Optimized panel rendering

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LDDestroier 2019-03-12 17:02:26 -04:00 committed by GitHub
parent 94383cb44f
commit 04275c732d
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 68 additions and 45 deletions

113
ccbn.lua
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@ -8,7 +8,7 @@ local you = 1
local yourID = os.getComputerID()
-- recommended at 0.1 for netplay, which you'll be doing all the time so yeah
local gameDelayInit = 0.1
local gameDelayInit = 0.05
local gameID = math.random(0, 2^30)
local waitingForGame = false
@ -516,7 +516,11 @@ local movePlayer = function(pID, xmove, ymove, doCooldown)
player.x = player.x + xmove
player.y = player.y + ymove
if doCooldown then
player.cooldown.move = 2
if gameDelayInit < 0.1 then
player.cooldown.move = 3
else
player.cooldown.move = 2
end
end
return true
else
@ -629,7 +633,7 @@ local chips = {
name = "RockCube",
description = "Creates a cube-shaped rock!",
cooldown = {
shoot = 10,
shoot = 6,
move = 4
}
},
@ -644,7 +648,7 @@ local chips = {
name = "Cannon",
description = "Fires a shot forwards!",
cooldown = {
shoot = 10,
shoot = 6,
move = 4
}
},
@ -668,8 +672,8 @@ local chips = {
name = "Dash",
description = "Dash forwards to deal massive damage!",
cooldown = {
shoot = 10,
move = 4
shoot = 6,
move = 2
}
},
logic = function(info)
@ -678,16 +682,20 @@ local chips = {
info.playerInitX = info.player.x
info.playerInitY = info.player.y
end
if info.player.x > 7 or info.player.x < 0 then
info.player.x = info.playerInitX
info.player.y = info.playerInitY
info.player.cooldown.shoot = 10
info.player.cooldown.move = 4
info.player.canMove = true
return false
if info.frame > 2 then -- start on frame 3
if info.player.x > 7 or info.player.x < 0 then
info.player.x = info.playerInitX
info.player.y = info.playerInitY
info.player.cooldown.shoot = 6
info.player.cooldown.move = 2
info.player.canMove = true
return false
else
info.player.x = info.player.x + (5 / stage.panelWidth) * info.player.direction
act.stage.setDamage(info.player.x, info.player.y, 80, info.owner, 4, false)
return true
end
else
info.player.x = info.player.x + (5 / stage.panelWidth) * info.player.direction
act.stage.setDamage(info.player.x, info.player.y, 80, info.owner, 4, false)
return true
end
end
@ -728,7 +736,7 @@ local chips = {
name = "Shotgun",
description = "Hits enemy as well as the panel behind!",
cooldown = {
shoot = 10,
shoot = 6,
move = 4
}
},
@ -756,7 +764,7 @@ local chips = {
name = "CrossGun",
description = "Shoots four diagonal panels around enemy!",
cooldown = {
shoot = 10,
shoot = 6,
move = 4
}
},
@ -914,7 +922,7 @@ local chips = {
name = "LifeSword",
description = "Slash 2x3 area with devastating power!",
cooldown = {
shoot = 10,
shoot = 6,
move = 5
}
},
@ -936,7 +944,7 @@ local chips = {
name = "Invis",
description = "Makes you invincible for a short time!",
cooldown = {
shoot = 10,
shoot = 6,
move = 5
}
},
@ -951,7 +959,7 @@ local chips = {
name = "Boomer",
description = "Boomerang that orbits stage!",
cooldown = {
shoot = 10,
shoot = 6,
move = 5
}
},
@ -1005,7 +1013,7 @@ local chips = {
name = "MiniBomb",
description = "Lob a small bomb 2 panels forward!",
cooldown = {
shoot = 10,
shoot = 6,
move = 5
}
},
@ -1028,7 +1036,7 @@ local chips = {
name = "LilBomb",
description = "Lob a little bomb 2 panels forward!",
cooldown = {
shoot = 10,
shoot = 6,
move = 5
}
},
@ -1053,7 +1061,7 @@ local chips = {
name = "CrossBomb",
description = "Lob a cross-shaped bomb 2 panels forward!",
cooldown = {
shoot = 10,
shoot = 6,
move = 5
}
},
@ -1079,7 +1087,7 @@ local chips = {
name = "BigBomb",
description = "Lob a 3x3 grenade 2 panels forward!",
cooldown = {
shoot = 10,
shoot = 6,
move = 5
}
},
@ -1131,9 +1139,37 @@ end
act.player.newPlayer(2, 2, 1, 1, "6")
act.player.newPlayer(5, 2, 2, -1, "7")
local stageImageStitch
local stageChanged = true
local makeStageImageStitch = function()
local buffer = {}
local im
for y = #stage.panels, 1, -1 do
for x = 1, #stage.panels[y] do
im = images.panel[stage.panels[y][x].panelType]
if stage.panels[y][x].owner == 2 then
im = colorSwap(im, {e = "b"})
end
if act.stage.getDamage(x, y) > 0 then
im = colorSwap(im, {["7"] = "4", ["8"] = "4"})
end
buffer[#buffer + 1] = {
im,
(x - 1) * stage.panelWidth + 2,
(y - 1) * stage.panelHeight + 2
}
end
end
return merge(table.unpack(buffer))
end
local render = function()
local buffer, im = {}
local sx, sy
if stageChanged then
stageImageStitch = makeStageImageStitch()
end
local sortedList = {}
for k,v in pairs(projectiles) do
sortedList[#sortedList+1] = v
@ -1180,22 +1216,11 @@ local render = function()
}
end
end
for y = #stage.panels, 1, -1 do
for x = 1, #stage.panels[y] do
im = images.panel[stage.panels[y][x].panelType]
if stage.panels[y][x].owner == 2 then
im = colorSwap(im, {e = "b"})
end
if act.stage.getDamage(x, y) > 0 then
im = colorSwap(im, {["7"] = "4", ["8"] = "4"})
end
buffer[#buffer + 1] = {
im,
(x - 1) * stage.panelWidth + 2 + stage.scrollX,
(y - 1) * stage.panelHeight + 2 + stage.scrollY
}
end
end
buffer[#buffer + 1] = {
stageImageStitch,
stage.scrollX + 1,
stage.scrollY + 1
}
buffer[#buffer + 1] = {makeRectangle(scr_x, scr_y, "f", "f", "f"), 1, 1}
drawImage(colorSwap(merge(table.unpack(buffer)), {[" "] = "f"}), 1, 1)
@ -1320,7 +1345,7 @@ local runGame = function()
end
if object.xvel ~= 0 or object.yvel ~= 0 then
if not moveObject(id, object.xvel, object.yvel) then
if checkPlayerAtPos(object.x + 1, object.y) or checkObjectAtPos(object.x + 1, object.y) then
if checkPlayerAtPos(object.x + object.xvel, object.y) or checkObjectAtPos(object.x + 1, object.y) then
act.stage.setDamage(object.x + object.xvel, object.y + object.yvel, object.smackDamage, 0, 2, false)
table.remove(objects, id)
else
@ -1334,6 +1359,7 @@ local runGame = function()
end
reduceCooldowns()
movePlayers()
sleep(gameDelayInit)
transmit({
gameID = gameID,
command = "get_state",
@ -1344,7 +1370,6 @@ local runGame = function()
stagePanels = stage.panels,
id = id
})
sleep(gameDelayInit)
else
getControls()
if players[you] then
@ -1385,9 +1410,7 @@ local interpretNetMessage = function(msg)
elseif msg.gameID == gameID then
if isHost then
if msg.command == "set_controls" then
if players[msg.pID] then
players[msg.pID].control = msg.control
end
players[msg.pID].control = msg.control
end
else
if msg.command == "get_state" then