我正在制作一个包含大量像素艺术的游戏。我的游戏中,标准按钮大约是12x12个像素并缩放了5倍用于显示。所有字符也会根据屏幕的大小放大两倍。问题是,如果我将所有这些图像存储为放大的位图,Android会报内存不足的错误。如果我每次绘制时都尝试进行缩放,游戏运行非常缓慢。
那么,我该如何使这个类更快,或者有没有完全不同的方法来正确地完成这个任务?
因此,我编写了自己的PixelArtBitmap类。它可以生成高质量的图像,并且占用极少的内存,但效率很低,导致我的fps下降很多。但它仍然比每次绘制时缩放位图要快。以下是该类:
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
class PixelArtBitmap{
private int[][] pixels = null;
private boolean[][] visible = null;
private float width = 0;
private float height = 0;
private float drawWidth = 0;
private float drawHeight = 0;
private int pixelsX = 0;
private int pixelsY = 0;
private static Paint boxPaint = new Paint();
public PixelArtBitmap(Bitmap bitmap, float scale){
boxPaint.setStrokeWidth(0);
pixels = new int[bitmap.getWidth()][bitmap.getHeight()];
visible = new boolean[bitmap.getWidth()][bitmap.getHeight()];
pixelsX = bitmap.getWidth();
pixelsY = bitmap.getHeight();
//Utility is an another class of mine, providing information about the device
drawWidth = scale * Utility.getScaleWidth();
drawHeight = scale * Utility.getScaleHeight();
width = pixelsX * drawWidth;
height = pixelsY * drawHeight;
for(int x = 0 ; x < bitmap.getWidth() ; x++){
for(int y = 0 ; y < bitmap.getHeight() ; y++){
pixels[x][y] = bitmap.getPixel(x,y);
if(Color.alpha(pixels[x][y]) == 0) visible[x][y] = false;
else visible[x][y] = true;
}
}
bitmap.recycle();
bitmap = null;
}
public void draw(float x, float y, Canvas canvas){
for(int drawY = 0 ; drawY < pixelsY ; drawY++){
for(int drawX = 0 ; drawX < pixelsX ; drawX++){
if(visible[drawX][drawY]){
boxPaint.setColor(pixels[drawX][drawY]);
canvas.drawRect(x + drawWidth * drawX, y + drawHeight * drawY,
x + drawWidth * (drawX + 1), y + drawHeight * (drawY + 1), boxPaint);
}
}
}
}
}
那么,我该如何使这个类更快,或者有没有完全不同的方法来正确地完成这个任务?