XNA Framework (Windows Phone 用) を使用すると、ゲームは完全に動作しますが、Silverlight/XNA Framework に移行すると、アニメーションの遅延の問題が発生します。問題は次のとおりです: GameTimer (timer.UpdateInterval = TimeSpan.FromTicks(333333)) に固定時間ステップを設定すると、REAL 時間ステップが修正されず、タイマー イベント (OnUpdate、OnDraw) が異なる間隔で発生します。このコードは私の問題をより明確に示しています:
Silverlight/XNA フレームワーク: (アニメーションの遅延):
TimeSpan curNow;
TimeSpan lastUpdate;
TimeSpan lastDraw;
public GamePage()
{
timer = new GameTimer();
timer.UpdateInterval = TimeSpan.FromTicks(333333);
timer.Update += OnUpdate;
timer.Draw += OnDraw;
}
private void OnUpdate(object sender, GameTimerEventArgs e)
{
curNow = new TimeSpan(DateTime.Now.Ticks);
TimeSpan elapsed=e.ElapsedTime;//Always constant and has value: 33ms
TimeSpan realElapsed = curNow - lastUpdate;//Real elapsed time always changing and has a value between: 17-39ms (sometimes more then 39ms)
lastUpdate = curNow;
}
private void OnDraw(object sender, GameTimerEventArgs e)
{
curNow = new TimeSpan(DateTime.Now.Ticks);
TimeSpan elapsed=e.ElapsedTime;//Always changing and has a value between: 17-39ms (sometimes more then 39ms)
TimeSpan realElapsed = curNow -lastDraw;//Always changing and has a value between: 17-39ms (sometimes more then 39ms)
lastDraw= curNow;
}
XNA フレームワーク: (すべて正常に動作します):
TimeSpan curNow;
TimeSpan lastUpdate;
TimeSpan lastDraw;
public Game()
{
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
}
protected override void Update(GameTime gameTime)
{
curNow = new TimeSpan(DateTime.Now.Ticks);
TimeSpan elapsed=gameTime.ElapsedGameTime;//Always constant and has value: 33ms
TimeSpan realElapsed = curNow - lastUpdate;//Real elapsed time has a value between: 34-35ms (sometimes more then 35ms)
lastUpdate = curNow;
}
protected override void Draw(GameTime gameTime)
{
curNow = new TimeSpan(DateTime.Now.Ticks);
TimeSpan elapsed=gameTime.ElapsedGameTime ;//Value between: 33-34ms (sometimes more then 34ms)
TimeSpan realElapsed = curNow - lastDraw;//Value between: 34-35ms (sometimes more then 35ms)
lastDraw = curNow;
}