netanalyzer Posted October 30, 2015 Share Posted October 30, 2015 Hello I'm in the middle of simple phaser based board game, written in Typescript. There is a dices' animation in the game.My canvas is transparent put on static CSS's background image. The whole drawing area of the canvas is based on Bitmapdata class. Till now everithing works fine. I have a separate class for dices. The dice's frames are loaded as atlas and played using Phaser.Animation. I have also a "draw" and "isDirty" methods in this class.They are used within update() method called by Phaser driven by RAF: update() { var somethingToRender: number = 0; // Add more if (this.board.Dirty) { this.board.draw(); somethingToRender++; } if (this.dices.Dirty) { this.dices.draw(); somethingToRender++; } if (somethingToRender > 0) { this.bmpMainContent.render(); } } Here is implementation of Dices::draw(): this.bmpDrawArea.clear(this.diceSprite.x, this.diceSprite.y, this.diceSprite.width, this.diceSprite.height); this.bmpDrawArea.draw(this.diceSprite, this.diceSprite.x, this.diceSprite.y); If the dices clas is dirty the upper code is called from update(). I ask to myself and you, does the Phaser really clears only diceSprite's part of drawing area or the whole this.bmpDrawArea is drawn on each update iteration during animation plays? PS: If the draw method is empty it still works Link to comment Share on other sites More sharing options...
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