imsupergreg Posted March 20, 2015 Share Posted March 20, 2015 Hey everyone! First post here, so bare with me a bit. I have started my first Phaser game and I've got the core of the game put together now. However, I have a problem where I'm experiencing some pretty serious FPS problems. In my game, a character moves around the map and the tiles they walk onto change colours. Each time a new colour is drawn the game lags. I use a basic TileMap with only 1 layer that is in JSON format. I use the TileMap.PutTile() function to change the colour of each tile. The image used for this tile is a very simple <1KB png image which is basically just a single colour. I wouldn't expect that drawing a single tile would cause such lag. I'm certain that the "putTile" line is the problem as if I remove it then there isn't a stitch of lag. // Pre-loading the tilemap and the tilegame.load.tilemap('map', 'assets/maps/TileMap5.json', null, Phaser.Tilemap.TILED_JSON);game.load.image('tile-danger-zone', 'assets/images/tiles/tile-danger-zone.png', true); // Create map layermap = game.add.tilemap('map');mapLayer = map.createLayer('Tile Layer 1'); // Fill the tile -- once per player movementmap.putTile(DANGER_ZONE_ID, x, y, mapLayer); <-- this lags a fair bit (ie. 60fps -> 20fps) Am I doing something wrong in my practice here? Is there a more lightweight of doing this that wouldn't cause this lag? http://phaser.io/examples/v2/tilemaps/blank-tilemap^ Given this example, the putTile method shouldn't be a problem at all. Weird!?! The game can be found here if you want to see the problem:http://www.supergaming.comxa.com/ Thanks for any help! Let me know if you need any further information. Link to comment Share on other sites More sharing options...
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