MonoGame强制修改FPS刷新率
FPS即每秒绘制游戏的帧数,电脑上运行游戏60fps是流畅标准,低于30fps游戏会感觉到卡顿。手机则是30fps。通常情况使用MonoGame开发游戏无需强制修改FPS,让运行环境自己去判断是最佳选择!
如果非要强制修改FPS,只需要在游戏主类的构造方法中加入:
IsFixedTimeStep = true; TargetElapsedTime = new System.TimeSpan(0, 0, 0, 0, (int)System.Math.Round(1000.0f / 60.0f));
也可以写成
TargetElapsedTime = System.TimeSpan.FromMilliseconds(System.Math.Round(1000.0f / 60.0f));
也可以直接写一个值
TargetElapsedTime = System.TimeSpan.FromMilliseconds(16.666);
TargetElapsedTime表示执行一帧所需要的时间
完整代码:
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Game9 { /// <summary> /// This is the main type for your game. /// </summary> public class Game1 : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsFixedTimeStep = true; TargetElapsedTime = new System.TimeSpan(0, 0, 0, 0, (int)System.Math.Round(1000.0f / 60.0f)); } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here base.Draw(gameTime); } } }