Description:
Small tweak for performance. Did some easy changes that seem to make a small difference.
Commit status:
[Not Reviewed]
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r691:c453ca31e403 -

@@ -723,9 +723,9
723 723
724 724 for (int i = 0; i < this.simulation.map.MapHeight; i++)
725 725 {
726 for (int j = 0; j < this.simulation.map.MapWidth; j += 1)
726 for (int j = 0; j < this.simulation.map.MapWidth; j++)
727 727 {
728 drawTileAt(i, j, 1, 1, Color.White, batch);
728 drawTileAt(i, j, 1, 1, Color.White, batch);
729 729 this.tilesDrawn++;
730 730 }
731 731 }
@@ -836,27 +836,32
836 836 stopWatch2 = new Stopwatch();
837 837 stopWatch2.Start();
838 838 #region draw_trees
839 //Pulling these out seems to make it marginally faster.
840 List<isometricparkfna.CellMap.Cell> row;
841 Cell curent_cell;
839 842 if (this.showTrees) {
840 843 for (int i = 0; i < this.simulation.map.MapHeight; i++)
841 844 {
845 row = this.simulation.map.cells[i];
842 846 for (int j = 0; j < this.simulation.map.MapWidth; j += 1)
843 847 {
844 if (this.simulation.map.cells[i][j].HasTree)
848 curent_cell = row[j];
849 if (curent_cell.HasTree)
845 850 { //until we actually simulate:
846 if (this.simulation.map.cells[i][j].Type == TreeType.GenericDeciduous) {
851 if (curent_cell.Type == TreeType.GenericDeciduous) {
847 852 drawTileAt(i, j, 252, 2); // 142, , 262
848 853 }
849 else if (this.simulation.map.cells[i][j].Type == TreeType.Oak) {
854 else if (curent_cell.Type == TreeType.Oak) {
850 855 drawTileAt(i, j, 142, 2);
851 856 }
852 else if (this.simulation.map.cells[i][j].Type == TreeType.GenericShrub) {
857 else if (curent_cell.Type == TreeType.GenericShrub) {
853 858 drawTileAt(i, j, 210, 2);
854 859 }
855 860 else {
856 861 drawTileAt(i, j, 122, 2); //122, 203, 221
857 862 }
858 863 }
859 else if (this.simulation.map.cells[i][j].Status == CellStatus.DeadTree) {
864 else if (curent_cell.Status == CellStatus.DeadTree) {
860 865 drawTileAt(i, j, 141, 2);
861 866 }
862 867 }
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