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  1. Can anyone reproduce or this issue is only on my end?
  2. I'm currently looking into JavaScript frameworks for a simple cross platform 2d game and mainly concerned about mobile. While investigating PhaserJS I've noticed performance issues when moving sprites although it shows consistent 60 fps in the browser. The movement is not consistent, not fluid, feels choppy. Tested on Chrome (48), Firefox (44) and MS Edge most of the time it was choppy with occasional smoothness. My specs are: 4th generation i7, 16gb ram, GPU HD 8800m. What's the issue here, can it be solved or JavaScript frameworks are not ready for mobile development and better to go native to achieve smooth 60 fps sprite movement? Please see the demo here: The code from the example above: // This example uses the Phaser 2.2.2 framework // Copyright © 2014 John Watson // Licensed under the terms of the MIT License var GameState = function(game) { }; // Load images and sounds GameState.prototype.preload = function() {'bullet', '/assets/gfx/bullet.png'); }; // Setup the example GameState.prototype.create = function() { // Set stage background color = 0x4488cc; // Define constants this.SHOT_DELAY = 100; // milliseconds (10 bullets/second) this.BULLET_SPEED = 500; // pixels/second this.NUMBER_OF_BULLETS = 1; // Create an object representing our gun this.gun =,, 'bullet'); // Set the pivot point to the center of the gun this.gun.anchor.setTo(0.5, 0.5); // Create an object pool of bullets this.bulletPool =; for(var i = 0; i < this.NUMBER_OF_BULLETS; i++) { // Create each bullet and add it to the group. var bullet =, 0, 'bullet'); this.bulletPool.add(bullet); // Set its pivot point to the center of the bullet bullet.anchor.setTo(0.5, 0.5); // Enable physics on the bullet, Phaser.Physics.ARCADE); // Set its initial state to "dead". bullet.kill(); } }; GameState.prototype.shootBullet = function() { // Enforce a short delay between shots by recording // the time that each bullet is shot and testing if // the amount of time since the last shot is more than // the required delay. if (this.lastBulletShotAt === undefined) this.lastBulletShotAt = 0; if ( - this.lastBulletShotAt < this.SHOT_DELAY) return; this.lastBulletShotAt =; // Get a dead bullet from the pool var bullet = this.bulletPool.getFirstDead(); // If there aren't any bullets available then don't shoot if (bullet === null || bullet === undefined) return; // Revive the bullet // This makes the bullet "alive" bullet.revive(); // Bullets should kill themselves when they leave the world. // Phaser takes care of this for me by setting this flag // but you can do it yourself by killing the bullet if // its x,y coordinates are outside of the world. bullet.checkWorldBounds = true; bullet.outOfBoundsKill = true; // Set the bullet position to the gun position. bullet.reset(this.gun.x, this.gun.y); // Shoot it bullet.body.velocity.x = this.BULLET_SPEED; bullet.body.velocity.y = 0; }; // The update() method is called every frame GameState.prototype.update = function() { // Shoot a bullet if ( { this.shootBullet(); } }; var game = new Phaser.Game(848, 450, Phaser.AUTO, 'game'); game.state.add('game', GameState, true);