5 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

View File

@ -199,6 +199,7 @@ end
function _update60() function _update60()
mode:update() mode:update()
ustat = stat(1)
end end
function ones(n) function ones(n)
@ -257,30 +258,21 @@ 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)
local disposition if (eb:move()) return true
repeat if (not collides(pbox, hurtbox(eb))) return
disposition=eb:step()
if collides(pbox, hurtbox(eb)) then
ps:hitbullet(eb) ps:hitbullet(eb)
if (eb:hitship(ps)) return true return eb:hitship(ps)
end
until disposition
return disposition == "dead"
end) end)
else else
ebullets:strip(function(eb) repeat until eb:step() end) ebullets:stripmove()
end end
pbullets:strip(function(pb) pbullets:strip(function(pb)
local disposition if (pb:move()) return true
repeat
disposition=pb:step()
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
until disposition
return disposition == "dead"
end) end)
intangibles_fg:stripmove() intangibles_fg:stripmove()
@ -304,6 +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()
@ -594,17 +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
@ -700,10 +699,7 @@ end
-- default: die, return true. -- default: die, return true.
-- returns whether to delete -- returns whether to delete
-- the bullet -- the bullet
bullet_base = mknew{ bullet_base = mknew{}
steps=1,
current_step=0
}
gun_base = mknew{ gun_base = mknew{
shoot_ready = -32768, shoot_ready = -32768,
@ -829,29 +825,18 @@ function bullet_base:hitship(_)
return true return true
end end
function bullet_base:step() function bullet_base:move()
self.current_step=(self.current_step+1)%self.steps local x,y,f = self.x + self.dx, self.y+self.dy,self.f
self.x += self.dx self.x,self.y=x,y
self.y += self.dy if f then
if (self.f) self.f -= 1 self.f = f-1
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" if (f <= 0) return true
if (self.current_step == 0) return "stop" end
return (y> 130) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
end end
warmpal = {
[0]=0,1,2,1,2,1,5,10,2,4,9,3,13,5,8,9
}
function bullet_base:draw() function bullet_base:draw()
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 spr(self.sprite, self.x, self.y, self.width, self.height)
if st > 1 then
pal(warmpal)
for n=st-1,1,-1 do
spr(s, bx-n*dx, by-n*dy, w, h)
end
pal()
end
spr(s, bx, by, w, h)
end end
function bullet_base:spawn_at(x, y) function bullet_base:spawn_at(x, y)
@ -889,25 +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
@ -919,16 +899,15 @@ zap_p = mknew(bullet_base.new{
--shape --shape
sprite = 8, --index of ammo sprite sprite = 8, --index of ammo sprite
width = 0.25, --in 8x8 blocks width = 0.25, --in 8x8 blocks
height = 0.25, 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 = 2, height = 8,
}, },
x_off = 1, -- how to position by ship x_off = 1, -- how to position by ship
y_off = 0, y_off = 0,
steps=4,
damage = 1, damage = 1,
hitship = const_fxn(true), hitship = const_fxn(true),
@ -939,7 +918,7 @@ zap_p = mknew(bullet_base.new{
zap_gun_p = mknew(gun_base.new{ zap_gun_p = mknew(gun_base.new{
icon = 19, icon = 19,
cooldown = 0x0.0020, -- frames between shots cooldown = 0x0.0020, -- frames between shots
veloc = 2, veloc = 7,
aim = 0.25, aim = 0.25,
munition = zap_p, munition = zap_p,
hdr = "mAIN gUN", hdr = "mAIN gUN",
@ -2032,14 +2011,14 @@ function rearm_mode:update()
end end
__gfx__ __gfx__
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