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Ensured the missiles and ball don't attempt to enqueue. Because I don't think they're supposed to.
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@ -725,7 +725,7 @@ template<class T> void TIA::draw_object_visible(T &object, const uint8_t collisi
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// an appropriate solution would probably be to capture the drawing request into a queue and honour them outside
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// this loop, clipped to the real output parameters. Assuming all state consumed by draw_pixels is captured,
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// and mutated now then also queueing resets and skips shouldn't be necessary.
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if(next_event_time > time_now)
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if(object.enqueues && next_event_time > time_now)
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{
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if(start < time_now)
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{
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@ -146,25 +146,6 @@ class TIA {
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bool is_moving;
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Object() : is_moving(false) {};
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void dequeue_pixels(uint8_t *const target, const uint8_t collision_identity, const int time_now)
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{
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// if(enqueued_start_ != enqueued_end_)
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// {
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// static_cast<T *>(this)->output_pixels(&target[enqueued_start_], enqueued_end_ - enqueued_start_, collision_identity);
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// enqueued_end_ = enqueued_start_ = 0;
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// }
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}
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void enqueue_pixels(const int start, const int end)
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{
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// enqueued_start_ = start;
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// enqueued_end_ = end;
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static_cast<T *>(this)->skip_pixels(end - start);
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}
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private:
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// int enqueued_start_, enqueued_end_;
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};
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// player state
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@ -178,6 +159,7 @@ class TIA {
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int graphic_index;
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int pixel_position;
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const bool enqueues = true;
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inline void skip_pixels(const int count)
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{
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@ -242,6 +224,7 @@ class TIA {
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struct HorizontalRun: public Object<HorizontalRun> {
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int pixel_position;
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int size;
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const bool enqueues = false;
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inline void skip_pixels(const int count)
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{
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@ -264,6 +247,9 @@ class TIA {
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}
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}
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void dequeue_pixels(uint8_t *const target, const uint8_t collision_identity, const int time_now) {}
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void enqueue_pixels(const int start, const int end) {}
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HorizontalRun() : pixel_position(0), size(1) {}
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};
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