Jump to content

Phaser.Signal overloading system when I use tween


San4er
 Share

Recommended Posts

After switching from 1.1.3 to 2.0.7 I'm getting similar problems with Phaser.Signal taking up the bulk of the processing (about eight seconds, versus about half a second with 1.1.3). I'm not using tweens though; I think my issues just stem from attempting a bunch of "game.add.whatever" calls at the same time. I may need go back through and add some lazy loading to my game initialization, but hopefully someone knows a way to improve Signal performance nonetheless.

Link to comment
Share on other sites

  • 2 weeks later...

Still have this problem in 2.1.1

Here is my Firebug Profile with phaser.min.js:

Function:                                                                         Calls: Percent:        OwnTime:        Time:              Avg:         Min:           Max:

 

b.Signal                                                                           3870      33.22%      7955.039ms    7955.039ms   2.056ms   0.905ms     107.833ms
b.DisplayObjectContainer.prototype.updateTransform 45966      10.99%      2631.376ms    11714.281ms 0.255ms   0.017ms     15.364ms
b.Sprite.prototype._renderCanvas                                 35697      6.25%       1497.76ms      1497.76ms     0.042ms   0.02ms        1.683ms

It seems like this occurs right after 'a bunch of "game.add.whatever" calls at the same time.' like Berzee said.
Link to comment
Share on other sites

  • 1 month later...

This problem is still here in 2.1.2
The most CPU-heavy thread is Phaser.Signal which I don't even use anywhere in my code.

It seems like it triggers whenever I use game.add.sprite
It makes big lags and takes over 60% of CPU when I use phaser.js or 20% of CPU when I use phaser-min.js

 

Can I turn it off somehow?

Link to comment
Share on other sites

  • 1 month later...

This problem is still here in 2.1.2

The most CPU-heavy thread is Phaser.Signal which I don't even use anywhere in my code.

It seems like it triggers whenever I use game.add.sprite

It makes big lags and takes over 60% of CPU when I use phaser.js or 20% of CPU when I use phaser-min.js

 

Can I turn it off somehow?

Thank you.  I'll test my game after creating all the sprites first, that might be key.

Link to comment
Share on other sites

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...