私のポンゲームの次の構造を見てください。
ゲームループ(); 方法
//Only run this in another Thread!
private void gameLoop()
{
//This value would probably be stored elsewhere.
final double GAME_HERTZ = 30.0;
//Calculate how many ns each frame should take for our target game hertz.
final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
//At the very most we will update the game this many times before a new render.
//If you're worried about visual hitches more than perfect timing, set this to 1.
final int MAX_UPDATES_BEFORE_RENDER = 5;
//We will need the last update time.
double lastUpdateTime = System.nanoTime();
//Store the last time we rendered.
double lastRenderTime = System.nanoTime();
//If we are able to get as high as this FPS, don't render again.
final double TARGET_FPS = 60;
final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;
//Simple way of finding FPS.
int lastSecondTime = (int) (lastUpdateTime / 1000000000);
while (running)
{
double now = System.nanoTime();
int updateCount = 0;
if (!paused)
{
//Do as many game updates as we need to, potentially playing catchup.
while( now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER )
{
updateGame();
lastUpdateTime += TIME_BETWEEN_UPDATES;
updateCount++;
}
//If for some reason an update takes forever, we don't want to do an insane number of catchups.
//If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
if ( now - lastUpdateTime > TIME_BETWEEN_UPDATES)
{
lastUpdateTime = now - TIME_BETWEEN_UPDATES;
}
//Render. To do so, we need to calculate interpolation for a smooth render.
float interpolation = Math.min(1.0f, (float) ((now - lastUpdateTime) / TIME_BETWEEN_UPDATES) );
//float interpolation = 1.0f;
drawGame(interpolation);
lastRenderTime = now;
//Yield until it has been at least the target time between renders. This saves the CPU from hogging.
while ( now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES)
{
Thread.yield();
//This stops the app from consuming all your CPU. It makes this slightly less accurate, but is worth it.
//You can remove this line and it will still work (better), your CPU just climbs on certain OSes.
//FYI on some OS's this can cause pretty bad stuttering. Scroll down and have a look at different peoples' solutions to this.
try {Thread.sleep(1);} catch(Exception e) {}
now = System.nanoTime();
}
}
}
}
updateGame(); 方法
if(p1_up){
if(player.equals("p1")){
p1.moveUp();
}
else
{
p2.moveUp();
}
}
else if(p1_down){
if(player.equals("p1")){
p1.moveDown();
}
else
{
p2.moveDown();
}
}
moveUp(); 下に移動(); パドルの方法
public void moveUp(){
last_y = y;
last_x = x;
y -= 50.0;
}
public void moveDown(){
last_y = y;
last_x = x;
y += 50.0;
}
drawGame(補間); 方法
public void paintComponent(Graphics g)
{
super.paintComponent(g);
for(int i=0;i<balls.size();i++){
paintBall(g, balls.get(i));
}
drawPaddle(g, p1);
drawPaddle(g, p2);
}
public void drawPaddle(Graphics g, Paddle p){
paddle_drawX = (int)((p.x - p.last_x)*interpolation + p.last_x);
paddle_drawY = (int)((p.y - p.last_y)*interpolation + p.last_y);
g.drawRect(paddle_drawX, paddle_drawY, 10, 50);
}
私はゲーム プログラミングの初心者なので、ゲーム ループについてよくわかりません。上記の固定時間ステップ ゲーム ループをインターネットで見つけ、それをゲームのゲーム ループとして使用しました。ループはボールをスムーズに動かしますが、パドルを動かすと 1 か所にとどまりません。キーストロークを 1 回押してパドルを動かすと、パドルは 1 か所で止まらずに揺れ続けます。パドルのy座標は次のように変化し続けます
33, 45, 20, 59, 34, 59, 34, 59, 33, 59, 34, 58
レンダリングでパドルのy座標を変更する値を変更し続けるため、補間値に問題があることはわかっています。私はしばらくこれについて考えていましたが、どのような動きでもゲームループを機能させる方法がわからないので、ここに助けを求めてきました. 提案/ヘルプに感謝します!
これが私の完全なパドルクラスです。
public class Paddle
{
float x;
float y;
float last_y;
float last_x;
public Paddle(int x, int y)
{
this.x = x;
this.y = y;
this.last_x = x;
this.last_y = y;
}
public void setNewX(int d){
last_y = y;
last_x = x;
x = d;
}
public void setNewY(int d){
last_y = y;
last_x = x;
y = d;
}
public void moveUp(){
last_y = y;
last_x = x;
y -= 50.0;
}
public void moveDown(){
last_y = y;
last_x = x;
y += 50.0;
}
}
グローバル変数を介してメインクラスでパドル位置を開始します。
public Paddle p1 = new Paddle(10, 10);
public Paddle p2 = new Paddle(950, 10);
キーストロークを処理するための次のイベントリスナーがあります。
Action handle_up_action = new AbstractAction(){
public void actionPerformed(ActionEvent e){
p1_up = true;
}
};
Action handle_up_action_released = new AbstractAction(){
public void actionPerformed(ActionEvent e){
p1_up = false;
}
};
Action handle_down_action = new AbstractAction(){
public void actionPerformed(ActionEvent e){
p1_down = true;
}
};
Action handle_down_action_released = new AbstractAction(){
public void actionPerformed(ActionEvent e){
p1_down = false;
}
};