在java中的慢地图

时间:2014-07-10 20:05:00

标签: java graphics 2d-games

我在java中制作游戏,是一个RPG,然而,只有地图游戏很慢。 因此,映射是在TiledMap Editor中创建的,它是一个读取并加载到ArrayList中的XML。我的电脑是双核3.0,4GB RAM,1GB视频。 渲染完成如下:

//method of tileset class
public void loadTileset(){
    positions = new int[1 + tilesX * tilesY][2];
    int yy = 0;
    int xx = 0;
    int index = 0;
    // save the initial x and y point of each tile in an array named positions 
    // positions[tileNumber] [0] - X position 
    // positions[tileNumber] [1] - Y position
    for(int i = 1 ; i < positions.length; i++){ 
        if(index == tilesX ){
            yy += tileHeight;
            xx = 0;
            index = 0;
        }
        positions[i][0] = xx;
        positions[i][1] = yy;
        xx += tileWidth;    
        index++;
    }
}


//method of map class
public void draw(Graphics2D screen){
    //x and y position of each tile on the screen
    int x = 0; int y = 0;

    for(int j = 0; j < 20 ; j++){
        for(int i = initialTile ; i < initialTile + quantTiles  ; i++){
            int tile = map[j][i];
            if(tile != 0){
                screen.drawImage(tileSet.getTileImage().getSubimage(tileSet.getTileX(tile), tileSet.getTileY(tile),tileSet.getTileWidth(), tileSet.getTileHeight()),x,y,null);
            }
            x += tileSet.getTileWidth();
        }
        x = 0;
        y += tileSet.getTileHeight();
    }

}

我做错了吗? 注意:我是论坛的新手,更糟糕的是我不太懂英语,所以请原谅任何错误。

1 个答案:

答案 0 :(得分:2)

首先,您不应在每次调用期间为切片创建子图像。严格来说,你应该根据你想要绘制的图像调用getSubimage:它会使图像“不受管理”,这会使渲染性能降低一个数量级。您只应为不想渲染的图像调用getSubimage - 例如,当您最初为图块创建单个图像时。

你显然已经有TileSet课了。您可以为此类添加一些功能,以便直接访问图块的图像。

您当前的代码如下所示:

screen.drawImage(
    tileSet.getTileImage().getSubimage(
        tileSet.getTileX(tile), 
        tileSet.getTileY(tile),
        tileSet.getTileWidth(), 
        tileSet.getTileHeight()),
    x,y,null);

您可以将其更改为:

screen.drawImage(tileSet.getTileImage(tile), x,y,null);

此处建议的getTileImage(int tile)方法可以获取已存储在内部的切片。

我将从头脑中勾画几行代码,您可能会将其转移到TileSet课程中:

class TileSet
{
    private Map<Integer, BufferedImage> tileImages;

    TileSet()
    {
        ....
        prepareTileImages();
    }

    private void prepareTileImages()
    {
        tileImages = new HashMap<Integer, BufferedImage>();

        for (int tile : allPossibleTileValuesThatMayBeInTheMap)
        {
            // These are the tiles that you originally rendered
            // in your "draw"-Method
            BufferedImage image = 
                getTileImage().getSubimage(
                    getTileX(tile), 
                    getTileY(tile),
                    getTileWidth(), 
                    getTileHeight());

            // Create a new, managed copy of the image,
            // and store it in the map
            BufferedImage managedImage = convertToARGB(image);
            tileImages.put(tile, managedImage);
        }
    }

    private static BufferedImage convertToARGB(BufferedImage image)
    {
        BufferedImage newImage = new BufferedImage(
            image.getWidth(), image.getHeight(),
            BufferedImage.TYPE_INT_ARGB);
        Graphics2D g = newImage.createGraphics();
        g.drawImage(image, 0, 0, null);
        g.dispose();
        return newImage;
    }    

    // This is the new method: For a given "tile" value
    // that you found at map[x][y], this returns the
    // appropriate tile:
    public BufferedImage getTileImage(int tile) 
    {
        return tileImages.get(tile);
    }
}