Mars Garces Posted June 21, 2017 Share Posted June 21, 2017 Hi, I downloaded the following from https://github.com/BonbonLemon/basketball.. Why is it everytime I played the game in the chrome browser/firefox after 1 minute it started to become laggy, Thanks <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Basketball Game</title> <script type="text/javascript" src="js/phaser.js"></script> <h2>Basketball Game (inspired by Facebook Messenger!)</h2> <style type="text/css"> body { margin: 0; } canvas { margin: 0 auto; border: thin solid black; } span { display: block; margin: 30px auto; width: 500px; text-align: center; } h2 { text-align: center; } </style> </head> <body> <script type="text/javascript"> // NOTE: Originally 640x1000. Other possible sizes: 512x800, 400x625 var game = new Phaser.Game(400, 625, Phaser.CANVAS, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('ball', 'assets/images/ball.png'); game.load.image('hoop', 'assets/images/hoop.png'); game.load.image('side rim', 'assets/images/side_rim.png'); game.load.image('front rim', 'assets/images/front_rim.png'); game.load.image('win0', 'assets/images/win0.png'); game.load.image('win1', 'assets/images/win1.png'); game.load.image('win2', 'assets/images/win2.png'); game.load.image('win3', 'assets/images/win3.png'); game.load.image('win4', 'assets/images/win4.png'); game.load.image('lose0', 'assets/images/lose0.png'); game.load.image('lose1', 'assets/images/lose1.png'); game.load.image('lose2', 'assets/images/lose2.png'); game.load.image('lose3', 'assets/images/lose3.png'); game.load.image('lose4', 'assets/images/lose4.png'); game.load.audio('score', 'assets/audio/score.wav'); game.load.audio('backboard', 'assets/audio/backboard.wav'); game.load.audio('whoosh', 'assets/audio/whoosh.wav'); game.load.audio('fail', 'assets/audio/fail.wav'); game.load.audio('spawn', 'assets/audio/spawn.wav'); } var hoop, left_rim, right_rim, ball, front_rim, current_score = 0, current_score_text, high_score = 0, high_score_text, current_best_text; var score_sound, backboard, whoosh, fail, spawn; var moveInTween, fadeInTween, moveOutTween, fadeOutTween, emoji, emojiName; var collisionGroup; function create() { game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.setImpactEvents(true); game.physics.p2.restitution = 0.63; game.physics.p2.gravity.y = 0; collisionGroup = game.physics.p2.createCollisionGroup(); score_sound = game.add.audio('score'); backboard = game.add.audio('backboard'); backboard.volume = 0.5; whoosh = game.add.audio('whoosh'); fail = game.add.audio('fail'); fail.volume = 0.1; spawn = game.add.audio('spawn'); game.stage.backgroundColor = "#ffffff"; // high_score_text = game.add.text(450, 25, 'High Score\n' + high_score, { font: 'Arial', fontSize: '32px', fill: '#000', align: 'center' }); current_score_text = game.add.text(187, 312, '', { font: 'Arial', fontSize: '40px', fill: '#000', align: 'center' }); // 300, 500 current_best_text = game.add.text(143, 281, '', { font: 'Arial', fontSize: '20px', fill: '#000', align: 'center' });// 230, 450 current_best_score_text = game.add.text(187, 312, '', { font: 'Arial', fontSize: '40px', fill: '#00e6e6', align: 'center' }); // 300, 500 hoop = game.add.sprite(88, 62, 'hoop'); // 141, 100 left_rim = game.add.sprite(150, 184, 'side rim'); // 241, 296 right_rim = game.add.sprite(249, 184, 'side rim'); // 398, 296 game.physics.p2.enable([ left_rim, right_rim], false); left_rim.body.setCircle(2.5); left_rim.body.static = true; left_rim.body.setCollisionGroup(collisionGroup); left_rim.body.collides([collisionGroup]); right_rim.body.setCircle(2.5); right_rim.body.static = true; right_rim.body.setCollisionGroup(collisionGroup); right_rim.body.collides([collisionGroup]); createBall(); cursors = game.input.keyboard.createCursorKeys(); game.input.onDown.add(click, this); game.input.onUp.add(release, this); var instructions = document.createElement("span"); instructions.innerHTML = "Instructions: Quickly drag the ball to shoot the ball into the hoop!"; document.body.appendChild(instructions); } function update() { if (ball && ball.body.velocity.y > 0) { front_rim = game.add.sprite(148, 182, 'front rim'); ball.body.collides([collisionGroup], hitRim, this); } if (ball && ball.body.velocity.y > 0 && ball.body.y > 188 && !ball.isBelowHoop) { ball.isBelowHoop = true; ball.body.collideWorldBounds = false; var rand = Math.floor(Math.random() * 5); if (ball.body.x > 151 && ball.body.x < 249) { emojiName = "win" + rand; current_score += 1; current_score_text.text = current_score; score_sound.play(); } else { emojiName = "lose" + rand; fail.play(); if (current_score > high_score) { high_score = current_score; // high_score_text.text = 'High Score\n' + high_score; } current_score = 0; current_score_text.text = ''; current_best_text.text = 'Current Best'; current_best_score_text.text = high_score; } emoji = game.add.sprite(180, 100, emojiName); emoji.scale.setTo(0.25, 0.25); moveInTween = game.add.tween(emoji).from( { y: 150 }, 500, Phaser.Easing.Elastic.Out, true); fadeInTween = game.add.tween(emoji).from( { alpha: 0 }, 200, Phaser.Easing.Linear.None, true, 0, 0, false); moveInTween.onComplete.add(tweenOut, this); } if (ball && ball.body.y > 1200) { game.physics.p2.gravity.y = 0; ball.kill(); createBall(); } } function tweenOut() { moveOutTween = game.add.tween(emoji).to( { y: 50 }, 600, Phaser.Easing.Elastic.In, true); moveOutTween.onComplete.add(function() { emoji.kill(); }, this); setTimeout(function () { fadeOutTween = game.add.tween(emoji).to( { alpha: 0 }, 300, Phaser.Easing.Linear.None, true, 0, 0, false); }, 450); } function hitRim() { backboard.play(); } function createBall() { var xpos; if (current_score === 0) { xpos = 200; } else { xpos = 60 + Math.random() * 280; } spawn.play(); ball = game.add.sprite(xpos, 547, 'ball'); game.add.tween(ball.scale).from({x : 0.7, y : 0.7}, 100, Phaser.Easing.Linear.None, true, 0, 0, false); game.physics.p2.enable(ball, false); ball.body.setCircle(60); // NOTE: Goes from 60 to 36 ball.launched = false; ball.isBelowHoop = false; } var location_interval; var isDown = false; var start_location; var end_location; function click(pointer) { var bodies = game.physics.p2.hitTest(pointer.position, [ ball.body ]); if (bodies.length) { start_location = [pointer.x, pointer.y]; isDown = true; location_interval = setInterval(function () { start_location = [pointer.x, pointer.y]; }.bind(this), 200); } } function release(pointer) { if (isDown) { window.clearInterval(location_interval); isDown = false; end_location = [pointer.x, pointer.y]; if (end_location[1] < start_location[1]) { var slope = [end_location[0] - start_location[0], end_location[1] - start_location[1]]; var x_traj = -2300 * slope[0] / slope[1]; launch(x_traj); } } } function launch(x_traj) { if (ball.launched === false) { ball.body.setCircle(36); ball.body.setCollisionGroup(collisionGroup); current_best_text.text = ''; current_best_score_text.text = ''; ball.launched = true; game.physics.p2.gravity.y = 3000; game.add.tween(ball.scale).to({x : 0.6, y : 0.6}, 500, Phaser.Easing.Linear.None, true, 0, 0, false); ball.body.velocity.x = x_traj; ball.body.velocity.y = -1750; ball.body.rotateRight(x_traj / 3); whoosh.play(); } } </script> </body> </html> Link to comment Share on other sites More sharing options...
samid737 Posted August 15, 2017 Share Posted August 15, 2017 Memory profiling (F12 then take memory snapshots every 10 throws) and you see sprites are being added at every throw. One guess is sprites (front_rim) are added in the update function. Not sure why this is done in your case, but you can patch things up by doing this for example: if(front_rim==null ){ front_rim=game.add.sprite(148, 182, 'front rim'); } Link to comment Share on other sites More sharing options...
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