游戏滞后(初学者)

时间:2012-01-21 21:59:54

标签: c# xna lag

我正在制作一个小行星产生并向下移动屏幕的游戏。在游戏的更新方法中,我使用随机数来小心地产生小行星。当我启动它时,它开始在前5秒内滞后。我可以看到这一点,因为得分计数器(每次打勾都会上升)开始以30为间隔。此外,小行星的图像甚至都没有显示出来。

这是gameObject类:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;  
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;  
using Microsoft.Xna.Framework.Storage;


namespace thedodger
{
public abstract class gameObject
{
    public static Texture2D texture;
    public Rectangle rectangle;

    public abstract void Draw(SpriteBatch spriteBatch);
    public abstract void Update(GameTime gameTime);
}
} 

这是小行星类;

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace thedodger
{
public class Asteroid : gameObject
{
    Random rand = new Random(1);
    int yPos = -10;

    public override void Draw(SpriteBatch spriteBatch)
    {
        spriteBatch.Begin();
        spriteBatch.Draw(texture, new Rectangle(rand.Next(32,400),      yPos,32,32),Color.White);
        spriteBatch.End();

    }

    public override void Update(GameTime gameTime)
    {
        yPos--;


    }
}
}

这是game1类:

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace thedodger
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    int scorevalue = 0;
    SpriteFont font;
    player player1 = new player();
    List<gameObject> objectList = new List<gameObject>();
    Random rand = new Random(1);
    Asteroid asteroid = new Asteroid();


    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }

    /// <summary>
    /// Allows the game to perform any initialization it needs to before starting to run.
    /// This is where it can query for any required services and load any non-graphic
    /// related content.  Calling base.Initialize will enumerate through any components
    /// and initialize them as well.
    /// </summary>
    protected override void Initialize()
    {
        // TODO: Add your initialization logic here

        base.Initialize();
    }

    /// <summary>
    /// LoadContent will be called once per game and is the place to load
    /// all of your content.
    /// </summary>
    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch(GraphicsDevice);
        font = Content.Load<SpriteFont>("font");
        //player1.image = Content.Load<Texture2D>("EnemyShip005.png");
        gameObject.texture = Content.Load<Texture2D>("asteroid");

        // TODO: use this.Content to load your game content here
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }

    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Update(GameTime gameTime)
    {
        scorevalue++;

        if (rand.Next(0, 8) == 2)
        {
            for (int i = 0; i < 30; i++)
            {

                objectList.Add(asteroid);


            }
        }

        foreach (Asteroid asteroid in objectList)
        {
            asteroid.Update(gameTime);
            asteroid.Draw(spriteBatch);
        }



        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();

        // TODO: Add your update logic here

        base.Update(gameTime);
    }

    /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

        // TODO: Add your drawing code here
         spriteBatch.Begin();
         spriteBatch.DrawString(font, "Score: " + scorevalue, new Vector2(5, 5), Color.White);
         spriteBatch.End();



        base.Draw(gameTime);
    }
}
}

非常感谢所有帮助。 抱歉代码。我很难设置它。请帮助。

3 个答案:

答案 0 :(得分:4)

正如Tobias所说,你可能应该把它放在Game Dev网站上,而你似乎只有一个Asteroid被实例化了。在Game1对象中,您声明并实例化Asteroid对象。然后在Update方法中,将其重复添加到objectList。为了得到我想你想要的东西,你应该改变

Asteroid asteroid = new Asteroid();

Asteroid asteroid;

然后改变

for (int i = 0; i < 30; i++)
{
    objectList.Add(asteroid);
}

for (int i = 0; i < 30; i++)
{
    asteroid = new Asteroid();
    objectList.Add(asteroid);
}

在原始代码中,您声明并将asteroid实例化为特定的Asteroid,但之后永远不会更改它。因此,在整个程序中asteroid指向Asteroid的一个特定实例。然后重复将asteroid添加到objectList。因此,在每个框架之后,对asteroid添加了30个对同一objectList对象的新引用,Update()上调用了Draw()asteroid方法在objectList中对它的每次引用。因此,在30帧之后,如果以30FPS运行,则为1秒,对同一个asteroid对象的最多900个引用位于objectList,而第30帧asteroid正在使用Update() }和Draw()方法调用最多900次。我很确定这是你滞后的根源。执行上面给出的更正将导致objectList填充最多900个不同的 Asteroid,但肯定会遇到延迟。您还需要做的是在任何给定时间(objectList的长度只能是x个数量)和/或每次创建的小行星数量都会增加屏幕上小行星数量的限制。我会建议像

这样的东西
for (int i = 0; i < 5; i++)
{
    if (objectList.Count < 50) // Maximum asteroids on screen
    {
        asteroid = new Asteroid();
        objectList.Add(asteroid);
    }
}

将导致时间仅为五个新小行星,在任何给定时间最多为50。如果你添加了破坏小行星的功能,你必须记住从objectList删除它们。

编辑 - 正如Neomex所说,你的绘图也是一个问题。我建议在这里查看GDC 2008关于XNA Framework性能的演讲:http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=6082 它简要介绍了一些绘图和计算性能以及您应该/不应该做的事情。

EDIT2-实际上,由于你的随机概率,最多可以有900个对象引用和调用,而不是完整的900。

答案 1 :(得分:3)

尝试尽可能少地进行首发通话,他们经常会减慢游戏速度。 (小行星类)

您在更新功能中显示图形非常糟糕。

如果这些失败,请尝试下载最新的驱动程序。

Reasuming:

小行星类的变化

public override void Draw(SpriteBatch spriteBatch)
{
    spriteBatch.Begin();
    spriteBatch.Draw(texture, new Rectangle(rand.Next(32,400),      yPos,32,32),Color.White);
    spriteBatch.End();

}

public override void Draw(SpriteBatch spriteBatch)
{
    spriteBatch.Draw(texture, new Rectangle(rand.Next(32,400),      yPos,32,32),Color.White);
}

现在进入更新功能

foreach (Asteroid asteroid in objectList)
{
    asteroid.Update(gameTime);
    asteroid.Draw(spriteBatch);
}

foreach (Asteroid asteroid in objectList)
{
    asteroid.Update(gameTime);
}

并在绘图功能中添加:

foreach (Asteroid asteroid in objectList)
{
    asteroid.Draw(spriteBatch);
}

答案 2 :(得分:0)

正如Tobias已经指出的那样,每次想要生成一个新的星号时,你都使用相同的asteriod对象。您需要在对象列表中添加new Asteriod()而不是使用相同的列表。

此外,此代码很可能是您在表现方面受到影响的原因。

    if (rand.Next(0, 8) == 2)
    {
        for (int i = 0; i < 30; i++)
        {

            objectList.Add(asteroid);


        }
    }

在每次更新调用时,您都会将30个同一对象的实例添加到集合中(每秒约60次)。我意识到你使用的是一个随机数,但大约有12.5%的更新调用。

因此,在5-10秒内,您现在拥有数千个这样的对象,并且正在绘制相同的图像数千次。