在不消耗 100% CPU 的情况下创建一个好的(窗口应用程序)游戏循环实际上是一项非常棘手的任务。Sidescroll 以恒定速度为精灵设置动画很容易引入急动,如果有一个可以看到的话。
在运行了几个想法之后,这是最好的,横向滚动大部分时间都是黄油光滑的。VSYNCing 在窗口模式下可能工作得很好,我在不同的机器和操作系统上发现了不同的结果。
测试应用程序没有使用 SwingUI,因为大多数游戏都不需要它。Gameloop 是一个活跃的更新-渲染循环,没有外部线程,使事情更容易编程。使用 keyPressed 回调更新firePressed=true 等标志变量并在循环中使用值。
运行测试应用程序
c:> java -cp ./classes GameLoop2 "fullscreen=false" "fps=60" "vsync=true"
//http://www.javagaming.org/index.php/topic,19971.0.html
//http://fivedots.coe.psu.ac.th/~ad/jg/ch1/ch1.pdf
import java.util.*;
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferStrategy;
import java.awt.DisplayMode; // for full-screen mode
public class GameLoop2 implements KeyListener {
Frame mainFrame;
private static final long NANO_IN_MILLI = 1000000L;
// num of iterations with a sleep delay of 0ms before
// game loop yields to other threads.
private static final int NO_DELAYS_PER_YIELD = 16;
// max num of renderings that can be skipped in one game loop,
// game's internal state is updated but not rendered on screen.
private static int MAX_RENDER_SKIPS = 5;
private static int TARGET_FPS = 60;
//private long prevStatsTime;
private long gameStartTime;
private long curRenderTime;
private long rendersSkipped = 0L;
private long period; // period between rendering in nanosecs
long fps;
long frameCounter;
long lastFpsTime;
Rectangle2D rect, rect2, rect3;
/**
* Create a new GameLoop that will use the specified GraphicsDevice.
*
* @param device
*/
public GameLoop2(Map<String,String> args, GraphicsDevice device) {
try {
if (args.containsKey("fps"))
TARGET_FPS = Integer.parseInt(args.get("fps"));
// Setup the frame
GraphicsConfiguration gc = device.getDefaultConfiguration();
mainFrame = new Frame(gc);
//mainFrame.setUndecorated(true);
mainFrame.setIgnoreRepaint(true);
mainFrame.setVisible(true);
mainFrame.setSize(640, 480);
//mainFrame.setLocationRelativeTo();
mainFrame.setLocation(700,100);
mainFrame.createBufferStrategy(2);
mainFrame.addKeyListener(this);
if ("true".equalsIgnoreCase(args.get("fullscreen"))) {
device.setFullScreenWindow(mainFrame);
device.setDisplayMode(new DisplayMode(640, 480, 8, DisplayMode.REFRESH_RATE_UNKNOWN));
}
final boolean VSYNC = "true".equalsIgnoreCase(args.get("vsync"));
// Cache the buffer strategy and create a rectangle to move
BufferStrategy bufferStrategy = mainFrame.getBufferStrategy();
rect = new Rectangle2D.Float(0,100, 64,64);
rect2 = new Rectangle2D.Float(0,200, 32,32);
rect3 = new Rectangle2D.Float(500,300, 128,128);
// loop initialization
long beforeTime, afterTime, timeDiff, sleepTime;
long overSleepTime = 0L;
int noDelays = 0;
long excess = 0L;
gameStartTime = System.nanoTime();
//prevStatsTime = gameStartTime;
beforeTime = gameStartTime;
period = (1000L*NANO_IN_MILLI)/TARGET_FPS; // rendering FPS (nanosecs/targetFPS)
System.out.println("FPS: " + TARGET_FPS + ", vsync=" + VSYNC);
System.out.println("FPS period: " + period);
// Main loop
while(true) {
// **2) execute physics
updateWorld(0);
// **1) execute drawing
Graphics g = bufferStrategy.getDrawGraphics();
drawScreen(g);
g.dispose();
// Synchronise with the display hardware. Note that on
// Windows Vista this method may cause your screen to flash.
// If that bothers you, just comment it out.
if (VSYNC) Toolkit.getDefaultToolkit().sync();
// Flip the buffer
if( !bufferStrategy.contentsLost() )
bufferStrategy.show();
afterTime = System.nanoTime();
curRenderTime = afterTime;
calculateFramesPerSecond();
timeDiff = afterTime - beforeTime;
sleepTime = (period-timeDiff) - overSleepTime;
if (sleepTime > 0) { // time left in cycle
//System.out.println("sleepTime: " + (sleepTime/NANO_IN_MILLI));
try {
Thread.sleep(sleepTime/NANO_IN_MILLI);//nano->ms
} catch(InterruptedException ex){}
overSleepTime = (System.nanoTime()-afterTime) - sleepTime;
} else { // sleepTime <= 0;
System.out.println("Rendering too slow");
// this cycle took longer than period
excess -= sleepTime;
// store excess time value
overSleepTime = 0L;
if (++noDelays >= NO_DELAYS_PER_YIELD) {
Thread.yield();
// give another thread a chance to run
noDelays = 0;
}
}
beforeTime = System.nanoTime();
/* If the rendering is taking too long, then
update the game state without rendering
it, to get the UPS nearer to the
required frame rate. */
int skips = 0;
while((excess > period) && (skips < MAX_RENDER_SKIPS)) {
// update state but don’t render
System.out.println("Skip renderFPS, run updateFPS");
excess -= period;
updateWorld(0);
skips++;
}
rendersSkipped += skips;
}
} catch (Exception ex) {
ex.printStackTrace();
} finally {
device.setFullScreenWindow(null);
}
}
private void updateWorld(long elapsedTime) {
// speed: 150 pixels per second
//double xMov = (140f/(NANO_IN_MILLI*1000)) * elapsedTime;
double posX = rect.getX() + (140f / TARGET_FPS);
if (posX > mainFrame.getWidth())
posX = -rect.getWidth();
rect.setRect(posX, rect.getY(), rect.getWidth(), rect.getHeight());
posX = rect2.getX() + (190f / TARGET_FPS);
if (posX > mainFrame.getWidth())
posX = -rect2.getWidth();
rect2.setRect(posX, rect2.getY(), rect2.getWidth(), rect2.getHeight());
posX = rect3.getX() - (300f / TARGET_FPS);
if (posX < -rect3.getWidth())
posX = mainFrame.getWidth();
rect3.setRect(posX, rect3.getY(), rect3.getWidth(), rect3.getHeight());
}
private void drawScreen(Graphics g) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, mainFrame.getWidth(), mainFrame.getHeight());
g.setColor(Color.WHITE);
g.drawString("FPS: " + fps, 40, 50);
g.setColor(Color.RED);
g.fillRect((int)rect.getX(), (int)rect.getY(), (int)rect.getWidth(), (int)rect.getHeight());
g.setColor(Color.GREEN);
g.fillRect((int)rect2.getX(), (int)rect2.getY(), (int)rect2.getWidth(), (int)rect2.getHeight());
g.setColor(Color.BLUE);
g.fillRect((int)rect3.getX(), (int)rect3.getY(), (int)rect3.getWidth(), (int)rect3.getHeight());
}
private void calculateFramesPerSecond() {
if( curRenderTime - lastFpsTime >= NANO_IN_MILLI*1000 ) {
fps = frameCounter;
frameCounter = 0;
lastFpsTime = curRenderTime;
}
frameCounter++;
}
public void keyPressed(KeyEvent e) {
if( e.getKeyCode() == KeyEvent.VK_ESCAPE ) {
System.exit(0);
}
}
public void keyReleased(KeyEvent e) { }
public void keyTyped(KeyEvent e) { }
public static void main(String[] args) {
try {
Map<String,String> mapArgs = parseArguments(args);
GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice device = env.getDefaultScreenDevice();
new GameLoop2(mapArgs, device);
} catch (Exception ex) {
ex.printStackTrace();
}
}
/**
* Parse commandline arguments, each parameter is a name-value pair.
* Example: java.exe MyApp "key1=value1" "key2=value2"
*/
private static Map<String,String> parseArguments(String[] args) {
Map<String,String> mapArgs = new HashMap<String,String>();
for(int idx=0; idx < args.length; idx++) {
String val = args[idx];
int delimIdx = val.indexOf('=');
if (delimIdx < 0) {
mapArgs.put(val, null);
} else if (delimIdx == 0) {
mapArgs.put("", val.substring(1));
} else {
mapArgs.put(
val.substring(0, delimIdx).trim(),
val.substring(delimIdx+1)
);
}
}
return mapArgs;
}
}
Gameloop 逻辑可能看起来很疯狂,但相信我,它的效果非常好。试一试。
编辑:同时运行 TaskManager 会在流畅的动画中产生抖动我猜更新检测统计数据会带来沉重的打击。