限制渲染速度

时间:2013-10-18 14:03:42

标签: performance rendering limit

我在这里有这种方法,让我的球员运动。它在3个图像之间交换,站立,左腿向前,右腿向前。

它可以非常快速地交换图像,那么如何更改渲染的速度呢?

public static void renderUpwardWalking() {
    ImageIcon[] frames = { CharacterSheet.up, CharacterSheet.upLeftLeg,
            CharacterSheet.upRightLeg };

    if (Key.up && Character.direction == "up") {
        currentFrame++;
        if (currentFrame == 3)
            currentFrame = 1;
        Character.character.setIcon(frames[currentFrame]);
    } else if (!Key.up && Character.direction == "up") {
        currentFrame = 0;
    }
}

2 个答案:

答案 0 :(得分:0)

您可以更改currentFrame计数器的比例,并使用其范围来控制帧速率:

 //Let  this go from 1...30
 int currentFrameCounter;


 .
 .
 .
 currentFrameCounter++;
 if(currentFrameCounter == 30) currentFrameCounter = 0;

 //Take a fraction of currentframeCounter for frame index  ~ 1/10 frame rate
 //Note care to avoid integer division
 currentFrame = (int) (1.0*currentFrameCounter / 10.0);  

将它们放在一般模型中:

 int maxCounter = 30; //or some other factor of 3 -- controls speed


 int currentFrameCounter;

 public static void renderUpwardWalking() {
     ImageIcon[] frames = { CharacterSheet.up, CharacterSheet.upLeftLeg,
        CharacterSheet.upRightLeg };

     if (Key.up && Character.direction == "up") {

         currentFrameCounter++;  //add
         if(currentFrameCounter == maxCounter) currentFrameCounter = 0;             
         currentFrame = (int) (1.0*currentFrameCounter / (maxCounter/3.0));  
         Character.character.setIcon(frames[currentFrame]);
     } else if (!Key.up && Character.direction == "up") {
         currentFrame = 0;
     }

}

答案 1 :(得分:0)

这通常在计时器上完成。

  1. 确定帧模式和频率。您似乎选择了帧模式CharacterSheet.up,​​CharacterSheet.upLeftLeg,CharacterSheet.upRightLeg。我们假设你想每400毫秒交换一次帧。

  2. 从具有足够分辨率的时钟中获取时间。 System.nanoTime()通常足够准确。

  3. long frameTime = 400L * 1000000L; // 400 ms in nanoseconds 修改

    currentFrame = (System.nanoTime() / frametime) % frames.length;