Improved performance by only rendering onscreen sprites.

This commit is contained in:
Felix Ableitner 2013-04-27 21:29:05 +02:00
parent b52af711a0
commit a5b01bf3c5
3 changed files with 13 additions and 5 deletions

View file

@ -232,18 +232,17 @@ void
World::step(int elapsed) {
for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) {
for (auto it = v->second.begin(); it != v->second.end(); it++) {
auto spriteA = *it;
auto& spriteA = *it;
sf::Vector2f speed = spriteA->getSpeed() * (elapsed / 1000.0f);
if (spriteA->getDelete()) {
remove(spriteA);
it--;
}
// Apply movement for movable sprites.
else if ((*it)->getSpeed() != sf::Vector2f()) {
sf::Vector2f speed = spriteA->getSpeed();
speed *= elapsed / 1000.0f;
bool overlap = false;
for (auto w = mDrawables.begin(); w != mDrawables.end(); w++) {
for (auto spriteB : w->second) {
for (auto& spriteB : w->second) {
if (spriteA == spriteB)
continue;
// Ignore anything that is filtered by masks.
@ -491,9 +490,13 @@ World::getArea(const sf::Vector2f& point) const {
*/
void
World::draw(sf::RenderTarget& target, sf::RenderStates states) const {
sf::FloatRect screen(target.getViewport(target.getView()));
screen.left += target.getView().getCenter().x - target.getView().getSize().x / 2;
screen.top += target.getView().getCenter().y - target.getView().getSize().y / 2;
for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) {
for (auto item : v->second) {
target.draw(static_cast<sf::Drawable&>(*item), states);
if (item->isInside(screen))
target.draw(static_cast<sf::Drawable&>(*item), states);
}
}
}

View file

@ -149,6 +149,10 @@ Sprite::collisionEnabled(Category category) const {
return (category & mMask) != 0;
}
bool
Sprite::isInside(const sf::FloatRect& rect) const {
return rect.intersects(mShape.shape->getGlobalBounds());
}
/**
* Called when a collision with another Sprite occured. Override this method
* to manage collision events.

View file

@ -66,6 +66,7 @@ public:
sf::Vector2f getSize() const;
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
bool collisionEnabled(Category category) const;
bool isInside(const sf::FloatRect& rect) const;
virtual void onCollide(std::shared_ptr<Sprite> other);