저는 2D 타일 기반 게임을 만들려고 노력 했었지만, 몇 가지 문제가 발생하기 전에는 아직 멀었습니다. 게임은 매우 느리고 타일 사이에 공백이 계속 나타나는 것을 제외하고는 괜찮습니다. 모든 타일 이미지를 하나의 이미지로 옮겨서 더 부드럽게 만들기 위해로드하려고했지만 작동하지 않았습니다. 더 나은 fps를 위해 게임을 최적화하는 방법에 대한 도움이 필요합니다.Java 2D 게임 타일 렌더링 최적화
Player p = new Player();
static Map m = new Map();
Hotbar h = new Hotbar();
static Zombie z = new Zombie();
public static void main(String args[]) {
Thread t1 = new Thread(new Display());
t1.start();
Thread t2 = new Thread(z);
t2.start();
Thread t3 = new Thread(m);
t3.start();
}
@SuppressWarnings("static-access")
public void run() {
while (true) {
try {
oldTime = currentTime;
currentTime = System.currentTimeMillis();
elapsedTime = currentTime - oldTime;
fps = (int) ((1000/40) - elapsedTime);
Thread.sleep(fps);
} catch (Exception e) {
e.printStackTrace();
}
if (started) {
p.playerMovement();
p.width = getWidth();
p.height = getHeight();
h.width = getWidth();
h.height = getHeight();
if (p.maptiles != null) {
z.maptiles = new Rectangle[p.maptiles.length];
z.maptiles = p.maptiles;
}
} else {
}
repaint();
}
}
대부분의지도의 클래스 다음
BufferedImage backLayer;
BufferedImage backLayer2;
@SuppressWarnings("static-access")
public void createBack() {
backLayer = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
Graphics g = backLayer.getGraphics();
Graphics2D gd = (Graphics2D) g;
Color daycolor = new Color(0, 150, 255, 255);
Color nightcolor = new Color(0, 50, 100, Math.abs(time/daylength - 510/2));
Color backtilecolor = new Color(10, 10, 20, Math.abs(time/daylength - 510/4));
g.setColor(daycolor);
g.fillRect(0, 0, p.width, p.height);
g.setColor(nightcolor);
g.fillRect(0, 0, p.width, p.height);
time++;
if (time > 510 * daylength)
time = 0;
if (time < 100 * daylength || time > 410 * daylength) {
z.SpawnZombie();
} else {
}
g.setColor(backtilecolor);
int i = 0;
for (int x = 0; x < mapwidth; x++) {
for (int y = 0; y < mapheight; y++) {
if (mapdatasky[i] == 0) {
p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
}
if (mapdatasky[i] >= 1) {
g.drawImage(tiles[mapdatasky[i]], x * 32 - p.playerX, y * 32 - p.playerY, 32, 32, null);
mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
gd.fill(mapsky[i]);
}
i++;
}
}
backLayer2 = backLayer;
}
BufferedImage middleLayer;
BufferedImage middleLayer2;
@SuppressWarnings("static-access")
public void createMiddle() {
middleLayer = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
Graphics g = middleLayer.getGraphics();
Color fronttilecolor = new Color(20, 20, 40, Math.abs(time/daylength - 510/4));
int i = 0;
for (int x = 0; x < mapwidth; x++) {
for (int y = 0; y < mapheight; y++) {
if (mapdata[i] == -1) {
spawnX = x * 32 - p.width;
spawnY = y * 32 - p.height;
p.spawnX = spawnX;
p.spawnY = spawnY;
}
if (mapdata[i] == 0) {
p.mapsky[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
}
if (mapdata[i] > 0) {
g.drawImage(tiles[mapdata[i]], x * 32 - p.playerX, y * 32 - p.playerY, 32, 32, null);
maptiles[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
p.maptiles[i] = new Rectangle(x * 32 - p.playerX, y * 32 - p.playerY, 32, 32);
}
if (!p.breaking) {
tileid = -1;
}
if (tileid == i) {
g.setColor(new Color(100, 0, 0, 100));
g.fillRect(x * 32 - p.playerX + 16 - timer/(breaktime/16), y * 32 - p.playerY + 16 - timer/(breaktime/16), (timer/(breaktime/16)) * 2, (timer/(breaktime/16)) * 2);
}
i++;
}
}
g.setColor(fronttilecolor);
g.fillRect(0, 0, p.width, p.height);
middleLayer2 = middleLayer;
}
BufferedImage both;
BufferedImage both2;
public void mergeLayers() {
both = new BufferedImage(mapwidth * 32, mapheight * 32, BufferedImage.TYPE_INT_ARGB);
Graphics g = both.getGraphics();
g.drawImage(backLayer2, 0, 0, mapwidth * 32, mapheight * 32, null);
g.drawImage(middleLayer2, 0, 0, mapwidth * 32, mapheight * 32, null);
both2 = both;
}
public void renderMap(Graphics g) {
g.drawImage(both2, 0, 0, mapwidth * 32, mapheight * 32, null);
if (placetimer > 0)
placetimer--;
}
@Override
public void run() {
while (true) {
try {
oldTime = currentTime;
currentTime = System.currentTimeMillis();
elapsedTime = currentTime - oldTime;
fps = (int) ((1000/100) - elapsedTime);
Thread.sleep(fps);
if (!mapset) {
setMap();
mapset = true;
}
createBack();
createMiddle();
mergeLayers();
} catch(Exception e) {
e.printStackTrace();
}
}
}
이
게임 스크린 샷 타일
사이의 렌더링 오류의 사진입니다 디스플레이 클래스의 대부분 :
코드 검토 사이트에 더 적합합니다. –