【发布时间】:2012-03-11 21:52:52
【问题描述】:
所以,我一直在尝试创建一个“地图”类来处理在窗口上绘制我的图块地图,但是在将所有图块绘制到屏幕上时遇到了问题。
这是我的问题:假设我有一张 5 层的 10*10 瓦片的地图,总和为 10*10*5 = 500 个瓦片(当然,在实时情况下,瓦片的数量可能会增加 10 倍)会更糟)...它存储在一个 3d 数组 [layer][row][col] 或字符中,每个字符代表我的图块精灵表上的一个索引
所以我创建了一个“SpriteSheet”类来处理我的精灵表并通过索引从表中获取每个精灵:spriteSheet->GetSubSprite(idx)。
所以最后我有像Draw(spriteSheet->GetSubSprite((int)mapArray[i][j][k]))这样的东西,每个精灵都应该调用它,每个游戏循环所以可以说我的游戏以60 fps运行,我有500个瓷砖要绘制:游戏的目标是绘制500 * 60 = 30,000( !) 每秒平铺...
所以你可以看到我在这里有一点问题......?有人知道如何在速度方面充分提高这一点吗? (当然,对我目前的结构进行任何形式的改进都会非常幸运)。
所以,以防万一这是我的SpriteSheet.cpp 和Map.cpp 文件,我知道我有很多设计错误,但请专注于我的问题,设计远未完成。
#include "Map.h"
sz::Map::Map(std::string path, std::string name, std::string image) : Tmx::Map() {
ParseFile(path);
if (HasError()) {
printf("error code: %d\n", GetErrorCode());
printf("error text: %s\n", GetErrorText().c_str());
system("PAUSE");
}
else {
mapArray = new unsigned char**[GetNumLayers()];
for(int i = 0; i < GetNumLayers(); i++) {
mapArray[i] = new unsigned char*[GetLayer(i)->GetHeight()];
for(int j=0; j<GetLayer(i)->GetHeight(); j++) {
mapArray[i][j] = new unsigned char[GetLayer(i)->GetWidth()];
// [layer][row][col]
}
}
//load the array
for (int i = 0; i < GetNumLayers(); ++i) {
// Get a layer.
const Tmx::Layer *layer = GetLayer(i);
for (int y = 0; y < layer->GetHeight(); ++y) {
for (int x = 0; x < layer->GetWidth(); ++x) {
// Get a tile global id.
mapArray[i][x][y] = (char)layer->GetTileGid(x, y);
//printf("%3d", mapArray[i][x][y]);
/* need to fix later on
/****************************
// Find a tileset for that id.
const Tmx::Tileset *tileset = FindTileset(layer->GetTileGid(x, y));
if (layer->IsTileFlippedHorizontally(x, y)){
printf("h");
}else{
printf(" ");
}
if (layer->IsTileFlippedVertically(x, y)){
printf("v");
}else{
printf(" ");
}
if (layer->IsTileFlippedDiagonally(x, y)){
printf("d ");
} else {
printf(" ");
}
****************************/
}
//printf("\n");
}
//printf("\n\n");
}
}
tiles = new sz::SpriteSheet(name, image, 33, 33);
}
void sz::Map::Draw(sf::RenderWindow *rw) {
// dont know what to do T_T
}
#include "SpriteSheet.h"
sz::SpriteSheet::SpriteSheet(std::string name, std::string path, int tileW, int tileH) : sz::GameObject(name, path) {
this->tileH = tileH;
this->tileW = tileW;
numOfTiles = ((this->GetImage()->GetHeight()) / tileH) * ((this->GetImage()->GetWidth()) / tileW);
}
int sz::SpriteSheet::GetTileWidth() { return tileW; }
int sz::SpriteSheet::GetTileHeight() { return tileH; }
int sz::SpriteSheet::GetNumOfTiles() { return numOfTiles; }
sf::Sprite sz::SpriteSheet::GetSubSprite(int idx) {
if(idx < 1 || idx > numOfTiles) {
std::cout << "Incorrect index!" << std::endl;
// need return value
}
int row=0, col=0, tilesEachRow = (GetImage()->GetWidth() / tileW);
while(idx > tilesEachRow) {
idx -= tilesEachRow;
col++;
}
row = idx-1;
sz::GameObject *sub = new sz::GameObject(name, path);
/*std::cout << "tileW: " << tileW << std::endl;
std::cout << "tileH: " << tileH << std::endl;
std::cout << "row: " << row << std::endl;
std::cout << "col: " << col << std::endl;
std::cout << "tiles per row: " << tilesEachRow << std::endl;
std::cout << "(" << row*tileW << ", " << col*tileH << ", " << (row+1)*tileW << ", " << (col+1)*tileH << ")" << std::endl;*/
sub->SetSubRect(sf::IntRect(row*tileW, col*tileH, (row+1)*tileW, (col+1)*tileH));
return *sub;
}
【问题讨论】: