Refactor collider to collaborate with linked_list.

The only use of a collider is intertwined with the ship list, so I can combine the "prepare to yoink" and "populate collider" and "iterate list" steps, and I can combine the "hide" and "yoink" steps. This doesn't save tokens now but it's about to, when I use the eship collider to test pship collision.
This commit is contained in:
2025-06-20 17:48:02 -07:00
parent e018578754
commit 723c0f791c

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@ -259,28 +259,11 @@ function updategame()
-- many bullets and many enemy ships;
-- use bucket collider for efficiency
local eship_collider = collider.new{from=eships}
local eship_collider, pp = collider.new(), eships
eships:strip(function(s)
eship_collider:insert(s)
s.prev = pp
pp = s
end)
-- lose tokens, save time:
-- unroll `strip` to avoid
-- function call overhead
pbullets:strip(function(pb)
for es in all(eship_collider:get_collisions(pb)) do
if es:hitbullet(pb) then
eship_collider:hide(es)
es.prev.next=es.next
if es.next then
es.next.prev = es.prev
else
eships.tail = es.prev
end
end
if (es:hitbullet(pb)) eship_collider:yoink(es)
if (pb:hitship(es)) return true
end
end)
@ -1446,6 +1429,21 @@ end
collider = mknew{
init = function(x)
x.suppress = {}
local p, n = x.from, x.from.next
while n do
-- insert
for i in all(collider_indexes(hurtbox(n))) do
local a = x[i]
if not a then
a = {}
x[i] = a
end
add(a, n)
end
-- prepare yoink
n.prev = p
p = n
end
end,
}
@ -1459,21 +1457,15 @@ function collider_indexes(box)
return ret
end
function collider:insert(item)
-- todo: separate "big items" list?
local bdx = collider_indexes(hurtbox(item))
for i in all(bdx) do
local x = self[i]
if not x then
x = {}
self[i] = x
end
add(x, item)
end
end
function collider:hide(item)
function collider:yoink(item)
self.suppress[item]=true
local p,n = item.prev,item.next
p.next = n
if n then
n.prev = p
else
self.from.tail = p
end
end
function collider:get_collisions(item)