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このテーマに関する投稿がたくさんあることは承知していますが、私の問題についてはあまり役に立ちませんでした。私はAndroidプログラミングにかなり慣れておらず、チュートリアルの舵取りでスレッドを構築しました。問題は、エミュレーターが15 fpsを超えず、プログラムが50で実行される必要があることです(FPSは50で初期化されます)。これが私のスレッドからのコードです:

    public class MainThread extends Thread {

private static final String TAG = MainThread.class.getSimpleName();

// desired fps
private final static int MAX_FPS = 50;
// maximum number of frames to be skipped
private final static int MAX_FRAME_SKIPS = 5;
// the frame period
private final static int FRAME_PERIOD = 1000 / MAX_FPS;

/* Stuff for stats */
private DecimalFormat df = new DecimalFormat("0.##"); // 2 dp
// we'll be reading the stats every second
private final static int STAT_INTERVAL = 1000; // ms
// the average will be calculated by storing
// the last n FPSs
private final static int FPS_HISTORY_NR = 10;
// last time the status was stored
private long lastStatusStore = 0;
// the status time counter
private long statusIntervalTimer = 0l;
// number of frames skipped since the game started
private long totalFramesSkipped = 0l;
// number of frames skipped in a store cycle (1 sec)
private long framesSkippedPerStatCycle = 0l;

// number of rendered frames in an interval
private int frameCountPerStatCycle = 0;
private long totalFrameCount = 0l;
// the last FPS values
private double fpsStore[];
// the number of times the stat has been read
private long statsCount = 0;
// the average FPS since the game started
private double averageFps = 0.0;

// Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
// The actual view that handles inputs
// and draws to the surface
private MainGamePanel gamePanel;

// flag to hold game state
private boolean running;

public void setRunning(boolean running) {
    this.running = running;
}

public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
    super();
    this.surfaceHolder = surfaceHolder;
    this.gamePanel = gamePanel;
}

@Override
public void run() {
    Canvas canvas;
    Log.d(TAG, "Starting game loop");
    // initialise timing elements for stat gathering
    initTimingElements();

    long beginTime; // the time when the cycle begun
    long timeDiff; // the time it took for the cycle to execute
    int sleepTime; // ms to sleep (<0 if we're behind)
    int framesSkipped; // number of frames being skipped

    sleepTime = 0;

    while (running) {
        canvas = null;
        // try locking the canvas for exclusive pixel editing
        // in the surface
        try {
            canvas = this.surfaceHolder.lockCanvas();
            synchronized (surfaceHolder) {
                beginTime = System.currentTimeMillis();
                framesSkipped = 0; // resetting the frames skipped
                // update game state
                this.gamePanel.update();
                // render state to the screen
                // draws the canvas on the panel
                this.gamePanel.render(canvas);
                // calculate how long did the cycle take
                timeDiff = System.currentTimeMillis() - beginTime;
                // calculate sleep time
                sleepTime = (int) (FRAME_PERIOD - timeDiff);

                if (sleepTime > 0) {
                    // if sleepTime > 0 we're OK
                    try {
                        // send the thread to sleep for a short period
                        // very useful for battery saving
                        Thread.sleep(sleepTime);
                    } catch (InterruptedException e) {
                    }
                }

                while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
                    // we need to catch up
                    this.gamePanel.update(); // update without rendering
                    sleepTime += FRAME_PERIOD; // add frame period to check
                                                // if in next frame
                    framesSkipped++;
                }

                if (framesSkipped > 0) {
                    Log.d(TAG, "Skipped:" + framesSkipped);
                }
                // for statistics
                framesSkippedPerStatCycle += framesSkipped;
                // calling the routine to store the gathered statistics
                storeStats();
            }
        } finally {
            // in case of an exception the surface is not left in
            // an inconsistent state
            if (canvas != null) {
                surfaceHolder.unlockCanvasAndPost(canvas);
            }
        } // end finally
    }
}

/**
 * The statistics - it is called every cycle, it checks if time since last
 * store is greater than the statistics gathering period (1 sec) and if so
 * it calculates the FPS for the last period and stores it.
 * 
 * It tracks the number of frames per period. The number of frames since the
 * start of the period are summed up and the calculation takes part only if
 * the next period and the frame count is reset to 0.
 */
private void storeStats() {
    frameCountPerStatCycle++;
    totalFrameCount++;
    // assuming that the sleep works each call to storeStats
    // happens at 1000/FPS so we just add it up
    // statusIntervalTimer += FRAME_PERIOD;

    // check the actual time
    statusIntervalTimer += (System.currentTimeMillis() - statusIntervalTimer);

    if (statusIntervalTimer >= lastStatusStore + STAT_INTERVAL) {
        // calculate the actual frames pers status check interval
        double actualFps = (double) (frameCountPerStatCycle / (STAT_INTERVAL / 1000));

        // stores the latest fps in the array
        fpsStore[(int) statsCount % FPS_HISTORY_NR] = actualFps;

        // increase the number of times statistics was calculated
        statsCount++;

        double totalFps = 0.0;
        // sum up the stored fps values
        for (int i = 0; i < FPS_HISTORY_NR; i++) {
            totalFps += fpsStore[i];
        }

        // obtain the average
        if (statsCount < FPS_HISTORY_NR) {
            // in case of the first 10 triggers
            averageFps = totalFps / statsCount;
        } else {
            averageFps = totalFps / FPS_HISTORY_NR;
        }
        // saving the number of total frames skipped
        totalFramesSkipped += framesSkippedPerStatCycle;
        // resetting the counters after a status record (1 sec)
        framesSkippedPerStatCycle = 0;
        statusIntervalTimer = 0;
        frameCountPerStatCycle = 0;

        statusIntervalTimer = System.currentTimeMillis();
        lastStatusStore = statusIntervalTimer;
        // Log.d(TAG, "Average FPS:" + df.format(averageFps));
        gamePanel.setAvgFps("FPS: " + df.format(averageFps));
    }
}

private void initTimingElements() {
    // initialise timing elements
    fpsStore = new double[FPS_HISTORY_NR];
    for (int i = 0; i < FPS_HISTORY_NR; i++) {
        fpsStore[i] = 0.0;
    }
    Log.d(TAG + ".initTimingElements()",
            "Timing elements for stats initialised");
}

}

私の描画方法はこれだけです:

    public void render(Canvas canvas) {
    canvas.drawColor(Color.BLACK);
    happy.draw(canvas);
    // display fps
    displayFps(canvas, avgFps);

そこにもいくつかの更新がありますが、それは私のスプライトを動かすためだけのものです。any1で問題が発生したり、ヒントがあったりした場合は、お知らせください。ありがとうございました!}

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