optimize memory allocations

i made the allocations of objects go down a lot. which is cool :3!
This commit is contained in:
Fries 2023-05-21 18:19:05 -07:00
parent 425bf2ad27
commit 8ab2f09e62
6 changed files with 25 additions and 19 deletions

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=8 format=3]
[gd_scene load_steps=8 format=3 uid="uid://b1787fyse1y6m"]
[ext_resource type="Script" path="res://Scripts/Managers/Walls.cs" id="1_mxer2"]

View file

@ -4,7 +4,7 @@
[ext_resource type="Script" path="res://Scripts/Managers/PongSceneManager.cs" id="1_ee533"]
[ext_resource type="PackedScene" uid="uid://clsmrwvyrt7av" path="res://Scenes/UI/Score.tscn" id="2_f3jwj"]
[ext_resource type="PackedScene" path="res://Scenes/Objects/Ball.tscn" id="2_u2ksv"]
[ext_resource type="PackedScene" path="res://Scenes/Objects/Walls.tscn" id="3_jfis7"]
[ext_resource type="PackedScene" uid="uid://b1787fyse1y6m" path="res://Scenes/Objects/Walls.tscn" id="3_jfis7"]
[ext_resource type="PackedScene" path="res://Scenes/Objects/Enemy.tscn" id="4_uwvof"]
[node name="Pong" type="Node2D"]

View file

@ -4,9 +4,11 @@ namespace Pong.Scripts.Managers;
public partial class PongSceneManager : Node2D
{
private readonly StringName _reloadAction = new("scene_reload");
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("scene_reload"))
if (Input.IsActionJustPressed(_reloadAction))
{
GetTree().ReloadCurrentScene();
}

View file

@ -36,7 +36,7 @@ public partial class Walls : Area2D
{
ball.Velocity = Vector2.Zero;
ball.Position = Vector2.Zero;
await ToSignal(GetTree().CreateTimer(0.25), "timeout");
await ToSignal(GetTree().CreateTimer(0.25), SceneTreeTimer.SignalName.Timeout);
ball.FlickBall();
}
}

View file

@ -11,16 +11,26 @@ public partial class Enemy : RigidBody2D
/// draw shapes to the screen (like <see cref="_scanArea"/>).
/// </summary>
[Export] private bool _drawDebugShapes;
[Export] private double _moveSpeed;
private CollisionShape2D _collisionShape;
private Rect2 _scanArea;
private PhysicsDirectSpaceState2D _spaceState;
private readonly Variant _collider = "collider";
private PhysicsShapeQueryParameters2D _query;
public override void _Ready()
{
_collisionShape = GetNode<CollisionShape2D>("CollisionShape2D");
GenerateCastArea();
_spaceState = GetWorld2D().DirectSpaceState;
_query = new PhysicsShapeQueryParameters2D
{
Shape = new RectangleShape2D { Size = _scanArea.Size },
Exclude = new Array<Rid>(new[] { GetRid() })
};
}
public override void _PhysicsProcess(double delta)
@ -36,15 +46,7 @@ public partial class Enemy : RigidBody2D
private void Scan(double delta)
{
using var spaceState = GetWorld2D().DirectSpaceState;
using var query = new PhysicsShapeQueryParameters2D
{
Shape = new RectangleShape2D { Size = _scanArea.Size },
Exclude = new Array<Rid>(new[] { GetRid() })
};
var result = spaceState.IntersectShape(query);
var result = _spaceState.IntersectShape(_query);
if (result.Count <= 0)
{
@ -65,7 +67,7 @@ public partial class Enemy : RigidBody2D
private void TrackBall(double delta, IReadOnlyList<Dictionary> result)
{
// checks if the collider is a ball, if not, return.
if (result[0]["collider"].As<Objects.Ball>() is not { } ball) return;
if (result[0][_collider].As<Ball>() is not { } ball) return;
// gets the sign of the distance between the ball and the paddle on the y axis
var normalisedDistance = new Vector2 { Y = Mathf.Sign(ball.Position.Y - Position.Y) };

View file

@ -7,12 +7,14 @@ public partial class Paddle : RigidBody2D
[Export] private double _moveSpeed;
private double _verticalInput;
private readonly StringName _paddleUp = "paddle_up";
private readonly StringName _paddleDown = "paddle_down";
/// <summary>
/// property that multiples the moveSpeed by the <see cref="Constants.Meter">Meter</see> constant.
/// </summary>
private double MoveSpeed => _moveSpeed * Constants.Meter;
public override void _Process(double delta)
{
_verticalInput = GetVerticalInput();
@ -27,14 +29,14 @@ public partial class Paddle : RigidBody2D
/// a method that returns a number that represents input on the vertical axis.
/// </summary>
/// <returns>1 for up, -1 for down, 0 for nothing.</returns>
private static double GetVerticalInput()
private double GetVerticalInput()
{
if (Input.IsActionPressed("paddle_up"))
if (Input.IsActionPressed(_paddleUp))
{
return 1;
}
if (Input.IsActionPressed("paddle_down"))
if (Input.IsActionPressed(_paddleDown))
{
return -1;
}