I'm working on an HTML5-canvas game, where the map is randomly generated 10px by 10px tiles which the player can then dig and build upon. The tiles are stored in an array of objects and a small map contains about 23000 tiles. My collision detection function checks the players position against all non-air tiles every run through (using requestAnimationFrame()), and it works perfectly but I feel like it's CPU intensive. Collision function is as follows (code came from an online tutorial):
function colCheck(shapeA, shapeB) {
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = null;
// if the x and y vector are less than the half width or half height, they we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
// figures out on which side we are colliding (top, bottom, left, or right)
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
};
Then within my update function I run this function with the player and tiles as arguments:
for (var i = 0; i < tiles.length; i++) {
//the tiles tag attribute determines rendering colour and how the player can interact with it ie. dirt, rock, etc.
//anything except "none" is solid and therefore needs collision
if (tiles[i].tag !== "none") {
dir = colCheck(player, tiles[i]);
if (dir === "l"){
player.velX = 0;
player.jumping = false;
} else if (dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -0.3;
}
}
};
So what I'm wondering is if I only check tiles within a certain distance from the player using a condition like Math.abs(tiles[i].x - player.x) < 100 and the same for y, should that make the code more efficient because it will be checking collision against fewer tiles or or is it less efficient to be checking extra parameters?
And if that's difficult to saying without testing, how do I go about finding how well my code is running?