我制作了一个小型小行星游戏,我在控制动画速度方面遇到了一些麻烦,例如,假设我的游戏中有20个小行星,当我摧毁一颗小行星时,小行星的数量会下降(显然),因为游戏中的物体较少,fps上升,小行星的动画速度越来越快,我通过根据游戏中小行星的数量调整动画速度来修复它,但我也面对另一个当我摧毁一颗小行星时爆炸的问题,我可以做我对小行星所做的同样的事情,但我认为它不是一个非常明智的方法来“解决”它,对我来说似乎是不好的做法。我想过限制fps,但我不确定该怎么做,如果它甚至是我应该做的事情,它是我制作的第二款游戏,它是一款非常小的游戏,所以我不太熟悉这个概念和设计我想得到一些建议,以及处理这种情况的最佳方法。
我将在这里发布我的主要游戏类,包括游戏循环,以及爆炸类的一个例子,这样你就可以得到代码的一般概念,我不想把太多代码放在一起,不要混淆,如果需要更多代码,我会在这里更新。
游戏类和循环:
import com.asteroids.view.*;
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = -8921419424614180143L;
public static final int WIDTH = 1152, HEIGHT = WIDTH / 8 * 5;
private Thread thread;
private boolean isRunning;
private LoadImages loadImages = new LoadImages();
private Player player = new Player();
private AllObjects objects;
private KeyInput keyInput;
private long delay = 80;
private long currentTime = System.currentTimeMillis();
private long expectedTime = currentTime + delay;
public static BufferedImage test;
public Game() {
new Window(WIDTH, HEIGHT, "Asteroids!", this);
objects = new AllObjects();
objects.addObject(player);
for (int i = 0; i < 20; i++) {
objects.addObject(new Rock((int) (Math.random() * (Game.WIDTH - 64) + 1),
(int) (Math.random() * (Game.HEIGHT - 64) + 1)));
}
keyInput = new KeyInput(player);
this.addKeyListener(keyInput);
}
public void run() {
this.requestFocus();
long lastTime = System.nanoTime();
double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
long timer = System.currentTimeMillis();
int frames = 0;
// main game loop.
while (isRunning) {
adjustAsteroidsSpeed();
destroyAsteroids();
collisionLoop();
// used to set delay between every bullet(milliseconds)
currentTime = System.currentTimeMillis();
if (KeyInput.shoot && currentTime >= expectedTime) {
// calculates the accurate position of the x,y on the "circumference" of the
// player
float matchedX = player.getX() + 1 + (float) ((player.getRadius() + 32) * Math.cos(player.getRadian()));
float matchedY = player.getY() - 7 + (float) ((player.getRadius() + 32) * Math.sin(player.getRadian()));
objects.addObject(new Bullet(matchedX, matchedY, player));
expectedTime = currentTime + delay;
}
destroyBullets();
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while (delta >= 1) {
tick();
delta--;
}
if (isRunning)
render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println("FPS: " + frames);
frames = 0;
}
}
render();
stop();
System.exit(1);
}
private void stop() {
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
System.exit(1);
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
this.createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.drawImage(LoadImages.getbackground(), 0, 0, getWidth(), getHeight(), this);
objects.render(g);
player.render(g);
g.dispose();
bs.show();
}
private void tick() {
player.tick();
objects.tick();
}
// starting thread and game loop.
public void start() {
thread = new Thread(this);
thread.start();
isRunning = true;
}
// minimum and maximum possible position for object.
public static float Bounds(float value, float min, float max) {
if (value >= max) {
return value = max;
}
if (value <= min) {
return value = min;
} else {
return value;
}
}
// detects collision between two objects
public boolean collision(GameObject a, GameObject b) {
return (b.getX() - a.getX() + 10) * (b.getX() - a.getX() + 10)
+ (b.getY() - a.getY() + 10) * (b.getY() - a.getY() + 10) < (a.getRadius() + b.getRadius())
* (a.getRadius() + b.getRadius());
}
// destroys bullets once they go out of the screen
public void destroyBullets() {
for (int i = 0; i < objects.getSize(); i++) {
if (objects.get(i).getId() == ID.BULLET) {
GameObject bullet = objects.get(i);
if (bullet.getX() > Game.WIDTH || bullet.getX() < 0 || bullet.getY() > Game.HEIGHT
|| bullet.getY() < 0) {
objects.removeObject(bullet);
}
}
}
}
// whenever a collision between an asteroid and a bullet occurs, the asteroid and the bullets are destroyed
public void destroyAsteroids() {
GameObject bullet = null;
GameObject bigRock = null;
for (int i = 0; i < objects.getSize(); i++) {
if (objects.get(i).getId() == ID.BULLET) {
bullet = (Bullet) objects.get(i);
for (int q = 0; q < objects.getSize(); q++) {
if (objects.get(q).getId() == ID.BIGROCK) {
bigRock = objects.get(q);
if (bullet != null && bigRock != null) {
if (collision(bigRock, bullet)) {
objects.addObject(new Explosion(bigRock.getX(), bigRock.getY(), objects));
objects.removeObject(bigRock);
objects.removeObject(bullet);
}
}
}
}
}
}
}
// calculates the amount of asteroids in the game and adjust the asteroids speed
public void adjustAsteroidsSpeed() {
int rocksCount = 0;
Rock rock;
for (GameObject object : objects.link()) {
if (object.getId() == ID.BIGROCK) {
rocksCount++;
}
}
for (GameObject object : objects.link()) {
if (object.getId() == ID.BIGROCK) {
rock = (Rock) object;
rock.setAnimSpeed(rocksCount * 0.002f);
}
}
}
爆炸类:
package com.asteroids.model;
import java.awt.Graphics;
import java.awt.Image;
import com.asteroids.controller.*;
import com.asteroids.view.LoadImages;
public class Explosion extends GameObject {
private AllObjects objects;
private Image explosion;
private float frame = 0;
private float animSpeed = 0.09f;
private int frameCount = 48;
public Explosion(float x, float y, AllObjects objects) {
super(x, y, ID.EXPLOSION, 1);
this.objects = objects;
}
public void render(Graphics g) {
explosion(g);
}
public void explosion(Graphics g) {
frame += animSpeed;
if (frame > frameCount) {
frame -= frameCount;
}
explosion = LoadImages.getExplosion().getSubimage((int) frame * 256, 0, 256, 256);
g.drawImage(explosion, (int) x, (int) y, 110, 110, null);
if (frame >= 47.8f) {
objects.removeObject(this);
}
}
public void tick() {
}
public void setAnimSpeed(float animSpeed) {
this.animSpeed = animSpeed;
}
}
一个小问题,在我的游戏中我使用Enum作为对象ID,我试图在我的游戏中实现MVC,我不太确定它,一切都进入其中一个(模型,控制器,视图) ?如果没有,我只是把Enum是一个单独的通用包吗?感谢先进的帮助!
答案 0 :(得分:1)
您的主循环产生不均匀的更新。如果我什么也不做,我会在7799913
和8284754
fps之间的任何地方,但是,如果我投入8
毫秒延迟(模拟一些工作),它会降到{{1}左右} - 115
fps。
您的目的是尽量让帧速率尽可能均匀,这样可以确保动画速度保持不变
就个人而言,我不喜欢游戏循环的“自由转动”风格,这意味着循环被允许消耗CPU周期而不实际做任何事情,这些循环可以用来做更重要的工作,就像更新UI一样。
在大多数情况下,我只使用Swing 120
设置为Timer
毫秒间隔,然后使用日期/时间API来计算现在和最后一次更新之间的差异并制作关于做什么的选择,但是,这假设你使用基于Swing的绘画路径。如果你正在做一个直接的绘画路径(即5
),你可以使用类似的想法而不是“循环”......
BufferStrategy
在此示例中,您的更新和绘制调度代码只需16毫秒即可完成工作,否则会丢帧。如果工作时间少于16毫秒,则循环将“等待”剩余时间,以便为CPU提供一些喘息空间,以便为其他线程提供时间(并且不会在CPU上更新不必要的时间)
在上面的例子中,我生成了一个高达32毫秒的“随机”延迟用于测试。将它设置回16,你应该(大致)60fps。
现在,我知道人们对这些事情非常热衷,所以如果使用public void run() throws InterruptedException {
int frames = 0;
Duration threashold = Duration.ofMillis(1000 / 59);
Duration cycle = Duration.ofSeconds(1);
Instant cycleStart = Instant.now();
// main game loop.
while (isRunning) {
Instant start = Instant.now();
// Some update function...
Thread.sleep(rnd.nextInt(32));
Duration processTime = Duration.between(start, Instant.now());
Duration remainingTime = threashold.minusMillis(processTime.toMillis());
long delay = remainingTime.toMillis();
if (delay > 0) {
Thread.sleep(delay);
} else {
System.out.println("Dropped frame");
}
frames++;
// Render the output
Duration cycleTime = Duration.between(cycleStart, Instant.now());
if (cycleTime.compareTo(cycle) >= 0) {
cycleStart = Instant.now();
System.out.println(frames);
frames = 0;
}
}
}
和Thread.sleep
让你的皮肤爬行,你就“可以”使用“自由转动”循环,类似于在Java Main Game Loop
下面是一个示例实现,我已将每秒更新次数和帧数设置为60,但您可以更改这些值以满足您的需求...
Duration
同样,这里的public void run() throws InterruptedException {
double ups = 60;
double fps = 60;
long initialTime = System.nanoTime();
final double timeU = 1000000000 / ups;
final double timeF = 1000000000 / fps;
double deltaU = 0, deltaF = 0;
int frames = 0, ticks = 0;
long timer = System.currentTimeMillis();
while (isRunning) {
long currentTime = System.nanoTime();
deltaU += (currentTime - initialTime) / timeU;
deltaF += (currentTime - initialTime) / timeF;
initialTime = currentTime;
if (deltaU >= 1) {
Thread.sleep(rnd.nextInt(32));
//getInput();
//update();
ticks++;
deltaU--;
}
if (deltaF >= 1) {
Thread.sleep(rnd.nextInt(32));
//render();
frames++;
deltaF--;
}
if (System.currentTimeMillis() - timer > 1000) {
System.out.println(String.format("UPS: %s, FPS: %s", ticks, frames));
frames = 0;
ticks = 0;
timer += 1000;
}
}
}
只是为了注入随机数量的“工作”。因为它允许超过16毫秒的延迟,你也会发现它“丢弃”帧。你的工作就是让你每次通过不到16毫秒