Add goroutines to map renderer
This commit is contained in:
parent
696b827a7d
commit
842c41fdca
79
main.go
79
main.go
@ -31,13 +31,14 @@ const (
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ReloadCooldown = 16
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ReloadCooldown = 16
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Debug = false
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Debug = false
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MapWindow = true
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MapWindow = false
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RenderGameObjects = true
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RenderGameObjects = true
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ProfilerOn = true
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ProfilerOn = true
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ProfilerInterval = 100
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JoyStickDeadZone = 8000
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JoyStickDeadZone = 8000
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DoAllKeymapsPlayers = true
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DoAllKeymapsPlayers = false
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DoJoyStickPlayers = true
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DoJoyStickPlayers = true
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DoKeymapPlayer = true
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DoKeymapPlayer = true
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)
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)
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@ -71,18 +72,41 @@ func main() {
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mapWindow, mapSurface = setupMapWindowAndSurface()
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mapWindow, mapSurface = setupMapWindowAndSurface()
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}
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}
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running := true
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running := true
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var totalRenderTime, totalScalingTime, totalFrameTime, frameCount uint64
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// Delta time management
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var prevTime = sdl.GetTicks64()
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const maxDeltaTime uint64 = 1000 / 60 // max 60 FPS, ~16ms per frame
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for running {
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for running {
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frameStart := sdl.GetTicks64()
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currentTime := sdl.GetTicks64()
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deltaTime := currentTime - prevTime
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prevTime = currentTime
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// Catch up in case of a large delta time
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for deltaTime > maxDeltaTime {
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deltaTime -= maxDeltaTime
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// Run multiple logic ticks if deltaTime is too large
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runGameLogic(players, gameMap, bases, bullets, bulletParticles)
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}
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for playerIndex, player := range *players {
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for playerIndex, player := range *players {
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// Delay to achieve roughly 60 FPS
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if player.local {
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if player.local {
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running = doPlayerFrame(uint8(playerIndex), player, players, gameMap, bases, bullets, bulletParticles)
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running := doPlayerFrame(uint8(playerIndex), player, players, gameMap, bases, bullets, bulletParticles)
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if !running {
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if !running {
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break
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break
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}
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}
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}
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}
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}
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}
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// Run logic for the remaining delta time
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runGameLogic(players, gameMap, bases, bullets, bulletParticles)
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// Render logic
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if MapWindow {
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if MapWindow {
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// Profile rendering (aggregate all renderings)
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totalRenderTime += profileSection(func() {
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gameMap.render(mapRendererRect, mapSurface)
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gameMap.render(mapRendererRect, mapSurface)
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for _, bullet := range *bullets {
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for _, bullet := range *bullets {
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(*bullet).render(mapRendererRect, mapSurface)
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(*bullet).render(mapRendererRect, mapSurface)
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@ -96,9 +120,29 @@ func main() {
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for _, bulletParticle := range *bulletParticles {
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for _, bulletParticle := range *bulletParticles {
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bulletParticle.render(mapRendererRect, mapSurface)
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bulletParticle.render(mapRendererRect, mapSurface)
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}
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}
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})
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totalScalingTime += profileSection(func() {
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adjustWindow(mapWindow, mapSurface)
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adjustWindow(mapWindow, mapSurface)
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})
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}
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}
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//now tick world
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frameEnd := sdl.GetTicks64()
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totalFrameTime += frameEnd - currentTime
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frameCount++
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// Log profiling information every 1000 frames
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if frameCount%ProfilerInterval == 0 && ProfilerOn {
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logMapProfilingInfo(totalRenderTime, totalScalingTime, totalFrameTime, frameCount)
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resetMapProfilingCounters(&totalRenderTime, &totalScalingTime, &totalFrameTime, &frameCount)
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}
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enforceFrameRate(currentTime, 60)
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}
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}
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// Separate function to handle game logic
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func runGameLogic(players *[]*Player, gameMap *GameMap, bases *[]*Base, bullets *[]*Bullet, bulletParticles *[]*BulletParticle) {
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// Tick world
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for _, bullet := range *bullets {
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for _, bullet := range *bullets {
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(*bullet).tick(gameMap, bulletParticles, bullets, players)
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(*bullet).tick(gameMap, bulletParticles, bullets, players)
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}
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}
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@ -108,9 +152,6 @@ func main() {
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for _, bulletParticle := range *bulletParticles {
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for _, bulletParticle := range *bulletParticles {
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bulletParticle.tick(bulletParticles)
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bulletParticle.tick(bulletParticles)
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}
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}
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enforceFrameRate(frameStart, 60)
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}
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}
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}
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func initPlayer(playerIndex uint8, player *Player) {
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func initPlayer(playerIndex uint8, player *Player) {
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@ -130,22 +171,20 @@ func initPlayer(playerIndex uint8, player *Player) {
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func doPlayerFrame(playerIndex uint8, player *Player, players *[]*Player, gameMap *GameMap, bases *[]*Base, bullets *[]*Bullet, bulletParticles *[]*BulletParticle) bool {
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func doPlayerFrame(playerIndex uint8, player *Player, players *[]*Player, gameMap *GameMap, bases *[]*Base, bullets *[]*Bullet, bulletParticles *[]*BulletParticle) bool {
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running := true
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running := true
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var (
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var (
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totalHandleEventsTime, totalRenderTime, totalFrameTime uint64
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totalScalingTime, frameCount uint64
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isShooting, shouldContinue bool
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isShooting, shouldContinue bool
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)
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)
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frameStart := sdl.GetTicks64()
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frameStart := sdl.GetTicks64()
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// Profile handleEvents
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// Profile handleEvents
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totalHandleEventsTime += profileSection(func() {
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player.totalHandleEventsTime += profileSection(func() {
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running = handleEvents(player.window, player.logicalSurface)
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running = handleEvents(player.window, player.logicalSurface)
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keyboard := sdl.GetKeyboardState()
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keyboard := sdl.GetKeyboardState()
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shouldContinue, isShooting = handleInput(keyboard, bullets, player, gameMap, player.playSurface.Format, players)
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shouldContinue, isShooting = handleInput(keyboard, bullets, player, gameMap, players)
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running = running && shouldContinue
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running = running && shouldContinue
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})
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})
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// Profile rendering (aggregate all renderings)
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// Profile rendering (aggregate all renderings)
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totalRenderTime += profileSection(func() {
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player.totalRenderTime += profileSection(func() {
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player.track(player.camera)
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player.track(player.camera)
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gameMap.render(player.camera, player.playSurface)
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gameMap.render(player.camera, player.playSurface)
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@ -169,18 +208,18 @@ func doPlayerFrame(playerIndex uint8, player *Player, players *[]*Player, gameMa
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})
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})
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// Profile window adjustments
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// Profile window adjustments
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totalScalingTime += profileSection(func() {
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player.totalScalingTime += profileSection(func() {
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adjustWindow(player.window, player.logicalSurface)
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adjustWindow(player.window, player.logicalSurface)
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})
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})
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frameEnd := sdl.GetTicks64()
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frameEnd := sdl.GetTicks64()
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totalFrameTime += frameEnd - frameStart
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player.totalFrameTime += frameEnd - frameStart
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frameCount++
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player.frameCount++
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// Log profiling information every 1000 frames
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// Log profiling information every 1000 frames
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if frameCount%1000 == 0 && ProfilerOn && playerIndex == 0 {
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if player.frameCount%ProfilerInterval == 0 && ProfilerOn && playerIndex == 0 {
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logProfilingInfo(totalHandleEventsTime, totalRenderTime, totalScalingTime, totalFrameTime, frameCount)
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logProfilingInfo(player.totalHandleEventsTime, player.totalRenderTime, player.totalScalingTime, player.totalFrameTime, player.frameCount)
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resetProfilingCounters(&totalHandleEventsTime, &totalRenderTime, &totalScalingTime, &totalFrameTime, &frameCount)
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resetProfilingCounters(&player.totalHandleEventsTime, &player.totalRenderTime, &player.totalScalingTime, &player.totalFrameTime, &player.frameCount)
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}
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}
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return running
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return running
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}
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}
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46
map.go
46
map.go
@ -4,6 +4,7 @@ import (
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"github.com/aquilax/go-perlin"
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"github.com/aquilax/go-perlin"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/sdl"
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"image/color"
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"image/color"
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"sync"
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"time"
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"time"
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)
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)
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@ -48,11 +49,29 @@ func (gameMap *GameMap) getTileColor(x int32, y int32) color.Color {
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}
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}
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func (gameMap *GameMap) createGameMap(width int32, height int32) {
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func (gameMap *GameMap) createGameMap(width int32, height int32) {
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// Initialize the 2D slice for game tiles
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gameMap.tiles = make([][]uint8, width)
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gameMap.tiles = make([][]uint8, width)
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// Create Perlin noise generators
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perlinNoiseRock := perlin.NewPerlin(2, 4, 8, time.Now().Unix())
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perlinNoiseRock := perlin.NewPerlin(2, 4, 8, time.Now().Unix())
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perlinNoiseSoil := perlin.NewPerlin(2, 8, 4, time.Now().Unix())
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perlinNoiseSoil := perlin.NewPerlin(2, 8, 4, time.Now().Unix())
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// WaitGroup to synchronize goroutines
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var wg sync.WaitGroup
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// Loop over the rows
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for i := range gameMap.tiles {
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for i := range gameMap.tiles {
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// Increment WaitGroup counter for each goroutine
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wg.Add(1)
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// Launch a goroutine for each row
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go func(i int) {
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defer wg.Done() // Signal that this goroutine is done
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// Initialize the row
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gameMap.tiles[i] = make([]uint8, height)
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gameMap.tiles[i] = make([]uint8, height)
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// Process each tile in the row
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for j := range gameMap.tiles[i] {
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for j := range gameMap.tiles[i] {
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perlinRock := perlinNoiseRock.Noise2D(float64(i)/float64(width)*6, float64(j)/float64(height)*6)
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perlinRock := perlinNoiseRock.Noise2D(float64(i)/float64(width)*6, float64(j)/float64(height)*6)
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if perlinRock > 0.2 {
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if perlinRock > 0.2 {
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@ -65,9 +84,14 @@ func (gameMap *GameMap) createGameMap(width int32, height int32) {
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gameMap.tiles[i][j] = 3
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gameMap.tiles[i][j] = 3
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}
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}
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}
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}
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}
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}(i)
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}
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}
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// Wait for all goroutines to finish
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}
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wg.Wait()
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// Set the dimensions of the game map
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gameMap.width = width
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gameMap.width = width
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gameMap.height = height
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gameMap.height = height
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}
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}
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@ -77,17 +101,31 @@ func (gameMap *GameMap) render(camera *sdl.Rect, surface *sdl.Surface) {
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fromY := camera.Y
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fromY := camera.Y
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toX := camera.X + camera.W
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toX := camera.X + camera.W
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toY := camera.Y + camera.H
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toY := camera.Y + camera.H
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// Create a WaitGroup to wait for all goroutines to finish
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var wg sync.WaitGroup
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// Process columns instead of individual pixels
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for x := fromX; x < toX; x++ {
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for x := fromX; x < toX; x++ {
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// Increment the WaitGroup counter
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wg.Add(1)
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// Launch a goroutine for each column
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go func(x int32) {
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defer wg.Done() // Decrement the counter when the goroutine completes
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for y := fromY; y < toY; y++ {
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for y := fromY; y < toY; y++ {
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cameraY := y - camera.Y
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cameraY := y - camera.Y
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cameraX := x - camera.X
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cameraX := x - camera.X
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pixelColor := gameMap.getTileColor(x, y)
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pixelColor := gameMap.getTileColor(x, y)
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surface.Set(int(cameraX), int(cameraY), pixelColor)
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surface.Set(int(cameraX), int(cameraY), pixelColor)
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}
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}
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}
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}(x)
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}
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}
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// Wait for all goroutines to finish
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wg.Wait()
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}
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func (gameMap *GameMap) checkCollision(posX, posY int32) uint8 {
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func (gameMap *GameMap) checkCollision(posX, posY int32) uint8 {
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//0 no collision
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//0 no collision
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//1 destructible collision
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//1 destructible collision
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@ -35,6 +35,12 @@ type Player struct {
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playSurfaceTargetRect *sdl.Rect
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playSurfaceTargetRect *sdl.Rect
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HUDSurfaceTargetRect *sdl.Rect
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HUDSurfaceTargetRect *sdl.Rect
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totalHandleEventsTime uint64
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totalRenderTime uint64
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totalFrameTime uint64
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totalScalingTime uint64
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frameCount uint64
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}
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}
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func (player *Player) track(camera *sdl.Rect) {
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func (player *Player) track(camera *sdl.Rect) {
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@ -285,7 +285,7 @@ func initPlayerColors() {
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}
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}
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}
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}
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func handleInput(keyboard []uint8, bullets *[]*Bullet, player *Player, gameMap *GameMap, format *sdl.PixelFormat, players *[]*Player) (bool, bool) {
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func handleInput(keyboard []uint8, bullets *[]*Bullet, player *Player, gameMap *GameMap, players *[]*Player) (bool, bool) {
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if !player.local || player.shields <= 0 || player.shields > MaxShields {
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if !player.local || player.shields <= 0 || player.shields > MaxShields {
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return true, false
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return true, false
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}
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}
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15
profiler.go
15
profiler.go
@ -21,6 +21,14 @@ func logProfilingInfo(handleEventsTime, renderTime, scaleTime, frameTime, frameC
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fmt.Print("\n")
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fmt.Print("\n")
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}
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}
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func logMapProfilingInfo(renderTime, scaleTime, frameTime, frameCount uint64) {
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floatFrame := float64(frameCount)
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fmt.Printf("Average map render time: %f ms\n", float64(renderTime)/floatFrame)
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fmt.Printf("Average map scaling time: %f ms\n", float64(scaleTime)/floatFrame)
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fmt.Printf("Average full render time: %f ms\n", float64(frameTime)/floatFrame)
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fmt.Print("\n")
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}
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func resetProfilingCounters(handleEventsTime, renderTime, scaleTime, frameTime *uint64, frameCount *uint64) {
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func resetProfilingCounters(handleEventsTime, renderTime, scaleTime, frameTime *uint64, frameCount *uint64) {
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*handleEventsTime = 0
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*handleEventsTime = 0
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*renderTime = 0
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*renderTime = 0
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@ -29,6 +37,13 @@ func resetProfilingCounters(handleEventsTime, renderTime, scaleTime, frameTime *
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*frameCount = 0
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*frameCount = 0
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}
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}
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func resetMapProfilingCounters(renderTime, scaleTime, frameTime *uint64, frameCount *uint64) {
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*renderTime = 0
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*scaleTime = 0
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*frameTime = 0
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*frameCount = 0
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}
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func enforceFrameRate(frameStart uint64, targetFPS int) {
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func enforceFrameRate(frameStart uint64, targetFPS int) {
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frameDuration := 1000 / targetFPS
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frameDuration := 1000 / targetFPS
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elapsed := sdl.GetTicks64() - frameStart
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elapsed := sdl.GetTicks64() - frameStart
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