首页 > 解决方案 > 控制 2d 游戏的动画速度

问题描述

我正在制作一个小型小行星游戏,但在控制动画速度时遇到了一些麻烦。

例如,假设我的游戏中有 20 颗小行星,当我摧毁一颗小行星时,小行星的数量会减少(显然)。因为游戏中的物体越来越少,fps上升,小行星的动画速度也越来越快。

我通过根据游戏中小行星的数量调整动画速度来修复它,但是当我摧毁小行星时我还面临另一个爆炸问题。我可以对我认为的小行星做同样的事情,但我只是认为这不是“解决”它的一种非常明智的方法,而且对我来说似乎是一种不好的做法。

我想过限制fps,但我不确定该怎么做。我想得到一些建议,以及处理这种情况的最佳方法是什么。

我将在这里发布我的主要游戏类,包括游戏循环和爆炸类的示例,以便您了解代码的一般概念。

游戏类和循环:

import com.asteroids.view.*;

public class Game extends Canvas implements Runnable {

private static final long serialVersionUID = -8921419424614180143L;
public static final int WIDTH = 1152, HEIGHT = WIDTH / 8 * 5;

private Thread thread;
private boolean isRunning;
private LoadImages loadImages = new LoadImages();
private Player player = new Player();
private AllObjects objects;
private KeyInput keyInput;
private long delay = 80;
private long currentTime = System.currentTimeMillis();
private long expectedTime = currentTime + delay;
public static BufferedImage test;

public Game() {
    new Window(WIDTH, HEIGHT, "Asteroids!", this);
    objects = new AllObjects();
    objects.addObject(player);
    for (int i = 0; i < 20; i++) {
        objects.addObject(new Rock((int) (Math.random() * (Game.WIDTH - 64) + 1),
                (int) (Math.random() * (Game.HEIGHT - 64) + 1)));
    }
    keyInput = new KeyInput(player);
    this.addKeyListener(keyInput);
}

public void run() {
    this.requestFocus();
    long lastTime = System.nanoTime();
    double amountOfTicks = 60.0;
    double ns = 1000000000 / amountOfTicks;
    double delta = 0;
    long timer = System.currentTimeMillis();
    int frames = 0;

    // main game loop.
    while (isRunning) {
        adjustAsteroidsSpeed();
        destroyAsteroids();
        collisionLoop();

        // used to set delay between every bullet(milliseconds)
        currentTime = System.currentTimeMillis();
        if (KeyInput.shoot && currentTime >= expectedTime) {

            // calculates the accurate position of the x,y on the "circumference" of the
            // player
            float matchedX = player.getX() + 1 + (float) ((player.getRadius() + 32) * Math.cos(player.getRadian()));
            float matchedY = player.getY() - 7 + (float) ((player.getRadius() + 32) * Math.sin(player.getRadian()));
            objects.addObject(new Bullet(matchedX, matchedY, player));
            expectedTime = currentTime + delay;
        }
        destroyBullets();
        long now = System.nanoTime();
        delta += (now - lastTime) / ns;
        lastTime = now;
        while (delta >= 1) {
            tick();
            delta--;
        }
        if (isRunning)
            render();
        frames++;
        if (System.currentTimeMillis() - timer > 1000) {
            timer += 1000;
            System.out.println("FPS: " + frames);
            frames = 0;
        }
    }

    render();

    stop();
    System.exit(1);

}

private void stop() {
    try {
        thread.join();
    } catch (InterruptedException e) {
        e.printStackTrace();
    }
    System.exit(1);

}

private void render() {
    BufferStrategy bs = this.getBufferStrategy();
    if (bs == null) {
        this.createBufferStrategy(3);
        return;
    }

    Graphics g = bs.getDrawGraphics();
    g.drawImage(LoadImages.getbackground(), 0, 0, getWidth(), getHeight(), this);
    objects.render(g);
    player.render(g);
    g.dispose();
    bs.show();

}

private void tick() {
    player.tick();
    objects.tick();
}

// starting thread and game loop.
public void start() {
    thread = new Thread(this);
    thread.start();
    isRunning = true;
}

// minimum and maximum possible position for object.
public static float Bounds(float value, float min, float max) {
    if (value >= max) {
        return value = max;
    }
    if (value <= min) {
        return value = min;
    } else {
        return value;
    }

}

// detects collision between two objects
public boolean collision(GameObject a, GameObject b) {
    return (b.getX() - a.getX() + 10) * (b.getX() - a.getX() + 10)
            + (b.getY() - a.getY() + 10) * (b.getY() - a.getY() + 10) < (a.getRadius() + b.getRadius())
                    * (a.getRadius() + b.getRadius());
}

// destroys bullets once they go out of the screen
public void destroyBullets() {
    for (int i = 0; i < objects.getSize(); i++) {
        if (objects.get(i).getId() == ID.BULLET) {
            GameObject bullet = objects.get(i);
            if (bullet.getX() > Game.WIDTH || bullet.getX() < 0 || bullet.getY() > Game.HEIGHT
                    || bullet.getY() < 0) {
                objects.removeObject(bullet);
            }
        }
    }
}

// whenever a collision between an asteroid and a bullet occurs, the asteroid and the bullets are destroyed
public void destroyAsteroids() {
    GameObject bullet = null;
    GameObject bigRock = null;
    for (int i = 0; i < objects.getSize(); i++) {
        if (objects.get(i).getId() == ID.BULLET) {
            bullet = (Bullet) objects.get(i);
            for (int q = 0; q < objects.getSize(); q++) {
                if (objects.get(q).getId() == ID.BIGROCK) {
                    bigRock = objects.get(q);
                    if (bullet != null && bigRock != null) {
                        if (collision(bigRock, bullet)) {
                            objects.addObject(new Explosion(bigRock.getX(), bigRock.getY(), objects));
                            objects.removeObject(bigRock);
                            objects.removeObject(bullet);
                        }
                    }
                }
            }
        }
    }
}

// calculates the amount of asteroids in the game and adjust the asteroids speed
public void adjustAsteroidsSpeed() {
    int rocksCount = 0;
    Rock rock;
    for (GameObject object : objects.link()) {
        if (object.getId() == ID.BIGROCK) {
            rocksCount++;
        }
    }
    for (GameObject object : objects.link()) {
        if (object.getId() == ID.BIGROCK) {
            rock = (Rock) object;
            rock.setAnimSpeed(rocksCount * 0.002f);
        }
    }
 }

爆炸类:

package com.asteroids.model;

import java.awt.Graphics;
import java.awt.Image;

import com.asteroids.controller.*;
import com.asteroids.view.LoadImages;


public class Explosion extends GameObject {

private AllObjects objects;
private Image explosion;
private float frame = 0;
private float animSpeed = 0.09f;
private int frameCount = 48;

public Explosion(float x, float y, AllObjects objects) {
    super(x, y, ID.EXPLOSION, 1);
    this.objects = objects;
}

public void render(Graphics g) {
    explosion(g);
}

public void explosion(Graphics g) {
    frame += animSpeed;
    if (frame > frameCount) {
        frame -= frameCount;
    }
    explosion = LoadImages.getExplosion().getSubimage((int) frame * 256, 0, 256, 256);
    g.drawImage(explosion, (int) x, (int) y, 110, 110, null);
    if (frame >= 47.8f) {
        objects.removeObject(this);
    }
}

public void tick() {
    
}

public void setAnimSpeed(float animSpeed) {
    this.animSpeed = animSpeed;
}
}

标签: javaanimationgame-physics2d-games

解决方案


您的主循环正在生成不均匀的更新。如果我什么都不做,我会在fps 之间得到任何结果,但是,如果我加入7799913毫秒延迟(模拟一些工作),它会下降到- fps 左右。82847548115120

您的目的是尝试使帧速率尽可能均匀,这将确保动画速度保持不变

就个人而言,我不喜欢“随心所欲”的游戏循环风格,这意味着允许循环消耗 CPU 周期而无需实际执行任何操作,这些周期可用于执行更重要的工作,例如更新用户界面。

在大多数情况下,我只是使用Timer设置为5毫秒间隔的 Swing,然后使用日期/时间 API 来计算现在和上次更新之间的差异,并选择要做什么,但是,这假设你是使用基于 Swing 的绘画路径。如果你正在做一个直接的绘画路径(即BufferStrategy),你可以使用一个类似的想法和一个“循环”来代替......

public void run() throws InterruptedException {

    int frames = 0;
    Duration threashold = Duration.ofMillis(1000 / 59);
    Duration cycle = Duration.ofSeconds(1);

    Instant cycleStart = Instant.now();

    // main game loop.
    while (isRunning) {
        Instant start = Instant.now();
        // Some update function...

        Thread.sleep(rnd.nextInt(32));

        Duration processTime = Duration.between(start, Instant.now());
        Duration remainingTime = threashold.minusMillis(processTime.toMillis());
        long delay = remainingTime.toMillis();
        if (delay > 0) {
            Thread.sleep(delay);
        } else {
            System.out.println("Dropped frame");
        }

        frames++;
        // Render the output

        Duration cycleTime = Duration.between(cycleStart, Instant.now());
        if (cycleTime.compareTo(cycle) >= 0) {
            cycleStart = Instant.now();
            System.out.println(frames);
            frames = 0;
        }
    }

}

在此示例中,您的更新和绘制调度代码只需 16 毫秒即可完成工作,否则会丢帧。如果工作花费的时间少于 16 毫秒,则循环将“等待”剩余时间,以便为 CPU 提供一些喘息空间,以便将时间留给其他线程(并且不会在 CPU 上花费不必要的更新时间)

在上面的示例中,我生成了长达 32 毫秒的“随机”延迟进行测试。将其设置回 16,您应该(大约)获得 60fps。

现在,我知道人们对这些东西非常热情,所以如果使用Thread.sleepDuration让你的皮肤爬行,你“可以”使用“随心所欲”的循环,就像Java 主游戏循环中介绍的那样

下面是一个示例实现,我已将每秒更新数和帧数设置为 60,但您可以更改这些值以满足您的需要...

public void run() throws InterruptedException {

    double ups = 60;
    double fps = 60;

    long initialTime = System.nanoTime();
    final double timeU = 1000000000 / ups;
    final double timeF = 1000000000 / fps;
    double deltaU = 0, deltaF = 0;
    int frames = 0, ticks = 0;
    long timer = System.currentTimeMillis();

    while (isRunning) {

        long currentTime = System.nanoTime();
        deltaU += (currentTime - initialTime) / timeU;
        deltaF += (currentTime - initialTime) / timeF;
        initialTime = currentTime;

        if (deltaU >= 1) {
            Thread.sleep(rnd.nextInt(32));
            //getInput();   
            //update();
            ticks++;
            deltaU--;
        }

        if (deltaF >= 1) {
            Thread.sleep(rnd.nextInt(32));
            //render();
            frames++;
            deltaF--;
        }

        if (System.currentTimeMillis() - timer > 1000) {
            System.out.println(String.format("UPS: %s, FPS: %s", ticks, frames));
            frames = 0;
            ticks = 0;
            timer += 1000;
        }
    }
}

同样,Thread.sleep这里只是注入随机数量的“工作”。因为它允许超过 16 毫秒的延迟,所以您还会发现它“丢帧”。你的工作是让你的工作时间降低到每次通过的 16 毫秒以下


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