11 Commits

Author SHA1 Message Date
67970a5164 add draw/update stat readout
surprisingly, update is most of my problem
2025-06-21 17:50:03 -07:00
eaea42f993 fix shot axis 2025-06-21 17:38:05 -07:00
929f47fc78 bullet microoptimization and velocity fix 2025-06-21 17:36:27 -07:00
430a0a4b14 ship_m:move micro-optimizations 2025-06-21 17:17:44 -07:00
e4062d3ccd 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.
2025-06-21 17:05:36 -07:00
c9d7437ffe trim up draw costs a bit 2025-06-21 16:40:23 -07:00
d0de757b0e test the worst case scenario for shots
way too slow
2025-06-21 16:36:36 -07:00
a8b5b9dbe6 fast shot rendering prototype
it's slow *and* it sucks, and making it not suck will make it much slower. this is bad
2025-06-21 16:07:23 -07:00
2596f8aa6c I can't spell 2025-06-21 15:13:07 -07:00
ef40c245f8 multi-step shot prototype
nothing reaches this new logic yet, and multiple steps aren't drawn
2025-06-21 15:12:40 -07:00
6d6e13cf3b special case strip(call_move) to stripmove()
this gets called so much the extra function overhead actually seems bad
2025-06-21 14:55:20 -07:00

View File

@ -107,6 +107,22 @@ function linked_list:strip(f)
self.tail = p
end
-- stripmove calls x:move() for
-- each node, removing each node
-- for which x:move() is true.
function linked_list:stripmove()
local p, n = self, self.next
while n do
if n:move() then
p.next = n.next
else
p = n
end
n = n.next
end
self.tail = p
end
-- optimized special case -
-- could be done with strip but
-- this avoids extra function
@ -183,14 +199,7 @@ end
function _update60()
mode:update()
end
function call_f(x)
return x:f()
end
function call_move(x)
return x:move()
ustat = stat(1)
end
function ones(n)
@ -230,12 +239,11 @@ function updategame()
interlude -= 1
else
current_wave = flotilla.new()
current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
end
events:vore(new_events)
events:strip(call_move)
for _, lst in ipairs{intangibles_bg, eships} do
lst:strip(call_move)
for _, lst in ipairs{events, intangibles_bg, eships} do
lst:stripmove()
end
-- eship collider will be used
@ -250,14 +258,13 @@ function updategame()
if(es:hitship(ps)) eship_collider:yoink(es)
end
ebullets:strip(function(eb)
-- loopify this when split moves implemented
if (eb:move()) return true
if (not collides(pbox, hurtbox(eb))) return
ps:hitbullet(eb)
return eb:hitship(ps)
end)
else
ebullets:strip(call_move)
ebullets:stripmove()
end
pbullets:strip(function(pb)
@ -268,7 +275,7 @@ function updategame()
end
end)
intangibles_fg:strip(call_move)
intangibles_fg:stripmove()
if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
game_state = win
@ -289,6 +296,8 @@ end
function _draw()
mode:draw()
local ds = stat(1)
print(tostr(ustat).." + "..tostr(ds-ustat), 0, 122, 7)
end
function drawgame_top()
@ -579,17 +588,22 @@ end
function ship_m:move()
self:refresh_shield()
local dx, dy, shoot_spec1, shoot_spec2 = self:act()
dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy)
local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy)
self:maybe_shoot(self.main_gun)
if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1])
if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2])
if sg then
if (shoot_spec1) self:maybe_shoot(sg[1])
if (shoot_spec2) self:maybe_shoot(sg[2])
end
spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
self.xmomentum = self:calc_velocity(self.xmomentum, dx)
self.ymomentum = self:calc_velocity(self.ymomentum, dy)
xm = self:calc_velocity(xm, dx)
ym = self:calc_velocity(ym, dy)
self.x += self.xmomentum
self.y += self.ymomentum
self.x += xm
self.y += ym
self.xmomentum = xm
self.ymomentum = ym
return false
end
@ -685,8 +699,6 @@ end
-- default: die, return true.
-- returns whether to delete
-- the bullet
-- die -- on-removal event,
-- default no-op
bullet_base = mknew{}
gun_base = mknew{
@ -814,10 +826,13 @@ function bullet_base:hitship(_)
end
function bullet_base:move()
self.x += self.dx
self.y += self.dy
if (self.f) self.f -= 1
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)
local x,y,f = self.x + self.dx, self.y+self.dy,self.f
self.x,self.y=x,y
if f then
self.f = f-1
if (f <= 0) return true
end
return (y> 130) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
end
function bullet_base:draw()
@ -859,25 +874,20 @@ function gun_base:actually_shoot(x, y)
self.shot_idx = idx
shots = shots[idx]
for s in all(shots) do
local a,xo,v = unpack(s)
v = v or veloc
xo = xo or 0
local a,xo,v = s[1]+aim, s[2] or 0, s[3] or veloc
-- reverse x-offset for negative base angle
if (aim < 0) xo = -xo
a += aim
-- todo: switch munition
-- depending on angle
-- (allows for non-round
-- sprites and hitboxes on
-- shots from guns with
-- widely varying angles)
local m = munition.new{}
-- todo: automatically make
-- high velocity shots do
-- multiple collision checks
m.dy = sin(a) * veloc
m.dx = cos(a) * veloc
m:spawn_at(x+(xo or 0), y)
local m = munition.new{
dx=cos(a)*v,
dy=sin(a)*v
}
m:spawn_at(x+xo, y)
end
end
@ -885,44 +895,32 @@ end
-->8
-- bullets and guns
zap_e = mknew(bullet_base.new{
zap_p = mknew(bullet_base.new{
--shape
sprite = 9, --index of ammo sprite
width = 1, --in 8x8 blocks
sprite = 8, --index of ammo sprite
width = 0.25, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite
width = 2,
height = 8
height = 8,
},
x_off = 1, -- how to position by ship
y_off = 8,
y_off = 0,
damage = 1,
hitship = const_fxn(true),
category = enemy_blt_cat,
})
zap_p = mknew(zap_e.new{
sprite = 8,
y_off = 0,
category = player_blt_cat,
})
zap_gun_e = mknew(gun_base.new{
cooldown = 0x0.0020, -- frames between shots
veloc = 4,
munition = zap_e,
})
zap_gun_p = mknew(zap_gun_e.new{
zap_gun_p = mknew(gun_base.new{
icon = 19,
munition = zap_p,
veloc = 8,
cooldown = 0x0.0020, -- frames between shots
veloc = 7,
aim = 0.25,
munition = zap_p,
hdr = "mAIN gUN",
})
@ -1054,8 +1052,8 @@ rate: 2/sec
vulcan_e = mknew(bullet_base.new{
--shape
sprite = 21,
width = 1, --in 8x8 blocks
height = 1,
width = 0.125, --in 8x8 blocks
height = 0.5,
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite
@ -1315,7 +1313,7 @@ chasey = mknew(ship_m.new{
drag = 0.075,
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
--ship.main_gun=ship.main_gun or zap_gun_e.new{}
end
})
@ -2019,8 +2017,8 @@ __gfx__
00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b35b7000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000
00077000067d665000000000cd10cdd100b3350000944200c0000000b350b335b7000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000
0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000
000000006506506500000000001111000b0b5050090920200c0000c00055550037000000a2000000008882000048420003bbbb30028888200000000000000000
00000000650000650000000000000000000b50000009200000c0cc00000000003b00000082000000000820000008200000333300002222000000000000000000
000000006506506500000000001111000b0b5050090920200c0000c000555500b7000000a2000000008882000048420003bbbb30028888200000000000000000
00000000650000650000000000000000000b50000009200000c0cc0000000000b700000082000000000820000008200000333300002222000000000000000000
0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
@ -2211,8 +2209,11 @@ __gff__
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000212060a0e01091119000000000000002232363a3e050d151d
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
__map__
00006b6b00006f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7b6a00006a7b6e00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7778686878776c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
6767777767676c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7877676777787d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00006b6b00006f6a6a6a6a6a6a6a6a6a6a6a6f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7b6a00006a7b6e6a6a6a6a6a6a6a6a6a6a6a6f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7778686878776c6a6a6a6a6a6a6a6a6a6a6a6e00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
6767777767676c6a6a6a6a6a6a6a6a6a6a6a6e00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7877676777787d6a6a6a6a6a6a6a6a6a6a6a6d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000006a6a6a6a6a6a6a6a6a6a6a6d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000006a6a6a6a6a6a6a6a6a6a6a6c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000006a6a6a6a6a6a6a6a6a6a6a7c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000