画布 - 良好的渲染实践?
我最近在小型Java游戏中经常使用Canvas,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分数。游戏在屏幕上绘制了32x32的微小图像(有时略大),由于我忘记了的原因,游戏渲染得很奇怪。
例如,我的飞船的头部上方有一个生命值条:
从图像中可以看出,纹理真的很小。尽管如此,游戏还是滞后了,有时事情会像这样错误地呈现,例如:
如果你仔细观察生命值栏的顶部,你可以看到它已经稍微向上移动了,这让我感到困惑的是,当我所有的渲染都被缓冲时,他是如何发生的。
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);
}
}
我的“渲染.class”,如果你需要研究它:
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,渲染过程每秒完成尽可能多的次。这是为了给游戏提供尽可能高的FPS。如果你错过了我问的重点;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飞船的生命值条变成这样?
注意:看看这个视频,我运行了该程序,并获得了80FPS和50000个粒子,但是使用我的渲染代码(显然质量要低得多),在事情开始混乱之前,我只能渲染100个左右的粒子。
http://www.youtube.com/watch?v=6M3Ze4Eu87Y
这是我的 tick() 函数,每次游戏 tick (10ms) 都会被调用
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;
}
}