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);
}
}
}