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javaanimationgame-physics2d-games

Controlling animation speed of a 2d game


I'm making a small asteroids game, and I'm having some trouble controlling the animation speed.

For example, let's say I have 20 asteroids in my game, when I destroy an asteroid, the amount of asteroids goes down (obviously). Because there are fewer objects in the game, the fps goes up and the animation speed of the asteroids is getting faster and faster.

I fixed it by adjusting the animation speed according to the amount of asteroids I have in the game, but I'm also facing another problem with the explosions when I destroy an asteroid. I could do the same thing I did with the asteroids I suppose, but I just think it's not a very wise way to "solve" it and just seems like bad practice to me.

I thought of capping the fps, but I'm not really sure how to do it. I'd like to get some advices and what's the best way to deal with such situations.

I'll post here my main game class including the game loop, and an example of the explosion class so you'll get the general idea of the code.

Game class and loop:

import com.asteroids.view.*;

public class Game extends Canvas implements Runnable {

private static final long serialVersionUID = -8921419424614180143L;
public static final int WIDTH = 1152, HEIGHT = WIDTH / 8 * 5;

private Thread thread;
private boolean isRunning;
private LoadImages loadImages = new LoadImages();
private Player player = new Player();
private AllObjects objects;
private KeyInput keyInput;
private long delay = 80;
private long currentTime = System.currentTimeMillis();
private long expectedTime = currentTime + delay;
public static BufferedImage test;

public Game() {
    new Window(WIDTH, HEIGHT, "Asteroids!", this);
    objects = new AllObjects();
    objects.addObject(player);
    for (int i = 0; i < 20; i++) {
        objects.addObject(new Rock((int) (Math.random() * (Game.WIDTH - 64) + 1),
                (int) (Math.random() * (Game.HEIGHT - 64) + 1)));
    }
    keyInput = new KeyInput(player);
    this.addKeyListener(keyInput);
}

public void run() {
    this.requestFocus();
    long lastTime = System.nanoTime();
    double amountOfTicks = 60.0;
    double ns = 1000000000 / amountOfTicks;
    double delta = 0;
    long timer = System.currentTimeMillis();
    int frames = 0;

    // main game loop.
    while (isRunning) {
        adjustAsteroidsSpeed();
        destroyAsteroids();
        collisionLoop();

        // used to set delay between every bullet(milliseconds)
        currentTime = System.currentTimeMillis();
        if (KeyInput.shoot && currentTime >= expectedTime) {

            // calculates the accurate position of the x,y on the "circumference" of the
            // player
            float matchedX = player.getX() + 1 + (float) ((player.getRadius() + 32) * Math.cos(player.getRadian()));
            float matchedY = player.getY() - 7 + (float) ((player.getRadius() + 32) * Math.sin(player.getRadian()));
            objects.addObject(new Bullet(matchedX, matchedY, player));
            expectedTime = currentTime + delay;
        }
        destroyBullets();
        long now = System.nanoTime();
        delta += (now - lastTime) / ns;
        lastTime = now;
        while (delta >= 1) {
            tick();
            delta--;
        }
        if (isRunning)
            render();
        frames++;
        if (System.currentTimeMillis() - timer > 1000) {
            timer += 1000;
            System.out.println("FPS: " + frames);
            frames = 0;
        }
    }

    render();

    stop();
    System.exit(1);

}

private void stop() {
    try {
        thread.join();
    } catch (InterruptedException e) {
        e.printStackTrace();
    }
    System.exit(1);

}

private void render() {
    BufferStrategy bs = this.getBufferStrategy();
    if (bs == null) {
        this.createBufferStrategy(3);
        return;
    }

    Graphics g = bs.getDrawGraphics();
    g.drawImage(LoadImages.getbackground(), 0, 0, getWidth(), getHeight(), this);
    objects.render(g);
    player.render(g);
    g.dispose();
    bs.show();

}

private void tick() {
    player.tick();
    objects.tick();
}

// starting thread and game loop.
public void start() {
    thread = new Thread(this);
    thread.start();
    isRunning = true;
}

// minimum and maximum possible position for object.
public static float Bounds(float value, float min, float max) {
    if (value >= max) {
        return value = max;
    }
    if (value <= min) {
        return value = min;
    } else {
        return value;
    }

}

// detects collision between two objects
public boolean collision(GameObject a, GameObject b) {
    return (b.getX() - a.getX() + 10) * (b.getX() - a.getX() + 10)
            + (b.getY() - a.getY() + 10) * (b.getY() - a.getY() + 10) < (a.getRadius() + b.getRadius())
                    * (a.getRadius() + b.getRadius());
}

// destroys bullets once they go out of the screen
public void destroyBullets() {
    for (int i = 0; i < objects.getSize(); i++) {
        if (objects.get(i).getId() == ID.BULLET) {
            GameObject bullet = objects.get(i);
            if (bullet.getX() > Game.WIDTH || bullet.getX() < 0 || bullet.getY() > Game.HEIGHT
                    || bullet.getY() < 0) {
                objects.removeObject(bullet);
            }
        }
    }
}

// whenever a collision between an asteroid and a bullet occurs, the asteroid and the bullets are destroyed
public void destroyAsteroids() {
    GameObject bullet = null;
    GameObject bigRock = null;
    for (int i = 0; i < objects.getSize(); i++) {
        if (objects.get(i).getId() == ID.BULLET) {
            bullet = (Bullet) objects.get(i);
            for (int q = 0; q < objects.getSize(); q++) {
                if (objects.get(q).getId() == ID.BIGROCK) {
                    bigRock = objects.get(q);
                    if (bullet != null && bigRock != null) {
                        if (collision(bigRock, bullet)) {
                            objects.addObject(new Explosion(bigRock.getX(), bigRock.getY(), objects));
                            objects.removeObject(bigRock);
                            objects.removeObject(bullet);
                        }
                    }
                }
            }
        }
    }
}

// calculates the amount of asteroids in the game and adjust the asteroids speed
public void adjustAsteroidsSpeed() {
    int rocksCount = 0;
    Rock rock;
    for (GameObject object : objects.link()) {
        if (object.getId() == ID.BIGROCK) {
            rocksCount++;
        }
    }
    for (GameObject object : objects.link()) {
        if (object.getId() == ID.BIGROCK) {
            rock = (Rock) object;
            rock.setAnimSpeed(rocksCount * 0.002f);
        }
    }
 }

Explosion class:

package com.asteroids.model;

import java.awt.Graphics;
import java.awt.Image;

import com.asteroids.controller.*;
import com.asteroids.view.LoadImages;


public class Explosion extends GameObject {

private AllObjects objects;
private Image explosion;
private float frame = 0;
private float animSpeed = 0.09f;
private int frameCount = 48;

public Explosion(float x, float y, AllObjects objects) {
    super(x, y, ID.EXPLOSION, 1);
    this.objects = objects;
}

public void render(Graphics g) {
    explosion(g);
}

public void explosion(Graphics g) {
    frame += animSpeed;
    if (frame > frameCount) {
        frame -= frameCount;
    }
    explosion = LoadImages.getExplosion().getSubimage((int) frame * 256, 0, 256, 256);
    g.drawImage(explosion, (int) x, (int) y, 110, 110, null);
    if (frame >= 47.8f) {
        objects.removeObject(this);
    }
}

public void tick() {
    
}

public void setAnimSpeed(float animSpeed) {
    this.animSpeed = animSpeed;
}
}

Solution

  • Your main loop is generating uneven updates. If I do nothing, I get anywhere between 7799913 and 8284754 fps, however, if I throw in a 8 millisecond delay (to simulate some work), it drops to around 115-120 fps.

    Your intention is to try and get the frame rate to be as even as possible, this will ensure that the animation speed remains the same

    Personally, I don't like the "free-wheeling" style of game loop, it means that the loop is been allowed to consume CPU cycles without actually doing anything, where those cycles could be been used to do more important work, like update the UI.

    In most cases, I just use a Swing Timer set to something like 5 millisecond intervals and then make use of the date/time API to calculate the difference between now and the last update and make choices about what to do, but, this assumes you're using a Swing based painting path. If you're doing a direct painting path (ie BufferStrategy), you could use a similar idea with a "loop" instead...

    public void run() throws InterruptedException {
    
        int frames = 0;
        Duration threashold = Duration.ofMillis(1000 / 59);
        Duration cycle = Duration.ofSeconds(1);
    
        Instant cycleStart = Instant.now();
    
        // main game loop.
        while (isRunning) {
            Instant start = Instant.now();
            // Some update function...
    
            Thread.sleep(rnd.nextInt(32));
    
            Duration processTime = Duration.between(start, Instant.now());
            Duration remainingTime = threashold.minusMillis(processTime.toMillis());
            long delay = remainingTime.toMillis();
            if (delay > 0) {
                Thread.sleep(delay);
            } else {
                System.out.println("Dropped frame");
            }
    
            frames++;
            // Render the output
    
            Duration cycleTime = Duration.between(cycleStart, Instant.now());
            if (cycleTime.compareTo(cycle) >= 0) {
                cycleStart = Instant.now();
                System.out.println(frames);
                frames = 0;
            }
        }
    
    }
    

    In this example, your update and paint scheduling code simply have 16 milliseconds to get there job done, otherwise it will drop frames. If the work takes less then 16 milliseconds, the loop will "wait" the remaining time in order to provide some breathing room for the CPU to give time to other threads (and not take update unnecessary time on the CPU)

    In the example above, I generate a "random" delay of up to 32 milliseconds for testing. Set it back to 16 and you should get (roughly) 60fps.

    Now, I know people are extraordinarily passionate about these things, so if using Thread.sleep and Duration make your skin crawl, you "could" use a "free wheeling" loop, something like the one presented in Java Main Game Loop

    Below is a sample implementation, I've set the number of updates and frames per second to 60, but you can change those values to suit your needs...

    public void run() throws InterruptedException {
    
        double ups = 60;
        double fps = 60;
    
        long initialTime = System.nanoTime();
        final double timeU = 1000000000 / ups;
        final double timeF = 1000000000 / fps;
        double deltaU = 0, deltaF = 0;
        int frames = 0, ticks = 0;
        long timer = System.currentTimeMillis();
    
        while (isRunning) {
    
            long currentTime = System.nanoTime();
            deltaU += (currentTime - initialTime) / timeU;
            deltaF += (currentTime - initialTime) / timeF;
            initialTime = currentTime;
    
            if (deltaU >= 1) {
                Thread.sleep(rnd.nextInt(32));
                //getInput();   
                //update();
                ticks++;
                deltaU--;
            }
    
            if (deltaF >= 1) {
                Thread.sleep(rnd.nextInt(32));
                //render();
                frames++;
                deltaF--;
            }
    
            if (System.currentTimeMillis() - timer > 1000) {
                System.out.println(String.format("UPS: %s, FPS: %s", ticks, frames));
                frames = 0;
                ticks = 0;
                timer += 1000;
            }
        }
    }
    

    Again, the Thread.sleep here is just to inject a random amount of "work". Because it allows for more then 16ms of delay, you will also find it "drops" frames. Your job would be to get you work down to under 16ms per pass