所以我正在开发打砖 block ,但运动对我来说是滞后的。
我不知道为什么它会滞后,因为我听说 60 fps 是眼罩。
关于我应该做什么的任何建议,因为我不想以 100 fps 编程游戏
因为如果我能以 60 fps 的速度对它们进行编程,我处理计算的时间就更少了?
这是我的上限框架代码。
//Cap the frame rate
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
{
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
如果你好奇的话,这是我的全部代码
/*This source code copyrighted by Lazy Foo' Productions (2004-2012)
and may not be redistributed without written permission.*/
//The headers
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include <string>
//The screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 40;
//The dimensions of the dot
const int DOT_WIDTH = 20;
const int DOT_HEIGHT = 20;
//The surfaces
SDL_Surface *dot = NULL;
SDL_Surface *screen = NULL;
//The event structure
SDL_Event event;
//The dot that will move around on the screen
class Dot
{
private:
//The X and Y offsets of the dot
int x, y;
//The velocity of the dot
int xVel, yVel;
public:
//Initializes the variables
Dot();
//Takes key presses and adjusts the dot's velocity
void handle_input();
//Moves the dot
void move();
//Shows the dot on the screen
void show();
};
//The timer
class Timer
{
private:
//The clock time when the timer started
int startTicks;
//The ticks stored when the timer was paused
int pausedTicks;
//The timer status
bool paused;
bool started;
public:
//Initializes variables
Timer();
//The various clock actions
void start();
void stop();
void pause();
void unpause();
//Gets the timer's time
int get_ticks();
//Checks the status of the timer
bool is_started();
bool is_paused();
};
SDL_Surface *load_image( std::string filename )
{
//The image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized surface that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = IMG_Load( filename.c_str() );
//If the image loaded
if( loadedImage != NULL )
{
//Create an optimized surface
optimizedImage = SDL_DisplayFormat( loadedImage );
//Free the old surface
SDL_FreeSurface( loadedImage );
//If the surface was optimized
if( optimizedImage != NULL )
{
//Color key surface
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
}
}
//Return the optimized surface
return optimizedImage;
}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
//Holds offsets
SDL_Rect offset;
//Get offsets
offset.x = x;
offset.y = y;
//Blit
SDL_BlitSurface( source, clip, destination, &offset );
}
bool init()
{
//Initialize all SDL subsystems
if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
{
return false;
}
//Set up the screen
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
//If there was an error in setting up the screen
if( screen == NULL )
{
return false;
}
//Set the window caption
SDL_WM_SetCaption( "Move the Dot", NULL );
//If everything initialized fine
return true;
}
bool load_files()
{
//Load the dot image
dot = load_image( "dot.bmp" );
//If there was a problem in loading the dot
if( dot == NULL )
{
return false;
}
//If everything loaded fine
return true;
}
void clean_up()
{
//Free the surface
SDL_FreeSurface( dot );
//Quit SDL
SDL_Quit();
}
Dot::Dot()
{
//Initialize the offsets
x = 0;
y = 0;
//Initialize the velocity
xVel = 0;
yVel = 0;
}
void Dot::handle_input()
{
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel -= DOT_HEIGHT / 2; break;
case SDLK_DOWN: yVel += DOT_HEIGHT / 2; break;
case SDLK_LEFT: xVel -= DOT_WIDTH / 2; break;
case SDLK_RIGHT: xVel += DOT_WIDTH / 2; break;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel += DOT_HEIGHT / 2; break;
case SDLK_DOWN: yVel -= DOT_HEIGHT / 2; break;
case SDLK_LEFT: xVel += DOT_WIDTH / 2; break;
case SDLK_RIGHT: xVel -= DOT_WIDTH / 2; break;
}
}
}
void Dot::move()
{
//Move the dot left or right
x += xVel;
//If the dot went too far to the left or right
if( ( x < 0 ) || ( x + DOT_WIDTH > SCREEN_WIDTH ) )
{
//move back
x -= xVel;
}
//Move the dot up or down
y += yVel;
//If the dot went too far up or down
if( ( y < 0 ) || ( y + DOT_HEIGHT > SCREEN_HEIGHT ) )
{
//move back
y -= yVel;
}
}
void Dot::show()
{
//Show the dot
apply_surface( x, y, dot, screen );
}
Timer::Timer()
{
//Initialize the variables
startTicks = 0;
pausedTicks = 0;
paused = false;
started = false;
}
void Timer::start()
{
//Start the timer
started = true;
//Unpause the timer
paused = false;
//Get the current clock time
startTicks = SDL_GetTicks();
}
void Timer::stop()
{
//Stop the timer
started = false;
//Unpause the timer
paused = false;
}
void Timer::pause()
{
//If the timer is running and isn't already paused
if( ( started == true ) && ( paused == false ) )
{
//Pause the timer
paused = true;
//Calculate the paused ticks
pausedTicks = SDL_GetTicks() - startTicks;
}
}
void Timer::unpause()
{
//If the timer is paused
if( paused == true )
{
//Unpause the timer
paused = false;
//Reset the starting ticks
startTicks = SDL_GetTicks() - pausedTicks;
//Reset the paused ticks
pausedTicks = 0;
}
}
int Timer::get_ticks()
{
//If the timer is running
if( started == true )
{
//If the timer is paused
if( paused == true )
{
//Return the number of ticks when the timer was paused
return pausedTicks;
}
else
{
//Return the current time minus the start time
return SDL_GetTicks() - startTicks;
}
}
//If the timer isn't running
return 0;
}
bool Timer::is_started()
{
return started;
}
bool Timer::is_paused()
{
return paused;
}
int main( int argc, char* args[] )
{
//Quit flag
bool quit = false;
//The dot that will be used
Dot myDot;
//The frame rate regulator
Timer fps;
//Initialize
if( init() == false )
{
return 1;
}
//Load the files
if( load_files() == false )
{
return 1;
}
//While the user hasn't quit
while( quit == false )
{
//Start the frame timer
fps.start();
//While there's events to handle
while( SDL_PollEvent( &event ) )
{
//Handle events for the dot
myDot.handle_input();
//If the user has Xed out the window
if( event.type == SDL_QUIT )
{
//Quit the program
quit = true;
}
}
//Move the dot
myDot.move();
//Fill the screen white
SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );
//Show the dot on the screen
myDot.show();
//Update the screen
if( SDL_Flip( screen ) == -1 )
{
return 1;
}
//Cap the frame rate
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
{
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
}
//Clean up
clean_up();
return 0;
}
最佳答案
由于四舍五入,您损失了微秒(可能是毫秒),这会导致奇怪的行为。 IE。您的逻辑不会以恒定速率运行。
你可以做的是类似下面的事情(考虑它是伪代码,因为我对 SDL 有点过时了):
unsigned int lag = 0;
while (running) { // main loop
// do event handling here
lag += passed_time;
reset_timer();
// This loop is a bit more complicated:
// - Do up to 'max_runs' logic steps
// - Do this while the remaining time that passed since last frame is bigger than the time for one frame ('frame_time')
// - Every loop, increase the number of runs done by 1 and sub the time for one frame
// - For a 100 Hz simulation (100 logic steps per second), 'frame_time' would be 10.
// - For a 60 Hz simulation (60 logic steps per second), 'frame_time' would be 17.
for (int runs = 0; runs < max_runs && lag > frame_time; ++runs, lag -= frame_time) {
// do game logic here
}
// Drop additional logic steps we couldn't process
lag = lag % frame_time;
// do render stuff here
sleep(1); // Sleep for 1 millisecond to avoid having a 'passed_time' of 0 on very fast systems (depends on your timer resolution)
}
您的计时器分辨率越高,您的游戏运行就越流畅。尽管这种逻辑应该将“滞后”保持在最低限度。以这种方式使用计时,您还可以节省“等待”以获得特定帧率的时间。您仍然可以限制它,但您也可以只启用 VSync,这是更好的方法。
编辑: 这段代码实际上做的事情非常简单:
- 首先,它将自上次迭代以来耗时添加到我们在上次迭代中忽略的时间。
- 这为您提供了自上次逻辑步骤以来的时间窗口(逻辑步骤可以是与游戏逻辑相关的任何内容,例如移动玩家、移动子弹、添加或删除对象等)。
- 在此时间范围内每隔(例如)10 毫秒,运行一次逻辑步骤。如果 50 毫秒过去了,您将运行游戏逻辑 5 次以 catch 进度。如果过去的时间少于 10 毫秒,则您什么都不做。
- 为了避免锁定无法 catch 的较慢的计算机(无法处理每秒给定的迭代次数),有一个最大的迭代次数可以 catch 。几行之后的模运算符 (%) 消除了被丢弃的开销。
- 为避免速度太快的计算机什么都不做(由于四舍五入,永远不会累加时间)整个循环等待 1 毫秒,因此总是至少有 1 毫秒要添加。
获取耗时(以毫秒为单位):
unsigned int timestamp = SDL_GetTicks(); // on startup or right before entering your main loop
// when you need the time passed:
unsigned int time_now = SDL_GetTicks(); // get current time
unsigned int time_passed = time_now - timestamp; // get time difference/time passed
timestamp = time_now; // essentially reset the timer
那样你可能仍然会损失一些微秒,但你应该没问题(总比等待好)。
编辑:我还没有看过新的 SDL,所以您可能不得不使用一些方法来代替 C 风格的函数。只需查看文档即可。
这是一个不需要任何额外库的示例(它仅适用于 Windows,不确定您正在使用哪个系统)。请记住,这只是我放在一起的一些快速代码(也可能使用 MinGW、MSVC 编译得很好)。
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <cstdio>
__int64 frequency = 0;
__int64 last_time = 0;
double lag = 0;
double stat_lag = 0;
unsigned int render_steps = 0;
unsigned int logic_steps = 0;
const unsigned char target_updates_per_second = 100;
const unsigned char target_frames_per_second = 60;
// reset or initialize the timer
void reset_timer(__int64 *timer) {
QueryPerformanceFrequency((PLARGE_INTEGER)&frequency);
QueryPerformanceCounter((PLARGE_INTEGER)timer);
}
// get the time since last query and reset the timer for next iteration
double get_delta(__int64 *timer) {
__int64 temp; // stores the new timestamp
__int64 delta; // stores the difference
QueryPerformanceCounter((PLARGE_INTEGER)&temp);
delta = temp - *timer;
*timer = temp;
return (double)delta / frequency;
}
int main(int argc, char *argv[]) {
reset_timer(&last_time);
const unsigned int logic_frame_time = 1000 / target_updates_per_second;
const unsigned int render_frame_time = 1000 / target_frames_per_second;
while (1) {
double delta = 1000 * get_delta(&last_time); // get the time that passed since last iteration (multiplied with 1000 for milliseconds)
lag += delta; // here we add the time passed to the lag counter/timer
stat_lag += delta; // here we do the same for the fps/ups counter
for (char runs = 0; runs < 10 && lag > logic_frame_time; ++runs, lag -= logic_frame_time) {
++logic_steps; // here game logic would happen
Sleep(0); // increase this number to simulate more load during logic steps
}
// lag = lag % logic_frame_time;
// i made it the manual way to keep the double value, which is more precise here
while (lag > logic_frame_time)
lag -= logic_frame_time;
if (stat_lag > 1000) { // if more than 1 second passed
printf("updates per second: %u\nframes per second: %u\n\n", logic_steps, render_steps);
// reset the stats
logic_steps = 0;
render_steps = 0;
// stat_lag = stat_lag % 1000;
// as above, doing it the manual way for double
while (stat_lag > 1000)
stat_lag -= 1000;
}
++render_steps; // here rendering would happen
// here, vsync would slow down processing, lowering the number of frames per second!
//Sleep(...);
Sleep(1); // avoid 0 milliseconds passing; this also causes rendering to be limited to 1000 fps!
}
}
关于c++ - 为什么每帧 4 像素上的 80 fps 对我来说滞后?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12475578/