Optimizations and debug options

This commit is contained in:
2025-11-25 01:06:35 -07:00
parent 57d08f2f04
commit c84ba37353
13 changed files with 377 additions and 212 deletions

View File

@@ -54,15 +54,15 @@ type GameplayScreen struct {
func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool, portalVisibility *bool) *GameplayScreen {
cfg := config.Default()
map1, map2 := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
plains, desert := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
allMaps := make(map[string]*maps.Map)
allMaps["map1"] = map1
allMaps["map2"] = map2
allMaps["plains"] = plains
allMaps["desert"] = desert
portalMgr := portal.NewManager()
for _, p := range map1.Portals {
for _, p := range plains.Portals {
portalMgr.AddPortal(p)
}
@@ -87,9 +87,9 @@ func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool, portalVi
X: cfg.HUD.X,
Y: cfg.HUD.Y,
Color: color.White,
ScreenName: "Map 1",
ScreenName: "Plains",
},
world: map1.World,
world: plains.World,
projectiles: projectile.NewManager(),
portals: portalMgr,
bounds: hero.Bounds{
@@ -101,7 +101,7 @@ func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool, portalVi
gameStartTime: time.Now(),
fpsEnabled: fpsEnabled,
portalVisibility: portalVisibility,
currentMap: map1,
currentMap: plains,
allMaps: allMaps,
}
@@ -111,6 +111,11 @@ func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool, portalVi
}
func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
// clamp delta to prevent physics issues from lag spikes
if delta > 100*time.Millisecond {
delta = 100 * time.Millisecond
}
dt := delta.Seconds()
g.hero.Update(hero.Input{
@@ -131,13 +136,14 @@ func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
g.projectiles.Update(dt, g.bounds.Width, g.bounds.Height)
g.portals.Update(dt)
// Check for portal collisions
// check for portal collisions
g.checkPortalCollision()
g.totalPlayTime += delta
g.trackFPS(delta)
// update save notification timer
if g.showSaveNotification {
g.saveNotificationTimer -= delta
if g.saveNotificationTimer <= 0 {
@@ -146,7 +152,7 @@ func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
}
}
// Portal collision detection
// portal collision detection
func (g *GameplayScreen) checkPortalCollision() {
heroRadius := g.hero.Radius
heroX := g.hero.X - heroRadius
@@ -157,19 +163,6 @@ func (g *GameplayScreen) checkPortalCollision() {
if p := g.portals.CheckCollision(heroX, heroY, heroWidth, heroHeight); p != nil {
g.portals.TriggerTransition(p, g.hero.X, g.hero.Y)
}
g.updatePortalVisibility()
}
func (g *GameplayScreen) updatePortalVisibility() {
if g.portalVisibility == nil {
return
}
visible := *g.portalVisibility
for _, p := range g.portals.Portals {
p.Visible = visible
}
}
func (g *GameplayScreen) handlePortalTransition(event portal.TransitionEvent) {
@@ -188,7 +181,13 @@ func (g *GameplayScreen) handlePortalTransition(event portal.TransitionEvent) {
g.portals.AddPortal(p)
}
g.updatePortalVisibility()
// set portal visibility
if g.portalVisibility != nil {
visible := *g.portalVisibility
for _, p := range g.portals.Portals {
p.Visible = visible
}
}
// Find destination portal and position hero
destPortal := destMap.GetPortalByID(event.DestinationPortal)
@@ -242,7 +241,7 @@ func (g *GameplayScreen) Draw(screen *ebiten.Image) {
g.hero.Draw(screen)
if g.currentMap != nil {
g.hud.ScreenName = fmt.Sprintf("Map %d", g.currentMap.Number)
g.hud.ScreenName = g.currentMap.DisplayName
}
staminaColor := cfg.Visual.StaminaNormalColor
@@ -327,11 +326,11 @@ func (g *GameplayScreen) Reset() {
screenWidth := int(g.bounds.Width)
screenHeight := int(g.bounds.Height)
map1, map2 := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
plains, desert := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
g.allMaps = make(map[string]*maps.Map)
g.allMaps["map1"] = map1
g.allMaps["map2"] = map2
g.currentMap = map1
g.allMaps["plains"] = plains
g.allMaps["desert"] = desert
g.currentMap = plains
g.hero = hero.New(hero.Config{
StartX: cfg.Hero.StartX,
@@ -343,14 +342,22 @@ func (g *GameplayScreen) Reset() {
StaminaDrain: cfg.Hero.StaminaDrain,
StaminaRegen: cfg.Hero.StaminaRegen,
})
g.world = map1.World
g.world = plains.World
g.projectiles = projectile.NewManager()
g.portals = portal.NewManager()
for _, p := range map1.Portals {
for _, p := range plains.Portals {
g.portals.AddPortal(p)
}
g.portals.OnTransition = g.handlePortalTransition
g.updatePortalVisibility()
// set portal visibility
if g.portalVisibility != nil {
visible := *g.portalVisibility
for _, p := range g.portals.Portals {
p.Visible = visible
}
}
g.bounds = hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
@@ -365,7 +372,12 @@ func (g *GameplayScreen) Reset() {
}
func (g *GameplayScreen) SaveState() *save.GameState {
currentMapID := "map1"
if g.currentMap != nil {
currentMapID = g.currentMap.ID
}
return &save.GameState{
CurrentMap: currentMapID,
HeroX: g.hero.X,
HeroY: g.hero.Y,
HeroStamina: g.hero.Stamina,
@@ -378,11 +390,17 @@ func (g *GameplayScreen) LoadState(state *save.GameState) {
screenWidth := int(g.bounds.Width)
screenHeight := int(g.bounds.Height)
map1, map2 := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
plains, desert := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
g.allMaps = make(map[string]*maps.Map)
g.allMaps["map1"] = map1
g.allMaps["map2"] = map2
g.currentMap = map1
g.allMaps["plains"] = plains
g.allMaps["desert"] = desert
// load the saved map or default to plains
savedMap := g.allMaps[state.CurrentMap]
if savedMap == nil {
savedMap = plains
}
g.currentMap = savedMap
g.hero = hero.New(hero.Config{
StartX: state.HeroX,
@@ -395,14 +413,22 @@ func (g *GameplayScreen) LoadState(state *save.GameState) {
StaminaRegen: cfg.Hero.StaminaRegen,
})
g.hero.Stamina = state.HeroStamina
g.world = map1.World
g.world = g.currentMap.World
g.projectiles = projectile.NewManager()
g.portals = portal.NewManager()
for _, p := range map1.Portals {
for _, p := range g.currentMap.Portals {
g.portals.AddPortal(p)
}
g.portals.OnTransition = g.handlePortalTransition
g.updatePortalVisibility()
// set portal visibility
if g.portalVisibility != nil {
visible := *g.portalVisibility
for _, p := range g.portals.Portals {
p.Visible = visible
}
}
g.bounds = hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),