From 1ee2a8c0edf506e50587b6b5cfe90077c9f5d8ae Mon Sep 17 00:00:00 2001 From: Justin Worthe Date: Mon, 14 May 2018 23:38:47 +0200 Subject: Fixed bug in unoccupied cell implementation This optimization lead to a 50% speedup. --- src/engine/mod.rs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/engine/mod.rs b/src/engine/mod.rs index 24a5a7e..f8a456f 100644 --- a/src/engine/mod.rs +++ b/src/engine/mod.rs @@ -58,10 +58,10 @@ pub struct Missile { impl GameState { pub fn new(player: Player, opponent: Player, player_buildings: Vec, opponent_buildings: Vec, player_missiles: Vec, opponent_missiles: Vec, settings: &GameSettings) -> GameState { let unoccupied_player_cells = GameState::unoccupied_cells( - &player_buildings, Point::new(0, settings.size.x/2), Point::new(0, settings.size.y) + &player_buildings, Point::new(0, 0), Point::new(settings.size.x/2, settings.size.y) ); let unoccupied_opponent_cells = GameState::unoccupied_cells( - &opponent_buildings, Point::new(settings.size.x/2, settings.size.x), Point::new(0, settings.size.y) + &opponent_buildings, Point::new(settings.size.x/2, 0), Point::new(settings.size.x, settings.size.y) ); GameState { status: GameStatus::Continue, -- cgit v1.2.3