More optimizations

This commit is contained in:
2025-11-25 11:59:59 -07:00
parent c84ba37353
commit fb034b9b93
4 changed files with 148 additions and 52 deletions

View File

@@ -34,6 +34,7 @@ type GameplayScreen struct {
world *world.World
projectiles *projectile.Manager
portals *portal.Manager
mapManager *maps.Manager
bounds hero.Bounds
lastTick time.Time
gameStartTime time.Time
@@ -47,22 +48,19 @@ type GameplayScreen struct {
showSaveNotification bool
portalVisibility *bool
currentMap *maps.Map
allMaps map[string]*maps.Map
}
func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool, portalVisibility *bool) *GameplayScreen {
func NewGameplayScreen(screenWidth, screenHeight int, mapManager *maps.Manager, fpsEnabled *bool, portalVisibility *bool) *GameplayScreen {
cfg := config.Default()
plains, desert := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
allMaps := make(map[string]*maps.Map)
allMaps["plains"] = plains
allMaps["desert"] = desert
// Ensure we have a current map
if mapManager.CurrentMap() == nil {
// Fallback or error later
}
currentMap := mapManager.CurrentMap()
portalMgr := portal.NewManager()
for _, p := range plains.Portals {
for _, p := range currentMap.Portals {
portalMgr.AddPortal(p)
}
@@ -87,11 +85,12 @@ func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool, portalVi
X: cfg.HUD.X,
Y: cfg.HUD.Y,
Color: color.White,
ScreenName: "Plains",
ScreenName: currentMap.DisplayName,
},
world: plains.World,
world: currentMap.World,
projectiles: projectile.NewManager(),
portals: portalMgr,
mapManager: mapManager,
bounds: hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
@@ -101,8 +100,6 @@ func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool, portalVi
gameStartTime: time.Now(),
fpsEnabled: fpsEnabled,
portalVisibility: portalVisibility,
currentMap: plains,
allMaps: allMaps,
}
gs.portals.OnTransition = gs.handlePortalTransition
@@ -166,13 +163,13 @@ func (g *GameplayScreen) checkPortalCollision() {
}
func (g *GameplayScreen) handlePortalTransition(event portal.TransitionEvent) {
destMap, exists := g.allMaps[event.DestinationMap]
if !exists {
destMap, destPortal := g.mapManager.ResolveTransition(event)
if destMap == nil {
return
}
// Switch to destination map
g.currentMap = destMap
g.mapManager.SetCurrentMap(destMap.ID)
g.world = destMap.World
// Clear and reload portals for new map
@@ -190,7 +187,6 @@ func (g *GameplayScreen) handlePortalTransition(event portal.TransitionEvent) {
}
// Find destination portal and position hero
destPortal := destMap.GetPortalByID(event.DestinationPortal)
if destPortal != nil {
// Position hero based on which side they're entering from
switch destPortal.Side {
@@ -229,21 +225,18 @@ func (g *GameplayScreen) trackFPS(delta time.Duration) {
// Rendering
func (g *GameplayScreen) Draw(screen *ebiten.Image) {
cfg := config.Default()
bgColor := cfg.Visual.BackgroundColor
if g.currentMap != nil {
bgColor = g.currentMap.BackgroundColor
currentMap := g.mapManager.CurrentMap()
if currentMap != nil {
currentMap.Draw(screen)
g.hud.ScreenName = currentMap.DisplayName
} else {
screen.Fill(cfg.Visual.BackgroundColor)
}
screen.Fill(bgColor)
g.world.Draw(screen)
g.portals.Draw(screen)
g.projectiles.Draw(screen)
g.hero.Draw(screen)
if g.currentMap != nil {
g.hud.ScreenName = g.currentMap.DisplayName
}
staminaColor := cfg.Visual.StaminaNormalColor
if g.hero.Stamina < g.hero.MaxStamina*config.StaminaLowThreshold {
staminaColor = cfg.Visual.StaminaLowColor
@@ -326,11 +319,9 @@ func (g *GameplayScreen) Reset() {
screenWidth := int(g.bounds.Width)
screenHeight := int(g.bounds.Height)
plains, desert := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
g.allMaps = make(map[string]*maps.Map)
g.allMaps["plains"] = plains
g.allMaps["desert"] = desert
g.currentMap = plains
g.mapManager.Reset()
g.mapManager.SetCurrentMap("plains")
currentMap := g.mapManager.CurrentMap()
g.hero = hero.New(hero.Config{
StartX: cfg.Hero.StartX,
@@ -342,10 +333,10 @@ func (g *GameplayScreen) Reset() {
StaminaDrain: cfg.Hero.StaminaDrain,
StaminaRegen: cfg.Hero.StaminaRegen,
})
g.world = plains.World
g.world = currentMap.World
g.projectiles = projectile.NewManager()
g.portals = portal.NewManager()
for _, p := range plains.Portals {
for _, p := range currentMap.Portals {
g.portals.AddPortal(p)
}
g.portals.OnTransition = g.handlePortalTransition
@@ -372,9 +363,9 @@ func (g *GameplayScreen) Reset() {
}
func (g *GameplayScreen) SaveState() *save.GameState {
currentMapID := "map1"
if g.currentMap != nil {
currentMapID = g.currentMap.ID
currentMapID := "plains"
if g.mapManager.CurrentMap() != nil {
currentMapID = g.mapManager.CurrentMap().ID
}
return &save.GameState{
CurrentMap: currentMapID,
@@ -390,17 +381,18 @@ func (g *GameplayScreen) LoadState(state *save.GameState) {
screenWidth := int(g.bounds.Width)
screenHeight := int(g.bounds.Height)
plains, desert := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
g.allMaps = make(map[string]*maps.Map)
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.mapManager.Reset()
mapID := state.CurrentMap
if mapID == "" {
mapID = "plains"
}
g.currentMap = savedMap
if err := g.mapManager.SetCurrentMap(mapID); err != nil {
// Fallback to plains if map not found
g.mapManager.SetCurrentMap("plains")
}
currentMap := g.mapManager.CurrentMap()
g.hero = hero.New(hero.Config{
StartX: state.HeroX,
@@ -413,10 +405,10 @@ func (g *GameplayScreen) LoadState(state *save.GameState) {
StaminaRegen: cfg.Hero.StaminaRegen,
})
g.hero.Stamina = state.HeroStamina
g.world = g.currentMap.World
g.world = currentMap.World
g.projectiles = projectile.NewManager()
g.portals = portal.NewManager()
for _, p := range g.currentMap.Portals {
for _, p := range currentMap.Portals {
g.portals.AddPortal(p)
}
g.portals.OnTransition = g.handlePortalTransition