Trying to render faster...

This commit is contained in:
2023-07-30 23:40:24 +10:00
parent ad0539be68
commit b3179d96f2
2 changed files with 11 additions and 10 deletions

View File

@@ -12,7 +12,6 @@ fn onDraw(node: opaque) {
var posX: int const = node.getNodeWorldPositionX(); var posX: int const = node.getNodeWorldPositionX();
var posY: int const = node.getNodeWorldPositionY(); var posY: int const = node.getNodeWorldPositionY();
//draw everything at twice the original size
var scaleX: float const = node.getNodeWorldScaleX(); var scaleX: float const = node.getNodeWorldScaleX();
var scaleY: float const = node.getNodeWorldScaleY(); var scaleY: float const = node.getNodeWorldScaleY();

View File

@@ -20,22 +20,22 @@ var CELL_COUNT_X: int const = 3;
var CELL_COUNT_Y: int const = 3; var CELL_COUNT_Y: int const = 3;
var tilemap: [int] = null;
//lifecycle functions //lifecycle functions
fn onLoad(node: opaque) { fn onLoad(node: opaque) {
//load the atlas into this node //load the atlas into this node
node.loadNodeTexture("sprites:/tileset.png"); node.loadNodeTexture("sprites:/tileset.png");
}
fn setTilemap(node: opaque, t: [int]) {
assert t, "provided tilemap is null (in setTilemap)";
tilemap = t;
//create a child as a render target //create a child as a render target
var child = node.loadChildNode("scripts:/tilemap/renderer-child.toy"); var child: opaque = node.loadChildNode("scripts:/tilemap/renderer-child.toy");
child.createNodeTexture(CELL_WIDTH * CELL_COUNT_X * TILE_PIXEL_WIDTH, CELL_HEIGHT * CELL_COUNT_Y * TILE_PIXEL_HEIGHT); child.createNodeTexture(CELL_WIDTH * CELL_COUNT_X * TILE_PIXEL_WIDTH, CELL_HEIGHT * CELL_COUNT_Y * TILE_PIXEL_HEIGHT);
}
fn setTilemap(node: opaque, tilemap: [int]) {
assert tilemap, "provided tilemap is null (in setTilemap)";
print "start setting tilemap";
var child: opaque = node.getChildNode(0);
setRenderTarget(child); setRenderTarget(child);
//draw the tilemap to the child //draw the tilemap to the child
@@ -65,4 +65,6 @@ fn setTilemap(node: opaque, t: [int]) {
//reset the render target to the screen //reset the render target to the screen
setRenderTarget(null); setRenderTarget(null);
print "finished setting tilemap";
} }