Java渲染循环和逻辑循环

时间:2013-05-03 17:24:26

标签: java multithreading loops time

我一直在研究通用的2d瓷砖风格游戏。目前在我的主线程中,我有一个尽可能快的循环,并调用另一个处理游戏内容的类的JPanel的重绘方法。它看起来像这样:

public class Main {
    public static void main(String[] args) {
        Island test = new Island();
        while(true) {
            test.getCanvas().requestFocus();
            test.getCanvas().repaint();
        }
    }
}

getCanvas()只返回JPanel。

目前这已经完成了我想要的,现在我已经开始为玩家添加动作,显然我不想尽可能快地将他移动到屏幕上。所以我在Island类中有一个输入映射和动作映射,它可以检测按键和释放按键,并告诉我的播放器类正在按住哪些键。然后我用一个每10ms调用一次的摇摆计时器将我的播放器移到播放器类内。所以我想这就像我的游戏滴答,我的游戏会尽可能快地制作帧,然后游戏每秒100次执行所有逻辑操作,我当然会添加更多的游戏逻辑,而不仅仅是移动。

经过一些研究后,看起来摇摆计时器并不是最好的方法,因为它是专为执行小任务和摆动任务而设计的。所以我想我的问题是,以我的主要方法制作我的框架是否明智,以及每10毫秒或其他什么方式让我的游戏可靠地打勾的好方法?我有一些想法,比如也许我应该创建一个新的线程来处理游戏逻辑并使用System.getnanotime或其他任何调用来测量刻度所需的时间然后做一个小的thread.sleep但是直到我们达到10毫秒然后重复。

如果您愿意,我很乐意发布更多代码:),并提前感谢。

2 个答案:

答案 0 :(得分:3)

执行此操作的标准方法是在线程中。继承人标准游戏准系统游戏线程

public class GameThread implements Runnable {
    private Thread runThread;
    private boolean running = false;
    private boolean paused = false;
    public GameThread() {
    }

    public void start() {
        running = true;
        paused = false;
        if(runThread == null || !runThread.isAlive())
            runThread = new Thread(this);
        else if(runThread.isAlive())
            throw new IllegalStateException("Thread already started.");
        runThread.start();
    }

    public void stop() {
        if(runThread == null)
            throw new IllegalStateException("Thread not started.");
        synchronized (runThread) {
            try {
                running = false;
                runThread.notify();
                runThread.join();
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }

    public void pause() {
        if(runThread == null)
            throw new IllegalStateException("Thread not started.");
        synchronized (runThread) {
            paused = true;
        }
    }

    public void resume() {
        if(runThread == null)
            throw new IllegalStateException("Thread not started.");
        synchronized (runThread) {
            paused = false;
            runThread.notify();
        }
    }

    public void run() {
        long sleep = 0, before;
        while(running) {
            // get the time before we do our game logic
            before = System.currentTimeMillis();
            // move player and do all game logic
            try {
                // sleep for 100 - how long it took us to do our game logic
                sleep = 100-(System.currentTimeMillis()-before);
                Thread.sleep(sleep > 0 ? sleep : 0);
            } catch (InterruptedException ex) {
            }
            synchronized (runThread) {
                if(paused) {
                    try {
                        runThread.wait();
                    } catch (InterruptedException e) {
                        e.printStackTrace();
                    }
                }
            }
        }
        paused = false;
    }
}

注意你需要调用gameThead.start()来开始你的游戏!

答案 1 :(得分:1)

在不吃CPU 100%的情况下创建一个好的(窗口应用程序)游戏循环实际上是一个非常棘手的任务。 Sidescroll以恒定速度动画精灵很容易引入急动,如果有一个可见。

在运行了几个想法后,这是最好的选择,侧面滚动大部分时间是黄油顺利。 VSYNCing可以在窗口模式下运行良好,我在不同的机器和操作系统上发现了不同的结果。

测试应用程序没有使用SwingUI,因为大多数游戏无论如何都不需要它。 Gameloop是一个活跃的更新渲染循环,没有外部线程使事情更容易编程。使用keyPressed回调来更新 firePressed = true和etc 标记变量并在循环中使用值。

运行测试应用 C:GT; java -cp ./classes GameLoop2“fullscreen = false”“fps = 60”“vsync = true”

//http://www.javagaming.org/index.php/topic,19971.0.html
//http://fivedots.coe.psu.ac.th/~ad/jg/ch1/ch1.pdf

import java.util.*;

import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferStrategy;

import java.awt.DisplayMode; // for full-screen mode

public class GameLoop2 implements KeyListener {
    Frame mainFrame;

    private static final long NANO_IN_MILLI = 1000000L; 

    // num of iterations with a sleep delay of 0ms before
    // game loop yields to other threads.
    private static final int NO_DELAYS_PER_YIELD = 16;

    // max num of renderings that can be skipped in one game loop,
    // game's internal state is updated but not rendered on screen.
    private static int MAX_RENDER_SKIPS = 5;

    private static int TARGET_FPS = 60;

    //private long prevStatsTime;
    private long gameStartTime;
    private long curRenderTime;
    private long rendersSkipped = 0L;
    private long period; // period between rendering in nanosecs

    long fps;
    long frameCounter;
    long lastFpsTime;

    Rectangle2D rect, rect2, rect3;

    /**
     * Create a new GameLoop that will use the specified GraphicsDevice.
     * 
     * @param device
     */
    public GameLoop2(Map<String,String> args, GraphicsDevice device) {
        try {
            if (args.containsKey("fps"))
              TARGET_FPS = Integer.parseInt(args.get("fps"));


            // Setup the frame
            GraphicsConfiguration gc = device.getDefaultConfiguration();

            mainFrame = new Frame(gc);
            //mainFrame.setUndecorated(true);
            mainFrame.setIgnoreRepaint(true);
            mainFrame.setVisible(true);
            mainFrame.setSize(640, 480);
            //mainFrame.setLocationRelativeTo();
            mainFrame.setLocation(700,100);
            mainFrame.createBufferStrategy(2);
            mainFrame.addKeyListener(this);

            if ("true".equalsIgnoreCase(args.get("fullscreen"))) {
              device.setFullScreenWindow(mainFrame);
              device.setDisplayMode(new DisplayMode(640, 480, 8, DisplayMode.REFRESH_RATE_UNKNOWN));
            }

            final boolean VSYNC = "true".equalsIgnoreCase(args.get("vsync"));

            // Cache the buffer strategy and create a rectangle to move
            BufferStrategy bufferStrategy = mainFrame.getBufferStrategy();

            rect = new Rectangle2D.Float(0,100, 64,64);
            rect2 = new Rectangle2D.Float(0,200, 32,32);
            rect3 = new Rectangle2D.Float(500,300, 128,128);

            // loop initialization
            long beforeTime, afterTime, timeDiff, sleepTime;
            long overSleepTime = 0L;
            int noDelays = 0;
            long excess = 0L;
            gameStartTime = System.nanoTime();
            //prevStatsTime = gameStartTime;
            beforeTime = gameStartTime;

            period = (1000L*NANO_IN_MILLI)/TARGET_FPS;  // rendering FPS (nanosecs/targetFPS)
            System.out.println("FPS: " + TARGET_FPS + ", vsync=" + VSYNC);
            System.out.println("FPS period: " + period);


            // Main loop
            while(true) {
               // **2) execute physics
               updateWorld(0);                  

               // **1) execute drawing
               Graphics g = bufferStrategy.getDrawGraphics();
               drawScreen(g);
               g.dispose();

               // Synchronise with the display hardware. Note that on
               // Windows Vista this method may cause your screen to flash.
               // If that bothers you, just comment it out.
               if (VSYNC) Toolkit.getDefaultToolkit().sync();

               // Flip the buffer
               if( !bufferStrategy.contentsLost() )
                   bufferStrategy.show();

               afterTime = System.nanoTime();
               curRenderTime = afterTime;
               calculateFramesPerSecond();

               timeDiff = afterTime - beforeTime;
               sleepTime = (period-timeDiff) - overSleepTime;
               if (sleepTime > 0) { // time left in cycle
                  //System.out.println("sleepTime: " + (sleepTime/NANO_IN_MILLI));
                  try {
                     Thread.sleep(sleepTime/NANO_IN_MILLI);//nano->ms
                  } catch(InterruptedException ex){}
                  overSleepTime = (System.nanoTime()-afterTime) - sleepTime;
               } else { // sleepTime <= 0;
                  System.out.println("Rendering too slow");
                  // this cycle took longer than period
                  excess -= sleepTime;
                  // store excess time value
                  overSleepTime = 0L;
                  if (++noDelays >= NO_DELAYS_PER_YIELD) {
                     Thread.yield();
                     // give another thread a chance to run
                     noDelays = 0;
                  }
               }

               beforeTime = System.nanoTime();

               /* If the rendering is taking too long, then
                  update the game state without rendering
                  it, to get the UPS nearer to the
                  required frame rate. */
               int skips = 0;
               while((excess > period) && (skips < MAX_RENDER_SKIPS)) {
                  // update state but don’t render
                  System.out.println("Skip renderFPS, run updateFPS");
                  excess -= period;
                  updateWorld(0);
                  skips++;
               }
               rendersSkipped += skips;
            }
        } catch (Exception ex) {
            ex.printStackTrace();
        } finally {
            device.setFullScreenWindow(null);
        }
    }

    private void updateWorld(long elapsedTime) {
        // speed: 150 pixels per second
        //double xMov = (140f/(NANO_IN_MILLI*1000)) * elapsedTime;
        double posX = rect.getX() + (140f / TARGET_FPS);
    if (posX > mainFrame.getWidth())
        posX = -rect.getWidth();    
    rect.setRect(posX, rect.getY(), rect.getWidth(), rect.getHeight());

        posX = rect2.getX() + (190f / TARGET_FPS);
    if (posX > mainFrame.getWidth())
        posX = -rect2.getWidth();   
    rect2.setRect(posX, rect2.getY(), rect2.getWidth(), rect2.getHeight());         

        posX = rect3.getX() - (300f / TARGET_FPS);
    if (posX < -rect3.getWidth())
        posX = mainFrame.getWidth();
    rect3.setRect(posX, rect3.getY(), rect3.getWidth(), rect3.getHeight());         

    }

    private void drawScreen(Graphics g) {
        g.setColor(Color.BLACK);
        g.fillRect(0, 0, mainFrame.getWidth(), mainFrame.getHeight());
        g.setColor(Color.WHITE);
        g.drawString("FPS: " + fps, 40, 50);

        g.setColor(Color.RED);
        g.fillRect((int)rect.getX(), (int)rect.getY(), (int)rect.getWidth(), (int)rect.getHeight());

        g.setColor(Color.GREEN);
        g.fillRect((int)rect2.getX(), (int)rect2.getY(), (int)rect2.getWidth(), (int)rect2.getHeight());

        g.setColor(Color.BLUE);
        g.fillRect((int)rect3.getX(), (int)rect3.getY(), (int)rect3.getWidth(), (int)rect3.getHeight());
    }

    private void calculateFramesPerSecond() {
        if( curRenderTime - lastFpsTime >= NANO_IN_MILLI*1000 ) {
            fps = frameCounter;
            frameCounter = 0;
            lastFpsTime = curRenderTime;
        }
        frameCounter++;
    }

    public void keyPressed(KeyEvent e) {
        if( e.getKeyCode() == KeyEvent.VK_ESCAPE ) {
            System.exit(0);
        }
    }

    public void keyReleased(KeyEvent e) { }
    public void keyTyped(KeyEvent e) { }

    public static void main(String[] args) {
        try {
        Map<String,String> mapArgs = parseArguments(args);

            GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
            GraphicsDevice device = env.getDefaultScreenDevice();
            new GameLoop2(mapArgs, device);
        } catch (Exception ex) {
            ex.printStackTrace();
        }
    }


    /**
     * Parse commandline arguments, each parameter is a name-value pair.
     * Example: java.exe MyApp "key1=value1" "key2=value2"
     */
    private static Map<String,String> parseArguments(String[] args) {
        Map<String,String> mapArgs = new HashMap<String,String>();

        for(int idx=0; idx < args.length; idx++) {
            String val = args[idx];
            int delimIdx = val.indexOf('=');
            if (delimIdx < 0) {
                mapArgs.put(val, null);
            } else if (delimIdx == 0) {
                mapArgs.put("", val.substring(1));
            } else {
                mapArgs.put(
                    val.substring(0, delimIdx).trim(),
                    val.substring(delimIdx+1)
                );
            }
        }

        return mapArgs;
    }

}

Gameloop逻辑可能看起来很疯狂,但相信我的工作效果令人惊讶。给它一个运行。 编辑:同时运行TaskManager会在平滑动画中创建急动我想更新仪器统计数据会给人以重创。