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Java 2D游戲圖塊渲染優化

[英]Java 2D Game Tile Rendering Optimization

我一直在嘗試制作基於2D Tile的游戲,但是在出現某些問題之前並沒有走很多。 游戲非常好,除了它非常慢並且在拼貼之間不斷出現空格。 我嘗試將所有平鋪圖像合並到一個圖像中以使其更平滑地加載,但是沒有用。 我需要有關如何優化游戲以獲得更好的fps的幫助。

大部分多媒體廣告

Player p = new Player();
static Map m = new Map();
Hotbar h = new Hotbar();
static Zombie z = new Zombie();

public static void main(String args[]) {
    Thread t1 = new Thread(new Display());
    t1.start();
    Thread t2 = new Thread(z);
    t2.start();
    Thread t3 = new Thread(m);
    t3.start();
}

@SuppressWarnings("static-access")
public void run() {
    while (true) {
        try {
            oldTime = currentTime;
            currentTime = System.currentTimeMillis();
            elapsedTime = currentTime - oldTime;
            fps = (int) ((1000 / 40) - elapsedTime);
            Thread.sleep(fps);
        } catch (Exception e) {
            e.printStackTrace();
        }

        if (started) {
            p.playerMovement();
            p.width = getWidth();
            p.height = getHeight();
            h.width = getWidth();
            h.height = getHeight();
            if (p.maptiles != null) {
                z.maptiles = new Rectangle[p.maptiles.length];
                z.maptiles = p.maptiles;
            }
        } else {

        }
        repaint();
    }
}

大部分地圖類

BufferedImage backLayer;
BufferedImage backLayer2;

@SuppressWarnings("static-access")
public void createBack() {
    backLayer = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
    Graphics g = backLayer.getGraphics();
    Graphics2D gd = (Graphics2D) g;
    Color daycolor = new Color(0, 150, 255, 255);
    Color nightcolor = new Color(0, 50, 100, Math.abs(time / daylength - 510 / 2));
    Color backtilecolor = new Color(10, 10, 20, Math.abs(time / daylength - 510 / 4));
    g.setColor(daycolor);
    g.fillRect(0, 0, p.width, p.height);
    g.setColor(nightcolor);
    g.fillRect(0, 0, p.width, p.height);
    time++;
    if (time > 510 * daylength)
        time = 0;
    if (time < 100 * daylength || time > 410 * daylength) {
        z.SpawnZombie();

    } else {

    }
    g.setColor(backtilecolor);
    int i = 0;
    for (int x = 0; x < mapwidth; x++) {
        for (int y = 0; y < mapheight; y++) {
            if (mapdatasky[i] == 0) {
                p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
            }
            if (mapdatasky[i] >= 1) {
                g.drawImage(tiles[mapdatasky[i]], x * 32 - p.playerX, y * 32 - p.playerY, 32, 32, null);
                mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
                p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
                gd.fill(mapsky[i]);
            }
            i++;
        }
    }
    backLayer2 = backLayer;
}

BufferedImage middleLayer;
BufferedImage middleLayer2;

@SuppressWarnings("static-access")
public void createMiddle() {
    middleLayer = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
    Graphics g = middleLayer.getGraphics();
    Color fronttilecolor = new Color(20, 20, 40, Math.abs(time / daylength - 510 / 4));
    int i = 0;
    for (int x = 0; x < mapwidth; x++) {
        for (int y = 0; y < mapheight; y++) {
            if (mapdata[i] == -1) {
                spawnX = x * 32 - p.width;
                spawnY = y * 32 - p.height;
                p.spawnX = spawnX;
                p.spawnY = spawnY;
            }
            if (mapdata[i] == 0) {
                p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
            }
            if (mapdata[i] > 0) {
                g.drawImage(tiles[mapdata[i]], x * 32 - p.playerX, y * 32 - p.playerY, 32, 32, null);
                maptiles[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
                p.maptiles[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
            }
            if (!p.breaking) {
                tileid = -1;
            }
            if (tileid == i) {
                g.setColor(new Color(100, 0, 0, 100));
                g.fillRect(x * 32 - p.playerX + 16 - timer / (breaktime / 16), y * 32 - p.playerY + 16 - timer / (breaktime / 16), (timer / (breaktime / 16)) * 2, (timer / (breaktime / 16)) * 2);
            }
            i++;
        }
    }
    g.setColor(fronttilecolor);
    g.fillRect(0, 0, p.width, p.height);
    middleLayer2 = middleLayer;
}


BufferedImage both;
BufferedImage both2;

public void mergeLayers() {
    both = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
    Graphics g = both.getGraphics();
    g.drawImage(backLayer2, 0, 0, mapwidth * 32, mapheight * 32, null);
    g.drawImage(middleLayer2, 0, 0, mapwidth * 32, mapheight * 32, null);
    both2 = both;
}

public void renderMap(Graphics g) {
    g.drawImage(both2, 0, 0, mapwidth * 32, mapheight * 32, null);
    if (placetimer > 0)
        placetimer--;
}
@Override
public void run() {
    while (true) {
        try {
            oldTime = currentTime;
            currentTime = System.currentTimeMillis();
            elapsedTime = currentTime - oldTime;
            fps = (int) ((1000 / 100) - elapsedTime);
            Thread.sleep(fps);
            if (!mapset) {
                setMap();
                mapset = true;
            }
            createBack();
            createMiddle();
            mergeLayers();
        } catch(Exception e) {
            e.printStackTrace();
        }
    }
}

這是圖塊之間渲染錯誤的圖片

游戲截圖: 截圖

我同意在這里進行審核可能是適當的。

但一般提示:如果出於性能原因添加了此“合並”(createBack / createMiddle / mergeLayers):請勿這樣做! 在那里,您將繪制所有圖塊(還有可能也看不到的一些圖塊,當使用g.drawImage直接繪制它們時,它們可能會被剪切掉)。 首先將許多小圖像繪制成大圖像,然后在屏幕上繪制大圖像,這幾乎比直接在屏幕上直接繪制小圖像要快。

如果添加了此“合並”以解決出現的“條紋”:不要這樣做! 條紋來自與繪制圖像不同的線程更改的坐標。 您可以通過更改計算圖塊及其坐標的方式來避免這種情況。 該代碼有點太...“復雜”指出,所以在這里我將使用一些偽代碼:

void paintTiles(Graphics g)
{
    for (Tile tile : allTiles)
    {
        g.drawImage(tile, player.x, player.y, null);
    }
}

這里的問題是, 繪畫線程遍歷所有圖塊時,另一個線程可能會更改玩家坐標。 例如,某些player.x=10貼可能用player.x=10player.y=20繪制,然后另一個線程更改玩家坐標,因此其余player.x=15player.x=15player.y=25並且您會注意到這是在磁貼之間出現的“條紋”。

在最佳情況下,可以很容易地解決此問題:

void paintTiles(Graphics g)
{
    int currentPlayerX = player.x;
    int currentPlayerY = player.y;

    for (Tile tile : allTiles)
    {
        g.drawImage(tile, currentPlayerX, currentPlayerY, null);
    }
}

這樣,“當前”玩家坐標將在圖塊上進行迭代時保持不變。

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