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
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