我正在使用Phaser创建我的第一个游戏,它在桌面上运行良好。 但它在Android手机上却落后了。
谁能告诉我可能是什么原因?
游戏非常小 小于2mb。 游戏中使用的图像也非常小。 无论如何都要找出我的代码中的任何泄漏。
我的主要js文件。
var buttetSpwanSpeed;
var bulletSpeed;
var enemySpwanSpeed;
var enemySpeed;
var golis;
var enemies;
var enemyLoop;
var scoreText;
var powers;
var bulletSize;
setStart();
//game phaser
var game=new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.CANVAS,"gamearea");
var BootState={
//loding accets
preload: function(){
this.load.image('LodingScreen', 'assets/desimulga.png');
this.load.image('background', 'assets/blue.png');
},
create: function(){
game.state.start("LoadingState");
},
};
var LoadingState={
//loding acc
preload: function(){
bg=this.game.add.tileSprite(0,0,600,300,'background');
bg.height = game.height;
bg.width = game.width;
LodingScreen=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY,'LodingScreen');
LodingScreen.anchor.setTo(0.5);
LodingScreen.scale.setTo(0.5,0.5);
this.load.image('spaceship', 'assets/player.png');
this.load.image('goli', 'assets/bullet.png');
//load ememies
this.load.image('enemy1', 'assets/enemies/enemy1.png');
this.load.image('enemy2', 'assets/enemies/enemy2.png');
this.load.image('enemy3', 'assets/enemies/enemy3.png');
this.load.image('enemy4', 'assets/enemies/enemy4.png');
this.load.image('enemy5', 'assets/enemies/enemy5.png');
this.load.spritesheet('power1', 'assets/power/bulletUp.png',34,33,4);
this.load.image('restart', 'assets/restart.png');
this.load.spritesheet('blast', 'assets/explosion.png',400,400,8);
game.load.audio('fire', 'assets/music/bullet.mp3');
game.load.audio('killed', 'assets/music/killed.mp3');
//game.load.audio('bg_music', 'assets/music/background.mp3');
game.load.audio('death_music', 'assets/music/death.mp3');
game.load.audio('start_music', 'assets/music/start.mp3');
},
create: function(){
game.time.events.add(Phaser.Timer.SECOND * 2, function(){
bg.kill();
LodingScreen.kill();
game.state.start("PreGameState");
},this);
},
};
var PreGameState={
//loding accets
create: function(){
game.scale.refresh();
bg=this.game.add.tileSprite(0,0,600,300,'background');
bg.height = game.height;
bg.width = game.width;
Startb=this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'TAP TO START' , { fontSize: '32px', fill: 'yellow' });
Startb.anchor.setTo(0.5);
Startb.scale.setTo(0.5,0.5);
ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.4,'spaceship');
ship.scale.setTo(0.4);
ship.anchor.setTo(0.5);
game.physics.arcade.enable(ship);
bg.inputEnabled=true;
start_music = game.add.audio('start_music');
start_music.allowMultiple = true;
start_music.addMarker('start_music', 0, 30);
bg.events.onInputDown.add(function(){
bg.inputEnabled=false;
Startb.kill();
start_music.play("start_music");
// game.physics.arcade.moveToXY(ship, this.game.world.centerX, this.game.world.height*0.8, 300, 3000);
// game.add.tween(ship).to( { y: game.world.height*0.8 }, 3000, Phaser.Easing.Sinusoidal.InOut, true);
var tween = game.add.tween(ship).to({
x: [this.game.world.centerX, this.game.world.width*0, this.game.world.width, this.game.world.centerX],
y: [this.game.world.height*0.4, this.game.world.height*0.5, this.game.world.height*0.6, this.game.world.height*0.8],
}, 2000,Phaser.Easing.Quadratic.Out, true).interpolation(function(v, k){
return Phaser.Math.bezierInterpolation(v, k);
});
game.time.events.add(Phaser.Timer.SECOND * 2, function() {
bg.kill();
ship.kill();
game.state.start("GameState");
} ,this);
}, this);
},
};
var GameState={
//loding accets
preload: function(){
},
create: function(){
//background
this.background=this.game.add.tileSprite(0,0,600,300,'background');
this.background.height = game.height;
this.background.width = game.width;
this.background.inputEnabled=true;
this.background.input.enableDrag(true);
this.background.input.startDrag = function(pointer) {
pointer.shipStart = new Phaser.Point(GameState.ship.x, GameState.ship.y);
Phaser.InputHandler.prototype.startDrag.call(this, pointer);
};
this.background.input.updateDrag = function(pointer) {
GameState.ship.x = pointer.shipStart.x - pointer.positionDown.x + pointer.x;
GameState.ship.y = pointer.shipStart.y - pointer.positionDown.y + pointer.y;
GameState.background.x=0;
GameState.background.y=0;
};
//ship
this.ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.8,'spaceship');
this.ship.scale.setTo(0.4);
this.ship.anchor.setTo(0.5);
game.physics.arcade.enable(this.ship);
// this.ship.inputEnabled=true;
// this.ship.input.enableDrag(true);
//score
this.scoreText = this.game.add.text(16, 16, 'Kills: 0', { fontSize: '32px', fill: '#fff' });
//background Music
// music = game.add.audio('bg_music');
//music.play('', 0, 1, true);
//bullet sound
bullet_sound = game.add.audio('fire');
bullet_sound.allowMultiple = true;
bullet_sound.volume=0.5;
bullet_sound.addMarker('fire', 0, 0.5);
//Killed sound
killed_sound = game.add.audio('killed');
killed_sound.allowMultiple = true;
killed_sound.addMarker('killed', 0, 0.5);
//death music
death_music = game.add.audio('death_music');
death_music.allowMultiple = true;
death_music.addMarker('death_music', 0, 10);
//groups of bullets and enemies
golis=game.add.group();
enemies=game.add.group();
powers=game.add.group();
//fire bullet loop
fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this);
//this.game.input.onTap.add(fireBullet, this);
//create ememy loop
enemyLoop=game.time.events.loop(Phaser.Timer.SECOND*1/enemySpwanSpeed, createEnemy, this);
//change ememy speed and enemy spwan speed loop
enemySpeedLoop=game.time.events.loop(Phaser.Timer.SECOND*1.5, changeEnemySpeed, this);
//give powerup
powerUp=game.time.events.loop(Phaser.Timer.SECOND*20, powerFun, this);
},
update: function(){
//scrolling background
this.background.tilePosition.y+=2;
//keybord control
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
this.ship.y-=2;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
this.ship.y+=2;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
this.ship.x+=2;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
this.ship.x-=2;
}
//dont go out
if(this.ship.y<0+this.ship.height/2)
{
this.ship.y=0+this.ship.height/2;
}
if(this.ship.y>this.game.world.height-this.ship.height/2)
{
this.ship.y=this.game.world.height-this.ship.height/2;
}
if(this.ship.x<0+this.ship.width/2)
{
this.ship.x=0+this.ship.width/2;
}
if(this.ship.x>this.game.world.width-this.ship.width/2)
{
this.ship.x=this.game.world.width-this.ship.width/2;
}
//check for collisions
game.physics.arcade.overlap(golis,enemies,b_e_collide,null,this);
game.physics.arcade.overlap(this.ship,enemies,s_e_collide,null,this);
game.physics.arcade.overlap(this.ship,powers,s_power1_collide,null,this);
},
};
//setting start game conditions
function setStart(){
buttetSpwanSpeed=2;
bulletSpeed=2000;
enemySpwanSpeed=1;
enemySpeed=300;
score=0;
bulletSize=1.2
}
//fire bullet function
function fireBullet(){
goli=this.game.add.sprite(this.ship.x,this.ship.y-this.ship.height/2,'goli');
goli.anchor.setTo(0.5);
goli.scale.setTo(bulletSize,1);
goli.checkWorldBounds = true;
goli.outOfBoundsKill = true;
//adding to group
golis.add(goli);
game.world.moveDown(goli);
game.physics.arcade.enable(goli);
goli.body.collisonWorldBounds=true;
goli.body.velocity.y=-bulletSpeed;
bullet_sound.play("fire");
}
//create enemy function
function createEnemy(){
enemyNo=game.rnd.integerInRange(1, 5);
x1=game.rnd.integerInRange(0,this.game.world.width);
x2=game.rnd.integerInRange(0,this.game.world.width);
enemy=this.game.add.sprite(x1,10,'enemy'+enemyNo);
enemy.anchor.setTo(0.5);
enemy.scale.setTo(0.4);
enemy.checkWorldBounds = true;
enemies.add(enemy);
enemy.outOfBoundsKill = true;
game.physics.arcade.enable(enemy);
enemy.body.collisonWorldBounds=true;
enemy.angle=90;
enemy.no=enemyNo;
//moving enemy
angleRedian=game.physics.arcade.moveToXY(enemy, x2, this.game.world.height+enemy.height, enemySpeed,0);
angleDegree=angleRedian*57.2958;
enemy.angle=90+angleDegree;
}
//runs when bullet collide to enemy
function b_e_collide(goli,enemy){
//blast
blast=this.game.add.sprite(enemy.x,enemy.y,'blast');
blast.anchor.setTo(0.5);
blast.scale.setTo(0.5);
var explosion=blast.animations.add('explosion');
blast.animations.play('explosion',30,false,true);
//killing
goli.kill();
enemy.kill();
//update scores
if(enemy.no<4)
{
score+=1;
killed_sound.play('killed');
}
this.scoreText.text = 'Kills: ' + score;
}
//runs when ship collide to enemy
function s_e_collide(ship,enemy){
blast=this.game.add.sprite(enemy.x,enemy.y,'blast');
blast.anchor.setTo(0.5);
blast.scale.setTo(0.5);
var explosion=blast.animations.add('explosion');
blast.animations.play('explosion',10,false,true);
ship.kill();
enemy.kill();
//music.stop();
this.scoreText.kill();
death_music.play("death_music");
game.time.events.remove(fireLoop);
game.time.events.add(Phaser.Timer.SECOND * 2, function() {
fianlScore = this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'KILL: '+score, { fontSize: '32px', fill: 'yellow' });
fianlScore.anchor.setTo(0.5);
gameOverText = this.game.add.text(this.game.world.centerX,this.game.world.centerY - fianlScore.height, 'GAME OVER', { fontSize: '32px', fill: 'red' });
gameOverText.anchor.setTo(0.5);
//restart button
restart=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY + fianlScore.height+10,'restart');
restart.anchor.setTo(0.5);
restart.scale.setTo(0.05,0.05);
restart.inputEnabled = true;
restart.events.onInputDown.add(restartGame, this);
game.time.events.stop();
}, this);
}
//runs when ship collide power1
function s_power1_collide(ship,power){
power.kill();
game.time.events.remove(fireLoop);
fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/10, fireBullet, this);
game.time.events.add(Phaser.Timer.SECOND * 10, function(){
game.time.events.remove(fireLoop);
fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this);
},this);
}
function changeEnemySpeed()
{
if(enemySpeed<=900)
{
enemySpeed+=5;
}
if(enemySpwanSpeed<=3)
{
enemySpwanSpeed+=0.025;
}
enemyLoop.delay=Phaser.Timer.SECOND*1/enemySpwanSpeed;
}
//send power up
function powerFun()
{
x1=game.rnd.integerInRange(0,this.game.world.width);
x2=game.rnd.integerInRange(0,this.game.world.width);
power=this.game.add.sprite(x1,10,'power1');
power.anchor.setTo(0.5);
var shine=power.animations.add('shine');
power.animations.play('shine',5,true,true);
power.checkWorldBounds = true;
power.outOfBoundsKill = true;
powers.add(power);
game.physics.arcade.enable(power);
power.body.collisonWorldBounds=true;
game.physics.arcade.moveToXY(power, x2, this.game.world.height+power.height, 400,0);
powerDelay=game.rnd.integerInRange(20,35);
powerUp.delay=Phaser.Timer.SECOND*powerDelay;
}
function restartGame(){
setStart();
game.time.events.start();
game.state.start("PreGameState");
}
game.state.add("GameState",GameState);
game.state.add("BootState",BootState);
game.state.add("LoadingState",LoadingState);
game.state.add("PreGameState",PreGameState);
game.state.start("BootState");
由于游戏规模太小,我认为它应该可以在移动设备上顺利运行。 它在一些高端移动设备上运行良好,但随着时间的推移变慢。 这是我的第一款游戏,所以我对游戏设计概念不是很了解。
答案 0 :(得分:0)
在手机中,处理能力低于桌面。
通常,移动Cpu的架构通常经过优化以节省能源。当您在桌面上时,x86或x64架构已针对数据处理进行了优化。
因此,在目标设备上测试应用程序的性能非常重要。
您需要在游戏进行时减少对象的创建,加载图像或对象。我有更好的经验,我的游戏只是隐藏和显示相同的对象(敌人),而不是破坏对象(敌人或视觉元素),并在游戏时再次创建。因为当游戏创建新实例时,CPU再次加载相同的内容。这种变化在高CPU中没有差别,但在低CPU时却更好。也许它可以帮到你。
答案 1 :(得分:0)
如果它在您的桌面上运行正常,则很可能是资产规模过大的问题。减少所有资产的1/2。 Phaser必须将所有资源加载到缓存中,然后减少引擎中这些文件的像素大小。
答案 2 :(得分:0)
您好,我目前已经将此问题修复为我的游戏跨平台。
我做的事情是
在我的主屏幕/或加载屏幕上加载alll sprite 如果你有可重复使用的精灵使用命令.kill()而不是.destory()这将需要更多的内存来重新加载精灵,除非精灵没有回到屏幕然后它可以销毁。 回收所有东西,让我们说你使用一颗子弹,因为它击中了墙壁的轰击并将其取回。
在某些情况下可悲的部分,即使有时它仍然会滞后并且在这里和那里有一些小故障,你只需要看看发生了什么。使用断点来准确查看精灵导致的精灵,并考虑图像是否具有透明度以使用.jpeg
祝你好运,希望这会有所帮助