CreateJS / EaselJS在某些大小的形状上性能表现奇怪

7

我正在开发一款游戏,它使用了一个大型的平铺地图,可以随着角色移动并快速拖动。

我已经创建了一个简单版本的问题 JSFiddle示例

每个平铺都是一个形状并且被缓存。 所有形状都放在一个容器中,该容器根据相机位置进行移动。

我注意到在某些缩放级别下会出现奇怪的fps下降。 缩放只是调整形状的大小。

如果您调整缩放,您将看到我的意思。

Chrome

缩放1 = 良好的fps
缩放3 = 差的fps
缩放5 = 良好的fps

这个帧率问题的原因是什么?

请注意,我也在createjs社区论坛上发布了这个问题。
社区问题

这是在jsfiddle示例中的代码:

HTML

<canvas id="mainCanvas" width="500" height="500"></canvas>
<span id="fps-container"><span id="fps">Loading</span> FPS</span>

JS

/*
This is a very simple version of a larger app/game i am creating
uses a large map that is drawn in sectors (createjs shapes)
I have not figured out the best way to cache, because if i cache all at once, its a lot of overhead.

My main issue is the zoom levels, the zoom simply adjusts the sectorsize.
The problem with this is that there seems to be a wierd performance problem at certain zoom levels.

To test this out, adjust the camera zoom property. I do not recommend anything more that 6.
*/

//Generic Settings
var Settings = {
    block_size: 50,
    rows: 50,
    cols: 50
}

//Create Camera
var Camera = {
    /*

    HERE IS THE ZOOM PROBLEM

      Chrome
      zoom : 1 = good fps
      zoom : 2 - 4 = bad fps
      zoom : 5 - 6 = good fps again ... wtf

      Safari
      Zoom: 7 = Good fps

  */
    x: 0,
    y: 0,
    zoom:1
}

//Create Short Alias
var Stage = createjs.Stage;
var Ticker = createjs.Ticker;
var Container = createjs.Container;
var Graphics = createjs.Graphics;
var Shape = createjs.Shape;


//Full Screen Canvas
var canvas = document.getElementById("mainCanvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

//Create Stage
var mainStage = new Stage(canvas);
mainStage.snameToPixelsEnabled = true;
mainStage.autoClear = true;

//Start Ticker
Ticker.addListener(this);
Ticker.useRAF = true;
Ticker.setFPS(30);

//Create Container;
var mainContainer = new Container();
mainContainer.snapToPixel = true;

//Add Container to Stage
mainStage.addChild(mainContainer);


//Create Lots of Shapes
var size = Settings.block_size * Camera.zoom;

//For the purpose of demonstration, I am only creating a square
//My actual app has much more complex drawings
var graphics = new Graphics();
graphics.setStrokeStyle(1 * Camera.zoom, "round");
graphics.beginFill(Graphics.getRGB(230,230,230,0.5));
graphics.beginStroke(null);
graphics.rect(-10, -10, size+10, size+10);


var cols = Settings.cols;
var rows = Settings.rows;
for (var x = 0; x < cols; x++) {
    for (var y = 0; y < rows; y++) {

        var shape = new Shape(graphics);
        shape.x = x * size;
        shape.y = y * size;

        //Cache the shape, (the offset is to prevent the cache from chopping off complex shapes)
        var cache_offset = 10 * Camera.zoom;
        shape.cache(-cache_offset,-cache_offset, size + cache_offset, size + cache_offset);

        //Add shape to container
        mainContainer.addChild(shape);
    }
}

//Make map draggable
var lastX,lastY;

mainStage.onMouseDown = function(evt){
    lastX = evt.stageX;
    lastY = evt.stageY;
}

mainStage.onMouseMove = function(evt){
    if(lastX && lastY){
        var stageX = evt.stageX;
        var stageY = evt.stageY;
        var diffX = lastX - stageX;
        var diffY = lastY - stageY;
        lastX = stageX;
        lastY = stageY;
        Camera.x += diffX / Camera.zoom;
        Camera.y += diffY / Camera.zoom;
    }    
}

mainStage.onMouseUp = function(evt){
    lastX = null;
    lastY = null;
}

//Update the container position based on camera position and zoom
updatePosition = function(){
    mainContainer.x = -Camera.x * Camera.zoom;
    mainContainer.y = -Camera.y * Camera.zoom;
}


tick = function(){
    updatePosition();
    mainStage.update();
    var fps = document.getElementById('fps');
    fps.innerHTML = Ticker.getMeasuredFPS();
}

赞一个好的问题描述,但我在 Windows 7 上使用 Chrome 24 并没有发现任何问题。 - Tim M.
你的“游戏”会导致Firefox(最新版本,Win7)完全崩溃。你可能需要在不止Chrome上进行测试。 - mpm
是的,抱歉,这个问题非常不一致。我会尝试进一步缩小范围。 - Bodman
请提供需要翻译的程序相关内容。 - Bodman
2个回答

4

解决方案.

我通过在每次tick时循环遍历每个形状,并在其超出边界时应用 visible = false; 解决了这个问题。更新的修复示例

//Update the container position based on camera position and zoom
updatePosition = function () {

    var floor = Math.floor;

    var min_x = 0 + Camera.x * Camera.zoom - size;
    var min_y = 0 + Camera.y * Camera.zoom - size;
    var max_x = Screen.width + Camera.x * Camera.zoom + size
    var max_y = Screen.height + Camera.y * Camera.zoom + size;



    mainContainer.x = -Camera.x * Camera.zoom;
    mainContainer.y = -Camera.y * Camera.zoom;

    var shape_count = mainContainer.getNumChildren() - 1;

    for (var i = 0; i <= shape_count; i++) {
        var shape = mainContainer.getChildAt(i);

        if(shape.x < min_x || shape.x > max_x){
            shape.visible = false;
        }
        else if(shape.y < min_y || shape.y > max_y){
           shape.visible = false; 
        }
        else {
            shape.visible = true;
        }

    }

}

1

我注意到,如果缓存区大小小于某个值,帧率会下降,所以我做了以下操作:

var cache_offset = 10 * Camera.zoom;
=>
var cache_offset = 10 * Camera.zoom + 77;

我稍微尝试了一下那个77,最初的想法是缓存区域必须是2的幂,但是在zoom:3时,添加77会导致缓存大小为364x364px,任何大于此大小的尺寸对于zoom:3都可以正常工作,所以我不知道为什么,但缓存矩形的大小某种程度上会导致帧速率下降


还有一个错别字(并不会影响这个问题):

mainStage.snameToPixelsEnabled = true;
=>
mainStage.snapToPixelEnabled = true;

这使得帧率提高了大约2-3fps。

【+1】感谢指出笔误!确实是矩形大小导致了掉帧。非常感谢您的建议,我会尝试调整缓存大小。这是更新后的版本,只有在视图中时才进行缓存:http://jsfiddle.net/Bodman/28Jqa/ 仍然会有卡顿的情况。 - Bodman

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