所以,最近,我一直在研究JS / HTML5游戏引擎。现在我称之为DimSumJs,因为像DimSum不是一顿饭,我的框架仍然运行得太慢而无法制作完整的游戏(它只能运行大约250个“对象”,尽管在减速之前,它在300个“物体”周围变得非常明显。它在iframe中使用div。
提供了一个示例游戏只需使用Google Chrome查看资源,您就可以找到dimsum.js文件
//DimSumJS - Open Source Game Engine
//DimSumJS (C) Ruochen Tang
//Can be used commerically, but please give credit
//Constants
var RIGHTKEY = 37;
var UPKEY = 38;
var LEFTKEY = 39;
var DOWNKEY = 40;
var SPACEKEY = 32;
var MASTER_WIDTH = 480;
var MASTER_HEIGHT = 600;
var Game = window.frames[0].document.body;
Game.setAttribute("width",MASTER_WIDTH + "px");
Game.setAttribute("height",MASTER_HEIGHT + "px");
var gl = setInterval("gameLoop();",15);
//Global Vars
var keyDown = new Array();
for (var i = 0; i < 256; i++){
keyDown[i] = false;
}
var gameState = 1;
//Settings
Game.style.backgroundColor = "#000";
//Key
processKeyEvent = function(event){
// MSIE hack
if (window.event)
{
event = window.event;
}
keyDown[event.keyCode] = true;
};
releaseKey = function(event){
// MSIE hack
if (window.event)
{
event = window.event;
}
keyDown[event.keyCode] = false;
}
Game.onkeydown = processKeyEvent;
Game.onkeyup = releaseKey;
var GameObjects = new Array();
function GameObject(xx, yy, w, h, i, inc, gs, name, img){
GameObjects.push(this);
this.width = w;
this.height = h;
this.index = i;
this.currIndex = 0;
this.increment = inc;
this.currInc = 0;
this.x = xx;
this.y = yy;
this.depth = 0;
this.objType = name;
this.image = img;
this.xScale = 1;
this.yScale = 1;
this.scaleString = "scale(" + this.xScale + "," + this.yScale + ")";
this.speed = 0;
this.direction = 0;
this.gravity = 0;
this.gravityDirection = 0;
this.active = true;
this.visible = true;
this.bindToRoom = false;
this.text = "";
this.color = "#FFF";
this.gameState = gs;
this.div = document.createElement("div");
this.div.className=this.objType;
this.div.style.position="absolute";
this.div.style.left= this.x + "px";
this.div.style.top= this.y + "px";
this.div.style.width= this.width + "px";
this.div.style.height= this.height + "px";
this.div.style.backgroundImage = "url(images/" + this.image + ")";
this.div.style[getTransformProperty(this.div)] = this.scaleString;
Game.appendChild(this.div);
this.isDiv = true;
this.classChanged = false;
this.move = move;
this.anim = anim;
this.setScale = setScale;
this.checkCollisionAt = checkCollisionAt;
this.objectAt = objectAt;
this.objectTypeAt = objectTypeAt;
this.toggleActive = toggleActive;
this.extend = extend;
this.unextend = unextend;
this.isType = isType;
this.update = update;
function move(xx,yy){
this.x += xx;
this.y += yy;
}
function anim(){
this.currInc += 1;
if (this.currInc >= this.increment){
this.currInc -= this.increment;
this.currIndex += 1;
if (this.currIndex >= this.index){
this.currIndex -= this.index;
}
}
}
function extend(type) {
this.objType += " " + type;
this.classChanged = true;
}
function unextend(type) {
this.objType = this.objType.replace( /(?:^|\s)type(?!\S)/ , '' );
this.classChanged = true;
}
function isType(type) {
return ((' ' + this.objType + ' ').indexOf(' ' + type + ' ') > -1);
}
function setScale(xx,yy){
this.xScale = xx;
this.yScale = yy;
this.scaleString = "scale(" + this.xScale + "," + this.yScale + ")";
}
function checkCollisionAt(xx,yy,other){
//Check For Collision
xx += this.x;
yy += this.y;
if ((xx + this.width > other.x) && (xx < other.x + other.width) && (yy + this.height > other.y) && (yy < other.y + other.height)){
return true;
}
else{
return false;
}
}
function objectAt(xx,yy,solid){
//Loop All Objects
for (var i = 0; i < GameObjects.length; i++){
if (GameObjects[i] != this && this.isDiv){
if (this.checkCollisionAt(xx,yy,GameObjects[i])){
console.log(i);
return true;
}
}
}
return false;
}
function objectTypeAt(xx,yy,type){
//Loop All Objects
for (var i = 0; i < GameObjects.length; i++){
if (GameObjects[i] != this && GameObjects[i].isType(type) && this.isDiv){
if (this.checkCollisionAt(xx,yy,GameObjects[i])){
return true;
}
}
}
return false;
}
function toggleActive(a){
this.visible = a;
this.update();
this.active = a;
}
function update(){
if ((this.active == false || this.gameState != gameState) && this.isDiv){
this.isDiv = false;
Game.removeChild(this.div);
return;
}
else if(!this.isDiv){
this.isDiv = true;
Game.appendChild(this.div);
}
this.div.style.display = "inline";
if (this.speed != 0){
this.x += this.speed*Math.cos(this.direction*Math.PI/180);
this.y += this.speed*Math.sin(this.direction*Math.PI/180);
}
if (this.bindToRoom == true){
if (this.x < 0){
this.x = 0;
}
if (this.y < 0){
this.y = 0;
}
if (this.x > MASTER_WIDTH-this.width){
this.x = MASTER_WIDTH-this.width;
}
if (this.y > MASTER_HEIGHT-this.height){
this.y = MASTER_HEIGHT-this.height;
}
}
if (!this.visible && this.isDiv){
this.isDiv = false;
Game.removeChild(this.div);
return;
}
if (this.classChanged){
this.div.className = this.objType;
}
this.div.style.zIndex = this.depth;
this.div.style.color = this.color;
this.div.innerHTML = this.text;
this.div.style.left= this.x + "px";
this.div.style.top= this.y + "px";
this.div.style[getTransformProperty(this.div)] = this.scaleString;
this.div.style.backgroundPosition = this.currIndex * this.width +"px 0";
}
}
function getTransformProperty(element) {
// Note that in some versions of IE9 it is critical that
// msTransform appear in this list before MozTransform
// By ZachAstronaut
var properties = [
'transform',
'WebkitTransform',
'msTransform',
'MozTransform',
'OTransform'
];
var p;
while (p = properties.shift()) {
if (typeof element.style[p] != 'undefined') {
return p;
}
}
return false;
}
现在,只要对象不在当前gameState中,变为不活动状态或不可见,我将从游戏的iframe中删除div。我有检查以确保不在update()函数中运行任何不必要的脚本。无论如何我能提高速度吗?
答案 0 :(得分:4)
您熟悉分析器吗? Google Chrome包括一个相当不错的人。当我运行您的程序并开始对其进行分析时,Chrome会报告您对isType的定义很昂贵。
function isType(type) {
return this.objType && new RegExp("(^|\\s)" + type + "(\\s|$)").test(this.objType);
}
果然,这很贵。动态构建RegExps可能代价高昂。
为了避免这种成本,如果可以,请从isType中取出正则表达式的定义。假设这组类型是固定的,您可以预先计算顶层所有类型的正则表达式,将它们存储在一个对象中,然后进行简单的查找以获得预先计算的正则表达式。如果你事先并不知道它们,你仍然可以将之前调用的regexp缓存到isType。
var priorTypeRegexps = {};
function isType(type) {
var aRegexp;
if (! priorTypeRegexps[type]) {
priorTypeRegexps[type] = new RegExp("(^|\\s)" + type + "(\\s|$)");
}
aRegexp = priorTypeRegexps[type];
return this.objType && aRegexp.test(this.objType);
}