据我了解,它应该尝试每秒重绘 100 次窗口。相反,它准确地每秒更新一次。这只是从今天开始的,据我所知,我没有对会影响这一点的代码进行任何更改。是不是在任何一个循环中都花费了特别长的时间,或者其中一个正在限制时间?
public class Main {
Texture texture;
int p1y = 3, p1x = 3;
float VEL = 2.5f; //3.25 orig
int[][] mapArray = new int[16][16];
boolean[][] mapBool = new boolean[16][16];
boolean[] contBool = new boolean[12];
String tile = "/res/tile.jpg";
String background = "res/background.jpg";
boolean drewStuff = false;
int count = 0;
private void updateLoop() {
if(Keyboard.isKeyDown(Keyboard.KEY_W))
p1y -= 1;
if(Keyboard.isKeyDown(Keyboard.KEY_S))
p1y += 1;
if(Keyboard.isKeyDown(Keyboard.KEY_A))
p1x -= 1;
if(Keyboard.isKeyDown(Keyboard.KEY_D))
p1x += 1;
specifics.start();
}
Timer specifics = new Timer(20, new ActionListener() {
public void actionPerformed(ActionEvent evx) {
for(int i = 1; i > 0; i--) {
try {
setThings();
} catch (IOException e1) {
e1.printStackTrace();
}
}
}
});
public void setThings() throws IOException {
for(int i = mapArray.length - 1; i > 0; i--) {
for(int j = mapArray[i].length - 1; j > 0; j--) {
mapArray[i][j] = i * 40;
}
}
for(int i = contBool.length - 1; i > 0; i--) {
contBool[i] = true;
}
}
private void create(){
try{
Display.setDisplayMode(new DisplayMode(800, 600));
Display.setTitle("Electric Maze");
Display.create();
Display.setVSyncEnabled(true);
Display.setInitialBackground(220, 220, 220);
initGL();
while(!Display.isCloseRequested()){
updateLoop();
render();
Display.update();
Display.sync(100);
}
Display.destroy();
System.exit(0);
}catch(LWJGLException e){
}
}
private void initGL(){
glEnable(GL_TEXTURE_2D);
glClearColor(0f, 0f, 0f, 0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, 800, 600);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
}
public void drawLaser(int x, int y, int size, int dir, int loc) {
if(mapBool[x][y] == false) {
for(int i = y; count < size; i++) {
if(mapBool[x][i] == true)size = count;
size = count;
System.out.println(count + " - " + size);
count++;
}
glBegin(GL_QUADS);
glVertex2f((mapArray[x][x + 1] + 11), mapArray[y + 1][y]);
glVertex2f(mapArray[x][x + 1] + 5, mapArray[y + 1][y]);
glVertex2f(mapArray[x][x + 1] + 5, mapArray[y + 1][y] + 40 * size);
glVertex2f((mapArray[x][x + 1] + 11), mapArray[y + 1][y] + 40 * size);
glEnd();
}else if(mapBool[x][y] == true)contBool[loc] = false;
}
public void drawTile(int x, int y, int sizeX, int sizeY, String path) {
try {
texture = TextureLoader.getTexture("JPG", ResourceLoader.getResourceAsStream(path));
} catch (IOException e) {
e.printStackTrace();
}
glBegin(GL_QUADS);
texture.bind();
glTexCoord2f(0, 0);
glVertex2f(mapArray[x][x + 1], mapArray[y + 1][y]);
glTexCoord2f(1, 0);
glVertex2f(mapArray[x][x + 1] + sizeX * 40, mapArray[y + 1][y]);
glTexCoord2f(1, 1);
glVertex2f(mapArray[x][x + 1] + sizeX * 40, mapArray[y + 1][y] + sizeY * 40); //Should use accordingly sized texture when scaling
glTexCoord2f(0, 1);
glVertex2f(mapArray[x][x + 1], mapArray[y + 1][y] + sizeY * 40);
texture.release();
glEnd();
mapBool[x][y] = true;
}
public void drawPlayer() {
int x = p1x;
int y = p1y;
try {
texture = TextureLoader.getTexture("JPG", ResourceLoader.getResourceAsStream("res/player.jpg"));
} catch (IOException e) {
e.printStackTrace();
}
glBegin(GL_QUADS);
texture.bind();
glTexCoord2f(0, 0);
glVertex2f(mapArray[x][x + 1], mapArray[y + 1][y]);
glTexCoord2f(1, 0);
glVertex2f(mapArray[x][x + 1] + 40, mapArray[y + 1][y]);
glTexCoord2f(1, 1);
glVertex2f(mapArray[x][x + 1] + 40, mapArray[y + 1][y] + 40); //Should use accordingly sized texture when scaling
glTexCoord2f(0, 1);
glVertex2f(mapArray[x][x + 1], mapArray[y + 1][y] + 40);
texture.release();
glEnd();
mapBool[x][y] = true;
}
private void render(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(240, 240, 240);
for(int i = contBool.length - 1; i > 0; i--) {
contBool[i] = true;
}
/*glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x+width, y);
glVertex2f(x+width, y+height); //How it works. Just in case. Because you're stupid, Joel.
glVertex2f(x, y+height);
glEnd();*/
drawTile(0, 1, 15, 16, background);
drawPlayer();
for(int i = 14; i > 0; i--) {
drawTile(0, i, 1, 1, tile);
drawTile(14, i, 1, 1, tile);
drawTile(i, 13, 1, 1, tile);
drawTile(i, 1, 1, 1, tile);
}
drawTile(4, 8, 1, 1, tile);
drawTile(7, 5, 1, 1, tile);
drawLaser(4, 2, 5, 1, 2);
drawLaser(7, 2, 8, 1, 3);
}
public static void main(String[] args) {
new Main().create();
}
}