Mercurial > touhou
changeset 85:3804f07d3b0e
Various optimizations
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Sat, 03 Sep 2011 23:34:12 +0200 |
parents | 1a0c78e5a941 |
children | a87a3c080585 |
files | pytouhou/game/bullet.py pytouhou/game/enemymanager.py pytouhou/game/sprite.py |
diffstat | 3 files changed, 29 insertions(+), 39 deletions(-) [+] |
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--- a/pytouhou/game/bullet.py +++ b/pytouhou/game/bullet.py @@ -73,17 +73,16 @@ class Bullet(object): return True - def get_objects_by_texture(self): - objects_by_texture = {} - key = self._sprite.anm.first_name, self._sprite.anm.secondary_name - key = (key, self._sprite.blendfunc) + def get_objects_by_texture(self, objects_by_texture): + sprite = self._sprite + key = sprite.anm.first_name, sprite.anm.secondary_name + key = (key, sprite.blendfunc) if not key in objects_by_texture: objects_by_texture[key] = (0, [], [], []) - vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices) + vertices = ((x + self.x, y + self.y, z) for x, y, z in sprite._vertices) objects_by_texture[key][1].extend(vertices) - objects_by_texture[key][2].extend(self._sprite._uvs) - objects_by_texture[key][3].extend(self._sprite._colors) - return objects_by_texture + objects_by_texture[key][2].extend(sprite._uvs) + objects_by_texture[key][3].extend(sprite._colors) def update(self): @@ -97,11 +96,10 @@ class Bullet(object): if self._anmrunner and not self._anmrunner.run_frame(): self._anmrunner = None - if self._sprite: - self._sprite.update() - if self._sprite._changed: #TODO - angle = pi/2.-self.angle if self._sprite.automatic_orientation else 0. - self._sprite.update_vertices_uvs_colors(angle_base=angle) + self._sprite.update() + if self._sprite._changed: #TODO + angle = pi/2.-self.angle if self._sprite.automatic_orientation else 0. + self._sprite.update_vertices_uvs_colors(angle_base=angle) #TODO: flags x, y = self.x, self.y
--- a/pytouhou/game/enemymanager.py +++ b/pytouhou/game/enemymanager.py @@ -147,7 +147,7 @@ class Enemy(object): if not self.speed_interpolator: self.speed_interpolator = Interpolator((self.speed,), formula) self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,)) - self.speed_interpolator.set_interpolation_end(self.frame + duration, (0.,)) + self.speed_interpolator.set_interpolation_end(self.frame + duration - 1, (0.,)) self.speed = 0. @@ -173,14 +173,12 @@ class Enemy(object): return True - def get_objects_by_texture(self): - objects_by_texture = {} - + def get_objects_by_texture(self, objects_by_texture): for bullet in self.bullets: - objects_by_texture.update(bullet.get_objects_by_texture()) + bullet.get_objects_by_texture(objects_by_texture) if not self._sprite: - return objects_by_texture + return key = self._sprite.anm.first_name, self._sprite.anm.secondary_name key = (key, self._sprite.blendfunc) @@ -190,8 +188,6 @@ class Enemy(object): objects_by_texture[key][1].extend(vertices) objects_by_texture[key][2].extend(self._sprite._uvs) objects_by_texture[key][3].extend(self._sprite._colors) - #TODO: effects/bullet launch - return objects_by_texture def update(self): @@ -288,6 +284,16 @@ class EnemyManager(object): self.main[-1][1].append((sub, instr_type, args)) + def get_objects_by_texture(self, objects_by_texture): + # Add enemies to vertices/uvs + for enemy in self.enemies: + enemy.get_objects_by_texture(objects_by_texture) + + # Add bullets to vertices/uvs + for bullet in self.bullets: + bullet.get_objects_by_texture(objects_by_texture) + + def update(self, frame): if self.main and self.main[0][0] == frame: for sub, instr_type, args in self.main.pop(0)[1]: @@ -344,25 +350,9 @@ class EnemyManager(object): if self._game_state.boss and self._game_state.boss._removed: self._game_state.boss = None - # Add enemies to vertices/uvs + #TODO self.objects_by_texture = {} - for enemy in visible_enemies: - for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): - if not key in self.objects_by_texture: - self.objects_by_texture[key] = (0, [], [], []) - self.objects_by_texture[key][1].extend(vertices) - self.objects_by_texture[key][2].extend(uvs) - self.objects_by_texture[key][3].extend(colors) - - # Add bullets to vertices/uvs - for bullet in self.bullets: - for key, (count, vertices, uvs, colors) in bullet.get_objects_by_texture().items(): - if not key in self.objects_by_texture: - self.objects_by_texture[key] = (0, [], [], []) - self.objects_by_texture[key][1].extend(vertices) - self.objects_by_texture[key][2].extend(uvs) - self.objects_by_texture[key][3].extend(colors) - + self.get_objects_by_texture(self.objects_by_texture) for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): nb_vertices = len(vertices) vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
--- a/pytouhou/game/sprite.py +++ b/pytouhou/game/sprite.py @@ -146,6 +146,8 @@ class Sprite(object): self._colors = [(self.color[0], self.color[1], self.color[2], self.alpha)] * 4 self._uvs, self._vertices = uvs, zip(d[0], d[1], d[2]) + self._changed = any((self.scale_interpolator, self.fade_interpolator, self.offset_interpolator)) + def update(self): if self.rotations_speed_3d != (0., 0., 0.) or self.scale_speed != (0., 0.):