[英]Java low FPS on PC comparing to laptop
我剛剛開始用Java開發簡單的2D游戲。 我從分裂平局方法的更新。 更新以60fps的特定速度刷新,而繪制則盡可能快。 當我編寫簡單的FPS取款計數器並將其發送給朋友時,我發現在筆記本電腦上,它的速度至少為200fps,而在PC機上的最大速度為35fps。我想知道這可能是由什么引起的。 這是基類:
public class Base{
public static boolean isGameRunning;
private static Draw d;
public static void main(String[] args)
{
isGameRunning = true;
Game g = new Game();
d = new Draw(g);
Thread draw = new Thread(d);
Thread update = new Thread(new Update(g));
GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = env.getDefaultScreenDevice();
JFrame window = new JFrame();
setWindow(window);
window.setContentPane(d);
gd.setFullScreenWindow(window);
g.initialize();
draw.start();
update.start();
}
private static void setWindow(JFrame window)
{
window.setUndecorated(true);
window.setResizable(false);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}}
還有一個Draw類:
package basic;
import java.awt.*;
import javax.swing.JPanel;
import main.Game;
class Draw extends JPanel implements Runnable
{
private static final long serialVersionUID = 1L;
private Game g;
public Color bgColor = Color.BLACK;
Draw(Game g)
{
this.g = g;
}
public void run()
{
paintComponent(getGraphics());
while(Base.isGameRunning)
{
repaint();
}
}
public void paintComponent(Graphics graph)
{
try
{
Graphics2D g2d = (Graphics2D) graph;
g2d.clearRect(0, 0, getWidth(), getHeight());
g2d.setColor(bgColor);
g2d.fillRect(0, 0, getWidth(), getHeight());
g.draw(g2d);
}catch(NullPointerException e)
{
}
}
}
[編輯]這是一個更新類:
package basic;
import main.Game;
class Update implements Runnable{
private final int FPS = 60;
private long targetTime = 1000/FPS;
//private Game g;
//Update(Game g)
//{
//this.g = g;
//}
public void run()
{
long start, elapsed, wait;
while(Base.isGameRunning)
{
start = System.nanoTime();
//g.update();
elapsed = System.nanoTime() - start;
wait = targetTime - elapsed / 1000000;
try
{
Thread.sleep(wait);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
}
}
}
可以做一些改進。 我嘗試更改代碼,因為您沒有提供Update類。
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
/**
*
* @author Pasban
*/
public class Base {
public static boolean isGameRunning;
private static Draw d;
public static void main(String[] args) {
isGameRunning = true;
d = new Draw();
Thread draw = new Thread(d);
GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = env.getDefaultScreenDevice();
JFrame window = new JFrame();
setWindow(window);
window.setContentPane(d);
gd.setFullScreenWindow(window);
//g.initialize();
draw.start();
}
private static void setWindow(JFrame window) {
window.setUndecorated(true);
window.setResizable(false);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
和
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.JPanel;
/**
*
* @author Pasban
*/
class Draw extends JPanel implements Runnable {
private static final long serialVersionUID = 1L;
public Color bgColor = Color.BLACK;
private long timer;
private long lastTime;
private int FPS;
private int FPSLast;
public void run() {
paintComponent(getGraphics());
this.timer = System.currentTimeMillis();
this.lastTime = 0;
this.FPS = 0;
this.FPSLast = 0;
while (Base.isGameRunning) {
repaint();
}
}
public void paintComponent(Graphics graph) {
try {
Graphics2D g2d = (Graphics2D) graph;
//g2d.clearRect(0, 0, getWidth(), getHeight());
g2d.setColor(bgColor);
g2d.fillRect(0, 0, getWidth(), getHeight());
//g.draw(g2d);
g2d.setColor(Color.WHITE);
long dist = System.currentTimeMillis() - this.timer;
if (dist - this.lastTime > 1000) {
this.lastTime = dist;
this.FPSLast = this.FPS;
this.FPS = 0;
}
this.FPS++;
g2d.drawString(dist + "ms / " + this.FPSLast + "fps", 50, 50);
} catch (NullPointerException e) {
}
}
}
目前,按照上述代碼,我的舊PC中的FPS為103。 我應用的主要更改是在此行上:
//g2d.clearRect(0, 0, getWidth(), getHeight());
通過啟用此線路,FPS下降到70FPS,這意味着該線路本身使用50 + FPS。 但是,在執行此命令后填充圖形rect時,請禁用它,這再次意味着您無緣無故地使用CPU和FPS,並且對繪圖畫布沒有影響。
如果Thread.sleep(time)超過60 + FPS,則可以應用Thread.sleep(time)來修復FPS。 或者,當還為時過早時,可以在while(Base.isGameRunning)中忽略重繪方法。
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