14 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
99323be298 despawn shots aggressively when offscreen
avoids hitting enemies before they spawn in.

may need to revisit this for the X coordinate if I want to implement a "Wild Ball" kind of weapon, but I think I won't have the tokens for that anyway
2025-06-20 19:13:28 -07:00
85c5091804 pbullets also move just before the collision check.
This also sets up for the "fast shots" refactor.
2025-06-20 19:08:58 -07:00
a77180d89a bullet_base:die doesn't actually make sense 2025-06-20 18:55:48 -07:00

View File

@ -107,6 +107,22 @@ function linked_list:strip(f)
self.tail = p self.tail = p
end 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 - -- optimized special case -
-- could be done with strip but -- could be done with strip but
-- this avoids extra function -- this avoids extra function
@ -183,14 +199,7 @@ end
function _update60() function _update60()
mode:update() mode:update()
end ustat = stat(1)
function call_f(x)
return x:f()
end
function call_move(x)
return x:move()
end end
function ones(n) function ones(n)
@ -230,12 +239,11 @@ function updategame()
interlude -= 1 interlude -= 1
else else
current_wave = flotilla.new() 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 end
events:vore(new_events) events:vore(new_events)
events:strip(call_move) for _, lst in ipairs{events, intangibles_bg, eships} do
for _, lst in ipairs{intangibles_bg, eships, pbullets} do lst:stripmove()
lst:strip(call_move)
end end
-- eship collider will be used -- eship collider will be used
@ -250,24 +258,24 @@ function updategame()
if(es:hitship(ps)) eship_collider:yoink(es) if(es:hitship(ps)) eship_collider:yoink(es)
end end
ebullets:strip(function(eb) ebullets:strip(function(eb)
-- loopify this when split moves implemented
if (eb:move()) return true if (eb:move()) return true
if (not collides(pbox, hurtbox(eb))) return if (not collides(pbox, hurtbox(eb))) return
ps:hitbullet(eb) ps:hitbullet(eb)
return eb:hitship(ps) return eb:hitship(ps)
end) end)
else else
ebullets:strip(call_move) ebullets:stripmove()
end end
pbullets:strip(function(pb) pbullets:strip(function(pb)
if (pb:move()) return true
for es in eship_collider:iterate_collisions(hurtbox(pb)) do for es in eship_collider:iterate_collisions(hurtbox(pb)) do
if (es:hitbullet(pb)) eship_collider:yoink(es) if (es:hitbullet(pb)) eship_collider:yoink(es)
if (pb:hitship(es)) return true if (pb:hitship(es)) return true
end end
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 if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
game_state = win game_state = win
@ -288,6 +296,8 @@ end
function _draw() function _draw()
mode:draw() mode:draw()
local ds = stat(1)
print(tostr(ustat).." + "..tostr(ds-ustat), 0, 122, 7)
end end
function drawgame_top() function drawgame_top()
@ -578,17 +588,22 @@ end
function ship_m:move() function ship_m:move()
self:refresh_shield() self:refresh_shield()
local dx, dy, shoot_spec1, shoot_spec2 = self:act() local dx, dy, shoot_spec1, shoot_spec2 = self:act()
dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx) local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy) 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) self:maybe_shoot(self.main_gun)
if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1]) if sg then
if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2]) 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) 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) xm = self:calc_velocity(xm, dx)
self.ymomentum = self:calc_velocity(self.ymomentum, dy) ym = self:calc_velocity(ym, dy)
self.x += self.xmomentum self.x += xm
self.y += self.ymomentum self.y += ym
self.xmomentum = xm
self.ymomentum = ym
return false return false
end end
@ -684,9 +699,7 @@ end
-- default: die, return true. -- default: die, return true.
-- returns whether to delete -- returns whether to delete
-- the bullet -- the bullet
-- die -- on-removal event, bullet_base = mknew{}
-- default no-op
bullet_base = mknew{ }
gun_base = mknew{ gun_base = mknew{
shoot_ready = -32768, shoot_ready = -32768,
@ -809,22 +822,17 @@ remainder:
end end
function bullet_base:hitship(_) function bullet_base:hitship(_)
self:die()
return true return true
end end
function bullet_base:die()
end
function bullet_base:move() function bullet_base:move()
self.x += self.dx local x,y,f = self.x + self.dx, self.y+self.dy,self.f
self.y += self.dy self.x,self.y=x,y
if (self.f) self.f -= 1 if f then
if (self.y > 145) or (self.y < -64) or (self.f and self.f < 0) or (self.x > 256) or (self.x < -128) then self.f = f-1
self:die() if (f <= 0) return true
return true
end end
return false return (y> 130) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
end end
function bullet_base:draw() function bullet_base:draw()
@ -866,25 +874,20 @@ function gun_base:actually_shoot(x, y)
self.shot_idx = idx self.shot_idx = idx
shots = shots[idx] shots = shots[idx]
for s in all(shots) do for s in all(shots) do
local a,xo,v = unpack(s) local a,xo,v = s[1]+aim, s[2] or 0, s[3] or veloc
v = v or veloc
xo = xo or 0
-- reverse x-offset for negative base angle -- reverse x-offset for negative base angle
if (aim < 0) xo = -xo if (aim < 0) xo = -xo
a += aim
-- todo: switch munition -- todo: switch munition
-- depending on angle -- depending on angle
-- (allows for non-round -- (allows for non-round
-- sprites and hitboxes on -- sprites and hitboxes on
-- shots from guns with -- shots from guns with
-- widely varying angles) -- widely varying angles)
local m = munition.new{} local m = munition.new{
-- todo: automatically make dx=cos(a)*v,
-- high velocity shots do dy=sin(a)*v
-- multiple collision checks }
m.dy = sin(a) * veloc m:spawn_at(x+xo, y)
m.dx = cos(a) * veloc
m:spawn_at(x+(xo or 0), y)
end end
end end
@ -892,44 +895,32 @@ end
-->8 -->8
-- bullets and guns -- bullets and guns
zap_e = mknew(bullet_base.new{ zap_p = mknew(bullet_base.new{
--shape --shape
sprite = 9, --index of ammo sprite sprite = 8, --index of ammo sprite
width = 1, --in 8x8 blocks width = 0.25, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite y_off = 0, -- relative to sprite
width = 2, width = 2,
height = 8 height = 8,
}, },
x_off = 1, -- how to position by ship x_off = 1, -- how to position by ship
y_off = 8, y_off = 0,
damage = 1, damage = 1,
hitship = const_fxn(true), hitship = const_fxn(true),
category = enemy_blt_cat,
})
zap_p = mknew(zap_e.new{
sprite = 8,
y_off = 0,
category = player_blt_cat, category = player_blt_cat,
}) })
zap_gun_e = mknew(gun_base.new{ zap_gun_p = mknew(gun_base.new{
cooldown = 0x0.0020, -- frames between shots
veloc = 4,
munition = zap_e,
})
zap_gun_p = mknew(zap_gun_e.new{
icon = 19, icon = 19,
munition = zap_p, cooldown = 0x0.0020, -- frames between shots
veloc = 8, veloc = 7,
aim = 0.25, aim = 0.25,
munition = zap_p,
hdr = "mAIN gUN", hdr = "mAIN gUN",
}) })
@ -1061,8 +1052,8 @@ rate: 2/sec
vulcan_e = mknew(bullet_base.new{ vulcan_e = mknew(bullet_base.new{
--shape --shape
sprite = 21, sprite = 21,
width = 1, --in 8x8 blocks width = 0.125, --in 8x8 blocks
height = 1, height = 0.5,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite y_off = 0, -- relative to sprite
@ -1322,7 +1313,7 @@ chasey = mknew(ship_m.new{
drag = 0.075, drag = 0.075,
init = function(ship) 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 end
}) })
@ -1768,7 +1759,6 @@ function xp_gem:draw()
end end
function xp_gem:move() function xp_gem:move()
if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then
if (self.x < primary_ship.x + 3) self.x += 1 if (self.x < primary_ship.x + 3) self.x += 1
if (self.x > primary_ship.x + 5) self.x -= 1 if (self.x > primary_ship.x + 5) self.x -= 1
@ -1778,9 +1768,6 @@ function xp_gem:move()
return bullet_base.move(self) return bullet_base.move(self)
end end
-- todo: "magnetic" behavior
-- when near player ship
function xp_gem:hitship(ship) function xp_gem:hitship(ship)
if (ship ~= primary_ship or primary_ship.dead) return false if (ship ~= primary_ship or primary_ship.dead) return false
primary_ship.xp += self.val primary_ship.xp += self.val
@ -2030,8 +2017,8 @@ __gfx__
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00077000067d665000000000cd10cdd100b3350000944200c0000000b350b335b7000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000 00077000067d665000000000cd10cdd100b3350000944200c0000000b350b335b7000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000
0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000 0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000
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0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000 0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
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@ -2222,8 +2209,11 @@ __gff__
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__map__ __map__
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