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Showing results for tags 'leak'.
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Hi guys, I've been running profiles in Chrome dev tools on my game but having trouble making things run faster. I realize this is a hard question to ask, but can anyone point me in a direction of things to try? Play/test here: http://daverau.info/play/leafy-mobile/ - the game world is 50k pixels wide platform type game And uses arcade physics for Gravity - all assets are png retina so I'm scaling for high dpi but that doesn't seem to add my overhead - particle emitter is lightweight and doesn't seem to impact performance - I have about 500 platforms that all run collide checks, is there a way to only collide check what's in the camera view? - how can I better isolate what's causing memory leaks and max CPU performance? thanks for any help you can offer! I know it's hard to debug someone else's game but hoping for pointers.
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Hi, I think that i have a memory leak on animation. Every explosion i create 10 explosion objects, and after some time it is growing a lot, see (521 childrens): https://www.dropbox.com/s/pq1hwyixvsunrnt/Screenshot%202016-04-22%2021.09.46.png?dl=0 My code to add animation is: var effect6 = this.groups.underPlayer.create((o.x * GameApp.TILE_SIZE) + (GameApp.TILE_SIZE / 2), (o.y * GameApp.TILE_SIZE) + (GameApp.TILE_SIZE / 2), 'bombFlameSpritesheet001'); effect6.animations.add('default', [, 1, 2, 3, 4], 12); effect6.anchor.set(0.5, 0.5); effect6.play('default', 12, false, true); I have defined TRUE to destroy on finish.