reverse strip logic

saves a single cycle per bullet, but...
This commit is contained in:
2025-06-24 23:16:47 -07:00
parent 904fbe6b2e
commit 2d5d392df0

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@ -61,11 +61,11 @@ end
-- call f on everything on list
-- and return a new list of
-- items for which f was false.
function stripped(list, f)
-- items for which f was true.
function filtered(list, f)
local ret, n = {}, 0
for v in all(list) do
if not f(v) then
if f(v) then
n += 1
ret[n] = v
end
@ -75,25 +75,25 @@ end
-- call :move on everything on
-- src and dump everything
-- for which it returned false
-- for which it returned true
-- onto dest.
function appendmove(dest, src)
local n = #dest
for v in all(src) do
if not v:move() then
if v:move() then
n += 1
dest[n] = v
end
end
end
-- like stripped, but calls
-- like filtered, but calls
-- :move on stuff in the list
-- instead of taking a func arg.
function stripmoved(list)
function filtermoved(list)
local ret, n = {}, 0
for v in all(list) do
if not v:move() then
if v:move() then
n += 1
ret[n] = v
end
@ -196,11 +196,11 @@ function updategame()
current_wave = flotilla.new()
current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
end
events = stripmoved(events)
events = filtermoved(events)
appendmove(events, new_events)
new_events = {}
intangibles_bg = stripmoved(intangibles_bg)
eships = stripmoved(eships)
intangibles_bg = filtermoved(intangibles_bg)
eships = filtermoved(eships)
-- eship collider will be used
-- both for pship and pbullets.
@ -213,25 +213,26 @@ function updategame()
ps:hitship(es)
es:hitship(ps)
end
ebullets = stripped(ebullets, function(eb)
if (eb:move()) return true
if (not collides(pbox, hurtbox(eb))) return
ebullets = filtered(ebullets, function(eb)
if (not eb:move()) return
if (not collides(pbox, hurtbox(eb))) return true
ps:hitbullet(eb)
return eb:hitship(ps)
return not eb:hitship(ps)
end)
else
ebullets=stripmoved(ebullets)
ebullets=filtermoved(ebullets)
end
pbullets = stripped(pbullets, function(pb)
if (pb:move()) return true
pbullets = filtered(pbullets, function(pb)
if (not pb:move()) return
for es in eship_collider:iterate_collisions(hurtbox(pb)) do
es:hitbullet(pb)
if (pb:hitship(es)) return true
if (pb:hitship(es)) return
end
return true
end)
intangibles_fg = stripmoved(intangibles_fg)
intangibles_fg = filtermoved(intangibles_fg)
if waves_complete == 32767 and #eships == 0 and #ebullets == 0 and #events == 0 then
game_state = win
@ -535,7 +536,7 @@ function ship_m:constrain(p, dp, pmin, pmax, want)
end
function ship_m:move()
if (self.dead) return true;
if (self.dead) return;
self:refresh_shield()
local dx, dy, shoot_spec1, shoot_spec2 = self:act()
local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
@ -555,7 +556,7 @@ function ship_m:move()
self.xmomentum = xm
self.ymomentum = ym
return false
return true
end
function ship_m:draw()
@ -774,7 +775,7 @@ end
function bullet_base:move()
local x,y = self.x + self.dx, self.y+self.dy
self.x,self.y=x,y
return (y>128) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
return (y<=128) and (y >= -(self.height<<3)) and (x <= 128) and (x >= -(self.width<<3))
end
function bullet_base:draw()
@ -1573,13 +1574,13 @@ blip_fx = mknew{
}
function blip_fx:move()
if (self.cancel) return true
if (self.cancel) return
self.frames -= 1
if self.frames < 0 then
self.obj.fx_pal = nil
return true
return
end
return false
return true
end
function blip_fx:abort()
@ -1624,11 +1625,12 @@ spark_particle=mknew{}
function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1
if (self.sidx > #self.sprs) return true
if (self.sidx > #self.sprs) return
self.x += self.dx
self.y += self.dy
self.dx -= mid(0.05,-0.05, self.dx)
self.dy -= mid(0.05,-0.05, self.dy)
return true
end
function spark_particle:draw()
pset(self.x,self.y,self.sprs[self.sidx])