Mar*_*tin 15 java graphics performance
下学期我们有一个模块,可以在团队中创建Java应用程序.模块的要求是制作游戏.在圣诞假期我一直在做一些练习,但我无法弄清楚绘制图形的最佳方法.
我正在使用Java Graphics2D对象在屏幕上绘制形状,并且repaint()每秒调用30次,但这种情况非常糟糕.有没有更好的方法在Java中绘制高性能2D图形?
Ivo*_*zel 17
你想要做的是一个BufferStrategy中创建一个画布组件和渲染到,下面的代码应该告诉你如何工作的,我已经提取从我自己写的引擎代码在这里.
性能完全取决于你想要绘制的东西,我的游戏大多使用图像.有大约1500个,我仍然高于200 FPS 480x480.只有100张图像,当禁用帧限制时,我达到了6k FPS.
一个小游戏(这个在屏幕上一次有大约120个图像)我创建的可以在这里找到(是的,下面的方法也适用于小程序.)
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.awt.Toolkit;
import java.awt.Transparency;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.WindowConstants;
public class Test extends Thread {
private boolean isRunning = true;
private Canvas canvas;
private BufferStrategy strategy;
private BufferedImage background;
private Graphics2D backgroundGraphics;
private Graphics2D graphics;
private JFrame frame;
private int width = 320;
private int height = 240;
private int scale = 1;
private GraphicsConfiguration config =
GraphicsEnvironment.getLocalGraphicsEnvironment()
.getDefaultScreenDevice()
.getDefaultConfiguration();
// create a hardware accelerated image
public final BufferedImage create(final int width, final int height,
final boolean alpha) {
return config.createCompatibleImage(width, height, alpha
? Transparency.TRANSLUCENT : Transparency.OPAQUE);
}
// Setup
public Test() {
// JFrame
frame = new JFrame();
frame.addWindowListener(new FrameClose());
frame.setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
frame.setSize(width * scale, height * scale);
frame.setVisible(true);
// Canvas
canvas = new Canvas(config);
canvas.setSize(width * scale, height * scale);
frame.add(canvas, 0);
// Background & Buffer
background = create(width, height, false);
canvas.createBufferStrategy(2);
do {
strategy = canvas.getBufferStrategy();
} while (strategy == null);
start();
}
private class FrameClose extends WindowAdapter {
@Override
public void windowClosing(final WindowEvent e) {
isRunning = false;
}
}
// Screen and buffer stuff
private Graphics2D getBuffer() {
if (graphics == null) {
try {
graphics = (Graphics2D) strategy.getDrawGraphics();
} catch (IllegalStateException e) {
return null;
}
}
return graphics;
}
private boolean updateScreen() {
graphics.dispose();
graphics = null;
try {
strategy.show();
Toolkit.getDefaultToolkit().sync();
return (!strategy.contentsLost());
} catch (NullPointerException e) {
return true;
} catch (IllegalStateException e) {
return true;
}
}
public void run() {
backgroundGraphics = (Graphics2D) background.getGraphics();
long fpsWait = (long) (1.0 / 30 * 1000);
main: while (isRunning) {
long renderStart = System.nanoTime();
updateGame();
// Update Graphics
do {
Graphics2D bg = getBuffer();
if (!isRunning) {
break main;
}
renderGame(backgroundGraphics); // this calls your draw method
// thingy
if (scale != 1) {
bg.drawImage(background, 0, 0, width * scale, height
* scale, 0, 0, width, height, null);
} else {
bg.drawImage(background, 0, 0, null);
}
bg.dispose();
} while (!updateScreen());
// Better do some FPS limiting here
long renderTime = (System.nanoTime() - renderStart) / 1000000;
try {
Thread.sleep(Math.max(0, fpsWait - renderTime));
} catch (InterruptedException e) {
Thread.interrupted();
break;
}
renderTime = (System.nanoTime() - renderStart) / 1000000;
}
frame.dispose();
}
public void updateGame() {
// update game logic here
}
public void renderGame(Graphics2D g) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, width, height);
}
public static void main(final String args[]) {
new Test();
}
}
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闪烁是由于您直接写入屏幕.使用缓冲区绘制然后在1 go中写入整个屏幕.这是Double Buffering您之前可能听说过的.这是最简单的形式.
public void paint(Graphics g)
{
Image image = createImage(size + 1, size + 1);
Graphics offG = image.getGraphics();
offG.setColor(Color.BLACK);
offG.fillRect(0, 0, getWidth(), getHeight());
// etc
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查看屏幕外图形的使用offG.创建屏幕外图像是很昂贵的,所以我建议只在第一次调用时创建它.
还有其他方面你可以进一步改进这一点,例如创建一个兼容的图像,使用裁剪等.为了更好地调整动画控制你应该看看活动渲染.
这里有一个不错的页面,我在这里书签讨论游戏教程.
祝好运!