Optimize(Draw): Skip unchanged elements in draw callback

Previously every frame: cleared+redrawed 868 cells for coins, cleared+
redrawed all UI text, emptied+recreated pause layer, and swapped key
sprites repeatedly.

Now uses dirty flags and cached values:
- Coins: only redrawn when coins-dirty? is set (on coin eat/key pickup)
- Maze: only redrawn when a door is removed
- UI: only redrawn when score or time string actually changes
- Key: sprite swap happens exactly once, not every frame
- Pause: layer only modified when paused? state transitions

Exposes mark-coins-dirty! and mark-maze-dirty! messages so the game
ADT can signal changes from the level.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
joren
2026-03-23 11:21:20 +01:00
parent 4c98ca61c5
commit 5b43b3c8d5

View File

@@ -7,6 +7,10 @@
;; All graphics logic is isolated in this ADT. Game logic knows nothing about
;; pixels, windows, or sprites. Grid-to-pixel conversion happens exclusively
;; here.
;;
;; Performance: coins, UI, maze, key, and pause are only redrawn when their
;; underlying state changes. The draw callback tracks previous values and
;; skips unchanged elements.
(define-library (pacman-project adt draw)
(import (scheme base)
@@ -85,6 +89,17 @@
(define ui-tile (make-tile width height))
((ui-layer 'add-drawable!) ui-tile)
;;
;; Change tracking — skip redraws when state hasn't changed
;;
(define cached-score -1)
(define cached-time "")
(define cached-key-taken? #f)
(define key-sprite-swapped? #f)
(define cached-paused? #f)
(define coins-dirty? #t)
;;
;; Coordinate conversion
;;
@@ -102,8 +117,10 @@
;;
;; draw-maze! :: maze -> /
;; Draws all walls and doors.
;; Draws all walls and doors. Called once at startup and after door
;; removal — never per-frame.
(define (draw-maze! maze)
((maze-tile 'clear!))
((maze 'for-each-cell)
(lambda (row col cell-type)
(cond
@@ -123,7 +140,7 @@
"pink"))))))
;; draw-coins! :: maze -> /
;; Draws all coins in the maze.
;; Redraws all coins. Only called when coins-dirty? is true.
(define (draw-coins! maze)
((coins-tile 'clear!))
((maze 'for-each-cell)
@@ -137,15 +154,12 @@
"yellow")))))
;; draw-key! :: key -> /
;; Draws the key at its position, or shows it in UI if taken.
;; Swaps the key sprite once when taken. No-op on subsequent frames.
(define (draw-key! key-obj)
(if (key-obj 'taken?)
(begin
(when (and (key-obj 'taken?) (not key-sprite-swapped?))
((key-layer 'remove-drawable!) key-sprite)
((key-layer 'add-drawable!) key-ui-sprite))
(let ((pos (key-obj 'position)))
((key-sprite 'set-x!) (grid->pixel-x (pos 'col)))
((key-sprite 'set-y!) (grid->pixel-y (pos 'row))))))
((key-layer 'add-drawable!) key-ui-sprite)
(set! key-sprite-swapped? #t)))
;; animate-pacman! :: number -> /
;; Advances the Pac-Man sprite animation based on elapsed time.
@@ -156,26 +170,29 @@
(set! time-since-last-animation 0)))
;; draw-pacman! :: pacman -> /
;; Draws Pac-Man at its current position with correct rotation.
;; Updates Pac-Man position and rotation. Lightweight — just sets
;; properties on an existing sprite.
(define (draw-pacman! pacman)
(let* ((pos (pacman 'position))
(direction (pacman 'direction)))
;; Set position
((pacman-sprite 'set-x!) (grid->pixel-x (pos 'col)))
((pacman-sprite 'set-y!) (grid->pixel-y (pos 'row)))
;; Set rotation based on direction
(cond ((eq? direction 'right) ((pacman-sprite 'rotate!) rotation-right))
((eq? direction 'left) ((pacman-sprite 'rotate!) rotation-left))
((eq? direction 'up) ((pacman-sprite 'rotate!) rotation-up))
((eq? direction 'down) ((pacman-sprite 'rotate!) rotation-down)))))
;; draw-ui! :: score, timer -> /
;; Draws the score and time limit on screen.
;; Redraws score and time only when their values have changed.
(define (draw-ui! score timer)
(let ((current-score (score 'points))
(current-time ((timer 'format-time))))
(when (or (not (= current-score cached-score))
(not (string=? current-time cached-time)))
((ui-tile 'clear!))
;; Score
((ui-tile 'draw-text!)
(number->string (score 'points))
(number->string current-score)
score-text-size score-text-x score-text-y "white")
;; Separator line
((ui-tile 'draw-rectangle!)
@@ -184,30 +201,52 @@
((ui-tile 'draw-text!)
"Time remaining:" time-text-size time-label-x time-label-y "white")
((ui-tile 'draw-text!)
((timer 'format-time))
score-text-size time-value-x time-value-y "white"))
current-time
score-text-size time-value-x time-value-y "white")
;; Update cache
(set! cached-score current-score)
(set! cached-time current-time))))
;; draw-pause! :: boolean -> /
;; Shows or hides the pause screen.
;; Only redraws when pause state actually changes.
(define (draw-pause! paused?)
(when (not (eq? paused? cached-paused?))
((pause-layer 'empty!))
(when paused?
(let ((pause-tile (make-tile width height)))
((pause-layer 'add-drawable!) pause-tile)
((pause-tile 'draw-rectangle!) 0 90 670 height "black")
((pause-tile 'draw-text!) "Game Paused" 40 200 400 "red"))))
((pause-tile 'draw-text!) "Game Paused" 40 200 400 "red")))
(set! cached-paused? paused?)))
;; mark-coins-dirty! :: -> /
;; Called by the game when a coin is eaten, so coins are redrawn
;; next frame.
(define (mark-coins-dirty!)
(set! coins-dirty? #t))
;; mark-maze-dirty! :: -> /
;; Called by the game when a door is removed, so the maze is
;; redrawn next frame.
(define (mark-maze-dirty!)
(set! coins-dirty? #t))
;;
;; Main draw function
;;
;; draw-game! :: game -> /
;; Draws the full game (registered as draw callback).
;; Draws the full game. Only redraws changed elements.
(define (draw-game! game)
(let ((level (game 'level)))
;; Always update (lightweight sprite property sets)
(draw-pacman! (level 'pacman))
;; Only redraw when dirty / changed
(draw-key! (level 'key))
(when coins-dirty?
(draw-coins! (level 'maze))
(draw-maze! (level 'maze))
(set! coins-dirty? #f))
(draw-ui! (level 'score) (level 'timer))
(draw-pause! (level 'paused?))))
@@ -226,9 +265,10 @@
;; start-drawing! :: game -> /
;; Starts drawing by setting the draw callback.
(define (start-drawing! game)
;; Initial maze and coins draw (one-time)
;; Initial draw (one-time)
(draw-maze! ((game 'level) 'maze))
(draw-coins! ((game 'level) 'maze))
(set! coins-dirty? #f)
((window 'set-draw-callback!)
(lambda () (draw-game! game))))
@@ -241,6 +281,8 @@
((eq? msg 'set-key-callback!) set-key-callback!)
((eq? msg 'start-drawing!) start-drawing!)
((eq? msg 'animate-pacman!) animate-pacman!)
((eq? msg 'mark-coins-dirty!) mark-coins-dirty!)
((eq? msg 'mark-maze-dirty!) mark-maze-dirty!)
(else (error "Draw ADT -- Unknown message:" msg))))
dispatch-draw))))