improvement: optimise chunk system
Diminishe the number of chunks and floor generated. Level loading will be a bit slower, but we basically double fps on test level
This commit is contained in:
parent
759d0d24e0
commit
89c5940116
6 changed files with 108 additions and 11 deletions
|
@ -164,7 +164,7 @@ function VirtualPad:checkKey(key)
|
||||||
self.keys[key].isReleased = false
|
self.keys[key].isReleased = false
|
||||||
else
|
else
|
||||||
if (self.keys[key].isPressed) then
|
if (self.keys[key].isPressed) then
|
||||||
core.debug:print("virtualpad", "key " .. key .. " is Down")
|
--core.debug:print("virtualpad", "key " .. key .. " is Down")
|
||||||
self.keys[key].isPressed = false
|
self.keys[key].isPressed = false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -45,7 +45,7 @@ function OptionsManager:reset()
|
||||||
self.data.video.crtfilter = false
|
self.data.video.crtfilter = false
|
||||||
self.data.video.resolution = 2
|
self.data.video.resolution = 2
|
||||||
self.data.video.border = true
|
self.data.video.border = true
|
||||||
self.data.video.vsync = true
|
self.data.video.vsync = false
|
||||||
self.data.video.fullscreen = false
|
self.data.video.fullscreen = false
|
||||||
|
|
||||||
-- We load the default files
|
-- We load the default files
|
||||||
|
|
|
@ -11,6 +11,7 @@ function Frame:draw()
|
||||||
utils.graphics.resetColor()
|
utils.graphics.resetColor()
|
||||||
love.graphics.draw(self.guiborder, 424, 20, 0, -1, -1)
|
love.graphics.draw(self.guiborder, 424, 20, 0, -1, -1)
|
||||||
love.graphics.draw(self.guiborder2, 424, 220, 0, 1, 1, 424, 0)
|
love.graphics.draw(self.guiborder2, 424, 220, 0, 1, 1, 424, 0)
|
||||||
|
love.graphics.print(love.timer.getFPS(), 200, 8)
|
||||||
end
|
end
|
||||||
|
|
||||||
return Frame
|
return Frame
|
||||||
|
|
|
@ -15,6 +15,7 @@ function ShootMap:new(world, maptype, mapname)
|
||||||
self:getLevelData(mapname)
|
self:getLevelData(mapname)
|
||||||
self:generateTextures(self.datas.tiles, self.datas.background)
|
self:generateTextures(self.datas.tiles, self.datas.background)
|
||||||
self.layout = {}
|
self.layout = {}
|
||||||
|
self.chunklist = {}
|
||||||
|
|
||||||
self.width = 0
|
self.width = 0
|
||||||
end
|
end
|
||||||
|
@ -50,9 +51,10 @@ function ShootMap:loadCollisions()
|
||||||
self:loadLayout();
|
self:loadLayout();
|
||||||
local w, h = self:getDimensions()
|
local w, h = self:getDimensions()
|
||||||
--self.world:newCollision("floor", 0, 0, -16, w, h, 16)
|
--self.world:newCollision("floor", 0, 0, -16, w, h, 16)
|
||||||
for i, chunk in ipairs(self.layout) do
|
for i, chunkname in ipairs(self.layout) do
|
||||||
chunk:spawnGrounds((i-1)*31*8)
|
|
||||||
chunk:spawnObjects((i-1)*31*8)
|
self.chunklist[chunkname]:spawnGrounds((i-1)*31*8)
|
||||||
|
self.chunklist[chunkname]:spawnObjects((i-1)*31*8)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -115,11 +117,18 @@ function ShootMap:addChunk(source, filename, chunkid)
|
||||||
local chunkfile = require("datas.gamedata.maps.shoot.chunks." .. filename)
|
local chunkfile = require("datas.gamedata.maps.shoot.chunks." .. filename)
|
||||||
local chunkdata = chunkfile.chunks
|
local chunkdata = chunkfile.chunks
|
||||||
local chunkpos = #self.layout
|
local chunkpos = #self.layout
|
||||||
local chunk = Chunk(self, chunkdata[chunkid])
|
local chunkname = filename .. chunkid
|
||||||
table.insert(self.layout, chunk)
|
if self.chunklist[chunkname] == nil then
|
||||||
|
self.chunklist[chunkname] = Chunk(self, chunkdata[chunkid])
|
||||||
|
end
|
||||||
|
table.insert(self.layout, chunkname)
|
||||||
self:updateWidth()
|
self:updateWidth()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function ShootMap:getChunk(id)
|
||||||
|
return self.chunklist[self.layout[id]]
|
||||||
|
end
|
||||||
|
|
||||||
function ShootMap:addBlock(x, y, w, h, top, bottom)
|
function ShootMap:addBlock(x, y, w, h, top, bottom)
|
||||||
-- Empty Placeholder function
|
-- Empty Placeholder function
|
||||||
end
|
end
|
||||||
|
@ -245,8 +254,9 @@ function ShootMap:drawChunks(x)
|
||||||
|
|
||||||
for i=1, 6 do
|
for i=1, 6 do
|
||||||
local chunkID = firstChunk + i
|
local chunkID = firstChunk + i
|
||||||
if (self.layout[chunkID] ~= nil) then
|
local chunk = self:getChunk(chunkID)
|
||||||
self.layout[chunkID]:draw((chunkID-1) * (8*31))
|
if (chunk ~= nil) then
|
||||||
|
chunk:draw((chunkID-1) * (8*31))
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -1,8 +1,12 @@
|
||||||
local Chunk = Object:extend()
|
local Chunk = Object:extend()
|
||||||
|
local ChunkTerrain = require "game.modules.world.maps.tools.chunkterrain"
|
||||||
|
|
||||||
function Chunk:new(map, data)
|
function Chunk:new(map, data)
|
||||||
self.map = map
|
self.map = map
|
||||||
self.data = data
|
self.data = data
|
||||||
|
|
||||||
|
self.grounds = {}
|
||||||
|
self.areGroundsPrepared = false
|
||||||
end
|
end
|
||||||
|
|
||||||
function Chunk:getFakeData()
|
function Chunk:getFakeData()
|
||||||
|
@ -20,13 +24,81 @@ function Chunk:update(dt)
|
||||||
end
|
end
|
||||||
|
|
||||||
function Chunk:spawnGrounds(x)
|
function Chunk:spawnGrounds(x)
|
||||||
|
if (self.areGroundsPrepared == false) then
|
||||||
|
self:prepareGround()
|
||||||
|
end
|
||||||
|
self:generateGround(x)
|
||||||
|
end
|
||||||
|
|
||||||
|
function Chunk:prepareGround()
|
||||||
for i=1, 5 do
|
for i=1, 5 do
|
||||||
for j=1, 8 do
|
for j=1, 8 do
|
||||||
if (self.data.terrain[i][j] ~= 3) then
|
if (self.data.terrain[i][j] ~= 3) and (self:haveNoGround(j, i)) then
|
||||||
self.map.world:newCollision("floor", x+(j-1)*31, (i-1)*20, -48, 31, 20, 48)
|
self:calculateGround(j, i)
|
||||||
|
--self.map.world:newCollision("floor", x+(j-1)*31, (i-1)*20, -48, 31, 20, 48)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
self.areGroundsPrepared = true
|
||||||
|
end
|
||||||
|
|
||||||
|
function Chunk:generateGround(basex)
|
||||||
|
for i, ground in ipairs(self.grounds) do
|
||||||
|
local x, y = ground.x, ground.y
|
||||||
|
local w, h = ground.w, ground.h
|
||||||
|
self.map.world:newCollision("floor", basex+(x-1)*31, (y-1)*20, -48, 31*w, 20*h, 48)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function Chunk:haveNoGround(x, y)
|
||||||
|
for i, ground in ipairs(self.grounds) do
|
||||||
|
if ground:isInside(x, y) then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
function Chunk:addGround(x, y, w, h)
|
||||||
|
table.insert(self.grounds,ChunkTerrain(x, y, w, h))
|
||||||
|
end
|
||||||
|
|
||||||
|
function Chunk:calculateGround(x, y)
|
||||||
|
local groundHeight = 1
|
||||||
|
local groundWidth = 1
|
||||||
|
local maxHeight = 5-y
|
||||||
|
local maxWidth = 8-x
|
||||||
|
|
||||||
|
-- Creation de la première ligne
|
||||||
|
local lineEmpty = true
|
||||||
|
for i=0, maxWidth do
|
||||||
|
if self:testTerrain(x + i, y) and (lineEmpty) then
|
||||||
|
groundWidth = i + 1
|
||||||
|
else
|
||||||
|
lineEmpty = false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Pour optimiser, on commence à la seconde ligne cette boucle
|
||||||
|
for i=1, maxHeight do
|
||||||
|
lineEmpty = true
|
||||||
|
for j=0, (groundWidth-1) do
|
||||||
|
if self:testTerrain(x + j, y + i) == false then
|
||||||
|
lineEmpty = false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if (lineEmpty) then
|
||||||
|
groundHeight = i + 1
|
||||||
|
else
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
self:addGround(x, y, groundWidth, groundHeight)
|
||||||
|
end
|
||||||
|
|
||||||
|
function Chunk:testTerrain(x, y)
|
||||||
|
return (self.data.terrain[y][x] ~= 3) and (self:haveNoGround(x, y))
|
||||||
end
|
end
|
||||||
|
|
||||||
function Chunk:spawnObjects(x)
|
function Chunk:spawnObjects(x)
|
||||||
|
|
|
@ -0,0 +1,14 @@
|
||||||
|
local ChunkTerrain = Object:extend()
|
||||||
|
|
||||||
|
function ChunkTerrain:new(x, y, w, h)
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
self.w = w
|
||||||
|
self.h = h
|
||||||
|
end
|
||||||
|
|
||||||
|
function ChunkTerrain:isInside(x, y)
|
||||||
|
return ((x >= self.x) and (x < self.x+self.w) and (y >= self.y) and (y < self.y+self.h))
|
||||||
|
end
|
||||||
|
|
||||||
|
return ChunkTerrain
|
Loading…
Reference in a new issue