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optimize/draw-performance
Pacman-Project/pacman-project/adt
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joren eb309b74b1 Optimize(Game): Wire level change events to draw dirty flags
On start!, connects level's coin/maze change callbacks to the draw
ADT's mark-coins-dirty! and mark-maze-dirty! methods. This completes
the event chain: level state change -> dirty flag -> redraw next frame.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-23 11:21:31 +01:00
..
draw.rkt
Optimize(Draw): Skip unchanged elements in draw callback
2026-03-23 11:21:20 +01:00
game.rkt
Optimize(Game): Wire level change events to draw dirty flags
2026-03-23 11:21:31 +01:00
key.rkt
Refactor(Structure): Move ADTs into adt/ folder, rename spel.rkt to main.rkt
2026-03-23 11:11:08 +01:00
level.rkt
Optimize(Level): Add change notification callbacks for draw invalidation
2026-03-23 11:21:26 +01:00
maze.rkt
Refactor(Structure): Move ADTs into adt/ folder, rename spel.rkt to main.rkt
2026-03-23 11:11:08 +01:00
pacman.rkt
Refactor(Structure): Move ADTs into adt/ folder, rename spel.rkt to main.rkt
2026-03-23 11:11:08 +01:00
position.rkt
Refactor(Structure): Move ADTs into adt/ folder, rename spel.rkt to main.rkt
2026-03-23 11:11:08 +01:00
score.rkt
Refactor(Structure): Move ADTs into adt/ folder, rename spel.rkt to main.rkt
2026-03-23 11:11:08 +01:00
timer.rkt
Refactor(Structure): Move ADTs into adt/ folder, rename spel.rkt to main.rkt
2026-03-23 11:11:08 +01:00
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