使用Thread.sleep()限制Libgdx游戏中的FPS不起作用

emy*_*yaz 3 java android frame-rate limit libgdx

我正在使用libgdx开发一款针对Android的小游戏,并希望将fps限制为30以节省电池.问题是它不起作用.fps从60下降到56.

这是代码的一部分:(它在渲染部分的末尾)

System.out.print("\nFPS: " + Gdx.graphics.getFramesPerSecond() + "\n");

    if(Gdx.graphics.getDeltaTime() < 1f/30f)
    {
        System.out.print("DeltaTime: " + Gdx.graphics.getDeltaTime() + " s\n");
        float sleep = (1f/30f-Gdx.graphics.getDeltaTime())*1000;
        System.out.print("sleep: " + sleep + " ms\n");
        try
        {
            Thread.sleep((long) sleep);
        }
        catch (InterruptedException e)
        {
            System.out.print("Error...");
            e.printStackTrace();
        }
    }
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这是输出:

FPS: 56
DeltaTime: 0.014401722 s
sleep: 18.931612 ms

FPS: 56
DeltaTime: 0.023999143 s
sleep: 9.334191 ms

FPS: 56
DeltaTime: 0.010117603 s
sleep: 23.215733 ms
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提前致谢...

Nol*_*esh 9

我在互联网上找到了一个解决方案并对其进行了一些修改.它完美无缺!只需将此功能添加到您的班级:

private long diff, start = System.currentTimeMillis();

public void sleep(int fps) {
    if(fps>0){
      diff = System.currentTimeMillis() - start;
      long targetDelay = 1000/fps;
      if (diff < targetDelay) {
        try{
            Thread.sleep(targetDelay - diff);
          } catch (InterruptedException e) {}
        }   
      start = System.currentTimeMillis();
    }
}
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然后在你的render功能:

int fps = 30; //limit to 30 fps
//int fps = 0;//without any limits
@Override
public void render() {
   //draw something you need
   sleep(fps); 
}
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