feat(#8): improve performance

This commit is contained in:
Juan Sebastián Montoya 2024-09-13 21:45:59 -05:00
parent 32dd2ad599
commit 07c64eadeb
4 changed files with 43 additions and 31 deletions

View file

@ -1,4 +1,5 @@
import { COLS, ROWS, TILE_SIZE } from "../constants.js";
import { createCanvas } from "../utils.js";
import { GameObject } from "./game-object.js";
export class Debug extends GameObject {
@ -16,17 +17,24 @@ export class Debug extends GameObject {
this.fps = Math.floor(1 / delta);
}
render(ctx) {
if (!this.debug) {
return;
get grid() {
if (this._grid) {
return this._grid;
}
const { ctx, canvas } = createCanvas(COLS * TILE_SIZE, ROWS * TILE_SIZE);
for (let row = 0; row < ROWS; row++) {
for (let col = 0; col < COLS; col++) {
ctx.strokeRect(col * TILE_SIZE, row * TILE_SIZE, TILE_SIZE, TILE_SIZE);
}
}
return (this._grid = canvas);
}
render(ctx) {
if (!this.debug) {
return;
}
ctx.drawImage(this.grid, 0, 0);
ctx.fillStyle = "Red";
ctx.font = "normal 16pt Arial";
ctx.fillText(this.fps + " fps", 10, 26);

View file

@ -18,22 +18,6 @@ export class MapManagement extends GameObject {
});
}
update(delta) {
this.gameObjects.forEach((item) => {
if (item.selected) {
item.update(delta);
}
});
}
render(ctx) {
this.gameObjects.forEach((item) => {
if (item.selected) {
item.render(ctx);
}
});
}
onMouseClick(elementId) {
if (
!this.elementsId.includes(elementId) ||

View file

@ -1,4 +1,5 @@
import { COLS, ROWS, TILE_SIZE } from "../constants.js";
import { createCanvas } from "../utils.js";
import { GameObject } from "./game-object.js";
export class Map extends GameObject {
@ -7,22 +8,26 @@ export class Map extends GameObject {
this.name = name;
this.imageId = imageId;
this.image = document.getElementById(imageId);
this.width = this.image.width;
this.selected = selected;
this.elementId = elementId;
}
async load() {
const level = await fetch("/resources/" + this.name + ".json");
this.level = await level.json();
return true;
const levelConfig = await fetch("/resources/" + this.name + ".json");
this.levelConfig = await levelConfig.json();
}
render(ctx) {
if (!this.level) {
return;
get level() {
if (this._level) {
return this._level;
}
const levelImage = this.image;
const level = this.level;
const { ctx, canvas } = createCanvas(COLS * TILE_SIZE, ROWS * TILE_SIZE);
const image = this.image;
const width = this.width;
const level = this.levelConfig;
const layer = level.layers[0];
const data = layer.data;
@ -30,9 +35,9 @@ export class Map extends GameObject {
for (let col = 0; col < COLS; col++) {
const tile = data[row * COLS + col] - 1;
ctx.drawImage(
levelImage,
(tile * TILE_SIZE) % levelImage.width,
Math.floor((tile * TILE_SIZE) / levelImage.width) * TILE_SIZE,
image,
(tile * TILE_SIZE) % width,
Math.floor((tile * TILE_SIZE) / width) * TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
col * TILE_SIZE,
@ -42,5 +47,13 @@ export class Map extends GameObject {
);
}
}
return (this._level = canvas);
}
render(ctx) {
if (!this.levelConfig || !this.selected) {
return;
}
ctx.drawImage(this.level, 0, 0);
}
}

View file

@ -0,0 +1,7 @@
export function createCanvas(width, height) {
const canvas = document.createElement("canvas");
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext("2d");
return { ctx, canvas };
}