Android 2d画布游戏:FPS抖动问题

Cam*_*ron 5 android frame-rate

我将我的游戏基于月球着陆器演示,虽然经过大量修改,但我可以达到40-50fps左右,但问题是它在40-50fps之间波动太大,以至于它会导致移动的图形抖动!它非常烦人,让我的游戏看起来真的很糟糕,实际上它的运行速度很好.

我尝试将线程优先级设置得更高,但这让它变得更糟......现在它将在40-60fps之间波动......

我想将FPS限制在30左右,这样它就会保持不变.这是一个好主意,是否有其他人有经验或不同的解决方案?

谢谢!

这是我的运行循环

@Override
    public void run() {
        while (mRun) {
            Canvas c = null;
            try {
                c = mSurfaceHolder.lockCanvas(null);
                synchronized (mSurfaceHolder) {
                    if(mMode == STATE_RUNNING){

                        updatePhysics();
                    }
                    doDraw(c);
                }
            } finally {
                // do this in a finally so that if an exception is thrown
                // during the above, we don't leave the Surface in an
                // inconsistent state
                if (c != null) {
                    mSurfaceHolder.unlockCanvasAndPost(c);
                }
            }
        }
        }

private void updatePhysics() {

        now = android.os.SystemClock.uptimeMillis();

        elapsed = (now - mLastTime) / 1000.0;

        posistionY += elapsed * speed;
        mLastTime = now;
}
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And*_*ang 21

不要将您的游戏逻辑(对象移动等)更新速率基于帧速率.换句话说,将绘图和逻辑更新代码放在两个单独的组件/线程中.这样,您的游戏逻辑就完全独立于您的帧速率.

逻辑更新应该基于自上次更新以来经过了多长时间(让我们称之为delta).因此,如果您的对象以1px /毫秒移动,那么在每次更新期间,您的对象应该执行以下操作:

public void update(int delta) {
    this.x += this.speed * delta;
}
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所以现在即使你的FPS滞后,它也不会影响你物体的移动速度,因为三角洲会变得更大,使得物体移动得更远(在某些情况下会出现复杂情况,但这就是它的要点).

这是在逻辑更新对象中计算delta的一种方法(在某个线程循环中运行):

private long lastUpdateTime;
private long currentTime;

public void update() {
    currentTime = System.currentTimeMillis();
    int delta = (int) (currentTime - lastUpdateTime);
    lastUpdateTime = currentTime;
    myGameObject.update(delta); // This would call something like the update method above.
}
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希望有所帮助!如果您有任何其他问题,请询问; 我自己一直在制作Android游戏.:)


示例代码:

复制这两个片段(1个活动和1个视图)并运行代码.无论您的FPS是什么,结果都应该是一个白点平滑地落在您的屏幕上.代码看起来有点复杂而且很长,但实际上很简单; 评论应该解释一切.

这个活动类并不太重要.您可以忽略其中的大部分代码.

public class TestActivity extends Activity {

    private TestView view;

    public void onCreate(Bundle savedInstanceState) {
        // These lines just add the view we're using.
        super.onCreate(savedInstanceState);
        setContentView(R.layout.randomimage);
        RelativeLayout rl = (RelativeLayout) findViewById(R.id.relative_layout);
        view = new TestView(this);
        RelativeLayout.LayoutParams params = new RelativeLayout.LayoutParams(
                10000, 10000);
        rl.addView(view, params);

        // This starts our view's logic thread
        view.startMyLogicThread();
    }

    public void onPause() {
        super.onPause();
        // When our activity pauses, we want our view to stop updating its logic.
        // This prevents your application from running in the background, which eats up the battery.
        view.setActive(false);
    }
}
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这堂课是令人兴奋的东西!

public class TestView extends View {

    // Of course, this stuff should be in its own object, but just for this example..
    private float position; // Where our dot is
    private float velocity; // How fast the dot's moving

    private Paint p; // Used during onDraw()
    private boolean active; // If our logic is still active

    public TestView(Context context) {
        super(context);
        // Set some initial arbitrary values
        position = 10f;
        velocity = .05f;
        p = new Paint();
        p.setColor(Color.WHITE);
        active = true;
    }

    // We draw everything here. This is by default in its own thread (the UI thread).
    // Let's just call this thread THREAD_A.
    public void onDraw(Canvas c) {
        c.drawCircle(150, position, 1, p);
    }

    // This just updates our position based on a delta that's given.
    public void update(int delta) {
        position += delta * velocity;
        postInvalidate(); // Tells our view to redraw itself, since our position changed.
    }

    // The important part!
    // This starts another thread (let's call this THREAD_B). THREAD_B will run completely
    // independent from THREAD_A (above); therefore, FPS changes will not affect how
    // our velocity increases our position.
    public void startMyLogicThread() {
        new Thread() {
            public void run() {
                // Store the current time values.
                long time1 = System.currentTimeMillis();
                long time2;

                // Once active is false, this loop (and thread) terminates.
                while (active) {
                    try {
                        // This is your target delta. 25ms = 40fps
                        Thread.sleep(25);
                    } catch (InterruptedException e1) {
                        e1.printStackTrace();
                    }

                    time2 = System.currentTimeMillis(); // Get current time
                    int delta = (int) (time2 - time1); // Calculate how long it's been since last update
                    update(delta); // Call update with our delta
                    time1 = time2; // Update our time variables.
                }
            }
        }.start(); // Start THREAD_B
    }

    // Method that's called by the activity
    public void setActive(boolean active) {
        this.active = active;
    }
}
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