implemented pooling, crazy good performance
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@@ -6,7 +6,7 @@ import org.lumijiez.bugger.entities.Entity;
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public abstract class Projectile extends Entity {
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private float timeAlive = 0f;
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protected float timeAlive = 0f;
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public Projectile(World world, String texturePath, float size) {
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super(world, texturePath, size);
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@@ -61,4 +61,9 @@ public abstract class Projectile extends Entity {
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public void render() {
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super.render();
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}
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@Override
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public void destroy() {
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markedToDestroy = true;
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}
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}
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@@ -5,19 +5,36 @@ import com.badlogic.gdx.physics.box2d.*;
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import org.lumijiez.bugger.Bugger;
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public class Ray extends Projectile {
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float speed = 5000f;
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public Ray(World world) {
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super(world,"images/blaze.png", 5f);
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this.body.setUserData(this);
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}
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public Ray(World world, Vector2 position, Vector2 direction) {
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super(world, position, direction, "images/blaze.png", 5f);
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this.body.setUserData(this);
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}
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public Ray(World world, Vector2 position, Vector2 direction, float speed) {
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super(world, position, direction, "images/blaze.png", 5f, speed);
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this.speed = speed;
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this.body.setUserData(this);
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}
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public void init(Vector2 position, Vector2 direction) {
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this.body.setTransform(position, (float) (direction.angleRad() + Math.toRadians(270f)));
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this.body.setLinearVelocity(direction.nor().scl(speed));
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}
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public void reset() {
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timeAlive = 0f;
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markedToDestroy = false;
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this.body.setLinearVelocity(Vector2.Zero);
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this.body.setTransform(Vector2.Zero, 0f);
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}
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@Override
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public void render() {
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sprite.setOrigin(size / 2, size / 2);
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@@ -25,16 +25,16 @@ public class CleanupHandler {
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public void tryClean() {
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Array<Entity> entities = entitiesToDestroy;
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Array<Projectile> projectiles = ProjectileHandler.getInstance().getProjectiles();
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//Array<Projectile> projectiles = ProjectileHandler.getInstance().getDeployedProjectiles();
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List<EnemyEntity> enemies = EnemyHandler.getInstance().getEnemies();
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World world = Bugger.getInstance().getWorld();
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for (Entity entity : entities) {
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world.destroyBody(entity.getBody());
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if (entity instanceof Projectile) {
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projectiles.removeValue((Projectile) entity, true);
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}
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// if (entity instanceof Projectile) {
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// projectiles.removeValue((Projectile) entity, true);
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// }
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if (entity instanceof EnemyEntity) {
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ParticleHandler.getInstance().playEffect(entity.getBody().getPosition().x, entity.getBody().getPosition().y);
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@@ -18,7 +18,7 @@ public class InputHandler {
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}
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public void handleInput() {
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if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {
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if (Gdx.input.isButtonJustPressed(Input.Buttons.LEFT)) {
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ProjectileHandler.getInstance().shootRay();
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}
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@@ -27,7 +27,7 @@ public class InterfaceHandler {
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OrthographicCamera uiCam = CameraHandler.getInstance().getUICamera();
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int kills = Bugger.kills;
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int enemies = EnemyHandler.getInstance().getEnemies().size();
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int projectiles = ProjectileHandler.getInstance().getProjectiles().size;
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int projectiles = ProjectileHandler.getInstance().getDeployedProjectiles().size;
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int bodies = Bugger.getInstance().getWorld().getBodyCount();
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uiBatch.begin();
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@@ -6,14 +6,20 @@ import com.badlogic.gdx.math.Vector3;
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import com.badlogic.gdx.utils.Array;
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import org.lumijiez.bugger.Bugger;
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import org.lumijiez.bugger.entities.Player;
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import org.lumijiez.bugger.entities.weapons.Projectile;
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import org.lumijiez.bugger.entities.weapons.Ray;
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public class ProjectileHandler {
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private final Array<Projectile> projectiles = new Array<>();
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private final Array<Ray> deployedProjectiles = new Array<>();
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private final Array<Ray> freeProjectiles = new Array<>();
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private static ProjectileHandler instance;
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private ProjectileHandler() {}
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private static final int INITIAL_PROJECTILES = 50;
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private ProjectileHandler() {
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for (int i = 0; i < INITIAL_PROJECTILES; i++) {
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freeProjectiles.add(new Ray(Bugger.getInstance().getWorld()));
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}
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}
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public static ProjectileHandler getInstance() {
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if (instance == null) {
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@@ -23,12 +29,16 @@ public class ProjectileHandler {
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}
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public void cycle(float delta) {
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for (Projectile arrow : projectiles) {
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if (!arrow.isMarkedToDestroy()) {
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arrow.update(delta);
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arrow.render();
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for (int i = 0; i < deployedProjectiles.size; i++) {
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Ray ray = deployedProjectiles.get(i);
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if (!ray.isMarkedToDestroy()) {
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ray.update(delta);
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ray.render();
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} else {
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CleanupHandler.getInstance().getEntitiesToDestroy().add(arrow);
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ray.reset();
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freeProjectiles.add(ray);
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deployedProjectiles.removeIndex(i);
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i--;
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}
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}
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}
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@@ -44,15 +54,26 @@ public class ProjectileHandler {
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Vector2 playerPos = Player.getInstance().getPosition();
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direction.set(mousePosition.x, mousePosition.y).sub(playerPos).nor();
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projectiles.add(new Ray(Bugger.getInstance().getWorld(), playerPos, direction));
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shootRay(playerPos, direction, 20f);
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}
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public void shootRay(Vector2 position, Vector2 direction, float speed) {
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projectiles.add(new Ray(Bugger.getInstance().getWorld(), position, direction, speed));
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Ray projectile;
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if (freeProjectiles.size > 0) {
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projectile = freeProjectiles.pop();
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} else if (deployedProjectiles.size > 0) {
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projectile = deployedProjectiles.first();
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deployedProjectiles.removeIndex(0);
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} else {
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return;
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}
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projectile.init(position, direction.nor().scl(speed));
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deployedProjectiles.add(projectile);
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}
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public Array<Projectile> getProjectiles() {
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return projectiles;
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public Array<Ray> getDeployedProjectiles() {
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return deployedProjectiles;
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}
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}
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