为了优化我的游戏,我让它基于网格。物体位于方格中。因此,为了进行渲染,我收集了相机可见区域中的所有对象,并将它们逐层放入列表中:
public ArrayList<Entity> queryRect(OBB2D rect)
{
neighbourQueryObjs.clear();
ArrayList<Region> reg = determineNeighbourRegions(rect);
for(int i = 0; i < Entity.MAX_LAYERS; ++i)
{
for(Region r : reg)
{
for(Entity e : r.getStatic(i))
{
if(!neighbourQueryObjs.contains(e) && e.getRect().overlaps(rect))
{
neighbourQueryObjs.add(e);
}
}
for(Entity e : r.getDynamic(i))
{
if(!neighbourQueryObjs.contains(e) && e.getRect().overlaps(rect))
{
neighbourQueryObjs.add(e);
}
}
}
}
return neighbourQueryObjs;
}
这很好用。游戏速度非常快。我称这个evey frame 问题是每1 或2 秒左右,游戏就会冻结大约2-300 毫秒。
我怀疑这是垃圾收集。会是这样吗?
有没有办法我可以预先分配这些东西,所以它永远不必使用 GC?我不介意浪费内存,内存没问题。
这是我的游戏循环,可能是这样:
public void run() {
Canvas canvas;
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (running)
{
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try
{
// we have to make sure that the surface has been created
// if not we wait until it gets created
if (!holder.getSurface ().isValid())
continue;
canvas = this.holder.lockCanvas();
synchronized (holder)
{
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// update game state
update();
// render state to the screen
// draws the canvas on the panel
display(canvas);
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int)(FRAME_PERIOD - timeDiff);
if (sleepTime > 0)
{
// if sleepTime > 0 we're OK
try
{
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS)
{
// we need to catch up
// update without rendering
update();
// add frame period to check if in next frame
sleepTime += FRAME_PERIOD;
framesSkipped++;
}
}
}
finally
{
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null)
{
holder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
protected void onDrawTransformed(GraphicsContext g)
{
OBB2D view = g.getCamera().getCamRect(getWidth(), getHeight());
ArrayList<Entity> ents = world.queryRect(view);
for(Entity e : ents)
{
e.draw(g);
}
//city.draw(g);
//vehicle.draw(g);
}
我能做些什么来阻止口吃?
谢谢