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Intel XDK Lag


CharlesCraft50
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I'm facing some kind of issues, when the player moving or in the air or falling in the air, the game will lag in mobile (not on desktop)
Code:
 

if(cursors.left) {
        player.body.velocity.x = -200;

        if(player.facing != 'left') {
            player.scale.x = 1;
            player.animations.play('walk');
            player.facing = 'left';
        }
      } else if(cursors.right) {
        player.body.velocity.x = 200;

        if(player.facing != 'right') {
            player.scale.x = -1;
            player.animations.play('walk');
            player.facing = 'right';
        }
      } else {
        player.body.velocity.x = 0;

        if(player.facing != 'idle') {
            player.animations.stop();

            if(player.facing == 'left') {
                if(player.holding != 'nothing' && player.holding != 'powerUp_2x') {
                  player.scale.x = 1;
                  player.animations.stop();
                  player.frame = 10;
                } else {
                  //Jump animation:
                  if(this.jumping == true) {
                  player.frame = 13;
                  player.scale.x = 1;
                  //break;
                  } else {
                  //Player idle left
                  player.scale.x = 1;
                  player.animations.stop(null, true);
                  //break;
                  }
                }
            } else {
                if(player.holding != 'nothing' && player.holding != 'powerUp_2x') {
                  player.scale.x = -1;
                  player.animations.stop();
                  player.frame = 10;
                } else {
                  //Jump animation:
                  if(this.jumping == true) {
                  player.frame = 13;
                  player.scale.x = -1;
                  //break;
                  } else {
                  //Player idle left
                  player.scale.x = -1;
                  player.animations.stop(null, true);
                  //break;
                  }                }
            }

            player.facing = player.facing;
        }
      }


      if(player.body.onFloor()) {
          this.jumps = 0;
          this.jumping = false;
      }

      if(cursors.up && this.jumps < 5) {
          player.body.velocity.y = -1000;
          this.jumps++; 
          this.jumping = true;
      }

      if(cursors.down) {
          if(player.facing == 'left') {
            player.scale.x = 1;
          } else {
            player.scale.x = -1;
          }
            player.frame = 4;
            player.body.velocity.x = 0;
      }

 

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There doesn't appear to be any code posted above relating to Intel XDK or Cordova etc - why do you think the issue is XDK related?  How does the same game play in-browser on the same mobile device?

Perhaps the issue you are facing is non-apparent on desktop due to increased performance - for example update loops using a deltaTime, which is very small on the more powerful desktop, but larger on the less performant mobile to the extent of observable lag.  But I am speculating.  To avoid guesswork add runtime debug output for you to measure what's really happening on any give device - add functionality incrementally and zoom into any area that effects performance.

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