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GOSU绘制技术的优化

  •  2
  • Alex Dovzhanyn  · 技术社区  · 8 年前

    我第一次用 Gosu 红宝石作为图形库。我认为我大体上理解更新游戏状态的逻辑和更新/渲染的逻辑应该分开,我已经尽了最大努力从渲染循环中移除尽可能多的工作负载。

    我的游戏由32x32像素的方块组成,屏幕宽度为1920x1080,这意味着我要一次将~1980个方块渲染到屏幕上(有时更多,取决于特定的方块上是否有多个精灵分层)。

    我的问题是,尽管我觉得我已经从 draw 方法的程序,我似乎仍然是平均每秒约22帧。如果有人能看一下下面的代码片段,并为性能低下提出可能的原因/优化建议,那将是非常感谢的!

    # Main file (seven_deadly_sins.rb)
    require_relative 'initializer'
    
    class SevenDeadlySins < Gosu::Window
      WIDTH, HEIGHT = 1920, 1080
    
      def initialize
        super WIDTH, HEIGHT
        self.caption = "Seven Deadly Sins"
    
        @player = Player.new(0,0,10,40,40)
        @game_tiles = Gosu::Image.load_tiles('./assets/tiles/map_tiles.png', 16, 16, {retro: true}) # Retro means no weird border around smaller tiles
        @level_mapper = LevelMapper.new(self, 'test.json', @game_tiles)
      end
    
      def update
        @player.update
        @level_mapper.update
      end
    
      def draw
        @player.draw
        @level_mapper.draw
      end
    end
    
    SevenDeadlySins.new.show
    

    # level_mapper.rb
    
    class LevelMapper
      TILE_SIZE = 32
    
      def initialize(window, mapfile, sprites)
        @window = window
        @sprites = sprites
        @map = initialize_mapfile(mapfile)
        @font = Gosu::Font.new(16)
        @tiles_within_viewport = []
      end
    
      def update
        @tiles_within_viewport = @map.select {|tileset| within_viewport?(tileset[0]['x'], tileset[0]['y'], TILE_SIZE, TILE_SIZE)}
      end
    
      def draw
        @tiles_within_viewport.each do |tiles|
          tiles.each{|tile| draw_tile(tile)}
        end
      end
    
      def draw_tile(tile)
        Gosu.draw_rect(tile['x'], tile['y'], TILE_SIZE, TILE_SIZE, 0xff292634, 1)
        if tile['sprite_index']
          @sprites[tile['sprite_index']].draw(tile['x'], tile['y'], tile['z'], TILE_SIZE / 16, TILE_SIZE / 16)
        end
      end
    
      def needs_render?
        true
      end
    
      def initialize_mapfile(mapfile)
        contents = File.read(File.join(File.dirname(__FILE__), '..', 'assets', 'maps', mapfile))
        JSON.parse(contents)
      end
    
      def self.generate_empty_map(width, height, tile_size)
        max_tiles_x, max_tiles_y = width / tile_size * 6, height / tile_size * 6
        generated_map = (0..max_tiles_y).map {|y| (0..max_tiles_x).map {|x| [{x: x * tile_size, y: y * tile_size, z: 2}]}}.flatten(1)
        [max_tiles_x, max_tiles_y, generated_map]
      end
    
      def within_viewport?(x, y, w = 0, h = 0)
        x + w <= @window.width && y + h <= @window.height
      end
    end
    

    # player.rb
    class Player < Humanoid
      def initialize(*opts)
        super(*opts)
      end
    end
    

    # humanoid.rb
    class Humanoid
      attr_reader :bounding_box
    
      def initialize(x, y, z, w, h, move_speed = 5)
        @bounding_box = BoundingBox.new(x, y, z, w, h)
        @move_speed = move_speed
      end
    
      def draw
        if (needs_render?)
          Gosu.draw_rect(bounding_box.x, bounding_box.y, bounding_box.w, bounding_box.h, Gosu::Color::RED, bounding_box.z)
        end
      end
    
      def update
        if Gosu.button_down? Gosu::KB_LEFT or Gosu::button_down? Gosu::GP_LEFT
          move :left
        end
        if Gosu.button_down? Gosu::KB_RIGHT or Gosu::button_down? Gosu::GP_RIGHT
          move :right
        end
        if Gosu.button_down? Gosu::KB_UP or Gosu::button_down? Gosu::GP_BUTTON_0
          move :up
        end
        if Gosu.button_down? Gosu::KB_DOWN or Gosu::button_down? Gosu::GP_BUTTON_1
          move :down
        end
      end
    
      def needs_render?
        true
      end
    
      def move(direction)
        if direction == :left
          @bounding_box.x -= @move_speed
        elsif direction == :right
          @bounding_box.x += @move_speed
        elsif direction == :up
          @bounding_box.y -= @move_speed
        else
          @bounding_box.y += @move_speed
        end
      end
    end
    
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  •  1
  •   Alex Dovzhanyn    8 年前

    最后我发现了这个问题,我想我会把我的答案贴在这里,以防其他人遇到同样的问题。

    gosu有一个函数 record 它将保存您的绘图操作,并将其作为可绘图图像返回给您(请参见 #record )。这对于使用tilemaps非常有用(这正是我在本文中所做的)。我最终在我的 initializer 方法,然后绘制记录,如下所示:

    class LevelMapper
    
      def initializer
        ...
        # Pre-record map so that we can speed up rendering.
        create_static_recording
      end
    
      def create_static_recording
        @map_rec = @window.record(@window.width, @window.height) do |x, y|
          # Replace the following lines with whatever your draw function would do
          @tiles_within_viewport.each do |tiles|
            tiles.each do |tile|
              Gosu.draw_rect(tile['x'], tile['y'], TILE_SIZE, TILE_SIZE, 0xff292634, 1)
              if tile['sprite_index']
                @sprites[tile['sprite_index']].draw(tile['x'], tile['y'], tile['z'], TILE_SIZE / 16, TILE_SIZE / 16)
              end
            end
          end
        end
      end
    
      def draw
        @map_rec.draw(0, 0, 0)
      end
    
    end