[ ObjectPool ]
add flag ‘auto-increase’ for GetAvailable:T()
[ DrawData : ImageSet ]
move call of ‘_drawData.GetSize( 0 )/1’ outside of for declaration (is it calls every step?)
Monkey
1
2
ForLocalrenderState:=0Until _drawData.GetSize(0)
ForLocalframe:=0Until _drawData.GetSize(1)
and for all other places where using 2-dim arrays (PathFinder, Layer)
[ Message ]
better to use Eachin for _messages instead of until
Scenegraph
[ Camera : _DrawLayers ]
1. 3-times call for _scene._layers.Get( i ), better to store it in local var, so it was called 1-time
2. better to use Eachin here
^ the same: Camera._UpdateLayers, Scene.Draw / GetLayer / etc
[ Emitter ]
Local obj:=LoadString( filePath ).Replace( “~n~r”,”~n” ).Trim().Split( “~n~n” )
Usually there is ~r~n endings, not ~n~r in text files on Windows.
and why split by ~n~n , but singe ~n?
^ the same: SceneLoader.Load
[ LayerSprite : Flip ]
there are unnecessary checks for “flippedXY=-1” inside of “If flippedXY=-1” block.
Gui
better to use Eachin (many places).
call _members.Get( i ) – many times per one loop step (Eachin will fix that)
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Please, tell me if using of stack.Get( i ) better than Eachin. At a first look – Get() don’t create new iterator object..