我之前有一个关于堆栈溢出错误的问题,并为我的对象数组切换到向量。如果需要,可以在此处引用该问题:How to get rid of stack overflow error
但是,我当前的问题是,如何加快向量的初始化。我目前的方法目前需要约 15 秒。使用数组而不是向量需要一秒钟的时间,而数组的大小足够小,不会引发堆栈溢出错误。
这是我初始化它的方式:
在 main.cpp 我初始化我的地牢对象:
dungeon = Dungeon(0, &textureHandler, MIN_X, MAX_Y);
在我的地牢(...)构造函数中,我初始化我的 5x5 房间向量并调用 loadDungeon:
Dungeon::Dungeon(int dungeonID, TextureHandler* textureHandler, int topLeftX, int topLeftY)
{
currentRoomRow = 0;
currentRoomCol = 0;
for (int r = 0; r < MAX_RM_ROWS; ++r)
{
rooms.push_back(vector<Room>());
for (int c = 0; c < MAX_RM_COLS; ++c)
{
rooms[r].push_back(Room());
}
}
loadDungeon(dungeonID, textureHandler, topLeftX, topLeftY);
}
我的 Room 构造函数填充了我的 30x50 单元格向量(所以我可以在 loadDungeon 函数中设置它们):
Room::Room()
{
for (int r = 0; r < MAX_ROWS; ++r)
{
cells.push_back(vector<Cell>());
for (int c = 0; c < MAX_COLS; ++c)
{
cells[r].push_back(Cell());
}
}
}
我的默认单元构造函数很简单,没有做太多,但我还是会发布它:
Cell::Cell()
{
x = 0;
y = 0;
width = 16;
height = 16;
solid = false;
texCoords.push_back(0);
texCoords.push_back(0);
texCoords.push_back(1);
texCoords.push_back(0);
texCoords.push_back(1);
texCoords.push_back(1);
texCoords.push_back(0);
texCoords.push_back(1);
}
最后,我的 loadDungeon() 函数将设置单元格。最终这将从文件中读取并加载单元格,但现在我想尽可能优化一下。
void Dungeon::loadDungeon(int dungeonID, TextureHandler* textureHandler, int topLeftX, int topLeftY)
{
int startX = topLeftX + (textureHandler->getSpriteWidth()/2);
int startY = topLeftY - (textureHandler->getSpriteHeight()/2);
int xOffset = 0;
int yOffset = 0;
for (int r = 0; r < MAX_RM_ROWS; ++r)
{
for (int c = 0; c < MAX_RM_COLS; ++c)
{
for (int cellRow = 0; cellRow < rooms[r][c].getMaxRows(); ++cellRow)
{
xOffset = 0;
for (int cellCol = 0; cellCol < rooms[r][c].getMaxCols(); ++cellCol)
{
rooms[r][c].setupCell(cellRow, cellCol, startX + xOffset, startY - yOffset, textureHandler->getSpriteWidth(), textureHandler->getSpriteHeight(), false, textureHandler->getSpriteTexCoords("grass"));
xOffset += textureHandler->getSpriteWidth();
}
yOffset += textureHandler->getSpriteHeight();
}
}
}
currentDungeon = dungeonID;
currentRoomRow = 0;
currentRoomCol = 0;
}
那么我怎样才能加快速度,这样每次加载都不需要大约 15 秒。我觉得加载一个简单的 2D 游戏不需要 15 秒。
解决方案 好吧,我的解决方案是在我的代码中使用 std::vector::reserve 调用(rooms.reserve,它最终运行良好。我将函数 Dungeon::loadDungeon 更改为 Dungeon::loadDefaultDungeon 因为它现在加载了一个保存文件.
无论如何,这里是代码(我在调试模式下从 ~15+ 秒缩短到大约 4-5 秒):
Dungeon::Dungeon()
{
rooms.reserve(MAX_RM_ROWS * MAX_RM_COLS);
currentDungeon = 0;
currentRoomRow = 0;
currentRoomCol = 0;
}
void Dungeon::loadDefaultDungeon(TextureHandler* textureHandler, int topLeftX, int topLeftY)
{
int startX = topLeftX + (textureHandler->getSpriteWidth()/2);
int startY = topLeftY - (textureHandler->getSpriteHeight()/2);
int xOffset = 0;
int yOffset = 0;
cerr << "Loading default dungeon..." << endl;
for (int roomRow = 0; roomRow < MAX_RM_ROWS; ++roomRow)
{
for (int roomCol = 0; roomCol < MAX_RM_COLS; ++roomCol)
{
rooms.push_back(Room());
int curRoom = roomRow * MAX_RM_COLS + roomCol;
for (int cellRow = 0; cellRow < rooms[curRoom].getMaxRows(); ++cellRow)
{
for (int cellCol = 0; cellCol < rooms[curRoom].getMaxCols(); ++cellCol)
{
rooms[curRoom].setupCell(cellRow, cellCol, startX + xOffset, startY - yOffset, textureHandler->getSpriteWidth(), textureHandler->getSpriteHeight(), false, textureHandler->getSpriteTexCoords("default"), "default");
xOffset += textureHandler->getSpriteWidth();
}
yOffset += textureHandler->getSpriteHeight();
xOffset = 0;
}
cerr << " room " << curRoom << " complete" << endl;
}
}
cerr << "default dungeon loaded" << endl;
}
Room::Room()
{
cells.reserve(MAX_ROWS * MAX_COLS);
for (int r = 0; r < MAX_ROWS; ++r)
{
for (int c = 0; c < MAX_COLS; ++c)
{
cells.push_back(Cell());
}
}
}
void Room::setupCell(int row, int col, float x, float y, float width, float height, bool solid, /*std::array<float, 8>*/ vector<float> texCoords, string texName)
{
cells[row * MAX_COLS + col].setup(x, y, width, height, solid, texCoords, texName);
}
void Cell::setup(float x, float y, float width, float height, bool solid, /*std::array<float,8>*/ vector<float> t, string texName)
{
this->x = x;
this->y = y;
this->width = width;
this->height = height;
this->solid = solid;
for (int i = 0; i < t.size(); ++i)
this->texCoords.push_back(t[i]);
this->texName = texName;
}