【问题标题】:c++ using too much cpuc ++使用过多的cpu
【发布时间】:2011-04-03 11:03:54
【问题描述】:

好的,我正在创建一个游戏,但它使用了太多的 cpu,但它并没有使用太多的内存。 cpu确实增加和减少。我的游戏中有太多计时器,当我不再使用它时我会杀死计时器,这应该会导致问题,但我认为导致问题的原因是我的消息队列中有太多消息。我有 5 个月大的新笔记本电脑,它的 CPU 很高。它使用了我大约 40% 的 CPU。有没有办法减少它,因为当它达到 40% 时游戏会变慢。
这是我的代码

// Xstrike.cpp : Defines the entry point for the application.
//

#include "stdafx.h"
#include "Xstrike.h"
#include <vector>

#define MAX_LOADSTRING 100

// Global Variables:
HINSTANCE hInst;                                // current instance
TCHAR szTitle[MAX_LOADSTRING];                  // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING];            // the main window class name
RECT *rect;
const UINT_PTR EVERYTHING_ID=0x1;
const UINT_PTR LBUTTONDOWN_ID=0x3;
const UINT_PTR TDENEMIE1_ID=0x4;
const UINT_PTR TAENEMIE1_ID=0x5;
const UINT_PTR PROTECTED_ID=0x6;
int conno=2;
int health=0;
int life=3;
int score=0;
int level=1;
int protect=0;
int cursor=0;
HCURSOR hCursor[3];

// Forward declarations of functions included in this code module:
ATOM                MyRegisterClass(HINSTANCE hInstance);
BOOL                InitInstance(HINSTANCE, int);
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK    About(HWND, UINT, WPARAM, LPARAM);

struct Enemies
{
    int cEnemie1;
    int dEnemie1;
    int aEnemie1;
    int sEnemie1;
    int pEnemie1;
    bool e1;
    time_t now;
    time_t tEnemie1;
    vector <POINT> vS1Enemie1;
    vector <POINT> vS2Enemie1;
};

vector <POINT> vRegularShots;
Enemies Enemie1;
VOID installising()
{
    Enemie1.cEnemie1=0;
    Enemie1.dEnemie1=1;
    Enemie1.aEnemie1=0;
    Enemie1.sEnemie1=1;
    Enemie1.pEnemie1=550;
    Enemie1.e1=true;
    POINT pt;
    pt.x=0;
    pt.y=0;
    vRegularShots.push_back(pt);
}
VOID Paint(HDC hdc, HWND hWnd)
{
    int lifePos=200;
    hdc=GetDC(hWnd);
    HDC memDC=CreateCompatibleDC(hdc);
    HBITMAP hMemMap=CreateCompatibleBitmap(hdc, 225, 350);
    HBITMAP hOldMap=(HBITMAP)SelectObject(memDC, hMemMap);
    Graphics draw(memDC);

    // Drawing
    Image bg(L"bg.jpg");
    draw.DrawImage(&bg, 0, 0);

    // if regular cursor
    if(cursor==0)
    {
        // Regular shots
        Image shot(L"RegularShots.png");
        long s=vRegularShots.size();

        // Draw shots
        for(long index=0; index < (long)vRegularShots.size(); ++index) 
        { 
            draw.DrawImage(&shot, vRegularShots[index].x, vRegularShots[index].y);
        }

        // Update the shots
        for(long index=0; index < (long)vRegularShots.size(); ++index) 
        { 
            vRegularShots[index].y--;
        }

        // Delete Shots
        for(long index=0; index < (long)vRegularShots.size(); index++) 
        {
            if(vRegularShots[index].y<-16)
            {
                vRegularShots.erase(vRegularShots.begin()+index);
            }
        }

        // Create Enemies
        if(Enemie1.dEnemie1==0)
        {
            if(Enemie1.cEnemie1<2)
            {
                if(Enemie1.aEnemie1==0)
                {
                    SetTimer(hWnd, TAENEMIE1_ID, 550, NULL);
                }
                Enemie1.aEnemie1=1;
                Enemie1.cEnemie1++;
            }
            else
            {
                KillTimer(hWnd, TDENEMIE1_ID);
            }
            Enemie1.dEnemie1=1;
        }

        // Draw enemies
        for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); ++index) 
        {
            Image iEnemie1(L"Enemie1.png");
            draw.DrawImage(&iEnemie1, Enemie1.vS1Enemie1[index].x, Enemie1.vS1Enemie1[index].y);
        }
        for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); ++index) 
        {
            Image iEnemie1(L"Enemie1.png");
            draw.DrawImage(&iEnemie1, Enemie1.vS2Enemie1[index].x, Enemie1.vS2Enemie1[index].y);
        }

        // Update enemies
        for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++) 
        {
            Enemie1.vS1Enemie1[index].x++;
            Enemie1.vS1Enemie1[index].y++;
        }
        for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++) 
        {
            Enemie1.vS2Enemie1[index].x--;
            Enemie1.vS2Enemie1[index].y++;
        }

        // Delete enemies
        for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++) 
        {
            if(Enemie1.vS1Enemie1[index].x>225)
            {
                Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+index);
            }

            // Stop enemie1 timer
            if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
            {
                KillTimer(hWnd, TAENEMIE1_ID);
            }
        }
        for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++) 
        {
            if(Enemie1.vS2Enemie1[index].x<-21)
            {
                Enemie1.vS2Enemie1.erase(Enemie1.vS2Enemie1.begin()+index);
            }

            // Stop enemie1 timer
            if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
            {
                KillTimer(hWnd, TAENEMIE1_ID);
            }
        }

        // player hits
        if(Enemie1.pEnemie1==550)
        {
            POINT pt;
            GetCursorPos(&pt);
            ScreenToClient(hWnd, &pt);
            for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
            {
                if(((pt.x+5)>=Enemie1.vS1Enemie1[index].x&&(pt.x+5)<=(Enemie1.vS1Enemie1[index].x+17)&&pt.y>=Enemie1.vS1Enemie1[index].y&&pt.y<=(Enemie1.vS1Enemie1[index].y+17))||((pt.x+15)>=Enemie1.vS1Enemie1[index].x&&pt.y>=Enemie1.vS1Enemie1[index].y&&pt.y<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+14)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+21)>=Enemie1.vS1Enemie1[index].x&&(pt.y+14)>=Enemie1.vS1Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+21)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+23)>=Enemie1.vS1Enemie1[index].x&&(pt.y+22)>=Enemie1.vS1Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+23)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+13)>=Enemie1.vS1Enemie1[index].x&&(pt.y+31)>=Enemie1.vS1Enemie1[index].y&&(pt.y+31)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+13)<=(Enemie1.vS1Enemie1[index].x+17))||(pt.x>=Enemie1.vS1Enemie1[index].x&&(pt.y+22)>=Enemie1.vS1Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS1Enemie1[index].y+17)&&pt.x<=(Enemie1.vS1Enemie1[index].x+21))||((pt.x+3)>=Enemie1.vS1Enemie1[index].x&&(pt.y+14)>=Enemie1.vS1Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS1Enemie1[index].y+21)&&(pt.x+3)<=(Enemie1.vS1Enemie1[index].x+21)))
                {
                    health+=30;
                    Enemie1.pEnemie1=0;
                    InvalidateRect(hWnd, rect, false);
                }
            }
            for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
            {
                if(((pt.x+5)>=Enemie1.vS2Enemie1[index].x&&(pt.x+5)<=(Enemie1.vS2Enemie1[index].x+17)&&pt.y>=Enemie1.vS2Enemie1[index].y&&pt.y<=(Enemie1.vS2Enemie1[index].y+17))||((pt.x+15)>=Enemie1.vS2Enemie1[index].x&&pt.y>=Enemie1.vS2Enemie1[index].y&&pt.y<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+14)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+21)>=Enemie1.vS2Enemie1[index].x&&(pt.y+14)>=Enemie1.vS2Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+21)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+23)>=Enemie1.vS2Enemie1[index].x&&(pt.y+22)>=Enemie1.vS2Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+23)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+13)>=Enemie1.vS2Enemie1[index].x&&(pt.y+31)>=Enemie1.vS2Enemie1[index].y&&(pt.y+31)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+13)<=(Enemie1.vS2Enemie1[index].x+17))||(pt.x>=Enemie1.vS2Enemie1[index].x&&(pt.y+22)>=Enemie1.vS2Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS2Enemie1[index].y+17)&&pt.x<=(Enemie1.vS2Enemie1[index].x+21))||((pt.x+3)>=Enemie1.vS2Enemie1[index].x&&(pt.y+14)>=Enemie1.vS2Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS2Enemie1[index].y+21)&&(pt.x+3)<=(Enemie1.vS2Enemie1[index].x+21)))
                {
                    health+=30;
                    Enemie1.pEnemie1=0;
                    InvalidateRect(hWnd, rect, false);
                }
            }
        }

        if(health>225)
        {
            cursor=1;
            SetTimer(hWnd, PROTECTED_ID, 1000, NULL);
            life--;
            health=0;
            InvalidateRect(hWnd, rect, false);
        }

        // Hits
        for(long index=0; index < (long)vRegularShots.size(); index++)
        {
            for(long indexs=0; indexs < (long)Enemie1.vS1Enemie1.size(); indexs++)
            {
                if((vRegularShots[index].x>=Enemie1.vS1Enemie1[indexs].x && vRegularShots[index].y>=Enemie1.vS1Enemie1[indexs].y && vRegularShots[index].y<=(Enemie1.vS1Enemie1[indexs].y+17) && vRegularShots[index].x<=(Enemie1.vS1Enemie1[indexs].x+17))||(Enemie1.vS1Enemie1[indexs].x>=vRegularShots[index].x && Enemie1.vS1Enemie1[indexs].y>=vRegularShots[index].y && Enemie1.vS1Enemie1[indexs].y<=(vRegularShots[index].y+16) && Enemie1.vS1Enemie1[indexs].x<=(vRegularShots[index].x+5)))
                {
                    Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+indexs);
                    vRegularShots[index].y=-17;
                    score+=100;
                    // Stop enemie1 timer
                    if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
                    {
                        KillTimer(hWnd, TAENEMIE1_ID);
                    }
                }
            }
            for(long indexs=0; indexs < (long)Enemie1.vS2Enemie1.size(); indexs++)
            {
                if((vRegularShots[index].x>=Enemie1.vS2Enemie1[indexs].x && vRegularShots[index].y>=Enemie1.vS2Enemie1[indexs].y && vRegularShots[index].y<=(Enemie1.vS2Enemie1[indexs].y+17) && vRegularShots[index].x<=(Enemie1.vS2Enemie1[indexs].x+17))||(Enemie1.vS2Enemie1[indexs].x>=vRegularShots[index].x && Enemie1.vS2Enemie1[indexs].y>=vRegularShots[index].y && Enemie1.vS2Enemie1[indexs].y<=(vRegularShots[index].y+16) && Enemie1.vS2Enemie1[indexs].x<=(vRegularShots[index].x+5)))
                {
                    Enemie1.vS2Enemie1.erase(Enemie1.vS2Enemie1.begin()+indexs);
                    vRegularShots[index].y=-17;
                    score+=100;
                    // Stop enemie1 timer
                    if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
                    {
                        KillTimer(hWnd, TAENEMIE1_ID);
                    }
                }
            }
        }
    }

    // If protected
    if(cursor==1)
    {
        if(protect!=4)
        {
            // Regular shots
            Image shot(L"RegularShots.png");

            // Draw shots
            for(long index=0; index < (long)vRegularShots.size(); ++index) 
            { 
                draw.DrawImage(&shot, vRegularShots[index].x, vRegularShots[index].y);
            }

            // Update the shots
            for(long index=0; index < (long)vRegularShots.size(); ++index) 
            { 
                vRegularShots[index].y--;
            }

            // Delete Shots
            for(long index=0; index < (long)vRegularShots.size(); index++) 
            {
                if(vRegularShots[index].y<-16)
                {
                    vRegularShots.erase(vRegularShots.begin()+index);
                }
            }
            // Delete Shots
        for(long index=0; index < (long)vRegularShots.size(); index++) 
        {
            if(vRegularShots[index].y<-16)
            {
                vRegularShots.erase(vRegularShots.begin()+index);
            }
        }

        // Create Enemies
        if(Enemie1.dEnemie1==0)
        {
            if(Enemie1.cEnemie1<2)
            {
                if(Enemie1.aEnemie1==0)
                {
                    SetTimer(hWnd, TAENEMIE1_ID, 550, NULL);
                }
                Enemie1.aEnemie1=1;
                Enemie1.cEnemie1++;
            }
            else
            {
                KillTimer(hWnd, TDENEMIE1_ID);
            }
            Enemie1.dEnemie1=1;
        }

        // Draw enemies
        for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); ++index) 
        {
            Image iEnemie1(L"Enemie1.png");
            draw.DrawImage(&iEnemie1, Enemie1.vS1Enemie1[index].x, Enemie1.vS1Enemie1[index].y);
        }
        for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); ++index) 
        {
            Image iEnemie1(L"Enemie1.png");
            draw.DrawImage(&iEnemie1, Enemie1.vS2Enemie1[index].x, Enemie1.vS2Enemie1[index].y);
        }

        // Update enemies
        for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++) 
        {
            Enemie1.vS1Enemie1[index].x++;
            Enemie1.vS1Enemie1[index].y++;
        }
        for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++) 
        {
            Enemie1.vS2Enemie1[index].x--;
            Enemie1.vS2Enemie1[index].y++;
        }

        // Delete enemies
        for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++) 
        {
            if(Enemie1.vS1Enemie1[index].x>225)
            {
                Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+index);
            }

            // Stop enemie1 timer
            if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
            {
                KillTimer(hWnd, TAENEMIE1_ID);
            }
        }
        }
        else
        {
            KillTimer(hWnd, PROTECTED_ID);
            cursor=0;
            protect=0;
        }
    }

    // Draw Lifes
    for(long index=0; index != life; index++)
    {
        Image lifes(L"lifes.png");
        draw.DrawImage(&lifes, lifePos, 275);
        lifePos-=30;
    }

    SolidBrush textColor(Color(255, 255, 54, 0));
    LinearGradientBrush linGrBrush(
    Point(1000, 20),
    Point(health, 20),
    Color(255, 255, 0, 0),     // opaque black 
    Color(0, 0, 0, 0));  // opaque red
    SolidBrush databrush(Color(0, 225, 0));

    draw.FillRectangle(&databrush, 0, 0, 225, 30);
    draw.FillRectangle(&linGrBrush, 0, 0, 225, 30);

    FontFamily courieNew(L"Courier New");
    Font font(&courieNew, 12, 0, UnitPixel);
    PointF pLevel(5.0f, 6.0f);
    PointF pScore(100.0f, 6.0f);
    WCHAR wLevel[11];
    WCHAR wScore[60];
    _swprintf(wLevel, L"Level : %d", level);
    _swprintf(wScore, L"Score : %d", score);
    draw.DrawString(wLevel, -1, &font, pLevel, &textColor);
    draw.DrawString(wScore, -1, &font, pScore, &textColor);

    BitBlt(hdc, 0, 0, 225, 350, memDC, 0, 0, SRCCOPY);
    ReleaseDC(hWnd, hdc);
    SelectObject(memDC, hOldMap);
    DeleteObject(hMemMap);
    DeleteDC(memDC);
}


int APIENTRY _tWinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPTSTR    lpCmdLine,
                     int       nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);
    GdiplusStartupInput gdiplusStartupInput;
    ULONG_PTR           gdiplusToken;

    // TODO: Place code here.
    MSG msg;
    HACCEL hAccelTable;

    // Cursors
    hCursor[0]=LoadCursor(hInstance, MAKEINTRESOURCE(IDC_CURSOR));
    hCursor[1]=LoadCursor(hInstance, MAKEINTRESOURCE(IDC_PROTECTED));

    // Initialize GDI+.
    GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);


    // Initialize global strings
    LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
    LoadString(hInstance, IDC_XSTRIKE, szWindowClass, MAX_LOADSTRING);
    MyRegisterClass(hInstance);

    // Perform application initialization:
    if (!InitInstance (hInstance, nCmdShow))
    {
        return FALSE;
    }

    hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_XSTRIKE));

    // Main message loop:
    while (GetMessage(&msg, NULL, 0, 0))
    {
        if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
    }

    GdiplusShutdown(gdiplusToken);
    return (int) msg.wParam;
}



//
//  FUNCTION: MyRegisterClass()
//
//  PURPOSE: Registers the window class.
//
//  COMMENTS:
//
//    This function and its usage are only necessary if you want this code
//    to be compatible with Win32 systems prior to the 'RegisterClassEx'
//    function that was added to Windows 95. It is important to call this function
//    so that the application will get 'well formed' small icons associated
//    with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
    WNDCLASSEX wcex;

    wcex.cbSize = sizeof(WNDCLASSEX);

    wcex.style          = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc    = WndProc;
    wcex.cbClsExtra     = 0;
    wcex.cbWndExtra     = 0;
    wcex.hInstance      = hInstance;
    wcex.hIcon          = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_XSTRIKE));
    wcex.hCursor        = LoadCursor(hInstance, MAKEINTRESOURCE(IDC_CURSOR));
    wcex.hbrBackground  = (HBRUSH)(COLOR_WINDOW+1);
    wcex.lpszMenuName   = MAKEINTRESOURCE(IDC_XSTRIKE);
    wcex.lpszClassName  = szWindowClass;
    wcex.hIconSm        = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));

    return RegisterClassEx(&wcex);
}

//
//   FUNCTION: InitInstance(HINSTANCE, int)
//
//   PURPOSE: Saves instance handle and creates main window
//
//   COMMENTS:
//
//        In this function, we save the instance handle in a global variable and
//        create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
   HWND hWnd;

   hInst = hInstance; // Store instance handle in our global variable

   hWnd = CreateWindow(szWindowClass, szTitle, (WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX),
      CW_USEDEFAULT, 0, 225, 350, NULL, NULL, hInstance, NULL);

   if (!hWnd)
   {
      return FALSE;
   }

   ShowWindow(hWnd, nCmdShow);
   UpdateWindow(hWnd);

   return TRUE;
}

//
//  FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  PURPOSE:  Processes messages for the main window.
//
//  WM_COMMAND  - process the application menu
//  WM_PAINT    - Paint the main window
//  WM_DESTROY  - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    int wmId, wmEvent;
    PAINTSTRUCT ps;
    HDC hdc;
    POINT pt;

    switch (message)
    {
    case WM_CREATE:
        installising();
        SetTimer(hWnd, EVERYTHING_ID, 1, NULL);
        break;
    case WM_COMMAND:
        wmId    = LOWORD(wParam);
        wmEvent = HIWORD(wParam);
        // Parse the menu selections:
        switch (wmId)
        {
        case IDM_ABOUT:
            DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
            break;
        case IDM_EXIT:
            DestroyWindow(hWnd);
            break;
        default:
            return DefWindowProc(hWnd, message, wParam, lParam);
        }
        break;
    case WM_PAINT:
        hdc = BeginPaint(hWnd, &ps);
        Paint(hdc, hWnd);
        EndPaint(hWnd, &ps);
        break;
    case WM_LBUTTONDOWN:
        GetCursorPos(&pt);
        ScreenToClient(hWnd, &pt);
        if(conno==1)
        {
            conno++;
        }
        else
        {
            pt.x+=18;
            conno--;
        }
        vRegularShots.push_back(pt);
        SetTimer(hWnd, LBUTTONDOWN_ID, 350, NULL); 
        InvalidateRect(hWnd, rect, false);
        break;
    case WM_LBUTTONUP:
        KillTimer(hWnd, LBUTTONDOWN_ID);
        break;
    case WM_TIMER:
        switch(wParam)
        {
        case EVERYTHING_ID:
            if(Enemie1.e1==true)
            {
                Enemie1.now=time(NULL);
                Enemie1.tEnemie1=Enemie1.now+1;
                Enemie1.e1=false;
            }
            Enemie1.now=time(NULL);
            if(Enemie1.now==Enemie1.tEnemie1)
            {
                SetTimer(hWnd, TDENEMIE1_ID, 550, NULL);
            }
            InvalidateRect(hWnd, rect, false);
            break;
        case LBUTTONDOWN_ID:
            GetCursorPos(&pt);
            ScreenToClient(hWnd, &pt);
            if(conno==1)
            {
                if(cursor==0)
                {
                    conno++;
                }
                else if(cursor==1)
                {
                    pt.x+=2;
                    conno++;
                }
            }
            else
            {
                if(cursor==0)
                {
                    pt.x+=18;
                }
                else if(cursor==1)
                {
                    pt.x+=15;
                }
                conno--;
            }
            vRegularShots.push_back(pt);
            break;
        case TDENEMIE1_ID:
            pt.y=5;
            pt.x=-21;
            Enemie1.vS1Enemie1.push_back(pt);
            pt.y=5;
            pt.x=219;
            Enemie1.vS2Enemie1.push_back(pt);
            Enemie1.dEnemie1=0;
            InvalidateRect(hWnd, rect, false);
            break;
        case TAENEMIE1_ID:
            if(Enemie1.pEnemie1!=550)
            {
                Enemie1.pEnemie1+=550;
            }
            InvalidateRect(hWnd, rect, false);
            break;
        case PROTECTED_ID:
            protect++;
            break;
        }
        break;
    case WM_SETCURSOR:
         SetCursor(hCursor[cursor]);
         return 0;
         break;
    case WM_DESTROY:
        PostQuitMessage(0);
        break;
    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    }
    return 0;
}

// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
    UNREFERENCED_PARAMETER(lParam);
    switch (message)
    {
    case WM_INITDIALOG:
        return (INT_PTR)TRUE;

    case WM_COMMAND:
        if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
        {
            EndDialog(hDlg, LOWORD(wParam));
            return (INT_PTR)TRUE;
        }
        break;
    }
    return (INT_PTR)FALSE;
}

有什么想法吗?

【问题讨论】:

  • 这是方式太多的代码,无法围绕一个问题。唯一有意义的建议是分析您的代码,或者通过删减代码进行实验。
  • "有什么想法吗?"通过分析器运行游戏。
  • 是的,用于查找瓶颈的分析器。
  • im 使用visual c++ 2010 有吗?
  • 在紧密的循环中不断实例化图像,例如Image iEnemie1(L"Enemie1.png"); 似乎是一个非常糟糕的主意。你不能在启动时加载这些并重用它们吗?

标签: c++ visual-c++ winapi cpu


【解决方案1】:

请尝试使用 VS 2010 附带的分析器,详细信息为 here

这可能是你最好的选择。

【讨论】:

    【解决方案2】:

    如果不了解更多关于事物的使用模式,很难说。一个好的分析器会创造奇迹 - 我在 Windows 上使用 AQTime 运气不错,虽然它不是免费的,可能不适合你。

    一些可能相关或不相关的观察结果:

    • 您正在使用 GDI+ 进行绘图。它速度不快,很可能无法满足您的需求。如果我想要渲染复杂的场景,我会找到别的东西。

    • 我怀疑你在 Paint 函数中调用 InvalidateRect。对我来说似乎很奇怪(不画 validate 图像吗?)。另外,不管怎样,你还在重新粉刷一切,那有什么意义呢?

    • 您正在对向量使用 erase() 来擦除多个(可能很多)随机条目。这具有二次性能,对于大向量应避免使用。

    • 在一个地方有一对嵌套循环(循环遍历所有“射击”,然后循环遍历所有“敌人”);这些看起来它们将很难扩展到两者的大量。

    但是你真的需要找一个分析器;我只是在这里猜测。

    【讨论】:

    • 我正在下载 AQTIME 分析器,它需要 200mb,这是很多
    • 我们这里所有的 AQT 包都在 100MB 以下下载?我不认为你会发现任何小得多的东西。
    【解决方案3】:

    您可以优化一点绘画功能。 例如,四个位图的创建可以在初始化阶段完成,因为它始终是您正在加载的相同文件。 此外,在所有 for 循环中,您可以对向量的 size 函数进行一次调用,将其存储在一个临时变量中,然后在 for 循环中将该变量用于条件(只要向量的大小不for 循环的变化)。

    【讨论】:

    • 好吧,我尝试将它们设置为全局变量,但没有成功。
    【解决方案4】:

    我的猜测是您不断地重新分配和重新绘制所有内容,而不是简单地移动图像。我可以看到应用程序经常不得不从头开始重新分配和重新绘制,这对系统造成了瓶颈。

    【讨论】:

    • 我会在每次发生变化时重新绘制它有没有办法只移动图像而不重新绘制它
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