.net 游戏图形-质量相关的FPS控制?
我目前正在制作一个游戏(在vb.net中),它使用绘制大多数游戏对象,但我遇到了性能的老问题。为了对抗滞后,我添加了一些代码来自动降低游戏质量,这样我就可以尝试提高游戏的速度,这在一定程度上是可行的,但是当更多的“敌人”被添加到更高的级别时,游戏的速度仍然会明显减慢。我对graphics类很陌生(几天前才开始使用它),所以我知道唯一有助于加快游戏速度的方法是:关闭抗锯齿,降低计时器间隔(这在很大程度上控制着我的游戏刷新率),那么除了上一步,还有其他方法可以提高游戏的性能吗 游戏截图。。。 这是我到目前为止的代码(质量调整位在底部).net 游戏图形-质量相关的FPS控制?,.net,vb.net,winforms,performance,graphics,.net,Vb.net,Winforms,Performance,Graphics,我目前正在制作一个游戏(在vb.net中),它使用绘制大多数游戏对象,但我遇到了性能的老问题。为了对抗滞后,我添加了一些代码来自动降低游戏质量,这样我就可以尝试提高游戏的速度,这在一定程度上是可行的,但是当更多的“敌人”被添加到更高的级别时,游戏的速度仍然会明显减慢。我对graphics类很陌生(几天前才开始使用它),所以我知道唯一有助于加快游戏速度的方法是:关闭抗锯齿,降低计时器间隔(这在很大程度上控制着我的游戏刷新率),那么除了上一步,还有其他方法可以提高游戏的性能吗 游戏截图。。。 这是
公共类表单1
作为新哈希集按下私钥(共键)
Private firstRun As Boolean=True
私有mouseDownB作为布尔值=False
Private newLevel为布尔值=True
私有随机颜色作为新的随机颜色
私有随机疗法作为新的随机疗法
私有随机基因作为新的随机基因
私有randomeneyside作为新的Random
私人生活为整数=5
私有分数为字符串=0
专用playerX作为整数=403
作为整数的私有playerY=206
私有totaltEnemyCount作为整数=10
私有EnemCount作为整数=0
私有enemyX(0)作为整数
私有Enemy(0)作为整数
私有enemyID(0)为整数
私有EX作为整数=0
私有EY作为整数=0
私有ES作为整数=0
私有enemyMoved为整数
Private EneySpeed As Integer=1
私有密钥被攻击为整数=0
私有enemyActive作为整数=0
Private levelNumber的长度为0
作为整数的专用FPS=40
专用g1作为图形
Private enemycount增加为布尔值=True
Private EneySpeedIncrease为布尔值=False
显示的私有子表单1_(发送者作为对象,e作为事件参数)处理我。显示
g1=Me.CreateGraphics
g1.SmoothingMode=Drawing2D.SmoothingMode.AntiAlias
端接头
私有子表单1u MouseDown(发送方作为对象,e作为MouseEventArgs)处理我。MouseDown
mouseDownB=True
端接头
私有子表单1u MouseUp(发送方作为对象,e作为MouseEventArgs)处理Me.MouseUp
mouseDownB=False
端接头
私有子表单1u KeyDown(发送方作为对象,e作为KeyEventArgs)处理Me.KeyDown
如果e.KeyCode=Keys.Left,则
按键。添加(按键。左)
ElseIf e.KeyCode=Keys.Up然后
按键。添加(按键。向上)
ElseIf e.KeyCode=Keys.然后
按键。添加(按键。右侧)
ElseIf e.KeyCode=Keys.Down然后
按键。添加(按键。向下)
如果结束
端接头
私有子表单1u KeyUp(发送方作为对象,e作为KeyEventArgs)处理Me.KeyUp
按键。移除(例如,按键代码)
端接头
随机颜色发生器
私有函数R()作为字符串
返回随机颜色。下一步(0,255)
端函数
私有函数G()作为字符串
返回随机颜色。下一步(0,255)
端函数
私有函数B()作为字符串
返回随机颜色。下一步(0,255)
端函数
随机位置发生器
私有函数X()作为字符串
返回randomeneyx.Next(0494)
端函数
私有函数Y()作为字符串
返回randomeneyy.Next(24348)
端函数
主显示器和播放器生成
Private Sub mainPaint(发送者作为对象,e作为事件参数)处理Timer1。勾选
计时器1.间隔=每秒
新秒表
圣斯特朗
如果firstRun=True,则
levelNumber=levelNumber+1
g1.DrawString(“Level”和levelNumber,新字体(“DigifaceWide”,64,GraphicsUnit.Pixel),新的SolidBrush(Color.FromArgb(191,R,G,B)),X,Y)
g1.DrawRectangle(新笔(颜色为argb(128,R,G,B)),0,0,884,24)
g1.FillEllipse(新的SolidBrush(颜色为argb(128,R,G,B)),playerX,playerY,24,24)
g1.FillRectangle(新的SolidBrush(颜色为argb(128,R,G,B)),0,0,884,24)
g1.抽绳(“Life:5”,新字体(“DigifaceWide”,20,GraphicsUnit.Pixel),新的SolidBrush(颜色为Argb(191,R,G,B)),2,0)
g1.抽绳(“分数:0”,新字体(“数字字体宽”,20,GraphicsUnit.Pixel),新的SolidBrush(颜色为Argb(191,R,G,B)),100,0)
firstRun=False
如果结束
移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家移动玩家
如果按下键.Contains(键.Left),则
如果playerX>0,则
playerX=playerX-5
g1.FillEllipse(新的SolidBrush(颜色为argb(128,R,G,B)),playerX,playerY,24,24)
如果结束
ElseIf键按下。包含(键。向上)然后
如果playerY>24,则
playerY=playerY-5
g1.FillEllipse(新的SolidBrush(颜色为argb(128,R,G,B)),playerX,playerY,24,24)
如果结束
ElseIf键按下。包含(键。右)然后
如果playerX<860,则
playerX=playerX+5
g1.FillEllipse(新的SolidBrush(颜色为argb(128,R,G,B)),playerX,playerY,24,24)
如果结束
如果按下ElseIf键。包含(键。向下),则
如果playerY<388,则
playerY=playerY+5
g1.FillEllipse(新的SolidBrush(颜色为argb(128,R,G,B)),playerX,playerY,24,24)
如果结束
如果结束
激光发电
如果mouseDownB=True,则
g1.抽绳(新笔(颜色为argb(102,R,G,B)),playerX+12,playerY+12,Control.MousePosition.X-Me.Bounds.X,Control.MousePosition.Y-Me.Bounds.Y)
如果结束
敌一代-新水平
如果newLevel=True,则
levelNumber=levelNumber+1
当EnemicountPublic Class Form1
Private keysPressed As New HashSet(Of Keys)
Private firstRun As Boolean = True
Private mouseDownB As Boolean = False
Private newLevel As Boolean = True
Private randomColour As New Random
Private RandomEnemyX As New Random
Private RandomEnemyY As New Random
Private RandomEnemySide As New Random
Private life As Integer = 5
Private score As String = 0
Private playerX As Integer = 403
Private playerY As Integer = 206
Private totaltEnemyCount As Integer = 10
Private enemyCount As Integer = 0
Private enemyX(0) As Integer
Private enemyY(0) As Integer
Private enemyID(0) As Integer
Private EX As Integer = 0
Private EY As Integer = 0
Private ES As Integer = 0
Private enemyMoved As Integer
Private enemySpeed As Integer = 1
Private enemyAttacked As Integer = 0
Private enemyActive As Integer = 0
Private levelNumber As Long = 0
Private FPS As Integer = 40
Private g1 As Graphics
Private enemyCountIncrease As Boolean = True
Private enemySpeedIncrease As Boolean = False
Private Sub Form1_Shown(sender As Object, e As EventArgs) Handles Me.Shown
g1 = Me.CreateGraphics
g1.SmoothingMode = Drawing2D.SmoothingMode.AntiAlias
End Sub
Private Sub Form1_MouseDown(sender As Object, e As MouseEventArgs) Handles Me.MouseDown
mouseDownB = True
End Sub
Private Sub Form1_MouseUp(sender As Object, e As MouseEventArgs) Handles Me.MouseUp
mouseDownB = False
End Sub
Private Sub Form1_KeyDown(sender As Object, e As KeyEventArgs) Handles Me.KeyDown
If e.KeyCode = Keys.Left Then
keysPressed.Add(Keys.Left)
ElseIf e.KeyCode = Keys.Up Then
keysPressed.Add(Keys.Up)
ElseIf e.KeyCode = Keys.Right Then
keysPressed.Add(Keys.Right)
ElseIf e.KeyCode = Keys.Down Then
keysPressed.Add(Keys.Down)
End If
End Sub
Private Sub Form1_KeyUp(sender As Object, e As KeyEventArgs) Handles Me.KeyUp
keysPressed.Remove(e.KeyCode)
End Sub
'''''''''''''''''''''''''Random colour generator''''''''''''''''''''''''''''
Private Function R() As String
Return randomColour.Next(0, 255)
End Function
Private Function G() As String
Return randomColour.Next(0, 255)
End Function
Private Function B() As String
Return randomColour.Next(0, 255)
End Function
'''''''''''''''''''''''''Random location generator''''''''''''''''''''''''''''
Private Function X() As String
Return RandomEnemyX.Next(0, 494)
End Function
Private Function Y() As String
Return RandomEnemyY.Next(24, 348)
End Function
'''''''''''''''''''''''''Main display & player generation''''''''''''''''''''''''''''''''
Private Sub mainPaint(sender As Object, e As EventArgs) Handles Timer1.Tick
Timer1.Interval = FPS
Dim ST As New Stopwatch
ST.Start()
If firstRun = True Then
levelNumber = levelNumber + 1
g1.DrawString("Level " & levelNumber, New Font("DigifaceWide", 64, GraphicsUnit.Pixel), New SolidBrush(Color.FromArgb(191, R, G, B)), X, Y)
g1.DrawRectangle(New Pen(Color.FromArgb(128, R, G, B)), 0, 0, 884, 24)
g1.FillEllipse(New SolidBrush(Color.FromArgb(128, R, G, B)), playerX, playerY, 24, 24)
g1.FillRectangle(New SolidBrush(Color.FromArgb(128, R, G, B)), 0, 0, 884, 24)
g1.DrawString("Life: 5", New Font("DigifaceWide", 20, GraphicsUnit.Pixel), New SolidBrush(Color.FromArgb(191, R, G, B)), 2, 0)
g1.DrawString("Score: 0", New Font("DigifaceWide", 20, GraphicsUnit.Pixel), New SolidBrush(Color.FromArgb(191, R, G, B)), 100, 0)
firstRun = False
End If
'''''''''''''''''''''''''''''''Move player''''''''''''''''''''''''''''''
If keysPressed.Contains(Keys.Left) Then
If playerX > 0 Then
playerX = playerX - 5
g1.FillEllipse(New SolidBrush(Color.FromArgb(128, R, G, B)), playerX, playerY, 24, 24)
End If
ElseIf keysPressed.Contains(Keys.Up) Then
If playerY > 24 Then
playerY = playerY - 5
g1.FillEllipse(New SolidBrush(Color.FromArgb(128, R, G, B)), playerX, playerY, 24, 24)
End If
ElseIf keysPressed.Contains(Keys.Right) Then
If playerX < 860 Then
playerX = playerX + 5
g1.FillEllipse(New SolidBrush(Color.FromArgb(128, R, G, B)), playerX, playerY, 24, 24)
End If
ElseIf keysPressed.Contains(Keys.Down) Then
If playerY < 388 Then
playerY = playerY + 5
g1.FillEllipse(New SolidBrush(Color.FromArgb(128, R, G, B)), playerX, playerY, 24, 24)
End If
End If
'''''''''''''''''''''''''''''''Laser generation'''''''''''''''''''''''''''''''''''''
If mouseDownB = True Then
g1.DrawLine(New Pen(Color.FromArgb(102, R, G, B)), playerX + 12, playerY + 12, Control.MousePosition.X - Me.Bounds.X, Control.MousePosition.Y - Me.Bounds.Y)
End If
''''''''''''''''''''''''''''''''Enemy generation - New level''''''''''''''''''''''''''''''''''''
If newLevel = True Then
levelNumber = levelNumber + 1
Do While enemyCount < totaltEnemyCount
Dim i As Integer = 0
ReDim enemyID(0)
Do While enemyID.Length <= totaltEnemyCount
EX = RandomEnemyX.Next(0, 872)
EY = RandomEnemyY.Next(24, 400)
ES = RandomEnemySide.Next(0, 4)
ReDim Preserve enemyID(i + 1)
enemyID(i) = 1
ReDim Preserve enemyX(i + 1)
ReDim Preserve enemyY(i + 1)
If ES = 0 Then 'Left side
enemyX(i) = 0
enemyY(i) = EY
ElseIf ES = 1 Then 'Top side
enemyX(i) = EX
enemyY(i) = 24
ElseIf ES = 2 Then 'Right side
enemyX(i) = 872
enemyY(i) = EY
ElseIf ES = 3 Then 'Bottom side
enemyX(i) = EX
enemyY(i) = 400
End If
g1.FillEllipse(New SolidBrush(Color.FromArgb(128, Color.Red)), enemyX(i), enemyY(i), 12, 12)
enemyCount = enemyID.Length
enemyActive = enemyActive + 1
i = i + 1
Loop
Loop
newLevel = False
End If
''''''''''''''''''''''''''''''''Enemy attacked''''''''''''''''''''''''''''''''''''''''
Dim iii As Integer = 0
Do While iii < totaltEnemyCount
If (((Control.MousePosition.X - Me.Location.X) > enemyX(iii))) And ((Control.MousePosition.X - Me.Location.X) < (enemyX(iii) + 16)) And ((Control.MousePosition.Y - Me.Location.Y) > enemyY(iii)) And ((Control.MousePosition.Y - Me.Location.Y) < (enemyY(iii) + 16)) Then
If mouseDownB = True Then
enemyID(iii) = -1
enemyX(iii) = -1
enemyY(iii) = -1
enemyActive = enemyActive - 1
enemyCount = enemyCount - 1
End If
End If
iii = iii + 1
Loop
''''''''''''''''''''''''''''''''Move enemy'''''''''''''''''''''''''''''
Dim ii As Integer = 0
Do While enemyMoved < totaltEnemyCount
If enemyActive < 1 Then
enemyCount = 0
newLevel = True
If enemyCountIncrease = True Then
totaltEnemyCount = totaltEnemyCount + 50
ElseIf enemySpeedIncrease = True Then
enemySpeed = enemySpeed + 1
End If
g1.DrawString("Level " & levelNumber, New Font("DigifaceWide", 64, GraphicsUnit.Pixel), New SolidBrush(Color.FromArgb(191, R, G, B)), X, Y)
Exit Sub
End If
If enemyID(ii) = -1 Then
GoTo skipMove
End If
If (enemyX(ii) - (playerX + 4)) < 0 Then 'Enemy on left
enemyX(ii) = enemyX(ii) + enemySpeed
End If
If (enemyX(ii) - (playerX + 4)) > 0 Then 'Enemy on right
enemyX(ii) = enemyX(ii) - enemySpeed
End If
If (enemyY(ii) - (playerY + 4)) < 0 Then 'Enemy above
enemyY(ii) = enemyY(ii) + enemySpeed
End If
If (enemyY(ii) - (playerY + 4)) > 0 Then 'Enemy below
enemyY(ii) = enemyY(ii) - enemySpeed
End If
g1.FillEllipse(New SolidBrush(Color.FromArgb(51, Color.Red)), enemyX(ii), enemyY(ii), 12, 12)
skipMove:
enemyMoved = enemyMoved + 1
ii = ii + 1
Loop
enemyMoved = 0
''''''''''''''''''''''QDSA - Quality Depentant Speed Adjustment''''''''''''''''''''
ST.Stop()
Dim elapTick As Decimal = ST.ElapsedTicks
If elapTick < 5000 Then 'Slow down
FPS = FPS + 1
enemySpeedIncrease = False
g1.SmoothingMode = Drawing2D.SmoothingMode.AntiAlias
enemyCountIncrease = True
ElseIf elapTick > 5000 Then 'Speed up
If FPS > 1 Then
FPS = FPS - 1
End If
g1.SmoothingMode = Drawing2D.SmoothingMode.None
enemyCountIncrease = False
If enemySpeed < 4 Then
enemySpeedIncrease = True
Else
enemySpeedIncrease = False
End If
End If
End Sub
End Class
<Window x:Class="SamsGameSample.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="clr-namespace:SamsGameSample"
Title="SamsGameSample"
PreviewKeyDown="Window_PreviewKeyDown"
PreviewKeyUp="Window_PreviewKeyUp"
SizeChanged="Window_SizeChanged"
WindowState="Maximized">
<Window.Resources>
<DataTemplate DataType="{x:Type local:Player}">
<Ellipse Fill="Green" Stroke="Black" Height="{Binding Size.Height}" Width="{Binding Size.Width}"/>
</DataTemplate>
<DataTemplate DataType="{x:Type local:Enemy}">
<Ellipse Fill="Red" Stroke="Black" Height="{Binding Size.Height}" Width="{Binding Size.Width}"/>
</DataTemplate>
</Window.Resources>
<DockPanel>
<DockPanel.Background>
<LinearGradientBrush StartPoint="0,0" EndPoint="1,0" Opacity=".6">
<GradientStop Color="Blue" Offset="0"/>
<GradientStop Color="Red" Offset=".5"/>
<GradientStop Color="Green" Offset="1"/>
</LinearGradientBrush>
</DockPanel.Background>
<StackPanel Orientation="Horizontal" Background="#70000000" DockPanel.Dock="Top">
<TextBlock Text="{Binding Lives, StringFormat='Lives: {0}'}" Margin="10" Foreground="AliceBlue"/>
<TextBlock Text="{Binding Score, StringFormat='Score: {0}'}" Margin="10" Foreground="AliceBlue"/>
</StackPanel>
<ItemsControl ItemsSource="{Binding GameObjects}" x:Name="GameArea">
<ItemsControl.ItemContainerStyle>
<Style TargetType="ContentPresenter">
<Setter Property="Canvas.Left" Value="{Binding Location.X}"/>
<Setter Property="Canvas.Top" Value="{Binding Location.Y}"/>
</Style>
</ItemsControl.ItemContainerStyle>
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<Canvas IsItemsHost="True"/>
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
</ItemsControl>
</DockPanel>
</Window>