refactor: optimize tilemap rendering and texture generation#46
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kimgh06
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Sep 15, 2025
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- Introduced CURSOR_COLORS constant for better readability.
- Simplified texture creation logic by adjusting key generation and canvas dimensions.
- Enhanced performance by memoizing text style creation and optimizing sprite rendering.
- Improved handling of out-of-bounds rendering for tiles.
- Updated resolution settings for the rendering stage.
- Introduced CURSOR_COLORS constant for better readability. - Simplified texture creation logic by adjusting key generation and canvas dimensions. - Enhanced performance by memoizing text style creation and optimizing sprite rendering. - Improved handling of out-of-bounds rendering for tiles. - Updated resolution settings for the rendering stage.
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Pull Request Overview
This PR optimizes tilemap rendering by improving performance through texture generation optimizations, sprite caching enhancements, and code refactoring for better maintainability.
- Introduced CURSOR_COLORS constant and optimized texture creation with improved key generation
- Enhanced sprite rendering performance through better caching and memoization strategies
- Improved out-of-bounds rendering checks and updated resolution settings
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…into featrue/tilemapRefactor
…and rendering logic - Moved CURSOR_COLORS constant inside the Tilemap function for better encapsulation. - Optimized texture creation by refining key generation and utilizing memoization for performance. - Introduced helper functions for visible bounds computation and tile edge snapping. - Improved handling of closed and flagged tiles with a pooling mechanism for better performance. - Updated rendering resolution settings for enhanced visual fidelity.
kimgh06
commented
Sep 15, 2025
…timized rendering logic - Added hexToRgb and lerp utility functions for color manipulation. - Refactored texture key generation for improved performance and consistency. - Updated tile edge snapping logic for better clarity and accuracy. - Improved handling of closed and flagged tiles with streamlined visibility management. - Enhanced overall rendering efficiency by optimizing sprite creation and caching mechanisms.
…lemap component - Simplified texture retrieval logic for closed tiles by using intermediate variables. - Enhanced clarity in the use of closed tile visibility management with direct reference to the current pool. - Improved consistency in texture access for boom and flag sprites by reducing redundancy in texture variable declarations. - Optimized number sprite handling by consolidating texture retrieval and cache logic.
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