使用Thread.sleep()限制Libgdx游戏中的FPS不起作用

时间:2014-01-18 12:44:11

标签: java android libgdx limit frame-rate

我正在使用libgdx为Android开发一款小游戏,并希望将fps限制为30以节省电池电量。问题是它不起作用。 fps从60下降到56。

以下是代码的一部分:(它位于渲染部分的末尾)

System.out.print("\nFPS: " + Gdx.graphics.getFramesPerSecond() + "\n");

    if(Gdx.graphics.getDeltaTime() < 1f/30f)
    {
        System.out.print("DeltaTime: " + Gdx.graphics.getDeltaTime() + " s\n");
        float sleep = (1f/30f-Gdx.graphics.getDeltaTime())*1000;
        System.out.print("sleep: " + sleep + " ms\n");
        try
        {
            Thread.sleep((long) sleep);
        }
        catch (InterruptedException e)
        {
            System.out.print("Error...");
            e.printStackTrace();
        }
    }

这是输出:

FPS: 56
DeltaTime: 0.014401722 s
sleep: 18.931612 ms

FPS: 56
DeltaTime: 0.023999143 s
sleep: 9.334191 ms

FPS: 56
DeltaTime: 0.010117603 s
sleep: 23.215733 ms

提前感谢...

4 个答案:

答案 0 :(得分:9)

我在互联网上找到了一个解决方案并对其进行了一些修改。它完美无缺!只需将此功能添加到您的班级:

private long diff, start = System.currentTimeMillis();

public void sleep(int fps) {
    if(fps>0){
      diff = System.currentTimeMillis() - start;
      long targetDelay = 1000/fps;
      if (diff < targetDelay) {
        try{
            Thread.sleep(targetDelay - diff);
          } catch (InterruptedException e) {}
        }   
      start = System.currentTimeMillis();
    }
}

然后在render函数中:

int fps = 30; //limit to 30 fps
//int fps = 0;//without any limits
@Override
public void render() {
   //draw something you need
   sleep(fps); 
}

答案 1 :(得分:3)

import com.badlogic.gdx.utils.TimeUtils;

public class FPSLimiter {

    private long previousTime = TimeUtils.nanoTime();
    private long currentTime = TimeUtils.nanoTime();
    private long deltaTime = 0;
    private float fps;

    public FPSLimiter(float fps) {
        this.fps = fps;
    }

    public void delay() {
        currentTime = TimeUtils.nanoTime();
        deltaTime += currentTime - previousTime;
        while (deltaTime < 1000000000 / fps) {
            previousTime = currentTime;
            long diff = (long) (1000000000 / fps - deltaTime);
            if (diff / 1000000 > 1) {
                try {
                    Thread.currentThread().sleep(diff / 1000000 - 1);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
            currentTime = TimeUtils.nanoTime();
            deltaTime += currentTime - previousTime;
            previousTime = currentTime;
        }
        deltaTime -= 1000000000 / fps;
    }
}

答案 2 :(得分:2)

您可以将Libgdx's "non-continuous rendering"作为降低Android上帧速率的替代方法。因为它的应用程序的UI线程将陷入困境,因此您的应用程序可能响应性较低(尽管睡眠时间不是很长)。

根据您的游戏,非连续渲染支持可能会让您进一步降低帧速率(任何时候图形没有变化且没有预期的输入,您不需要绘制新帧。)

答案 3 :(得分:-2)

使用可能会使用此

Thread.sleep((long)(1000/30-Gdx.graphics.getDeltaTime()));

将值30更改为您想要的FPS。