more efficient tile collision testing?
This commit is contained in:
parent
cb157a9503
commit
074b57f76d
1 changed files with 11 additions and 4 deletions
|
@ -31,10 +31,17 @@ func (t *Tilemap) CollidesWith(r image.Rectangle) bool {
|
|||
if t.Ersatz {
|
||||
return false
|
||||
}
|
||||
// TODO: optimise?
|
||||
for j, row := range t.Map {
|
||||
for i, tile := range row {
|
||||
if tile == nil {
|
||||
|
||||
// If we round down r.Min, and round up r.Max, to the nearest tile
|
||||
// coordinates, that gives the full range of tiles to test.
|
||||
sm1 := t.TileSize - 1
|
||||
min := r.Min.Div(t.TileSize)
|
||||
max := r.Max.Add(image.Pt(sm1, sm1)).Div(t.TileSize)
|
||||
|
||||
for j := min.Y; j <= max.Y && j < len(t.Map); j++ {
|
||||
row := t.Map[j]
|
||||
for i := min.X; i <= max.X && i < len(row); i++ {
|
||||
if row[i] == nil {
|
||||
continue
|
||||
}
|
||||
if r.Overlaps(image.Rect(i*t.TileSize, j*t.TileSize, (i+1)*t.TileSize, (j+1)*t.TileSize)) {
|
||||
|
|
Loading…
Reference in a new issue