vitolipari Posted January 15, 2015 Share Posted January 15, 2015 Hi to everybody, i created an animation whit a lot of sprite, i would handle a particle system. I set the position of every pertile ( a sprite ) every frame.I see, the animation is slow until all sprite are added to stage, after finish to add sprite into the stage, the animation become fast and fluid!!!!Is there an alternative solution???I'm sorry for my english There is a part of code var SpiralMotion = {... }; SpiralMotion.motion = function(){ if(!SpiralMotion.stoped) requestAnimFrame( SpiralMotion.motion ); // particle operationsfor( var i=0; i<SpiralMotion.particles.length; i++ ){ // rotationSpiralMotion.particles[i].rotation += SpiralMotion.particles[i].rotationSpeed; // positionSpiralMotion.particles[i].ray -= 2; if( SpiralMotion.particles[i].ray < 0 ) SpiralMotion.particles[i].ray = 0;else{SpiralMotion.particles[i].phy -= 0.2; SpiralMotion.particles[i].position.x = SpiralMotion.center.x + SpiralMotion.particles[i].ray * Math.cos( SpiralMotion.particles[i].phy ); SpiralMotion.particles[i].position.y = SpiralMotion.center.y + SpiralMotion.particles[i].ray * Math.sin( SpiralMotion.particles[i].phy ); } // depthSpiralMotion.particles[i].z -= 0.01;if( SpiralMotion.particles[i].z < 0.2 ) SpiralMotion.particles[i].z = 0.2;else SpiralMotion.particles[i].scale.x = SpiralMotion.particles[i].scale.y = SpiralMotion.particles[i].z; SpiralMotion.particles[i].alpha += 0.01;if( SpiralMotion.particles[i].alpha > SpiralMotion.particles[i].maxAlpha ) SpiralMotion.particles[i].alpha = SpiralMotion.particles[i].maxAlpha; SpiralMotion.particles[i].life++;} // aggiunta nuove particle a range di 10var range = 10;if( SpiralMotion.particles.length < SpiralMotion.np -range ){for( var i = 0; i < range; i++ ){var newParticle = SpiralMotion.born();SpiralMotion.particles.push( newParticle );SpiralMotion.stage.addChild( newParticle );} SpiralMotion.stage.children.sort(depthCompare);} // render the stage SpiralMotion.renderer.render(SpiralMotion.stage); SpiralMotion.frame++; } SpiralMotion.born = function(){var textureIndex = Math.floor( ( this.textures.length ) * Math.random() );var newParticle = new PIXI.Sprite( this.textures[textureIndex] );newParticle.z = newParticle.scale.x = newParticle.scale.y = this.scaleRange.min + ( this.scaleRange.max - this.scaleRange.min ) * Math.random(); newParticle.position.x = this.center.x + newParticle.ray * Math.cos( newParticle.phy );newParticle.position.y = this.center.y + newParticle.ray * Math.sin( newParticle.phy );newParticle.anchor.x = 0.5;newParticle.anchor.y = 0.5; newParticle.maxAlpha = this.alphaRange.min + ( ( this.alphaRange.max - this.alphaRange.min ) * Math.random() );newParticle.alpha = 0;newParticle.rotationSpeed = this.rotationSpeed.min + ( ( this.rotationSpeed.max - this.rotationSpeed.min ) * Math.random() ); newParticle.life = 0;return newParticle; } // taken from function depthCompare(a, { if (a.z < b.z) return -1; if (a.z > b.z) return 1; return 0;} Quote Link to comment Share on other sites More sharing options...
JDW Posted January 15, 2015 Share Posted January 15, 2015 Hi, first of all, you could use SpriteBatch if you're building a particle engine : http://www.goodboydigital.com/pixijs/docs/classes/SpriteBatch.html You need one spritebatch for each texture. It will be significantly faster. You could try to create all of your particles at the same time, with the "visible" property set to false, and then set it to true for one particle per frame. Quote Link to comment Share on other sites More sharing options...
vitolipari Posted January 21, 2015 Author Share Posted January 21, 2015 Hi to every body and Thanks for Answer!!!! I looked this [ https://github.com/GoodBoyDigital/pixi.js/blob/dev/examples/example%2018%20-%20Batch/index.html ], i create an animation with about 2000 sprite. I expected to find something like this [ http://www.goodboydigital.com/pixijs/bunnymark/ ] but i have a very very slow animation !!!! This is part of my code var MotionCup = { stage : null,renderer : null, // some code}; MotionCup.init = function( setObj ){// some code }; MotionCup.play = function(setObj){ if( !this.ready ){MotionCup.init(setObj);setTimeout( MotionCup.play, 1);} else{ MotionCup.stoped = false; // settings stage// create an new instance of a pixi stagethis.stage = new PIXI.Stage( this.background ); // create a renderer instancethis.renderer = new PIXI.WebGLRenderer(this.canvasSize.w, this.canvasSize.h); // add the renderer view element to the DOMtargetDiv.appendChild(this.renderer.view); // creating spritebatchthis.particlesSystem = new PIXI.SpriteBatch();this.stage.addChild(this.particlesSystem); // setting particlesfor( var i=0; i<this.np; i++ ){ var textureIndex = Math.floor( ( this.textures.length ) * Math.random() );this.particles[i] = new PIXI.Sprite.fromImage( this.texturePath + this.pics[textureIndex] ); this.particles[i].position.x = config.startPoint[i].x;this.particles[i].position.y = config.startPoint[i].y;this.particles[i].anchor.x = 0.5;this.particles[i].anchor.y = 0.5; this.particles[i].rotationSpeed = this.rotationSpeed.min + ( ( this.rotationSpeed.max - this.rotationSpeed.min ) * Math.random() );this.particles[i].life = 0; this.particlesSystem.addChild(this.particles[i]); } requestAnimFrame( this.motion );} }; MotionCup.stop = function(){this.stoped = true;this.ready = false;this.frame = 0;} MotionCup.motion = function(){ if(!MotionCup.stoped) requestAnimFrame( MotionCup.motion ); // operations sui particlesfor( var i=0; i<MotionCup.particles.length; i++ ){ MotionCup.particles[i].rotation += MotionCup.particles[i].rotationSpeed; // positionMotionCup.particles[i].position.x += 1; MotionCup.particles[i].position.y += 1; MotionCup.particles[i].life++;} // render the stage MotionCup.renderer.render(MotionCup.stage); MotionCup.frame++;} I'm sorry for long code and for my english!!! Quote Link to comment Share on other sites More sharing options...
msha Posted January 21, 2015 Share Posted January 21, 2015 "this.particles[i] = new PIXI.Sprite.fromImage( this.texturePath + this.pics[textureIndex] );"Use a sprite sheet. https://github.com/GoodBoyDigital/pixi.js/blob/master/src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js ...... if(sprite.texture.baseTexture !== this.currentBaseTexture) { this.flush(); this.currentBaseTexture = sprite.texture.baseTexture; ....."this.flush();" <- it's expensive, and it's called every time a sprite with a different baseTexture needs to be rendered. If you use a sprite sheet, they will all have the same baseTexture. JDW 1 Quote Link to comment Share on other sites More sharing options...
xerver Posted January 21, 2015 Share Posted January 21, 2015 @Msha nailed it, your objects are not batched well because the way it works is it iterates through a container and when it hits a new texture it flushes and starts a new batch which happens a lot for you (since your texture is random). What you should do is create a single BaseTexture that is a single image of all your sprite variations. Then for ech individual sprite texture create a Texture object with the proper frame to show only that sprite portion of the larger BaseTexture. Then all your sprites will batch up since the underlying BaseTexture is the same. Quote Link to comment Share on other sites More sharing options...
vitolipari Posted January 21, 2015 Author Share Posted January 21, 2015 Thank you for answer!Have i to use assetLoader? Or is there other way? Quote Link to comment Share on other sites More sharing options...
msha Posted January 21, 2015 Share Posted January 21, 2015 Thank you for answer!Have i to use assetLoader? Or is there other way?There are several ways AFAIK. I use AssetLoader. You can use TexturePacker to pack the images, here is a command I use in my build script to pack all images in "images/to-pack" into single texture atlas and put it in "www/img/":TexturePacker --png-opt-level "0" --algorithm "Basic" --disable-rotation --trim-mode "None" --format "json" --data www/img/atlas.json --sheet www/img/atlas.png images/to-packThen load it like this: var loader = new PIXI.AssetLoader(["img/atlas.json"], true);loader.onComplete = onLoad;loader.load();and instead ofPIXI.Sprite.fromImage(this.texturePath + this.pics[textureIndex]); you'll have: PIXI.Sprite.fromFrame(this.pics[textureIndex]); Quote Link to comment Share on other sites More sharing options...
vitolipari Posted January 22, 2015 Author Share Posted January 22, 2015 Ok! Thank you! Quote Link to comment Share on other sites More sharing options...
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