Gosu渲染技术的优化

时间:2018-06-14 17:19:39

标签: ruby game-development libgosu

我第一次使用Gosu ruby​​ gem作为图形库来编写游戏。我想我一般都明白,更新游戏状态的逻辑和更新/渲染的逻辑应该是隔离的,我已尽最大努力从渲染循环中删除尽可能多的工作量。

我的游戏由32x32像素图块组成,屏幕宽度为1920x1080,这意味着我一次向屏幕渲染约1,980个图块(有时更多,取决于特定图块是否有多个精灵分层在它上面。

我的问题是虽然我觉得我已经从程序的if方法中删除了几乎所有的逻辑,但我似乎仍然平均每秒约22帧。如果有人可以看一下下面的代码片段,并为缓慢的性能提出可能的原因/优化建议,那将非常感激!

draw
# Main file (seven_deadly_sins.rb)
require_relative 'initializer'

class SevenDeadlySins < Gosu::Window
  WIDTH, HEIGHT = 1920, 1080

  def initialize
    super WIDTH, HEIGHT
    self.caption = "Seven Deadly Sins"

    @player = Player.new(0,0,10,40,40)
    @game_tiles = Gosu::Image.load_tiles('./assets/tiles/map_tiles.png', 16, 16, {retro: true}) # Retro means no weird border around smaller tiles
    @level_mapper = LevelMapper.new(self, 'test.json', @game_tiles)
  end

  def update
    @player.update
    @level_mapper.update
  end

  def draw
    @player.draw
    @level_mapper.draw
  end
end

SevenDeadlySins.new.show
# level_mapper.rb

class LevelMapper
  TILE_SIZE = 32

  def initialize(window, mapfile, sprites)
    @window = window
    @sprites = sprites
    @map = initialize_mapfile(mapfile)
    @font = Gosu::Font.new(16)
    @tiles_within_viewport = []
  end

  def update
    @tiles_within_viewport = @map.select {|tileset| within_viewport?(tileset[0]['x'], tileset[0]['y'], TILE_SIZE, TILE_SIZE)}
  end

  def draw
    @tiles_within_viewport.each do |tiles|
      tiles.each{|tile| draw_tile(tile)}
    end
  end

  def draw_tile(tile)
    Gosu.draw_rect(tile['x'], tile['y'], TILE_SIZE, TILE_SIZE, 0xff292634, 1)
    if tile['sprite_index']
      @sprites[tile['sprite_index']].draw(tile['x'], tile['y'], tile['z'], TILE_SIZE / 16, TILE_SIZE / 16)
    end
  end

  def needs_render?
    true
  end

  def initialize_mapfile(mapfile)
    contents = File.read(File.join(File.dirname(__FILE__), '..', 'assets', 'maps', mapfile))
    JSON.parse(contents)
  end

  def self.generate_empty_map(width, height, tile_size)
    max_tiles_x, max_tiles_y = width / tile_size * 6, height / tile_size * 6
    generated_map = (0..max_tiles_y).map {|y| (0..max_tiles_x).map {|x| [{x: x * tile_size, y: y * tile_size, z: 2}]}}.flatten(1)
    [max_tiles_x, max_tiles_y, generated_map]
  end

  def within_viewport?(x, y, w = 0, h = 0)
    x + w <= @window.width && y + h <= @window.height
  end
end
# player.rb
class Player < Humanoid
  def initialize(*opts)
    super(*opts)
  end
end

1 个答案:

答案 0 :(得分:1)

我最终搞清楚这一点,并认为我在这里发布我的答案,以防其他人遇到同样的问题。

Gosu有一个名为record的函数,可以保存您的绘图操作,并将其作为可绘制图像返回给您(请参阅#record)。这非常适合处理tilemaps(这正是我在这篇文章中所做的)。我最终在我的initializer方法中预先录制了绘制操作,然后绘制了录制内容,如下所示:

class LevelMapper

  def initializer
    ...
    # Pre-record map so that we can speed up rendering.
    create_static_recording
  end

  def create_static_recording
    @map_rec = @window.record(@window.width, @window.height) do |x, y|
      # Replace the following lines with whatever your draw function would do
      @tiles_within_viewport.each do |tiles|
        tiles.each do |tile|
          Gosu.draw_rect(tile['x'], tile['y'], TILE_SIZE, TILE_SIZE, 0xff292634, 1)
          if tile['sprite_index']
            @sprites[tile['sprite_index']].draw(tile['x'], tile['y'], tile['z'], TILE_SIZE / 16, TILE_SIZE / 16)
          end
        end
      end
    end
  end

  def draw
    @map_rec.draw(0, 0, 0)
  end

end