在Android游戏中每秒帧数

时间:2010-12-27 08:22:14

标签: java android

我正在寻找一种在游戏应用程序中计算每秒帧数的方法,问题是我没有任何这些应用程序的源代码,他们没有在里面实现这样的功能。说实话,我真的不希望这是可能的,但值得一提。

非常清楚我明白我需要一个主要绘画循环的基本知识和代码来计算FPS。

最好的问候

3 个答案:

答案 0 :(得分:1)

当你有一个主要的油漆循环时,进行FPS计数有什么问题(不是吗?)。

我不熟悉Android功能,但我确信在任何操作系统的任何游戏中都可以使用相同功能。制作游戏的最简单方法是制作2个主题。第一个是逻辑动作(计算轨迹,物体位置随时间的变化等)。第二个线程将采用当前游戏状态(由第一个线程计算)并在屏幕上绘制。

以下是线程与FPS计数器

的注释代码
//Class that contain current game state
class GameState {
    private Point objectPosition;

    public Point getObjectPosition() {
        return objectPosition;
    }

    public void setObjectPosition(Point pos) {
        this.objectPosition = pos;
    }
}

//Runnable for thread that will calculate changes in game state
class GameLogics implements Runnable {
    private GameState gameState; //State of the game

    public GameLogics(GameState gameState) {
        this.gameState = gameState;
    }

    public void run() {
        //Main thread loop
        while (true) { //Some exit check code should be here
            synchronize (gameState) {
                gameState.setObjectPosition(gameState.getObjectPosition()+1); //Move object by 1 unit
            }
            Thread.sleep(1000); //Wait 1 second until next movement
        }
    }
}

//Runnable for thread that will draw the game state on the screen
class GamePainter implements Runnable {
    private Canvas canvas; //Some kind of canvas to draw object on
    private GameState gameState; //State of the game

    public GamePainter(Canvas canvas, GameState gameState) {
        this.canvas = canvas;
        this.gameState = gameState;
    }

    public void drawStateOnCanvas() {
        //Some code that is rendering the gameState on canvas
        canvas.drawLine(...);
        canvas.drawOtherLine(...);
        ....
    }

    public void run() {
        //Last time we updated our FPS
        long lastFpsTime = 0;
        //How many frames were in last FPS update
        int frameCounter = 0;

        //Main thread loop
                    //Main thread loop
        while (true) { //Some exit check code should be here
            synchronize (gameState) {
                //Draw the state on the canvas
                drawStateOnCanvas();
            }

            //Increment frame counter
            frameCounter++;

            int delay = (int)(System.getCurrentTimeMillis() - lastFpsTime);
            //If last FPS was calculated more than 1 second ago
            if (delay > 1000) {
                //Calculate FPS
                double FPS = (((double)frameCounter)/delay)*1000; //delay is in milliseconds, that's why *1000
                frameCounter = 0; //Reset frame counter
                lastFpsTime = System.getCurrentTimeMillis(); //Reset fps timer

                log.debug("FPS: "+FPS);
            }
        }
    }
}

答案 1 :(得分:0)

我对Android游戏开发知之甚少,但是在Java2D中(它有点hacky但它​​的工作原理......)我会使用编辑后的JRE类来控制渲染(例如Canvas进入过程。

答案 2 :(得分:0)

游戏循环上的

This is a good read。它解释了游戏循环的各种实现和优缺点。

this is a good tutorial在Android中实现gameloop + FPS计数器。

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