Simplified for loops in render systems.

This commit is contained in:
Marvin Blum
2016-08-19 00:04:05 +02:00
parent 69886eff00
commit bc624295be
5 changed files with 42 additions and 42 deletions

View File

@@ -80,14 +80,14 @@ func (c *Culling2D) GetName() string {
// Updates visibility of all contained sprites.
func (c *Culling2D) Update(delta float64) {
for i := range c.cullables {
if c.cullables[i].Pos.X > c.viewport.Z ||
c.cullables[i].Pos.X+c.cullables[i].Size.X < c.viewport.X ||
c.cullables[i].Pos.Y > c.viewport.W ||
c.cullables[i].Pos.Y+c.cullables[i].Size.Y < c.viewport.Y {
c.cullables[i].Visible = false
for _, cullable := range c.cullables {
if cullable.Pos.X > c.viewport.Z ||
cullable.Pos.X+cullable.Size.X < c.viewport.X ||
cullable.Pos.Y > c.viewport.W ||
cullable.Pos.Y+cullable.Size.Y < c.viewport.Y {
cullable.Visible = false
} else {
c.cullables[i].Visible = true
cullable.Visible = true
}
}
}