back out of fast bullet changes, keep optimizations
in the "nothing but turrets" worst-case scenario, fast bullet logic costs 133% of slow bullet logic even when almost all shots on screen are slow. when I back out of this, that scenario is _still_ over 300% CPU but at least it's not 400%. note that this is with a screen mostly full of enemies, so processing all of them and their potential collisions also has cost, so the actual bullet-specific change is closer to 150%, maybe 200%. this is genuinely not as bad as I had thought but it doesn't feel like it will be workable; while my worst-case scenario is implausibly bad it's not actually 3x-likely-peak bad. so I'm going to need to find more optimizations, and probably give up on fast bullets. But I can keep the fast bullet branch around in case I find the headroom to reintroduce it later.
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@ -257,30 +257,21 @@ function updategame()
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if(es:hitship(ps)) eship_collider:yoink(es)
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end
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ebullets:strip(function(eb)
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local disposition
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repeat
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disposition=eb:step()
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if collides(pbox, hurtbox(eb)) then
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if (eb:move()) return true
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if (not collides(pbox, hurtbox(eb))) return
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ps:hitbullet(eb)
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if (eb:hitship(ps)) return true
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end
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until disposition
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return disposition == "dead"
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return eb:hitship(ps)
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end)
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else
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ebullets:strip(function(eb) repeat until eb:step() end)
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ebullets:stripmove()
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end
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pbullets:strip(function(pb)
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local disposition
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repeat
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disposition=pb:step()
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if (pb:move()) return true
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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if (pb:hitship(es)) return true
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end
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until disposition
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return disposition == "dead"
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end)
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intangibles_fg:stripmove()
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@ -700,10 +691,7 @@ end
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-- default: die, return true.
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-- returns whether to delete
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-- the bullet
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bullet_base = mknew{
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steps=1,
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current_step=0
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}
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bullet_base = mknew{}
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gun_base = mknew{
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shoot_ready = -32768,
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@ -829,29 +817,15 @@ function bullet_base:hitship(_)
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return true
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end
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function bullet_base:step()
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self.current_step=(self.current_step+1)%self.steps
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function bullet_base:move()
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self.x += self.dx
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self.y += self.dy
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if (self.f) self.f -= 1
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if ((self.y > 130) or (self.y < -self.height*8) or (self.f and self.f < 0) or (self.x > 128) or (self.x < -self.width*8)) return "dead"
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if (self.current_step == 0) return "stop"
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return (self.y > 130) or (self.y < -self.height*8) or (self.f and self.f < 0) or (self.x > 128) or (self.x < -self.width*8)
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end
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warmpal = {
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[0]=0,1,2,1,2,1,5,10,2,4,9,3,13,5,8,9
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}
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function bullet_base:draw()
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local s,bx,by,dx,dy,w,h,st = self.sprite,self.x,self.y,self.dx,self.dy,self.width,self.height,self.steps
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if st > 1 then
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pal(warmpal)
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for n=st-1,1,-1 do
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spr(s, bx-n*dx, by-n*dy, w, h)
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end
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pal()
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end
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spr(s, bx, by, w, h)
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spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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function bullet_base:spawn_at(x, y)
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@ -919,16 +893,15 @@ zap_p = mknew(bullet_base.new{
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--shape
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sprite = 8, --index of ammo sprite
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width = 0.25, --in 8x8 blocks
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height = 0.25,
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 0, -- upper left corner
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y_off = 0, -- relative to sprite
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width = 2,
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height = 2,
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height = 8,
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},
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x_off = 1, -- how to position by ship
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y_off = 0,
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steps=4,
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damage = 1,
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hitship = const_fxn(true),
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@ -939,7 +912,7 @@ zap_p = mknew(bullet_base.new{
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zap_gun_p = mknew(gun_base.new{
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icon = 19,
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cooldown = 0x0.0020, -- frames between shots
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veloc = 2,
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veloc = 7,
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aim = 0.25,
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munition = zap_p,
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hdr = "mAIN gUN",
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@ -2032,14 +2005,14 @@ function rearm_mode:update()
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end
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__gfx__
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00000000000650000000000000000000bb0b50b59909209200cc0c00000000007b00000082000000e00e8002e00e800200333300002222000000000000000000
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00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb00bb000000a2000000e0e8880240e8480403bbbb30028888200000000000000000
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00700700006d6500000000000cddddd00b33335009444420c00c000c0b33333000000000a8000000e88e2882e48e24823bbaabb3288aa8820000000000000000
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00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b3500000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000
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00077000067d665000000000cd10cdd100b3350000944200c0000000b350b33500000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000
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0070070065666765000000000ddddd100b33355009444220c000000c0333335000000000a800000008888820048488203bbaabb3288aa8820000000000000000
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000000006506506500000000001111000b0b5050090920200c0000c00055550000000000a2000000008882000048420003bbbb30028888200000000000000000
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00000000650000650000000000000000000b50000009200000c0cc00000000000000000082000000000820000008200000333300002222000000000000000000
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00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000
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00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000
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00700700006d6500000000000cddddd00b33335009444420c00c000c0b333330b7000000a8000000e88e2882e48e24823bbaabb3288aa8820000000000000000
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00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b35b7000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000
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00077000067d665000000000cd10cdd100b3350000944200c0000000b350b335b7000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000
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0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000
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000000006506506500000000001111000b0b5050090920200c0000c000555500b7000000a2000000008882000048420003bbbb30028888200000000000000000
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00000000650000650000000000000000000b50000009200000c0cc0000000000b700000082000000000820000008200000333300002222000000000000000000
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0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
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000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
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00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
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