我正在开发一个简单的2D游戏引擎。我完成了渲染器,但是我认为它的表现还不错。我有一个gameScene
类,目前仅是gameElement
对象数组的包装器,这些对象包含图像以及有关其在屏幕上的位置及其尺寸的信息。我循环遍历数组以在屏幕上绘制这些元素。
如果我绘制一张800 * 600的图像,我将获得68 FPS,这是可以接受的,但我不知道这样是否可以。如果我必须循环遍历数组以绘制100个左右的元素,性能会下降很多。我可以用更有效的方式编写它吗?还是我的FPS计数有误?我应该将渲染器放置在游戏循环中还是放置在paint
子类的重写的Canvas
方法中?
public class Game {
public void loop(double fps) {
JFrame gameFrame = new JFrame();
Scene gameScene = new Scene(1);
String path = "PATH_TO_IMAGE";
//POPULATE GAMESCENE
for (int i = 0; i < 1; i++) {
for (int j = 0; j < 1; j++) {
int width = 800;
int height = 600;
gameScene.addElement(new GameElement(path, i*width, j*height));
}
}
Canvas canvas = new Canvas();
canvas.setPreferredSize(new Dimension(800, 600));
gameFrame.add(canvas);
gameFrame.pack();
gameFrame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
gameFrame.setVisible(true);
canvas.createBufferStrategy(2);
BufferStrategy bs = canvas.getBufferStrategy();
BufferedImage canvasImage = new BufferedImage(800, 600, BufferedImage.TYPE_INT_RGB);
int[] imagePixels = ((DataBufferInt) canvasImage.getRaster().getDataBuffer()).getData();
double frameTime = 1.0 / fps;
double scale = 1000000000;
double lastTime = System.nanoTime() / scale;
int frames = 0;
double seconds = 0;
while (true) {
double newTime = System.nanoTime() / scale;
if (newTime - lastTime >= frameTime) {
//RENDERING CODE
for (GameElement elem : gameScene.getElements()) {
int[] elemPixels = null;
BufferedImage im = elem.getImage();
int x = elem.getX();
int y = elem.getY();
elemPixels = im.getRGB(0, 0, im.getWidth(), im.getHeight(), null, 0, im.getWidth());
for (int i = 0; i < im.getHeight(); i++) {
for (int j = 0; j < im.getWidth(); j++) {
if (x + j < 800 && y + i < 600) {
imagePixels[800 * (i + y) + j + x] = elemPixels[im.getWidth() * i + j];
}
}
}
}
bs.getDrawGraphics().drawImage(canvasImage, 0, 0, null);
bs.show();
frames += 1;
seconds += (newTime - lastTime);
if (seconds >= 1.0) {
double FPS = frames / seconds;
System.out.println(FPS);
seconds = 0;
frames = 0;
}
lastTime = newTime;
}
}
}
}