They should be in separate threads.

On Tue, May 24, 2011 at 8:42 AM, neuromit <[email protected]> wrote:

>
> Also do you mean that they should be split into separate threads or
> just separate methods?
>
> On May 24, 11:25 am, neuromit <[email protected]> wrote:
> > Thank you both for your suggestions, they are really helpful.   I was
> > able to optimise my code quite a bit.
> >
> > My collision detection is pretty primitive, so I'll definitely try to
> > improve that.
> >
> > public boolean detectCollision(Point target, int dist)
> > {
> >         return (Math.abs(this.x - target.x)<=dist && Math.abs(this.y -
> > target.y)<=dist);
> >
> > }
> >
> > @Danie, you mentioned that I should split the drawing form the
> > animation code; What are the benefits of doing this? as both drawing
> > and moving are driven by the same loop?
> >
> > On May 24, 8:33 am, Daniel Drozdzewski <[email protected]>
> > wrote:
> >
> >
> >
> >
> >
> >
> >
> > > Stuart,
> >
> > > There are few fixes straight away:
> >
> > >  - Have a predefined Paint object for your dots and use that instead
> > > of creating new Paint object each time you enter drawDots()
> > >  - assign dots.size() to a local variable and keep testing that
> > > variable in the for loop, rather than calling size() method with each
> > > operation
> > >  - don't detect collisions in your drawing code
> > > - worth testing whether Canvas.drawBitmap() (cached bitmap of a dot)
> > > could be quicker than Canvas.drawCircle(); first one only copies
> > > memory byte by byte, while second does some computation too
> > > - and finally as String said: profile it
> >
> > > Then you have to think:
> > >  - how complex is your collision detection? it has to be optimised and
> > > you should not be iterating through all dots testing for potential
> > > collision with PacMan; if you think about it, your dots don't move and
> > > PacMan moves incrementally; there are few clever strategies that you
> > > could use; in general collision detection optimisation strategies are
> > > not trivial, but I am sure you could find something that would work
> > > well for you and would not be too hard to implement;
> >
> > > have a look here as an entry to possible ideas:
> http://en.wikipedia.org/wiki/Collision_detection
> >
> > > On Tue, May 24, 2011 at 12:57 PM, neuromit <[email protected]>
> wrote:
> > > > I'm writing a pacman style game that has a lot of things to be drawn,
> > > > namely, the dots that pacman likes to eat.
> >
> > > > I'm finding that the drawing of the dots is greatly hampering the
> > > > performance of the game. If I turn them off my app consumes much
> fewer
> > > > cpu cycles than if they are left on.
> >
> > > > here is the code i'm using to draw the dots:
> http://paste2.org/p/1432169
> >
> > > >  void drawDots(Canvas c) {
> > > >                if (!this.drawDots)
> > > >                        return;
> >
> > > >                Paint p = new Paint(mPaint);
> > > >                p.setColor(this.dotColor);
> > > >                for (int i=0; i<dots.size(); i++)
> > > >            {
> > > >                        Dot d = dots.get(i);
> > > >                if (this.pacdroid.detectCollision(d))
> > > >                        d.disableDot();
> > > >                if (d.enabled)
> > > >                        c.drawCircle(d.x, d.y,d.r, p);
> > > >                //dots.get(i).draw(c, p);
> > > >            }
> > > >        }
> >
> > > > --
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> >
> > > --
> > > Daniel Drozdzewski
>
> --
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-- 
~ Jeremiah:9:23-24
Android 2D MMORPG: http://solrpg.com/,
http://www.youtube.com/user/revoltingx

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