我正在用Java制作游戏,是rpg,但是,只有在地图上,游戏速度很慢。
该地图是在TiledMap编辑器中制作的,因此可以读取XML并将其加载到ArrayList中。我的电脑是双核3.0、4GB RAM,1GB视频。
做渲染的过程如下:

//method of tileset class
public void loadTileset(){
    positions = new int[1 + tilesX * tilesY][2];
    int yy = 0;
    int xx = 0;
    int index = 0;
    // save the initial x and y point of each tile in an array named positions
    // positions[tileNumber] [0] - X position
    // positions[tileNumber] [1] - Y position
    for(int i = 1 ; i < positions.length; i++){
        if(index == tilesX ){
            yy += tileHeight;
            xx = 0;
            index = 0;
        }
        positions[i][0] = xx;
        positions[i][1] = yy;
        xx += tileWidth;
        index++;
    }
}


//method of map class
public void draw(Graphics2D screen){
    //x and y position of each tile on the screen
    int x = 0; int y = 0;

    for(int j = 0; j < 20 ; j++){
        for(int i = initialTile ; i < initialTile + quantTiles  ; i++){
            int tile = map[j][i];
            if(tile != 0){
                screen.drawImage(tileSet.getTileImage().getSubimage(tileSet.getTileX(tile), tileSet.getTileY(tile),tileSet.getTileWidth(), tileSet.getTileHeight()),x,y,null);
            }
            x += tileSet.getTileWidth();
        }
        x = 0;
        y += tileSet.getTileHeight();
    }

}


难道我做错了什么?
注意:我是该论坛的新手,更糟糕的是,我不太懂英语,所以请原谅任何错误。

最佳答案

首先,您不应在每次调用期间为图块创建子图像。严格来说,您根本不应该为要绘制的图像调用getSubimage:它将使图像“不受管理”,这会使渲染性能降低一个数量级。您只应为不想渲染的图像调用getSubimage-例如,当您最初为图块创建单个图像时。

您显然已经有一个TileSet类。您可以向此类添加一些功能,以便您可以直接访问图块的图像。

您当前的代码如下:

screen.drawImage(
    tileSet.getTileImage().getSubimage(
        tileSet.getTileX(tile),
        tileSet.getTileY(tile),
        tileSet.getTileWidth(),
        tileSet.getTileHeight()),
    x,y,null);


您可以将其更改为如下所示:

screen.drawImage(tileSet.getTileImage(tile), x,y,null);


然后,此处建议的getTileImage(int tile)方法可以获取已在内部存储的图块。

我将从脑海中绘制几行代码,您可能可以将其转移到您的TileSet类中:

class TileSet
{
    private Map<Integer, BufferedImage> tileImages;

    TileSet()
    {
        ....
        prepareTileImages();
    }

    private void prepareTileImages()
    {
        tileImages = new HashMap<Integer, BufferedImage>();

        for (int tile : allPossibleTileValuesThatMayBeInTheMap)
        {
            // These are the tiles that you originally rendered
            // in your "draw"-Method
            BufferedImage image =
                getTileImage().getSubimage(
                    getTileX(tile),
                    getTileY(tile),
                    getTileWidth(),
                    getTileHeight());

            // Create a new, managed copy of the image,
            // and store it in the map
            BufferedImage managedImage = convertToARGB(image);
            tileImages.put(tile, managedImage);
        }
    }

    private static BufferedImage convertToARGB(BufferedImage image)
    {
        BufferedImage newImage = new BufferedImage(
            image.getWidth(), image.getHeight(),
            BufferedImage.TYPE_INT_ARGB);
        Graphics2D g = newImage.createGraphics();
        g.drawImage(image, 0, 0, null);
        g.dispose();
        return newImage;
    }

    // This is the new method: For a given "tile" value
    // that you found at map[x][y], this returns the
    // appropriate tile:
    public BufferedImage getTileImage(int tile)
    {
        return tileImages.get(tile);
    }
}

10-07 19:17
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