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https://github.com/openfrontio/OpenFrontIO.git
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Clear the sprites in a first loop before drawing (#692)
## Description: Split the clearRect from the drawImage in a first loop so that moving units don't erase other units. There should not be a perfomance lowering. There is still an issue of unit erasing other units when the other unit is not updated (unit didn't move) but it's a rare case and the fix would be to update all units regardless of their activity, so I think this might be a good compromise, performance wise. before:  after:  ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: Vivacious Box
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@@ -15,7 +15,11 @@ import { MoveWarshipIntentEvent } from "../../Transport";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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import { getColoredSprite, loadAllSprites } from "../SpriteLoader";
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import {
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getColoredSprite,
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isSpriteReady,
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loadAllSprites,
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} from "../SpriteLoader";
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enum Relationship {
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Self,
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@@ -65,9 +69,8 @@ export class UnitLayer implements Layer {
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if (this.myPlayer == null) {
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this.myPlayer = this.game.playerByClientID(this.clientID);
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}
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this.game.updatesSinceLastTick()?.[GameUpdateType.Unit]?.forEach((unit) => {
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this.onUnitEvent(this.game.unit(unit.id));
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});
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this.updateUnitsSprites();
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}
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init() {
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@@ -194,11 +197,9 @@ export class UnitLayer implements Layer {
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this.canvas.height = this.game.height();
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this.transportShipTrailCanvas.width = this.game.width();
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this.transportShipTrailCanvas.height = this.game.height();
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this.game
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?.updatesSinceLastTick()
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?.[GameUpdateType.Unit]?.forEach((unit) => {
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this.onUnitEvent(this.game.unit(unit.id));
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});
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this.updateUnitsSprites();
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this.boatToTrail.forEach((trail, unit) => {
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for (const t of trail) {
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this.paintCell(
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@@ -213,6 +214,34 @@ export class UnitLayer implements Layer {
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});
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}
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private updateUnitsSprites() {
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const unitsToUpdate = this.game
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.updatesSinceLastTick()
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?.[GameUpdateType.Unit]?.map((unit) => this.game.unit(unit.id));
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unitsToUpdate
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?.filter((UnitView) => isSpriteReady(UnitView.type()))
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.forEach((unitView) => {
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this.clearUnitCells(unitView);
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});
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unitsToUpdate?.forEach((unitView) => {
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this.onUnitEvent(unitView);
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});
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}
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private clearUnitCells(unit: UnitView) {
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const sprite = getColoredSprite(unit, this.theme);
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const clearsize = sprite.width + 1;
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const lastX = this.game.x(unit.lastTile());
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const lastY = this.game.y(unit.lastTile());
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this.context.clearRect(
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lastX - clearsize / 2,
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lastY - clearsize / 2,
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clearsize,
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clearsize,
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);
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}
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private relationship(unit: UnitView): Relationship {
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if (this.myPlayer == null) {
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return Relationship.Enemy;
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@@ -419,8 +448,6 @@ export class UnitLayer implements Layer {
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drawSprite(unit: UnitView, customTerritoryColor?: Colord) {
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const x = this.game.x(unit.tile());
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const y = this.game.y(unit.tile());
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const lastX = this.game.x(unit.lastTile());
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const lastY = this.game.y(unit.lastTile());
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let alternateViewColor = null;
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@@ -457,15 +484,6 @@ export class UnitLayer implements Layer {
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alternateViewColor,
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);
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const clearsize = sprite.width + 1;
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this.context.clearRect(
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lastX - clearsize / 2,
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lastY - clearsize / 2,
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clearsize,
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clearsize,
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);
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if (unit.isActive()) {
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this.context.drawImage(
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sprite,
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