Android computing game FPS

Source: Internet
Author: User

Today, when I wrote a game that needed to calculate FPS, I found a loon Java game computing FPS class on the Internet and modified it as follows (copyright belongs to the original author ):

Package COM. PX. FPS; <br/> Import Java. text. decimalformat; <br/>/** <br/> */<br/>/** <br/> * <p> title: loonframework </P> <br/> * <p> Description: </P> <br/> * <p> copyright: Copyright (c) 2007 </P> <br/> * <p> company: loonframework </P> <br/> * @ author chenpeng <br/> * @ email ceponline@yahoo.com.cn <br/> * @ version 0.1 <br/> */ <br/> public class cfpsmaker <br/> {<br/>/** <br/> * sets the animation running quantity. Count the number of frames after a frame <br/> */<br/> Public static final int FPS = 8; </P> <p>/** <br/> * converts the data to a running cycle. <br/> * Unit: NS (nanoseconds) <br/> */<br/> Public static final long period = (long) (1.0/FPs * 1000000000 ); <br/>/** <br/> * maximum FPS interval, converted to 1 S = 10 ^ 9ns <br/> * Unit: NS <br/> */<br/> Public static long fps_max_interval = 000000000l; </P> <p>/** <br/> * Actual FPS value <br/> */<br/> private double nowfps = 0.0; </P> <p>/** <br/> * Total FPS interval <br/> * In NS <br/> */<br/> private long interval = 0l; <br/> private long time; <br/>/** <br/> * Total Number of running workers <br/> */<br/> private long framecount = 0; </P> <p>/** <br/> * Format decimal places <br/> */<br/> private decimalformat df = new decimalformat ("0.0 "); </P> <p>/** <br/> * manufacturing FPS data <br/> */<br/> Public void makefps () <br/>{< br/> framecount ++; <br/> interval + = period; <br/> // when the actual interval meets Time. <Br/> If (interval> = fps_max_interval) <br/>{< br/> // nanotime () returns the current value of the most accurate available system timer, in milliseconds <br/> long timenow = system. nanotime (); <br/> // obtain the time distance so far <br/> long realtime = timenow-time; // unit: NS <br/> // converts it to the actual FPS value <br/> nowfps = (double) framecount/realtime) * fps_max_interval; </P> <p> // change value <br/> framecount = 0l; <br/> interval = 0l; <br/> time = timenow; <br/>}</P> <p> Public long getframecount () <br/>{< br/> return framecount; <br/>}</P> <p> Public void setframecount (long framecount) <br/>{< br/> This. framecount = framecount; <br/>}</P> <p> Public long getinterval () <br/>{< br/> return interval; <br/>}</P> <p> Public void setinterval (long interval) <br/>{< br/> This. interval = interval; <br/>}</P> <p> Public double getnowfps () <br/>{< br/> return nowfps; <br/>}</P> <p> Public void setnowfps (double nowfps) <br/>{< br/> This. nowfps = nowfps; <br/>}</P> <p> Public long gettime () <br/>{< br/> return time; <br/>}</P> <p> Public void settime (long time) <br/>{< br/> This. time = time; <br/>}</P> <p> Public String getfps () <br/>{< br/> return DF. format (nowfps); <br/>}< br/>}

 

Simple usage:

First, initialize a fpsmaker instance.

Cfpsmaker fpsmaker; <br/> fpsmaker = new cfpsmaker (); <br/>

Then, initialize the following current time when calculating FPS:

Fpsmaker. setnowfps (system. nanotime ());

Finally, calculate and display the frame rate of the current game in the game loop:

Fpsmaker. makefps (); <br/> gamemanager. drawfps (fpsmaker. getfps () + "FPS ");

Over!

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