低帧率,仅绘制地图和小地图 (SFML)

Low framerate with only map and minimap drawing (SFML)

我正在做一个类似 "game" 的小项目作为练习,我已经设法将帧率降低到甚至不到 3 FPS。虽然唯一正在绘制的是屏幕填充图块和小地图。 现在我发现问题出在小地图上,没有它的上限为 60 FPS。但不幸的是,我没有足够的经验来找出真正的问题是什么......

我的绘图函数:

void StateIngame::draw()
{
    m_gui.removeAllWidgets();
    m_window.setView(m_view);

    // Frame counter
    float ct = m_clock.restart().asSeconds();
    float fps = 1.f / ct;
    m_time = ct;

    char c[10];
    sprintf(c, "%f", fps);
    std::string fpsStr(c);
    sf::String str(fpsStr);

    auto fpsText = tgui::Label::create();
    fpsText->setText(str);
    fpsText->setTextSize(16);
    fpsText->setPosition(15, 15);
    m_gui.add(fpsText);

    //////////////
    // Draw map //
    //////////////
    int camOffsetX, camOffsetY;
    int tileSize = m_map.getTileSize();
    Tile tile;

    sf::IntRect bounds = m_camera.getTileBounds(tileSize);

    camOffsetX = m_camera.getTileOffset(tileSize).x;
    camOffsetY = m_camera.getTileOffset(tileSize).y;

    // Loop and draw each tile
    // x and y = counters, tileX and tileY is the coordinates of the tile being drawn
    for (int y = 0, tileY = bounds.top; y < bounds.height; y++, tileY++)
    {
        for (int x = 0, tileX = bounds.left; x < bounds.width; x++, tileX++)
        {
            try {
                // Normal view
                m_window.setView(m_view);
                tile = m_map.getTile(tileX, tileY);
                tile.render((x * tileSize) - camOffsetX, (y * tileSize) - camOffsetY, &m_window);
            } catch (const std::out_of_range& oor)
            {}
        }
    }


    bounds = sf::IntRect(bounds.left - (bounds.width * 2), bounds.top - (bounds.height * 2), bounds.width * 4, bounds.height * 4);

    for (int y = 0, tileY = bounds.top; y < bounds.height; y++, tileY++)
    {
        for (int x = 0, tileX = bounds.left; x < bounds.width; x++, tileX++)
        {
            try {
                // Mini map
                m_window.setView(m_minimap);
                tile = m_map.getTile(tileX, tileY);
                sf::RectangleShape miniTile(sf::Vector2f(4, 4));
                miniTile.setFillColor(tile.m_color);
                miniTile.setPosition((x * (tileSize / 4)), (y * (tileSize / 4)));
                m_window.draw(miniTile);
            } catch (const std::out_of_range& oor)
            {}
        }
    }

    // Gui
    m_window.setView(m_view);
    m_gui.draw();
}

Tile class 有一个 sf::Color 类型的变量,它是在地图生成期间设置的。然后使用这种颜色来绘制小地图,而不是用于地图本身的 16x16 纹理。

因此,当我省略小地图绘图而只绘制地图本身时,它比我希望的更流畅...

感谢任何帮助!

您正在为每一帧生成全新的视图。在启动时执行一次就足够了。