图形绘画策略(性能)

时间:2013-12-19 18:49:02

标签: java graphics

在我的游戏中,我有一个游戏面板,用于绘制我的地图图层:'地面/建筑物/物体图层',然后是玩家精灵,然后是敌人/ npcs /怪物,然后是'上层(用于绘制上方玩家的图块)'。这很好,运行顺利。

然后我开始研究小地图JInternalFrame。它实际上看起来很棒我需要但我关心的是性能。添加迷你地图后,我注意到一些绘画减速。我最大的决议支持以下地图:

else if (scrnsize.width >= 1440 && scrnsize.height >= 1024){ //large&wide
    //45x29(32x32px tiles)
    //1440, 1024

基本上我的问题是,有没有更好的方法可以做到这一点(比下面的代码)或我可以调用屏幕外缓冲区的方法?

这是Minimap代码。正如你所看到的,我在paintComponent中有逻辑不重绘,除非refreshMinimap == true(玩家移动或死亡)。这有助于摆脱最明显的滞后,但我仍然注意到一些。任何帮助都会受到超级赞赏。

public MinimapGamePanel() {
    super();
    logger.addAppender(GUILog4JFileHelper.fileAppender);
    gamePanelImage = new BufferedImage(32 * MyClient.xTiles, 32 * MyClient.yTiles, BufferedImage.TYPE_INT_ARGB);
    setLayout(new BorderLayout());
    setBorder(BorderFactory.createLineBorder(Color.black));
}

public void paintComponent(Graphics g) {
    logger.trace("begin: REPAINTNG...");
    g2 = (Graphics2D)g;
    //map

    if (refreshMinimap){
        RefreshMinimap();
        refreshMinimap = false;
    }
    g2.drawImage(gamePanelImage, 0, 0, null);

    g2.dispose();

    logger.trace("end: REPAINTNG...");
}

private void RefreshMinimap() {
    logger.trace("Map drawing started.");
    int count = (int) ((MyClient.characterX - (MyClient.xTiles*1.5)) + ((MyClient.characterY - (MyClient.yTiles*2)) * MyClient.mapWidth));
    for (int x = 0; x < MyClient.xTiles*3; x++){
        for (int y = 0; y < MyClient.yTiles*4; y++){
            if (count > -1  && count < (MyClient.mapWidth * MyClient.mapHeight)){
                if (!MyClient.groundLayer[count].equals("0")){ //don't draw full transparent tiles
                    //SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[count] + ".png").draw(gamePanelImage, x, y);
                    SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);   
                }
                if (!MyClient.buildingLayer[count].equals("0")){ //don't draw full transparent tiles
                    SpriteStore.get().getSprite("images/tiles/" + MyClient.buildingLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);
                }
                if (!MyClient.objectLayer[count].equals("0")){ //don't draw full transparent tiles
                    SpriteStore.get().getSprite("images/tiles/" + MyClient.objectLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);
                }
            } else {
                SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[0] + ".png").drawFirstPixel(gamePanelImage, x, y);
            }
            count += MyClient.mapWidth;
        }
        count -= MyClient.yTiles * 4 * MyClient.mapWidth;
        count++;
    }
    logger.trace("Map drawing done.");
}

这是绘制代码,它只绘制像素0,0

public void drawFirstPixel(BufferedImage gamePanelImage, int xDraw, int yDraw) {
    BufferedImage bufferedVersion = (BufferedImage) image;
    gamePanelImage.getGraphics().drawImage(bufferedVersion.getSubimage(0, 0, 1, 1), xDraw, yDraw, null);    
}

我真的很高兴看到像素0,0的外观。抱歉质量不好,摇摇欲坠的手机图片。

enter image description here

2 个答案:

答案 0 :(得分:4)

  

添加迷你地图后,我注意到绘画的减速

SpriteStore.get().getSprite("images/tiles/" + MyClient.buildingLayer

不要在绘画方法中进行I / O.创建课程时,应将所有图像读入内存。

答案 1 :(得分:0)

这与你们建议我做的一致吗?

public class MinimapGamePanel extends JPanel {
    ...
    private static Thread t;

    public MinimapGamePanel() {
        super();
        logger.addAppender(GUILog4JFileHelper.fileAppender);
        gamePanelImage = new BufferedImage(320, 320, BufferedImage.TYPE_INT_ARGB);
        //TODO:: change values above upon picking minimap size
        setLayout(new BorderLayout());
        setBorder(BorderFactory.createLineBorder(Color.black));
        t = new Thread(new RefreshMinimapThread());
    }

    public void paintComponent(Graphics g) {
        logger.trace("begin: REPAINTNG...");
        g2 = (Graphics2D)g;

        if (refreshMinimap){

            t.start();
            //RefreshMinimap();
            refreshMinimap = false;
        }
        g2.drawImage(gamePanelImage, 0, 0, null);

        g2.dispose();

        logger.trace("end: REPAINTNG...");
    }

    private class RefreshMinimapThread implements Runnable {
        @Override
        public void run() {
            RefreshMinimap();
        }
    }