Hi I'm doing and endless sidescroller game where the terrain looks like a tunnel which is infinite. I managed to randomly generate the tunnel using this code:
private void createPaths() {
if(startingPath) {
pathBottom.setLastPoint(0, canvasHeight);
pathTop.setLastPoint(0, 0);
slopeWidth = 0;
slopeHeight = generateRandomNumber(canvasHeight / 4, canvasHeight / 2);
lastX = 0;
lastY = canvasHeight - slopeHeight;
newX = lastX;
newY = lastY;
startingPath = false;
} else {
lastX = canvasWidth;
lastY = newY;
newX = lastX;
newY = canvasHeight - slopeHeight;
}
pathBottom.lineTo(lastX, lastY);
pathTop.lineTo(lastX, lastY - OFFSET);
do {
lastX = newX;
lastY = newY;
slopeWidth = generateRandomNumber(canvasWidth / 8, canvasWidth / 2);
newX += slopeWidth;
if(i % 2 == 0) {
slopeHeight = generateRandomNumber(canvasHeight / 12, canvasHeight / 6);
newY = canvasHeight - slopeHeight;
} else {
slopeHeight = generateRandomNumber(canvasHeight / 4, canvasHeight / 2);
newY = canvasHeight - slopeHeight;
}
pathBottom.cubicTo(
interpolateLinear(lastX, newX, 0.333f),
lastY,
interpolateLinear(lastX, newX, 0.666f),
newY,
newX,
newY);
pathTop.cubicTo(
interpolateLinear(lastX, newX, 0.333f),
lastY - OFFSET,
interpolateLinear(lastX, newX, 0.666f),
newY - OFFSET,
newX,
newY - OFFSET);
i++;
} while (newX < canvasWidth * 2);
pathBottom.lineTo(newX, canvasHeight);
pathTop.lineTo(newX, 0);
}
and scroll it using:
public void updateTerrain() {
moveX -= speed;
int pos = newX - canvasWidth + moveX;
if(pos > 0) {
Matrix matrix = new Matrix();
matrix.setTranslate(-speed, 0);
pathBottom.transform(matrix);
pathTop.transform(matrix);
} else {
createPaths();
moveX = 0;
}
}
The problem is: the longer the path is the game becomes more "choppy". I think I should reduce the points that are being draw in the path after some time but to be honest I have no idea how to do it and still let the terrain scroll and generate. I would be grateful if you could help me. Thanks.
This looks like a small piece of a larger piece of logic. The performance issue may lie in some other code not shown here.
The general advice ( according to people like Romain Guy and Chet Haase ) is to avoid object allocation ( aka new ) during onDraw. Any "new" has the potential to trigger GC.
I would re-use the same instance of Matrix and just update it.
Also, as fadden mentioned "fixed-size sliding window structure" ( similar to circular buffer or ring buffer ) the comment above, you should ensure that your Path objects are a fixed size.