optimize clearing lines by using pointers to define the row order

This commit is contained in:
2025-01-29 11:56:07 +01:00
parent 1a342d764c
commit d0ba27ee0f
5 changed files with 59 additions and 32 deletions

View File

@@ -3,7 +3,9 @@
#include <SDL_scancode.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "../main.h"
#include "../window/colour.h"
@@ -11,32 +13,58 @@
#include "tetromino/placing.h"
static void clear_row(Row* row, uint8_t y) {
// move the rows down from the specified height
for (; y > 0; y--)
memcpy(row[y].columns, row[y - 1].columns, COLUMNS * sizeof(Colour));
void game_init(GameData* const game_data) {
// zero-initialize the game data
*game_data = (GameData){0};
memset(row[0].columns, NONE, sizeof(Colour));
// write the pointer information for the rows
for (uint8_t i = 0; i < ROWS; i++)
game_data->row[i] = game_data->row_raw[i];
// set a random seed using the system clock
srand(time(NULL));
}
static bool is_filled(CRow row) {
for (uint8_t x = 0; x < COLUMNS; x++) {
if (row[x].packed == NONE) {
return false;
}
}
return true;
}
static inline void set_row(Row* rows, const uint8_t y, Row row) {
rows[(ROWS - 1) - y] = row;
}
static void clear_rows(Row* row) {
// start at the lowest row
// integer will wrap
for (uint8_t y = ROWS - 1; y < ROWS; y--) {
Row* crow = &row[y]; // the current row
bool nfilled = false; // whether this row is filled
uint8_t filled_rows = 0;
// loop through all the columns or till nfilled is true
for (uint8_t x = 0; x < COLUMNS; x++) {
if (crow->columns[x].packed == NONE) {
nfilled = true;
break;
}
// loop through each row
for (uint8_t y = 0; y < ROWS; y++) {
// zero out the row instead if we've reached the top rows
if ((ROWS - y) <= filled_rows) {
for (uint8_t x = 0; x < COLUMNS; x++)
row[filled_rows--][x].packed = 0; // use filled_rows as the y index and decrease them as we go.
continue;
}
// continue if the row isn;t filled
if (!nfilled)
clear_row(crow, y);
// get the row we currently need to check
Row crow = filled_rows > 0
? row[y + filled_rows]
: row[y];
// set the current y to the current row
Row row_cache = row[y];
set_row(row, y, crow);
if (!is_filled(crow)) continue;
// write the cached row to the top if we know that the current row pointer will be lost
row[filled_rows] = row_cache;
filled_rows++;
}
}
@@ -66,5 +94,5 @@ void game_update(GameData* game_data, const uint8_t* keys) {
update_input(game_data, keys);
// tmp_set_random(game_data);
// tmp_set_all(game_data);
tmp_set_all(game_data);
}

View File

@@ -15,15 +15,14 @@ typedef struct {
uint8_t y;
} SelectedShape;
typedef struct {
Colour columns[COLUMNS];
} Row;
typedef const Colour* CRow;
typedef Colour* Row;
typedef struct {
SelectedShape selected;
Row row[ROWS];
Colour* row[ROWS]; // stores how to interpert the raw level data
Colour row_raw[ROWS][COLUMNS]; // stores the raw level data
} GameData;
// updates the game's state
void game_update(GameData* game_data, const uint8_t* keys);
void game_init(GameData* game_data); // initializes the game
void game_update(GameData* game_data, const uint8_t* keys); // updates the game's state

View File

@@ -19,7 +19,7 @@ static void set_shape_i(Row* row, const ShapeId id, const uint8_t pos_x) {
for (uint8_t x = 0; x < SHAPE_WIDTH; x++)
if (is_set(shape_row, x))
row[y].columns[x + pos_x] = colour;
row[y][x + pos_x] = colour;
}
}

View File

@@ -43,8 +43,8 @@ static void init(void) {
return;
}
// set a random seed using the system clock
srand(time(NULL));
// initialize the game
game_init(&game_data);
// initialize audio
// AudioDevice* audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);

View File

@@ -74,8 +74,8 @@ void renderer_update(const RenderData* render_data) {
Row row = data->row[y];
for (uint8_t x = 0; x < COLUMNS; x++) {
if (row.columns[x].packed != 0) {
set_colour(renderer, row.columns[x]);
if (row[x].packed != 0) {
set_colour(renderer, row[x]);
success |= draw_block(renderer, x, y);
}
}