume(self.volume)
        return channel

    def set_volume(self, volume: float):
        """设置音量"""
        self.volume = max(0.0, min(1.0, volume))

class AudioManager:
    """音频管理器"""

    def __init__(self, engine: GameEngine):
        self.engine = engine
        self.audio_clips: Dict[str, AudioClip] = {}
        self.music_volume = 1.0
        self.sfx_volume = 1.0
        self.current_music = None

        # 初始化音频系统
        pygame.mixer.pre_init(frequency=44100, size=-16, channels=2, buffer=512)
        pygame.mixer.init()

    def load_audio_clip(self, name: str, file_path: str) -> AudioClip:
        """加载音频片段"""
        clip = AudioClip(file_path)
        self.audio_clips[name] = clip
        return clip

    def play_sfx(self, name: str, volume: float = 1.0, loops: int = 0) -> Optional[pygame.mixer.Channel]:
        """播放音效"""
        if name in self.audio_clips:
            clip = self.audio_clips[name]
            clip.set_volume(volume * self.sfx_volume)
            return clip.play(loops)
        return None

    def play_music(self, file_path: str, loops: int = -1, volume: float = 1.0):
        """播放背景音乐"""
        try:
            pygame.mixer.music.load(file_path)
            pygame.mixer.music.set_volume(volume * self.music_volume)
            pygame.mixer.music.play(loops)
            self.current_music = file_path
        except pygame.error as e:
            print(f"无法播放音乐文件 {file_path}: {e}")

    def stop_music(self):
        """停止背景音乐"""
        pygame.mixer.music.stop()
        self.current_music = None

    def set_music_volume(self, volume: float):
        """设置音乐音量"""
        self.music_volume = max(0.0, min(1.0, volume))
        pygame.mixer.music.set_volume(self.music_volume)

    def set_sfx_volume(self, volume: float):
        """设置音效音量"""
        self.sfx_volume = max(0.0, min(1.0, volume))

    def cleanup(self):
        """清理音频资源"""
        pygame.mixer.quit()

物理系统

基础物理组件

python 复制代码
import pygame
import math
from typing import List, Tuple, Optional

class RigidBody(Component):
    """刚体组件"""

    def __init__(self, mass: float = 1.0, drag: float = 0.0):
        self.mass = mass
        self.velocity = pygame.Vector2(0, 0)
        self.acceleration = pygame.Vector2(0, 0)
        self.drag = drag
        self.gravity_scale = 1.0
        self.is_kinematic = False
        self.is_static = False

    def add_force(self, force: pygame.Vector2):
        """添加力"""
        if not self.is_static and not self.is_kinematic:
            self.acceleration += force / self.mass

    def add_impulse(self, impulse: pygame.Vector2):
        """添加冲量"""
        if not self.is_static and not self.is_kinematic:
            self.velocity += impulse / self.mass

class Collider(Component):
    """碰撞器基类"""

    def __init__(self, is_trigger: bool = False):
        self.is_trigger = is_trigger
        self.bounds = pygame.Rect(0, 0, 0, 0)

    def update_bounds(self, transform: Transform):
        """更新碰撞边界"""
        pass

class BoxCollider(Collider):
    """盒形碰撞器"""

    def __init__(self, width: float, height: float, offset_x: float = 0, offset_y: float = 0, is_trigger: bool = False):
        super().__init__(is_trigger)
        self.width = width
        self.height = height
        self.offset = pygame.Vector2(offset_x, offset_y)

    def update_bounds(self, transform: Transform):
        """更新碰撞边界"""
        center_x = transform.position.x + self.offset.x
        center_y = transform.position.y + self.offset.y
        self.bounds = pygame.Rect(
            center_x - self.width / 2,
            center_y - self.height / 2,
            self.width,
            self.height
        )

class CircleCollider(Collider):
    """圆形碰撞器"""

    def __init__(self, radius: float, offset_x: float = 0, offset_y: float = 0, is_trigger: bool = False):
        super().__init__(is_trigger)
        self.radius = radius
        self.offset = pygame.Vector2(offset_x, offset_y)

    def update_bounds(self, transform: Transform):
        """更新碰撞边界"""
        center_x = transform.position.x + self.offset.x
        center_y = transform.position.y + self.offset.y
        self.bounds = pygame.Rect(
            center_x - self.radius,
            center_y - self.radius,
            self.radius * 2,
            self.radius * 2
        )

class PhysicsSystem(System):
    """物理系统"""

    def __init__(self, engine: GameEngine, gravity: pygame.Vector2 = pygame.Vector2(0, 980)):
        super().__init__(engine)
        self.gravity = gravity
        self.collision_pairs: List[Tuple[Entity, Entity]] = []

    def update(self, entities: List[Entity], delta_time: float):
        """更新物理系统"""
        # 更新物理运动
        self._update_physics(entities, delta_time)

        # 更新碰撞器边界
        self._update_colliders(entities)

        # 碰撞检测
        self._detect_collisions(entities)

        # 碰撞响应
        self._resolve_collisions()

    def _update_physics(self, entities: List[Entity], delta_time: float):
        """更新物理运动"""
        physics_entities = self.get_entities_with_components(entities, Transform, RigidBody)

        for entity in physics_entities:
            transform = entity.get_component(Transform)
            rigidbody = entity.get_component(RigidBody)

            if rigidbody.is_static:
                continue

            # 应用重力
            if not rigidbody.is_kinematic:
                gravity_force = self.gravity * rigidbody.gravity_scale * rigidbody.mass
                rigidbody.add_force(gravity_force)

            # 应用阻力
            if rigidbody.drag > 0:
                drag_force = -rigidbody.velocity * rigidbody.drag
                rigidbody.add_force(drag_force)

            # 更新速度
            rigidbody.velocity += rigidbody.acceleration * delta_time

            # 更新位置
            transform.position += rigidbody.velocity * delta_time

            # 重置加速度
            rigidbody.acceleration = pygame.Vector2(0, 0)

    def _update_colliders(self, entities: List[Entity]):
        """更新碰撞器边界"""
        collider_entities = self.get_entities_with_components(entities, Transform, Collider)

        for entity in collider_entities:
            transform = entity.get_component(Transform)
            collider = entity.get_component(Collider)
            collider.update_bounds(transform)

    def _detect_collisions(self, entities: List[Entity]):
        """碰撞检测"""
        self.collision_pairs.clear()
        collider_entities = self.get_entities_with_components(entities, Collider)

        for i in range(len(collider_entities)):
            for j in range(i + 1, len(collider_entities)):
                entity1 = collider_entities[i]
                entity2 = collider_entities[j]

                collider1 = entity1.get_component(Collider)
                collider2 = entity2.get_component(Collider)

                if self._check_collision(collider1, collider2):
                    self.collision_pairs.append((entity1, entity2))

    def _check_collision(self, collider1: Collider, collider2: Collider) -> bool:
        """检查两个碰撞器是否碰撞"""
        if isinstance(collider1, BoxCollider) and isinstance(collider2, BoxCollider):
            return collider1.bounds.colliderect(collider2.bounds)
        elif isinstance(collider1, CircleCollider) and isinstance(collider2, CircleCollider):
            distance = collider1.bounds.center - collider2.bounds.center
            return distance.length() <= (collider1.radius + collider2.radius)
        else:
            # 混合碰撞检测(简化版)
            return collider1.bounds.colliderect(collider2.bounds)

    def _resolve_collisions(self):
        """碰撞响应"""
        for entity1, entity2 in self.collision_pairs:
            collider1 = entity1.get_component(Collider)
            collider2 = entity2.get_component(Collider)

            # 如果是触发器,只发送事件,不进行物理响应
            if collider1.is_trigger or collider2.is_trigger:
                self._send_trigger_event(entity1, entity2)
                continue

            # 物理碰撞响应
            self._resolve_physics_collision(entity1, entity2)

    def _send_trigger_event(self, entity1: Entity, entity2: Entity):
        """发送触发器事件"""
        # 这里可以实现事件系统来通知碰撞
        pass

    def _resolve_physics_collision(self, entity1: Entity, entity2: Entity):
        """解决物理碰撞"""
        transform1 = entity1.get_component(Transform)
        transform2 = entity2.get_component(Transform)
        rigidbody1 = entity1.get_component(RigidBody)
        rigidbody2 = entity2.get_component(RigidBody)

        if not rigidbody1 or not rigidbody2:
            return

        # 简单的弹性碰撞响应
        if not rigidbody1.is_static and not rigidbody2.is_static:
            # 计算碰撞法向量
            collision_normal = (transform2.position - transform1.position).normalize()

            # 分离重叠的对象
            overlap = self._calculate_overlap(entity1, entity2)
            separation = collision_normal * overlap / 2

            transform1.position -= separation
            transform2.position += separation

            # 计算相对速度
            relative_velocity = rigidbody2.velocity - rigidbody1.velocity
            velocity_along_normal = relative_velocity.dot(collision_normal)

            # 如果对象正在分离,不需要响应
            if velocity_along_normal > 0:
                return

            # 计算反弹系数(简化为0.8)
            restitution = 0.8
            impulse_magnitude = -(1 + restitution) * velocity_along_normal
            impulse_magnitude /= (1/rigidbody1.mass + 1/rigidbody2.mass)

            impulse = collision_normal * impulse_magnitude
            rigidbody1.velocity -= impulse / rigidbody1.mass
            rigidbody2.velocity += impulse / rigidbody2.mass

    def _calculate_overlap(self, entity1: Entity, entity2: Entity) -> float:
        """计算重叠距离"""
        collider1 = entity1.get_component(Collider)
        collider2 = entity2.get_component(Collider)

        # 简化计算,返回边界框重叠
        rect1 = collider1.bounds
        rect2 = collider2.bounds

        overlap_x = min(rect1.right, rect2.right) - max(rect1.left, rect2.left)
        overlap_y = min(rect1.bottom, rect2.bottom) - max(rect1.top, rect2.top)

        return min(overlap_x, overlap_y)

场景管理系统

python 复制代码
from typing import Dict, Optional, List
from abc import ABC, abstractmethod

class Scene:
    """场景类"""

    def __init__(self, name: str):
        self.name = name
        self.entities: List[Entity] = []
        self.systems: List[System] = []
        self.active = True

    def add_entity(self, entity: Entity) -> Entity:
        """添加实体到场景"""
        self.entities.append(entity)
        return entity

    def remove_entity(self, entity: Entity):
        """从场景移除实体"""
        if entity in self.entities:
            self.entities.remove(entity)

    def add_system(self, system: System):
        """添加系统到场景"""
        self.systems.append(system)

    def update(self, delta_time: float):
        """更新场景"""
        if not self.active:
            return

        # 更新所有系统
        for system in self.systems:
            system.update(self.entities, delta_time)

        # 移除非活跃实体
        self.entities = [entity for entity in self.entities if entity.active]

    def cleanup(self):
        """清理场景资源"""
        self.entities.clear()
        self.systems.clear()

class SceneManager:
    """场景管理器"""

    def __init__(self, engine: GameEngine):
        self.engine = engine
        self.scenes: Dict[str, Scene] = {}
        self.current_scene: Optional[Scene] = None
        self.scene_transition_callback: Optional[Callable] = None

    def create_scene(self, name: str) -> Scene:
        """创建新场景"""
        scene = Scene(name)
        self.scenes[name] = scene
        return scene

    def load_scene(self, name: str):
        """加载场景"""
        if name in self.scenes:
            if self.current_scene:
                self.current_scene.cleanup()

            self.current_scene = self.scenes[name]

            if self.scene_transition_callback:
                self.scene_transition_callback(name)
        else:
            print(f"场景 '{name}' 不存在")

    def get_current_scene(self) -> Optional[Scene]:
        """获取当前场景"""
        return self.current_scene

    def update(self, delta_time: float):
        """更新当前场景"""
        if self.current_scene:
            self.current_scene.update(delta_time)

    def set_scene_transition_callback(self, callback: Callable):
        """设置场景切换回调"""
        self.scene_transition_callback = callback

资源管理系统

python 复制代码
import pygame
import json
import os
from typing import Dict, Any, Optional, TypeVar, Generic
from abc import ABC, abstractmethod

T = TypeVar('T')

class Resource(ABC):
    """资源基类"""

    def __init__(self, file_path: str):
        self.file_path = file_path
        self.loaded = False

    @abstractmethod
    def load(self):
        """加载资源"""
        pass

    @abstractmethod
    def unload(self):
        """卸载资源"""
        pass

class TextureResource(Resource):
    """纹理资源"""

    def __init__(self, file_path: str):
        super().__init__(file_path)
        self.surface: Optional[pygame.Surface] = None

    def load(self):
        """加载纹理"""
        try:
            self.surface = pygame.image.load(self.file_path).convert_alpha()
            self.loaded = True
        except pygame.error as e:
            print(f"无法加载纹理 {self.file_path}: {e}")

    def unload(self):
        """卸载纹理"""
        self.surface = None
        self.loaded = False

class AudioResource(Resource):
    """音频资源"""

    def __init__(self, file_path: str):
        super().__init__(file_path)
        self.sound: Optional[pygame.mixer.Sound] = None

    def load(self):
        """加载音频"""
        try:
            self.sound = pygame.mixer.Sound(self.file_path)
            self.loaded = True
        except pygame.error as e:
            print(f"无法加载音频 {self.file_path}: {e}")

    def unload(self):
        """卸载音频"""
        self.sound = None
        self.loaded = False

class DataResource(Resource):
    """数据资源(JSON等)"""

    def __init__(self, file_path: str):
        super().__init__(file_path)
        self.data: Optional[Dict[str, Any]] = None

    def load(self):
        """加载数据"""
        try:
            with open(self.file_path, 'r', encoding='utf-8') as f:
                self.data = json.load(f)
            self.loaded = True
        except (IOError, json.JSONDecodeError) as e:
            print(f"无法加载数据文件 {self.file_path}: {e}")

    def unload(self):
        """卸载数据"""
        self.data = None
        self.loaded = False

class ResourceManager:
    """资源管理器"""

    def __init__(self, engine: GameEngine):
        self.engine = engine
        self.resources: Dict[str, Resource] = {}
        self.resource_cache: Dict[str, Any] = {}
        self.base_path = ""

    def set_base_path(self, path: str):
        """设置资源基础路径"""
        self.base_path = path

    def load_texture(self, name: str, file_path: str) -> Optional[pygame.Surface]:
        """加载纹理资源"""
        full_path = os.path.join(self.base_path, file_path)

        if name in self.resources:
            resource = self.resources[name]
            if isinstance(resource, TextureResource) and resource.loaded:
                return resource.surface

        resource = TextureResource(full_path)
        resource.load()

        if resource.loaded:
            self.resources[name] = resource
            return resource.surface

        return None

    def load_audio(self, name: str, file_path: str) -> Optional[pygame.mixer.Sound]:
        """加载音频资源"""
        full_path = os.path.join(self.base_path, file_path)

        if name in self.resources:
            resource = self.resources[name]
            if isinstance(resource, AudioResource) and resource.loaded:
                return resource.sound

        resource = AudioResource(full_path)
        resource.load()

        if resource.loaded:
            self.resources[name] = resource
            return resource.sound

        return None

    def load_data(self, name: str, file_path: str) -> Optional[Dict[str, Any]]:
        """加载数据资源"""
        full_path = os.path.join(self.base_path, file_path)

        if name in self.resources:
            resource = self.resources[name]
            if isinstance(resource, DataResource) and resource.loaded:
                return resource.data

        resource = DataResource(full_path)
        resource.load()

        if resource.loaded:
            self.resources[name] = resource
            return resource.data

        return None

    def get_resource(self, name: str) -> Optional[Resource]:
        """获取资源"""
        return self.resources.get(name)

    def unload_resource(self, name: str):
        """卸载资源"""
        if name in self.resources:
            self.resources[name].unload()
            del self.resources[name]

    def cleanup(self):
        """清理所有资源"""
        for resource in self.resources.values():
            resource.unload()
        self.resources.clear()
        self.resource_cache.clear()

总结

本文详细介绍了Python游戏引擎的设计与实现,从架构设计到核心模块的具体实现,再到性能优化策略。通过模块化的设计理念,我们构建了一个功能完整、易于扩展的游戏引擎框架。

主要特性包括:

  • ECS架构:灵活的实体-组件-系统设计模式
  • 完整的渲染系统:支持精灵、动画和多层渲染
  • 物理系统:包含刚体、碰撞检测和碰撞响应
  • 音频系统:支持音效和背景音乐播放
  • 输入管理:统一的输入处理和动作绑定
  • 场景管理:灵活的场景切换和管理
  • 资源管理:高效的资源加载和缓存机制
  • 性能优化:对象池、空间分割等优化策略

虽然Python在性能上可能不如C++等编译型语言,但通过合理的架构设计、算法优化和工具选择(如使用Pygame、NumPy等高性能库),完全可以开发出流畅运行的2D游戏。对于独立开发者、教育用途或快速原型开发,Python游戏引擎提供了一个优秀的解决方案。

未来的扩展方向包括:

  • 3D渲染支持:集成OpenGL或Vulkan
  • 网络多人游戏:实现客户端-服务器架构
  • 脚本系统集成:支持Lua或Python脚本
  • 可视化编辑器:提供图形化的游戏开发工具
  • 移动平台支持:适配Android和iOS平台

随着Python生态系统的不断发展,相信Python在游戏开发领域将会有更广阔的应用前景。

项目源码

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