Libgdx/java box2d 灯性能崩溃
Libgdx/java Performance crash with box2d light
背景信息
大家好,我目前正在开发一个小角色扮演游戏 :) 今天我尝试实现一些简单的灯光....
主要问题
当我在我的项目中使用点光源时,fps 会越来越慢......我有一台非常好的电脑,所以它不可能是我的 gpu 或 cpu......所以我做了什么小姐?
这是截图
您可以在左下角看到 fps:6。
顺便说一句,我禁用了 vsync,我的 gpu 是 gtx 960 ...所以我真的不知道为什么我的 fps 这么低...
玩家class:
package Mobs;
public class Player {
AnimatedSprite animatedSprite;
SpriteBatch batch;
Light licht = new Light(Color.WHITE,500);
public int state = 0;
public int netState = 1;
float speed = 2f;
public Vector2 position = new Vector2(256,256);
public Vector2 networkPosition = new Vector2(0,0);
public Player(){
}
public void update(){
state = 0;
if(Gdx.input.isKeyPressed(Keys.A)){
position.x -= Gdx.graphics.getDeltaTime() * 100f;
state = 1;
//System.out.println(currentState);
}
if(Gdx.input.isKeyPressed(Keys.D)){
position.x += Gdx.graphics.getDeltaTime() * 100f;
state = 2;
//System.out.println(currentState);
}
if(Gdx.input.isKeyPressed(Keys.W)){
position.y += Gdx.graphics.getDeltaTime() * 100f;
state = 3;
//System.out.println(currentState);
}
if(Gdx.input.isKeyPressed(Keys.S)){
position.y -= Gdx.graphics.getDeltaTime() * 100f;
state = 4;
//System.out.println(currentState);
}
}
public void setX(float x){
position.x = x;
}
public void setY(float y){
position.y = y;
}
public void draw(float f, float g, OrthographicCamera camera){
position.x = f;
position.y = g;
//System.out.println("In beforeSetState : "+currentState);
animatedSprite.setState(state);
//System.out.println("In after : "+currentState);
animatedSprite.createAnimation();
camera.position.set(f,g,0);
camera.update();
licht.drawLight(camera, f+25 , g+25);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(animatedSprite.convertAnimationTOframes(),f,g, Gdx.graphics.getWidth()/25,Gdx.graphics.getHeight()/15);
batch.end();
}
public void doSetup(){
batch = new SpriteBatch();
animatedSprite = new AnimatedSprite();
}
public float getX(){
return position.x;
}
public float getY(){
return position.y;
}
}
还有我的 "Light" class :
package Screen;
public class Light {
World world;
RayHandler rayHandler;
PointLight pointLight;
Body player;
Box2DDebugRenderer debugRenderer;
public Light(Color farbe, int radius) {
world = new World(new Vector2(0,0),false);
rayHandler = new RayHandler(world);
pointLight = new PointLight(rayHandler, 500 , farbe , radius, 0, 0);
pointLight.setSoftnessLength(0f);
debugRenderer = new Box2DDebugRenderer();
}
public void drawLight(OrthographicCamera playerCam, float x, float y){
world.step(1 / 60f, 8, 3);
debugRenderer.render(world, playerCam.combined);
pointLight.setPosition(x,y);
rayHandler.setCombinedMatrix(playerCam.combined);
rayHandler.updateAndRender();
}
public void removeLights(){
rayHandler.removeAll();
pointLight.remove();
}
}
因为我仍然有问题,这是我的 MainClass:
public class LauncherScreen implements Screen{
//-----------------------------------------------------------
//-----------------idle Animation----------------------------
//-----------------------------------------------------------
Map duengon;
AnimatedSprite animationForMultiplayer;
SpriteBatch spriteBatch;
Player mySelf;
OrthographicCamera mpPlayerCam;
OrthographicCamera camera;
static Client client = new Client();
Launcher launcher = new Launcher();
int[][] map = {{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};
@Override
public void render(float delta) {
// TODO Auto-generated method stub
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
launcher.update();
//------------------------------------------------------------------------
//------------------------Draws the Map-----------------------------------
//------------------------------------------------------------------------
duengon.ubdate(map, camera);
//------------------------------------------------------------------------
//------------------------Draws the Players-------------------------------
//------------------------------------------------------------------------
for(MPPlayer mpPlayer : launcher.getPlayersValue()){
animationForMultiplayer.setState(mpPlayer.state);
animationForMultiplayer.createAnimation();
camera.position.set(mpPlayer.x,mpPlayer.y,0);
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
spriteBatch.draw(animationForMultiplayer.convertAnimationTOframes(), mpPlayer.x, mpPlayer.y,Gdx.graphics.getWidth()/25,Gdx.graphics.getHeight()/15); // #6
spriteBatch.end();
System.out.println("mpPlayer : "+mpPlayer.x+" "+mpPlayer.y);
}
mySelf.update();
mySelf.draw(launcher.getPlayerX(), launcher.getPlayerY(), camera);
camera.update();
System.out.println(Gdx.graphics.getFramesPerSecond());
System.out.println("player : "+launcher.getPlayerX()+" "+launcher.getPlayerY());
}
@Override
public void show() {
// TODO Auto-generated method stub
animationForMultiplayer = new AnimatedSprite();
spriteBatch = new SpriteBatch();
mySelf = new Player();
mySelf.doSetup();
mpPlayerCam = new OrthographicCamera(0,0);
mpPlayerCam.setToOrtho(false);
camera = new OrthographicCamera(0, 0);
camera.setToOrtho(false);
duengon = new Map();
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void hide() {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
// TODO Auto-generated method stub
spriteBatch.dispose();
mySelf.doDispose();
animationForMultiplayer.doDispose();
duengon.doDispose();
}
}
我的 mainClass 中的 .doDispose() 是处理来自 classes 的资源的方法 use
感谢您的帮助和抽出时间:)
您没有处置任何东西,您可能需要查看 LibGDX 的 dispose() 函数
这是 link
https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Disposable.html
如果这不是问题,请告诉我们。
背景信息
大家好,我目前正在开发一个小角色扮演游戏 :) 今天我尝试实现一些简单的灯光....
主要问题
当我在我的项目中使用点光源时,fps 会越来越慢......我有一台非常好的电脑,所以它不可能是我的 gpu 或 cpu......所以我做了什么小姐?
这是截图
您可以在左下角看到 fps:6。 顺便说一句,我禁用了 vsync,我的 gpu 是 gtx 960 ...所以我真的不知道为什么我的 fps 这么低...
玩家class:
package Mobs;
public class Player {
AnimatedSprite animatedSprite;
SpriteBatch batch;
Light licht = new Light(Color.WHITE,500);
public int state = 0;
public int netState = 1;
float speed = 2f;
public Vector2 position = new Vector2(256,256);
public Vector2 networkPosition = new Vector2(0,0);
public Player(){
}
public void update(){
state = 0;
if(Gdx.input.isKeyPressed(Keys.A)){
position.x -= Gdx.graphics.getDeltaTime() * 100f;
state = 1;
//System.out.println(currentState);
}
if(Gdx.input.isKeyPressed(Keys.D)){
position.x += Gdx.graphics.getDeltaTime() * 100f;
state = 2;
//System.out.println(currentState);
}
if(Gdx.input.isKeyPressed(Keys.W)){
position.y += Gdx.graphics.getDeltaTime() * 100f;
state = 3;
//System.out.println(currentState);
}
if(Gdx.input.isKeyPressed(Keys.S)){
position.y -= Gdx.graphics.getDeltaTime() * 100f;
state = 4;
//System.out.println(currentState);
}
}
public void setX(float x){
position.x = x;
}
public void setY(float y){
position.y = y;
}
public void draw(float f, float g, OrthographicCamera camera){
position.x = f;
position.y = g;
//System.out.println("In beforeSetState : "+currentState);
animatedSprite.setState(state);
//System.out.println("In after : "+currentState);
animatedSprite.createAnimation();
camera.position.set(f,g,0);
camera.update();
licht.drawLight(camera, f+25 , g+25);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(animatedSprite.convertAnimationTOframes(),f,g, Gdx.graphics.getWidth()/25,Gdx.graphics.getHeight()/15);
batch.end();
}
public void doSetup(){
batch = new SpriteBatch();
animatedSprite = new AnimatedSprite();
}
public float getX(){
return position.x;
}
public float getY(){
return position.y;
}
}
还有我的 "Light" class :
package Screen;
public class Light {
World world;
RayHandler rayHandler;
PointLight pointLight;
Body player;
Box2DDebugRenderer debugRenderer;
public Light(Color farbe, int radius) {
world = new World(new Vector2(0,0),false);
rayHandler = new RayHandler(world);
pointLight = new PointLight(rayHandler, 500 , farbe , radius, 0, 0);
pointLight.setSoftnessLength(0f);
debugRenderer = new Box2DDebugRenderer();
}
public void drawLight(OrthographicCamera playerCam, float x, float y){
world.step(1 / 60f, 8, 3);
debugRenderer.render(world, playerCam.combined);
pointLight.setPosition(x,y);
rayHandler.setCombinedMatrix(playerCam.combined);
rayHandler.updateAndRender();
}
public void removeLights(){
rayHandler.removeAll();
pointLight.remove();
}
}
因为我仍然有问题,这是我的 MainClass:
public class LauncherScreen implements Screen{
//-----------------------------------------------------------
//-----------------idle Animation----------------------------
//-----------------------------------------------------------
Map duengon;
AnimatedSprite animationForMultiplayer;
SpriteBatch spriteBatch;
Player mySelf;
OrthographicCamera mpPlayerCam;
OrthographicCamera camera;
static Client client = new Client();
Launcher launcher = new Launcher();
int[][] map = {{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};
@Override
public void render(float delta) {
// TODO Auto-generated method stub
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
launcher.update();
//------------------------------------------------------------------------
//------------------------Draws the Map-----------------------------------
//------------------------------------------------------------------------
duengon.ubdate(map, camera);
//------------------------------------------------------------------------
//------------------------Draws the Players-------------------------------
//------------------------------------------------------------------------
for(MPPlayer mpPlayer : launcher.getPlayersValue()){
animationForMultiplayer.setState(mpPlayer.state);
animationForMultiplayer.createAnimation();
camera.position.set(mpPlayer.x,mpPlayer.y,0);
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
spriteBatch.draw(animationForMultiplayer.convertAnimationTOframes(), mpPlayer.x, mpPlayer.y,Gdx.graphics.getWidth()/25,Gdx.graphics.getHeight()/15); // #6
spriteBatch.end();
System.out.println("mpPlayer : "+mpPlayer.x+" "+mpPlayer.y);
}
mySelf.update();
mySelf.draw(launcher.getPlayerX(), launcher.getPlayerY(), camera);
camera.update();
System.out.println(Gdx.graphics.getFramesPerSecond());
System.out.println("player : "+launcher.getPlayerX()+" "+launcher.getPlayerY());
}
@Override
public void show() {
// TODO Auto-generated method stub
animationForMultiplayer = new AnimatedSprite();
spriteBatch = new SpriteBatch();
mySelf = new Player();
mySelf.doSetup();
mpPlayerCam = new OrthographicCamera(0,0);
mpPlayerCam.setToOrtho(false);
camera = new OrthographicCamera(0, 0);
camera.setToOrtho(false);
duengon = new Map();
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void hide() {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
// TODO Auto-generated method stub
spriteBatch.dispose();
mySelf.doDispose();
animationForMultiplayer.doDispose();
duengon.doDispose();
}
}
我的 mainClass 中的 .doDispose() 是处理来自 classes 的资源的方法 use
感谢您的帮助和抽出时间:)
您没有处置任何东西,您可能需要查看 LibGDX 的 dispose() 函数 这是 link https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/Disposable.html
如果这不是问题,请告诉我们。