Reputation: 423
Another quick question if anyone is up to it. I have this code:
for(int cy = 0; cy < 3; cy++) {
for(int cx = 0; cx < 3; cx++) {
for(int y = 0; y < 16; y++) {
for(int x = 0; x < 16; x++) {
g2D.drawImage(Tiles.tileImages.get(C0.chunk[x][y][cx][cy]),
C0.cX[cx][cy] * cspcr + (blckspcr * x) + width - pXspcr,
C0.cY[cx][cy] * cspcr + (blckspcr * y) + height - pYspcr + (int)(24.25 * zoom),
blckspcr, blckspcr, null);
if(C0.chunk[x][y][cx][cy].equals("a05")) {
g2D.drawImage(Tiles.treetop,
C0.cX[cx][cy] * cspcr + (blckspcr * x) + width - pXspcr,
C0.cY[cx][cy] * cspcr + (blckspcr * y) + height - pYspcr + (int)(24.25 * zoom) - blckspcr,
blckspcr, blckspcr, null);
}
}
}
}
}
but my problem is, it creates an incredibly large amount lag in my application. Is there any way where I could avoid using the large amounts of loops I have or possibly speed it up? The image it is drawing first is grabbing blocks from chunks in a 4D array of strings and gets images from a hashmap based on the string and then it draws the image using a bunch of numbers. If anyone can help I would greatly appreciate it. Thanks!
Upvotes: 0
Views: 281
Reputation: 6536
You need to store your data in a different way (a 4D array is almost always a bad idea).
You can begin replacing those 4D array of strings by maybe a hash if its fits your usecase (then you'd only have one loop).
Upvotes: 1