【发布时间】:2017-03-26 01:34:41
【问题描述】:
我正在创建一个游戏,需要一些帮助来处理一堆对象,比如大约 10000 个,在我的游戏中,我正在生成随机数量的岩石,在 1 百万乘 1 百万地图周围的随机位置,我正在将对象添加到一个列表并像那样更新和绘制它们,但运行速度很慢。我认为在这个问题上的一些帮助真的会帮助很多想要处理许多对象的学习者。 这是我的生成代码:
public void WorldGeneration()
{
//Random Compatibility
Random rdm = new Random();
//Tile Variables
int tileType;
int tileCount = 0;
Rock nearestRock;
//Initialize Coordinates
Vector2 tileSize = new Vector2(48f, 48f);
Vector2 currentGenVector = new Vector2(48f, 48f);
int worldTiles = 1000000;
//Do tile generation
for(int tile = 1; tile <= worldTiles; tile += 1)
{
//Generate Classes
tileType = rdm.Next(0, 42);
if (tileType == 1)
{
if (rocks.Count != 0)
{
//Check Rock Distance
nearestRock = rocks.FirstOrDefault(x => Vector2.Distance(x.Location, currentGenVector) < 128);
if (nearestRock == null)
{
Rock rock = new Rock(rockSprite, currentGenVector);
rocks.Add(rock);
}
}
if (rocks.Count == 0)
{
Rock rock = new Rock(rockSprite, currentGenVector);
rocks.Add(rock);
}
}
//Move Generation Tile
if (tileCount == worldTiles / 1000)
{
currentGenVector.X = tileSize.X;
currentGenVector.Y += tileSize.Y;
tileCount = 0;
}
else
{
currentGenVector.X += tileSize.X;
}
//Keep Count of Tiles per layer.
tileCount += 1;
}
这是我的摇滚密码:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Graphics;
namespace Game2
{
class Rock
{
//Draw Support
Texture2D sprite;
Rectangle drawRectangle;
//Support
Vector2 location;
bool updating = false;
//Active
bool active = true;
public Rock(Texture2D sprite, Vector2 location)
{
//Initialize Location/Drawing
this.sprite = sprite;
this.location = location;
drawRectangle.Width = sprite.Width;
drawRectangle.Height = sprite.Height;
drawRectangle.X = (int)location.X - sprite.Width / 2;
drawRectangle.Y = (int)location.Y - sprite.Height / 2;
}
public void Update(GameTime gameTime, MouseState mouse)
{
//Mining
if (drawRectangle.Contains(mouse.X, mouse.Y))
{
if (mouse.LeftButton == ButtonState.Pressed)
{
location.X = -800;
location.Y = -800;
}
}
drawRectangle.X = (int)location.X;
drawRectangle.Y = (int)location.Y;
}
public void Draw(SpriteBatch spriteBatch)
{
//Draws The Sprite
spriteBatch.Draw(sprite, drawRectangle, Color.White);
}
//Get Location
public Vector2 Location
{
get { return location; }
}
public bool Updating
{
get { return updating; }
}
public void setUpdating(bool updating)
{
this.updating = updating;
}
public Rectangle DrawRectangle
{
get { return drawRectangle; }
}
}
}
我只是想请教一些关于如何处理所有这些对象的提示, 请帮助表示赞赏
【问题讨论】:
-
哪个慢?更新循环还是绘制循环?您可以忽略不在当前视口中的岩石。
-
我认为这是更新循环,但我会试一试,我该怎么做?抱歉,我是 XNA 和 C# 的新手,还在学习。