简单的 FPS 计数器
Simple FPS counter
我正在 java 制作一个 CUI 游戏,想在游戏中制作一个 FPS 计数器。谁能给我一个不断更新的简单 FPS 计数器的代码?
我试过了
package Main;
public class Main {
public static void main(String[] args) {
double old_time = System.nanoTime();
System.out.println("FPS: " + get_fps(old_time));
}
private double get_fps(double old_time) {
double new_time = System.nanoTime();
double delta = - old_time;
double fps = 1 / (delta * 1000);
old_time = new_time;
return fps;
}
}
注意:输出应该像
FPS:FPS
以防万一你真的开始了,我想我会在一个循环中分享一个非常基本的 FPS 计数器的例子。我不确定 'CUI' 游戏是什么,但这说明了一个基本的 render/update 循环。为什么会有暴风雪?今天这里很冷。
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.util.Arrays;
import java.util.Random;
import javax.swing.JFrame;
@SuppressWarnings("serial")
public class FpsDemo extends JFrame implements Runnable {
// statics
private final static int SCREENHEIGHT = 800;
private final static int SCREENWIDTH = 1200;
private final static int NOF_SNOWFLAKES = 1000;
private final static int NOF_SPEEDS = 5;
private final static int BACKGROUND = colour(0xB, 0x16, 0x2C);
private final static int WHITE = colour(0xFF, 0xFF, 0xFF);
// for each snowflake [i], [i][0] = x coord, [i][1] = y coord and [i][2] = speed
private final static int snow[][] = new int[NOF_SNOWFLAKES][3];
// for each column, a height
private final static int pile[] = new int[SCREENWIDTH];
/* Code entry point */
public static void main(String[] args) {
new FpsDemo().run();
}
/* Instantiates an instance of this class */
public FpsDemo() {
super("My FPS Demo");
setSize(SCREENWIDTH, SCREENHEIGHT);
setVisible(true);
}
/* Contains the main loop */
@Override
public void run() {
// setup an off-screen buffer to draw to
BufferedImage screen = new BufferedImage(SCREENWIDTH, SCREENHEIGHT, BufferedImage.TYPE_INT_RGB);
int[] screenData = ((DataBufferInt) screen.getRaster().getDataBuffer()).getData();
Graphics gs = getGraphics();
gs.setColor(Color.white);
// prepare some colours
int[] shades = new int[NOF_SPEEDS+1];
for(int i=0; i<NOF_SPEEDS; i++) {
int j = 50 + i * ((255-50)/NOF_SPEEDS);
shades[NOF_SPEEDS-i] = colour(j, j, j);
}
// arrange our initial data
Random random = new Random();
Arrays.fill(pile, SCREENHEIGHT);
for(int i=0; i<NOF_SNOWFLAKES; i++) {
snow[i][0] = random.nextInt(SCREENWIDTH);
snow[i][1] = random.nextInt(SCREENHEIGHT);
snow[i][2] = random.nextInt(4) + 1;
}
// loop forever (well, until an ArrayOutOfBoundsException...)
double fps = 0;
int frameCount = 0;
long startTime = System.nanoTime();
int throttle = NOF_SPEEDS;
while(true) {
Arrays.fill(screenData, BACKGROUND);
// For each pile
for(int x=0; x<SCREENWIDTH; x++) {
for(int y=pile[x], j=x+pile[x]*SCREENWIDTH; y<SCREENHEIGHT; y++, j+=SCREENWIDTH) {
screenData[j] = WHITE;
}
}
// For each snow flake
for(int i=0; i<NOF_SNOWFLAKES; i++) {
// Render the snow flake to the off-screen buffer
int j = snow[i][0]+(snow[i][1]*SCREENWIDTH);
screenData[j] = shades[snow[i][2]];
// Update for next render
if(snow[i][2] < throttle) {
// check the next row down
if(snow[i][1]+1 < pile[ snow[i][0] ] && snow[i][1] < SCREENHEIGHT) {
snow[i][1]++;
// slide left
} else if(snow[i][0]>1 && snow[i][1]+1 < pile[ snow[i][0]-1 ] && snow[i][1] < SCREENHEIGHT) {
snow[i][1]++;
snow[i][0]--;
// slide right
} else if(snow[i][0]<SCREENWIDTH-1 && snow[i][1]+1 < pile[ snow[i][0]+1 ] && snow[i][1] < SCREENHEIGHT) {
snow[i][1]++;
snow[i][0]++;
// we hit the pile
} else {
pile[snow[i][0]]--;
snow[i][1] = random.nextInt(SCREENWIDTH);
snow[i][1] = 0;
snow[i][2] = random.nextInt(4) + 1;
}
}
}
// Flip the image buffer across in one go.
if (gs!=null) {
gs.drawImage(screen, 0, 0, null);
}
// Select less snow flakes each loop so we get a parallax effect
throttle--;
if(throttle == 0) {
throttle = NOF_SPEEDS;
}
// Update FPS
frameCount++;
long now = System.nanoTime();
// has it been more than 1 second (1bn nanos)?
long wallclock = now - startTime;
if(wallclock > 1000000000) {
fps = frameCount / (wallclock/1000000000);
startTime = now;
frameCount = 0;
this.setTitle("FPS: " + fps);
}
// You could try calculating a delay to achieve a specific FPS
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
/* Convenience method to convert RGB values (in the range 0-255) into a single integer */
private static int colour(int r, int g, int b) {
return (r*65536) + (g*256) + b;
}
}
我正在 java 制作一个 CUI 游戏,想在游戏中制作一个 FPS 计数器。谁能给我一个不断更新的简单 FPS 计数器的代码?
我试过了
package Main;
public class Main {
public static void main(String[] args) {
double old_time = System.nanoTime();
System.out.println("FPS: " + get_fps(old_time));
}
private double get_fps(double old_time) {
double new_time = System.nanoTime();
double delta = - old_time;
double fps = 1 / (delta * 1000);
old_time = new_time;
return fps;
}
}
注意:输出应该像
FPS:FPS
以防万一你真的开始了,我想我会在一个循环中分享一个非常基本的 FPS 计数器的例子。我不确定 'CUI' 游戏是什么,但这说明了一个基本的 render/update 循环。为什么会有暴风雪?今天这里很冷。
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.util.Arrays;
import java.util.Random;
import javax.swing.JFrame;
@SuppressWarnings("serial")
public class FpsDemo extends JFrame implements Runnable {
// statics
private final static int SCREENHEIGHT = 800;
private final static int SCREENWIDTH = 1200;
private final static int NOF_SNOWFLAKES = 1000;
private final static int NOF_SPEEDS = 5;
private final static int BACKGROUND = colour(0xB, 0x16, 0x2C);
private final static int WHITE = colour(0xFF, 0xFF, 0xFF);
// for each snowflake [i], [i][0] = x coord, [i][1] = y coord and [i][2] = speed
private final static int snow[][] = new int[NOF_SNOWFLAKES][3];
// for each column, a height
private final static int pile[] = new int[SCREENWIDTH];
/* Code entry point */
public static void main(String[] args) {
new FpsDemo().run();
}
/* Instantiates an instance of this class */
public FpsDemo() {
super("My FPS Demo");
setSize(SCREENWIDTH, SCREENHEIGHT);
setVisible(true);
}
/* Contains the main loop */
@Override
public void run() {
// setup an off-screen buffer to draw to
BufferedImage screen = new BufferedImage(SCREENWIDTH, SCREENHEIGHT, BufferedImage.TYPE_INT_RGB);
int[] screenData = ((DataBufferInt) screen.getRaster().getDataBuffer()).getData();
Graphics gs = getGraphics();
gs.setColor(Color.white);
// prepare some colours
int[] shades = new int[NOF_SPEEDS+1];
for(int i=0; i<NOF_SPEEDS; i++) {
int j = 50 + i * ((255-50)/NOF_SPEEDS);
shades[NOF_SPEEDS-i] = colour(j, j, j);
}
// arrange our initial data
Random random = new Random();
Arrays.fill(pile, SCREENHEIGHT);
for(int i=0; i<NOF_SNOWFLAKES; i++) {
snow[i][0] = random.nextInt(SCREENWIDTH);
snow[i][1] = random.nextInt(SCREENHEIGHT);
snow[i][2] = random.nextInt(4) + 1;
}
// loop forever (well, until an ArrayOutOfBoundsException...)
double fps = 0;
int frameCount = 0;
long startTime = System.nanoTime();
int throttle = NOF_SPEEDS;
while(true) {
Arrays.fill(screenData, BACKGROUND);
// For each pile
for(int x=0; x<SCREENWIDTH; x++) {
for(int y=pile[x], j=x+pile[x]*SCREENWIDTH; y<SCREENHEIGHT; y++, j+=SCREENWIDTH) {
screenData[j] = WHITE;
}
}
// For each snow flake
for(int i=0; i<NOF_SNOWFLAKES; i++) {
// Render the snow flake to the off-screen buffer
int j = snow[i][0]+(snow[i][1]*SCREENWIDTH);
screenData[j] = shades[snow[i][2]];
// Update for next render
if(snow[i][2] < throttle) {
// check the next row down
if(snow[i][1]+1 < pile[ snow[i][0] ] && snow[i][1] < SCREENHEIGHT) {
snow[i][1]++;
// slide left
} else if(snow[i][0]>1 && snow[i][1]+1 < pile[ snow[i][0]-1 ] && snow[i][1] < SCREENHEIGHT) {
snow[i][1]++;
snow[i][0]--;
// slide right
} else if(snow[i][0]<SCREENWIDTH-1 && snow[i][1]+1 < pile[ snow[i][0]+1 ] && snow[i][1] < SCREENHEIGHT) {
snow[i][1]++;
snow[i][0]++;
// we hit the pile
} else {
pile[snow[i][0]]--;
snow[i][1] = random.nextInt(SCREENWIDTH);
snow[i][1] = 0;
snow[i][2] = random.nextInt(4) + 1;
}
}
}
// Flip the image buffer across in one go.
if (gs!=null) {
gs.drawImage(screen, 0, 0, null);
}
// Select less snow flakes each loop so we get a parallax effect
throttle--;
if(throttle == 0) {
throttle = NOF_SPEEDS;
}
// Update FPS
frameCount++;
long now = System.nanoTime();
// has it been more than 1 second (1bn nanos)?
long wallclock = now - startTime;
if(wallclock > 1000000000) {
fps = frameCount / (wallclock/1000000000);
startTime = now;
frameCount = 0;
this.setTitle("FPS: " + fps);
}
// You could try calculating a delay to achieve a specific FPS
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
/* Convenience method to convert RGB values (in the range 0-255) into a single integer */
private static int colour(int r, int g, int b) {
return (r*65536) + (g*256) + b;
}
}