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https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
Sprite optimisations :)
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@@ -30,8 +30,8 @@ window.onload = function () {
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for (var i = 0; i < 100; i++)
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{
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var s = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
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console.log(s.x, s.y);
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// var s = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
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// console.log(s.x, s.y);
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}
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d = game.add.sprite(0, 0, 'phaser');
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@@ -43,6 +43,8 @@ window.onload = function () {
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function update() {
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// d.angle++;
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if (cursors.up.isDown)
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{
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if (cursors.up.shiftKey)
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+44
-23
@@ -193,10 +193,13 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1,
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// Input specific transform cache
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i01: 0, i10: 0, idi: 1,
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i01: -1, i10: -1, idi: -1,
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// World transform cache
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w01: -1, w10: -1,
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// Bounds check
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left: null, right: null, top: null, bottom: null,
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@@ -335,13 +338,48 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this.prevX = this.x;
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this.prevY = this.y;
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if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12 || this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01 || this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
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{
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this.updateCache();
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}
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// Re-run the camera visibility check
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if (this._cache.dirty || this._cache.first)
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{
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this._cache.first = false;
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this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
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if (this.autoCull == true)
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{
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// Won't get rendered but will still get its transform updated
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this.renderable = this._cache.cameraVisible;
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}
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// Update our physics bounds
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
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}
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if (this.body)
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{
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this.body.preUpdate();
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}
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}
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Phaser.Sprite.prototype.updateCache = function() {
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// |a c tx|
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// |b d ty|
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// |0 0 1|
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// Only update the values we need
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if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01 || this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
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// if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.w01 || this.worldTransform[3] != this._cache.w10 || this.worldTransform[4] != this._cache.a11)
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if (this.worldTransform[1] != this._cache.w01 || this.worldTransform[3] != this._cache.w10)
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{
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// Non-modified
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this._cache.w01 = this.worldTransform[1]; // skewY c
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this._cache.w10 = this.worldTransform[3]; // skewX b
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this._cache.a00 = this.worldTransform[0]; // scaleX a
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this._cache.a01 = this.worldTransform[1]; // skewY c
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this._cache.i01 = this.worldTransform[1]; // skewY c
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@@ -356,6 +394,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this._cache.a10 *= -1;
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this._cache.dirty = true;
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console.log('cache1');
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}
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if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
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@@ -363,6 +403,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this._cache.a02 = this.worldTransform[2]; // translateX tx
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this._cache.a12 = this.worldTransform[5]; // translateY ty
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this._cache.dirty = true;
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console.log('cache2');
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}
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// Frame updated?
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@@ -387,26 +428,6 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this.updateBounds();
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}
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// Re-run the camera visibility check
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if (this._cache.dirty)
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{
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this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
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if (this.autoCull == true)
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{
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// Won't get rendered but will still get its transform updated
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this.renderable = this._cache.cameraVisible;
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}
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// Update our physics bounds
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
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}
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if (this.body)
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{
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this.body.preUpdate();
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}
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}
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Phaser.Sprite.prototype.postUpdate = function() {
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