fixed slow grid drawing, which also fixed transient tile quirk

This commit is contained in:
Thomas von Dein 2024-03-01 10:55:14 +01:00
parent 1c0f3d19d0
commit 6f85a90b58
4 changed files with 17 additions and 22 deletions

View File

@ -14,12 +14,6 @@
- Add shaders for animation (player destruction etc) - Add shaders for animation (player destruction etc)
- Add Score system, see game_observer.go bottom.
- add MinMoves to each level (one line) [min moves to win]
- count moves in player_scene.Update (put to observer as well?)
- reset counters when new level starts
- display level score in level select
- for finding caller: - for finding caller:
pc := make([]uintptr, 10) pc := make([]uintptr, 10)
n := runtime.Callers(0, pc) n := runtime.Callers(0, pc)
@ -32,7 +26,7 @@
slog.Debug("get observer", "minmoves", observer.LevelScore, slog.Debug("get observer", "minmoves", observer.LevelScore,
"file", source.File, "line", source.Line) "file", source.File, "line", source.Line)
## Collider Rework ## Collider Rework [abandoned: see branch collider-system, fails]
- do not use the map anymore for collision detection - do not use the map anymore for collision detection
- central collision_system - central collision_system

View File

@ -11,6 +11,6 @@ const (
All All
) )
const PLAYERSPEED int = 4 const PLAYERSPEED int = 5
const PARTICLE_LOOPWAIT time.Duration = 250 * time.Millisecond const PARTICLE_LOOPWAIT time.Duration = 250 * time.Millisecond
const LEVEL_END_WAIT time.Duration = 500 * time.Millisecond const LEVEL_END_WAIT time.Duration = 500 * time.Millisecond

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@ -1,9 +1,6 @@
package systems package systems
import ( import (
"image"
"image/draw"
"log/slog"
. "openquell/components" . "openquell/components"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@ -40,32 +37,33 @@ func NewGridSystem(world *ecs.World, width, height,
return system return system
} }
func (system *GridSystem) Update() error { return nil } func (system *GridSystem) Update() error {
return nil
}
func (system *GridSystem) Draw(screen *ebiten.Image) { func (system *GridSystem) Draw(screen *ebiten.Image) {
op := &ebiten.DrawImageOptions{} op := &ebiten.DrawImageOptions{}
query := system.Selector.Query(system.World) query := system.Selector.Query(system.World)
if !system.UseCache || query.Count() != system.Count { if !system.UseCache || query.Count() != system.Count {
slog.Debug("entity number changes", "old", system.Count, "current", query.Count())
// map not cached or cacheable, write it to the cache // map not cached or cacheable, write it to the cache
draw.Draw(system.Cache, system.Background.Bounds(), system.Background, image.ZP, draw.Src) system.Cache.DrawImage(system.Background, op)
system.Count = query.Count() system.Count = query.Count()
counter := 0
for query.Next() { for query.Next() {
sprite, pos, _ := query.Get() sprite, pos, _ := query.Get()
counter++
//slog.Debug("drawing sprite", "sprite", sprite, "point", pos.Point()) op.GeoM.Reset()
draw.Draw( op.GeoM.Translate(float64(pos.X), float64(pos.Y))
system.Cache, system.Cache.DrawImage(sprite.Image, op)
image.Rect(pos.X, pos.Y, pos.X+pos.Cellsize, pos.Y+pos.Cellsize),
sprite.Image, image.ZP, draw.Over)
} }
op.GeoM.Reset() op.GeoM.Reset()
screen.DrawImage(system.Cache, op) screen.DrawImage(system.Cache, op)
system.UseCache = true system.UseCache = true
} else { } else {
// use the cached map // use the cached map
op.GeoM.Reset() op.GeoM.Reset()

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@ -1,6 +1,7 @@
package systems package systems
import ( import (
"log/slog"
"openquell/assets" "openquell/assets"
"openquell/components" "openquell/components"
. "openquell/components" . "openquell/components"
@ -78,17 +79,19 @@ func (system *TransientSystem) Update() error {
Position: *transientposition, Position: *transientposition,
NewSprite: transient.GetNext(), NewSprite: transient.GetNext(),
}) })
//slog.Debug("done transient", "transient", transientposition) slog.Debug("transient added to make solid")
} }
} }
} }
} }
for _, convertible := range EntitiestoMakeSolid { for _, convertible := range EntitiestoMakeSolid {
slog.Debug("transient remove")
// remove transient entity // remove transient entity
system.World.RemoveEntity(convertible.Entity) system.World.RemoveEntity(convertible.Entity)
// replace with solid entity // replace with solid entity
slog.Debug("transient add solid")
entity := system.SolidMapper.New() entity := system.SolidMapper.New()
pos, render, _, _ := system.SolidMapper.Get(entity) pos, render, _, _ := system.SolidMapper.Get(entity)