phamedev Posted October 7, 2017 Share Posted October 7, 2017 I'm currently working on a game with more than 32x32=1024 sprites on the screen at the same time with animation and everything runs 60fps. (iPhone 6 and iPad 4th Gen) But when I introduce 2 bitmaptext objects for score and level, fps drops to 15fps. Even showing fps in render function using game.debug.text has impact on performance and I have to draw a horizontal progress bar for fps instead of text. Is there a way to improve the performance with bitmapTexts? Link to comment Share on other sites More sharing options...
samme Posted October 7, 2017 Share Posted October 7, 2017 debug.text is expected to be slow, so avoid that. Are you tinting the BitmapText? Link to comment Share on other sites More sharing options...
phamedev Posted October 8, 2017 Author Share Posted October 8, 2017 I was not tinting the BitmapText but tinting it didn't make much difference. I just changed renderer from Phaser.AUTO to Phaser.CANVAS and fps improved to 47 (from 15 wtih bitmapText). Link to comment Share on other sites More sharing options...
samme Posted October 8, 2017 Share Posted October 8, 2017 If you can do remote debugging you can try profiling it. Link to comment Share on other sites More sharing options...
samme Posted October 9, 2017 Share Posted October 9, 2017 Can you check https://samme.github.io/phaser-examples-mirror/text/bitmap fonts.html? It seems to run normally for me. Link to comment Share on other sites More sharing options...
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