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San4er

Phaser.Signal overloading system when I use tween

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I'm using tweens to move my buttons. But they move not smooth even on PC.

Firebug shows that Phaser.Signal overloads system very much. I don't use Phaser.Signal anywhere in my code.

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After switching from 1.1.3 to 2.0.7 I'm getting similar problems with Phaser.Signal taking up the bulk of the processing (about eight seconds, versus about half a second with 1.1.3). I'm not using tweens though; I think my issues just stem from attempting a bunch of "game.add.whatever" calls at the same time. I may need go back through and add some lazy loading to my game initialization, but hopefully someone knows a way to improve Signal performance nonetheless.

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Still have this problem in 2.1.1

Here is my Firebug Profile with phaser.min.js:

Function:                                                                         Calls: Percent:        OwnTime:        Time:              Avg:         Min:           Max:

 

b.Signal                                                                           3870      33.22%      7955.039ms    7955.039ms   2.056ms   0.905ms     107.833ms
b.DisplayObjectContainer.prototype.updateTransform 45966      10.99%      2631.376ms    11714.281ms 0.255ms   0.017ms     15.364ms
b.Sprite.prototype._renderCanvas                                 35697      6.25%       1497.76ms      1497.76ms     0.042ms   0.02ms        1.683ms

It seems like this occurs right after 'a bunch of "game.add.whatever" calls at the same time.' like Berzee said.

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This problem is still here in 2.1.2
The most CPU-heavy thread is Phaser.Signal which I don't even use anywhere in my code.

It seems like it triggers whenever I use game.add.sprite
It makes big lags and takes over 60% of CPU when I use phaser.js or 20% of CPU when I use phaser-min.js

 

Can I turn it off somehow?

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This problem is still here in 2.1.2

The most CPU-heavy thread is Phaser.Signal which I don't even use anywhere in my code.

It seems like it triggers whenever I use game.add.sprite

It makes big lags and takes over 60% of CPU when I use phaser.js or 20% of CPU when I use phaser-min.js

 

Can I turn it off somehow?

Thank you.  I'll test my game after creating all the sprites first, that might be key.

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