gregkarber Posted August 13, 2015 Share Posted August 13, 2015 I'm working on a game called "The Space Between" for a gamejam, and I have a problem with memory efficiency. I'm drawing asteroids as circles and destroying them when I don't need them, but it still starts to lag a bit as the game goes on. How can I make it faster and smoother? Here is a link to the game, and copy-pasted below is the part that deals with asteroid creation and, below that, the entire source code (all 382 lines of it). I don't really know anything about memory allocation, so I'm sure I'm making some pretty elementary errors. (Also, there's no loading screen yet, so give it a minute to pop up!) Thank you very much for any help you can give! Asteroid Creation/Destruction Code:// This function is called in update and constantly checks to see if certain thresholds are passed.// If they are, it generates a rectangular area of asteroids and calls a function to destroy others.function constantGen() { if ((threshold.x + 400) < sprite.x) {asteroidGen("right"); threshold.x = sprite.x; killAsteroids();} if ((threshold.x - 400) > sprite.x) {asteroidGen("left"); threshold.x = sprite.x; killAsteroids();} if ((threshold.y + 300) < sprite.y) {asteroidGen("down"); threshold.y = sprite.y; killAsteroids();} if ((threshold.y - 300) > sprite.y) {asteroidGen("up"); threshold.y = sprite.y; killAsteroids();}}// This is the function that generates asteroids when the ship gets to the edge of an areafunction asteroidGen(dir) { console.log("dir: " + dir); var xer = 0; var yer = 0; for (var b = 0; b < 10; b++) { if (dir == "right") { xer = sprite.x + 400 + Math.random() * 800; yer = sprite.y - 300 + Math.random() * 1200; } else if (dir == "down") { xer = sprite.x - 1200 + Math.random() * 1600; yer = sprite.y + 300 + Math.random() * 600; } else if (dir == "left") { xer = sprite.x - 400 - Math.random() * 800; yer = sprite.y - 900 + Math.random() * 1200; } else if (dir == "up") { xer = sprite.x - 400 + Math.random() * 1600; yer = sprite.y - 300 - Math.random() * 600; } else { xer = sprite.x - 800 + Math.random() * 1600; yer = sprite.y - 600 + Math.random() * 1200; asteroids(xer, yer); xer = sprite.x - 800 + Math.random() * 1600; yer = sprite.y - 600 + Math.random() * 1200; } asteroids(xer, yer); } }// This is the function that sends all of the asteroid sprites to a destruction functionfunction killAsteroids() { console.log("spacerock count: " + spacerocks.length); spacerocks.forEachAlive(destruction, this); console.log("spacerock count after destruction: " + spacerocks.length);}// This function checks to see if asteroids are too far away and destroys themfunction destruction(rock) { //console.log("check for destruction"); if ((rock.x < (threshold.x - 1000)) || (rock.x > (threshold.x + 1000)) || (rock.y > (threshold.y + 1000)) || (rock.y < (threshold.y - 1000))) { rock.body.destroy(); rock.destroy(); //console.log("destroyed?"); };}// This is the function that creates an asteroidfunction asteroids(x, y) { //console.log("asteroid at " + x + "," + y); var circleSize = Math.random() * 50 + 60; var circles = game.add.graphics(0, 0); circles.beginFill('0xffffff'); circles.lineStyle(1, 0xffffff); circles.drawCircle(0, 0, circleSize); circles.endFill(); asteroid = game.add.sprite(x, y); game.physics.p2.enable(asteroid, false); asteroid.addChild(circles); asteroid.body.addCircle(circleSize/3); asteroid.body.setCollisionGroup(asteroidCollisionGroup); asteroid.body.collides([shipCollisionGroup, asteroidCollisionGroup]); asteroid.body.velocity.x = Math.random() * 50 - 25; asteroid.body.velocity.y = Math.random() * 50 - 25; this.spacerocks.add(asteroid); }Full Source:var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'game_div', { preload: preload, create: create, update: update, render: render });function preload() { game.load.image('ship', 'ship.png'); game.load.audio('music', 'music.wav'); game.load.image('square', 'square.png'); game.load.image('dial', 'dial.png'); game.world.setBounds(0, 0, 800*100, 600*100);}var sprite;var shapeSprite;var cursors;var fuelRatio = {"value":1};var graphics;var beenhere = 0;var shipCollisionGroup;var asteroidCollisionGroup;var asteroid;var spacerocks;var threshold = {"x": 0, "y":0};var loss = false;var reset = {"x":0, "y":0};var textdisplay;var fuelLoc = {"x":0, "y":0};var dial;var fuelPodSprite;var refilling = false;function create() { music = game.add.audio('music'); music.play(); game.stage.backgroundColor = "#000000"; game.physics.startSystem(Phaser.Physics.P2JS); spacerocks = game.add.group(); game.physics.p2.setImpactEvents(true); game.physics.p2.restitution = 0.8; shipCollisionGroup = game.physics.p2.createCollisionGroup(); asteroidCollisionGroup = game.physics.p2.createCollisionGroup(); beenhere = 0; // This will run in Canvas mode, so let's gain a little speed and display game.renderer.clearBeforeRender = true; game.renderer.roundPixels = true; // We need arcade physics graphics = game.add.graphics(0, 0); graphics.fixedToCamera = true; fuelPod(400*100, 300*100); // Our player ship sprite = game.add.sprite(400*100, 300*100, 'ship'); sprite.anchor.set(0.5); sprite.angle = 90; sprite.scale.x = .5; sprite.scale.y = .5; // and its physics settings game.physics.enable(sprite, Phaser.Physics.P2JS); sprite.body.addCircle(5); sprite.body.setCollisionGroup(shipCollisionGroup); sprite.body.damping = .1; sprite.body.angularDamping = .99; sprite.anchor.setTo(0.5,0.5); sprite.name = 'sprite'; sprite.body.collides(asteroidCollisionGroup, gotHit, this); threshold.x = sprite.x; threshold.y = sprite.y; cursors = game.input.keyboard.createCursorKeys(); spacebar = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.camera.follow(sprite); fuelArrowSpawn(); fuelRemaining(); asteroidGen();}function asteroidGen(dir) { console.log("dir: " + dir); var xer = 0; var yer = 0; for (var b = 0; b < 10; b++) { if (dir == "right") { xer = sprite.x + 400 + Math.random() * 800; yer = sprite.y - 300 + Math.random() * 1200; } else if (dir == "down") { xer = sprite.x - 1200 + Math.random() * 1600; yer = sprite.y + 300 + Math.random() * 600; } else if (dir == "left") { xer = sprite.x - 400 - Math.random() * 800; yer = sprite.y - 900 + Math.random() * 1200; } else if (dir == "up") { xer = sprite.x - 400 + Math.random() * 1600; yer = sprite.y - 300 - Math.random() * 600; } else { xer = sprite.x - 800 + Math.random() * 1600; yer = sprite.y - 600 + Math.random() * 1200; asteroids(xer, yer); xer = sprite.x - 800 + Math.random() * 1600; yer = sprite.y - 600 + Math.random() * 1200; } asteroids(xer, yer); } }function toRadians (angle) { return angle / (180 / Math.PI);}function explode() { var explosion = game.add.emitter(sprite.x, sprite.y); explosion.makeParticles('square'); explosion.setScale(.2, 1, .2, 1, 0); explosion.setRotation(500,1000); explosionarea = new Phaser.Rectangle(-1, -1, 2, 2); explosion.gravity = 0; explosion.area = this.explosionarea; explosion.start(true, 10000, null, 20); explosion.setAlpha(0, 1, 10000, Phaser.Easing.Linear.None ); explosion.update();}function fuelCheck() { if (Math.sqrt(Math.pow((sprite.x - fuelPodSprite.x), 2) + Math.pow((sprite.y - fuelPodSprite.y), 2)) < 15) fuelGet();}function fuelGet() { //console.log("fuelPodSprite.x: " + fuelPodSprite.x); var moveX = Math.random() * 2000 - 1000; var moveY = Math.random() * 2000 - 1000; fuelPodSprite.body.x = fuelPodSprite.body.x + moveX; fuelPodSprite.body.y = fuelPodSprite.body.y + moveY; game.add.tween(fuelRatio).to({"value":1}, 500, Phaser.Easing.Linear.None, true); refilling = true; fuelLoc.x = fuelPodSprite.body.x; fuelLoc.y = fuelPodSprite.body.y; console.log("fuelPodSprite.x: " + fuelPodSprite.x); }function thrustExhaust() { var exhaust = game.add.emitter(sprite.x, sprite.y); exhaust.makeParticles('square'); exhaust.setScale(.2, .3, .2, .3, 0); exhaust.setRotation(500,1000); //console.log("rotations in pi: " + sprite.rotation/3.141592); var theangle = toRadians(sprite.angle); var xVec = 0 - Math.sin(theangle); var yVec = Math.cos(theangle); exhaust.setAlpha(1, 0, 500, Phaser.Easing.Quadratic.None ); exhaust.x = sprite.x+xVec*20; exhaust.y = sprite.y + yVec*20; exhaustport = new Phaser.Rectangle(-5, -5, 10, 10); exhaust.area = this.exhaustport; //console.log("Thrust X, Y: " + Math.cos(sprite.rotation) * 300 + "," + Math.sin(sprite.rotation) * 300); var yThrust = yVec * 300 + (sprite.body.velocity.y); var xThrust = xVec * 300 + (sprite.body.velocity.x); exhaust.setYSpeed(yThrust - 100, yThrust + 100); exhaust.setXSpeed(xThrust - 100, xThrust + 100); exhaust.gravity = 0; exhaust.start(true, 5000, null, 25); exhaust.update();}function constantGen() { //console.log("constantGen"); if ((threshold.x + 400) < sprite.x) {asteroidGen("right"); threshold.x = sprite.x; killAsteroids();} if ((threshold.x - 400) > sprite.x) {asteroidGen("left"); threshold.x = sprite.x; killAsteroids();} if ((threshold.y + 300) < sprite.y) {asteroidGen("down"); threshold.y = sprite.y; killAsteroids();} if ((threshold.y - 300) > sprite.y) {asteroidGen("up"); threshold.y = sprite.y; killAsteroids();}}function killAsteroids() { console.log("spacerock count: " + spacerocks.length); spacerocks.forEachAlive(destruction, this); console.log("spacerock count after destruction: " + spacerocks.length);}function destructionForSure(rock) { rock.body.destroy(); rock.kill();}function destruction(rock) { //console.log("check for destruction"); if ((rock.x < (threshold.x - 1000)) || (rock.x > (threshold.x + 1000)) || (rock.y > (threshold.y + 1000)) || (rock.y < (threshold.y - 1000))) { rock.body.destroy(); rock.destroy(); //console.log("destroyed?"); };}function constrainVelocity(sprite, maxVelocity) { var body = sprite.body var angle, currVelocitySqr, vx, vy; vx = body.data.velocity[0]; vy = body.data.velocity[1]; currVelocitySqr = vx * vx + vy * vy; if (currVelocitySqr > maxVelocity * maxVelocity) { angle = Math.atan2(vy, vx); vx = Math.cos(angle) * maxVelocity; vy = Math.sin(angle) * maxVelocity; body.data.velocity[0] = vx; body.data.velocity[1] = vy; console.log('limited speed to: '+maxVelocity); }};function update() { if (cursors.up.isDown) { sprite.body.thrust(200); thrustExhaust(); if (fuelRatio.value > 0) fuelRatio.value -= .002; fuelRemaining(); } else { } if (cursors.left.isDown) { sprite.body.angularVelocity = -5; } else if (cursors.right.isDown) { sprite.body.angularVelocity = 5; } else { } constrainVelocity(sprite, 200); //game.world.wrap(sprite.body, 10, false, true, true); //game.world.wrap(asteroid.body, 10, false, true, true); constantGen(); if ((spacebar.isDown) && (loss == true)) reStart(); fuelArrow(); fuelCheck(); if (refilling == true) fuelRemaining();}function fuelArrowSpawn() { dial = game.add.sprite(750, 50, 'dial'); dial.anchor.set(0.5); dial.angle = -90; dial.scale.x = .5; dial.scale.y = .5; dial.fixedToCamera = true;}function fuelArrow() { //console.log(Math.atan(fuelLoc.y - sprite.y, fuelLoc.x - sprite.x)); dial.rotation = Math.atan2(fuelLoc.y - sprite.y, fuelLoc.x - sprite.x); }function fuelPod(x, y) { var fuelPodCircle = game.add.graphics(0, 0); fuelLoc.x = x; fuelLoc.y = y; fuelPodCircle.beginFill('0xFF0000'); fuelPodCircle.lineStyle(1, 0xFF0000); fuelPodCircle.drawRoundedRect(0, 0, 10, 15, 2); fuelPodSprite = game.add.sprite(x, y); game.physics.p2.enable(fuelPodSprite, false); fuelPodSprite.addChild(fuelPodCircle); fuelPodSprite.name = 'fuelPodSprite'; fuelPodSprite.body.collides([asteroidCollisionGroup]); fuelPodSprite.body.setCollisionGroup(asteroidCollisionGroup); }function asteroids(x, y) { //console.log("asteroid at " + x + "," + y); var circleSize = Math.random() * 50 + 60; var circles = game.add.graphics(0, 0); circles.beginFill('0xffffff'); circles.lineStyle(1, 0xffffff); circles.drawCircle(0, 0, circleSize); circles.endFill(); asteroid = game.add.sprite(x, y); game.physics.p2.enable(asteroid, false); asteroid.addChild(circles); asteroid.body.addCircle(circleSize/3); asteroid.body.setCollisionGroup(asteroidCollisionGroup); asteroid.body.collides([shipCollisionGroup, asteroidCollisionGroup]); asteroid.body.velocity.x = Math.random() * 50 - 25; asteroid.body.velocity.y = Math.random() * 50 - 25; this.spacerocks.add(asteroid); }function gotHit() { explode(); fail();}function fail() { reset.x = sprite.x; reset.y = sprite.y; sprite.kill(); var textstyle = { font: "53px Helvetica", fill: "#FFFFFF" }; textdisplay = game.add.text(50, 50, "press spacebar to restart.", textstyle); textdisplay.fixedToCamera = true; loss = true;}function reStart() { fuelRatio.value = 1; sprite.reset(reset.x, reset.y); textdisplay.destroy(); textdisplay.text = ""; loss = false; fuelRemaining();}function fuelRemaining() { graphics.clear(); graphics.beginFill(0xFFFFFF); graphics.lineStyle(10, 0xFFFFFF, 1); graphics.drawRect(100, 550, 600*fuelRatio.value, 10); if (fuelRatio.value == 1) refilling = false;}function render() {} Link to comment Share on other sites More sharing options...
tips4design Posted August 13, 2015 Share Posted August 13, 2015 You should create a Pool of asteroids at start (multiple invisible asteroids) and instead of deleting/creating new ones, just select one free from the Pool, mark it as used. Mark it as free instead of destroying it. Tilde 1 Link to comment Share on other sites More sharing options...
gregkarber Posted August 13, 2015 Author Share Posted August 13, 2015 I'm pretty sure I know how to do that for sprites with images:asteroidGroup = game.add.group();asteroidGroup.createMultiple(200, "asteroid");But how do I do it with graphics? Do I need to use Bitmap Data? I haven't used that at all, but I'm studying up on it now. If anybody knows how to do this, it would be an enormous help for me. Thank you so much! Link to comment Share on other sites More sharing options...
gregkarber Posted August 13, 2015 Author Share Posted August 13, 2015 Maybe it would be easier if I just created a circle graphic rather than drawing them with Graphics. I assumed that drawing them would be faster than displaying a .png, but maybe that's wrong. Link to comment Share on other sites More sharing options...
gregkarber Posted August 13, 2015 Author Share Posted August 13, 2015 And will I need to apply the P2 bodies each time I create one? I'm sorry to keep posting questions. Link to comment Share on other sites More sharing options...
gregkarber Posted August 13, 2015 Author Share Posted August 13, 2015 I think I implemented your suggestion! It still could run a little faster, though...function circleCreate() { var circleSize = Math.random() * 50 + 60; asteroidCircle = game.add.bitmapData(100, 100, "asteroidBit", true); asteroidCircle.circle(50, 50, 50, "#FFFFFF") asteroidGroup = game.add.group(); asteroidGroup.createMultiple(100, asteroidCircle); }function asteroids(x, y) { //console.log("asteroid at " + x + "," + y); var circleSize = Math.random() * .5 + .5; asteroid = asteroidGroup.getFirstDead(); asteroid.reset(x,y); asteroid.anchor.x = .5; asteroid.anchor.y = .5; asteroid.scale.x = circleSize; asteroid.scale.y = circleSize; game.physics.p2.enable(asteroid, false); asteroid.body.clearShapes(); asteroid.body.addCircle(circleSize * 50); asteroid.body.setCollisionGroup(asteroidCollisionGroup); asteroid.body.collides([shipCollisionGroup, asteroidCollisionGroup]); asteroid.body.debug = true; asteroid.body.velocity.x = Math.random() * 50 - 25; asteroid.body.velocity.y = Math.random() * 50 - 25; this.spacerocks.add(asteroid); } ritherz 1 Link to comment Share on other sites More sharing options...
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