Description:
Small tweak for performance.
Did some easy changes that seem to make a small difference.
Commit status:
[Not Reviewed]
References:
Diff options:
Comments:
0 Commit comments
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Unresolved TODOs:
There are no unresolved TODOs
@@ -723,9 +723,9 | |||
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723 | 723 | |
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724 | 724 | for (int i = 0; i < this.simulation.map.MapHeight; i++) |
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725 | 725 | { |
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726 |
for (int j = 0; j < this.simulation.map.MapWidth; j |
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726 | for (int j = 0; j < this.simulation.map.MapWidth; j++) | |
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727 | 727 | { |
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728 |
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728 | drawTileAt(i, j, 1, 1, Color.White, batch); | |
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729 | 729 | this.tilesDrawn++; |
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730 | 730 | } |
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731 | 731 | } |
@@ -836,27 +836,32 | |||
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836 | 836 | stopWatch2 = new Stopwatch(); |
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837 | 837 | stopWatch2.Start(); |
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838 | 838 | #region draw_trees |
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839 | //Pulling these out seems to make it marginally faster. | |
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840 | List<isometricparkfna.CellMap.Cell> row; | |
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841 | Cell curent_cell; | |
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839 | 842 | if (this.showTrees) { |
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840 | 843 | for (int i = 0; i < this.simulation.map.MapHeight; i++) |
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841 | 844 | { |
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845 | row = this.simulation.map.cells[i]; | |
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842 | 846 | for (int j = 0; j < this.simulation.map.MapWidth; j += 1) |
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843 | 847 | { |
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844 | if (this.simulation.map.cells[i][j].HasTree) | |
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848 | curent_cell = row[j]; | |
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849 | if (curent_cell.HasTree) | |
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845 | 850 | { //until we actually simulate: |
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846 |
if ( |
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851 | if (curent_cell.Type == TreeType.GenericDeciduous) { | |
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847 | 852 | drawTileAt(i, j, 252, 2); // 142, , 262 |
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848 | 853 | } |
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849 |
else if ( |
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854 | else if (curent_cell.Type == TreeType.Oak) { | |
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850 | 855 | drawTileAt(i, j, 142, 2); |
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851 | 856 | } |
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852 |
else if ( |
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857 | else if (curent_cell.Type == TreeType.GenericShrub) { | |
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853 | 858 | drawTileAt(i, j, 210, 2); |
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854 | 859 | } |
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855 | 860 | else { |
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856 | 861 | drawTileAt(i, j, 122, 2); //122, 203, 221 |
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857 | 862 | } |
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858 | 863 | } |
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859 |
else if ( |
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864 | else if (curent_cell.Status == CellStatus.DeadTree) { | |
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860 | 865 | drawTileAt(i, j, 141, 2); |
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861 | 866 | } |
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862 | 867 | } |
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