Java 2D游戏平铺渲染优化

时间:2014-02-06 17:19:35

标签: java graphics map

我一直在努力制作一款基于2D Tile的游戏,但在出现问题之前并未走得太远。游戏很好,除了它非常慢,并且瓷砖之间的空间不断出现。我尝试将所有平铺图像放入一个图像中以加载以使其更平滑,但它不起作用。我需要帮助来优化我的游戏以获得更好的fps。

大多数展示类

Player p = new Player();
static Map m = new Map();
Hotbar h = new Hotbar();
static Zombie z = new Zombie();

public static void main(String args[]) {
    Thread t1 = new Thread(new Display());
    t1.start();
    Thread t2 = new Thread(z);
    t2.start();
    Thread t3 = new Thread(m);
    t3.start();
}

@SuppressWarnings("static-access")
public void run() {
    while (true) {
        try {
            oldTime = currentTime;
            currentTime = System.currentTimeMillis();
            elapsedTime = currentTime - oldTime;
            fps = (int) ((1000 / 40) - elapsedTime);
            Thread.sleep(fps);
        } catch (Exception e) {
            e.printStackTrace();
        }

        if (started) {
            p.playerMovement();
            p.width = getWidth();
            p.height = getHeight();
            h.width = getWidth();
            h.height = getHeight();
            if (p.maptiles != null) {
                z.maptiles = new Rectangle[p.maptiles.length];
                z.maptiles = p.maptiles;
            }
        } else {

        }
        repaint();
    }
}

大多数地图类

BufferedImage backLayer;
BufferedImage backLayer2;

@SuppressWarnings("static-access")
public void createBack() {
    backLayer = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
    Graphics g = backLayer.getGraphics();
    Graphics2D gd = (Graphics2D) g;
    Color daycolor = new Color(0, 150, 255, 255);
    Color nightcolor = new Color(0, 50, 100, Math.abs(time / daylength - 510 / 2));
    Color backtilecolor = new Color(10, 10, 20, Math.abs(time / daylength - 510 / 4));
    g.setColor(daycolor);
    g.fillRect(0, 0, p.width, p.height);
    g.setColor(nightcolor);
    g.fillRect(0, 0, p.width, p.height);
    time++;
    if (time > 510 * daylength)
        time = 0;
    if (time < 100 * daylength || time > 410 * daylength) {
        z.SpawnZombie();

    } else {

    }
    g.setColor(backtilecolor);
    int i = 0;
    for (int x = 0; x < mapwidth; x++) {
        for (int y = 0; y < mapheight; y++) {
            if (mapdatasky[i] == 0) {
                p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
            }
            if (mapdatasky[i] >= 1) {
                g.drawImage(tiles[mapdatasky[i]], x * 32 - p.playerX, y * 32 - p.playerY, 32, 32, null);
                mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
                p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
                gd.fill(mapsky[i]);
            }
            i++;
        }
    }
    backLayer2 = backLayer;
}

BufferedImage middleLayer;
BufferedImage middleLayer2;

@SuppressWarnings("static-access")
public void createMiddle() {
    middleLayer = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
    Graphics g = middleLayer.getGraphics();
    Color fronttilecolor = new Color(20, 20, 40, Math.abs(time / daylength - 510 / 4));
    int i = 0;
    for (int x = 0; x < mapwidth; x++) {
        for (int y = 0; y < mapheight; y++) {
            if (mapdata[i] == -1) {
                spawnX = x * 32 - p.width;
                spawnY = y * 32 - p.height;
                p.spawnX = spawnX;
                p.spawnY = spawnY;
            }
            if (mapdata[i] == 0) {
                p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
            }
            if (mapdata[i] > 0) {
                g.drawImage(tiles[mapdata[i]], x * 32 - p.playerX, y * 32 - p.playerY, 32, 32, null);
                maptiles[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
                p.maptiles[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
            }
            if (!p.breaking) {
                tileid = -1;
            }
            if (tileid == i) {
                g.setColor(new Color(100, 0, 0, 100));
                g.fillRect(x * 32 - p.playerX + 16 - timer / (breaktime / 16), y * 32 - p.playerY + 16 - timer / (breaktime / 16), (timer / (breaktime / 16)) * 2, (timer / (breaktime / 16)) * 2);
            }
            i++;
        }
    }
    g.setColor(fronttilecolor);
    g.fillRect(0, 0, p.width, p.height);
    middleLayer2 = middleLayer;
}


BufferedImage both;
BufferedImage both2;

public void mergeLayers() {
    both = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
    Graphics g = both.getGraphics();
    g.drawImage(backLayer2, 0, 0, mapwidth * 32, mapheight * 32, null);
    g.drawImage(middleLayer2, 0, 0, mapwidth * 32, mapheight * 32, null);
    both2 = both;
}

public void renderMap(Graphics g) {
    g.drawImage(both2, 0, 0, mapwidth * 32, mapheight * 32, null);
    if (placetimer > 0)
        placetimer--;
}
@Override
public void run() {
    while (true) {
        try {
            oldTime = currentTime;
            currentTime = System.currentTimeMillis();
            elapsedTime = currentTime - oldTime;
            fps = (int) ((1000 / 100) - elapsedTime);
            Thread.sleep(fps);
            if (!mapset) {
                setMap();
                mapset = true;
            }
            createBack();
            createMiddle();
            mergeLayers();
        } catch(Exception e) {
            e.printStackTrace();
        }
    }
}

这是瓷砖之间渲染错误的图片

游戏截图: Screenshot

1 个答案:

答案 0 :(得分:2)

我同意这里的审核可能是合适的。

但一般提示:如果你出于性能原因添加了这个“合并”(createBack / createMiddle / mergeLayers):不要这样做!在那里你正在绘制所有的瓷砖(也可能是一些无论如何都不可见的瓷砖,当它们直接用g.drawImage绘制时可以被剪掉)。将许多小图像绘制成大图像,然后在屏幕上绘制大图像,几乎不会比直接在屏幕上直接绘制小图像更快....

如果你添加了这个“合并”来解决出现的“条纹”:不要这样做!条纹来自于与绘制图像的线程不同的线程更改的坐标。您可以通过更改计算切片及其坐标的方式来避免这种情况。代码有点太......“复杂”指出它,所以我将在这里使用一些伪代码:

void paintTiles(Graphics g)
{
    for (Tile tile : allTiles)
    {
        g.drawImage(tile, player.x, player.y, null);
    }
}

这里的问题是绘制线程在所有切片上迭代,另一个线程可能会改变玩家坐标。例如,某些图块可能会使用player.x=10player.y=20进行绘制,然后另一个图块会更改玩家坐标,因此剩余的图块会使用player.x=15player.y=25进行绘制 - 你会发现这是瓷砖之间出现的“条纹”。

在最好的情况下,这可以很容易地解决:

void paintTiles(Graphics g)
{
    int currentPlayerX = player.x;
    int currentPlayerY = player.y;

    for (Tile tile : allTiles)
    {
        g.drawImage(tile, currentPlayerX, currentPlayerY, null);
    }
}

这样,“当前”玩家坐标在迭代瓷砖时保持不变。