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implemented pixi view, which lead to pretty good performance improvements :)
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parent
d5fd9c6609
commit
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4 changed files with 167 additions and 45 deletions
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@ -5,17 +5,142 @@ define([
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"Game/Config/Settings"
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],
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function (Parent, DomController, Pixi, Settings) {
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function (Parent, DomController, PIXI, Settings) {
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function PixiView () {
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Parent.call(this);
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this.movableObjects = [];
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this.camera = null;
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this.stage = null;
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this.container = null;
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this.init();
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}
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PixiView.prototype = Object.create(Parent.prototype);
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PixiView.prototype.init = function() {
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Parent.prototype.init.call(this);
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PixiView.prototype.init = function () {
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if(Settings.USE_WEBGL) {
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this.renderer = new PIXI.WebGLRenderer(Settings.STAGE_WIDTH, Settings.STAGE_HEIGHT);
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} else {
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this.renderer = new PIXI.CanvasRenderer(Settings.STAGE_WIDTH, Settings.STAGE_HEIGHT);
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}
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this.stage = stage = new PIXI.Stage(0x333333);
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this.initCamera();
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this.setCanvas(this.renderer.view);
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}
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PixiView.prototype.loadMeshes = function(objects) {
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var self = this;
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for (var i = 0; i < objects.length; i++) {
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(function() {
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var o = objects[i];
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var x = o.x * Settings.TILE_SIZE;
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var y = o.y * Settings.TILE_SIZE;
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var r = o.r ? o.r : 0;
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var rad = 0.5 * Math.PI * -r;
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var material = self.tileAtPositionExists(objects, o.x, o.y -1) ? "Soil" : "GrassSoil";
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var callback = function(mesh) {
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self.container.addChild(mesh);
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//console.log("img height:", mesh.material.map.image.height);
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//mesh.rotation.z = rad;
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};
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self.createMesh(Settings.TILE_SIZE, Settings.TILE_SIZE, x, y, 'static/img/Tiles/' + material + '/' + o.s + '' + o.r + '.gif', callback, true);
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})();
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};
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};
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PixiView.prototype.render = function () {
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if(this.me) {
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var pos = this.calculateCameraPosition();
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this.setCameraPosition(pos.x, pos.y);
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}
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for (var i = 0; i < this.movableObjects.length; i++) {
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var obj = this.movableObjects[i];
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var pos = obj.player.getPosition();
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obj.mesh.position.x = pos.x * Settings.RATIO + 4 ;
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obj.mesh.position.y = pos.y * Settings.RATIO - 34; // weirdly a different magic number as for three
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}
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this.renderer.render(this.stage);
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}
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PixiView.prototype.createMesh = function (width, height, x, y, imgPath, callback, isTile) {
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var texture = PIXI.Texture.fromImage(imgPath);
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var mesh;
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//if(isTile) {
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// mesh = new PIXI.TilingSprite(texture, width, height);
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//} else {
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mesh = new PIXI.Sprite(texture);
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mesh.width = width;
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mesh.height = height;
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//}
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mesh.position.x = x;
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mesh.position.y = y;
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callback(mesh);
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}
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PixiView.prototype.addPlayer = function(player) {
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var self = this;
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var mesh = null;
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var pos = player.getPosition();
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var size = {w:10, h:42};
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var callback = function(mesh) {
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self.container.addChild(mesh);
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self.movableObjects.push({
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player: player,
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mesh: mesh
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});
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}
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this.createMesh(size.w, size.h, pos.x, pos.y, "static/img/Characters/Chuck/chuck.png", callback, false);
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};
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PixiView.prototype.removPlayer = function(player) {
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// nothing
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};
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PixiView.prototype.initCamera = function () {
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this.container = new PIXI.DisplayObjectContainer();
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this.stage.addChild(this.container);
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}
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PixiView.prototype.calculateCameraPosition = function() {
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var reference = this.me.getPosition();
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var pos = {};
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pos.x = -reference.x;
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pos.y = reference.y;
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pos.x = pos.x * Settings.RATIO;
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pos.y = -(pos.y * Settings.RATIO);
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pos.x -= this.me.playerController.xyInput.x * Settings.STAGE_WIDTH / 4;
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pos.y += this.me.playerController.xyInput.y * Settings.STAGE_HEIGHT / 4;
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return pos;
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};
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PixiView.prototype.setCameraPosition = function (x, y) {
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this.container.position.x = x + Settings.STAGE_WIDTH / 2;
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this.container.position.y = y + Settings.STAGE_HEIGHT / 2;
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};
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PixiView.prototype.setCameraZoom = function (z) {
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//this.container.position.x = x;
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//this.container.position.y = y;
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};
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return PixiView;
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