Cocos2d-x3.2游戏的核心循环在Application,如何处理FPS不稳
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intApplication::run()
{
if(!applicationDidFinishLaunching())
{
return1;
}
longlastTime =0L;
longcurTime =0L;
autodirector =Director::getInstance();
autoglview = director->getOpenGLView();
// Retain glview to avoid glview being released in the while loop
glview->retain();
//看到了吗,其实所有游戏就在这个循环中
while(!glview->windowShouldClose()) //如果没退出,比如用户按下了home 就退出了
{
lastTime =getCurrentMillSecond(); //获取当前系统时间
director->mainLoop(); //1.处理游戏绘图和游戏逻辑
glview->pollEvents(); //2.处理游戏交互
curTime =getCurrentMillSecond(); //3.以上1.2必定要消耗一定的时间而且动画和怪物越多可能耗时越大所以curTime - lastTime就是这次计算消耗的时间
if(curTime - lastTime <_animationInterval)//如果curTime - lastTime <_animationInterval
//说明在60/1秒内完成了这一帧的计算再让cup sleep FPS剩下时间来保证帧率的稳定
{
usleep(static_cast<useconds_t>((_animationInterval- curTime + lastTime)*1000));
}
/////////如果想知道游戏中是否有不稳定如何呢? 加入如下代码
else
{
//........
}
}
/////////////////你明白了吗 亲
/* Only work on Desktop
* Director::mainLoop is really one frame logic
* when we want to close the window,we should call Director::end();
* then call Director::mainLoop to do release of internal resources
*/
if(glview->isOpenGLReady())
{
director->end();
director->mainLoop();
}
glview->release();
return0;
}
voidApplication::setAnimationInterval(doubleinterval)
{
_animationInterval= interval*1000.0f;
}