Add ProfilingList & use it in Player.
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@ -4,7 +4,7 @@ using System.Collections.Generic;
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namespace SemiColinGames {
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public static class Line {
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public static void Rasterize(Point p1, Point p2, List<Point> result) {
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public static void Rasterize(Point p1, Point p2, IList<Point> result) {
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Line.Rasterize(p1.X, p1.Y, p2.X, p2.Y, result);
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}
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@ -14,7 +14,7 @@ namespace SemiColinGames {
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// https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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// http://members.chello.at/~easyfilter/bresenham.html
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// http://members.chello.at/~easyfilter/Bresenham.pdf (section 1.6)
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public static void Rasterize(int x1, int y1, int x2, int y2, List<Point> result) {
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public static void Rasterize(int x1, int y1, int x2, int y2, IList<Point> result) {
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int dx = Math.Abs(x2 - x1);
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int stepX = x1 < x2 ? 1 : -1;
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int dy = -Math.Abs(y2 - y1);
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@ -36,9 +36,9 @@ namespace SemiColinGames {
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private float invincibilityTime = 0;
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// For passing into Line.Rasterize() during movement updates.
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private readonly List<Point> movePoints = new List<Point>(100);
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private readonly IList<Point> movePoints = new ProfilingList<Point>(32, "Player.movePoints");
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// Possible hitboxes for player <-> obstacles.
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private readonly List<AABB> candidates = new List<AABB>(10);
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private readonly IList<AABB> candidates = new ProfilingList<AABB>(8, "Player.candidates");
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public Player(Vector2 position, int facing) {
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this.position = position;
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81
Shared/ProfilingList.cs
Normal file
81
Shared/ProfilingList.cs
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@ -0,0 +1,81 @@
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using System.Collections;
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using System.Collections.Generic;
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namespace SemiColinGames {
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// An IList<T>, backed by a List<T>, that prints out a debug message any time that the Capacity
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// of the underlying List changes.
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public class ProfilingList<T> : IList<T> {
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private List<T> items;
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private int previousCapacity;
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private string name;
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public ProfilingList(int capacity, string name) {
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items = new List<T>(capacity);
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previousCapacity = capacity;
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this.name = name;
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}
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public void Add(T item) {
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items.Add(item);
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if (items.Capacity != previousCapacity) {
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Debug.WriteLine($"{name} capacity: {previousCapacity} -> {items.Capacity}");
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previousCapacity = items.Capacity;
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}
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}
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public void Insert(int index, T item) {
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items.Insert(index, item);
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if (items.Capacity != previousCapacity) {
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Debug.WriteLine($"{name} capacity: {previousCapacity} -> {items.Capacity}");
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previousCapacity = items.Capacity;
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}
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}
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public bool IsReadOnly {
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get { return false; }
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}
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// Everything below this point is boilerplate delegation to the underlying list.
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public void Clear() {
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items.Clear();
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}
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public bool Contains(T item) {
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return items.Contains(item);
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}
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public int Count {
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get => items.Count;
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}
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public int IndexOf(T item) {
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return items.IndexOf(item);
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}
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public bool Remove(T item) {
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return items.Remove(item);
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}
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public void CopyTo(T[] array, int arrayIndex) {
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items.CopyTo(array, arrayIndex);
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}
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public void RemoveAt(int index) {
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items.RemoveAt(index);
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}
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public T this[int index] {
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get { return items[index]; }
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set { items[index] = value; }
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}
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public IEnumerator<T> GetEnumerator() {
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return items.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator() {
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return items.GetEnumerator();
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}
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}
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}
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@ -13,6 +13,7 @@
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<Compile Include="$(MSBuildThisFileDirectory)ExtensionMethods.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)FSM.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)ProfilingList.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Sprites.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Strings.cs" />
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