我遇到了deltaTime一直在使用的问题。我的代码如下:
public class Time {
public static float deltaTime = 0;
public static long frameCount = 0;
public static float fixedTime = 0;
public static float fixedDeltaTime = 0.1f;
public static float maxDeltaTime = 0.25f;
}
现在在我的run()函数的MainThread.java中:
while (running) {
canvas = null;
try {
canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
float newTime = System.nanoTime() / 1000000000.0f;
Time.deltaTime = frameTime = newTime - currentTime;
if(frameTime > Time.maxDeltaTime)
frameTime = Time.maxDeltaTime;
currentTime = newTime;
accumulator += frameTime;
while(accumulator > Time.fixedDeltaTime)
{
this.gamePanel.update(); // where the player and my enemy gets updated
accumulator -= Time.fixedDeltaTime;
}
this.gamePanel.render(canvas);
//Perform all non-physics-related updates here
++Time.frameCount;
framesSkipped = 0; // resetting the frames skipped
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int)(FRAME_PERIOD - timeDiff);
if (sleepTime > 0) {
// if sleepTime > 0 we're OK
try {
Thread.sleep(sleepTime);
} catch (InterruptedException e) {}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
// we need to catch up
this.gamePanel.update(); // update without rendering
sleepTime += FRAME_PERIOD; // add frame period to check if in next frame
framesSkipped++;
}
if (framesSkipped > 0) {
Log.d(TAG, "Skipped:" + framesSkipped);
}
// for statistics
framesSkippedPerStatCycle += framesSkipped;
// calling the routine to store the gathered statistics
storeStats();
}
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} //end finally
}
}
在gamePanel.update()中的我得到了玩家和我的敌人的更新调用。 现在我的问题是,在我的游戏开始时deltaTime非常高,因此我的动作非常快,因为我在更新方法中的敌人类中有以下内容:
x += vX * Time.deltaTime; // velocity * deltaTime
y -= vY * Time.deltaTime;
//Log.d(TAG, "Time:"+Time.deltaTime+" x: "+x+" y: "+y);
vY -= gravity;
我做得对,或者我的结构有问题吗? 谢谢你的帮助。
答案 0 :(得分:1)
您需要在循环开始之前初始化currentTime
。你没有显示它是如何初始化的,但是我猜它从0开始,所以在第一次循环迭代时,deltaTime
被设置为System.nanoTime()
返回的当前时间。
P.S。您是否有理由在一个地方使用System.nanoTime()
而在另一个地方使用System.currentTimeMillis()
?另外,请考虑坚持使用long
值以毫秒(或纳秒)计算所有内容并消除浮点计算。