Trevi Awater
Trevi Awater

Reputation: 2407

Java game framerate drops

I am developing a platform game that loads level's from images. It loops trough all the pixels of the image and checks if the RGB value matches a certain object, for example yellow for coins, white for walls.

Once the player dies the level gets reloaded, however when there is also a turret in the scene the game drops in frame rate.

The method that loops trough all the pixels.

    // Loads the requested level based on a image

public void loadLevel(BufferedImage Image)
{
    clearLevel();

    int imageWidth = Image.getWidth();
    int imageHeight = Image.getHeight();

    currentLevel = Image;

    for(int Par1 = 0; Par1 < imageHeight; Par1++)
    {
        for(int Par2 = 0; Par2 < imageWidth; Par2++)
        {
            int currentPixel = Image.getRGB(Par1, Par2);

            int redValue = (currentPixel >> 16) & 0xff;
            int greenValue = (currentPixel >> 8) & 0xff;
            int blueValue = (currentPixel) & 0xff;

            if(redValue == 255 && greenValue == 255 && blueValue == 255)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 0, 0, 0, Identifier.Block));
            }

            if(redValue == 255 && greenValue == 0 && blueValue == 0)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 1, 0, 0, Identifier.Lava));
            }

            if(redValue == 255 && greenValue == 0 && blueValue == 255)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 5, 0, 8, Identifier.Platform));
            }

            if(redValue == 0 && greenValue == 255 && blueValue == 255)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 4, 1, 8, Identifier.Platform));
            }

            if(redValue == 255 && greenValue == 255 && blueValue == 0)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 2, 0, 0, Identifier.Coin));
            }

            if(redValue == 0 && greenValue == 255 && blueValue == 0)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 3, 0, 0, Identifier.Flag));
            }

            if(redValue == 0 && greenValue == 0 && blueValue == 255)
            {
                addObject(new Player((Par1 * 32), (Par2 * 32), this, Identifier.Player));
            }

            if(redValue == 255 && greenValue == 175 && blueValue == 0)
            {
                addObject(new Turret((Par1 * 32), (Par2 * 32), this, Identifier.Turret));
            }
        }
    }

    Main.currentState = Main.State.Game;
}


// Reload level

public void reloadLevel()
{
    loadLevel(currentLevel);
}

The gameloop

// Runs when the thread starts, also starts the game loop and creates a separate tick and frames per second line

public void run() 
{
    try 
    {
        preInitialisation();
        initialisation();

        LogHandler.log("Initialisation complete.");
    } 

    catch(FileNotFoundException Error) 
    {
        Error.printStackTrace();
    } 

    catch(FontFormatException Error) 
    {
        Error.printStackTrace();
    } 

    catch(IOException Error) 
    {
        Error.printStackTrace();
    }

    requestFocus();

    long lastTime = System.nanoTime();

    double amountOfTicks = 60.0;
    double nanoSeconds = 1000000000 / amountOfTicks;
    double deltaValue = 0;

    long currentTime;   
    long loopTimer = System.currentTimeMillis();

    while(isRunning)
    {
        currentTime = System.nanoTime();
        deltaValue += (currentTime - lastTime) / nanoSeconds;
        lastTime = currentTime;

        while(deltaValue >= 1)
        {
            tick();

            deltaValue--;
            temporaryTicks++;
        }

        render();
        temporaryFrames++;

        if(System.currentTimeMillis() - loopTimer > 1000)
        {
            loopTimer += 1000;

            absoluteFrames = temporaryFrames;
            absoluteTicks = temporaryTicks;

            temporaryTicks = 0;
            temporaryFrames = 0;
        }
    }
}

Upvotes: 2

Views: 199

Answers (1)

Trevi Awater
Trevi Awater

Reputation: 2407

Turned out adding the LWJGL libary and then enable vsync worked out.

Display.setVSyncEnabled(true);

I also changed all of the LinkedLists to ArrayLists since its way faster, When to use LinkedList over ArrayList?

Upvotes: 3

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