Gosu渲染技术优化

Optimization of Gosu Rendering Technique

我第一次使用 Gosu ruby gem 作为图形库编写游戏。我想我大致理解更新游戏状态的逻辑和更新/渲染的逻辑应该分开,我已经尽最大努力从渲染循环中移除尽可能多的工作量。

我的游戏由 32x32 像素的图块组成,屏幕宽度为 1920x1080,这意味着我一次要在屏幕上渲染约 1,980 个图块(有时更多,具体取决于特定图块是否有多个精灵分层就可以了。

我的问题是,虽然我觉得我已经从程序的 draw 方法中剥离了几乎所有逻辑,但我似乎仍然平均每秒 22 帧左右。如果有人可以查看以下代码片段并提出性能缓慢的可能原因/优化建议,将不胜感激!

# 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

我最终弄明白了这一点,并认为我会 post 我的答案在这里,以防其他人遇到同样的问题。

Gosu 有一个名为 record 的函数,它可以保存您的绘图操作,并将其作为可绘制图像返回给您(参见 #record)。这对于使用 tilemaps 非常有用(这正是我在这个 post 中所做的)。我最终在 initializer 方法中预先记录了绘制操作,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