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我正在創建一個遊戲,需要一些幫助來處理一堆對象,比如約10000,在我的遊戲中,我生成隨機數量的岩石,在1mil乘1mil地圖,我將這些對象添加到列表中,然後像那樣更新和繪製它們,但運行速度很慢。我認爲在這個問題上的一些幫助會真正幫助很多想要處理許多對象的學習者。 這裏是我輩代碼:C#XNA,處理大量對象,
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;
}
這裏是我的磐石代碼:
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; }
}
}
}
我只是問了關於如何處理所有這些對象,一些提示 請幫助表示讚賞
哪個慢?更新循環或繪製循環?您可以忽略不在當前視口中的岩石。 – itsme86
我認爲這是更新循環,但我會試一試,我會怎麼做?對不起,我是XNA和C#的新手,仍然在學習。 – Luny