今天天气非常阴,立即要下雨了,陈吃早点功夫写点东西,
一场秋雨一场寒,十场秋雨要穿棉,各位从今往后多穿点
int Application::run()
{
if(!applicationDidFinishLaunching())
{
return 1;
}
long lastTime = 0L;
long curTime = 0L;
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
// Retain glview to avoid glview being released in the while loop
glview->retain();
//看到了吗,事实上全部游戏就在这个循环中
while (!glview->windowShouldClose()) //假设没退出,比方用户按下了home 就退出了
{
lastTime = getCurrentMillSecond(); //获取当前系统时间
director->mainLoop(); //1.处理游戏画图和游戏逻辑
glview->pollEvents(); //2.处理游戏交互
curTime = getCurrentMillSecond(); //3.以上1.2必然要消耗一定的时间并且动画和怪物越多可能耗时越大所以curTime - lastTime就是这次计算消耗的时间
if (curTime - lastTime <
_animationInterval) //假设curTime - lastTime < _animationInterval
//说明在60/1秒内完毕了这一帧的计算再让cup sleep FPS剩下时间来保证帧率的稳定
{
usleep(static_cast<useconds_t>((_animationInterval - curTime + lastTime)*1000));
}
/////////假设想知道游戏中是否有不稳定怎样呢? 增加例如以下代码
else
{
//........
}
}
/////////////////你明确了吗 亲
/* Only work on Desktop
* Director::mainLoop is really one frame logic
* when we want to close the window, we should call Director::end();
* then call Director::mainLoop to do release of internal resources
*/
if (glview->isOpenGLReady())
{
director->end();
director->mainLoop();
}
glview->release();
return 0;
}
void Application::setAnimationInterval(double interval)
{
_animationInterval = interval*1000.0f;
}