18

我最近一直在使用 Canvas 进行小型 Java 游戏,我注意到可能会发生很多奇怪的事情。例如,今天早些时候我创建了一个小游戏,其目标是射击敌舰并获得积分。游戏在屏幕上绘制了微小的 32x32 图像(有时略大),出于某种我没有注意到的原因,游戏呈现奇怪。

例如,我的船头上有一个健康栏:

在此处输入图像描述

正如您从图像中看到的那样,纹理非常小。尽管如此,游戏还是会滞后,有时会出现这样的错误渲染,例如:

在此处输入图像描述

如果您仔细查看生命值条的顶部,您会发现它略微向上移动,这让我感到困惑,因为我的所有渲染都被缓冲了。

我的渲染代码:

public void render(){
    BufferStrategy bs = getBufferStrategy();
    if(bs == null){
        createBufferStrategy(3);
        return;
    }
    Graphics2D g = (Graphics2D)bs.getDrawGraphics();
    toDrawG.setColor(new Color(0x222222));
    toDrawG.fillRect(0, 0, WIDTH, HEIGHT);
    draw((Graphics2D)toDrawG);
    g.drawImage(toDraw, 0, 0, null);
    g.dispose();
    bs.show();
}

public void draw(Graphics2D g){
    if(Settings.planets){
    renderer.renderPlanets();
    }
    if(level != null){
    for(int i = 0 ; i < level.entityList.size(); i++){
        if(level.entityList.get(i) != null){
        level.entityList.get(i).render(renderer);
        }
        }
    }
    renderer.overlayString("Space Game", 20, 20, 24, 0xFFFFFF);
    renderer.overlayString(VERSION, 20, 50, 24, 0xFFFFFF);
    renderer.overlayString("FPS: " + renderer.fps, 20, 70, 24, 0xFFFFFF);
    renderer.overlayString("Ships spawned: " + level.shipsSpawned, 20, 90, 24,     0xFFFFFF);
    renderer.overlayString("Time Survived: " + level.time / 100 + "s", 20, 110,     24, 0xFFFFFF);
    renderer.overlayString("Physics FPS: " + fps, 20, 130, 24, 0xFFFFFF);

    if(currentGui != null){
        currentGui.render(renderer);
    }else{
        map.drawMinimap(SpaceGame.WIDTH-Minimap.WIDTH-20, SpaceGame.HEIGHT-    Minimap.HEIGHT-30);
    }

}

如果你需要学习我的“Render.class”:

package com.maestrum;

import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import java.awt.image.ConvolveOp;
import java.awt.image.Kernel;
import java.util.Random;

public class Render implements Runnable{

public Graphics2D g2d;

public double xScroll,yScroll;

public int frames;
public int fps;
public long lastTime;

public int[] pSequence = new int[40];   
public SpaceGame game;

public Entity trackedEntity;

public Random rand;

public Render(SpaceGame game, Graphics2D g){
    this.game = game;
    this.g2d = g;
    this.rand = new Random();
    for(int i = 0 ; i < 40; i++){
        pSequence[i] = rand.nextInt(15) + 1;
    }
}

@Override
public void run() {     
    renderLoop();
}

public void renderLoop(){
    while(true){
        game.render();
        if(System.currentTimeMillis() - lastTime >= 1000){
            fps = frames;
            frames = 0;
            lastTime = System.currentTimeMillis();
        }
        frames++;
    }
}

public void renderPlanets(){
    overlayImage(ImageHandler.background, 0, 0, 1.5);
    for(int i = 0 ; i < 20; i++){
        overlayImage(ImageHandler.planets[pSequence[i]/4][pSequence[i]%4], i * 400 - xScroll/pSequence[i], i * pSequence[i]*40 - yScroll/pSequence[i]*2, pSequence[i]);
    }
}

private class PlanetRenderer {



}

public void overlayString(String s, double x, double y, int fontSize, int colour){
    drawString(s, x+xScroll, y+yScroll, fontSize, colour);
}

public void overlayRectangle(double x, double y, int xs, int ys, int colour){
    drawRectangle(x+xScroll, y+yScroll, xs, ys, colour);
}

public void overlayBlurred(BufferedImage img, double x, double y, double scale){
    drawImageBlurred(img, x+xScroll, y+yScroll, scale);
}

public void overlayImage(BufferedImage img, double x, double y, double scale){
    drawImage(img, x+xScroll, y+yScroll, scale);
}

public BufferedImage execute(BufferedImage img) {
    // TODO Auto-generated method stub
    float weight = 1.0f/2.0f;

    float [] elements = {weight, weight, weight, weight, weight, weight, weight, weight, weight};

    Kernel k = new Kernel (3,3,elements);
    ConvolveOp op = new ConvolveOp(k);

    BufferedImage dest = new BufferedImage(img.getWidth(), img.getHeight(), img.getType());

    op.filter(img, dest);
    return dest;
}

public void drawImageBlurred(BufferedImage img, double x, double y, double scale){
    x -= xScroll;
    y -= yScroll;
    BufferedImage image = new BufferedImage((int)(img.getWidth()*scale), (int)(img.getHeight()*scale), BufferedImage.TYPE_INT_ARGB);
    Graphics g = image.getGraphics();
    g.drawImage(img, 0, 0, (int)(img.getWidth()*scale), (int)(img.getHeight()*scale), null);
    execute(image);
    g2d.drawImage(image, (int)x, (int)y, null);
    g.dispose();
}

public void drawString(String s, Vector2D pos, int fontSize, int colour){
    drawString(s, pos.x, pos.y, fontSize, colour);
}

public void drawString(String s, double x, double y, int fontSize, int colour){
    if(s == null){
        return;
    }
    x -= xScroll;
    y -= yScroll;
    BufferedImage img = new BufferedImage(s.length()*fontSize+1, fontSize*2, BufferedImage.TYPE_INT_ARGB);
    Graphics g = img.getGraphics();
    g.setColor(new Color(colour));
    g.setFont(new Font("Consolas", Font.BOLD, fontSize));
    g.drawString(s, 0, img.getHeight()/2);
    g2d.drawImage(img, (int)x, (int)y, null);
    g.dispose();
}

public void drawImage(BufferedImage img, Vector2D pos, double scale){
    drawImage(img, pos.x, pos.y, scale);
}

public void drawLine(Vector2D v1, Vector2D v2, int colour, int width){
    drawLine(v1.x, v1.y, v2.x, v2.y, colour, width);
}

public void drawLine(double x1, double y1, double x2, double y2, int colour, int lWidth){
    x1 -= xScroll;
    y1 -= yScroll;
    x2 -= xScroll;
    y2 -= yScroll;
    g2d.setColor(new Color(colour));
    g2d.setStroke(new BasicStroke(lWidth));
    g2d.drawLine((int)x1, (int)y1, (int)x2, (int)y2);
}

public void drawImage(BufferedImage img, double x, double y, double scale){
    x -= xScroll;
    y -= yScroll;
    BufferedImage image = new BufferedImage((int)(img.getWidth()*scale), (int)(img.getHeight()*scale), BufferedImage.TYPE_INT_ARGB);
    Graphics g = image.getGraphics();
    g.drawImage(img, 0, 0, (int)(img.getWidth()*scale), (int)(img.getHeight()*scale), null);
    g2d.drawImage(image, (int)x, (int)y, null);
    g.dispose();
}

public void drawRectangle(Vector2D pos, int xs, int ys, int colour){
    drawRectangle(pos.x, pos.y, xs, ys, colour);
}

public void drawRectangle(double x, double y, int xs, int ys, int colour){
    if(xs <= 0){
        return;
    }
    x -= xScroll;
    y -= yScroll;
    BufferedImage image = new BufferedImage(xs, ys, BufferedImage.TYPE_INT_RGB);
    Graphics2D g = (Graphics2D) image.getGraphics();
    g.setColor(new Color(colour));
    g.fillRect(0, 0, xs, ys);
    g2d.drawImage(image, (int)x, (int)y, null);
    g.dispose();
}

public void drawImageRotated(BufferedImage img, Vector2D pos, double scale, double angle) {
    drawImageRotated(img, pos.x, pos.y, scale, angle);
}

 public void drawImageRotated(BufferedImage img, double x, double y, double scale, double angle) {
        x -= xScroll;
        y -= yScroll;  
        BufferedImage image = new BufferedImage((int)(img.getWidth() * 1.5D), (int)(img.getHeight() * 1.5D), 2);
        Graphics2D g = (Graphics2D)image.getGraphics();
        g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
        g.rotate(Math.toRadians(angle), image.getWidth() / 2, image.getHeight() / 2);
        g.drawImage(img, image.getWidth() / 2 - img.getWidth() / 2, image.getHeight() / 2 - image.getHeight() / 2, null);
        g2d.drawImage(image, (int)(x-image.getWidth()*scale/2), (int)(y-image.getHeight()*scale/2), (int)(image.getWidth()*scale), (int)(image.getHeight()*scale), null);
        g.dispose();      
 }

}

正如您在渲染类中看到的那样,渲染过程每秒完成尽可能多的次数。这是为了给游戏尽可能高的 FPS。如果您错过了我要问的重点;在使用 Java 渲染内容时,我应该考虑哪些好的做法?而且,是什么可能导致太空船的健康条呈现这样的?

注意:看一下这个视频,我运行该程序并获得了 80FPS 和 50000 个粒子,但是使用我的渲染代码(显然质量低得多)我只能渲染 100 个左右的粒子,然后事情就开始搞砸了向上。

http://www.youtube.com/watch?v=6M3Ze4Eu87Y

这是我的tick() 函数,它在每个游戏tick (10ms) 中被调用

public void tick(){
    if(System.currentTimeMillis() - lastTime >= 1000){
        fps = frames;
        frames = 0;
        lastTime = System.currentTimeMillis();
    }
    frames++;
    if(renderer.trackedEntity != null){
        renderer.xScroll = renderer.trackedEntity.pos.x-SpaceGame.WIDTH/2;
        renderer.yScroll = renderer.trackedEntity.pos.y-SpaceGame.HEIGHT/2;
    }
    if(level != null && !paused){
        level.tick();
    }
    if(currentGui != null && currentGui.pausesGame()){
        paused = true;
    }else{
        paused = false;
    }
}
4

2 回答 2

9

我认为@mantrid 的答案应该可以解决您的问题。就性能而言……您的代码中有一些明显的“罪过”:

不要将图像绘制成图像来绘制图像

public void drawImage(BufferedImage img, double x, double y, double scale){
    x -= xScroll;
    y -= yScroll;
    BufferedImage image = new BufferedImage((int)(img.getWidth()*scale), (int)(img.getHeight()*scale), BufferedImage.TYPE_INT_ARGB);
    Graphics g = image.getGraphics();
    g.drawImage(img, 0, 0, (int)(img.getWidth()*scale), (int)(img.getHeight()*scale), null);
    g2d.drawImage(image, (int)x, (int)y, null);
    g.dispose();
}

我不明白这一点。为什么不这样做:

public void drawImage(BufferedImage img, double x, double y, double scale){
    g2d.drawImage(img, (int)(x-xScroll), (int)(y-yScroll), (int)(img.getWidth()*scale), (int)(img.getHeight()*scale), null);
}

啊啊啊啊啊

下一个真的烧了我的眼睛

public void drawRectangle(double x, double y, int xs, int ys, int colour){
    if(xs <= 0){
        return;
    }
    x -= xScroll;
    y -= yScroll;
    BufferedImage image = new BufferedImage(xs, ys, BufferedImage.TYPE_INT_RGB);
    Graphics2D g = (Graphics2D) image.getGraphics();
    g.setColor(new Color(colour));
    g.fillRect(0, 0, xs, ys);
    g2d.drawImage(image, (int)x, (int)y, null);
    g.dispose();
}

为什么?这非常简单和快捷:

public void drawRectangle(double x, double y, int xs, int ys, int colour){
    if(xs <= 0)
        return;

    g2d.setColor(new Color(colour));
    g2d.fillRect((int)(x-xScroll), (int)(y-yScroll), xs, ys);
}

drawImageRotated和 也是如此drawString。直接画到g2d缓冲区就行了,还怕什么?

drawImageBlurred

首先……你又来了!第二:您似乎在对每一帧的图像应用卷积操作,为什么不只执行一次该操作(例如在应用程序启动时,或者更好的是,在图像编辑程序中)。

我的意思一点也不坏,但你显然对一般的编程不是很有经验。我想你可以看看处理(http://processing.org)。我在这里有点偏见,因为我几乎每天都在自己使用它。这是一个用 java 编写的很棒的学习和原型设计环境,它应该让您停止思考实现细节(如翻转缓冲区)并专注于您真正关心的事情(制作游戏!)。

好吧,希望我说的有道理。祝你编码好运!:)

于 2013-02-19T11:46:46.043 回答
6

健康栏可能会因为游戏滞后而移动,xScroll并且yScroll在组件/叠加层仍被渲染到后台缓冲区时更新。要解决这个问题:

1) 根据最新更新后的时间按比例移动游戏对象,以保持游戏速度始终不变。向所有游戏对象更新方法添加delta参数level.tick()

2) 将level.tick()game.render()放在同一个循环序列中,以确保首先更新游戏对象:

currentTime = System.currentTimeMillis();
delta = currentTime - lastTime; 

if(level != null && !paused){
    level.tick(delta); // introduce delta here
    game.render();
}

lastTime = currentTime;

通常,请考虑以下附加步骤:

1)设置Component.setIgnoreRepaint(true)加速渲染

2) 在开始时优化当前显示的图像

GraphicsConfiguration gc = GraphicsEnvironment
.getLocalGraphicsEnvironment()
.getDefaultScreenDevice()
.getDefaultConfiguration();
Image optimized = gc.createCompatibleImage(img.getWidth(),img.getHeight(),Transparency.BITMASK);
optimized.getGraphics().drawImage(unoptimized, 0, 0, null);
于 2013-02-10T15:24:56.257 回答