Sprite optimisations :)

This commit is contained in:
Richard Davey
2013-10-04 18:09:56 +01:00
parent c00bf96603
commit 455b18b7ec
2 changed files with 48 additions and 25 deletions
+4 -2
View File
@@ -30,8 +30,8 @@ window.onload = function () {
for (var i = 0; i < 100; i++)
{
var s = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
console.log(s.x, s.y);
// var s = game.add.sprite(game.world.randomX, game.world.randomY, 'mushroom');
// console.log(s.x, s.y);
}
d = game.add.sprite(0, 0, 'phaser');
@@ -43,6 +43,8 @@ window.onload = function () {
function update() {
// d.angle++;
if (cursors.up.isDown)
{
if (cursors.up.shiftKey)
+44 -23
View File
@@ -193,10 +193,13 @@ Phaser.Sprite = function (game, x, y, key, frame) {
dirty: false,
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1,
// Input specific transform cache
i01: 0, i10: 0, idi: 1,
i01: -1, i10: -1, idi: -1,
// World transform cache
w01: -1, w10: -1,
// Bounds check
left: null, right: null, top: null, bottom: null,
@@ -335,13 +338,48 @@ Phaser.Sprite.prototype.preUpdate = function() {
this.prevX = this.x;
this.prevY = this.y;
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)
{
this.updateCache();
}
// Re-run the camera visibility check
if (this._cache.dirty || this._cache.first)
{
this._cache.first = false;
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
if (this.autoCull == true)
{
// Won't get rendered but will still get its transform updated
this.renderable = this._cache.cameraVisible;
}
// Update our physics bounds
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
}
if (this.body)
{
this.body.preUpdate();
}
}
Phaser.Sprite.prototype.updateCache = function() {
// |a c tx|
// |b d ty|
// |0 0 1|
// Only update the values we need
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)
// 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)
if (this.worldTransform[1] != this._cache.w01 || this.worldTransform[3] != this._cache.w10)
{
// Non-modified
this._cache.w01 = this.worldTransform[1]; // skewY c
this._cache.w10 = this.worldTransform[3]; // skewX b
this._cache.a00 = this.worldTransform[0]; // scaleX a
this._cache.a01 = this.worldTransform[1]; // skewY c
this._cache.i01 = this.worldTransform[1]; // skewY c
@@ -356,6 +394,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
this._cache.a10 *= -1;
this._cache.dirty = true;
console.log('cache1');
}
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
@@ -363,6 +403,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
this._cache.a02 = this.worldTransform[2]; // translateX tx
this._cache.a12 = this.worldTransform[5]; // translateY ty
this._cache.dirty = true;
console.log('cache2');
}
// Frame updated?
@@ -387,26 +428,6 @@ Phaser.Sprite.prototype.preUpdate = function() {
this.updateBounds();
}
// Re-run the camera visibility check
if (this._cache.dirty)
{
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
if (this.autoCull == true)
{
// Won't get rendered but will still get its transform updated
this.renderable = this._cache.cameraVisible;
}
// Update our physics bounds
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
}
if (this.body)
{
this.body.preUpdate();
}
}
Phaser.Sprite.prototype.postUpdate = function() {