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C# 游戏因FPS下降而无法播放_C#_Performance_Xna_Lag_Frame Rate - Fatal编程技术网

C# 游戏因FPS下降而无法播放

C# 游戏因FPS下降而无法播放,c#,performance,xna,lag,frame-rate,C#,Performance,Xna,Lag,Frame Rate,我是唯一经历过这种情况的人吗?我只有一个小小的游戏,但由于FPS下降,现在几乎无法玩了 这是我的代码,如果有人想知道: 游戏1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Mic

我是唯一经历过这种情况的人吗?我只有一个小小的游戏,但由于FPS下降,现在几乎无法玩了

这是我的代码,如果有人想知道:

游戏1.cs

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.IO;

namespace Innovationally
{
enum GameState
{
    TITLESCREEN,
    HELPSCREEN,
    PLAYING,
    WON,
    LOST
}
public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    GameState gameState = GameState.PLAYING;

    //PLAYER STATS
    public static Player player;
    KeyboardState currentKeyboardState;
    KeyboardState previousKeyboardState;
    float playerMoveSpeed;

    //COLLISION STATS
    Rectangle kollision;
    int bHit;

    //LEVEL STATS
    int level_number = 0;
    int loadlevel = 0;
    Texture2D hud, level0, level1, level2, level3, level4, level5;
    Vector2 levelPos;

    //ROOM STATS
    List<int> tile_life = new List<int>();
    Texture2D tile_gfx, stairsUp, stairsDown;
    List<Vector2> tile_position = new List<Vector2>();
    List<int> tile_type = new List<int>();
    List<int> tile_elev = new List<int>();
    int antlabb = 0;
    int antvapen = 0;
    int antpolis = 0;
    int antwavers = 0;
    int researchSpan;

    //MISC
    SpriteFont font;
    Loot loot;

    //GAMEPLAY STATS
    TimeSpan timeElapsed;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
        graphics.PreferredBackBufferHeight = 800;
        graphics.PreferredBackBufferWidth = 900;
    } 
    protected override void Initialize()
    {
        player = new Player();
        playerMoveSpeed = 4.0f;
        levelPos.X = 0;
        levelPos.Y = 0;
        loot = new Loot();
        researchSpan = 120;
        base.Initialize();
    }
    protected override void LoadContent()
    {
        spriteBatch = new SpriteBatch(GraphicsDevice);

        Vector2 playerPosition = new Vector2(430, 450);
        //LEVEL STATS
        LaddaLevel(level_number);
        level0 = Content.Load<Texture2D>("level0");
        level1 = Content.Load<Texture2D>("level1");
        level2 = Content.Load<Texture2D>("level2");
        level3 = Content.Load<Texture2D>("level3");
        level4 = Content.Load<Texture2D>("level4");
        level5 = Content.Load<Texture2D>("level5");
        hud = Content.Load<Texture2D>("hud");

        //ROOM STATS
        tile_gfx = Content.Load<Texture2D>("tile");
        stairsUp = Content.Load<Texture2D>("stairsUp");
        stairsDown = Content.Load<Texture2D>("stairsDown");

        font = Content.Load<SpriteFont>("SpriteFont1");
        player.Initialize(Content.Load<Texture2D>("Leftplayer"), playerPosition);

        //SOMEONE STOP THE MUSIC, MUSIC.
        MediaPlayer.Volume = 0.5f;
        MediaPlayer.IsRepeating = true;
        MediaPlayer.Play(Content.Load<Song>("barn-beat"));
    }
    public void LaddaLevel(int nummer)
    {
        StreamReader SR = new StreamReader(nummer.ToString());

        string bana = SR.ReadToEnd();
        SR.Close();
        int temp_positionY = 0;
        int temp_positionX = 0;

        tile_position.Clear(); 
        tile_type.Clear();    
        tile_life.Clear(); 

        for (int i = 0; i < bana.Length; i++)
        {
            switch (bana[i])
            {
                case ' ':
                    temp_positionX++;
                    break;
                case '0':
                    tile_life.Add(loot.myRnd.Next(8));
                    tile_position.Add(new Vector2((temp_positionX * 100), (temp_positionY * 100)));
                    temp_positionX++;
                    tile_type.Add(int.Parse(bana[i].ToString()));
                    break;
                case '8': 
                    tile_position.Add(new Vector2((temp_positionX * 100), (temp_positionY * 100)));
                    temp_positionX++;
                    tile_type.Add(int.Parse(bana[i].ToString()));
                    tile_life.Add(8);
                    break;
                case '9': 
                    tile_position.Add(new Vector2((temp_positionX * 100), (temp_positionY * 100)));
                    temp_positionX++;
                    tile_type.Add(int.Parse(bana[i].ToString()));
                    tile_life.Add(9);
                    break;
                case '\n':
                    temp_positionY++;
                    temp_positionX = 0;
                    break;
            }
        }
    }
    protected override void UnloadContent()
    {
    }
    protected override void Update(GameTime gameTime)
    {
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();
        previousKeyboardState = currentKeyboardState;
        currentKeyboardState = Keyboard.GetState();
        if (currentKeyboardState.IsKeyDown(Keys.Escape) && previousKeyboardState.IsKeyUp(Keys.Escape))
            this.Exit();

        switch (gameState)
        {
            case GameState.TITLESCREEN:
                if (currentKeyboardState.IsKeyDown(Keys.S) && previousKeyboardState.IsKeyUp(Keys.S))
                    gameState = GameState.PLAYING;
                if (currentKeyboardState.IsKeyDown(Keys.H) && previousKeyboardState.IsKeyUp(Keys.H))
                    gameState = GameState.HELPSCREEN;
                break;
            case GameState.HELPSCREEN:
                if (currentKeyboardState.IsKeyDown(Keys.B) && previousKeyboardState.IsKeyUp(Keys.B))
                    gameState = GameState.TITLESCREEN;
                break;
            case GameState.PLAYING:
                timeElapsed += gameTime.ElapsedGameTime;
                UpdatePlayer(gameTime);
                UpdateResearchCenters(gameTime);
                UpdateCollisions(gameTime);
                break;
            case GameState.LOST:
                if (currentKeyboardState.IsKeyDown(Keys.S) && previousKeyboardState.IsKeyUp(Keys.S))
                {
                    loadlevel = 0;
                    gameState = GameState.PLAYING;
                }
                break;
        }
        base.Update(gameTime);
    }
    private void UpdatePlayer(GameTime gameTime)
    {

        if (currentKeyboardState.IsKeyDown(Keys.Left))
        {
            player.angle = (float)Math.PI * 1.5f;
            player.Position.X -= playerMoveSpeed;
        }
        if (currentKeyboardState.IsKeyDown(Keys.Right))
        {
            player.angle = (float)Math.PI / 2;
            player.Position.X += playerMoveSpeed;
        }
        if (currentKeyboardState.IsKeyDown(Keys.Up))
        {
            player.angle = (float)Math.PI * 2;
            player.Position.Y -= playerMoveSpeed;
        }
        if (currentKeyboardState.IsKeyDown(Keys.Down))
        {
            player.angle = (float)Math.PI;
            player.Position.Y += playerMoveSpeed;
        }
        if (player.health <= 0)
            gameState = GameState.LOST;
    }
    public void UpdateResearchCenters(GameTime gameTime)
    {
        researchSpan -= gameTime.ElapsedGameTime.Seconds;

        if (researchSpan <= 0)
        {
            loot.RandomResearch();
            researchSpan = 120;
        }
    }
    public void UpdateCollisions(GameTime gameTime)
    {
        Rectangle playerBox = new Rectangle((int)player.Position.X - 20, (int)player.Position.Y - 20, 40, 37);
        Rectangle levelBox = new Rectangle(0, 0, 900, 800);

        for (int i = 0; i < tile_position.Count; i++)
        {
            Rectangle tileBox = new Rectangle((int)tile_position[i].X, (int)tile_position[i].Y, 100, 100);
            if (playerBox.Intersects(tileBox))
            {
                if (tile_life[i] <= 9)
                {
                    if (tile_life[i] == 9 && currentKeyboardState.IsKeyDown(Keys.Space)) 
                    {
                        loadlevel += 1;
                        LaddaLevel(loadlevel);
                    }
                    else if (tile_life[i] == 8 && currentKeyboardState.IsKeyDown(Keys.Space))
                    {
                        loadlevel -= 1;
                        LaddaLevel(loadlevel);
                    }
                    else if (tile_life[i] == 7 && currentKeyboardState.IsKeyDown(Keys.Space))
                    {
                        loot.RandomLoot();
                        tile_life[i] = 70; 
                    }
                    else if ((tile_life[i] == 6 || tile_life[i] == 60) && currentKeyboardState.IsKeyDown(Keys.Space) && (player.mvgelever >= 1 || player.problemelever >= 1 || player.normalaelever >= 1))
                    {
                        if (player.mvgelever >= 1)
                        {
                            player.mvgelever -= 1;
                            tile_elev.Add(1);
                        }
                        else if (player.normalaelever >= 1)
                        {
                            player.normalaelever -= 1;
                            tile_elev.Add(2);
                        }
                        else if (player.problemelever >= 1)
                        {
                            player.problemelever -= 1;
                            tile_elev.Add(3);
                        }
                        tile_life[i] = 60;
                        antlabb += 1;

                    }
                    if (tile_life[i] == 60 && currentKeyboardState.IsKeyDown(Keys.Space))
                        {
                            antlabb -= 1;
                            if (tile_elev.Contains(1))
                                player.mvgelever += 1;
                            if (tile_elev.Contains(2))
                                player.normalaelever += 1;
                            if (tile_elev.Contains(3))
                                player.problemelever += 1;
                            tile_life[i] = 6;
                        }
                }
            }
        }
        //Överlappar vi?
        kollision = Intersection(playerBox, levelBox);

        if (kollision.Width > 0 && kollision.Height > 0)
        {
            Rectangle r1 = Normalize(playerBox, kollision);
            Rectangle r2 = Normalize(levelBox, kollision);
            if (loadlevel == 0)
                bHit = TestCollision(player.PlayerTexture, r1, level0, r2);
            if (loadlevel == 1)
                bHit = TestCollision(player.PlayerTexture, r1, level1, r2);
            if (loadlevel == 2)
                bHit = TestCollision(player.PlayerTexture, r1, level2, r2);
            if (loadlevel == 3)
                bHit = TestCollision(player.PlayerTexture, r1, level3, r2);
            if (loadlevel == 4)
                bHit = TestCollision(player.PlayerTexture, r1, level4, r2);
            if (loadlevel == 5)
                bHit = TestCollision(player.PlayerTexture, r1, level5, r2);
        }
        else
        {
            bHit = 0;
        }

        if (bHit == 1 || bHit == 2)
        {
            if (player.angle == (float)Math.PI)
                player.Position.Y -= playerMoveSpeed;
            if (player.angle == (float)Math.PI * 2)
                player.Position.Y += playerMoveSpeed;
            if (player.angle == (float)Math.PI / 2)
                player.Position.X -= playerMoveSpeed;
            if (player.angle == (float)Math.PI * 1.5f)
                player.Position.X += playerMoveSpeed;
        }
    }
    public static Rectangle Intersection(Rectangle r1, Rectangle r2)
    {
        int x1 = Math.Max(r1.Left, r2.Left);
        int y1 = Math.Max(r1.Top, r2.Top);
        int x2 = Math.Min(r1.Right, r2.Right);
        int y2 = Math.Min(r1.Bottom, r2.Bottom);

        if ((x2 >= x1) && (y2 >= y1))
        {
            return new Rectangle(x1, y1, x2 - x1, y2 - y1);
        }
        return Rectangle.Empty;
    }

    public static Rectangle Normalize(Rectangle reference, Rectangle overlap)
    {
        //Räkna ut en rektangel som kan användas relativt till referensrektangeln
        return new Rectangle(
          overlap.X - reference.X,
          overlap.Y - reference.Y,
          overlap.Width,
          overlap.Height);
    }

    public static int TestCollision(Texture2D t1, Rectangle r1, Texture2D t2, Rectangle r2)
    {
        //Beräkna hur många pixlar som finns i området som ska undersökas
        int pixelCount = r1.Width * r1.Height;
        uint[] texture1Pixels = new uint[pixelCount];
        uint[] texture2Pixels = new uint[pixelCount];

        //Kopiera ut pixlarna från båda områdena
        t1.GetData(0, r1, texture1Pixels, 0, pixelCount);
        t2.GetData(0, r2, texture2Pixels, 0, pixelCount);

        //Jämför om vi har några pixlar som överlappar varandra i områdena
        for (int i = 0; i < pixelCount; ++i)
        {
            if (((texture1Pixels[i] & 0xff000000) > 0) && (texture2Pixels[i] == 0xffC3C3C3))
            {
                return 1;
            }
            if (((texture1Pixels[i] & 0xff000000) > 0) && (texture2Pixels[i] == 0xff000000))
            {
                return 2;
            }
            if (((texture1Pixels[i] & 0xff000000) > 0) && (texture2Pixels[i] == 0xff000000))
            {
                return 1;
            }

        }
        return 0;
    }
    private void DrawHud()
    {
        string timeString = "TIME: " + timeElapsed.Minutes.ToString("00") + ":" + timeElapsed.Seconds.ToString("00");

        spriteBatch.Draw(hud, new Vector2(0, 0), Color.White);
        spriteBatch.DrawString(font, timeString, new Vector2(15, 35), Color.White);
        spriteBatch.DrawString(font, "Level " + (loadlevel + 1), new Vector2(15, 10), Color.White);
        spriteBatch.DrawString(font, "" + player.mvgelever, new Vector2(739, 55), Color.White);
        spriteBatch.DrawString(font, "" + player.problemelever, new Vector2(799, 55), Color.White);
        spriteBatch.DrawString(font, "" + player.normalaelever, new Vector2(859, 55), Color.White);
        spriteBatch.DrawString(font, "" + antwavers, new Vector2(454, 55), Color.White);
        spriteBatch.DrawString(font, "" + antpolis, new Vector2(514, 55), Color.White);
        spriteBatch.DrawString(font, "" + antvapen, new Vector2(574, 55), Color.White);
        spriteBatch.DrawString(font, "" + antlabb, new Vector2(633, 55), Color.White);
        spriteBatch.DrawString(font, "" + player.coins, new Vector2(359, 55), Color.White);
        spriteBatch.DrawString(font, "" + player.nyckel, new Vector2(328, 55), Color.White);
        spriteBatch.DrawString(font, "" + player.bombs, new Vector2(296, 55), Color.White);
        spriteBatch.DrawString(font, "RESEARCH IN: " + researchSpan, new Vector2(15, 55), Color.White);
    }
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

        spriteBatch.Begin();
        switch (gameState)
        {
            case GameState.TITLESCREEN:
                break;
            case GameState.PLAYING:
                if (loadlevel == 0)
                    spriteBatch.Draw(level0, new Vector2(0, 0), Color.White);
                if (loadlevel == 1)
                    spriteBatch.Draw(level1, new Vector2(0, 0), Color.White);
                if (loadlevel == 2)
                    spriteBatch.Draw(level2, new Vector2(0, 0), Color.White);
                if (loadlevel == 3)
                    spriteBatch.Draw(level3, new Vector2(0, 0), Color.White);
                if (loadlevel == 4)
                    spriteBatch.Draw(level4, new Vector2(0, 0), Color.White);
                if (loadlevel == 5)
                    spriteBatch.Draw(level5, new Vector2(0, 0), Color.White);
                for (int i = 0; i < tile_position.Count; i++)
                {
                    switch (tile_life[i])
                    {
                        case 0: spriteBatch.Draw(tile_gfx, tile_position[i], Color.White);
                            break;
                        case 1: spriteBatch.Draw(tile_gfx, tile_position[i], Color.HotPink);
                            break;
                        case 2: spriteBatch.Draw(tile_gfx, tile_position[i], Color.YellowGreen);
                            break;
                        case 3: spriteBatch.Draw(tile_gfx, tile_position[i], Color.Purple);
                            break;
                        case 4: spriteBatch.Draw(tile_gfx, tile_position[i], Color.Yellow);
                            break;
                        case 5: spriteBatch.Draw(tile_gfx, tile_position[i], Color.Silver);
                            break;
                        case 6: spriteBatch.Draw(tile_gfx, tile_position[i], Color.Gold);
                            break;
                        case 60: spriteBatch.Draw(tile_gfx, tile_position[i], Color.Gold);
                            spriteBatch.Draw(player.PlayerTexture, new Vector2(tile_position[i].X + 40, tile_position[i].Y + 40), Color.White);
                            break;
                        case 7: spriteBatch.Draw(tile_gfx, tile_position[i], Color.Orange);
                            break;
                        case 70: spriteBatch.Draw(tile_gfx, tile_position[i], Color.DarkOrange);
                            break;
                        case 8: spriteBatch.Draw(stairsDown, tile_position[i], Color.White);
                            break;
                        case 9: spriteBatch.Draw(stairsUp, tile_position[i], Color.White);
                            break;
                    }
                }
                DrawHud();
                player.Draw(spriteBatch);
                break;
        }
        spriteBatch.End();
        base.Draw(gameTime);
    }
}
}
最后,Loot.cs:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Innovationally
{
class Loot
{
    Player player = Game1.player;
    public Random myRnd = new Random();
    public int primarylootnumber;
    public int secondarylootnumber;
    public int tertiarylootnumber;
    public void RandomLoot()
    {
        primarylootnumber = myRnd.Next(1, 11);
        switch (primarylootnumber)
        {
            case 1:player.coins++;
                break;
            case 2:player.coins += 3;
                break;
            case 3:player.coins += 5;
                break;
            case 4:player.normalaelever += 1;
                break;
            case 5:player.normalaelever += 2;
                break;
            case 6:player.health += 10;
                break;
            case 7:player.health += 30;
                break;
            case 8:player.health += 50;
                break;
            case 9:player.damage += 5;
                break;
            case 10:player.damage += 10;
                break;
        }
        secondarylootnumber = myRnd.Next(1, 11);
        switch (primarylootnumber)
        {
            case 1:player.maximumhealth += 10;
                break;
            case 2:player.coins += 10;
                break;
            case 3:player.damage += 15;
                break;
            case 4:player.mvgelever += 1;
                break;
            case 5:player.problemelever += 1;
                break;
        }
        tertiarylootnumber = myRnd.Next(1, 31);
        switch (primarylootnumber)
        {
            case 10:
                player.mvgelever += 1;
                player.problemelever += 1;
                break;
            case 20:player.coins += 50;
                break;
            case 30:player.maximumhealth += 30;
                break;
        }

    }
    public void RandomResearch()
    {
        primarylootnumber = myRnd.Next(1, 6);
        switch (primarylootnumber)
        { 
            case 1:player.maximumhealth += 30;
                break;
            case 2: player.damage += 20;
                break;
            case 3:
                break;
            case 4:
                break;
            case 5:
                break;
        }
    }
}
}

目前我能看到的唯一危险信号是:

t1.GetData(0, r1, texture1Pixels, 0, pixelCount);
t2.GetData(0, r2, texture2Pixels, 0, pixelCount);
这些电话的开销很高。我建议,如果您要进行逐像素碰撞检测,请缓存或预计算像素数据,而不是每帧从纹理检索数据

编辑:

下面是一个玩具实现(未测试!),说明您可能希望如何检索像素数据。希望这将足以让你开始

这里有两个用于获取纹理数据的小函数。初始化游戏时,使用“像素贴图”传入所有纹理(例如在阵列中)。然后,您将拥有一个字典,可用于执行像素数据的查找。您需要使用从纹理和正在测试的矩形中拾取的信息来选择正确的像素

    public static uint[] Pixels(Texture2D texture)
    {
        uint[] data = new uint[texture.Width * texture.Height];
        texture.GetData(data);
        return data;
    }
    public static Dictionary<Texture2D, uint[]> PixelMaps(IEnumerable<Texture2D> textures)
    {
        return textures.ToDictionary(t => t, Pixels);
    }

解决这个问题(以及其他许多问题)的最好和最快的方法是使用探查器。它将能够向您展示哪些方法(可能还有支持这一点的行)需要最长时间才能完成。一旦你缩小范围,你就可以找出如何解决这些问题

至于你发布的代码,我必须同意Dajaw的说法,冲突代码有很大的优化空间。获取纹理数据everyframe从来都不是一个好主意,应该在游戏开始时完成一次,并存储在变量中供以后使用

总的来说,我认为其余的都可以,但是看看分析器显示了什么。一些次要的结构问题(可以使用其他ifs代替ifs,事情可以处理得更好,等等)


我建议你读一下这篇文章,我之前问过一个简单的问题。

你建议怎么读?看起来很棒!然而,我对这一点还很陌生(嘿,这就是为什么我一开始就寻求帮助,duh),我真的不知道像素图的部分,而且万能的互联网也没有向我透露。我可以问一下吗@哈罗。var playerMap=pixelMaps[player.PlayerTexture]代码给了我一个关于KeyNotFound的错误。我真的很感激你在这里为帮助我所做的努力!这意味着player.PlayerTexture不在pixelMap字典中,请确保您添加了它。我发现了错误,确保您的播放器已经启动,并且您可以执行
pixelMaps=pixelMaps(新[]{level0,level1,level2,level3,level4,level5,player.PlayerTexture})或在需要时使用
pixelMaps.add(player.PlayerTexture)添加它    public static uint[] Pixels(Texture2D texture)
    {
        uint[] data = new uint[texture.Width * texture.Height];
        texture.GetData(data);
        return data;
    }
    public static Dictionary<Texture2D, uint[]> PixelMaps(IEnumerable<Texture2D> textures)
    {
        return textures.ToDictionary(t => t, Pixels);
    }
    public static int TestCollision(uint[] t1,
        int t1Width,
        Rectangle r,
        uint[] t2)
    {
        for(var x = r.X; x < r.X + r.Width; x++)
            for (var y = r.Y; y < r.Y + r.Height; y++)
            {
                var i = x + (y * t1Width);
                if (((t1[i] & 0xff000000) > 0) && (t2[i] == 0xffC3C3C3))
                {
                    return 1;
                }
                if (((t1[i] & 0xff000000) > 0) && (t2[i] == 0xff000000))
                {
                    return 2;
                }
                if (((t1[i] & 0xff000000) > 0) && (t2[i] == 0xff000000))
                {
                    return 1;
                }
            }
        return 0;
    }
Dictionary<Texture2D, uint[]> pixelMaps;
       //LEVEL STATS
  level0 = Content.Load<Texture2D>("level0");
  level1 = Content.Load<Texture2D>("level1");
  level2 = Content.Load<Texture2D>("level2");
  level3 = Content.Load<Texture2D>("level3");
  level4 = Content.Load<Texture2D>("level4");
  level5 = Content.Load<Texture2D>("level5");
  //As you can see I'm using the new PixelMaps function here... 
  pixelMaps = PixelMaps(new[] { level0, level1, level2, level3, level4, level5 });
var playerMap = pixelMaps[player.PlayerTexture];
var level0Map = pixelMaps[level0];
if (loadlevel == 0)
     bHit = TestCollision(playerMap, r1, level0Map);