Ruby Gosu渲染技术的优化
我第一次用ruby gem作为图形库编写了一个游戏。我想我大体上理解更新游戏状态的逻辑和更新/渲染的逻辑应该分开,并且我已经尽了最大努力从渲染循环中移除尽可能多的工作负载 我的游戏由32x32像素的瓷砖组成,屏幕宽度为1920x1080,这意味着我一次在屏幕上渲染~1980个瓷砖(有时更多,取决于特定瓷砖上是否有多个精灵) 我的问题是,尽管我觉得我已经从程序的Ruby Gosu渲染技术的优化,ruby,game-development,libgosu,Ruby,Game Development,Libgosu,我第一次用ruby gem作为图形库编写了一个游戏。我想我大体上理解更新游戏状态的逻辑和更新/渲染的逻辑应该分开,并且我已经尽了最大努力从渲染循环中移除尽可能多的工作负载 我的游戏由32x32像素的瓷砖组成,屏幕宽度为1920x1080,这意味着我一次在屏幕上渲染~1980个瓷砖(有时更多,取决于特定瓷砖上是否有多个精灵) 我的问题是,尽管我觉得我已经从程序的draw方法中剥离了几乎所有的逻辑,但我似乎仍然平均每秒22帧。如果有人能看一下下面的代码片段,并提出性能缓慢的可能原因/优化,那将非常有
draw
方法中剥离了几乎所有的逻辑,但我似乎仍然平均每秒22帧。如果有人能看一下下面的代码片段,并提出性能缓慢的可能原因/优化,那将非常有价值艾德
# 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
我最终弄明白了这一点,我想我应该在这里发布我的答案,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,并将其作为可绘图图像返回给您(请参阅)。这对于使用tilemaps非常有用(这正是我在本文中所做的).我最终在我的初始化器方法中预先记录了绘制操作,然后绘制了记录,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
# 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
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