请看我的乒乓球比赛的以下结构。
游戏循环();方法
//Only run this in another Thread!
private void gameLoop()
{
//This value would probably be stored elsewhere.
final double GAME_HERTZ = 30.0;
//Calculate how many ns each frame should take for our target game hertz.
final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
//At the very most we will update the game this many times before a new render.
//If you're worried about visual hitches more than perfect timing, set this to 1.
final int MAX_UPDATES_BEFORE_RENDER = 5;
//We will need the last update time.
double lastUpdateTime = System.nanoTime();
//Store the last time we rendered.
double lastRenderTime = System.nanoTime();
//If we are able to get as high as this FPS, don't render again.
final double TARGET_FPS = 60;
final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;
//Simple way of finding FPS.
int lastSecondTime = (int) (lastUpdateTime / 1000000000);
while (running)
{
double now = System.nanoTime();
int updateCount = 0;
if (!paused)
{
//Do as many game updates as we need to, potentially playing catchup.
while( now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER )
{
updateGame();
lastUpdateTime += TIME_BETWEEN_UPDATES;
updateCount++;
}
//If for some reason an update takes forever, we don't want to do an insane number of catchups.
//If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
if ( now - lastUpdateTime > TIME_BETWEEN_UPDATES)
{
lastUpdateTime = now - TIME_BETWEEN_UPDATES;
}
//Render. To do so, we need to calculate interpolation for a smooth render.
float interpolation = Math.min(1.0f, (float) ((now - lastUpdateTime) / TIME_BETWEEN_UPDATES) );
//float interpolation = 1.0f;
drawGame(interpolation);
lastRenderTime = now;
//Yield until it has been at least the target time between renders. This saves the CPU from hogging.
while ( now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES)
{
Thread.yield();
//This stops the app from consuming all your CPU. It makes this slightly less accurate, but is worth it.
//You can remove this line and it will still work (better), your CPU just climbs on certain OSes.
//FYI on some OS's this can cause pretty bad stuttering. Scroll down and have a look at different peoples' solutions to this.
try {Thread.sleep(1);} catch(Exception e) {}
now = System.nanoTime();
}
}
}
}
更新游戏();方法
if(p1_up){
if(player.equals("p1")){
p1.moveUp();
}
else
{
p2.moveUp();
}
}
else if(p1_down){
if(player.equals("p1")){
p1.moveDown();
}
else
{
p2.moveDown();
}
}
提升(); 向下移动();桨法
public void moveUp(){
last_y = y;
last_x = x;
y -= 50.0;
}
public void moveDown(){
last_y = y;
last_x = x;
y += 50.0;
}
drawGame(插值);方法
public void paintComponent(Graphics g)
{
super.paintComponent(g);
for(int i=0;i<balls.size();i++){
paintBall(g, balls.get(i));
}
drawPaddle(g, p1);
drawPaddle(g, p2);
}
public void drawPaddle(Graphics g, Paddle p){
paddle_drawX = (int)((p.x - p.last_x)*interpolation + p.last_x);
paddle_drawY = (int)((p.y - p.last_y)*interpolation + p.last_y);
g.drawRect(paddle_drawX, paddle_drawY, 10, 50);
}
我是游戏编程的初学者,所以我对游戏循环不太了解。我在互联网上找到了上述固定时间步长的游戏循环,并将其用作我的游戏的游戏循环。循环使球平稳移动,但桨在移动时不会停留在一个地方。当我通过按下一个键来移动我的桨时,桨会不停地摇晃而不会停在一个地方。桨的 y 坐标不断变化
33, 45, 20, 59, 34, 59, 34, 59, 33, 59, 34, 58
我知道问题出在插值上,因为它不断改变值,这将改变渲染中桨的 y 坐标。我一直在考虑这个问题,但我不知道如何让游戏循环适用于任何动作,所以我来这里寻求帮助。我感谢任何建议/帮助!
这是我完整的桨课。
public class Paddle
{
float x;
float y;
float last_y;
float last_x;
public Paddle(int x, int y)
{
this.x = x;
this.y = y;
this.last_x = x;
this.last_y = y;
}
public void setNewX(int d){
last_y = y;
last_x = x;
x = d;
}
public void setNewY(int d){
last_y = y;
last_x = x;
y = d;
}
public void moveUp(){
last_y = y;
last_x = x;
y -= 50.0;
}
public void moveDown(){
last_y = y;
last_x = x;
y += 50.0;
}
}
我通过全局变量在主类中启动桨位置。
public Paddle p1 = new Paddle(10, 10);
public Paddle p2 = new Paddle(950, 10);
我有以下事件侦听器来处理击键。
Action handle_up_action = new AbstractAction(){
public void actionPerformed(ActionEvent e){
p1_up = true;
}
};
Action handle_up_action_released = new AbstractAction(){
public void actionPerformed(ActionEvent e){
p1_up = false;
}
};
Action handle_down_action = new AbstractAction(){
public void actionPerformed(ActionEvent e){
p1_down = true;
}
};
Action handle_down_action_released = new AbstractAction(){
public void actionPerformed(ActionEvent e){
p1_down = false;
}
};