Silverlight/XNA动画滞后

Iva*_*van 6 c# silverlight xna windows-phone-7

当我使用XNA Framework(对于Windows Phone)我的游戏工作完美,但是当我在Silverlight/XNA Framework上迁移时,我遇到了动画滞后的问题.问题如下:当我将固定时间步骤设置为GameTimer(timer.UpdateInterval = TimeSpan.FromTicks(333333))时,实时步骤不会固定,并且计时器事件(OnUpdate,OnDraw)会以不同的间隔触发.此代码更清楚地显示了我的问题:

Silverlight/XNA框架:(动画滞后):

TimeSpan curNow;
TimeSpan lastUpdate;
TimeSpan lastDraw;

public GamePage()
{
    timer = new GameTimer();
    timer.UpdateInterval = TimeSpan.FromTicks(333333);
    timer.Update += OnUpdate;
    timer.Draw += OnDraw;
}

private void OnUpdate(object sender, GameTimerEventArgs e)
{    
    curNow = new TimeSpan(DateTime.Now.Ticks);
    TimeSpan elapsed=e.ElapsedTime;//Always constant and has value: 33ms
    TimeSpan realElapsed =  curNow  -  lastUpdate;//Real elapsed time always changing and has a value between: 17-39ms (sometimes more then 39ms)
    lastUpdate =  curNow;
}

private void OnDraw(object sender, GameTimerEventArgs e)
{
    curNow = new TimeSpan(DateTime.Now.Ticks);
    TimeSpan elapsed=e.ElapsedTime;//Always changing and has a value between: 17-39ms (sometimes more then 39ms)
    TimeSpan realElapsed =  curNow  -lastDraw;//Always changing and has a value between: 17-39ms (sometimes more then 39ms)
    lastDraw=  curNow;
}
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XNA框架:(一切正常):

TimeSpan curNow;
TimeSpan lastUpdate;
TimeSpan lastDraw;

public Game()
{
    // Frame rate is 30 fps by default for Windows Phone.
    TargetElapsedTime = TimeSpan.FromTicks(333333);
}

protected override void Update(GameTime gameTime)
{    
    curNow = new TimeSpan(DateTime.Now.Ticks);
    TimeSpan elapsed=gameTime.ElapsedGameTime;//Always constant and has value: 33ms
    TimeSpan realElapsed =  curNow - lastUpdate;//Real elapsed time has a value between: 34-35ms (sometimes more then 35ms)
    lastUpdate = curNow;
}

protected override void Draw(GameTime gameTime)
{    
    curNow = new TimeSpan(DateTime.Now.Ticks);
    TimeSpan elapsed=gameTime.ElapsedGameTime ;//Value between: 33-34ms (sometimes more then 34ms)
    TimeSpan realElapsed = curNow - lastDraw;//Value between: 34-35ms (sometimes more then 35ms)
    lastDraw = curNow;
}
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Gon*_*ing 3

根据视频游戏行业多年的经验:您不应该在 Silverlight/XNA/Mobile 中针对固定帧速率制作动画

如果可能的话,将您的应用程序更改为仅在游戏时间之外运行,而不是针对假定的固定帧速率进行操作(您永远不会在移动设备上获得这种效果 -至少在它们变得更强大之前)。

XNA 游戏方法采用 a 的原因GameTime是因为您永远不能依赖帧速率。

不要与市政厅对抗...遵循标准。使您的应用程序尽可能快(例如,如果您的动画在一帧中跳得太远),或减慢动画速率以适应平台(即减慢您的游戏/应用程序)。

注意:Silverlight 动画通常看起来比 Flash 动画更平滑的原因是因为一切都是基于时间和插值的,而不是固定帧。