TnT0923 Posted July 15, 2017 Report Share Posted July 15, 2017 Hi, I just started using phaser to make a game. All image size in this game are designed based on the background image which is 1600*900 pixel. After that I resized the canvas into 1400*800 pixel. When I try to add 400 sprites to the game at the same times, it takes about 3~4 seconds to finish the render. (I'm using for loop and addChild to Phaser.Sprite) after that, the game acted laggy. My question is: 1) Is there any different between "game.add.sprite" and " var a = new sprite(); game.add.existing(a);" 2) How many sprites can exist on the view at the same time without making the game laggy? 3) Is game performance related to image size? Thanks a lot. Quote Link to comment Share on other sites More sharing options...
mikiex Posted July 15, 2017 Report Share Posted July 15, 2017 You are creating new sprites and not using a pool of sprites? That might be why? Quote Link to comment Share on other sites More sharing options...
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