Ive been having a really baffling slow down issue with the game I am working on probably because I am unsure how to handle graphics (most likely responsible for the slow down) in javascript without using a third party framework like Phaser/ImapactJS/EaselJS etc)*. The following is the low down on how I am approaching my graphics. I would be very thankful for some tips or methods on how to do this right.
- My game is tile based - using tiles designed at 500x500 px because I want them to display decently on high definition devices.
- I am using a spritesheet to load all (most of) my tiles before the main loop is run. This image is roughly 4000 x 4000 (keeping it below 4096 because the GPU cant handle texture sizes larger than that).
- I then use the drawImage function to cycle through and draw each tile on a part of the canvas using information (w, h, x, y) stored in the tile array. I do this on every cycle of the main loop using my drawMap function.
- The map is currently 6x6 tiles in size
- A character spritesheet is also loaded and drawn on to the canvas after the map has been drawn. The character displays a different frame of the animation on every cycle of the main loop. There are sets of animations for the character each contained in the same spritesheet.
- The character sprite sheet is roughly 4000x3500
- The character is roughly 350x250 px
Other objects also use the same sprite sheet. Currently there is only one object.
Possibly helpful questions:
Am I using too many spritesheets or too few?
- Should I only draw something if it's coordinates are in bounds of the screen?
- How should I go about garbage collection? Do I need to set image objects to null when no longer in use?
Thanks in advance for input. I would just like to know if I am going about it the right way and pick your brains as how to speed it up enough.
*Note that I plan to port the JS game to cocoonJS which provides graphics acceleration for the canvas element on mobile.
** If interested please visit my Patreon page for fun!