box2d light导致Libgdx/java性能崩溃
背景信息 嘿,伙计们,我目前正在开发一个小rpg:)今天我尝试实现一些简单的灯光 主要问题 当我在项目中使用点光源时,fps将变得越来越慢。。。我有一台非常好的电脑,所以它不可能是我的gpu或cpu。。。我错过了什么 这是一张截图 您可以在左下角看到fps:6。 顺便说一下,我禁用了vsync,我的gpu是GTX960。。。所以我真的不知道为什么我的fps这么低 球员级别:box2d light导致Libgdx/java性能崩溃,java,libgdx,box2d,light,Java,Libgdx,Box2d,Light,背景信息 嘿,伙计们,我目前正在开发一个小rpg:)今天我尝试实现一些简单的灯光 主要问题 当我在项目中使用点光源时,fps将变得越来越慢。。。我有一台非常好的电脑,所以它不可能是我的gpu或cpu。。。我错过了什么 这是一张截图 您可以在左下角看到fps:6。 顺便说一下,我禁用了vsync,我的gpu是GTX960。。。所以我真的不知道为什么我的fps这么低 球员级别: package Mobs; public class Player { AnimatedSprite animate
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“光”课:
因为我还有拉格,这是我的主要课程:
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();
}
}
my Main类中的.doDispose()是从使用的类中处理资源的方法
感谢您的帮助和时间:)如果您没有处理任何东西,您可能需要查看LibGDX的dispose()函数 这里是链接
如果这不是问题,请告诉我们。什么是
player.createFixture(PolyConfigure)代码>做什么?它将一个box2d动态对象附加到播放器:)Thx为了查看我的代码,我通常不会得到答案没有问题。你介意用包含的代码编辑你的帖子吗?仅供参考,我是在这样的假设下运行的,即您在每个绘制周期中都在不断地创建资源,而不是释放它们。这将导致渲染速度减慢,因为它必须绘制越来越多的图形。我正在尝试定位可能发生这种情况的位置。我可以删除该部分,因为它仅在附加的屏幕上“绘制”一个动态多边形:)问题在于灯光。您可以尝试暂时删除该代码并检查性能吗?另外,在你的代码中,你是否看到你正在创建可以呈现的对象?啊,这就是我在帖子评论中所想的答案。这是一个很好的发现,确实如此,更新了我的代码:),但仍然有延迟,比如每3-5秒一次:/可能是因为我的渲染方法?
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();
}
}