Introduction to 3D Game Programming with DirectX 11 学习笔记 (1)GameTimer 类

GameTimer 类用于计时,在框架中累计正常运行时间,可用于计算 FPS 及每帧时间。该计时器可以暂停、恢复计时。

源文件

${CODE}/Common/GameTimer.h
${CODE}/Common/GameTimer.cpp

类方法详解

float GameTimer::TotalTime()

返回正常运行的累计时间(已经剔除暂停时间)。

float GameTimer::DeltaTime()

返回最近 2 次调用 GameTimer::Tick() 方法的间隔时间。主要用在框架的 CalculateFrameStats() 方法中,计算 FPS 及每帧时间。

void Reset()

初始化计时器,必须在 GameTimer 类的其它方法之前调用。在框架中,该方法在 D3DApp::Run() 中被调用。

void Stop()

暂停计时器。暂停期间的时间不累计,且不应当调用 GameTimer::DeltaTime() 方法。

void Start()

恢复计时器。

void Tick()

每帧调用一次,用于计算 GameTimer::DeltaTime() 所需的间隔时间。

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### 回答1: 贪吃蛇游戏(Snake Game)是一种经典的视频游戏。下面是一个简单的Java代码示例,实现了贪吃蛇游戏的基本功能: ```java import java.awt.*; import java.awt.event.*; import javax.swing.*; public class SnakeGame extends JFrame { private static final long serialVersionUID = 1L; private Board board; public SnakeGame() { setTitle("Snake Game"); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); board = new Board(); getContentPane().add(board); pack(); setLocationRelativeTo(null); setResizable(false); setVisible(true); } public static void main(String[] args) { new SnakeGame(); } } class Board extends JPanel implements ActionListener { private static final long serialVersionUID = 1L; private static final int WIDTH = 300; private static final int HEIGHT = 300; private static final int DOT_SIZE = 10; private static final int ALL_DOTS = 900; private static final int RAND_POS = 29; private static final int DELAY = 140; private final int[] x = new int[ALL_DOTS]; private final int[] y = new int[ALL_DOTS]; private int dots; private int apple_x; private int apple_y; private boolean leftDirection; private boolean rightDirection = true; private boolean upDirection; private boolean downDirection; private boolean inGame = true; private Timer timer; public Board() { initBoard(); } private void initBoard() { setBackground(Color.black); setFocusable(true); setPreferredSize(new Dimension(WIDTH, HEIGHT)); addKeyListener(new TAdapter()); startGame(); } private void startGame() { dots = 3; for (int z = 0; z < dots; z++) { x[z] = 50 - z * DOT_SIZE; y[z] = 50; } locateApple(); timer = new Timer(DELAY, this); timer.start(); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); doDrawing(g); } private void doDrawing(Graphics g) { if (inGame) { g.setColor(Color.red); g.fillOval(apple_x, apple_y, DOT_SIZE, DOT_SIZE); for (int z = 0; z < dots; z++) { if (z == 0) { g.setColor(Color.green); g.fillRect(x[z], y[z], DOT_SIZE, DOT_SIZE); } else { g.setColor(Color.white); g.fillRect(x[z], y[z], DOT_SIZE, DOT_SIZE); } } Toolkit.getDefaultToolkit().sync(); } else { gameOver(g); } } private void gameOver(Graphics g) { String msg = "Game Over"; Font small = new Font("Helvetica", Font.BOLD, 14); FontMetrics metr = getFontMetrics(small); g.setColor(Color.white); g.setFont(small); g.drawString(msg, (WIDTH - metr.stringWidth(msg)) / 2, HEIGHT / 2); } private void checkApple() { if ((x[0] == apple_x) && (y[0] == apple_y)) { dots++; locateApple(); } } private void move() { for (int z = dots; z > 0; z--) { x[z] = x[(z - 1)]; y[z] = y[(z - 1)]; } if (leftDirection) { x[0] -= DOT_SIZE; } if (rightDirection) { x[0] += DOT_SIZE; } if (upDirection) { y[0] -= DOT_SIZE; } if (downDirection) { y[0] += DOT_SIZE; } } private void checkCollision() { for (int z = dots; z > 0; z--) { if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) { inGame = false; } } if (y[0] >= HEIGHT) { inGame = false; } if (y[0] < 0) { inGame = false; } if (x[0] >= WIDTH) { inGame = false; } if (x[0] < 0) { inGame = false; } if (!inGame) { timer.stop(); } } private void locateApple() { int r = (int) (Math.random() * RAND_POS); apple_x = ((r * DOT_SIZE)); r = (int) (Math.random() * RAND_POS); apple_y = ((r * DOT_SIZE)); } @Override public void actionPerformed(ActionEvent e) { if (inGame) { checkApple(); checkCollision(); move(); } repaint(); } private class TAdapter extends KeyAdapter { @Override public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) { leftDirection = true; upDirection = false; downDirection = false; } if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) { rightDirection = true; upDirection = false; downDirection = false; } if ((key == KeyEvent.VK_UP) && (!downDirection)) { upDirection = true; rightDirection = false; leftDirection = false; } if ((key == KeyEvent.VK_DOWN) && (!upDirection)) { downDirection = true; rightDirection = false; leftDirection = false; } } } } ``` 这是一个简单的贪吃蛇游戏实现。游戏面板使用`JPanel`进行绘制,通过监听键盘事件控制蛇的移动方向。游戏中,蛇每次吃到食物会变长,如果蛇头碰撞到自己或者碰到边界,则游戏结束。游戏画面使用基本的图形绘制,包括蛇身和食物,使用`Timer`控制游戏速度。 ### 回答2: 以下是一个简单的贪吃蛇游戏的Java代码: ```java import javax.swing.*; import java.awt.*; import java.awt.event.*; public class SnakeGame extends JPanel { private final int BOX_SIZE = 10; private final int NUM_BOXES = 400; private final int GAME_SPEED = 100; private int[] snakeX; private int[] snakeY; private int snakeSize; private int directionX; private int directionY; private int foodX; private int foodY; private boolean isGameOver; public SnakeGame() { setPreferredSize(new Dimension(400, 400)); setBackground(Color.BLACK); setFocusable(true); addKeyListener(new SnakeKeyListener()); snakeX = new int[NUM_BOXES]; snakeY = new int[NUM_BOXES]; snakeSize = 3; directionX = 1; directionY = 0; spawnFood(); Timer gameTimer = new Timer(GAME_SPEED, new ActionListener() { public void actionPerformed(ActionEvent e) { if (!isGameOver) { moveSnake(); checkCollision(); repaint(); } else { ((Timer) e.getSource()).stop(); } } }); gameTimer.start(); } protected void paintComponent(Graphics g) { super.paintComponent(g); if (!isGameOver) { // 画蛇头 g.setColor(Color.GREEN); g.fillRect(snakeX[0], snakeY[0], BOX_SIZE, BOX_SIZE); // 画蛇身 g.setColor(Color.WHITE); for (int i = 1; i < snakeSize; i++) { g.fillRect(snakeX[i], snakeY[i], BOX_SIZE, BOX_SIZE); } // 画食物 g.setColor(Color.RED); g.fillRect(foodX, foodY, BOX_SIZE, BOX_SIZE); } else { // 游戏结束 g.setColor(Color.WHITE); g.setFont(new Font("Arial", Font.BOLD, 20)); g.drawString("Game Over", 150, 200); } } private void moveSnake() { for (int i = snakeSize - 1; i > 0; i--) { snakeX[i] = snakeX[i - 1]; snakeY[i] = snakeY[i - 1]; } snakeX[0] += directionX * BOX_SIZE; snakeY[0] += directionY * BOX_SIZE; } private void checkCollision() { // 检查碰撞边界 if (snakeX[0] < 0 || snakeX[0] >= getWidth() || snakeY[0] < 0 || snakeY[0] >= getHeight()) { isGameOver = true; return; } // 检查碰撞自身 for (int i = 1; i < snakeSize; i++) { if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) { isGameOver = true; return; } } // 检查是否吃到食物 if (snakeX[0] == foodX && snakeY[0] == foodY) { snakeSize++; spawnFood(); } } private void spawnFood() { foodX = (int) (Math.random() * (getWidth() / BOX_SIZE)) * BOX_SIZE; foodY = (int) (Math.random() * (getHeight() / BOX_SIZE)) * BOX_SIZE; } private class SnakeKeyListener extends KeyAdapter { public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); switch (keyCode) { case KeyEvent.VK_UP: if (directionY != 1) { directionX = 0; directionY = -1; } break; case KeyEvent.VK_DOWN: if (directionY != -1) { directionX = 0; directionY = 1; } break; case KeyEvent.VK_LEFT: if (directionX != 1) { directionX = -1; directionY = 0; } break; case KeyEvent.VK_RIGHT: if (directionX != -1) { directionX = 1; directionY = 0; } break; default: break; } } } public static void main(String[] args) { JFrame frame = new JFrame("Snake Game"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.getContentPane().add(new SnakeGame()); frame.pack(); frame.setLocationRelativeTo(null); frame.setVisible(true); } } ``` 这是一个使用Java Swing库编写的贪吃蛇游戏。游戏根据用户的按键输入移动蛇身并检查碰撞,包括边界碰撞、自身碰撞和食物碰撞。蛇身和食物会在面板上绘制,并且在碰撞检测时更新。游戏会在用户碰撞或游戏结束时停止,并显示"Game Over"的文字提示。 ### 回答3: Java代码如下: ```java import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.ArrayList; import java.util.Random; public class SnakeGame extends JFrame { private static final int WIDTH = 400; private static final int HEIGHT = 400; private static final int UNIT_SIZE = 20; private static final int GAME_UNITS = (WIDTH * HEIGHT) / UNIT_SIZE; private static final int DELAY = 75; private final int x[] = new int[GAME_UNITS]; private final int y[] = new int[GAME_UNITS]; private int bodyParts = 6; private int applesEaten; private int appleX; private int appleY; private char direction = 'R'; private boolean running = false; private Timer timer; private Random random; public SnakeGame() { random = new Random(); this.setTitle("Snake Game"); this.setSize(WIDTH, HEIGHT); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setResizable(false); this.setVisible(true); this.addKeyListener(new MyKeyAdapter()); this.setFocusable(true); startGame(); } private void startGame() { newApple(); running = true; timer = new Timer(DELAY, new ActionListener() { @Override public void actionPerformed(ActionEvent e) { if (running) { move(); checkApple(); checkCollision(); } repaint(); } }); timer.start(); } @Override public void paint(Graphics g) { // 绘制背景 g.setColor(Color.black); g.fillRect(0, 0, WIDTH, HEIGHT); // 绘制蛇 for (int i = 0; i < bodyParts; i++) { if (i == 0) { g.setColor(Color.green); } else { g.setColor(Color.yellow); } g.fillRect(x[i], y[i], UNIT_SIZE, UNIT_SIZE); } // 绘制苹果 g.setColor(Color.red); g.fillOval(appleX, appleY, UNIT_SIZE, UNIT_SIZE); // 绘制得分 g.setColor(Color.white); g.setFont(new Font("Ink Free", Font.BOLD, 20)); FontMetrics metrics = getFontMetrics(g.getFont()); g.drawString("Score: " + applesEaten, (WIDTH - metrics.stringWidth("Score: " + applesEaten)) / 2, g.getFont().getSize()); } private void move() { for (int i = bodyParts; i > 0; i--) { x[i] = x[i - 1]; y[i] = y[i - 1]; } switch (direction) { case 'U': y[0] = y[0] - UNIT_SIZE; break; case 'D': y[0] = y[0] + UNIT_SIZE; break; case 'L': x[0] = x[0] - UNIT_SIZE; break; case 'R': x[0] = x[0] + UNIT_SIZE; break; } } private void checkApple() { if ((x[0] == appleX) && (y[0] == appleY)) { bodyParts++; applesEaten++; newApple(); } } private void checkCollision() { // 碰到自己的身体游戏结束 for (int i = bodyParts; i > 0; i--) { if ((x[0] == x[i]) && (y[0] == y[i])) { running = false; } } // 碰到边界游戏结束 if (x[0] < 0 || x[0] >= WIDTH || y[0] < 0 || y[0] >= HEIGHT) { running = false; } if (!running) { timer.stop(); } } private void newApple() { appleX = random.nextInt((int) (WIDTH / UNIT_SIZE)) * UNIT_SIZE; appleY = random.nextInt((int) (HEIGHT / UNIT_SIZE)) * UNIT_SIZE; } private class MyKeyAdapter extends KeyAdapter { @Override public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_LEFT: if (direction != 'R') { direction = 'L'; } break; case KeyEvent.VK_RIGHT: if (direction != 'L') { direction = 'R'; } break; case KeyEvent.VK_UP: if (direction != 'D') { direction = 'U'; } break; case KeyEvent.VK_DOWN: if (direction != 'U') { direction = 'D'; } break; } } } public static void main(String[] args) { new SnakeGame(); } } ``` 这是一个简单的贪吃蛇游戏的Java代码。游戏窗口大小为400x400像素,每个方块大小为20像素。蛇由一系列方块组成,初始长度为6个方块。蛇在窗口中移动,并根据玩家的操作改变方向。目标是吃掉苹果,并且每吃一个苹果,蛇的长度增加1。游戏结束的条件为蛇碰到自己的身体或者碰到窗口边界。游戏使用了计时器来控制蛇的运动和窗口的绘制。
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