examples/doom: refactor fire pixel update loops and intensity logic (#3295)

Replaced for-loops in updateFirePixels with range-based loops for clarity. Simplified newI calculation in updateFireIntensityPerPixel using max().
This commit is contained in:
iliya
2025-08-10 17:42:45 +09:00
committed by GitHub
parent b262191c79
commit b276393b53
+3 -6
View File
@@ -87,8 +87,8 @@ func NewGame() *Game {
} }
func (g *Game) updateFirePixels() { func (g *Game) updateFirePixels() {
for i := 0; i < screenWidth; i++ { for i := range screenWidth {
for j := 0; j < screenHeight; j++ { for j := range screenHeight {
idx := i + (screenWidth * j) idx := i + (screenWidth * j)
g.updateFireIntensityPerPixel(idx) g.updateFireIntensityPerPixel(idx)
} }
@@ -102,10 +102,7 @@ func (g *Game) updateFireIntensityPerPixel(currentPixelIndex int) {
} }
d := rand.IntN(3) d := rand.IntN(3)
newI := int(g.indices[below]) - d newI := max(int(g.indices[below])-d, 0)
if newI < 0 {
newI = 0
}
if currentPixelIndex-d < 0 { if currentPixelIndex-d < 0 {
return return