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Found 4 results

  1. Simple question. How to cleanup? I want to do this well as I want to destroy every sprite and texture without exiting the window. I then want to create a load more textures and sprites, but some of the textures will be ones that were previously destroyed, so I want to avoid the 'Resource already exists' problem. I have created loads of sprites, and since I need to access them quickly I have them in a quick lookup, so I clean these up by going through each one and using the function destroy. However, I also want to clean up all the textures.They are in PIXI.utils.TextureCache I think. How do I clean these up? Is there any other references to these textures that need cleaning? Are there any other issue I might encounter?
  2. Hello there, I'm trying without success to find all stages and renderers that PIXI has in memory, so I can call destroy on them and their children. I'm sure there is a way to have that so I don't have to keep track on my application. It is a React website and therefore the component that had that reference is unmounted and then mounted again later on. When I instantiate a new stage and renderer, I can see them piling up and using a lot of memory as I go from one part of my website to another. How could I find all instances so I destroy them before creating new ones? I have the global PIXI object on window... Thanks a lot!
  3. I am clearing my scene entirely, where I use completely new sounds and new plans/textures. What is the proper way to do this? I'm first going through each of my planes and removing the plane and animations for each of them: item.plane.dispose(); item.animateR.reset(); item.animateX.reset(); item.animateY.reset(); and do the same for the sounds. Then I go to the scene and do the following: scene.dispose(); scene.disposeSounds(); The problem is I still see a lot of memory being used up, even after I do this and have an empty canvas on the screen. Am I missing a step or going about this wrong? Thanks, Jeff
  4. I am wondering how to implement the stage cleanup when switching between 'Game' and 'GameOver' stage. Should I simply put this = null in the shutdown function or should I nullify all the objects created in the stage. I have alot of objects and vars created in my stage and I want to avoid memory leaks when switching stages. Game = function(game) { .... //hell of alot vars defined here};Game.prototype = { create: function() { this.obj1 = new Obj1(); this.obj2 = new Obj2(); .... }, gameOver: function() { // Switch to game over stage this.stage.start('GameOver'); }, shutdown: function() { }};