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Level editor is really laggy if I use too much links, and too long paths #60

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pampogokiraly opened this issue Oct 16, 2020 · 2 comments

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@pampogokiraly
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Hi!
I really like to create out-of-the-box levels Without scripting, but that means, i have to link together millions of buttons, and levers to moving blocks. And i also have to make really long paths for my moving blocks.
All of this leads to very big lag. Could you please add maybe a setting to make the arrows a whole less laggier (don't make them animated, etc...)? :D
Here are some examples on what i mean by "a LOT of links and paths":

(Games levelpack, level 4, chess):
stilltoomanyarrows_mnms
(Dungeon crawling full version, under construction. Not yet out to public):
toomanyarrows_mnms

Thank you :)

@pampogokiraly pampogokiraly changed the title Level editor is really laggy if I make levels... Level editor is really laggy if I use too much links, and too long paths Oct 16, 2020
@SanskritFritz
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As a workaround I commented out these lines in Functions.cpp:

	//Now draw arrows on it
// 	for(double p=offset;p<length;p+=spacing){
// 		drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
//             int(x1+(p-xsize)*dx-ysize*dy+0.5),int(y1+(p-xsize)*dy+ysize*dx+0.5),renderer,color);
// 		drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
//             int(x1+(p-xsize)*dx+ysize*dy+0.5),int(y1+(p-xsize)*dy-ysize*dx+0.5),renderer,color);
// 	}

Of course this is not ideal, since the moving arrows do provide valuable information. But the lag has been cured for sure 😄

@pampogokiraly
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Here is an idea on how this setting could be implemented:
lolarrowgobrrrr

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